(Beta) Real Time Settler

Post » Sat Dec 12, 2009 6:06 am

Just seen I installed it wrong haha xD! So i redid the tutorial.

Now i see...you "place" spawn points around your village, and simulate attacks at the push of a button...

Hmmm...It's not my most favoured preference of all, but good for a "sandbox" sort of option but...it seems to fake for my tastes.

How hard would it be to have different enemy types, randomly out of seemingly nowhere, attack your settlement based on how "good" it is? In essence...number of workers, supplies, technology researched etc, from everything from molerats and dogs to deathclaws and gargantuans! (Or maybe even a mixture of everything at once!)

I was thinking of, say keep the placeable spawn points (maybe allowing further range, possible up to 10 or 20000 units from your "centre" as 3000 is too small), but leaving the "attacks" as purely random.

If the mod was modular enough I guess this would be easier...although the scripting required to make it based off city level in conjunction with spawn chances...not to sure how it would work on the fly, say if 1 represented 1%, with each significant city upgrade alter from 1 to 3/5/8/13/20% chance etc for each enemy type, lower % of weaker types and increase % of stronger types as you tech.

But whatever...just another thought for you.

What (if anything) have you got planned for the next release so far?
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bimsy
 
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Post » Sat Dec 12, 2009 12:30 pm

Question here, I am currently in the process of finishing my village and I have one villager spot left. I have all four shelters and when I read the info on them it says 1 space available. I click recruit villager and it responds try again in a little while. I go to my office desk and it also responds try again in a little while. I waited 14days and nothing has happened. How do I fix this bug?
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MISS KEEP UR
 
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Post » Sat Dec 12, 2009 8:41 am

Question here, I am currently in the process of finishing my village and I have one villager spot left. I have all four shelters and when I read the info on them it says 1 space available. I click recruit villager and it responds try again in a little while. I go to my office desk and it also responds try again in a little while. I waited 14days and nothing has happened. How do I fix this bug?


Bug will be fixed in next released version :( Sorry for problems
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Sabrina Steige
 
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Post » Sat Dec 12, 2009 6:40 am

When will that be? :P
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Solène We
 
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Post » Sat Dec 12, 2009 10:06 am

When will that be? :P

Let me guess, monday, not, not friday ... :D
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tiffany Royal
 
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Post » Sat Dec 12, 2009 2:16 pm

When its ready...

which means I should finish up that script for arcoolka.

wednesday or thursday I promise.

note to prospective modders. If you have a script you need to finish do not I repeat do not download daggerfall.
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Mizz.Jayy
 
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Post » Sat Dec 12, 2009 6:09 am

First off, awesome mod, I've always wanted a place that was mine, and not plundered.

Though I do have a few criticisms of it:

Firstly, the village radius is too small, not a major problem, but I wanted my walls to be slightly more expansive than is currently possible

Secondly, The placement of objects is slightly annoying, for someone who normally plays it first person most of the time

Lastly (and I am pretty certain that it is a problem with the engine more than anything else), the pathfinding around the shelter in particular is annoying, seeing villagers (and companions) trying to walk through walls and not considering possibly going round them


Though I do love the customisation of it. In the future are there going to be advancements of sorts e.g. junk buildings and enclave tech (yeah, a bit far fetched, but I was using that as an example). Despite all the criticism there, it's very high in my favourite mod list
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zoe
 
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Post » Sat Dec 12, 2009 2:26 pm

glad you like it...
will attempt to address your questions.

1) village radius. yep it is small this was for testing purposes. it will be increased by team in future. a modder at the site has created a version where the radius is increased to 8000. which is a lot, but this is totally not supported by the team and may do bad things such as blow up your computer or start the nuclear holocust.

2) placement of objects. you mean something like this???

http://www.youtube.com/watch?v=e3A3Oo2R7XM

3) the wonder of the navmesh. difficult to fix. this is an engine thing.

more tech enclave stuff....mmmmmmmmmmmmaaaaaaaaaaaaaaaaayyyyyyyyyyyyybbbbbbbbbbeeeeeeeeee
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Lawrence Armijo
 
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Post » Sat Dec 12, 2009 9:23 am

hmm, a village radius of 8000 sounds good, large enough to expand upon if the village is too cramped, though I doubt I would use ALL of that space, but it would make it more flexible in terms of placement .That placement of objects looks MUCH better, it will make placing larger objects (like gates) less awkward.
And about the Enclave thing, I was only using that as an example (a more extreme one albeit) for the improvement of buildings as the village grows,
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Melissa De Thomasis
 
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Post » Sat Dec 12, 2009 3:00 am

When its ready...

which means I should finish up that script for arcoolka.

wednesday or thursday I promise.

note to prospective modders. If you have a script you need to finish do not I repeat do not download daggerfall.

You dont need dagerfall for this, just fact that is summer now is enough :D
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Causon-Chambers
 
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Post » Sat Dec 12, 2009 3:36 pm

Patch 2 released.

You can find patch 02 for the Beta of the Real Time Settler: here

http://fo3settler.webs.com/WEBPROTECT-downloads.htm

Try again in a little while...message?s bug fixed

If you dont understand what I am speaking about, DONT DOWNLOAD!!!
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Dj Matty P
 
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Post » Sat Dec 12, 2009 9:10 am

I'm pretty new to RTS, I'll admit...but I have to say that whatever it is that you're doing, you're doing it right.


