Thoughts on Fury Road

Sonereal

♫We got the guillotine♫
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I just got the Vision Victory with Democracy, boy was it a good game. I'm so glad about how fuel and oil was worked into this game, however, the AI does seem to put ALL their Oil Trucks into a city but don't bother to protect that city with a lot of units.

That's how I beat Victor, I was lucky to hit his "Oil City" and pretty much destroy his army, after I beat Victor, I kept producing Advocates (because Anarchism was the religion in 2nd place, with only 1% compare to Democracy with 52%, the victory required 68%)

The only things I found that this mod fell short on was the Fallout Monsters, number of units (although all the ones in the game right now are perfect, except the Gunship which is a bigger gas guzzler than Hummers), and overall length in tech tree.

Oh yeah, can something be done about the gunships? They never have enough fuel starting out (only enough for 2 turns).

Overall, I give this game two thumbs up, Shiro got the only nukes in the game in the end, used them and that war was over, and everyone but my vassal and that jerk Victor was Democracy Vision. :goodjob::goodjob:
 
I just got the Vision Victory with Democracy, boy was it a good game. I'm so glad about how fuel and oil was worked into this game, however, the AI does seem to put ALL their Oil Trucks into a city but don't bother to protect that city with a lot of units.

Thanks for the feedback!

Sometimes you, or the AI, really have more fuel trucks than you need, if you have a lot of wells and not many gas powered units yet. But, I agree the fuel truck AI could be improved. It is not yet smart enough to send a few trucks along with any attacking army. Instead, it waits till they run out of gas and then sends a truck. Improving this is on my list of things to do someday.

The only things I found that this mod fell short on was the Fallout Monsters, number of units (although all the ones in the game right now are perfect, except the Gunship which is a bigger gas guzzler than Hummers), and overall length in tech tree.

Oh yeah, can something be done about the gunships? They never have enough fuel starting out (only enough for 2 turns).

I think we have a good number of vehicle and foot unit art, the artists have done a great job. Creating monster models is hard. I borrowed two from FFH, the werewolf and giant spider. I'd love to get a big scorpion to replace the panthers I am using, and I'd love some kind of giant beetle or cockroach. But animating all those tails, feet and antennae is a big undertaking.

Are there any other mods which have good fallout type animals I may have missed?

Regarding the unit variety and the length of the tech tree, what do you feel is missing? I have started a discussion about how to "spread out" the techtree in this thread, but there has not been much reaction yet.

Limited fuel for the gunships is an important point. Until the latest version July 14, they started out *empty* and you had to bring a gas truck there to even get them to lift off. Now they lift off, but you better get them right to a place where you have a truck. Even so they go through gas quickly. This is for better play balance. In an even earlier version from May, they used gas at the same speed as the other units. That made it too easy to attack somebody way on the other side of the map with one ground unit to occupy each city after the gunships wiped out all the defenders.
 
No, I don't think they send trucks to immobile trucks ALL the time. When I began invading, I took out some Jeeps with gunships that were immobile, however, no gas trucks ever left.

Would it be possible to add something like "automated refueling" or maybe a pop up or something that says "Vehicle has ran out of fuel", because I find it easy to lose track of units when I have a huge army.

Oh, don't get me wrong, the artists did a grand job. I do think that you should add the "zombies" from Necro Christi, but call them mutants if you're avoiding the infection game.

Looking back on it, I'm glad that gunships are the way they are, or else the AI would have overran each other countless times.
 
No, I don't think they send trucks to immobile trucks ALL the time. When I began invading, I took out some Jeeps with gunships that were immobile, however, no gas trucks ever left.

It is true that in the current 0.7 version, there are a couple of bugs in the refueling, which I have fixed in 0.8. However, there should never be a case in which you see an AI unit out of gas, and there are no gas trucks moving. This can be hard to see, because the AI units do not scroll across the screen when moving like your own units do. They just "appear". So it may be hard to tell.

If you have a save game where it appears the trucks are not moving, please upload so I can see. Refar has done this in the "playtest feedback" thread and it was very helpful to find some previous bugs.
 
IT will take me a while to get back to that point in the game, but I can see. All that I remeber was there was 2-3 jeeps on the AI's border that were immobile and a ton of trucks inside the city.

I still love this mod, the refueling thing might have been a small thing because I've only noticed it once.
 
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