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Suggestions and bug report has MOVED to the main page. There is a link there for an online form. Thanks / Les suggestions et les rapports de bogues ont été déplacés sur la page principale. Il y a un bouton là pour un formulaire en ligne. Merci!

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Olku_
Olku_ - - 2,074 comments

I would try out the thing if it was in English :P

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nadeauhugo Author
nadeauhugo - - 326 comments

English version is on the way, in about a month if I am lucky and quick on the keyboard :D

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Bustrofedon
Bustrofedon - - 33 comments

Without ghouls, supermutants and deathclaws the game is not so funny!

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nadeauhugo Author
nadeauhugo - - 326 comments

The concept here is to have a radically different and more realistic game. There will eventually be police-robots, crazy half-burned people, aboriginal tribes with beast costumes (deathclaws sprites), bears, large bands of monkeys (baby deathclaw sprites), "knights" with exoskelettons, mutants that look like real people at first sight (often ghoul sprites), etc...

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AmagnonX
AmagnonX - - 16 comments

Hi,

Looks like an awesome mod, and I will add my idea here, something that has really bugged me about this game - not sure if it can be implemented, but I think it is very logical and I think a lot of people have shared my annoyance with the rather poor skills system.

I would like to see certain weak skills consolidated to make a smaller set of better skills. If the GUI can be edited then it could be done purely by changing the interface - so when you click on one skill it raises another invisible skill at the same time. This will make raising the skills cost double - you are effectively getting two skills - however, all skills could be tagged if this is seen as too high cost.

The idea is to alter the GUI to display a new skill name, but it will refer to an existing skill but when it is clicked to raise it, then an invisible skill will also be raised at the same time. So for example the skill displayed could be 'Medicine' - and when you click it, then Doctor and First Aid are both raised. I include the full details below.

The skill list could then be reduced as follows;

Weapon Skills

Small Arms - display small guns, and link energy weapons
Heavy Weapons - display big guns, link melee
Hand to Hand - display unarmed, link throwing

Tag all unarmed, throwing and melee weapons as 'Unarmed' - this means they will all use the displayed 'Hand to Hand' skill. For the character who raises 'Hand to Hand' skill they will be able to use all thrown weapons very well, which is consistent with a physically powerful and agile character. They will also be able to use all of the melee weapons very well - because all melee weapons will be tagged 'Unarmed'. This also solves the problem of the bugged 'Slayer' perk - in that all melee weapons will be tagged unarmed, and so will work with this perk.

Therefore, even though 'Heavy Weapons' will be raising melee weapons, it will be no practical use because there will be no melee weapons in the game. It is only included so that all of these revised skill have double cost - because they raise two skills at once. This is a bit of a penalty to the heavy weapons user, but this is a nice skill and heavy weapons dominate a lot of the game so double cost is reasonably rationalized.

On the other hand, if it is deemed that grenades should not be able to be used well by the 'Hand to Hand' character, then they can be tagged as melee weapons. I am not sure how the game would treat grenades tagged as melee - but one hopes that they would simply check the melee skill to see how far they get thrown, rather than act as an actual melee weapon - not sure how this works. Anyhow, if they do still function as ranged weapons, then the Heavy Weapons specialists will be good at throwing grenades - which also makes logical sense.

For the 'Small Arms' skill for example, points spent will raise both small guns and energy weapons - but the percentage displayed will be 'Small guns'. So when such a character equips an energy weapon, it will check their energy weapon skill, but this should be very close to the skill that is displayed 'Small Guns'. It is likely possible to edit the characters prior to game launch to ensure that these skills have identical values.

The following is a list of all the other skills consolidated into pairs with a new name. Gambling is widely understood to be a bad idea that just opens up exploits, so it can be removed entirely and all NPC's with gambling could have it removed.

Primary Skills

Medicine - doctor + first aid
Engineering - science + repair
Logistics - barter + pilot
Sabotage - lockpicking + traps
Recon - outdoorsman + sneak

In this case, when a character with the medical skill uses a First Aid kit, then the First Aid skill will be checked by the game engine - but this should be close to, or better than the displayed skill of 'Doctor'.

This conversion to simple skills gets rid of masses of very stupid and redundant skills that have very little game impact, and characters will tend to have sensible specializations - especially doctor for example, it doesn't make any sense that they can have high in doctor yet not do first aid.

Anyhow, it would be nice to see this nice clean set of skills appear on the character screen, simple and consolidated and actually useful. Whether skills are all tagged, or even can be tagged is purely a matter of taste and balance. It probably makes most sense to simply tag all skills at the outset.

Note that this will make characters a bit more flexible, but will limit their rate of advancement - getting super high skills will be more difficult.

Hope this makes sense, and hope that others see it as a useful change.

Regards,

Ax.

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AmagnonX
AmagnonX - - 16 comments

I guess I may as well keep going .. it should go without saying that the low value skills need to be increased in value. This can be done by making them more rewarding.

Oh .. and also I should have pointed out that in the above suggestion books would need to be modded to raise both relevant skills.

Engineering - so this skill value could be increased by inserting broken items into the game that can be repaired - unique weapons, armor and so on that can only be created by repairing some broken entity - once repaired it can be picked up into inventory. The science skill aspect could be increased in value for example by a quest such as finding a computer terminal that says "You have accessed the technical library - chose a book to print." When they hit print it says - "Error: Printer is out of paper" Then run around find paper and load the printer, and print off a book - find more paper (such as on special encounters in the wastes) and return to print another book. Also repair could be used to repair a broken power generator that opens gates to special area's - you might need to do a side quest to locate and bring a "Can of Gasoline" though - for example.

Recon - Outdoorsman skill can be be greatly improved in value by adding more special encounters that have specialty merchants - with nice items that might raise stats, add perks etc .. or simply lead to encounters which yield a hard fight and good loots. Snekaing is a pretty good skill by itself, but it also could be employed to gain value by sneaking past indestructible turrets or such .. and switching off their power to enter special area's.

Barter is not too bad, but once more could be enhanced if everything on merchants and QM's is extremely expensive and lootable items from missions are rare.

Rare and expensive ammo will also enhance the value of Hand to hand characters.

Pilot could be enhanced if vehicle speed could be increased by a good piloting skill - not sure how this could be implemented - perhaps this could be done as a quest - drive an obstacle course for example - and trigger an action to increase the vehicle speed. It might also be possible for characters with high piloting to drive over regions that block characters with lower skill - not sure if this is possible to implement. More maps which allow vehicle access also means better value from pilot skill. If entities can check lockpicking skill for example - can they respond to pilot skill? Can you do a quest or interact with an entity based on piloting to improve a vehicles performance - such as speed, or armor class? Not sure - but these are just brainstorm idea's to try to improve the value of some of the skills which need some love.

Sabotage - this skill could be enhanced by adding traps that are light to carry but cover a larger area - the concussion grenade provides a stun mechanic - so perhaps large area stun traps could be created and used by sabotage specialists. More monsters that rush at the group will also provide more use for traps skill, as will dangerous traps on safes with special, rare, expensive or unique items in them.

Anyhow - Ive written a book, time to stop - and I look forward to your mod very much.

Regards,

Ax.

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nadeauhugo Author
nadeauhugo - - 326 comments

HA! You will not believe it, but I was able to mix together Unarmed and Throwing easily! That is a real improvement to my mod, thank you. And I was also able to remove all TAGS from the game AND keep a working MODIFY button in place. That is incredible. Now the game is very different (less complicated and harder) without the tag skills. It makes the "Tag!" Perk even more precious too. And, of course, that makes the books be even more important and the overall skill points to be less terribly heroic. (I often have 4-5 skills above 100% when playing the original game...)

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AmagnonX
AmagnonX - - 16 comments

Great stuff :D That does get rid of perhaps one of the dumbest skill in the list - throwing .. what were they thinking?

The other really major annoyance for me was energy weapons - it would be nice if all the energy weapons were either tagged small or heavy - any chance that will go ahead?

And as a last note - do you plan on tossing gambling out entirely? I really hope so - of course there is the option of simply never doing it - but seeing it removed would be be very nice to see.

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nadeauhugo Author
nadeauhugo - - 326 comments

Yep. Gambling is entirely "removed from the game", if I can talk in MTG terms here. I hated it too, but I also had to remove it because I am using the gambling window for food cooking. So Gambling is now called "Search" and its purpose is totally different (all managed by triggers).

