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Slaughter

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well that would be fine if they suffered some consequences for that sort of expansion. As it is they get that much land with all it's benefits AND a bunch of really powerful units.

In fact, it would be interesting to have events that give penalties to the player (and maybe the AI too) if he has too much territory without fulfilling certain conditions, in order to estimulate the use of liberating and making puppets.

Yeah, we need MOAR nations. Sword is going to make a default nation template for us to insert nations easily. I'm actually sometimes cranking out a few "Design Documents" where I hash out some idealized factions. I think I got New Canaan, White-Legs, New Vegas, Ciphers, East-Coast Supermutants done so far, Salvation is almost done. I do need ministers, but that needs some researching first. There's also a old Powder Gangers nation idea, which is a nation I don't know where to put, but I had a idea related to the NCR.
 
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dowdpride

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I would hope that nations such as New Vegas get more than just a generic nation template. Also, there are penalties for over expansion, it's just that they only fire off about half of the time and it has no noticeable affect on the AI.
 

keynes2.0

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I would hope that nations such as New Vegas get more than just a generic nation template. Also, there are penalties for over expansion, it's just that they only fire off about half of the time and it has no noticeable affect on the AI.

The idea is that they get a generic template at first, thus making it vastly easier for someone to add in content for them later if need be.

Right now if we want to add in a new nation we add in the nation, then we edit a bunch of stuff regarding scenario setup that is time consuming in and of itself. It makes a lot more sense to do that time consuming setup stuff in one big go.

In fact, it would be interesting to have events that give penalties to the player (and maybe the AI too) if he has too much territory without fulfilling certain conditions, in order to estimulate the use of liberating and making puppets.

Yeah, we need MOAR nations. Sword is going to make a default nation template for us to insert nations easily. I'm actually sometimes cranking out a few "Design Documents" where I hash out some idealized factions. I think I got New Canaan, White-Legs, New Vegas, Ciphers, East-Coast Supermutants done so far, Salvation is almost done. I do need ministers, but that needs some researching first. There's also a old Powder Gangers nation idea, which is a nation I don't know where to put, but I had a idea related to the NCR.

Based on what I know about the way Sword works, he'd really appreciate it if you give him specific graphics for ministers, country "propoganda" images, flags and tech teams, all clearly documented with the appropriate names. Additional perks would be stuff like country specific unit pictures and completely written flavor text for events but that's less necessary. If you can provide all of the images and names, and get them in the formats the game wants then you'd be making a great contribution to the mod. If there are any stuff relating to the database files like tech teams and scenario setup or the coding side of events I could offer you some help with that stuff too.
 

SwordOfJustice

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I think the only problem you have nation wise is iC, the robot nation for example can crush (most) everything in its path, however the nation that starts out in the panama is fucked from the start, when you get down to it the old map is kinda meh, however im looking forward to the new E3 map as it adds more provinces which means spread out ic and in return balance issues being fixed

P.S. Found this awesome trailer, do you think you could add a screenshot of the robots for the robot nation?

http://www.youtube.com/watch?v=vG8GtxV8-aI

http://www.youtube.com/watch?v=mt8ohlXaKZw

Very awesome! I love it.


Sword, do you know anything about what it would take to allow for decisions to be used, as well as events? In particular I would love for there to be decisions to hire mercenaries (instead of them build built) or the garrison key points (with locked units)
It's super easy. I just haven't done it yet. I really need to just finish what I'm doing, get the next version out, and maybe start using software that gives version control for the mod so people can work on various things without overhead for me to merge their work.


I'd like to make a suggestion on some possible new nations.
1. I got an idea that perhaps a way to work Hawaii in is that the natives have gone back to their tribal ways with tribes on each island or perhaps a tribal empire sprawling all the islands, you can also is give them initially or via events allow them to salvage naval craft at the pearl harbor naval base though admittedly how much will be their is questionable due to the pacific fleet most likely being close to china though you could say the sailors of the fleet safe on their ships went back their and perhaps even set up their own nation as well, as Hawaii probably would not have been nuked heavily if at all.
2.An idea on to give the enclave an early and enemy is to make either a few small or one big Eskimo nation that perhaps is well armed with left overs of the Battle of Anchorage(weapons from both sides even) also the possibility of a left over us garrison nation that has a 50/50 shot of joining the enclave believing their the true successors of the us or an obviously alt outcome say their full of it and either ignore them of declare war on them.

