(Beta) Real Time Settler

Post » Sat Dec 12, 2009 4:22 am

A while ago I found a glitch, but forgot to report it. There was one play through I had where during the tutorial, when the game informed me there was a Crow's Nest in packed item storage, there was not one. As I didn't have a saved game anywhere nearby, I eventually had to start up the GECK and create a mini-plugin adding a Crow's Nest to Megaton. I'm not sure why this glitch occured, you guys might have some idea :)
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kyle pinchen
 
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Post » Sat Dec 12, 2009 5:02 pm

Very very, very very, very very brilliant. And that is an understatement.

For a suggestion, it would be nice if you could create a new class of settlers who are called 'Representatives'. These would travel to other towns such as Megaton, Bigtown, Rivet City, etc and introduce your humble little village. This would increase displomatic points with that town. Or, it would be great if you could go to one of the said towns and ask for.. Building material, but they would ask for something in exchange, like food. Think Age of Empires 2.

Great job with this, I'm having an endless amount of fun.
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Killah Bee
 
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Post » Sat Dec 12, 2009 11:43 am

Very very, very very, very very brilliant. And that is an understatement.

For a suggestion, it would be nice if you could create a new class of settlers who are called 'Representatives'. These would travel to other towns such as Megaton, Bigtown, Rivet City, etc and introduce your humble little village. This would increase displomatic points with that town. Or, it would be great if you could go to one of the said towns and ask for.. Building material, but they would ask for something in exchange, like food. Think Age of Empires 2.

Great job with this, I'm having an endless amount of fun.


Its a great idea i didnt think about that, BM and SM trading :D
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Carys
 
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Post » Sat Dec 12, 2009 8:42 am

It would be cool if we could get actual NPCs to join. (Like a megaton settler or something)
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carly mcdonough
 
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Post » Sat Dec 12, 2009 3:18 am

Hey just downloaded the mod about 3 days ago and I must say great work. However I am disappointed with two things that others must have mentioned by now to.

1. Will you guys raise the villager cap from 12? I have a village of 3 crafters 3 builders 3 searchers and 3 farmers and I am completely defenseless which kinda svcks.

2. Secondly and lastly I was wondering why did you guys put such a small limit of the radius to develop and build the village. 3000 is the total but must buildings don't go past 1800. To truly make this game have a feeling of a real life village, expand the radius to say 5000 and being able to place buildings at 3000. It would give it a better sense of a community, not only that it would give the player the option to decide whether or not to build a big or small village and having raiders come in from 5000 would be cool to watch from my crowsnest.
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Nomee
 
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Post » Sat Dec 12, 2009 3:52 pm

A while ago I found a glitch, but forgot to report it. There was one play through I had where during the tutorial, when the game informed me there was a Crow's Nest in packed item storage, there was not one. As I didn't have a saved game anywhere nearby, I eventually had to start up the GECK and create a mini-plugin adding a Crow's Nest to Megaton. I'm not sure why this glitch occured, you guys might have some idea :)

I just installed this mod last night and had the same problem, luckily I saved before the Crow's Nest part the second time around to save time.
It seemed t be if I had another quest selected while doing the tutorial, I deselected the current quest before opening the item storage and it was there this time.

The raiders need toned down a little too, the amount of them was easily handled as me and Kelsey were completely pwning them but they still won when only one (I think) of my villagers died.
They took a good few thousand of my caps and I re-loaded and switched them off.
I will wait till I have the whole wall completed before switching them back on this time.

Good mod though and I am so far enjoying it, built my town around the Red Rocket in Springvale as I have the Mini Hideout mod as well. The tent fits nicely over the hatch, don't want my villagers seeing my own luxurious pad.
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I love YOu
 
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Post » Sat Dec 12, 2009 8:19 am

A while ago I found a glitch, but forgot to report it. There was one play through I had where during the tutorial, when the game informed me there was a Crow's Nest in packed item storage, there was not one. As I didn't have a saved game anywhere nearby, I eventually had to start up the GECK and create a mini-plugin adding a Crow's Nest to Megaton. I'm not sure why this glitch occured, you guys might have some idea :)


weird, mod list please.

