Fury Road LS Mod Mod

I am downloading as we speak, so I will give this a play and let you know what I think. If you have any specific tasks I can start looking into and trying to help in anyway that you see fit. Be sure to keep the forum posted with your activity!
 
Started the game up on turn one, five civ's met their demise, I don't think this was something that was a product of fortune. I assume this to be the first bug for round three or perhaps the A.I.'s value of life has sunken with the economy. ;)
Spoiler :
Civ4ScreenShot0000.JPG
 
I just finished my first play through, with the Enclave and here are my thoughts:

1. The game was too short, from playing Fury Road I know this a Fury Road game length feature and not your own, I finished with a time Victory on Marathon starting the game around 7:20pm and Finishing around 10:30pm. I'm not sure about the world of CIV players out there but I prefer longer games, also it would be nice to at least get half way through the tech tree before the game ends.
2. I understand the enclave is designed to have a head start and I don't want to give you too much criticism coming out the the front gate. I understand the enclave and BoS are suppose to have a head start but my starting unit had a strength of 10 and the barbarian deathclaw's strength of 12 makes them seem powerless. It's hard to connect with the oh feeling when you stumble upon them in the Fallout series. Perhaps they could appear later like in Vanilla; Animals appear first then human barbarians. Let everything else spawn at the same time but and then let the deathclaws spawn and then let them turn the fringes of your civilization into hell.

I have plenty more suggestions I think about what a Fallout Mod would be like periodically and I've been writing down ideas as they come to me. I will throw them at you as you develop this mod mod further. Other than the two major suggestions great job fixing your Python errors and getting this up and running. Your expanded tech tree is very well done, i always thought Fury Road's was a bit small. Great start as far as I see it I!
 
Yes the shortness of the game is a big thing to sort, I am not certain how to go about doing it though (I changed the date/time system to make the time frame slower but i don't know how to increease game length....but we are in total agreement), I really want to let it run for much longer! Any help on this is appreciated!

As to the everybody died bug, that is really weird? Did you use one of the fury road specific map scripts? I see alot of grass on your map. Other than that I really don't know? I have never seen that happen before, except when I used my old america map and everything was bugged up to the eyes!

The starting unit may need to be a little weaker, this was the balancing issues I talked about. Having said that the Enclave have far less of an 'oh the world is scary' vibe about them, because anything that scares them they just shoot it, capture it, clone it, or blow it all to hell and back. For the more 'Wanderer' player experience it will be more from playing one of the other factions, when they are properly developed. I may also make the deathclaw tougher... Just to make it properly scary!

Did you notice that as the Enclave you could not take over settlements with your early units, I plan to make this a feature to slow down the 3 Strong factions in the early game, it is to give the impression that they do not have the man power or infrastructure to control settlements in the early game.

Suggestions are always welcome :-D they are great for getting me excited about the mod again!
 
I played on Fury World map script, I actually didn't get to the point of war in my game, perhaps because i made a huge map. I will be sure to play my next test as the BoS on a Large map instead, so that the borders will close faster and war will be more likely.

I would say that is a fair defense to the Enclave interpretation of the Post-Apocalyptic waste, I will see what i can do on my next test!
 
hmmm I really don't know what to say about that bug..All I can suggest is try different map scripts and sizes and see if it happens again...if it does we shall have to see if we can work it out and fix it, but like I said it has never happened to me.

before trying a new game, I have jsut uploaded a new version with some new goodies, see OP :-D
 
Another time victory but with the Brotherhood of Steel, I have not had borders other civ's borders get close enough to have a war yet. My next test I will play on a standard sized map. There were no mass deaths at the start when playing on the Great Wastes map so, I will retry a game on Fury World and see if the mass death reoccurs.

The addition of Fallout Music made the game more atmospheric, and the new Load up screen definitely added to the flavor. Looking and sounding great!

I didn't encounter any bugs in this round, I did see the TXT_ bugs but I just assumed these were from not yet filling in the pedia entries. I can begin to start making pedia entries if you like, and I have been watching Kael's video tutorials on modding. I may try and finish those soon to make myself more generally useful.

Other than that I do have a few development ideas I've been thinking of as I've played. I will share a few of these now.

1. I played and did some pedia entries for Master of Mana (MoM) a mod that was once a mod mod for Fall from Heaven under the name Wild Mana. In the game there are a features such as hill forts that spawn units such as hill giants, ruins that spawn lizardmen, and another type of fort that spawns goblins. I thought by having things like a Death Claw Nest with a stationary Deathclaw Mother with Increased Strength, would add to the challenge of expanding into the Wastes. Ruins could also spawn areas like Raider Den's, and there could be random events that spawn unique Raider Leaders that go pillaging and invading into close territories.