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nadeauhugo Author
nadeauhugo - - 326 comments

Oh and I totally agree with your idea concerning energy weapons. The way I designed it was to change the skills to these three : Pistols (small, heavy, special and energy), Rifles (small, hunting, SMG & shotguns), Heavy (flamer, machine gun, minigun, energy, etc.) This can still be changed, so tell me what you think of it!

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AmagnonX
AmagnonX - - 16 comments

Could you explain how you 'mixed' them together exactly? How does it work?

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nadeauhugo Author
nadeauhugo - - 326 comments

You open any thrown weapon in Entity Editor, you go to the very bottom of the list and change all the weapons modes "Mode[0], Mode[1] "Weapon skill" to "Unarmed". That is as simple as that. Then of course you have to figure out what the hell you'll do with this lost "throwing" skill. At the moment, I have an idea about it for my mod... That will have something to do with reading. Like "Letters" or "History" skill. If too low, the character will not know how to read at all... I can't make the books to stop working, but I can restrict access on many computers and informations.

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nadeauhugo Author
nadeauhugo - - 326 comments

He! I'm really touched by your time spent on sharing your ideas to improve the mod! That is awsome really. I feel we really agree on many many things here, even if my ways of dealing with some may have been different during the project's creation untill now.

First, that is very true (specially in Tactics), that there is a poor skill system and of course poor skills (some really worse than other too) that need to be enhanced, or even simply used for something! Science for example do almost nothing at all. It only works with some very rare science switches that are so critical for the game to continue that they were put to minimum level (like 10 of science). There are other uses of science, I think adding damage with energy weapons or things like that, but they are VERY cryptic and not even mentionned. That said, the way I see it, also throwing, pilot, repair, steal and gambling (1/3 of the skills maybe) are not of much use. I think this is because the game is so much combat/army based than everything looks a waste of points compared to combat. And stealing from army base personnel is a bit stupid…

So! Where do I start…

First, even if the idea is great (I really appreciate simplified things - specially interface), I think there is absolutely no way whatsoever to modify the GUI to link skills together. I played extensively with Tactics, tried many things and that is way out of reach, at least for me. But it's OK because each modification in the skills unbalance the perks and traits and you have to be very clever to invent concepts to give sense to them again… and it can be a never-ending story. And I think too that it will always be better to have more skills than less. More freedom of choice, even if some can be worse than others. Again, as my mod will be less combat based, then combat skills will be less useful and the player will not bother spending some points here and there, maybe even for rare situations, like repairing a toaster (haha Wasteland2 humour here!)... I mean repairing some generators.

So I may not come to any great solution to solve the problem of being good at something and totally bad at another SIMILAR thing. I'll try to make the skills as much different as possible, maybe that will help and make more sense... I think SPECIAL system was created to face this problem by assigning very different starting levels to skills - based on the stats, but that was not enough. I heard that Fallout 4 will not have skills? Maybe this is he reason. It could have been nice to be able to increase the skills and the stats in that game like in Fallout 3 and so on. That could have been a nice thing to do to affect many skills at once.
So that brings us to your other suggestions and I really agree on them.

1. Mix skills togeter.
2. Get rid of redundant skills.
3. Increase the value of skills.
4. Skills going up more slowly.
5. Rare and expensive ammo.

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nadeauhugo Author
nadeauhugo - - 326 comments

1. Mix skills togeter.

I think you're right when saying Doctor/First aid ; Small/energy; Science/repair; barter/gambling; Throwing/Unarmed; lockpicking/traps; outdoorsman/sneak are great pairs. But some very unique characters could exist only without theses pairs. Like a geek that is good with hacking but can't repair a thing. Or a very charismatic seller that never try to hide on the road. But at the same time I really like the idea of mixing combat skills. Because there are just too much of them. I would love to mix unarmed/throwing and I'll try that for sure, that is a good plan, but I am not sure it is possible. You assign a weapon either throwing, unarmed or melee combat options and Throwing must have it's very own dynamic. Like making the object disapear from the inventory and displaying an animation… Melee/Unarmed could be mixed in one skill, but I want to put more presence to melee combat in the game and there are already 3 guns skills. So, if I can, I'll try to change theses 3 skills to make only 2, and use the extra one as a non-combat special skill like « knowledge » or « history », to give extra dialogues, informations, and to allow the player to use certain items (like a map on the wall or realise that this strange looking item is in fact a very high-tech item, etc.)
But again, if I can mix Throwing and Unarmed, that could be very fun. Specialy because starting level for throwing is too low (anybody can throw something!), unarmed is high at start, and there are almost no perk related to throwing (only Heave ho!, a not so good perk). I will make tests and see what can come out of this...

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nadeauhugo Author
nadeauhugo - - 326 comments

2. Get rid of redundant skills.

Doctor / First aid are yess too identical to work well together in a post-apocalyptic world... It is too similar to our present hierarchy : Nurse VS Doctor. I really HATE that. First aid should be a immediate response with a timer and Doctor a slow, long term response to damage and critical, but it is not the case. I could change the number of action points needed for each of them. Like 5 for First aid and 50 for Doctor, but at this point, I tried instead to replace First aid by Survival (chance to sleep well & chance to start a fire whitout a lighter). I like it because this skill starts at higher level than Doctor and can't cure cripples, it can even cause some (like you though your bad condition would cure by itself and the problem got worse...). The sleeping bags can be used more times than doctor bags and you even can start a fire without a lighter. If you sleep too much, you get the « Well Rested » (bandaged) condition that will go out if you travel or use the medic specialised skill (why not, you spent some time and received drugs from treatments). You can of course only use Doctor and never sleep, odd, but in the previous game, you where going trough the WHOLE game without sleeping...
Also, I am probably not the only one that got confused more than once when not being able to know if this gun was a small or big bun or energy... That is bad. Less combat skills is better. It also tells the player to not rely on fighting too much.

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AmagnonX
AmagnonX - - 16 comments

First Aid kit replaced by sleeping bag? haha - wow - thats creative thinking. I really like the idea - I dont quite understand how it is implemented, but it sounds really interesting and a good solution.

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nadeauhugo Author
nadeauhugo - - 326 comments

3. Increase the value of skills.

For this suggestion, i'll show you a list of skills I modified. Tell me what you think of that.

First Aid ->­ Survival : Can Start a fire without lighter. Can rest and get hitpoints.

Pilot : If high, gives a new encouter : A car in working condition. I think it is not possible to change the speed whatsoever.

Traps : If high, gives a new encounter : An animal you just trapped and can now skin and take out its flesh without fighting it.
When I frist played Tactics, I was using mines a lot. That was the slowest and less usefull attack that could exist. I soon stopped from frustration and impatience. Large area traps could solve that of course… I also want to include « collapsing » roofs, large area traps that can be deadly in old buildings. You'll have to get a high Traps skill to avoid theses dangers.

Repair : Repair power generators to put back lighting & electricity in a building. Repair elevators, water pumps or else.

Science : Hack a computer to learn hidden locations in the worldmap. (most of the unhabited places will be hidden) Hack security systems to put them down. If you can't, your chances of entering some buildings will be very low.

Gambling -> Search. If high, gives a new encounter which is a space with a lot of mushrooms and wild fruits. Also fishing speed and a chance to find hidden objects in buildings.

Barter -> Negociation : Can make NPC accept a proposal, give items, decide to not force you to give all your stuff or even offer to join you.
Oh yess. That would be nice to include more expensive merchants. But they will be rare, so I think that is already an improvement.

Lockpick : Like a kind of setback to that usefull skill, if you have enough strengh, you can use a crowbar or other powerfull tools that gives you something like +50% lockpick.

Steal : I'd like the character to be able to steal milk from cows…

Outdoorsman -> Travel : I may reveal some hidden maps to high outdoorsman characaters without the need of a computer… (On rare occasions)

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AmagnonX
AmagnonX - - 16 comments

Hi again,

First aid > Survival - sounds like a very interesting idea, however a lot of healing is done by this skill - so it does need to be able to be used easily - and you dont really want people sleeping mid combat :D I think it sounds like a great idea, but will need a bit of thought in implementing to ensure injuries can all be healed up and people arent sleeping through combat :D

I was also thinking that the doctor bag and repair kits should represent expensive stuff that characters will use as a last resort - the medical bay or mechanics bay in towns or bunkers or whatever could be changed to allow repair of vehicles and people quite cheaply - but you can only avail yourself of that between missions. So the choice will be - do I retire that character from the fight, or leave the vehicle in a safe place in order to conserve resources, and repair/heal after the mission - or are they critical to progress right now?

