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Posted: Mon Jan 15, 2007 1:04 pm
by VasikkA
Downloaded this baby last night. I am gonna give it a try when I can.

Posted: Mon Jan 15, 2007 3:17 pm
by Thorgrimm
VasikkA wrote:Downloaded this baby last night. I am gonna give it a try when I can.
I look forward to your input. :pirate:




Cheers, Thorgrimm

Posted: Tue Jan 16, 2007 6:09 pm
by Thorgrimm
Here is a screenie of the new Rediscovery of Trade Wonder Splash created by Xerxes for the Fallout mod. Good Job dude!


Image




Cheers, Thorgrimm

Posted: Wed Jan 17, 2007 12:38 pm
by VasikkA
I've played the mod for a while; in the first game with Enclave I was overrun by deathclaws and now I'm kicking ass with the robots. You've done nice work on the units and environment, especially the irradiated skeletons of cities look delightfully post apoc. Most importantly you've nailed the Fallout feel in the mod(much due to the original music, probably). Getting fallouty type 'special encounters' from goody huts would further enhance the mod(don't know if that's possible to be done). The map seems decently balanced and offers plenty of possibilities to play, but as the mod is semi-canon, it'd be interesting to try it with different maps, say, Eastern USA.

There are still a few flaws that caught my attention. Obviously the messy tech tree and civilopedia need more work as I didn't know what effects some techs had for my faction(if at all?). The dialogue screen(and music) and one advisor screen were still from the original Civ. Fallout dialogue screen would suit well in the mod as well, in my opinion.

Also, the green pollution thingy isn't always visible behind fog of war. Sometimes it doesn't even appear on the map in the same turn as you move a unit next to one. It's a bit frustrating to find out that the area is polluted next turn when you're searching a good spot for a new city.

You should also come up with new city names as the current list is very short for some factions. I wouldn't mind fictional ones if they sound appropriate.

Posted: Wed Jan 17, 2007 2:34 pm
by Thorgrimm
VasikkA wrote:I've played the mod for a while; in the first game with Enclave I was overrun by deathclaws and now I'm kicking ass with the robots. You've done nice work on the units and environment, especially the irradiated skeletons of cities look delightfully post apoc. Most importantly you've nailed the Fallout feel in the mod(much due to the original music, probably). Getting fallouty type 'special encounters' from goody huts would further enhance the mod(don't know if that's possible to be done). The map seems decently balanced and offers plenty of possibilities to play, but as the mod is semi-canon, it'd be interesting to try it with different maps, say, Eastern USA.

There are still a few flaws that caught my attention. Obviously the messy tech tree and civilopedia need more work as I didn't know what effects some techs had for my faction(if at all?). The dialogue screen(and music) and one advisor screen were still from the original Civ. Fallout dialogue screen would suit well in the mod as well, in my opinion.

Also, the green pollution thingy isn't always visible behind fog of war. Sometimes it doesn't even appear on the map in the same turn as you move a unit next to one. It's a bit frustrating to find out that the area is polluted next turn when you're searching a good spot for a new city.

You should also come up with new city names as the current list is very short for some factions. I wouldn't mind fictional ones if they sound appropriate.

VasikkA Thanks for the feedback, I really appreciate it.

I wish we could get special encounters from the goody huts, but civ 3 only allows for money, units, a city or barbs to come out of a goody hut.

We have been kicking around the idea of doing a North America version after this, we will see what happens.

We now have someone dedicated to fixing the civilopedia.

We also have someone working on the diplomacy text file now.

Here is an example of what you will read when you step on a goody hut now.

#GOODY_MONEY
Our troops have found $NUM0 caps in the wreckage of a caravan.

#GOODY_MAPS
Our troops found the body of a trader and he had maps of this region.

#GOODY_CITY
The survivors in this village has joined us for protection!

#GOODY_NOTHING
Nothing but weeds grow in this destroyed village.