2. Thinking about raiders I am limited in my knowledge in the Lore of Fallout from only playing the first in the series and New Vegas. I am under the impression though that by the time the story has developed into the time frame of New Vegas the Khans have become more community based and less heartless since the time of their origins in the first fallout. I think you could replace the raiders and slavers civ with the Great Khans, and let the barbarians be known as the slavers and raiders.

3. After reflecting on making the Great Khans a civ I thought about the strengths you gave to the Brotherhood of Steel and the Enclave and I figured the advantage of the Great Khans would have to be selling and/or using chems! ;) So this would make since to me that Chems need to be added at some point into the game as both a health bonus and as consumable item for your units much like a health potion in MoM. At first you could just have a random chance of stumbling upon them in the ruins or make a "salvager" unit that had an increased chance of finding them in the ruins. There could be base resources that could be used to make the various designer drugs that exist in the Fallout realm like mentats or jet .
Most designer drugs come from plants in our world and are cut with something or cooked to be made into things like cocaine that comes from a Coca Plant, or Heroine that comes from Opium. There could be small increases in stats of units from using the base level consumption of a drug just like opium and Coca still have the effects of the designer drugs they are just not as powerful. Then with a technology such as chemistry you could start making the typical drugs like mentats, after building a drug lab (maybe make this a unique building for the Khans and use a lab for everyone else). Then as you advanced in the game you could develop the stronger drugs like party mentats (my New Vegas Character is very addicted to these :lol:). It could be simpler just to have a resource named chems starting off and let those be made into the different chems.
If you were willing to go far with this idea you could start addiction promotions on a % chance of getting addicted as a result of using a chem and then have withdraw promotion that weakens the unit if the addiction is not fed by X amount of turns. One could also build medical buildings such as Followers of the Apocalypse clinic (you should definitely find a way to fit Followers of the Apocalypse into the mod rather it be a religion for faction) that get rid or addiction or withdraw. An alternative is you could just let your soldiers quit cold turkey and have a %chance each turn of the withdraw going away after X amount of time.
If you wanted go to the extreme you could have a civic that provided a steady stream of chems to your soldiers so you didn't have to keep feeding them but as a result your soldiers become addicted and you lose some outside trade from constantly supplying your troops. Something similar to how Somali Warlords that pay their soldiers with the drug Khat.
 
Hey, I just want to say great work, but I haven't had a chance to play your mod yet. Hopefully I'll be able to look at it this coming weekend.

In terms of a random map doing weird things: Does the random map do the same weird thing when regenerated?
 
First up deado thanks for the interest, it really helps energise me to continue developing the mod! I noticed yesterday I have topped 12,000 views since I started this mod, but hardly any posts about it.. so I wonder do people like the idea of a fallout mod but not my ideas, or are they just to lazy to write anything :-P

Ok lets break down your thoughts with my own :-)

Another time victory but with the Brotherhood of Steel, I have not had borders other civ's borders get close enough to have a war yet. My next test I will play on a standard sized map. There were no mass deaths at the start when playing on the Great Wastes map so, I will retry a game on Fury World and see if the mass death reoccurs.

Yes, I think...Think I have now changed the length of the game, and disabled time victories. Hopefully this will fix the game length issue. How many turns do you have before it ends. Is it 200? I hope hope that death bug was just an anomaly, like I said I haven't experienced it yet. I guess we shall just have to keep an eye and see.

The addition of Fallout Music made the game more atmospheric, and the new Load up screen definitely added to the flavor. Looking and sounding great!

Cool glad you liked them. The Civ music was getting on my nerves, not for being bad, just for being non apocalyptic.. Was happy when I figured out how to change it :-). Ever since I saw Fury roads custom screen I thought... I want a custom screen, only recently worked out how to do it :-P Also my recent learning of GIMP graphic skills helpe :-) I am now GIMP crazy :-P

I didn't encounter any bugs in this round, I did see the TXT_ bugs but I just assumed these were from not yet filling in the pedia entries. I can begin to start making pedia entries if you like, and I have been watching Kael's video tutorials on modding. I may try and finish those soon to make myself more generally useful.

Yes the TXT bugs are those loose ends I spoke of :-) comes from the rush of adding new stuff, and the frustration of readding stuff when it all blows up!!

I do enjoy writing, I am trying (among other things) to become a novelist, and I assist with creative writing on a few other mods, in fact I filled out a lot of the missing texts for the fury road mod. It is just at the minute (aside from all the other projects I am involved with) on this mod my brain is split between tidy up (text writing etc.) and adding new content. (of which there is so much in my head it hurts)

Having you on board as a modder would be awesome! Trust me if I can mod then so can you!! I am more than happy to pass on the little modding knowledge I have. Copy/Paste is awesome! That is the majority of my modding knowledge :-P

Feel free to write pedia texts, send them to me in a text file and I can add them in, or make any adjustments as needed :-)

Other than that I do have a few development ideas I've been thinking of as I've played. I will share a few of these now.