The repair kits and doctors bags should be in ample supply - but I think making them more expensive would provide more challenges and tough decisions.

Gambling > Search sounds like a good way to get rid of a useless skill and introduce a useful one. Is there any way that it could improve the drop rate, or stack size of ammo or other items for example during missions? Search is a fairly unexciting name for a skill - perhaps Foraging or Scrounging might suit?

Barter > Negotiation - also sounds good, I assume that it would still function normally - because I think money should really be a critical device in the game.

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AmagnonX
AmagnonX - - 16 comments

On that note - I'll offer my own opinions on what gives a game longevity - what makes you come back for more.

Slow and difficult progression - the slower the xp progress, the more missions and encounters you can have before you start to hit skill limits or get over powered - and over powered = boring. It is the dream that keeps you playing and coming back for more - the dream of forging your little band of misfits into a slick machine that is a terror to everyone that dwells in the wastes - a dream that should not be easy to accomplish.

Missions - I think missions should be hard, fkn hard and they should drain resources - ammo, healing etc ie. not too much high value gear available to sell off .. the pay off for missions should be (my opinion) unlocking stuff from merchants, good xp bonus and skill books - these are the reasons why you throw yourself into the teeth of the enemies guns. The other pay off can be vehicles, and an occasional piece of armor or a solitary weapon that is ahead of your current progress (these are useless without sufficient ammo - so it should be on sale or drop with the weapon in useful quantity).

The Wastes - this is where I think players should be spending some more time, but they need a reason. I think in contrast to missions these should go over fairly easily - though tough encounters could be thrown in for shock value. This is where you can increase drop rates and make these a place where the player accumulates resources so they are ready for missions. After all - you usually drop in on top of the poor unsuspecting wasteland inhabitants, guns blazing - right on their camp, where their stash is - and you kill them before they have a chance to unload all their ammo on you. However - you dont expect them to have anything special, crappy armor, boring weapons and vanilla ammo. However, grinding out encounters (in my opinion) is where the money should come from to equip for the next mission, but the until you complete that mission - the good stuff that you really want - wont appear on vendors.

Special Encounters - these are an excellent way to prep players for missions. The original specials are (goes without saying) just junk, but this space can be used for some very useful things. Two ideal and generic types of encounters are detailed below.

Caravan - well armed guards, transporting items the players can sell - perhaps by brahmin pack, or cart or such - some vehicle useless to the players - or optionally maybe a useful vehicle like a jeep.

Hideout - Raiders, Mutants, Reavers etc - well armed and in good position, lots of valuable stuff to take away.

Apart from the weapons and ammo carried by the defenders, loot should be more or less useless except for sale - basics like food, water, gasoline - special stuff like solar panels, machine parts and tools - lathes, drills, saws, etc and also stuff that can be used for weapons or ammo manufacture, saltpeter, sulphur, charcoal, lead ingot, steel ingot, brass ingot etc. Perhaps agricultural equipment - pumps, rakes, shovels etc. You need not spend any time on making icons or graphics - players wont care much - they want to know how much it weighs and how much they can sell it for. Perhaps a simple 'Wrench' icon to show tools, 'Box' icon for consumables, 'Gun' icon for weapons manufacture and a 'Shovel' for agricultural supplies- prices might vary depending on where players try to sell these kinds of goods - not sure if that's possible.

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AmagnonX
AmagnonX - - 16 comments

On the topic of wandering the wastes in search of crap to sell, let me opine on the subject of money.

Money - there should always be things available to buy that players really want, but simply cant afford - that provides motivation to keep doing missions or looking for trouble in the wastes. I am aware that this is my opinion on play style and game feel - and these are often fairly personal and variable - but after playing many games for a long time I have found that players get bored if there is nothing to buy and money is useless, they also get bored if everything is available and they own it all. The other possible way to get it wrong is if players cant afford to load a round into their guns - however, this is lowest on the list of ways to get it wrong. This can be countered by making the previous level ammo abundant - so 9mm for example might drop a lot - but they really need 7.62 or 5.56 - but perhaps they have run out, and have to use the 9mm to scrape through.

The right balance is always to show them what they cant afford, but not the stuff they can only dream about, and make sure they are always hungry and the bank account is empty.

Overlapping - if the player has an initial vision of fully equipping his team with all HK's and MkII Leather Armor, maybe some special weapons like auto SG's or good SMG's, when they finally achieve it - for gods sake, let them enjoy it for a few missions. Many games mess this up - and no sooner do you achieve the gearing you wanted then suddenly all new upgrades appear and your current set up seems worthless. Before introducing upgrades, let the missions push that equipment set up to its limits - also let the player enjoy massacring the next mission or two by being slightly over geared - after all, if they ground up those resources from the wastes - they worked for it.

In short, all the level appropriate weapons and ammo that a player needs to do missions should be available on vendors - the player should not start with it - neither should they be able to purchase it until they have done their time in grinding some encounters in the wastelands. When they have a basic and level appropriate set-up with ample ammo, then they can attempt the next mission. If that mission unlocks new weapons or armor - then wait maybe two to three more missions before adding the next layer of gearing - a single piece of armor or weapon from the next level is reasonable for completing a difficult optional objective - and also unlocking a stash of specialist ammo on the vendors is a good payoff for an optional objective.

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AmagnonX
AmagnonX - - 16 comments

Actually - on the topic of 'useless' loot - stuff the players cant use, these items could be part of an endless 'Turn In' quest. That is, some NPC will reward the characters for each item of the correct type they turn in.

So a weapons merchant might take any boxes with the 'Gun' icon for example and pay out the characters with cash or ammo. A farming community might take all the boxes of agricultural supplies ('Shovel' icon), a town with a factory can use the tools, 'Wrench' icon, and most places could use the consumables 'Box' icon (bags of flour, soap, cooking oil etc).

Actually its probably worth making a special icon for gasoline, eg. 'Gas Can' - there are a heap of different quests and places it could be useful.

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AmagnonX
AmagnonX - - 16 comments

Outdoorsman - access to special encounters is valuable (given that special encounters are improved over the vanilla version), sounds like an excellent improvement. Perhaps 'Recon' might look better on the skills list than 'Travel'.

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nadeauhugo Author
nadeauhugo - - 326 comments

4. Skills going up more slowly.

Thats interesting... It gave me the idea of completely remove all tags from characters and with it make a more simple game. Then I noticed I could finally show the « modify » button and hide « create » button at the same time in char selection screen, and I really really like the modify button that help create a unique character without starting from scrach. (And I can't allow « Create » buttons because I have a lot of different beginnings and the game bug if used) So… I am no sure what to do. Remove the tags (they are complicated, your character get stuck with a choice you did a long time ago, and skills go up too quickly…) or keep the « modify » button. What is your feeling on this? What would you prefer?

5. Rare and expensive ammo.

That is indeed very very much needed. I like a lot a game titled « Neo Scavenger », have you tried it? In it, guns are rare and bullets even more. You sometimes find 3 or 5 or 10 bullets and sometimes you prefer to sell them because they are very worth a lot. People can be afraid of your gun even if you don't shoot with it. And if you encounter someone with a gun you are very afraid yourself, or frustrated when you miss your shot with a gun. I really like that and specially the attention people will have to put on guns if they want to make use of them... searching for the right ammo, paying a lot to merchants to buy ammo, and of course using often melee, Unarmed or Throw skills because either the throwed weapons can be taken back or no ammo is needed… What I did a couple of days ago is to change all bullets quantities from 20-50 to 1-2, rarely 10 (22 bullets or 12 shells). That will totally change the dynamic A LOT!

Tell me what you think of all this!

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AmagnonX
AmagnonX - - 16 comments

Ammo - I think we had a slight miss-communication regarding ammo - I think it should be in plentiful SUPPLY from vendors - but it should be expensive. Drop rates can be low - your suggestion of dropping to 1-2 is fairly extreme - I was thinking more of 5-10. However, it should be expensive enough that players want to conserve where possible, so if you can hit something in the back of the head with a baseball bat, or shoot it down - you might give some serious thought to the cheaper option.

