Pip Boy 2015 (Mod Description) (No Posting)

Lib.Spi't

Overlord of the Wasteland
Joined
Feb 12, 2009
Messages
3,708
Location
UK
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Alpha5 Released!

Fallout Tame The Wastes Includes:
(More Information and Content Coming Soon)
Custom Source Code:
Mod Component Credits (Not Complete)
New Art
New Units
New Buildings
Archids Ultimate UI
(Combining 3 Major UI Mods: Platy, BUG and BULL)
Dynamic Leader Traits (Prototype)
Story Event System (Prototype)
New Economic System
'Unit Spawning' Improvemenets
(Monster Dens)
New Code Tags
(For practically everything!!)
Closer Faction Start Positions
Promotable Workers
Integration of Latest Modcomp Builds
(K-Mod AI, Archid Slavery, Superforts, and many more!)
Major File Clean Up
(Biggest Version, Smallest Size!?!)
Culture Flip Defence
New Unit Actions
Buildings and Units Enabled/Disabled By Civics
3 Square BFC (Big, Fat, City Cross)
and so much more...

New GUI:

Including New Buttons By en_dotter
Archid's Ultimate UI: Combining content from BUG, BULL and Platy UI.
Custom Fallout Graphics

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Reworked Civs: (Not Currently that Distinct)

Vault Factions:
Brotherhood of Steel
The Master's Army (Super Mutants)
The Enclave

Non-Vault Factions:
The Raiders and Slavers
The Wasteland Tribes
The New California Republic
The Civilised Ghouls
The New Reno Families

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
Robots
Snipers
EMP weapons
MINIGUNS!!
A unique attempt to balance Melee & Shooting throughout all eras!
and more besides, with more to come!
Multiple Sub Unit types with strengths and weaknesses.
All kinds of Specialist Promotion trees, using the classic Fallout Tag! System.


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New Terrain:
Spoiler :
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
Destructable Animal Dens


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 (Incomplete)

Original Fallout Music by Mark Morgan http://www.markmorganmusic.com/

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Why Alpha?

This mod has been in development by myself for a number of years.

in the last few years I have been able to build a Dev Team to take the mod to a whole new level.

I have released Alpha versions to mark the completion of major new core code Infrastructure or content.

The Final Game concept is a long way from complete.

The game should now be more or less completely stable, there are some known issues and bugs, but these should no longer be game breaking (as of Alpha3) Obviously please let us know of any issues you encounter!

the game currently has a lot of missing content, including art, sound, text and a lot of faction specific content.

Even in this early stage, as a team we think we have made something really exciting, and we hope to develop a following that will help us test and develop balance for the many concepts that we have already developed, and those that have yet to see the light of day.

We are always looking for more team members to help with the development of the Mod, and in part this release is an advertisement for how far we have come, but also to demonstrate how much further we intend to take the mod and the help we want to get it there.

So come take a walk in the Wasteland! It awaits the birth of your Legend!
 
Faction Descriptions:

We Currently have 2 distinct Faction Types:

Vault Factions
and
Non-Vault Factions

Vault Factions:
Brotherhood of Steel
The Master's Army (Super Mutants)
The Enclave

So what is the difference?

Vault Factions:
Vault Factions (VF) can only found settlements on Vault Features.
This limits their potential expansion throughout the game.
Vault Cities (VC) Will generally have better buildings.
It will on average:

Produce More:
Specialist Slots
Yields (Food, Hammer, Coin)
Commerce (Gold, Science)
Bonus Resources

Produce Less:
Commerce (Culture/Safety, Espionage)

Buildings available to Vault Civs are marked with a (V) before their name.

The distinctions between VF and Non-VF will grow larger as the Mod Develops.

