[RELz] The Enclave Commander mod v 0.75, Thread III

Post » Fri Apr 01, 2011 8:14 pm

Ops, I just read the Eurogamer Interview:
Jeff Gardiner:
The player will be able to choose, from a limited resource pool, what type of team members will accompany him or her on several missions within the simulations. These choices include different troop types like snipers or heavy weapons troops. They'll also be able to make tactical decisions on how to deploy these troops in certain situations. The Chinese Stealth Suit was what I was hinting at last week - it works similar to stealth boy every time you crouch!

Bethesda Softworks is trying to steal my mod idea! :swear: :lol:

But they got no Vertibirds! :)
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Abi Emily
 
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Post » Sat Apr 02, 2011 3:15 am

They took the sneak= stealth idea from modders too. :o
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Veronica Martinez
 
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Post » Fri Apr 01, 2011 1:56 pm

They took the sneak= stealth idea from modders too. :o


Yes and no maybe. Chinese stealth suit idea started in van buren. Heck, maybe we'll eventually see bethesda throw in Denver or Boulder Dome complete with plague infected ncr scientists.
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Miranda Taylor
 
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Post » Sat Apr 02, 2011 5:46 am

:ninja: Shhh... You don't know our secret here in Colorado :ninja:
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Steve Fallon
 
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Post » Fri Apr 01, 2011 3:51 pm

This conversation and the fact that I'm watching the Jehrico series (I'm on ep 13 of season 1), is making me even more paranoid. ;)

Oh yeah... to be on topic...

Cool Mod! :) What is the status and plans for v.07?
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Pawel Platek
 
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Post » Fri Apr 01, 2011 9:43 pm

I'm sorry for reposting this, cause I didn't quite catch the answer: Is easy access to deployed trooper inventory a possible feature?
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vanuza
 
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Post » Fri Apr 01, 2011 9:49 pm

I'm sorry for reposting this, cause I didn't quite catch the answer: Is easy access to deployed trooper inventory a possible feature?

I think he said he wouldn't be adding it, as they are meant to be backup, rather then fully fleshed companions.
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Michelle Smith
 
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Post » Fri Apr 01, 2011 3:37 pm

I think he said he wouldn't be adding it, as they are meant to be backup, rather then fully fleshed companions.


Must be the reason why they are weak, which is actually a good thing, but equipped with power armor and being this feeble is kind of an immersive killer? What other type of soldiers should be dropped instead of fully fledged power armor guys getting their asses handed to them?

A thought I have come up with is a security team task force, enclave officers, but with different textures? mmm? Now I know JX3 said how to change the load outs (which I still haven't figured out), but what about the actual solders that drop?
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Joanne Crump
 
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Post » Sat Apr 02, 2011 3:38 am

how do i use this i loaded it got teh lazer commaner thing
but how do i spawn stuff? in ur videos u just pop the window up how do i do that =( y were there no directions ='(?
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Sarah Evason
 
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Post » Fri Apr 01, 2011 11:59 pm

how do i use this i loaded it got teh lazer commaner thing
but how do i spawn stuff? in ur videos u just pop the window up how do i do that =( y were there no directions ='(?


There are directions, both in the readme and the game itself.

Summon your troops with the command radios which the mod adds - under the aid menu, just like stimpacks or stealthboys.

"Request ground support" lets you choose what kind of troops you summon (ie assault teams, sentry bots, etc), while "request air support" lets you call in bombing runs and the ever-useful Vertibird transport.
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kirsty joanne hines
 
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Post » Sat Apr 02, 2011 5:10 am

Best.Mod.Ever.


Seriously, I just spawned about 20 super mutants and 10 glowing ones then started hammering them radios and watched my enclave boys go to work.


I was laughing all the way up to my bsod(too many toons and 1 gig of ram is bad mmkay).

Of course after I rebooted I had to do it again but once it started chugging I just hit tgm then popped everything with the experimental mirv. . .which resulted in me laughing hysterically while my game lagged for a good three minutes of nuclear fallout fun.

You've seriously made my gameplay so much better with this mod.
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Gill Mackin
 
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Post » Sat Apr 02, 2011 1:58 am

This conversation and the fact that I'm watching the Jehrico series (I'm on ep 13 of season 1), is making me even more paranoid. ;)

Cool Mod! :) What is the status and plans for v.07?

Aren't we all a bit paranoid? ;)

The status is well, slowly progressing...
Most of the script will be better optimized in v 0.7. The mod will also be more ready for merging, I added a new fast travel menu "Quest targets", which will allows you to fast travel to all the quest zones for the Enclave Quests. Fixed the command radio exploit.

I think he said he wouldn't be adding it, as they are meant to be backup, rather then fully fleshed companions.

True. They're canon fodder.

Must be the reason why they are weak, which is actually a good thing, but equipped with power armor and being this feeble is kind of an immersive killer? What other type of soldiers should be dropped instead of fully fledged power armor guys getting their asses handed to them?

A thought I have come up with is a security team task force, enclave officers, but with different textures? mmm? Now I know JX3 said how to change the load outs (which I still haven't figured out), but what about the actual solders that drop?