The abundance and expense aspects should apply doubly to specialty ammo - in the vanilla game you could never really acquire enough specialty ammo to load it for an entire mission - like JHP or AP - I think this is a poor idea. This ammo really works and should be plentifully available - but expensive. Its availability should be restricted until completion of a specific mission, and subject to an appropriate level - it is especially good as a reward for optional objectives. Once it appears on the vendors there should be a heap of it - several thousand rounds.

I added 7.62AP and 50calAP (DU is also optional) in my game - and I think these should have been added in the original - these ammo types give some extra life to weapons vs heavy armor - extending the utility of some weapons - this means you can delay the introduction of superior energy weapons and make the players tough it out a few more missions.

However, even though this kind of special ammo might be there - the players need to be able to afford it! The 'I want, but I cant afford' problem will send players out into the wastes to gather resources - ie. crap to sell for cash.

On the subject of expense - armor - it is waaaay too cheap. I remember on my first run through I had browsed some forum and some guy had cheated using the gambling skill and said he had 200k saved when power armor became available. I took this to mean that power armor cost 200k a suit, and I managed also to save about 200k (by carrying out everything not nailed down from every mission) when I first saw power armor.

I was disgusted that I could buy it for about 12k - I had really thought that 200k was the price. While most players simply wont have the patience required to carry out every rivet in every mission and acquire that kind of cash - I think that dangerous special missions in the wastes can be used to provide an entertaining way for players to accumulate enough cash.

Money shouldn't come easy, and much grinding should be required - but the foot dragging encumbrance rules are just that - a bit of a drag - but grinding dangerous special encounters in the wastes is a reasonable alternative path to accumulating that kind of money. If drop rates on stuff from missions is unchanged - then I would recommend that armor prices can be increased five fold (x5). You only need to buy it once - every piece should be long admired in the mirror.

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AmagnonX
AmagnonX - - 16 comments

One last thing I thought of - it seems you are having a look at vehicles - not sure what you are possibly doing with the pilot skill .. but I did have a thought on it - motorcycles.

If its possible to make a one person vehicle, then the motor cycle would be an excellent piece of machinery to capitalize on the pilot skill. Once again, I dont know whats possible, but locking its use to only characters with say 75, or even 100 pilot would make the skill in demand.

It could carry maybe 150lbs and you can shoot from it, such a small vehicle could navigate most maps and assist with carrying out loot, and also could be used to charge enemy positions - just a thought - maybe a bit of a stretch, but if it could be pulled off with the current game mechanics then the 'Mad Max' look is sure winner.

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AmagnonX
AmagnonX - - 16 comments

I had a look at the vehicles - making a bike is pretty easy. The only issue is that weapon fire will always hit the vehicle not the player - Ill see if I can work around that - the only thing that Im sure I cant do - is provide graphics for it.

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AmagnonX
AmagnonX - - 16 comments

Not sure of the difference between modify and create - players are fairly particular about their characters names - so thats a 'very nice to have'. Even if you need to include some arcane method for players to give their character the name they want, I would consider it necessary. Ie .. if they need to modify some file - they will learn how to do it to get the name they want - so long as the mod delivers a superior game experience.

Removing all tags imo is a good idea, although I suggest all characters get tagged 'Small Guns' - in the vanilla they are all soldiers, and in any scenario where they must survive the Wasteland, the first thing they need to know is how to shoot - so I would tag that skill for everyone.

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AmagnonX
AmagnonX - - 16 comments

I read your intro more carefully and see you are looking for the anarchist utopia feel - as it happens I certainly have some views on what kind of social organization should be in place now, and one that could certainly be applied in a post apocalypse world.

Land - is owned by everyone who lives in the region, all land attracts rent, the rent is payed to the local bank, and the bank divides the rent and then pays it into the accounts of everyone equally - this information is totally transparent and watched carefully. Land also includes pollution, fishing, forestry, and mining - it also includes broadcast frequencies and anything that is not a product of human labor is identified as land. Land use of renewables is sold by contract through the bank on an exchange, bids are placed and contracts are sold for a period of time - varies with the type of land, fish by the tonne per year for example.

Law is a public contract - signed by everyone who wants to enter the region, it consists of a number of central contracts.

Natural law - "Dont mess with people or their stuff without permission." is the basic agreement, along with an agreement to serve as sheriff's deputy, juror or emergency response when requested (by elected officers, Sheriff, Magistrate, or Marshall - the election and details covered by another contract).

Another contract specifies that disputes will be settled either by a three person elected tribunal (if both parties agree on this method), or otherwise by 12 person jury. Tribunals are cheaper, faster and the people are more educated - on the other hand they may be biased in some way.

Another central public contract will also specify how much of a majority is needed for a public contract to go into effect - by default it is likely set at 65%.

No prison or such things exist but the death penalty likely does. However most things are resolved by fines, and if the guilty party is unable to pay then forced labor may occur until the fine is payed. The fine is payed to the injured party, along with some payment for the trouble of forming the court.

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AmagnonX
AmagnonX - - 16 comments

Public contracts (Laws) - can be raised to vote into effect - in our world it would appear on the net - in the post apocalypse world perhaps a message board in town plus radio broadcast - these will usually relate to land use - how to calculate rent for example - or what levels of pollution are acceptable etc. They might however relate to laws constraining certain activities to particular area's or specific rules such as carrying weapons, sale of drugs etc.

Voting - everyone has a vote and can directly vote on any public contract, on the other hand anyone can also delegate their vote to anyone else - ie. absolutely anyone. There are no parties or such like, those who hold the votes from a number of people will do so because people think they know what they are doing - these delegated votes can be retracted at any time.

Bank - the bank is the land office, and commodities exchange and is considered as land, that is, it is owned by everyone - bank income is part of rent and is payed out to everyone. The bank issues currency as loans against future income, this is at an interest rate which is enough to cover costs and provide an incentive for savers to deposit. The bank also issues future dated notes when it needs capital, these are valid bank notes but are sold at a discount and are future dated, they are not redeemable at the commodity exchange or bank until the date stamp has elapsed. These may be dated +1-5 yrs, no more and the balance of payments is public record so the bank needs to ensure that it has accumulated enough commodities to match its credit issue.

Currency - the currency is exchangeable for goods on the commodities exchange, and the unit of account is based on the wholesale price of chicken eggs - which are in constant over supply and therefore their price reflect the labor costs of producing and retailing them. This market is almost impossible to manipulate because people can produce eggs anywhere, they cannot be saved up to flood the market, so supply and demand cannot be easily altered. The price of eggs is in fact the price of eggs and one of the most stable prices available to use as a unit of account. One unit (credit, or dollar) buys one dozen eggs from the commodities exchange and all other prices are calculated against this unit of account.

Thats an overview of my feelings on proper socio-economic organization - not sure what or how you are implementing your idea's - just thought Id throw in my 2c :D

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi hi!

Very detailed and motivating informations you sent me for a post-apocalyptic ideal community! I will defenetly use all the above to create a society/city-state or else, I don't know what still. I really want my mod to give an utopian feeling to the player, but the way I see it is that there will be many very different, almost opposite communities in the game (a communist, a closed community, kind-of-capitalist, etc.) If you would be interested in writing down these ideas with a small introduction and a kind of table of content for an in-game holodisk, I'll be happy to use it in the project as is and make references to it in many people's dialogues!

I think I still did a good choice for the ammo, as what I mentioned before (1-2) only concerned (I was not clear about it) scavenged ammo from already dead people, lockers and crates. Vendors and military bases will still have hundreds and hundreds of ammos. And YES you are totally right about FMJ, AP and other types of special ammos. They should be more expensive and available in the same quantities as the other types. Personnaly, I almost never used them in all the fallout franchise games I played, whatsoever. Exactly because they are in too small quantities compared to the regular bullets that represent a semi-permanent equipment that I ratter use without needs to manage it. In a post-apocalyptic world, the way I see it is that people used often guns and quickly ran out of bullets without proper industries to make them. So they have small quantities of home-made bullets, modified bullets or bullets from many different places, scavenged here and there. In military bases or old police stations, or else, you still could find old boxes that contains hundreds of bullets each.