Very very, very very, very very brilliant. And that is an understatement.

For a suggestion, it would be nice if you could create a new class of settlers who are called 'Representatives'. These would travel to other towns such as Megaton, Bigtown, Rivet City, etc and introduce your humble little village. This would increase displomatic points with that town. Or, it would be great if you could go to one of the said towns and ask for.. Building material, but they would ask for something in exchange, like food. Think Age of Empires 2.

Great job with this, I'm having an endless amount of fun.


Thank you for the praise...
I like the representative idea...

It would be cool if we could get actual NPCs to join. (Like a megaton settler or something)


something a little bit like that coming up but don't get too excited I'm doing the scripting...

Hey just downloaded the mod about 3 days ago and I must say great work. However I am disappointed with two things that others must have mentioned by now to.

1. Will you guys raise the villager cap from 12? I have a village of 3 crafters 3 builders 3 searchers and 3 farmers and I am completely defenseless which kinda svcks.

2. Secondly and lastly I was wondering why did you guys put such a small limit of the radius to develop and build the village. 3000 is the total but must buildings don't go past 1800. To truly make this game have a feeling of a real life village, expand the radius to say 5000 and being able to place buildings at 3000. It would give it a better sense of a community, not only that it would give the player the option to decide whether or not to build a big or small village and having raiders come in from 5000 would be cool to watch from my crowsnest.


1) Villager cap will be raised in a future version...possibly next beta but not sure.
2) maaaaaaayyyyybeeeeeeee. but why the whining I have plenty of space in my village...
cue blatant showing off....

http://www.youtube.com/user/Wizardofthay

see plenty of space...its all in the planning. done with no cheating and with the publicly released version.



I just installed this mod last night and had the same problem, luckily I saved before the Crow's Nest part the second time around to save time.
It seemed t be if I had another quest selected while doing the tutorial, I deselected the current quest before opening the item storage and it was there this time.

The raiders need toned down a little too, the amount of them was easily handled as me and Kelsey were completely pwning them but they still won when only one (I think) of my villagers died.
They took a good few thousand of my caps and I re-loaded and switched them off.
I will wait till I have the whole wall completed before switching them back on this time.

Good mod though and I am so far enjoying it, built my town around the Red Rocket in Springvale as I have the Mini Hideout mod as well. The tent fits nicely over the hatch, don't want my villagers seeing my own luxurious pad.


raiders being looked at in next version. option to turn off raider attacks in the patch
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James Hate
 
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Post » Sat Dec 12, 2009 5:40 pm

I know it had been mentioned that more options for the raider path are being looked at for the next release. Is it possible to hear some of the ideas, with the big disclaimer of it not being guaranteed yet?

Essentially the main boon to being a Paradise Falls/Raider style town is not being attacked by raiders. Now that the player can turn raids on and off, it seems rather pointless, especially because you don't trade or get taxes.

Perhaps instead of having villagers as a Slaver/Raider your workers are slaves and require half rations and their happiness has no affect on overall town morale. This would also allow for a higher percetage of soldiers/raiders in your ranks and give the town a more militaristic feel.

I am just curious in what direction that style of town is going.
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J.P loves
 
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Post » Sat Dec 12, 2009 5:53 am

I am presently working on a project for RTS. after that if it works o.k and arcoolka likes it and I don't get too annoyed I am planning on making a few tweaks to the raiders.
but they are at a very early stage and am not sure if
1) possible.
2) are going to be affected by arcoolkas FOSE changes...

so really really going out on a limb.

1) Raider Job...(this is my next project so make it as a probable)
if Karma low enough can allocate a raider job. similar to the scavenger job but items raider will be from a loot list and placed in workbench.
each successful raid will
+ Diplomacy points with Paradise Falls
- Diplomacy Points with BOS/CC/Megaton
- Karma points.
No raider attacks.

