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....


Come and Join the Development Discussions in our Brand New Forum!

Forums.civfanatics.com

Fallout: Tame The Wastes

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High Elder John Maxson The Master's Representative Trait Gained!
Blog RSS Feed Report abuse Latest News: Dynamic Leader Traits

5 comments by FamousSpear on Feb 3rd, 2015

Dynamic Leadership

Tandi, First Lady Of The Wasteland!

Dynamic Leader Traits

Offers us the ability to gain and lose Traits based on the players actions during the game.

Traits in Civ. are the personality 'Traits' of a Factions Leader, such as 'Industrious' or 'Philosophical'.
Every leader starts with two Traits that are Permenantly Fixed and never change.

Mr. House

With the implementation of a Dynamic Traits System, this has now changed.

Kill lots of Units?
You might become 'Blood Thirsty'
Build lots of Improvements?
You might become 'A Developer'
Be the first to discover a particular tech?
You might become a 'Science Geek'

Trait Gained!

We also have the ability to make Permanent and Temporary Traits.

Temporary Traits may only last for X Turns, or perhaps there are actions you can take that will lose points for a Trait and risk you losing that Trait.

Example:
If you Kill lots of Units you might lose the 'Pacifist' Trait.

Traits can also have 'Levels' that stack up, so concentrating on a particular playstyle could net a Benefit of some very
Powerful High Level Traits.
We are also looking to expand the amount of things that Traits can do and influence, making them even more varied and interesting.
As well as expanding the number of things that can influence the gain or loss of traits.

The Master's Representative High Elder John Maxson

This will really open up the RPG vibe of Fallout, and allow you to embody your chosen leader and faction, watching how your choices influence and change the shape of your world and gaming experience.

Join The Development Discussion
Forums.civfanatics.com

Downloads RSS Feed Latest Downloads
Alpha5 Patch1

Alpha5 Patch1

Feb 21, 2015 Patch 2 comments

New patch for Alpha5 Contains: Stuff! See Below for Details and install instructions

Alpha5 (Archid Build)

Alpha5 (Archid Build)

Feb 9, 2015 Full Version 11 comments

After more than a year of faff and failure the Brand New Version of FTTW is here! Alpha5!

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

Post comment Comments  (10 - 20 of 124)
FamousSpear Creator
FamousSpear Feb 9 2015, 5:59pm says:

It's here, it's here, Alpha5 is here!

Loyal wastelanders get it before the big announcement goes out!

+1 vote   reply to comment
StellarAngel
StellarAngel Feb 13 2015, 4:53pm replied:

Downloaded ! :)

+1 vote     reply to comment
FamousSpear Creator
FamousSpear Feb 13 2015, 6:54pm replied:

hooray, be sure to check out the talk on our forums and make your voice heard too!

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Feb 9 2015, 11:19am says:

So I think we are down to our last task before we are ready for our 'early access' release of A5.

Finishing my first story event.

I have to add in all the code for events to spawn units and buildings, learn how to spawn barbarians from events, and then do some kind of stat check (maybe) for these various units and buildings. (that may or may not happen before I release, as this is mainly to test the concept of the story event, rather than make great events straight out of the gate!)

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Feb 6 2015, 1:13pm says:

Ok, just to let everyone know, we think we have caught all the CTD bugs (it is hard to know as there are so many potential nuissances that could have something wrong.

I have built up a bit of a to do list.

I am now in the process of slowly checking off todos for a pre-release level of sortedness.

As in we could do a lot more but at least it is functional and not explosive point.

+2 votes   reply to comment
FamousSpear Creator
FamousSpear Feb 4 2015, 12:30pm says:

I am thinking of releasing an 'Early Access' Alpha5 for anyone who wants it.

This will have a lot of features added that are not in A4.
But will not include a lot of planned content that takes advantage of a lot of the new under the hood code.

These content Additions can then be released as patches of 1-5mb (if that) that will increase the content on the play side.

Would people be interested in that?

Included would be:
New WIP UI (With lots of new control/display features)
Lots of New Art (Leaders, Units, Vault Feature, Green Water! :P)
New Map Scripting (Closer Start Positions, Destroyable Spawn Points for Monsters[Limited])
Working Economy System (Requires Expansion)

And probably other stuff that I haven't thought of yet, or that have only a minor implementation so far.

This way people can be more involved with the development/Implementation of the new content.

+2 votes   reply to comment
StellarAngel
StellarAngel Feb 8 2015, 5:18am replied:

Ohh yea please, it would be an honor to help you, I love your project ! :)

+1 vote     reply to comment
FamousSpear Creator
FamousSpear Feb 8 2015, 9:47am replied:

You guys should come join us over at civfanatics, I am always looking for new helpers of any type/experience/skill and also teach you how to do some of the basic modding of civ. It is really easy, basic word processing is about the level that you need to start.

+1 vote   reply to comment
Janissaire
Janissaire Feb 4 2015, 3:27pm replied:

Yes please :)

+2 votes     reply to comment
FamousSpear Creator
FamousSpear Feb 4 2015, 3:44pm replied:

ight :)

We just got a CTD issue on one of the very last things we added! It was going so swimmingly!?!

Chances are once we get that fixed and I add a couple bits of token xml to show off some of the brand new content, I will make a pre-release.

Also the mod just got it's first piece of SPAM!

We have officially arrived!

+2 votes   reply to comment
Firelord475
Firelord475 Jan 31 2015, 6:52pm says:

Would probably be benefical to make the water greener

+1 vote     reply to comment
FamousSpear Creator
FamousSpear Jan 31 2015, 8:13pm replied:

It's already pretty green, have you seen the colour on the beach?!?

+1 vote   reply to comment
FamousSpear Creator
FamousSpear Feb 2 2015, 9:42am replied:

I am talking about the screen shot of the water that will be present in Alpha5.

+1 vote   reply to comment
Firelord475
Firelord475 Feb 4 2015, 12:05pm replied:

I was referring to the actual water, entire areas should be a darker green tone instead of blue.

+1 vote     reply to comment
FamousSpear Creator
FamousSpear Feb 4 2015, 12:21pm replied:

Yeah, In A5(Coming Soon) rivers are green (no screenshots of those) and the coasts are green, and that makes the water look a dirty murky colour. (you can see in the Dyn. Traits Pic in the News above.)

It is a bit of a faff, to change, it involves finding and changing 3 or 4 some what obscure files.

and is of minimal impact to the game, purely cosmetic, and water will generally not be that heavily featured and the rivers look a much more 'sludgy' green, like the coastline.

+1 vote   reply to comment
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Released May 15, 2013
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