Concerning armors, I think we must separate technologically advanced military armors and home-made & crude armors. In my project, Metal armors (even some power armors) are all made from car parts and other scrap metals and are post-apocalyptic, so they stay realatively cheap. Military grade hi-tech armors or hi-tech exoskeletons will eventually be very rare and expensive. Even the environmental armor will not be so expensive because the pollution everywhere and climate change brang compagnies and government agencies to manufacture a huge quantity of theses suits, and I want many NPC to wear them.

Interesting story about the 200k $! I didn't know that was even possible to gather that much money in the game!!! I'm really impressed. I just played Redux Mod with a 155% Barter character and I still find it a bit difficult to get my hands on power armors. I bought them all almost the moment they appeared in the quartermaster list (maybe one or two missions later), but they where at 20 000$ I think. I found that quite balanced for the game difficulty, specially because I always found something very weird with the fact that missions never give you access "FREELY" to at least some basic equipment bonus. You are in the army, and the army don't even give you stuff to fight with once in a while. You always have to buy everything like a stranger, a merchant or freelance agent. Weird.

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nadeauhugo Author
nadeauhugo - - 326 comments

That makes me think that a good mod also need to gives the player the chance of finding every item he/she may want to use whitout having to relay on bartering. If the player prefers to search, scavenge, kill bad guys or steal, that should be as much as rewarding as being good to trade. Very expensive items will help that.

Ah! Motorcycles... That reminds me that I really wanted to have bikes (and also some motorcycles) in my mod a while ago (like they use extensively in The Stand movie!!) but I finally gave up, at least temporarily because of the challenge it represents and time needed to work that out. The main problem is that the character is always different (different sex, color, armor). It is solved with cars that make the character disappear, but not with bikes. A sprite exists with someone on a bike (Phill the nuka cola delivery man), but it is only a male sprite.

I think it could work perfectly to make a bike as an armor item. The armor will change the player sprite to Phil, the bike will not help at all against bullets, and (I think, I am not 100% sure but pretty sure) some sprite work will make the character move more quickly with it (I think that because I used a monster once that could not move because of the sprite, and also the deathclaw are moving really more quickly and this must be the sprite that do the trick). Also, the spirte will get the skin, hair, body color and sex of the player character! The downsides I can think of is that it does not use the Pilot skill at all that way, it is harder to add sound to it, and we need a female version of the Phil sprite. If you can get that somewhere from someone, I'll be happy to work all the other parts!

If you want to make a motorcycle a vehicule for your projects, try to contact people like RobertHouse that worked on Enclave. I think they made a working motorcycle already, using some parts of the environmental suit animation as sprite.

Modify and Create
The only difference between modify and create is that modify keep the original prefab-char entity with its tagname, pre-selected inventory items and tag skills (in my case, NO tag skill). In my mod, I MUST remove the Create button because every starting character starts the game at a different place and because I get a BUG with it too. If you use the create button the game will crash because no tagname is present.

Your suggestion for tagged Small gun is right for soldiers and original FOT game, but my mod will be more "civilian" type, so I don't think it is useful for me to tag Small Guns. Also, It starts at a higher level than all other guns, so that reflect what you said about the first thing they need to survive. Some characters will start with higher gun practice in my mod because of their background story, but I think it is better to give a starting % bonus than a tag (like they do in Fallout 3/Vegas).

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TheUnbeholden
TheUnbeholden - - 3,605 comments

I know this may seem trivial but can you turn psychopath back to Bloody Mess. I don't see what that trait has to anything to do with being a psychopath, your just making is seem like they attract bad karma to everyone but them (which is confusing). Perhaps you can make Psychopath a new trait that prevents certain NPC's from ever panicking, while the player gains skills in melee weapons and dissecting animals/humans which makes them good at getting all the organs for food and materials for armor/weapons (since intelligence and being completely desensitized to violence naturally is usually their main strength), and gets a bonus to HP gained from cannibalism (a new perk if they choose to go that route which gains human body parts to eat upon frobbing human bodies). The disadvantage is players will get more bad karma than usual for their deceitfulness, compulsive lying, backstabbing in making choices in regards to people's lives as their methods of climbing up the social ladder is more ruthless.

You could revamp Karma a tad since reputation is not in the game you could make it more meaningful, like make it easier to recruit shady characters if your bad and make it more likely for good characters to refuse and make it more likely for lawmen and bounty hunters to come after you at a smaller 'bounty' level than usual, ie when you have a price on your head. A modifier that affects enemy encounters around the wasteland (perhaps lower in high radiation zones) when you where caught doing evil deeds in towns. Also I don't really like the sneak Smiley. Perhaps you can make something more fitting?

It would be nice to modify the skills/traits of characters, and for all the new traits to show up in the screen. Also can you make the middle mouse button drop stuff you've selected in your inventory? And a quick key to Take All from containers. It would be nice to have more quick keys for stuff people do regularly. And RightAlt (ralt) for making everything that you can interact with to show its name on screen? Just about every RPG I've played has that feature so it would be nice to see it introduced. Also please provide more indepth stats of weapons, like rate of fire, what modifications they can take, AP cost per action and for damage/range to show up in inventory description etc

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nadeauhugo Author
nadeauhugo - - 326 comments

WOW, good suggestions! I'll come back to you soon about all that! I think many of the things you speak of can be changed/explained or at least tried! I'll try to incorporate them in the third version of the mod I'm working on right now... I'll write you back on this.

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi there!

I decided to keep Psychopath (because in my mind "Bloody mess" is not a "character trait" in any way...), but adapt the description of it to this :

"You have developed a sadistic fascination for death. You always see the worst way a person can die. And you don't feel worse about it."

What do you think of this? It is inspired by the new trait you were proposing. I think renaming it or changing the description is the only thing I can do, as I don't have any access to the traits or perk effects and can't change them. They are hardcoded. So... too bad too for canibalism.

But I can assure you cannibalism will be part of the game. The difference is that anybody will be able to eat as much human meat as he/she want, but the first time the player do so, a variable is stored so the game will know the player is a cannibal and that will change the game ending a little, and maybe even some game dialogues.

As for the Karma, I'll really try to do as you said, but It will probably be more an invisible feature than anything else. Because my mod don't include any karma notification in the character screen anymore. The Karma is instead used to monitor portable electricity for the main character. If you try to see the karma of any other squad member, there is only a notice telling you to check the main character for the electricity reserve. Also, there are some challenge regarding shady characters. You can easily add them to the recruit pool if some reputation variables are set to yes, but you can't take them off as easily. You can't know for sure if the character is not already taken by the player or not in the squad because his/she is dead. So. I may add some shady or very good characters only after some conditions are met (like an assassin mission or else), but I will not really be able to take the character off in the future if the player radically change his/her karma/actions.

Yeah. As another thing, I changed the sneak Smiley. The problem is due to the english translation. In french, it is more related to "discretion" other than "sneak". Anyways, I changed the image to a smiley with a hood and knife... It is very clear now.

As for the new traits, I think I am not sure I will add all the traits to the character screen because the trait "Nightperson" is broken. I hate to see a blank area there, but I can't really use it in my mod. I also decided to take off all the traits and skills selection buttons, so when you use the modify button, you can't select any tag skill (they only exist in rare occasion in my mod now) anymore.

And regarding all the shortcuts, I think that it will be very difficult to implement because the actions linked with shortcuts are I probably hardcoded too and all preassigned. I can assign new keys to already existing key shortcuts, but dropping stuff never had any keyboard or mouse shortcut. Same thing for the "Take All" option and "Right click" option that don't have any known shortcut or action related to them and the engine don't allow that kind of programming.

Finally, I agree it could be great to have more info about the weapons in the inventory description yess! I'll do that eventually. That will bring me to erase a lot of not important gossip about weapons that I really don't care about and are simply not known to any post-apocalyptic dude (most of history is just forgotten), keeping only the most important : Type of Weapon, how to equip it, min. strength, damage min.max, range, attack types – single, burst or else, ammo type, type of damage (hit, cut, fire, bullet, electricity, etc.), skill used by the weapon, special damage like poison and some minimal description.

