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...
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....
So we are still a ways away from our next release, but all for some very good reasons!
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!
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.
So, you know I told you that the economy code that I spent FOREVER implementing wasn't actually working
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:
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.
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!