I have some ideas about some kind of "Command Squad", but I don't know what weapon or abilities they would have, a squad of officers armed with only pistols is pretty useless when you can call in a armored strike force with rifles.
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Sophie Morrell
 
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Post » Fri Apr 01, 2011 10:13 pm

Right, time for a update report!

The Soldiers will in v 0.7 be able to take prisoners!
http://www.fallout3nexus.com/imageshare/images/127512-1231773984.JPG
http://www.fallout3nexus.com/imageshare/images/127512-1231774022.JPG


The only thing you can do with them right now is to kill them, but I'm thinking of several possible options, I got no idea if any of them will be in the release:
  • Release
  • Send to special prison cell
  • Execute (the soldiers will do the dirty work for you :))
  • Transport captive back to base in exchange for either cash or more soldiers (brainwashing ftw!)


.....and I got a cold, I hope it's not a influenza. :(
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Naomi Lastname
 
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Post » Fri Apr 01, 2011 5:24 pm

The only thing you can do with them right now is to kill them, but I'm thinking of several possible options, I got no idea if any of them will be in the release:
  • Release
  • Send to special prison cell
  • Execute (the soldiers will do the dirty work for you :))
  • Transport captive back to base in exchange for either cash or more soldiers (brainwashing ftw!)


.....and I got a cold, I hope it's not a influenza. :(


mmm... Very interesting, I like the sound of each of the options, but if I had to choose only 1 it would be the transport option, say 25 per head and a random chance of 2 out of 5 for new recruits.

And get better man, drink your fluids and starve that cold.
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Lance Vannortwick
 
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Post » Fri Apr 01, 2011 7:19 pm

Right, time for a update report!

The Soldiers will in v 0.7 be able to take prisoners!
http://www.fallout3nexus.com/imageshare/images/127512-1231773984.JPG
http://www.fallout3nexus.com/imageshare/images/127512-1231774022.JPG


The only thing you can do with them right now is to kill them, but I'm thinking of several possible options, I got no idea if any of them will be in the release:
  • Release
  • Send to special prison cell
  • Execute (the soldiers will do the dirty work for you :))
  • Transport captive back to base in exchange for either cash or more soldiers (brainwashing ftw!)


.....and I got a cold, I hope it's not a influenza. :(


Wow. I never would have thought the mod would go in this direction. Interesting...
If you do a prison cell, you will have to build a fairly large room. Imagine the 100s of Raiders the game generates over the course of 10 to 20 levels.
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Lew.p
 
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Post » Sat Apr 02, 2011 3:27 am

Wow. I never would have thought the mod would go in this direction. Interesting...
If you do a prison cell, you will have to build a fairly large room. Imagine the 100s of Raiders the game generates over the course of 10 to 20 levels.

:lol:

The problem with capturing raiders is that their AI is being reset sometimes.
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JLG
 
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Post » Fri Apr 01, 2011 4:17 pm

Hmmm...dunno if it's just me but your mod has stopped working since the patch...let me try a clean save.

Nope. No worries all ok :D.
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Jessie Rae Brouillette
 
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Post » Fri Apr 01, 2011 6:38 pm

Hmmm...dunno if it's just me but your mod has stopped working since the patch...let me try a clean save.

Nope. No worries all ok :D.

The mod is not tested with the new patch.... I need to reinstall Fallout III before I can patch it....

Anyway, if anyone find any bugs with the new patch, let me know.

Some more teasers:
http://www.fallout3nexus.com/imageshare/images/127512-1231859525.JPG
http://www.fallout3nexus.com/imageshare/images/127512-1231859398.JPG
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Lily Evans
 
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Post » Sat Apr 02, 2011 1:38 am

This mod is getting more and more amazing
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Red Sauce
 
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Post » Fri Apr 01, 2011 8:05 pm

This mod is getting more and more amazing

Indeed! :D

v. 0.7 is ready for public testing!

  • Move to marker command. Make your own attack plans! - Make the soldiers follow your mouse! (a la Overlord)

  • The soldiers can now take prisoners.

  • The Command Radio will now work indoors.


http://www.youtube.com/watch?v=sXZnikJ5fbY | http://www.fallout3nexus.com/downloads/file.php?id=1410
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Joey Bel
 
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Post » Sat Apr 02, 2011 2:30 am

Awesome thanks for the update!
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Mashystar
 
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Post » Sat Apr 02, 2011 3:40 am

Just got my first 2 prisoners. Both Talon Company random events.

I just wonder if i can eat them now
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Kelly Upshall
 
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Post » Fri Apr 01, 2011 2:45 pm

sweet. prisoners. now to get a torture chamber ala shivering isles so that i can have fun with the people of paradise falls. have to start a new game though since i killed them all.
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brandon frier
 
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Post » Fri Apr 01, 2011 8:32 pm

This looks brilliant!
Kudos!
But i will wait till its all said and done before playing :)
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Charlie Sarson
 
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Post » Fri Apr 01, 2011 7:32 pm

Would you think the Enclave would be above selling captured people to the slavers at Paradise Falls? Might be another option...
I love the mod, by the way. :)

This alternate start sounds interesting too. I assume it would make Raven Rock open, friendly and discontinue the MQ (while keeping the Enclave roadblocks/vertibird drops)?
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Liv Staff
 
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