P.S. Love the mod, Good work and can't wait to see how it further progresses. Also apologies if grammar is bad.

Thanks mate. There were some good ideas in the past for minor nations which could be slotted in north. I like this one too. Giving Enclave stuff to do to tie them down in the early game without crushing New Arroyo is a good idea.

Hawaii is off limits. You can post ideas all you like but I already have plans for that region. ;)

The idea is that they get a generic template at first, thus making it vastly easier for someone to add in content for them later if need be.

Right now if we want to add in a new nation we add in the nation, then we edit a bunch of stuff regarding scenario setup that is time consuming in and of itself. It makes a lot more sense to do that time consuming setup stuff in one big go.

Based on what I know about the way Sword works, he'd really appreciate it if you give him specific graphics for ministers, country "propoganda" images, flags and tech teams, all clearly documented with the appropriate names. Additional perks would be stuff like country specific unit pictures and completely written flavor text for events but that's less necessary. If you can provide all of the images and names, and get them in the formats the game wants then you'd be making a great contribution to the mod. If there are any stuff relating to the database files like tech teams and scenario setup or the coding side of events I could offer you some help with that stuff too.

Amen and Hallelujah, Brother! Someone has understood! Make my life easier, yes please.
:D

Hey Keynes2.0, I'd really love it if you could take over the mod when we put out the version with the new map, if you're interested that is. I'm proud of this mod and am mildly surprised people still actively follow it. So if the interest by players is still there, maybe it should continue to be worked on after I move on?


@Slaughter
You have such good creativity and really put a lot of effort into those ideas. I need to make that nation template soon, huh?

You know what, I think I already made posts on how to do nations. Possibly on the Terranova site if not in this mega thread. And there's the modding wiki too. So it's not that hard and I learnt it myself easily enough. So.... if anyone could just read that information... and get stuck in...
Code:
NEW NATION CHECKLIST
====================
-Config\world_names (to establish tag name)
-AI

Of DB
-Any events that need or already reference the country tags
-Ministers (with all that use id numbers are assigned from my master list to avoid duplicates, etc)
-Leaders
-Tech teams
-country.csv (board color)
-revolt.txt
-airnames
-armynames
-navynames
-unitnames
-province (if need to amended map configuration) of Scenario country.inc file (make sure to remove provinces from other affected country.inc's)
- scenario .eug file (two places: as selectable and line call to country.inc file)
- Flag
- Shield
- Propaganda poster for scenario selection screen
- Selection text for scenario selection screen
- Pictures.

Status Update 09/10/2013
Brother Paladin Robert sent me some great stuff so I am merging his content into the mod. He sent some Hub leader pictures, so last few days I've implemented those with correct names to replace the old pictures. They have a more Fallout style than the ones I had before. While doing that, I updated the leader file slightly and added a few more leaders. I'm also reworking their minister file.

I finally took the time to figure out how the game engine presents which ministers are available for a given ideology. It allows you pick leaders with the same ideology or one adjacent on the matrix.

When I worked on the big minister update years ago, I made alternate cabinets for each ideology for the bigger nations. And I decided that the same people in power in one ideology might also serve in other ideologies. But the game engine will present ministers from those adjacent ideologies as well as the current one as available choices, so this explains why you currently the same leader several times.

I don't like that. So on an adhoc basis, I'll just revamp nation minister files as I do other work for that nation. I now just plan 1-3 possible cabinets for each nation, with some additional ministers in a given cabinet, mostly for the bigger nations.

It's not core work and this is why it's taken so long to release a new version of the mod: I get sidetracked. But anyway, I needed to put in Robert's pictures so it was timely. And I need a break from an event chain for Redding that will probably exceed one hundred events in total.

Robert also sent me great stuff for Mexican Raiders. I need to compare his files to the current mod ones, then copy and paste the relevant differences and generally check it all. That software version control will probably help me a lot when I spend the time to start using it. I have my own way of handling this stuff but it's slightly disorganised and very manual.

OK, so that's another blog post from me. I'll post screenshots of Robert's stuff soon.

Keynes, you sent me some stuff too so yours is next after that. I'm looking at a minor faction based on the remnants of the Nuka Cola company; remember that? And new policy slider work. Cool, I'd totally forgotten about that. Looking forward to reading it.


