Bringing The Fallout Universe into an empire building genre, take control of one of the Wasteland Factions vying for the power and control of the wastes. Guns, Melee, Power Armour, Gunships, Espionage, Diplomacy. What tools will you use to Tame the Wastes? Blood will be spilt and empires will be forged, because we all know. War Never Changes....

Fallout: Tame The Wastes

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3 comments by FamousSpear on Sep 2nd, 2014

Hello and welcome to this update of FTTW progress!

For the last 3 months progress was glacially slow, plagued by headaches and technical problems.

A lot of my effort was going in, and very little progress was coming out!

All that seems to be changing this week though!

2 major developments occured since the weekend:

1. Story Events:
I have now managed to code a template for our brand new Wasteland Story Events.
(I hope, I still have to fully test it to make sure I did not screw it up somewhere!)

"What is a Wasteland Story Event?"
I hear you cry!
Well let me tell you!
It is our brilliant, innovative and unique
(at least I don't think I have seen it in any other Civ mod)
Event System!

One thing that Fallout and it's successors (and predecessors) have always been known for is:
Choices and Consequences.

Now very soon FTTW will (hopefully) be known for this too!

We will have oodles (currently almost 1!) of curious/bizarre/moral/ideological occurences and choices for you to make.

Something will happen in the lives of your little citizens, and they shall call upon you to decide what to do about it.

You will be presented with 3 choices, but you won't know the consequence of your choice until after you decide!

Not only that, but these seemingly inconsequential events will have unforeseen effects down the road, leading you down one of a number of unique storylines.

Each Story will consist of 3 parts
(we hope to make longer ones in the future but it is really hard!)
With almost 40 (39 + the starting event) unique choices/consequences in each!

However you will only get to see a handful of these each time you wander down the ever branching paths of fate and destiny!

So prepare to experience the grit and toil of the wasteland like never before with the

ALL NEW

WASTELAND STORY EVENTS!

and if that wasn't enough to get you all worked up!

2. The Fallout GUI Mk2!

After about a year of toiling in fruitless purgatory some of my team have finally cracked a bizarre and confusing crashing issue with the new UI we wanted to adopt for the mod, so we can finally begin on developing the UI to be even better than ever!

We will hopefully have screen shots in the future when we move from the code to the cosmetics of it, but I for one am very excited about the possibilities!

But wait there's More!!

In amongst the fruitless toiling we were able to add in a few more additions that will continue the march toward awesomeness!

New units:
We have added some new units after feedback, that will allow you to create simple fighting units without the need for rare resources, that will be able to conquer cities just like their well armed cousins!

New Buildings:
We have added a few new buildings that will allow you to gather in those much needed and rare bonus resources in the mid to late game, so everyone will be able to engage in the minigun wielding power armoured carnage that we all know and love!

Civic Prereq System Expansion:
This used to only be active for Slaver related units and buildings, but we are expanding it to include more of the civics and more units and buildings.
(Currently fairly early and unbalanced across the civics, but every journey starts with a step!)
So now your civic choices will have even deeper and further reaching effects, you could in one ill planned move bring your entire military to a standstill or collapse your entire economic system!
Whoops!

New Art:
Clanky has been hard at work cranking (or maybe clanking) out this, that and the other, making new things and tidying up old things to look even prettier!
So much in fact that I can't even remember them all!
Highlights Include:
Swanky New Vault Dweller Jump Suits!
A Brand New Vault model with a BIG DOOR!

I'll even think about posting up some images in the image section when I can be bothered!
HOW GOOD AM I!

That is about all I have to tell you right now, so stay tuned for more yummy wasteland goodness in the near future!

Downloads RSS Feed Latest Downloads
Alpha 4 PatchB

Alpha 4 PatchB

May 28, 2014 Patch 2 comments

A Balance, Tweak and Bug Fix Patch for the Current Version of Fallout Tame The Waste Alpha 4 Main Changes: Barbarian Settings Tweaked Improvement Costs...

Alpha 4 PatchA

Alpha 4 PatchA

May 21, 2014 Patch 0 comments

Patch for Alpha 4 Release For Downloads Prior to 23rd May

Alpha 4 Sound Pack 1

Alpha 4 Sound Pack 1

May 7, 2014 Patch 0 comments

A patch to add custom sound and music to Alpha4 not required for gameplay, but just makes the world a little more fallouty!

Fallout Tame The Waste Alpha4

Fallout Tame The Waste Alpha4

May 7, 2014 Full Version 0 comments

Alpha4 Version of Fallout Tame The Waste for CivilizationIV Beyond the Sword V3.19

Fallout Tame The Waste Alpha3

Fallout Tame The Waste Alpha3

May 7, 2014 Full Version 0 comments

Alpha3 Version of Fallout Tame The Waste for CivilizationIV Beyond the Sword V3.19

Post comment Comments  (0 - 10 of 81)
Guest
Guest Oct 19 2014, 2:18am says:

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FamousSpear
FamousSpear Oct 19 2014, 6:11am replied:

Yes, but you would have to combine them manually, which would mean recompiling the .dll after combining the source codes.

In short, it is not a simple task.

I have only included oppurtunity fire from RevDCM.

Because this mod is based on kmod AI, it is more difficult to include source code from other mods. you can see a full list of changes to the .dll of the mod at our forum page Forums.civfanatics.com

You will see there is already a lot of stuff in it.

+1 vote     reply to comment
NIKI87
NIKI87 Oct 11 2014, 1:21pm says:

This looks amazing, i can't wait for the final release. Until then i will entertain
myself with Fallout mod for Darkest Hour.

+1 vote     reply to comment
FamousSpear
FamousSpear Oct 11 2014, 8:05pm replied:

We will hopefully be releasing Alpha5 soon. (Had a bunch of teething problems with our switch to the New UI which is causing delays) So I would love you to grab that when it comes and give feedback on how you feel it is progressing!

+1 vote     reply to comment
lordsophus
lordsophus Aug 17 2014, 2:23pm says:

why not are cesar Legion in the mod

+1 vote     reply to comment
FamousSpear
FamousSpear Aug 17 2014, 8:30pm replied:

New Civs will be part of an 'expansion pack' when the base mod is complete.

+1 vote     reply to comment
Guest
Guest Aug 6 2014, 6:38pm says:

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FamousSpear
FamousSpear Aug 7 2014, 8:50am replied:

Vaults are dotted all over the map, they are the 'mine' art work. on various tiles, they are very large so you can't miss them. If you are trying to play as bos, enclave, or super mutant, and you do not start with a vault 'under' your settler, then quit to main menu and start a new game. That will give your settler a starting vault. There is a glitch in the map code we have taht for some reason does not work the first time you start a new game...

+1 vote     reply to comment
FamousSpear
FamousSpear Jun 18 2014, 5:21pm replied:

the other thing is your bts patched to 3.19?

I know someone else had a problem because they were running 3.17

+1 vote     reply to comment
FamousSpear
FamousSpear Jun 18 2014, 3:48pm replied:

hmmm...have you installed it in the main mods directory of the game and not my documents, and are you running the game as administrator...

if it just doesn't start I cannot think what the problem could be.. normally if something was wrong it would crash or some other oddity, but just not reloading... never experienced that, other than sometimes mods take a while to start for me if my computer is in a lazy mood.

+1 vote     reply to comment
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