Hello anyone who is interested...
LATEST NEWS: The Alpha Version of the Tech tree is now complete, along with about 95% of units and maybe 30-50% of buildings. I have finished developing the Alpha Version of our combat system, and soon we will have a tonne of fallout themed promos as well. I am really excited about the combat system, I hope people will really get a kick out of going toe to toe with guns and melee!!
This will hopefully include a lot of the elements from Fury Road and my Original Fallout Content.
Notes on this release:
DOWNLOAD: SUSPENDED PENDING NEW VERSION
Fallout Tame The Wastes Will Include: (Hopefully!)
New GUI: Mk1 Version
Including New Buttons By en_dotter
Including BUG Interface Options
Range Strength Display by The_J
New .dll:
K-Mod: Here
extrapillage: Here
Slavery: Here
Specialist Enhancement:Here
Civics Change Specialists: (can't find the mod thread...also would love someones help to merge this with the above so that happiness and health can change too)
TLOtags For Promotions: Here
Multiple Production Mod: Here (I think it is working right!)
Range Combat Experince from Realism Invictus (Range combat is a BIG part of the combat system)
Oppurtunity fire from DCM
Immigration Mod (I think from Orion)
City Size Prereq from Orion
Super Forts by Red Key
I think there may be some other bits as well, but I am having trouble remembering...
Reworked Civs:
Wasteland Tribes: Low tech, high population, large spread, lots of weak units good against animals. Low upkeep from distance and number of cities (each is a self contained village loosely banded together with the other tribes).
(Maybe)Herbologists: based off of a blending of various religions from Fallout, most notably the huboligists from Fallout 2, also with an EcoMentalist spin, Ability to train animal based units also, some sort of restoration ability allowing the restoring of healthy forests, better tiles etc.
The Masters Supermutant Army: Super mutants, strong units, Slow growth, must harvest human populations to generate new supermutants, Perhaps only able to build a basic unit such as a 'slave/prisoner' that has to be upgraded to the better SuperMutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.
Brotherhood of Steel: Strong Power Armour based units, Slow growth, Fast Tech.
Enclave: Strong Power Armour based units, slow growth, fast tech, big unhappiness modifiers.
Raiders and Slavers: quick unit construction, unhappiness, low unit support costs, low financial abilities.
New California Republic: happiest Civ, good all rounders, no major wakness/strength, high refugee intake.
New Reno: Criminal fraternity, various 'black market' industries, ability to inflict negative affects on other civs through bad corporations, eg. 'Jet', etc.
Civilised Ghouls: Good tech, immune to radiation, positive effects from radiation, good health buildings, can build simple radiation based facilities, eg. 'Glowing One' hosipital, nuclear reactor, etc. Ghouls love the radiation. Possibly benefits from radiation tiles. Possibly through having the ability to build improvements on fallout tiles, perhaps by having a UU worker, this could add the interesting twist of the Ghoul Civ using Nukes to 'Terraform' the planet into a more comfortable environment for them hehe!
Every Civ will have it's own Unit and Building sets, some buildings will be replacements like UB's are now, other structures will be unique to a faction or factions, giving them a Unique advantage or disadvantage over other Civs. The same will be true for units. Each faction will have a Unique Playing style and your choice of faction will heavily influence the way in which you play the game.
Expanded Tech Tree:
Developing a Brand New Tech Tree with over 100 Post Apocalyptic Technologies
New Units:
Power Armour
Vertibirds
Plasma Weapons
Laser Weapons
Cars and APCs
Super Mutants
Ghouls
Snipers
EMP weapons
MINIGUNS!!
A unique attempt to balance Melee & Shooting throughout all eras!
and more besides, with more to come!
(The Current Unit Tally is about 80! (I Think) Original BTS units is now under 10 (I Think) (most of those are great people))
New Terrain:
About +80% of resources have been replaced with Fallout Resources Nuka Cola anyone?
Wasteland
Ruins
Vaults! The most prized collections of pre-war technologies (Very Important)
Pre-War Structures
New Buildings:
A host of new building
Buildings that can only be built with access to a Vault!