Faction Discussion Threads

Faction: The Brotherhood Of Steel
Discussion Thread (Post Comments Here)
Faction: The Master's Army (Super Mutants)
Discussion Thread (Post Comments Here)
Faction: The Raiders and Slavers
Discussion Thread (Post Comments Here)
Faction: The Civilised Ghouls
Discussion Thread (Post Comments Here)
Faction: The Wasteland Tribes
Discussion Thread (Post Comments Here)
Faction: The New California Republic
Discussion Thread (Post Comments Here)
Faction: The Enclave
Discussion Thread (Post Comments Here)
Faction: The New Reno Families
Discussion Thread (Post Comments Here)
Faction: The New Vegas Strip (Future Addition)
Discussion Thread (Post Comments Here)
Faction: The Legions of Caesar (Future Addition)
Discussion Thread (Post Comments Here)
Faction: The Calculator's Robotic Horde (Future Addition)
Discussion Thread (Post Comments Here)


Every Faction will eventually 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 Factions.
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.
 
Faction: The Master's Army (Super Mutants)
The Master's Army Discussion Thread (Post Comments Here)

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 Super Mutant representing the need for a 'slave trade' infrastructure to grow the ranks of the army.
 
Faction: The Civilised Ghouls
The Civilised Ghouls Discussion Thread (Post Comments Here)

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!
 
Faction: The Wasteland Tribes
The Wasteland Tribes Discussion Thread (Post Comments Here)

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).
 
Faction: The New Vegas Strip (Future Addition)
The New Vegas Strip Discussion Thread (Post Comments Here)

Leader: Mr House

So far the Kind of Unique qualities I see coming out of the New Vegas Faction would be:

Growth/Food Negative:
Because of his policy of 'Super Rich Only'. He will have much smaller population cities than the other factions.

Poor Human War Machine:
So he is going to be able to produce less human fighters, because his pop. is low/slow.
They will also in some way be weaker than most others due to a lack of motivation and loyalty, maybe incurring extra costs or some such as well, owing to the need to 'encourage' their cooperation.
His Human Fighters will also probably be more focussed on the DOps side, as they are mostly 'Legitimate Businessman'...Cough...cough..

Improved Robotic War Machine:
The Securitron Mk2 was always ear marked by us to become a House unique unit, so they will have that.
Robots will also be easier to build/acquire by them.
Things like requiring a lower minimum population to build them.
If he is the Science/Industrialist/Software Developer type, he will probably also have some good unique robot boosting buildings that will see his robots are better trained than average, as well as probably some kind of production boosts to robots, either with a unique civic(if we get that modcomp working) or through unique buildings.

'Legitimate Business Partners':
So he will have some stuff that links in with the eventual criminal elements of the game that I want to bring in, the big difference between Vegas and Reno will be Defensive Vs Offensive.
Vegas is more interested in simply 'keeping the strip' business is booming and the money comes to them.
The Reno's would be more expansive in their designs.
(After all they invented Jet for this purpose)

Tourism and High Rollers:
The Strip will have access to a host of special high end tourist facilities, Casinoes, Restaurants and Hotels. I am thinking I will probably add a specialist type like a 'High Roller' that Vegas will have an almost exclusive access to.
These guys will generate lots of money, and again will probably recieve some benefits from some Unique Vegas Civics.
 
Faction: The Legions of Caesar (Future Addition)
The Legions of Caesar Discussion Thread (Post Comments Here)

Leader:

Caesar (What was his NCR name? Full Name)


Strengths:
Melee Combat
Espionage
Slavery
Public Order
Coinage

Weaknesses:

Range/Firearm Combat
Anti-Drug/Medical
Anti-Robot

Unique Qualities:
Legate (Great General type Maybe)
Praetorian Guard
Centurions
Legionary Decanus
Veteran Legionaries
Prime Legionaries
Legionaries
Recruit Legionaries

Vexillarius (Possible Medical/Support)
Frumentarii (Spy/DOps)
Legionary Assassin (DOps)
Speculatores (DOps/Scout/Explorer)
Explorer Legionary
Legionary Scout
Blacksmith (Support/Heavy Melee)

Perhaps some kind of Auto Raze City Feature, or perhaps an auto spawn of slaves upon city capture.
Slaves can be turned into soldiers a bit like the Master's Army and Super Mutants. Perhaps the only way to get the 'best' Legion Soldiers.
Crucifix Public Order Building
Plenty of other 'Roman' Concepts to draw on for unique buildings and civics.
 
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