Cheers,
Sword
 

^_AC_^

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I finally took the time to figure out how the game engine presents which ministers are available for a given ideology. It allows you pick leaders with the same ideology or one adjacent on the matrix.
Not exactly. This is true for the civilian ministers. The military ministers are available for same ideology, one step away ideologies and two steps away ideologies.
Example:
- HoG/HoG/FM/MoA/MoS: if his ideology is SC, he is available for PA, SC and ML government;
- CoS/CoA/CoN/CoAF: if his ideology is SC, he is available for FA, PA, SC, ML and SL government;
- I think Military Intelligence is considered a military position but I'm not 100% sure;

Also, you forgot counter (and icon) in the new nation list. :)
 

SwordOfJustice

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Not exactly. This is true for the civilian ministers. The military ministers are available for same ideology, one step away ideologies and two steps away ideologies.
Example:
- HoG/HoG/FM/MoA/MoS: if his ideology is SC, he is available for PA, SC and ML government;
- CoS/CoA/CoN/CoAF: if his ideology is SC, he is available for FA, PA, SC, ML and SL government;
- I think Military Intelligence is considered a military position but I'm not 100% sure;

Also, you forgot counter (and icon) in the new nation list. :)

Thanks AC!!!

- Sword
 

Slaughter

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Based on what I know about the way Sword works, he'd really appreciate it if you give him specific graphics for ministers, country "propoganda" images, flags and tech teams, all clearly documented with the appropriate names. Additional perks would be stuff like country specific unit pictures and completely written flavor text for events but that's less necessary. If you can provide all of the images and names, and get them in the formats the game wants then you'd be making a great contribution to the mod. If there are any stuff relating to the database files like tech teams and scenario setup or the coding side of events I could offer you some help with that stuff too.

I've been noting in my design docs what image assets might be needed. For example, some nations have pretty simple image assets: The East Coast Supermutants just need Super Mutant pics from Fallout 3, and the White-Legs just need White-Legs pics from Honest Hearts, they got a banner there and everything.

I'm thinking of phasing it like this:
Phase 1: Design of nation ideas, noting ideas, basic stuff (OOBs) - STILL HERE
Phase 2: Image Hunting (due to bad internet, and I mean REALLY BAD INTERNET, I can only do this at uni, and I only use its internet one or two hours per day).
Phase 3: Perfecting faction-design and apply on nation-template.


[QUOTE="SwordOfJustice]You have such good creativity and really put a lot of effort into those ideas. I need to make that nation template soon, huh?[/QUOTE]

Thanks, bro! Indeed, time to unleash the creativity!
I looked at a screenshot of the old map in moddb and I was shocked how different it was, so clunky, urgh. New map is so pretty and full of provinces!

Now a question for the guys: I got a nation that comes from Vault 39, which is full of descendants from the Wattz Eletronics company. Its essentially a Enforced Elitocracy where the descendants of the old Wattz Eletronics, or Executives/Trusted rule over the vault dwellers who descend from the Technicians/Untrusted people. I'm really unsure on what to name them. I'm using Vault 39 for the momment, but I wonder if another map is better.
Some possible ideas I had:
- Identify nearby area (Eastern Texas, dunno which part exactly) and apply name to it with some modification.
- Wattown, which sounds wrong to me (doesn't sound, I dunno, GRANDIOSE, which what I would expect from the ancestors of a pre-war company execs who don't merely want to go out of the vault, but want to become a power on their own).
- Vault City is taken lol.
 

Slaughter

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That actually sounds like a pretty decent backstory for the Institute that was alluded to in FO3.

Doesn't seems too related to me, actually, because the techies are under the thumb of the execs (thus Enforced Elitocracy, and the laser rifles make it stay enforced), and the Institute seems to be a Technocracy. When I think of the Institute, I think of something more like the University of Planet from Sid Meier's Alpha Centauri, but in post-apoc Fallout playing with 50s Sci-fi gadgets and SCIENCE!, although the mad science there is (probably) saner than the Think Tank's brand of Mad SCIENCE! in Big Mt.

- "Enough lamenting! We don't have to answer to congress and their bureaucrats any more! Just wait until radiation goes down, there will be a whole new wasteland there for us to study! We can go ahead with all the projects deemed "unethical" or "dangerous" by short-sighted fools! Think of the possibilities!"

Actually Vault 39 (and Red River, as well as Salvation) isn't a original idea, this is from the old & abandoned Fan-Made Fallout project, which was to be a Total Conversion for Fallout 2 in Texas. Although there are modifications of mine - In FMF Vault 39 was still sealed when the game began, here in FODD I'm having them as a pre-existing community for, say, twenty or forty years ago. I'm just borrowing it, with the consent of the authors and all. Gotta ask DarkUnderlord how we put them in the credits, through.