Sound and Music:
Custom Order and Select Sounds
Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/
DOWNLOAD: SUSPENDED
LATEST NEWS: The Alpha Version of the Tech tree is now complete, along with about 95% of units and maybe 30-50% of buildings. I have finished developing the Alpha Version of our combat system, and soon we will have a tonne of fallout themed promos as well. I am really excited about the combat system, I hope people will really get a kick out of going toe to toe with guns and melee!!
This will hopefully include a lot of the elements from Fury Road and my Original Fallout Content.
Notes on this release:
DOWNLOAD: SUSPENDED PENDING NEW VERSION
Fallout Tame The Wastes Will Include: (Hopefully!)
New GUI: Mk1 Version
Spoiler :
Including BUG Interface Options
Range Strength Display by The_J
New .dll:
K-Mod: Here
extrapillage: Here
Slavery: Here
Specialist Enhancement:Here
Civics Change Specialists: (can't find the mod thread...also would love someones help to merge this with the above so that happiness and health can change too)
TLOtags For Promotions: Here
Multiple Production Mod: Here (I think it is working right!)
Range Combat Experince from Realism Invictus (Range combat is a BIG part of the combat system)
Oppurtunity fire from DCM
Immigration Mod (I think from Orion)
City Size Prereq from Orion
Super Forts by Red Key
I think there may be some other bits as well, but I am having trouble remembering...
Reworked Civs:
Spoiler :
Wasteland Tribes: Low tech, high population, large spread, lots of weak units good against animals. Low upkeep from distance and number of cities (each is a self contained village loosely banded together with the other tribes).
(Maybe)Herbologists: based off of a blending of various religions from Fallout, most notably the huboligists from Fallout 2, also with an EcoMentalist spin, Ability to train animal based units also, some sort of restoration ability allowing the restoring of healthy forests, better tiles etc.
The Masters Supermutant Army: Super mutants, strong units, Slow growth, must harvest human populations to generate new supermutants, Perhaps only able to build a basic unit such as a 'slave/prisoner' that has to be upgraded to the better SuperMutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.
Brotherhood of Steel: Strong Power Armour based units, Slow growth, Fast Tech.
Enclave: Strong Power Armour based units, slow growth, fast tech, big unhappiness modifiers.
Raiders and Slavers: quick unit construction, unhappiness, low unit support costs, low financial abilities.
New California Republic: happiest Civ, good all rounders, no major wakness/strength, high refugee intake.
New Reno: Criminal fraternity, various 'black market' industries, ability to inflict negative affects on other civs through bad corporations, eg. 'Jet', etc.
Civilised Ghouls: Good tech, immune to radiation, positive effects from radiation, good health buildings, can build simple radiation based facilities, eg. 'Glowing One' hosipital, nuclear reactor, etc. Ghouls love the radiation. Possibly benefits from radiation tiles. Possibly through having the ability to build improvements on fallout tiles, perhaps by having a UU worker, this could add the interesting twist of the Ghoul Civ using Nukes to 'Terraform' the planet into a more comfortable environment for them hehe!
Every Civ will have it's own Unit and Building sets, some buildings will be replacements like UB's are now, other structures will be unique to a faction or factions, giving them a Unique advantage or disadvantage over other Civs. The same will be true for units. Each faction will have a Unique Playing style and your choice of faction will heavily influence the way in which you play the game.
Expanded Tech Tree:
Developing a Brand New Tech Tree with over 100 Post Apocalyptic Technologies
New Units:
Spoiler :
Power Armour
Vertibirds
Plasma Weapons
Laser Weapons
Cars and APCs
Super Mutants
Ghouls
Snipers
EMP weapons
MINIGUNS!!
A unique attempt to balance Melee & Shooting throughout all eras!
and more besides, with more to come!
(The Current Unit Tally is about 80! (I Think) Original BTS units is now under 10 (I Think) (most of those are great people))
New Terrain:
About +80% of resources have been replaced with Fallout Resources Nuka Cola anyone?
Wasteland
Ruins
Vaults! The most prized collections of pre-war technologies (Very Important)
Pre-War Structures
New Buildings:
A host of new building
Buildings that can only be built with access to a Vault!
Sound and Music:
Custom Order and Select Sounds
Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/
DOWNLOAD: SUSPENDED