1. I played and did some pedia entries for Master of Mana (MoM) a mod that was once a mod mod for Fall from Heaven under the name Wild Mana. In the game there are a features such as hill forts that spawn units such as hill giants, ruins that spawn lizardmen, and another type of fort that spawns goblins. I thought by having things like a Death Claw Nest with a stationary Deathclaw Mother with Increased Strength, would add to the challenge of expanding into the Wastes. Ruins could also spawn areas like Raider Den's, and there could be random events that spawn unique Raider Leaders that go pillaging and invading into close territories.

All those ideas are great, I have had similar thoughts in the past after playing all the better mods out there, at the moment though these changes are above my pay grade! :-P

The current system is that undeveloped ruins spawn baddies, I don't know how it works...but i think it will be somewhere in python!! aaaaaah BOOM!!! I have other ideas (my old ideas) for what I would want to achieve in python first. For now the python is being left alone while I finish filling out the tech tree with stuff, and all the xml stuff I can still do.

My hope in the future is to try and go back to making map scenarios. These will probably have barbarian locations that need to be conquered or wiped out. SOme of the places will be special, like new vegas, with a host of wonders to capture...if you can.

2. Thinking about raiders I am limited in my knowledge in the Lore of Fallout from only playing the first in the series and New Vegas. I am under the impression though that by the time the story has developed into the time frame of New Vegas the Khans have become more community based and less heartless since the time of their origins in the first fallout. I think you could replace the raiders and slavers civ with the Great Khans, and let the barbarians be known as the slavers and raiders.

I have never played Vegas, so know little about it. In some instances, I am making some slightly generic civs that are a mix of stuff from across the fallout games. The most notable is the Herboligists, Who I made up and are (or will be) a mix of groups from the fallout world. Most notably Huboligists (a scientology parody from fallout 2 complete with celebrity endorsers) The Beastlords (from Tactics (I think) who communed with and commanded various beasts in battle, deathclaws, rad scorps, etc. but otherwise were much like raiders.) Reapers (techno cult raiders) with the added mix of an eco-warrior/green tech core.

The raiders and slavers, I again kept somewhat generic, planning to blend all of the organised raider groups from across the games, in F3 they have a settlement that is based on a slave economy(was the main inspiration), in F2 a raider group is hired (via middle-men) by the NCR to harass Vault City in the hopes of forcing them to join NCR for protection, and end their slavery policies. So there are a lot of slaver groups, throughout the fallout time line, I don't know the Lore/origins of the Great Khans, so can't say much about it yet.. It may be that we take a 'Great Khan' character to be the leaders of the RnS as currently the leader is a carry over from Fury Road. Also in F2 there are two slaver 'companies' that you can join or blow to kingdom come, depending on who you want to align yourself with (such as the Anti-slave NCR Rangers). So the raiders and slavers definately have lots of material to become a properly organised group from the fallout elements available.

3. After reflecting on making the Great Khans a civ I thought about the strengths you gave to the Brotherhood of Steel and the Enclave and I figured the advantage of the Great Khans would have to be selling and/or using chems! ;) So this would make since to me that Chems need to be added at some point into the game as both a health bonus and as consumable item for your units much like a health potion in MoM. At first you could just have a random chance of stumbling upon them in the ruins or make a "salvager" unit that had an increased chance of finding them in the ruins. There could be base resources that could be used to make the various designer drugs that exist in the Fallout realm like mentats or jet .
Most designer drugs come from plants in our world and are cut with something or cooked to be made into things like cocaine that comes from a Coca Plant, or Heroine that comes from Opium. There could be small increases in stats of units from using the base level consumption of a drug just like opium and Coca still have the effects of the designer drugs they are just not as powerful. Then with a technology such as chemistry you could start making the typical drugs like mentats, after building a drug lab (maybe make this a unique building for the Khans and use a lab for everyone else). Then as you advanced in the game you could develop the stronger drugs like party mentats (my New Vegas Character is very addicted to these :lol:). It could be simpler just to have a resource named chems starting off and let those be made into the different chems.
If you were willing to go far with this idea you could start addiction promotions on a % chance of getting addicted as a result of using a chem and then have withdraw promotion that weakens the unit if the addiction is not fed by X amount of turns. One could also build medical buildings such as Followers of the Apocalypse clinic (you should definitely find a way to fit Followers of the Apocalypse into the mod rather it be a religion for faction) that get rid or addiction or withdraw. An alternative is you could just let your soldiers quit cold turkey and have a %chance each turn of the withdraw going away after X amount of time.
If you wanted go to the extreme you could have a civic that provided a steady stream of chems to your soldiers so you didn't have to keep feeding them but as a result your soldiers become addicted and you lose some outside trade from constantly supplying your troops. Something similar to how Somali Warlords that pay their soldiers with the drug Khat.