2) Changes to raider quest (unknown yet what arcoolka is going to do in next beta so this is very early, not totally concepted yet)

Add beginning quest stage prior to any raider attacks where PC is visited a la Lucien Lechance and offer made
to pay the extortion.
maaaaayyyyyybbbbeeeee a speechcraft check for less.
maaaaayyyyyybbbbbbeeee a karma check to see if low enough karma may supply guards a la diplomacy.

but like I said these are on my drawing board and this is arcoolkas mod so if he wants to go a diffeent way then that is cool with me I will change stuff to fit :D
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Lizs
 
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Post » Sat Dec 12, 2009 9:57 am

why is the only link that works on the mod website?
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Nauty
 
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Post » Sat Dec 12, 2009 8:32 am

Ooops...

new link updated on OP

http://www.fallout3nexus.com/downloads/file.php?id=7070
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Campbell
 
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Post » Sat Dec 12, 2009 5:15 am

thanks :thumbsup:
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Emma
 
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Post » Sat Dec 12, 2009 12:05 pm

@Wizard of thay
Woah, your village owns. Mine is a small cute village which looks like its been build by someone with no hands.
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Lexy Corpsey
 
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Post » Sat Dec 12, 2009 4:01 pm

weird, mod list please.


I was running BS and The Pitt, Fake Patch, UF3P, Sprint Mod, Explosive Entry and RTS.




My village is a bit of a mess. It has a highway of interconnected rooftops above the main town, which is where I built all of my defenses.

Say, maybe we should have a village-off, where everybody posts a picture and we vote for the best one?
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Cameron Garrod
 
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Post » Sat Dec 12, 2009 12:23 pm

How did I overlook this?

Just installed and I must congratulate the team on a very well planned and executed mod. :foodndrink:

Clean scripts, objects and well thought out construction.

So far no bugs with FOOK, FWE, MMM, and about 100 other mods running.

One question though, will the FOSE\future versions be backward compatable?

Great mod and I'm going to plug this to peeps on other boards if you don't mind.

Runs over to the Nexus to rate...

Well I would rate it, voted for file of the month instead...
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Maya Maya
 
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Post » Sat Dec 12, 2009 4:48 am

I was running BS and The Pitt, Fake Patch, UF3P, Sprint Mod, Explosive Entry and RTS.

My village is a bit of a mess. It has a highway of interconnected rooftops above the main town, which is where I built all of my defenses.

Say, maybe we should have a village-off, where everybody posts a picture and we vote for the best one?


I think eVu is having a little competition over at the site with regards this...

with regards the mods any conflicts in FOedit?


How did I overlook this?

Just installed and I must congratulate the team on a very well planned and executed mod. :foodndrink:

Clean scripts, objects and well thought out construction.

So far no bugs with FOOK, FWE, MMM, and about 100 other mods running.

One question though, will the FOSE\future versions be backward compatable?

Great mod and I'm going to plug this to peeps on other boards if you don't mind.

Runs over to the Nexus to rate...

Well I would rate it, voted for file of the month instead...


Again thank you arcoolka and the team... we all like praise. and are happy you are enjoying it. and plug away.:D

a lot of people have overlooked it because of that nasty scary work beta. once there is a nice shiney (REL) i expect things to change :D

it is U/K at this stage if the next beta will be backwards compatible. I am leaning towards Yes but am unable to give a definitive answer. that one is for arcoolka.
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Darren Chandler
 
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Post » Sat Dec 12, 2009 5:16 am

Epic...absolutely AWESOME!

SUGGESTION TIME + QUESTIONS! :D Beware! EPIC post below :P

Q's:

- Portable turrets mod...do I need this if I have this mod, or any idea if they are compatible?
- Attacks, how do they happen, how often, what attacks you?

S's:

- DESTRUCTION! Lol, at some point, I would love to see this working in conjunction with the SP destruction mod and the 3000 destructible materials mod, for your structures to have hit points, get attacked by enemies, and fall apart and crumble away, make repairable by your settlers etc.

- Technology tree/Advancement? Dunno if its already implemented but, as time goes by you unlock better "versions" of people/item/defenses/structures etc...start out with a lonely settler who takes a while to do anything...all the way up to making your requirements totally automated with robots! or w/e..

