Just bought Fallout 1 and 2

Post » Sat May 28, 2011 2:58 am

I bought Fallout 1 and 2, but i dont have them with me right now so i didnt get to play them yet, they are coming soon today.Anybody has any tips that could help me on both games??
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xemmybx
 
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Post » Fri May 27, 2011 8:40 pm

Go, Play, have fun.
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NeverStopThe
 
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Post » Sat May 28, 2011 12:38 am

I bought Fallout 1 and 2, but i dont have them with me right now so i didnt get to play them yet, they are coming soon today.Anybody has any tips that could help me on both games??

There is no auto save ~remember to save your game (at least two backups).
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Dustin Brown
 
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Post » Sat May 28, 2011 3:55 am

There is no auto save ~remember to save your game (at least two backups).

Do i need as many saves as Fallout 3?
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Jonny
 
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Post » Sat May 28, 2011 3:54 am

I bought Fallout 1 and 2, but i dont have them with me right now so i didnt get to play them yet, they are coming soon today.Anybody has any tips that could help me on both games??

Read the manual, That can be found on the CD. Mainly the part about controlling your character and the features within that. Or if you really despise that idea, you can press your F1 key in-game to get a help screen.

You may also want to download and install some patches. Also check your CD to see if there are any patches that come with the game, to save you the trouble of downloading. For more info on which patches you'll need and where to find them, see the http://www.gamesas.com/bgsforums/index.php?showtopic=681908 thread at the top of this board.

Do i need as many saves as Fallout 3?

No :P You only get 10 slots to save anyway. You'll just need to remember to manualy save often.
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Georgia Fullalove
 
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Post » Sat May 28, 2011 6:20 am

Here's a tip from The Master:

JOIN! DIE! JOIN! DIE!

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Lou
 
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Post » Sat May 28, 2011 8:36 am

Thanks everyone!
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Nauty
 
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Post » Fri May 27, 2011 11:46 pm

On the topic of Fallout 1 & 2.... Does anyone know if GOG's or Interplay's bundle is patched to correct the refresh bug that affects Fallout running on Win2k and beyond?
Unpatched ~ Both games will occasionally go full black, requiring the mouse to be moved across all areas of the screen to refresh it. (this is fixed via Killaps's DDraw wrapper library).
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=704
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Jason Wolf
 
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Post » Fri May 27, 2011 5:54 pm

On the topic of Fallout 1 & 2.... Does anyone know if GOG's or Interplay's bundle is patched to correct the refresh bug that affects Fallout running on Win2k and beyond?
Unpatched ~ Both games will occasionally go full black, requiring the mouse to be moved across all areas of the screen to refresh it. (this is fixed via Killaps's DDraw wrapper library).
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=704

I found that minimizing all other applications also made the problem go away.
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Love iz not
 
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Post » Fri May 27, 2011 8:43 pm

On the topic of Fallout 1 & 2.... Does anyone know if GOG's or Interplay's bundle is patched to correct the refresh bug that affects Fallout running on Win2k and beyond?
Unpatched ~ Both games will occasionally go full black, requiring the mouse to be moved across all areas of the screen to refresh it. (this is fixed via Killaps's DDraw wrapper library).
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=704

I assume they wont be patched to deal with that issue, as no official patch tended to that problem to my knowledge. Personally I've never experienced it, except for rare occasions on FO2, and it doesn't replicate.
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Eduardo Rosas
 
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Post » Sat May 28, 2011 5:38 am

have 8 agility or more

never tag: science, repair, outdoors, doctor, big guns, throwing, barter, gambling, traps.
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Danny Warner
 
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Post » Sat May 28, 2011 9:41 am

The best advise i can give is this : Specialise!
Dont try to be good at everything, really focus on what you want your character to be good at.

have 8 agility or more

never tag: science, repair, outdoors, doctor, big guns, throwing, barter, gambling, traps.