Some good thoughts and ideas here. Most of them are again above my pay grade for implementation..
As to the manfacturing drug strength. This is going to be given to New Reno from Fallout 2 (These are gangsta/mobsters complete with made men, pinstripe suits, fedora's and tommy guns) They were the original creators of 'Jet' using a geeky scientist that you can steal to join your group. The main ingredient for Jet was Brahmin poop! So my plan (again among other things) is to give the Reno's an exclusive corporation that produces jet, and they can spread this corporation to get themselves money and inflict negative effects, (such has unhealth and unhappiness) on rival factions and the effect increases based on how many brahmin(cows) they control.

I want to make the main strength of RnS to be slaves and pillaging. I have seen some mod comps out there that would help with this, but i need to figure out how to merge them. (again python aaaah) so raiders will be left alone for a while, until I have implemented more easy things. Basically it will be something like, if they kill/capture someone they get a slave unit (worker type that eventually dies) and when they pillage they will get xp, science, espionage points etc. I don't know how the AI will work with this, it may be possible to just make them really aggressive, pillagers, but I don't know...again long way off, but this will give them a suitable raider/pillager/rampager/slaver economy, so for the raiders it can be more profitable to simply blow stuff up rather than capture and control. They will be the force of Chaos in a world trying to create a new order. There is also a mod comp for making 'slave specialists' that give production(maybe food too) but cause unhappiness, I may try and make this an exclusive raider specialist, or maybe give them buildings that improve this specialist type (that is probably the better of the two options) along with units like 'slave guards' who will give 'happiness boosts' when stationed in a town, to offset the slave issue, so as the RnS, provided you have sufficient guards stationed in your town, you can have an almost limitless number of slaves working for you, your whole town could be almost exclusively surviving on the slave specialist's productivity..only working the most beneficial bits of land.
 
I will probably upload a new version of the mod soon.

Including the (hopefully) game length fix and a number of 'Vault specific buildings' I forgot that I lost these in the last explosion. So far I have added a cinema and teaching centre. Other ideas would be Hydroponic labs (perhaps one for food and one for money(luxuries), high end defense structures and auto defense systems (that would be required to build auto turret defense units and robots) Robo-medical facilities that would provide health and a boost to unit healing, also maybe combined with the robot facility to make med-droids that start with Medic promotions. As well as other ideas that I can't think of right now...(not all of these will come with the next update...just sharing thoughts)

Also ideas for new buildings/stats would be great to hear too :-) helps me to get things settled in my head :-)
 
Hey, I just want to say great work, but I haven't had a chance to play your mod yet. Hopefully I'll be able to look at it this coming weekend.

In terms of a random map doing weird things: Does the random map do the same weird thing when regenerated?

I look forwrad to your feedback vktj. if you are not planning to play before next weekend, there may well be a new version to download and play. So have a quick check to make sure you have the latest version before you deicide to play :-) That way you will be able to test and enjoy all the latest goodies :-)
 
Um... When i start downloading the file it doesnt say how big it is. Can u give info on approximate size in the opening post plz?
 
Tnx for quick reply! 80 more megs to go then. Ill give u feedback when i try it ;)
 
My favorite is Fallout 2. I finished Fallout 1 maybe 2-3 times and i dont know how maybe times i played and finished the 2nd one. I enjoyed Tactics pretty much too cus it was a totally different game inserted in that "era". But when the part 3 came out i was devastated... Fallout 3 was the game i have been w8ing for for like 10 years or more to find it crippled... Only good thing about F3 is the ambient and the gameplay was just poor...
So you can say im a fan of original Interplay Fallout.
 
One more question. Is this supposed to be played as a scenario or custom games are ok? I just started it and found out there is a scenario in it, so i wanna know whats better to do. ;)
 
My friend! Welcome home! You have just described my own experience of the Fallout World!!

I hope you will enjoy the future devolopment path of this mod, as 1,2 and tactics are my main sources of inspiration :-)

I was really hoping that F3 was going to be a combo of the best of F2 and Tactics with an improved interface and graphics, but no... they FPS'd it...gutted!
 
oh I think the scenario is broken hehe, left over from a previous attempt...

It is probably best to do a 'Play Now' game and use one of the first 4 map types

I haven't tried the other ways.

I want to make scenarios in the future, a full America map based off of F2 with the factions pushing east to claim famous sites from the following games. Vault City, Vault 0, New Vegas, Washington DC, etc.
 
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