Fury Road LS Mod Mod

Ok Guys Update Good and Bad News.

Bad News: my .DLL compiler software seems to have gone walkies, so I need to try and refind it download it, as I can't compile a new .dll to fix the save issue...

Good News: I have managed to work out how to further mod the HUD I was going to show you some early WIP....but for some reaon Civ no longer wants to generate screen shots for me....(I have a headache!!)

Also En Dotter has been making some cool new buttons, so we can expect some more graphics treats soon. I really want to try and fix this .dll save game issue before i release another update...

So I keep chipping away!
 
Ok Guys Update Good and Bad News.

Bad News: my .DLL compiler software seems to have gone walkies, so I need to try and refind it download it, as I can't compile a new .dll to fix the save issue...

Good News: I have managed to work out how to further mod the HUD I was going to show you some early WIP....but for some reaon Civ no longer wants to generate screen shots for me....(I have a headache!!)

Also En Dotter has been making some cool new buttons, so we can expect some more graphics treats soon. I really want to try and fix this .dll save game issue before i release another update...

So I keep chipping away!
 
First, I would like to say that I am thrilled that you have managed to resume your modmod and thoroughly enjoyed my brief test game.

However, I found a small bug/oversight. You have units with a bonus against animal units. The problem is, none of the animals have the banimal tag set, therefore, the bonus doesn't work. This can be easily fixed through one of two way. Either set the banimal tag to 1 for all the animal units, or change the bonus from animal units to animal combat class. I would recommend the second option because the first may bring some unintended consequences.
 
Ok folks the battle with the .dll continues!!

On a + side, I found out why civ was not generating screenshots......I was looking in the wrong folder!!!!

So here are some more WIP shots of some interface screens (pictures need a lot of custom sizing work.)

Spoiler :

Civ4ScreenShot0005.jpg

Civ4ScreenShot0006.jpg



I am thinking of changing the top centre pic (city screen food bar etc.) to something like a metal plaque on wood, just so that the pipboy screen doesn't look too spammy!

Still trying to figure out how to change the happy/sad faces etc. I have the pics, I just can't find the right bit of code to make it change...
 
aaaargh....well I finally managed to make a successful compile of my sdk, but now I am getting bunch of xml errors that i have no idea how to fix, but it is breaking all units and promotions in the game, so as soon as I start a new game it crashes (presumably because it has no units to generate for the map script....I have no idea what is going wrong, every file I look in seems to be fine, and the error messages do not seem to be giving me much helpful information (no broken line references to tell me where it hurts...) damn it this is depressingly annoying!!
 
thanks very much i appreciate that ;-)

sorry i have been silent so long, I am currently spending all my time on my first Music sampler release cd. So I will be gone to the end of august.

To give you a brief update on where i am at, both of my .dll attempts are a fail as of right now, and I cannot find any more reasons as to why, so it is looking like i will have to wind the clock right back to before the sdk merges. Then either carry on and leave those new elements out, or try to re-implement them one at a time and see if i can find where it falls apart, neither of which are filling me with excitement :-)

But i shall try to get back on with it soon, I may just throw back to a much earlier version and play with the GUI just for a new experience ;-)
 
Will your mod incorporate any elements from Van Buren/New Vegas? Since both games dealt with the obstacles faced in rebuilding of society, and really fleshed out a lot of the Fallout 1 and 2 factions, such as the NCR, they could probably contribute a lot to a mod focusing around the rebirth of civilization. Stuff like the NCR imperialism and inefficiency, which were only lightly touched on in Fallout 2, could be used to add more depth to the factions and problems players will have to overcome when building their civilization.
 
This may be a possibility, I did not know that van buren ever finished/released. I haven't played new vegas.

At the moment everything is still quite early in terms of development, and I have to go back and redo some coding issues, which is annoying and means jumping back quite a few steps, so i am working up the motivation to do it.

I am certainly not against using more content, from the other sources, essentially my vision for the mod is one that 'sort of' begins after F1 and before F2 so the latter stages of game play would benefit from the elements you mentioned.

Like I said though i haven't played either so haven't added them to my plans.

That imperialism/bureaucratic/ central government issues sounds like a good weakness for NCR though, perhaps adding to number of city costs...although that weakness would probably also apply to BoS and Enclave...well lets face it everyone would probably suffer from that issue....hmmm dunno. Certainly feel free to offer suggestions from those sources. I certainly won't shut an idea down just because it is from X version of the game.

It is just that the stuff I happen to like the most comes from F1, 2 and tactics is all.
 
This may be a possibility, I did not know that van buren ever finished/released. I haven't played new vegas.

At the moment everything is still quite early in terms of development, and I have to go back and redo some coding issues, which is annoying and means jumping back quite a few steps, so i am working up the motivation to do it.

I am certainly not against using more content, from the other sources, essentially my vision for the mod is one that 'sort of' begins after F1 and before F2 so the latter stages of game play would benefit from the elements you mentioned.

Like I said though i haven't played either so haven't added them to my plans.

That imperialism/bureaucratic/ central government issues sounds like a good weakness for NCR though, perhaps adding to number of city costs...although that weakness would probably also apply to BoS and Enclave...well lets face it everyone would probably suffer from that issue....hmmm dunno. Certainly feel free to offer suggestions from those sources. I certainly won't shut an idea down just because it is from X version of the game.

It is just that the stuff I happen to like the most comes from F1, 2 and tactics is all.

Although Van Buren wasn't released, I think the design documents got leaked, and can be found on the wiki. The team that was developing Van Buren also made New Vegas, so a ton of Van Buren elements made it into the game.

In both games, the NCR, spurred by its success in F2 in expanding across California and status as the uncontested industrial and military superpower, is shown to be seriously overextending itself, spending vast resources embroiled in expansionist campaigns abroad, while internally suffering from corruption, bureaucratic inertia and increasingly negative public opinion. Its status as the only functional democracy in the wasteland has led to an almost "Manifest Destiny" attitude among the hawkish members of its leadership. I think these elements would be great for defining the advantages and disadvantages for the NCR in the mod, instead of using the almost entirely positive portrayal in F2.

Even if you hated Fallout 3, which I did, you really need to give New Vegas a shot, since it's made by the same people who made Van Buren and the original Fallouts. Plus, its and Van Buren's setting, with society well on its way to reconstruction, but facing all kinds of obstacles, and conflicts over ideology and socioeconomic issues rather than survival, would be perfect for lategame Civ.
 
Back
Top Bottom