Outdoorsman can be very useful, as can Doctor, Big Guns, Throwing and Barter. It just depends on your build, ive used all of those as Tag Skills at some point. Though as a first playthrough i would advise against using these ones.
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Andrew Perry
 
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Post » Sat May 28, 2011 6:18 am

Indeed I liked Doctor, science and small guns the most in my playthroughs in FO2. Outdoorsmen is very handy as a high score will allow you to pick and choose your random incounters on the overland map. Barter actually comes in handy too as caps can be hard to come by in FO1 and in FO2 you can get some of the better high tech gear by trading in your surplus guns.
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Bad News Rogers
 
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Post » Sat May 28, 2011 1:10 am

Indeed I liked Doctor, science and small guns the most in my playthroughs in FO2.

Actually in FO2 doctor and science may not be quite as worthless as in FO1.
For FO1, I've never had a crippled limb ever and I replayed a couple times, so doctor is useless. Science has very little use, and you can read books, if you still want it.

Outdoorsmen is very handy as a high score will allow you to pick and choose your random incounters on the overland map.

In FO1 you WANT encounters, because it's your chance to increase your level within the given time limits. Better to use those points to make a more effective fighter instead. In FO2 it'll be marginally more useful, though a high AP character can simply run away from an ambush; take a few points damage and heal up during the rest of the trip.

Barter actually comes in handy too as caps can be hard to come by in FO1 and in FO2 you can get some of the better high tech gear by trading in your surplus guns.

I always drown in caps in FO1 and 2 (and 3 for that matter), with nothing to spend it all on. Only useful in the very early FO2 game, but not worth losing combat skills over.
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Marcin Tomkow
 
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Post » Sat May 28, 2011 8:23 am

Doctor is alot more useful if you choose rough combat difficulty, NPCs make alot more aimed attacks in this mode, and so crippling is alot more common.

Outdoorsman is always a good skill to have, in FO2 this means you can pick and choose your battles(provided your skill is high enough for the best results), and is essential to a non-combat character.

Barter I think is still broken in FO2 somewhat. They addressed the issue of FO1 and making barter prices alot higher, but it still doesn't affect your means to sell an item, you will always get the set value amount for an item, regardless of your barter skill. I never work on my barter skill, and after a few fights and hoarding a load of weapons, it's always very easy to buy what you need.
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jessica Villacis
 
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Post » Sat May 28, 2011 12:20 am

I still wouldn't tag Outdoorsman or waste skill points in it - at first you'll want to experience those random encounters for experience and perhaps even for some sellable stuff, and later on once you find some Outdoorsman skill books, you can avoid pretty much all encounters you want.

Per Jorner has written SUPERB guides for both games - if you're not interested in trial and error in making a good character, read up on the character creation parts and the more detailed info about perks, traits, skills etc.

I'd skip the actual walkthrough part since it's very detailed and doesn't leave much room for discovering things for yourself - but if you ever need help with something, they're the place to check. :)

http://user.tninet.se/~jyg699a/fallout.html

http://user.tninet.se/~jyg699a/fallout2.html
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JR Cash
 
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Post » Sat May 28, 2011 7:45 am

Dont write off science - Its the only way to get SkyNet and complete the Redding Jet quest (and therefore become captain of the VC guard).
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Lexy Corpsey
 
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Post » Sat May 28, 2011 3:01 am

Patience! It will take time getting used to it, but when you do... It will be awesome!
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Inol Wakhid
 
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Post » Sat May 28, 2011 12:13 am

Per Jorner has written SUPERB guides for both games - if you're not interested in trial and error in making a good character, read up on the character creation parts and the more detailed info about perks, traits, skills etc.


I highly disagree for 1 reason, there is no good character. Combat is a big secondary aspect in Fallout, even with the perfect fighter there is always a different combat approuce or some quest you cannot do since you lack the intelligence and the abilitys to complete them.
The guide really fails for 1 reason, it anolyse if really complete but flawed. Doctor? Combined with Healer perk you won't need stimpacks betwhen the fights. And if you really get crippled then Doctor is also a big skill.
In F2 Outdoorsman was essensial compared to F1, and the "run to the hub" required you to have those caps for the books. The caps could be gotten by a really combat centric character, which again is forcing you onto 1 build. The fighter.
High AP does not help a [censored] in random encounters in F2 since you would in most cases by peppered to death before round 2 has happend, even before that if you was only a little unlucky.
You could even anolyse it further down to reading the AP requirements for the weapons and precalculate out the needed agi for maximal effect, or go just pick the premade combat character instead.
And quite a bit i read of that guide was not correct, simply because of the way it goes.
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Big mike
 
