Fallout: Total War Mod

Post » Tue May 17, 2011 1:34 pm

The map strategy would work great for Fallout, just not the battles. The Total War games are based on large units with formations with the same or similar weapons and armor. Armies in Fallout times would work like guerilla armies today with taking cover and using random weapons and gear.

If I were to make a strategy mod for Fallout it'd be Civilization 4(not 5 it blows). Not to say that if you made this I wouldn't play it, I'd love to try it.


I can' exactly make the mod completely accurate and I suppose this would be one of them.

Most units have around 40 troops in them, but a few have 80.
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Enie van Bied
 
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Post » Tue May 17, 2011 11:02 am

Very nice Boradam! That is one heck of an undertaking...

Have you checked out the Middle Earth mod on TWC forums... Probably the best total conversion I've ever seen in a game and could probably get quite a few ideas from that if you haven't already checked it out.

http://www.twcenter.net/forums/showthread.php?t=374565

I'd love to try that mod out, but the thread says "A total conversion for the Medieval II Total War - Kingdoms expansion" and I don't have the expansion :( Should I buy it? (I have the game on Steam)
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N Only WhiTe girl
 
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Post » Tue May 17, 2011 2:28 pm

I can' exactly make the mod completely accurate and I suppose this would be one of them.

Most units have around 40 troops in them, but a few have 80.

Well I'm sure it'll still be fun
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sara OMAR
 
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Post » Tue May 17, 2011 10:50 am

I'd love to try that mod out, but the thread says "A total conversion for the Medieval II Total War - Kingdoms expansion" and I don't have the expansion :( Should I buy it? (I have the game on Steam)


If you want, I wasn't to impressed with Kingdoms but the mods seem good.
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Amanda Leis
 
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Post » Tue May 17, 2011 12:08 pm

Please do not arrange for it to play like Third Age Total War. They bumped morale and defense bonuses up to olympic levels so that melee is longer and does not route even after multiple cavalry charges from the rear. Elven archers fought to the last man. TATW was tedious because bad autocalc meant that it was best for your campaign if you fought every wave of armies that materialized by magic.
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Makenna Nomad
 
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Post » Tue May 17, 2011 5:18 am

TATW was tedious because bad autocalc meant that it was best for your campaign if you fought every wave of armies that materialized by magic.


Well it does say at the start of a campaign that they meant for you to play every battle. Auto-calc was broken in the vanilla game too really, it's always best if you fight your own battles, its usually a much more favorable outcome.

That said though, the one thing I didn't like about TATW was the spawning armies (like you said) I can understand the drive to prop-up the AI nations, but I always felt that even my heroic victories didn't make much of a difference....because there was always another stack to replace those defeated.

So yeah, bring some of the good things from TATW, but leave out some of those "tedious" aspects.
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Noraima Vega
 
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Post » Tue May 17, 2011 2:21 am

Speaking of good things about TATW and M2TW and Kingdoms: The music in all three were very good. There are also excellent ambient music found in replacers / additions that fit the Fallout atmosphere.

Do you plan on adding music for your mod? These are:

Rohan's Music Expansion 1.1
http://www.fallout3nexus.com/downloads/file.php?id=14626

ON THE EDGE OF YOUR NERVES - Fallout Music Conversion 10
http://www.fallout3nexus.com/downloads/file.php?id=9814

FO3 Alternative Soundtrack 1.01
http://www.fallout3nexus.com/downloads/file.php?id=7000

Songs for EVE 1.0
http://www.fallout3nexus.com/downloads/file.php?id=8340

Creepy Fitting and Awesome music for Fallout 3 1.2
http://www.fallout3nexus.com/downloads/file.php?id=11869

Fallout 3 - HD Audio Overhaul 1.2
http://www.fallout3nexus.com/downloads/file.php?id=13055

and strangely, I feel that all the music for the Aztecs, Incans, Native Americans, etc, from the M2TW Kingdoms Expansion is a welcome addition, supplemented with the non-canon music from

Native American Music 1.0
http://www.fallout3nexus.com/downloads/file.php?id=6321
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Inol Wakhid
 
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Post » Tue May 17, 2011 6:56 am

Err, I was actually going to use music from Fallout and Fallout 2.
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Daramis McGee
 
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Post » Tue May 17, 2011 2:20 pm

Presenting: Fallout: Total War

Factions:

There are Factions that many of you will likely know in this list, but I will list most of them.

Starting Factions:

NCR - Normal Faction, they start with the city Shady Sands, and most of their ranged units are good, with a few melee based troops. (Hostile to Brotherhood of Steel by default)

Legion - Normal Faction, they start with the out with Arizona City, and are mixed with Ranged and Melee units. (Hostile to several Tribal factions by default)

West Brotherhood of Steel - They start out with Lost Hills they are Heavy Units and are not allied to the Mid-Western Brotherhood. (Hostile to NCR by default)

Mid-Western Brotherhood of Steel - They start out with the Chicago Outpost, and are not allied to the West Coast Brotherhood. (Hostile to The Calculator by default)

Regulators - Ranged and Melee based Faction, they start out with Boneyard and if allied with, you are able to get Unique Units.

