Fury Road LS Mod Mod

It might be my download but seems like i cant start a game properly and it crashes after i end 1st turn. Something to do with some xml with index in file name if i recall well. Ill try redownloading again (since dl breaks constantly). Maybe find another host? Maybe its me...
 
I just downloaded again and it says it cant find some info classes in unitinfos and civilzationinfos xml files.
 
An interesting mod, aside from the mk3 map not seeming to work a few other things I would suggest.

the NCR should start with the pipboy tech as they are decended from vault dwellers
There should also be some more UU stuff, for instance the BoS should have Knights and Paladins rather then security/Armed security as their UUs
The NCR should get the NCR rangers, the masters army and the ghouls should get either unique skin/promotions with a few special units of stuff like nightkin, glowing ones, ect, or get full custom units if that is easier.
The Raiders/Slavers should beable to make stuff like Khan bands, and Slavers
I would also say change the Ghoul leader to Set, or just have options between the two.
The New Reno Families should have mobsters for sure, and probably something along the lines of casinos
And I would say expand to other factions, like Vault City, Vault 13, Broken Hills, Gecko
 
thanks for the suggestions, most of them are already in my mind for development.

Yes Mk3 is from a very old version with different code, the whole thing needs to be remade.

NCR wasn't descended from vault dwellers, it was descended from the small town of shady sands and the visionary leadership of Tandi who was rescued by the original Vault dweller in F1. This is doubly true if you move forward with the assertion that Vault 13 be a seperate faction, as it could be argued that at some point they would have been absorbed by the NCR.

The Pip Boy tech was actually a workaround from an earlier concept where Enc. BoS and Mutants could only found settlements on vaults, so they needed a shortcut to reveal vaults, I had some issues with python that at the time I could not resolve and so had to come up with a new plan. I would like to revive this element someday, but it will mean rewriting chunks of code back to the old concept.

As to the UU's the concept is that almost all units in every faction will be a UU, The problem at the moment is unit graphics and unique stat concepts for them. Tribe has had the most work done in this regard. For instance, Obviously the NCR should have rangers, but what exactly is unique about the ranger, what stats and promotions should they have that makes them unique to the NCR.

The Mutants and Ghouls already have unique promotions, if you view their leader traits. As to skins, that requires a graphics guy which I do not have...But yes, I intend to make a whole host of unique units. with the mutants having big heavy gun and melee weilding brutes etc. and the Ghouls having different stuff, like the glowing ones providing a medic bonus. I would also like to eventually add in extra promotions etc. that give benefits from fallout squares.

Bos will eventually have the knights and paladins, again this is a limit with graphics and the specific elements that will make the knight/paladin unique to BoS and conversely the unique elements that will go into The Enclave units. (the first steps have been laid for Power armour, with the T51b units and the advanced armour.)

The Security/Armed Security is the basic work around for having first stage troops that represent the military training available to Enclave and BoS from their pre-war heritage, again these will eventually branch off to be unique for both, BoS being the kind of Leather armour recruits you see in Tactics (the T51b unit also runs from this concept).

Yes The Raiders will have various things like this, the raiders are stuck at the moment, because of issues I have with modding the .dll and adding in the necessary modcomps I want for making the raiders work right, but they will have slave specialists(well everyone will have the option but the Raiders will gain extra benefits) The ability to pillage more resources than other factions, this will include science, food etc. through the expandedpillage mod. They will also have unique 'barbarian' units, allowing them to pillage without declaring war.

The ghouls are led by harold because he is cool! He had a tree growing out of his head! That is the definition of a cool ghoul!

Yes the Reno's will have a bevvy of gangster types, mobsters, 'made men'. They will also have unique versions of all the 'criminal' type buildings like casinoes and 'protection' that will have less negative impacts. I am also trying to work through in my head a good way of doing 'Jet'.

And I would say expand to other factions, like Vault City, Vault 13, Broken Hills, Gecko

Realistically, none of those have enough content to be a faction, they only exist for one version of the game, when I relaunch the Mk3 project, (when all the game mechanics are in) I would like to add these as special settlements that you can conquer and gain unique structures/benefits from. Gecko granting a Nuc. Power Plant, Broken Hills providing uranium, Vault City providing Specialist Medical buildings, or perhaps a unique building to do with slaves (I mean Servants...ahem!) Eventually populating the whole USA Mk3 map with all of the famous locations from the games, Vault 0 and the robotic horde, etc.
 
Actualy after vault 15 went and blew the crap out of itself because the armory lacked keys some of the survivors left to make shady sands
http://fallout.wikia.com/wiki/Vault_15
Also out of curiosity do you have the fallout bibles? if not you should get them they have interesting stuff in them.
 
Actualy after vault 15 went and blew the crap out of itself because the armory lacked keys some of the survivors left to make shady sands
http://fallout.wikia.com/wiki/Vault_15
Also out of curiosity do you have the fallout bibles? if not you should get them they have interesting stuff in them.

It actually says that the first 3 groups (raiders) took the best equipment, so the Shady sands group (Who have no real tech to speak of when you meet them) wouldn't have the Pip boy technology.

If you have a link to the Fallout bibles, it would be good to have a look :-)

Thanks for your input :-)
 
Yeah, in terms of the factions, I don't really need anymore info, right now it is all about the translations of factions to the civ format, how each civ will be different, and in what way they will work. stats etc. Which the fallout games can't really help with. At the moment the biggest limitation to progress is graphics and my inabililty to get the new SDK components working, even though I cannot find a reason why they break, I think I am just code cursed!
 
well, one thing you could help with is thinking and sharing ideas about units and building etc. Units in particular, thinking of specific 'civ' elements for each unit/faction.

for instance.

I want the NCR to have a 'ranger' set of units, with a variety of weapons and roles etc. What I need to decide though, is what makes rangers special, what stats, promotions or abilities that make them unique from other units?

This can be said about all the factions, I have some ideas but need more, also just debate in general motivates me, I am just irratated and frustrated by my lack of progress with successful .dll modding, none of the code is mine, so it should all work just fine, but I keep coming up with unexplainable problems. If I could solve it there are SO many great modcomps to add in to really make the factions work how I want, from slaves, to extra bonuses from pillaging and so many other great little bits :-).

Anyway.

Units and buildings stats. begin thinking! :-P
 
When I try to download the mod it gets to about 50mb then stops the download. Do you know how I can get it to download all of it?:sad:
 
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