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Guest
Guest - - 689,430 comments

I would like that we could make our character and the complete translation into English (or Spanish) but I think it's a fabulous mod and I see very few errors, I just say that very good mod lacks a few things that would make it even better than a fallout like for example more types of characters and races (of which already has that my mother, is varied) is one of the best mods to fallout, but no, the best part of the mod is that you do not require the game which is a genius but can not, also greetings from Venezuela. ;)

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nadeauhugo Author
nadeauhugo - - 326 comments

Ah thanks for your comments and greatings! Stay tuned for the next version, it will include some unique robot-citizens to recruit, 5 different types of robots that reappear (are rebuilt) in your recruit pool if they die (dog-bot, electricity-bot, lighting-bot, guard-bot and filter-bot), 10 dogs that are one of the fastest runners you can have, cows that give you milk periodically and transport things, pigs, monkeys, cats, etc. I think you'll like that. :D

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Gecko1200
Gecko1200 - - 15 comments

Hello I would like the truth a Story Mode once the "Game" is well developed because it feels very different to the original game but for me it is a bit the problem ...

The "Essence" of the game as themes of war, shelters, etc.

Another thing is that I can not convince is that not all dialogues are English because some are in French and for those who do not speak that language is a problem,another serious thing to influence the world as for example In games as Fallout, Fallout 2 and Fallout Tactics this is a problem because the truth that you can influence the world around you is not seen often and with the arrival of this mod is null (in my opinion).

the other thing would be to be able to create our own characters and if we could go to random locations, since of course they would specialize but fallout in general allows us the option to mold our character in our favor and use.

as last would be large factions (as an example would be what happens in Fallout New Vegas) As the RNC (New Republic of California and The Legion of Cesar, Events in certain places (Like the Bomb in Megaton of Fallout 3) and others.

I clarify that I really like the mod that does not need basic game installation is good, the GUI change makes it similar but does not make it feel the same which is great.

I hope you have read to the end, that you enjoy your project since in my opinion it has potential, not anybody would make total game conversions either Characters, Map, Weapons, and items.

Another suggestion that would have (sorry if I'm heavy is that I'd like) is that like Fallout Tactics Redux (another good mod) has the characteristic that the weapons are more lethal which would make the fighting realist since logically not any can hold 1-5 bullets from a firearm without any armor.
That's all Good Luck!.

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi hi! Thanks for your suggestions! I will comment them one by one, trying to not miss any point... Most of what I am talking here will be available in the next 1.5 version.

- Theme of war : As I am attempting to make a survival/anarchistic theme game, war theme is not so much of a concern to me in this mod. It is only a background element of the game. Nevertheless, I spent some weeks recently on improving all 5 military bases that can be found in the game by getting your hands on a military map. 3 of those military bases are really complex (one of them has 4 floors), you can find plenty of military gear in them and you have to expect combat with factions to get your share of things. In two of them, you can even kill everybody in one shot using a chemical weapon or a nuclear bomb...

- English dialogues : This comment has come to me often... I did that for artistic reasons (to reflect the duality of languages in Canada) but I agree this can be a problem for certain users. I will try to add in-game translations in the next version, so the concept will stay whole, and you'll be able to understand everything.

- Influence the world : This is my main goal for 1.5. As I am creating 50-75 quests, all of them starting in the 25 different cities, I want them to be mostly political choices of action, a decision to help a group will (often) be a problem to other groups. For example, at this moment you can be asked by the people of CAP-LÉVIS to sabotage the installations of CAPITAL, either by disabling their electricity, or by destroying their gas stock. Expect many other quests like that in the next version... :D, like the contrary, some people of CAPITAL may ask you to kill all the insurrectionists of CAP-LÉVIS.

- Own character : This is a hard thing to do, but I managed to improve it a little bit. Now you can choose your own character picture, name and colors. In a way I don't really mind about customizing character in the beginning more than that, as that you can do it in many ways during the process of the game...

- Large factions : My game already include many factions (Road Warriors, Knights of Colombus, The Wendigos, Terrace's punks, Capital citizens, the Brotherhood, Esclavage Québec, etc.), so expect to have random encounters reflects your relation to theses groups in the future. If you do actions against them, they will attack you in random encounters.

- Weapons more lethal : I think I already did that. Does it work well? Of course metal or kevlar armour for example can protect you A LOT agains bullets, and Leather armor A LOT against melee blunt weapons, but without armor you will die really quickly against guns.

Don't hesitate to send my any other comment for the game, I like to receive feedbacks on it! Thanks!

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Gecko1200
Gecko1200 - - 15 comments

thanks for answering me I'm glad you're still with the project!

that if you consider the use of Karma

I did not notice much about the big factions: /

Just at that moment I had forgotten in that detail of the factions xD sorry if I confused you even though it bothers you that most armor
your agility go down, besides the idea of ​​being able to modify the weapons

A serious detail to know how to get rid of the State "Weak" I take off once but hard Muuucho

The theme of a more customizable character would be like choosing your outstanding skills, Traits, O skin
eg: The "chance" skin can be modified by the "mara" skin
the idea that you can change "Raza" (I do not know if I mentioned it before but I think it was mentioned a lot) would be with the
different breeds of game (Obviously) but would give into play the characteristics of the other races as mutants, people of
burned skin and things like that.

I have a question Where is the "Strong Mutant Solution" best obtained?

The truth I would like to make a wiki to solve that kind of problem but I would have to know how to do it and hope that at least the Mod will be finished that little by little seems a video game Own xD

A detail that I like is that you put some things in Fallout as the G.E.C.K that object that we all looked for in Fallout 2 and we got it when it's worth nothing

In fact I have reviewed and it seems that the least used technique during all my hours of play is "Repair"

Another thing would be that I do not really like the issue that you can finish very fast with very low level also you climb very
Slow your level (What really gives you Exp are moments like seeing the locations in "Mom" or things like that)

The truth I would recommend Traits or Extras:

1.-Sniper: No, it's not the one that gives you pure critics with shots, try to have Double Reach all the weapons at a distance (Or me that is 5+ of range perhaps?)
2.-Handyman: For this you would have to do a crafting interface but the idea is that you have unique crafteos (I have rare objects or things that can not be found)
3.-Hyperactive: Your AP will regenerate faster (or twice) (If it were a trait I would say that it would have a weakness in which, sometimes your AP regenerates itself very slowly)
4.-Warrior of the CQC (Close Quarter Combat): I would try that your weapons the closer they are, the more damage they will do or the more pressure, but at a distance, the opposite effect
5.-Warrior of the LQC (Long Quarter Combat): It would be the same as the previous one but in reverse
6.-Without hands! : (This would already be Extra) You can use 2-handed weapons in vehicles: P
7.-Assassino: (Also Extra): Being in stealth you can make critical damage to enemies behind their backs
8.-Bone melter: In body to body You have more chance to break bones
9.-Hero! : (this plays with karma): It does more damage to bad characters
10.-Villain! : (This also plays with karma): It does more damage to the characters Good (as in trait would say that Harian more damage their opposites but less to their "same" (Bone Bad - Good +)

in fact I almost sent this message to the Spanish haha in fact I do not understand why Gameplays are not found in the mod youtube.Other thing there are objects in various sites that have no description or name which confuses further improvements to the Directed Attack as I see it very low in Fallout tactics I do not know if you noticed it in fallout Tactics the directed attack is not as powerful as before greetings from Venezuela

(Extra: I found a teddy bear that was called "Rope" do not change it, It's too funny xD)

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi Gecko,

Do you think I went a little bit too far with reducing agility for armors? I can make some adjustments to that system.

You'll be happy to know that the quests in the next version will help you gain levels more quickly. I also tried recently to change XP for ALL characters and monsters to at least 200 (I noticed they are all set to 1, 5 or 10, which does not make any sense). I am not sure if XP is multiplied for each character level or not, but AT LEAST you'll receive 200 XP for each foe you kill (25-200 for animals), and that will certainly change a lot of things in the game.

Also, "Repair" skill is already taken care of in my current working version, so in 1.5 you will notice a big improvement in its usefulness. Its most important use will be to repair electrical devices in order to get free electricity and lighting in many maps. It will ne harder to find already active electricity system in deserted cities, most of the time you will need to repair them before using spare parts, tool kits and other stuff.

I think the "weak" state, as it is just a temporary thing related to drugs and drinks, can't really be removed by anything else than time... Should I adjust it to appear less often and less longer? For almost all states like this one, including even addiction, I suggest you just leave the map you're in, travel a little and come back. That cures everything except hunger.