#GOODY_SETTLERS
The $BARBARIAN0 $UNIT1 have joined us in gratitude for their rescue.

#GOODY_MERCENARIES
The $BARBARIAN0 $UNIT1 mercenaries have heard we pay well and want to enter our employ.

#GOODY_BARBARIANS
We have disturbed an angry $UNIT1 nest.

Will notify Flamand about the gfx needing changed.

Unfortunately that is standard for civ, a rule of thumb for the mod is this, the destroyed cities will have a ring of wastelands and an outer ring of pollution. Hope that helps.

If you have any suggestions for city names, by all means suggest them. Like you said we need LOTS of them. :)




Cheers, Thorgrimm

Posted: Wed Jan 17, 2007 10:11 pm
by vx trauma
gas mask heights

carcass walley

stavanger '67

hellsink

boomshanka

Posted: Wed Jan 17, 2007 10:30 pm
by Redeye
vx trauma wrote:gas mask heights

carcass walley

stavanger '67

hellsink

boomshanka

nevar forgit!

Posted: Sat Jan 20, 2007 2:49 pm
by Thorgrimm
Here is a screenie of the new Ghoul Specific Cafe, Wooz's Joint created by Partizanac for the Fallout mod. Good Job dude!


Image


vx trauma, what civ were those names for?




Cheers, Thorgrimm

Posted: Sat Jan 20, 2007 4:00 pm
by Thorgrimm
Here is a screenie of the new Science Leader for the Fallout mod.


Image




Cheers, Thorgrimm

Posted: Sat Jan 20, 2007 6:43 pm
by vx trauma
civ : the total asian warfare mod. no holy cows. everything goes. banned in many countries as a criminal act agaisnt humanity.

Posted: Sat Jan 20, 2007 9:36 pm
by Cthulhugoat
vx trauma wrote:civ : the total asian warfare mod. no holy cows. everything goes. banned in many countries as a criminal act agaisnt bovinity.
Fixed.

Posted: Sun Jan 21, 2007 3:21 am
by Slaughter_Manslaught
Thorgrimm wrote:Here is a screenie of the new Science Leader for the Fallout mod.


Image




Cheers, Thorgrimm
Why the Lost Hills is looking like a barb hut?


BTW, you sure must find some city names for the Robots and the muties. I think that there's so many "Scott City X" that traders don't even know what's the one they where trading with :lol:

Posted: Sun Jan 21, 2007 3:56 pm
by Stainless
I just stumbled over this now, it looks amazing.

Might go out and grab a copy of civ 3 for this, judging by what people have posted, it seems to be pretty good.

Posted: Tue Jan 23, 2007 7:35 pm
by VasikkA
Stainless wrote:Might go out and grab a copy of civ 3 for this
You also need the Conquests add-on.

Posted: Tue Jan 23, 2007 7:44 pm
by Thorgrimm
Here is a screenie of the Ghoul specific Great Wonder Set's Wall.


Image




Cheers, Thorgrimm

Posted: Tue Jan 23, 2007 9:18 pm
by vx trauma
truly a great wonder!. Ja!

Posted: Wed Jan 31, 2007 4:02 pm
by Thorgrimm
Here is a screenie of the Ghoul Assault Rifle, he takes the place of Leather Assault Rifle for the other civs.


Image




Þórgrímr

Posted: Wed Jan 31, 2007 4:55 pm
by PiP
it looks a bit like a rock guitar player :chuckel:

Posted: Wed Jan 31, 2007 7:37 pm
by Thorgrimm
PiP wrote:it looks a bit like a rock guitar player :chuckel:
Yes he does. :drunk:



Here is a screenie of the Ghoul RPG, he takes the place of the Mortar for the other civs. :)


Image




Þórgrímr

Posted: Wed Jan 31, 2007 10:05 pm
by PsychoSniper
Wow, a FO mod that was actualy completed and wasnt total shit like Haris (and his mods)


Im tempted to get a copy of Civ3 just to play this.