The Slavers - Mixed units, poor melee and decent ranged units, they start out with Den and have Slave units. (If you get trade rights with them, you get slave units.)

City Factions

There are also City Factions, and if their capital is taken, they are destroyed. They are the following factions:

Junktown - They start out with several outposts and have weak ranged units, but stronger melee.

Arroyo - They start out only with Arroyo, and are melee only with some of the strongest melee units.

New Reno - They start with Reno, and have many Ranged units, and have weak Melee.
Hub - Hub starts the game out with trade rights to NCR, Legion, and Junktown, they are a trade focused faction and have Ranged Police units.

The Cathedral - City that is taken over when The Master appears, no matter who controls it they will take over, they are allied with the Master by Default and if attacked will send out Mutants. (Builds Children of the Cathedral priests to convert population to the Master)

Vault City - City that has a number of seige defences that can last ten turns undere siege, ranged faction. Hostile to the Master and Remnants on default.

Emerging Factions

The Majority of these factions are unplayable (Except in skirmish battles...) and will emerge at the appropriate year in the timeline.

The Master - Violent against every faction except the Cathedral. They can only get additional units after FEVing a city or if the Cathedral converts city populations. Hostile to all but the Cathedral.

The Remnants - War hungry faction that emerges immediatly after the Master faction is destroyed, they cannot recruit new soldiers and are neutral... at first.

The Calculator - Machine based faction, they start out with Vault 0 and if Vault 0 is taken, they will be destroyed. (Hostile to Mid-west BoS by Default.)

The Enclave - Similar to the Master Faction, but they are hostile to everyone, and can only get new units every three turns. Hostile to all.

The House - They start out with New Vegas and have machine units, neutral to all. (Playable.

Tribals

The Tribals: There are Tribal villages, otherwise known in the Total War series as Rebels, they will surround many factions as a means to boost your income and base count.
They are hostile to all factions by default and are completely Melee.
Your troopers may desert your army and join the Tribals depending on some circumstances.

Hidden Factions
There are two hidden factions that are not listed and can only be spotted after a certain event or if a certain faction is destroyed,
these names are not the real names and are only there to make you cry yourself to sleep.

The Mount - Ranged Faction, they only come out of hiding after The Master is destroyed. (Hostile to Remnants)

0RB17 - Machine, Ranged, and Assault based faction, they are the only faction capable of wiping out several factions in a single turn... unless you have amazing tactical skills.

Units, Agents, and Generals

Combat Units

There are many units that I am working on, and are set to be either Ranged, Melee, or Assault units.

Ranged: These units are deadly against a majority if their bullets hit, but the downside is that they tend to be inaccurate unless they are used by experienced or trained soldiers, another thing is that if Melee units get to them, they are going to be killed without much struggle unless there are some nearby Infantry (Melee that is) units. It is always best to use them on higher ground, as firing up a hill tends to have bullets hit the dirt.

Melee: These units are numerous and effective and should take up at least a quarter of your entire military force, having them is a lifesaver if your city is being seiged.
The downside is that they use Quantity over Quality most of the time, but sometimes units have both. It is probably best to have several meatshield infantry in front of the decent Melee troops.

Assault: These are the big boys in the world, they are used by the Enclave, and The Master.
They are capable of destroying buildings, walls, fortifications, entire forces of Infantry, and anything you can throw at them.
Assault Units have one weakness, they have only four troopers per Unit... but that's more than enough.
If you see these boys coming for you, be prepared to lose alot of soldiers.

Agents

There are five types of agents you can use, they are Spies, Assassins, Diplomats, Merchants, and Priests.
You are only able to use agents on the Campaign map, and they are not usable in combat.

Spies: They are used to inflintrate cities or troops to see what is in store for you, and can help with planning your next move.

Assassins: Used to... well, assassinate captains in units or Generals that are leading a nearing army or a faction leader that looked you over the wrong way.

Merchants: SELL, SELL, SELL!

Diplomats: Make peace, make war, establish trade rights and alliances... or break them off.

Priests: Used to spread word of your factions Religion (Usable by few factions, can be used to start riots.)


Generals

Generals are generally (excuse the pun) what you would use to lead your or their troops.
They Inspire soldiers and lead them forward onto the dawn, typically they are your main targets.

Generals for some factions will be different both in gameplay and in appearance.


World Map

The World Map goes from the West Coast all the way to the East Coast, over 250 provinces each with their own tactical advanges, will you control the World or will you end it a second time?


Video of Fallout: Total War V.1

Gameplay and Cinematic trailer!