/ Start with crappy sandbags that can only fend off molerats...all the way up to re-enforced concrete/steel walls with additional force fields to fend off even the most brutal enclave/BOS/Super Mutant threats

/ Start with your 1 basic turret that fires measly bullets, slowly and painfully...all the way up to dozens of different types, miniguns, lasers, rockets, mines, traps, CANNONS and what ever else...maybe a system where you activate a terminal, and can take DIRECT CONTROL of all your defenses, with a camera view! Would be good for large bases, scouting each section without having to walk over their

/ Start with measly grunts with axes and clubs, all the way up to your own personal army of PA troops, tanks (that tank mod), vertibirds (usage with enclave commander would be EPIC too) etc :D

WARNING! EPIC SUGGESTION

- Customizable Turret!! This is probably either going to rather simple...or INCREDIBLY difficult to do...but maybe, when your settlement is at a stage when the most powerful technologies can be used...you can unlock a Turret, in which where you activate it...a menu appears where you make it use ANY PROJECTILE WEAPON YOU HAVE IN YOUR INVENTORY!! (Probably not grenades lol). Your told to open up your Pip-Boy, right click and place a weapon (and maybe even its ammo for more realism, or maybe a later upgrade for infinite ammo) into/onto the turret, and it uses YOUR WEAPON in an automated turret form! Mini-nuke turret? No problem...laser Gatling turret? You betcha...Mesmetron turret? WHY NOT!

Their was a mod like this for GMOD10 ages ago, but it never worked as well as it could of...if this is possible to do in F3...I will be forever thankful to whoever can do it, or tell me how to do it w/e!

END OF EPIC SUGGESTION lol...:P

- Alert stages, sirens, safety places for your settlers to go if their under attack...or a "call to arms" command to tell them to stand and fight! When you are off away from your town, have little alerts or radio broadcasts sent to your pipboy for different stages: "Incoming attack" "We're under surprise attack" "Base/sections destroyed!!" "We're [censored]! Base has been destroyed and taken over!" (Hey that would be cool too...but probably impossible...if an enemy takes/destroys your base, it takes it over and uses if for it self!)

These alerts would have to be fluid as to not be "annoying" to the player...

Then again not even sure if it would be possible to report the state of a "cell" since cells are loaded only a few at a time (or 1 at a time? not sure)

- GATES!! Everyone loves gates for their walls :P

- Also in compliment to "what attacks you", possibly make that tailored to how "prosperous" or "advanced" your settlement is? (or make it random for hardcoe lovers) for example...basic rad roach infestation and molerat attacks at lower "ages" or "levels" of your settlement, all the way up to what I mentioned before, super mutant/behemoth/GARGANTUAN attacks, Enclave vertibird drops

Etc etc...:D

- Form alliances with other towns, trade routes, radio alerts about your "thriving" settlement or w/e.

- Collaboration with the PHALANX modules to ensure settler/unit commands are easily addressed

Anywho...yeah, don't wanna overwhelm you too much, just some (IMHO) essential ideas to eventually make this mod one of, if not the best :D.

Don't EVER stop working on it either...because this will be big!!! And I would hate to see it die and fade away before your reach your ultimate goals and beyond!

FANTASTIC job so far guys, keep it up! ^^.
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Taylah Haines
 
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Post » Sat Dec 12, 2009 5:25 pm

It's just in Beta. That might be it. :)... but yeah. People should be raving all about this. Or so I thought they would.


hmm this is interesting.

Its possible that most people who like a game like fallout 3 are not very interested in an RTS.
Or FO3 is already a very complex game. it could be that the added complexity of the UI and building a town could scare people away.
I just checked out the features and watched a video of the mod in action and even I am like "Woah that's cool but how much more stuff will I need to learn before I even know whats going on?"

So maybe one of these above things is a factor?
Even still Judging by the downloads number it seems to be doing fairly well I think.
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Trey Johnson
 
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Post » Sat Dec 12, 2009 3:13 am

Alright, can someone recommend a zone WITH a lot of spawns?

I like to keep things interesting when developing my settlement :P
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Kahli St Dennis
 
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Post » Sat Dec 12, 2009 4:21 pm

Alright, can someone recommend a zone WITH a lot of spawns?