As for the customizable character, I finally realized that It creates bugs when dealing with the starting character of different races. The custom portrait don't appear for most races other than BOS or tribal for starting characters... I kind of hate that a lot and had to come back to less customized starting characters and skins. The different races will be more for recruits than starting characters, but at least there will be A HUGE VARIETY in them to choose from (tribals, burnies, mutants, road warriors, medics, dogs, cats, cows, robots, drones, etc. etc.).

Oh god, I just don't remember at all where I put those "Strong Mutant Solution" in the game... I will try to put a couple more in the military bases and science stations found in the game. You can also look for well hidden color "Modules" which gives really big stat advantages like cybernetic improvements in Fallout 1 Brotherhood. I think the mutagen item is a real game changer, so I'll try to add a maximum of 2 of these items.

I'll be really happy if you take some time to start a wiki about the game! I already added an article on Vault-tech Labs (http://falloutmods.wikia.com/wiki/The_Sum), It may be a nice place to start working on it. :) I'll send you as many informations I can when you ask for them.

Thank you also for your comment about finishing the game very quickly. It is some kind of experimental thing, I can realize it may be annoying or something like a game breaker. I will seriously think about that and Maybe change more instant-victory into more fake-ends than politely ask you to "play a little bit longer" ha!

As for the recommended "Traits" and "Extras", it all sound wonderful, but my actions are REALLY LIMITED in that field, as I am stuck with the core programmation of the game and unable to crack-alter any perk, trait or skill in any way except for the name, description and image... I can't even add a perk on command on a character, so most karma related rewards will be objects in my game, like medals, gifts, symbols (like ranger stars), XP and other stuff...

As I remember, I was recently able to correct many objects without name or image, including many weapons. So you will notice some improvement in the next version regarding that. A teddy bear called "Rope"? Haha nice it is a funny mistake yes. I'll treat that as an easter egg then :)

Speaking about rope, I am also currently trying to make rope useful in the game, probably as a "repair" object that can give you access to certain areas of missions. My goal will be to have (like in Fallout 1), at least two places where rope can be used to access a specific site.

Directed Attack : I almost NEVER used that feature in Tactics and always found it not much powerful so I removed it from my mod to make the interface more simple to learn for newbies. I wish you don't dislike that decision.

Good suggestion too about gameplay videos. Remind me to create some after I release 1.5 version it will be a pleasure to do so.


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Gecko1200
Gecko1200 - - 15 comments

1.-Thanks for the experience the truth bothers me since the fact of fighting is decompensated and that you only earn a lot of exp for using the "Science" ability to reveal a map (which is not bad but it gives you more to fight against 5 armed bandits)

2 .- To tell the truth I have not found use and it would be great that by chance is in a desolate town and there is a generator to repair to load the mini map (Another thing ... It would be great if you download the GES ( I do not remember what it was called xD) will not show the locations that you already know because obviously you use electricity for a device that gives you a map

3.- I understand, in fact I have noticed the detail that when I modify something of the character (Either L, A, C, Age, Name, ETC) his Icon does not appear which makes what you say besides the fact that you put that I am glad

4.- I've seen where it appears (or at least where I found the 2) are in machu-pichu in 2 separate refrigerators (both closed) and one is at a dead angle (so you can not see from where you see it but when you pass the mouse over the area indicates that the refrigerator was there

6.- It will be interesting to see other types of endings like "once you started living here in the area and you exposed too much, you died because you developed diseases that you could not cure." what not? Such a thing would make you think well where to live and things like that

7.- The limitation is unfortunate but I will only wait until one day you can do it (if it happens, it could help a little with the project more than giving a Review haha)

8. - Good thing, it is stressful that the item does not have a name and sometimes you can not even know what it is for or the theme of the images which will make it more comfortable when finding objects in this personalized waste.

9 .- Funny because I'm wrong (but it leads to the same thing: v) was "spoon" and I think it was in Machu-Pichu (or a place near e.e, I really do not remember)

10.- Seh is a feature that lost the grace once arrived Fallout tactics (in fact in the original I put Rapid shooter for the same thing) that is very worthwhile in fallout 1 & 2 especially to the eyes

11.- Regarding the Gameplay since I have Internet and Audio I will try to do it to do you this favor since the truth is great the mod and I have never found any Gameplay and it is the only one I know that makes a total conversion to something totally different to fallout (partly the essence of the mod)

12 .- honestly I do not mind so much that you lower your agility but the biggest problem that I see esque lowers your ability with weapons (which in my opinion makes me choose not to use them) is good and realistic the subject of that a suit of armor (in this case the tactics) protects you a lot against bullets and also reduces mobility a bit, whether it's a simple armor or a heavy armor (eg: Personal Armor ((of those sold in CARMOR)) ) you reduce your speed very much, just look at the shooting (Real) of North Holywood (Extra: there is a GTA V mission very similar to what happened) 2 people with a huge armored armor homemade which was so heavy that they could not run with the armor on.

Already seeing the mod every time is stronger (At least in my head xD) A fallout version in an environment like Resident Evil 2 (In which you had to escape from a city full of undead, mutants and in the 3rd installment we had to nemesis behind us would be a spectacular idea as a next project

Already seeing the mod every time is stronger (At least in my head xD) A fallout version in an environment like Resident Evil 2 (In which you had to escape from a city full of undead, mutants and in the 3rd installment we had to nemesis behind us would be a spectacular idea as a next project
in fact I remembered this again when I found the way to play Resident Evil (the 1: v) and was crouching in the forum

Extra: I have to congratulate you for doing the scanner of the scenario (I mean the one that checks if the atmosphere, water has contamination)

I wish you good luck with this project which as I say has a lot of power. Whether it's in your atmosphere which is similar to fallout, but it does have touch :), Weapons which I like that you modified so that they do not seem the same as always and their music which when I could hear it (since in my first sometimes I did not have to listen to it since the speakers were damaged at that time) I loved it because sometimes it's quiet, other times it gives a touch of mystery

But hey, someone simple tells you that although he is not professional in this kind of things, he assumes that he knows a little about when he finds a quality job.

Well I end up here in another time I'll review the forum and play again to get revenge on the baboons and their city they threw me to sticks (funny thing XD)

Bye!

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nadeauhugo Author
nadeauhugo - - 326 comments

Oh Sorry Gecko I forgot to send you a reply for your message. Thanks for all the comments!

Very good suggestion about the fake ending with your character dying of a disease... I'll do that for sure! Even more, I think I will do it in 2-3 very poor and dirty inhabited communities, and in every very polluted deserted places. You'll die out if you have too low experience, survival or doctor skill, that way players that played for a long time will not get penalised, and that make sense because with high level and skills you found ways to survive the worst, most poluted areas.

This is great that you tell me about the gun skills problem with reduced AG for armour, I can easily compensate for that. Armour should not lower your ability with guns. With melee and unarmed skill maybe, but not with guns... I will ajust this.

Nice idea for the zombie-like mod, I'll think about that. There may be another game that is more suited for that on the other hand, I don't know.

Thanks also for the comments regarding the baboon and the scanner haha! On 1.5 version, you will also be able to follow hand-made tags or glyphs left by NPCs in most of the areas, special hobo glyphs that (once you know what they mean), tell you if water is good or bad, or if there are dangers around to expect, like wolves or a guy with a gun... (like on this website : Factorialist.com)

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Gecko1200
Gecko1200 - - 15 comments

Honestly I do not care if you take too long to respond or not know that people are very busy whether they work, study, etc.
Ami also happens to me and it's normal.

Regarding the "zombies" thinking and all that I thought since I did not see any mod that focuses on the subject although we have the closest thing to a zombie is a necropsy in addition to the toxic environment, one says "and because there would be people affected by a virus or mutation created by radiation? ".

The detail of highly contaminated areas and thanks for the detail is logical where one looks, let's take the example:

A route too busy with bandits, with time you survive but you can not survive forever and in one of those you die.

The usual.

but that if you consider missions and bosses (this idea I took it from when I was in an area next to homeland) you enter a half cave area and suddenly a kind of black bear appears which absorbs a lot of damage (the rest is trivial but it ends well : P).

Ah yes, remember the detail of the humanoid robots and is a very nice detail, curiously remind me of Master Chief.