I spent weeks working on the cinematic's, and the video displays a very well known faction that is infamous throughout the entire series- and even reconized in the real world! Now, without further ado...


http://www.youtube.com/watch?v=dQw4w9WgXcQ&feature=relmfu


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Dalia
 
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Post » Tue May 17, 2011 11:33 am

No why?!?!!!????
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Guy Pearce
 
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Post » Tue May 17, 2011 10:33 am

No why?!?!!!????


Don't worry, it'll be released soon. :hubbahubba:

(soon being in Bethesda and Valve time)
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Tom
 
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Post » Tue May 17, 2011 3:00 pm

Don't worry, it'll be released soon. :hubbahubba:

(soon being in Bethesda and Valve time)

so in the next decade some time....maybe....:P
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chinadoll
 
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Post » Tue May 17, 2011 3:31 am

so in the next decade some time....maybe....:P


:spotted owl:
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Austin England
 
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Post » Tue May 17, 2011 1:06 pm

No mention of Talon Company, son, i am disappoint.
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LijLuva
 
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Post » Tue May 17, 2011 5:43 am

Damn it, way to ruin part of the openning cinematic.

:cryvaultboy:

Two hours of animating all over again.
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liz barnes
 
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Post » Tue May 17, 2011 1:42 am

NOOOOOOO!!!

Why couldn't you have made a Civ Mod instead.

NOOOOOOO!!! :cryvaultboy:
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Marie Maillos
 
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Post » Tue May 17, 2011 1:01 pm

Why couldn't you have made a Civ Mod instead.


Civ's got nothing on total war sir. :tongue:
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Ernesto Salinas
 
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Post » Tue May 17, 2011 9:58 am

Civ's got nothing on total war sir. :tongue:


Never played total war. All I know is it is an RTS.

But Civ is a great series.

What makes Total War better than other RTS's?
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Pete Schmitzer
 
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Post » Tue May 17, 2011 4:33 am

Never played total war. All I know is it is an RTS.

But Civ is a great series.

What makes Total War better than other RTS's?

Matched combat.
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Christina Trayler
 
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Post » Tue May 17, 2011 12:24 am

Never played total war. All I know is it is an RTS.

But Civ is a great series.

What makes Total War better than other RTS's?


Since Boradam is making the Fallout mod with Medieval 2:Total war, here's an examples of battle gameplay (skip ahead a bit in the video).

http://www.youtube.com/watch?v=i4-TDSN8oyw

and here's campaign footage (when you engage an army, you are transferred to the battle field, with your forces): http://www.youtube.com/watch?v=OUNjXHTvaQs

Civ games and total war games play similarly, but this is how I usually explain Total war to Civ people. Imagine that if when you "battle" something in Civ, you were transferred to a battle map that corresponded to the "campaign" map (in terms of geographic features), but with the thousands of troops that you had built in the campaign, and fought it out with you personally being the commander. Think of this, and you have a rough idea of Total war. Also total war has a set time period, so it doesn't start in the stone ages and go to the modern age for instance, most total war games cover a period of 300-500 years or so, some cover less than that (Sengoku period in japan).

Now just to show you recent total war footage, from their latest game "Shogun 2: Total War": Here's this: http://www.youtube.com/watch?v=TmlB86K-Hgs.

I started played total war before I tried a Civ game, and I got pretty bored pretty fast with Civ. :tongue:
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Epul Kedah
 
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Post » Tue May 17, 2011 9:29 am

Civilization is fun and all, but it's all overly simple and can't express the dark tone of Fallout (Fallout 2, you were just too silly.)

But actually, Total War is basically two games where one is played on a turned based world map where you send assassin's, armies, diplomats, construct buildings and forts and etc, while the other part is RTS combat in very fun battles.

You can auto resolve battles on the world map if you are a City Building typed person. (I am one actually, but I like getting into games so I tend to go into battles now.)
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Sierra Ritsuka
 
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Post » Tue May 17, 2011 2:09 am



http://www.youtube.com/watch?v=dQw4w9WgXcQ&feature=relmfu

[/center]


[censored]!! D: I can't wait :P
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RObert loVes MOmmy
 
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Post » Tue May 17, 2011 7:01 am

we cant' play as the enclave!!!!???? or am I just dumb and didn't read well enough through it?

Vertibirds for the win...


anyway, great progress. If you had a mod page for this I would follow it.
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Jose ordaz
 
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Post » Tue May 17, 2011 11:04 am

we cant' play as the enclave!!!!???? or am I just dumb and didn't read well enough through it?

Vertibirds for the win...


anyway, great progress. If you had a mod page for this I would follow it.


We can't :sadvaultboy: And I don't know if the total war engien will support flying stuff :P
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Tanya Parra
 
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Post » Tue May 17, 2011 9:37 am

awesome idea. But why does it have to be a mod? Why can't it just be an official Fallout 4? Think big Bethesda, I say!

(good luck with it though!)
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Jade Muggeridge
 
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