I like to keep things interesting when developing my settlement :P


Activate crownest? thats what i do when i only have a few minute to play, i get up there get a few attack off then save exit :)

if you want full of spawn, get in middle of washington DC with all the mutants spawning to kick these BoS ass :) its a real warzone :D
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jessica breen
 
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Post » Sat Dec 12, 2009 2:05 am

http://www.youtube.com/watch?v=LHk2fiDQKc4

Awesome we can rebuild springvale =D.
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Farrah Barry
 
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Post » Sat Dec 12, 2009 2:06 pm

...


The amount of ideas scared me away for a few days :D.
all good ideas some not possible until FOSE has a lot more features , others that maybe better as taken as a seperate project by another modder and we do a glue mod in order to give the idea full justice,

hmm this is interesting.

Its possible that most people who like a game like fallout 3 are not very interested in an RTS.
Or FO3 is already a very complex game. it could be that the added complexity of the UI and building a town could scare people away.
I just checked out the features and watched a video of the mod in action and even I am like "Woah that's cool but how much more stuff will I need to learn before I even know whats going on?"

So maybe one of these above things is a factor?
Even still Judging by the downloads number it seems to be doing fairly well I think.



It is probably that a lot of people are not interested in RTS, but that is not an issue. I feel that there is a niche market of those that are out there. a smal group of like minded people is sometimes a lot more un that a large group of random people...

with regards the difficulty of the mod, once the mod is installed the player is lead through a tutorial quest that makes everything perfectly clear.
so the level of difficulty is not too bad.

http://www.youtube.com/watch?v=LHk2fiDQKc4

Awesome we can rebuild springvale =D.


Nope but you will be able to rip down the derilict buildings in order to build up your village...
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Tiffany Carter
 
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Post » Sat Dec 12, 2009 2:22 pm

I read thru this entire thread and I don't remember seeing this idea: have you considered checking the held item's ownership while recycling an item? There is a karma adjustment for stealing an item, but you can get around that by simply recycling the item (food and scrap material).

I cleaned out everyone in Megaton for scrap and food. Nobody seemed to mind as long as I was recycling.
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Channing
 
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Post » Sat Dec 12, 2009 6:32 am

The amount of ideas scared me away for a few days :D.
all good ideas some not possible until FOSE has a lot more features , others that maybe better as taken as a separate project by another modder and we do a glue mod in order to give the idea full justice,


Haha, I thought it mite :P! Yeah when i really like a mod I end up venting all my ideas at once xD!

Anywho, I have a few questions:

1) I've build so far just a small test base in around...co-ords, 13V, just overlooking a T junction in the road, features just a couple of buildings and light defenses but...I've NEVER yet been attacked by anything apart from a random raider or 2 and some other things...how do the attacks work? Is it simply down to where the spawn points for creatures/npcs are?

This is why I reckon it needs to be sorta based on how big your base is lol, start with molerats and dogs, then get pwned by SM's and deathclaws later on etc

2) "Razing" buildings...do they come back after a while? I know it doesn't make sense from a realistic point of view but...I don't want to end up with and even more baron waste land haha. Do what you razed respawn on cell reset or after 3-4 days or so? I hope so...;)

3) You mention about maybe other projects that can be for RTS...am I right to assume RTS is quite "modular", in a sense that if we want to add something too it (new scripts, things to build, things you can use etc) it's quite easily do-able, or do you just mean if another project gets popular enough, you would consider implementation? I personally like the former, but understand if that's not possible ;)

That's all for now :P.

Just another tiny suggestion for the next update maybe.

- Chains link gates of various sizes for our walls + defenses...and of course as you "tech up" maybe things like garage doors or metal shafts, concrete panels and maybe even something as advanced as a blast door or a vault door! Would be funny...

So yeah, gonna play around bit more now :)

But if anything needs awesome implementation atm, its how spawn/attacks work on your settlement :)
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Sunny Under
 
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Post » Sat Dec 12, 2009 2:33 am

Awesome sounding but I am having issues when I load it I don't get the items.
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Juan Cerda
 
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