I love this mod. I always wondered that if Dave could have a republic, why the hell couldn't I? So, thank you, so very much. From Garret, founder of the Super Duper Mart City.


:EDIT: I gots a story!

I've been building the Town of Garret, directly in the Super Duper Mart parking lot. Figure, lots of mostly level ground, a large "fort" if need be. Well, all was well and dandy the first few days. Had a small raider attack, two or three, no problem.

Two days later...another attack. TWENTY. Decimated my town. I mean, nearly leveled the damn place. Lost everyone, and nearly myself. I recover, start adding some thin fortifications. Mostly sandbags, I only had one craftsman after the attack. Okay...four days later...another attack. About fifteen, maybe less, and I'm not hurting so bad, lost one out of six.

I got pissed - my only current searcher. Very, very pissed. Okay, start the fortifications. I set my four craftsmen to work building junk walls. Couple days later I have an entire city wall and three houses, my tent, and a merchant shop. Another small attack (about four or five) that I take care of myself with me trusty .44, no big. A few more days later, I have a barracks and some sandbag fortifications. Same day, another large attack. Maybe 20, and somehow, a damned Super Mutant with a minigun.

DECIMATED THEM. Secret weapon? TURRETS!



I love this mod. Now, I just need to find a few more hammers, so if anyone has any ideas on where to look, speak, damnit!
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Oceavision
 
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Post » Sat Dec 12, 2009 4:00 am

For hammers, try checking garages or in metro tunnels. Usually there is a repair station along the metro lines that might have a hammer or 2. You could always check vendors to buy that crap from them....but not all of us are Crazy Wolfgang and feel like buying junk for caps.
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biiibi
 
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Post » Sat Dec 12, 2009 12:04 pm

I can't get this mod to run with vanilla Fallout 3, is there any other things I should get to make this work?
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Eoh
 
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Post » Sat Dec 12, 2009 3:43 am

I can't get this mod to run with vanilla Fallout 3, is there any other things I should get to make this work?

Describe more, please, what verything and how did you try to get it work.
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Elisha KIng
 
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Post » Sat Dec 12, 2009 7:33 am

UPDATE

first of all apologies for my absense RL is mad at the moment with potential to get madder (stupid work)

but anyway...

http://www.youtube.com/watch?v=Bam92lpKkpg&eurl=http%3A%2F%2Fwww%2Efo3settler%2Ewebs%2Ecom%2F&feature=player_embedded

http://www.youtube.com/user/arcoolka#play/all/uploads-all/2/A8pMo2d7Zno

http://www.youtube.com/user/arcoolka#play/uploads/3/7loWzxiisJY

http://www.youtube.com/user/arcoolka#play/uploads/1/2bx9dIaJVGA

Intrigued by arcoolkas next version yet???

however on the releases front.


http://fallout3nexus.com/downloads/file.php?id=7948

whilst not supported by the RTS team this interesting mod will allow you to have up to 20 Villagers per Shelter.

http://fallout3nexus.com/downloads/file.php?id=7842

simply increases the range you can build your villager fromthe mailbox.
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Javaun Thompson
 
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Post » Sat Dec 12, 2009 10:35 am

I was wondering where the caravan was! I thought it was in current version.

Being able to actually scav any vanilla item is incredible!
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Mylizards Dot com
 
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Post » Sat Dec 12, 2009 8:07 am

I found another method of increasing villager count yesterday, if you use the "clone me" function of the Groovatron on a settler you create a new villager also.
Shows some funny minus stats on some of the available villagers with the desk stat read outs.
I couldn't get the cap extender to work for some reason or other but this did the trick.
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vanuza
 
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Post » Sat Dec 12, 2009 3:47 am

I found another method of increasing villager count yesterday, if you use the "clone me" function of the Groovatron on a settler you create a new villager also.
Shows some funny minus stats on some of the available villagers with the desk stat read outs.
I couldn't get the cap extender to work for some reason or other but this did the trick.


I think that cap extender doesn't work without the patch 2 which apparently is only on the Settler site, by registering.
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jenny goodwin
 
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Post » Sat Dec 12, 2009 9:35 am

I think that cap extender doesn't work without the patch 2 which apparently is only on the Settler site, by registering.

Cheers, I am already registered. Just never installed patch 2. :)
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scorpion972
 
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Post » Sat Dec 12, 2009 12:28 pm

I found another method of increasing villager count yesterday, if you use the "clone me" function of the Groovatron on a settler you create a new villager also.
Shows some funny minus stats on some of the available villagers with the desk stat read outs.
I couldn't get the cap extender to work for some reason or other but this did the trick.



clone me function is very risky. potential to mess up the settler script... will watch with interest.
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Smokey
 
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Post » Sat Dec 12, 2009 7:48 am

Rivet City flight deck would be a good location, methinks...

Hah, I can picture a rivet city guard walking to your gate and saying "Dude...what the hell are you doing?" :P
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xxLindsAffec
 
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Post » Sat Dec 12, 2009 3:50 pm

This mod is pure awesome, adds tons of hours of fun, I reccomend it to everyone who loves RTS's :)

good job RTS team and hope you have a nice summer!
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josie treuberg
 
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Post » Sat Dec 12, 2009 3:15 pm

Hey, i can't download patch 2 from your site because it asks for a password and login. What's up?
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Danny Blight
 
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Post » Sat Dec 12, 2009 9:42 am

I'd love to try this out, have for a while.
But it seams so huge!
How is the impact of this? Will it slow my game down?
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Vivien
 
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