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Post » Sat May 28, 2011 5:03 am

One of the more interesting characters to have is the "stupid character". Playing with a character with intelligence lower than 3 can be an interesting experience.
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 10:16 pm

I highly disagree for 1 reason, there is no good character. Combat is a big secondary aspect in Fallout, even with the perfect fighter there is always a different combat approuce or some quest you cannot do since you lack the intelligence and the abilitys to complete them.


Did you even read the character templates in those guides? Some of the most balanced ones like team gunfighter or solo sniper both emphasize having good intelligence, which means they have plenty of ways to solve quests AND still have the option for brute force if need be.

The guide really fails for 1 reason, it anolyse if really complete but flawed. Doctor? Combined with Healer perk you won't need stimpacks betwhen the fights. And if you really get crippled then Doctor is also a big skill.


Doctor is a poor skill overall (for FO1 I really wouldn't bother with it at all, but in FO2 it has some quest-related benefits), and Healer perk is one of the worst in the game. Each level will add 2-5 (Fallout) or 4-10 (Fallout 2) more hit points healed when using the First Aid or Doctor skills. No point taking it at all, since after combat you can heal up by sleeping (time is never really an issue, not even in Fallout 1 when you still have the water chip time limit), and after the beginning stimpaks are more than plentiful in both games.

In F2 Outdoorsman was essensial compared to F1, and the "run to the hub" required you to have those caps for the books. The caps could be gotten by a really combat centric character, which again is forcing you onto 1 build. The fighter.
High AP does not help a [censored] in random encounters in F2 since you would in most cases by peppered to death before round 2 has happend, even before that if you was only a little unlucky.
You could even anolyse it further down to reading the AP requirements for the weapons and precalculate out the needed agi for maximal effect, or go just pick the premade combat character instead.
And quite a bit i read of that guide was not correct, simply because of the way it goes.


What's your reasoning of outdoorsman being essential in FO2? And of course high AP helps avoiding death by bullet overdose - the more you can move in one round, all the more sooner you reach the map edge grid and are free to leave the area if you want to avoid combat. In both games, all the premade characters are flawed in some way (that is, by modifying them they could all be improved to do what they're meant to do).

Would also be great if you can point out some of those incorrect bits of info in the guide.
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teeny
 
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Post » Sat May 28, 2011 2:16 am

You haven't played the games have you? Or tried a no combat stats at all character?
In nr1 there is not that many "deadly" encounters, and none of them will reach the level of say the battle when you save that innate in the hub.
In nr2 its different. The random bandits are stronger than in nr 2, and in most cases you will be within fire-range for over 1 round.
Thats why Outdoor is more "essential" i don't do a "talker" ever without outdoorman, simply because of the encounters.
Don't forget attempting to get to San Fransico, the giantic army of alians and floaters and......... those crossbreed dogs :P
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Max Van Morrison
 
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Post » Fri May 27, 2011 9:46 pm

I've played them a bit... 10+ full plays for both FO1 and FO2, plus lots of partial runs testing new characters etc... I bought them when they first came out and they haven't left my HD since. :)

Yep the random encounters can be more deadly in FO2 (FO1 encounters tend to have lesser enemies overall, plus there's not as many high difficulty encounters) but unless I did something silly like try and reach San Francisco right after I first left Arroyo, I never honestly didn't feel that it was that big of an issue. *Very* rarely - even at highest difficulty - you came across enemies that splattered you right away, without you having any chance of survival. They were challenging, sure, but IMO also well balanced.

Sure I sometimes put leftover points every now and then to Outdoorsman, but even as low as 60-70% gave you the choice to decide virtually all your battles. That's why the skill felt lacking - it would've been much better if there were some additional bonuses for skilling it up higher. Maybe additional random loot in encounters, stuff like that. Sure there were perks for that, but I never bothered with what seemed such a minor benefit.
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Luis Longoria
 
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