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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0 comments by FamousSpear on Jan 22nd, 2015

So we are still a ways away from our next release, but all for some very good reasons!

Our New Mega Modder:

So for those of you who have read my recent Updates, you will remember I spoke about this Mega Modder who was bored and wanted to help us.
(I knew copious praise of his excellent modcomps would pay off!)
He has taken it upon himself to basically rebuild the entire mod from scratch!
(Nutter!)
He was apalled at the state of my mod and how thoroughly disorganised the code and files were, so unlike most trolls he turned round and said he would do something about it...
AND BOY HAS HE!
Not only is he removing all the unnecessary files that have gathered up inside the mod over the years, he has also taken all the existing necessary files and tidied and cleaned them up to get rid of all irrelevant information, to make working with them much faster and more efficient!
(I am still wrapping my head around and getting used to it all)
He is also in the process of taking all of the existing gameplay features and mod elements, updating them to their latest versions, or rebuilding them with more features or better implementations than before.
Along the way AI has been improved in some places too.
I won't bore with the current changelog as it stands, I want to save that for the Official Release (mostly because I still don't know what all the changes will be!)

But here is a taster of the sort of things I mean.

The Economy Code:

So, you know I told you that the economy code that I spent FOREVER implementing wasn't actually working
...Big Sigh...
Well that all seems to be a thing of the past!
Not only has it gone from not working to working, it has gone from a basic 1 feature system, to a whopping 5?! Feature system...
More or less I am being a bit fudgey with the numbers.

Let me show you what I mean:
Old Version:
1 Building can have 1 bonus resource that can add an amount of yields and commerce for each instance of that bonus available in the city.

New Version:
1 Building can have X bonus resources adding an amount of yields and commerce for each instance of that bonus available in the city.
As Well As
X bonus resources adding a percentage increase in the amount of yields and commerce for each instance of that bonus available in the city.
As Well As
Being able to do both of these things with bonuses that are sourced locally only for that city
(within the cities radius).
As Well As
Each Type of Resource can do something different than the other resources in that building.

I now have the unhappy task of redoing all the Economic work I did for this new system.

That's all I have to say for this Quick Update.

Stay Safe Out There and Happy January!


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  (10 - 20 of 92)
Guest
Guest Nov 23 2014, 7:01pm says:

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FamousSpear Creator
FamousSpear Nov 23 2014, 8:31pm replied:

are you running the game as administrator? right click on your shortcut or the .exe to do it.

are you running the steam version?

and you are putting it inside the mods folder in bts install path, and not my documents?

I can't think of any other reason why it would crash...

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Guest
Guest Nov 23 2014, 9:03pm replied:

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FamousSpear Creator
FamousSpear Nov 23 2014, 11:46pm replied:

that means that you have not put it in the BTS main folder. folder.

That usually means you have put it in my documents.

Because it has a custom reource folder it has to go in the main installation path, not my documents.

C:\Games\CivIV\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\K-Fallout

Something like that. Although it will be Fallout: Tame the waste, not k-fallout, that is my test build name.

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Nov 23 2014, 11:53pm replied:

Civ4ArtDefines_Misc
Requirements.py
civ4.thm

you can also check these files to make sure the mod name matches the file path, it should do unless you have changed it, in which case change it back.

+1 vote   reply to comment
Guest
Guest Oct 19 2014, 2:18am says:

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FamousSpear Creator
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 Creator
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 Creator
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 Creator
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...

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Guest
Guest Jun 16 2014, 10:27pm says:

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FamousSpear Creator
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 Creator
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.

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