Good luck!.

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nadeauhugo Author
nadeauhugo - - 326 comments

Thanks again for the comments! I can't wait to show you what I worked on recently... Many many stuff, I even changed the mouse pointer just to say I changed many things lol!

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Gecko1200
Gecko1200 - - 15 comments

I've been playing as much as the mod as the normal game and the truth is going to "petar" the comments and people playing I just say that it will be great and also that I would suggest missions as to survive without aim beyond it becomes a little boring :/

also is a pretty good detail that some areas are normal game scenes recycled thing that I did not see the naked eye and is great!

One last suggestion would be that you could create your own characters or add others since then it becomes boring to have the same characters again and again (I do not say they are bad but, bored with time)

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nadeauhugo Author
nadeauhugo - - 326 comments

Oh thanks it is really flattering! For sure there will be hell of a lot of missions also as it is one of the easiest and funiest thing to create I think, and strangely the thing I waited the longest to produce... , some of those will include unique, hidden maps (always liked this from the Fallout game...)

I want to find a way to add some "training" in the mod somewhere, maybe places where you can just park your character to train, like gyms? So, do you think it would be better to have some "XP" training zone where you get more XP overtime and can't move around, OR a bunch of training items that you use to train specific skills, but during the time you do you have less Intelligence, less dexterity and less ability scores (-1 PE, IN, CHA, AG & IS)?

Good also for the suggestion about custom chars. I can't make it happen directly (BUG), but I will try to put back some customization buttons and see where it brings me...

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Gecko1200
Gecko1200 - - 15 comments

The truth is that I am also liked and I have played FOT 1,2, BOS (Obviously not? XD) and New vegas (I have not played it
or a lot because it's a bit complicated for my position to get used to the simple good and bad of fallout
as in fallout 3 and not the game type of FOT New Vegas).

Actually, yes. It would be great more locations and with that kind of use since for example we had Arroyo where
you had the option to train a little disarmed and melee combat if I give you an example: A classroom
where you talked about science in which you spend 1 hour in it and gave you 15+ change of Science, but the option of
multiple elements would not be bad as one or another weighs. However, it must be taken into account that
there are the USB (another thing would be great that will affect the perk of curious) thing that you also have to have in
note that they lower 2 PE.

Another thing is to review carefully and FLAT ROCK (Another thing there are maps where there are enough enemies
dead ... and I speak of the entire area) is where I found more of these (3 or more I found e.e).
following the theme of the enemies is that for example you attack 10 enemies you kill for example to 3 and the rest
they become neutral (or almost passive because sometimes they do not attack you) and they **** a lot (for those who want it easy, but
that it's good for you to go super equipped if you only have to kill 3-5 enemies, that the character knows how to defuse traps
and lockpick in most cases. Also, the enemies almost do not give EXP annoying thing).

A pity the truth with the characters but as it is possible I will not surrender so fast xD.

I found the nuclear shelter (I had the key and all that) but the truth for the cost of the key the booty inside
it's not worth it (I thought I was going to find powerful enemies, fabulous items and etc.) but I only found
enemies that can be killed very easily and not find anything of the other world (of course there is botin, but for
the area is unused) that if with the theme that the map was that of fallout 1 (Great thing) I recognized it
first the truth (although I was a bit disappointed by the booty and enemies) (and what was waiting for me?) as it is
a high-tech underground shelter awaited enemies with better-than-average armor and hi-tech weapons
(since you have to take into account that the shelters are not stone e.e).

Going through the theme of the characters, could you make characters with other Traits? It would be great to use a person
Aje with the "the glowing one" since of course they are with Psychopath, Thick Hands or with Gifted but not characters
with the Trait already said and a few (as far as I know).

In addition, sometimes missing weapons data (ammunition, Name, etc.) or objects.

On the way. I do not see any thing related to the Cold or Heat, there are also animations of some arm
as (in the attack if you ask) in which he bends to pick up objects but actually shoots
(At that time I stayed WTF ?)

Good. Thanks for the answers and all that currently I only get for one more detail, also for
investigate zones aver if I see a bug a new thing and little more.

In fact I love the subject of MOD models like advanced personal armor (with the skin of the
power armor Mk II) I loved those models because in fallout 2 (Or where I know him) you seemed like a
green man with that :v

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi again Gecko!

For training, I am currently checking out with a certain Melindil for a chance maybe to be able to give perks to the main character in certan situations, so I guess training involving people could go throught obtaining special perks if you talk enough to some people... I'd love that. I'll keep you in touch about that.

I also added to my list to revise AI of ennemies, I know I created the passive thing at the beginning to be more realistic and create more gameplay, but in every situation the ennemies normally would flee instead of acting dumb... The thing is that I didn't have time yet to add waypoints for them to flee when they get affraid. Badass guys normally let 4-5 people die before fleeing, and normal commoners start to panic as soon as a single individual die. Same thing for animals. I should of course ajust the number a bit for big cities... It will get way better in the next version.

Ah yess the Nuclear shelter. This is one of my favorite location, but mostly it is a big easter egg with many items directly from Fallout and all the newspapers in the game. I'll try to add some more challenges and easter eggs to it ha.

Oh yess I changed already characters traits to add 3 "Glowing one" trait guys. In the game, it is called "Opportunistic" and the text is this : "You stay well fed while your friends get hungry, and you "found" this special lamp that gives your electricity..." So yeah this will be a powerful trait to have in the Sum, but it makes your other characters get hungry faster.

Concerning Cold and Heat, I don't think this is in the 1.4 version, but I worked on it recently. It will be in 1.5 that is certain. In all snow and desert areas, you lose health automatically (and die fast) if you don't have at least basic clothes on you. You can always take shelter in buildings to avoid cold and heat damage, but sometimes there are no buildings to be found... Some armours don't protect you at all, like some metal armours, but most do.

Oh, and yeah, arm animations are really bad, but this is the best I could do since most basic clothes sprites (let say, a women with a dress for example) don't include heavy weapons animations. I had to "simulate" heavy attack animations and sometimes even pistol attack with some "arm movements"... I know, this is ugly, but less buggy. At least, all character skins can use all weapons now.



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Gecko1200
Gecko1200 - - 15 comments

Hello Hugo.

It's good that you continue to receive suggestions.

With the message entedi several things.

that if it is a bit annoying even a group of 15+ hostile characters die only 4-5 and remain passive that do not even flee and in the shelter I think it happened the same (I do not remember but I think if o_o).

One last thing before I ran out of xD suggestions is that ¿in which sites you can recruit? (this doubt came to my mind since I played with other characters who could not recruit from where they were and in the screenshot I see that there are certain recruits that I could not see).

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nadeauhugo Author
nadeauhugo - - 326 comments

Hi!

I am actually revisiting all guns in the game, and I must say there are many many problems to them (some way too expensive, some too cheap, many with no description like you said, not enough variety in the guns and gun images, etc. etc.) My complete rebalance will certainly help...

As for the hostiles and passive one, the trigger has been applied to every damn mission and unfortunately not ajusted to the number of people actually in the groups. I will have to do that for each unhabited space. That will be done no worries.

Oh also concerning your suggestion about recruits, in fact you can recruit characters for each of the 25 communities in the game. As it can be very powerfull to do so, you first need to join the community before being able to recruit somebody from it. Even when you do so, you will probably have to do quests before (that I am creating at the moment), so help some people first before having them join your squad and help you. So, normally for all communities, there will be 2 to 3 unique characters that will give you tasks to complete, and as soon as you do them, they will be available as recruits in the recruit pool. If they are killed, of course they will not be available for hire. Finally, whatever happens, recruits are only available if you have enough negociation skill. This is still powerfull as you can sometime recruit level 20 characters if you have more than 100-120 negociation skill...

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Gecko1200
Gecko1200 - - 15 comments

I'm glad your decisions n_n although the only thing I would suggest would be new characters to choose (In addition to changing the Night Person and put another as step with bloody mess).

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nadeauhugo Author
nadeauhugo - - 326 comments

It could not be made before, but now there might be a way to arrange this with the help of Melindil. I'll aks him. This is true that this broken trait must be changed somehow. I'll check in your previous suggestions for an unusual, interesting trait to apply to some people. I don't think I'll add more characters as there are already 22, but I'll let you know concerning more possible customization of the main char...

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