Another non-original piece of content I'm thinking of borrowing is the Secret Vault from Fallout: Brotherhood of Steel (yeah, that hated PS2/XBOX game). The game was silly, but I like the idea of Vault-Tec having their own secret vault full of hi-tech goodies, including a AI (CALIX), a different version of FEV (possible reason for muties to come down to Texas?) and regenerative tech. Also these guys used to be buddies with the Enclave, so the potential is there. They were in western Texas (under Double Mountain, if I remember right), but we could put them elsewhere. Need graphix, through.

Graphix, gotta get graphix. Today I'm not sure if I will have time, but Tomorrow is good!
 

messenger

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The Secret Vault idea has merit for sure, although I think perhaps if they had a more suitable wasteland name that doesn't sound so similar to Vault City, that would be good.
Vault-Tec Nation or the New American Corporation could perhaps work? That way the Secret Vault can be added but sound a bit less stupid, after all, if it is now on the map, it is not so secret.
I have a couple of interesting power armour images that I could cut up for you for their model art if that helps?
As for the rest of the faction models, may be quite tricky art wise as we don't want them too similar to Vault City.
Perhaps you could call the city Vaultopia or Innovation Peak, nothing too serious but points towards their ideas of grandiose.

Vault 39 might be a tad harder to add in as there are already 2 Texan factions in the game however.

As for the Institute, I have a sneaking suspicion we may be hearing more about them in a couple of years when Fallout 4 is released but it would be good to help populate Canada a little more.

Perhaps most importantly we need nations in the midwest, Canada and latin America. It is almost unfortunate there is so much stuff we can use in the West but hopefully with the introduction of nations like the White Legs, there will be a few more nations creeping into middle America.
 

Slaughter

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Hey Sword, any plans to put THIS into the game?
http://fallout.wikia.com/wiki/NCR_salvaged_power_armor

What happens when clueless NCR scientists get their hands on t-45d power armor that can only be maintained by Superior Brotherhood of Steel Science(tm) ? Why, strip the servos and turn it into a super suit of plate armor, of course! Take pity on the poor souls who have to wear them, through, they do it for democracy. Or that's what they tell themselves when their backs hurt like hell in their old age...

I think I remember sword saying mods comes in two weeks (took me a while until I understood what a fortnight meant... I thought it was FOUR NIGHTS lol), so mod comes next week?

messenger said:
The Secret Vault idea has merit for sure, although I think perhaps if they had a more suitable wasteland name that doesn't sound so similar to Vault City, that would be good.
Vault-Tec Nation or the New American Corporation could perhaps work? That way the Secret Vault can be added but sound a bit less stupid, after all, if it is now on the map, it is not so secret.



*Dr. Mobius' voice* Yes, it is I, the Vault-Tec CEO, transmitting from my chair-shaped... Overseer CHAIR in the Secret Vault! A Vault that is, yes, a Secret to you!

I have a couple of interesting power armour images that I could cut up for you for their model art if that helps?

Helps a lot! I remember they had Power Armor and Tesla in the Secret Vault, and even tried to make them better, which didn't work out if I remember right.

As for the rest of the faction models, may be quite tricky art wise as we don't want them too similar to Vault City.

Indeed, they IMHO need to be more... corporate.

Perhaps you could call the city Vaultopia or Innovation Peak, nothing too serious but points towards their ideas of grandiose.

... Aaaaand here we have a WINNER! Your reward is COOKIES! hey, I'm a poor guy! *brofist*
Innovation Peak sounds like a AWESOME name for the Vault-Tec faction. I can even see it with my mind's eye: "Welcome to Innovation Peak, urbe of tomorrow!" "a bright, clean and efficient future, Innovation Peak brings civilization to the wastelands!" Very Golden Age of Science Fiction, which is the time Fallout is based on. Alright, inscribbled on my files. Now to find one for Vault 39.

I could see them being a faction with potential due to all the tech and knowledge they have stuffed away - FEV, Power Armor, Eletric weaponry, regenerative tech (steam-cells?), etc, especially if allowed to tech for long. Definitively a strong opponent.

Vault 39 might be a tad harder to add in as there are already 2 Texan factions in the game however.

How often Texas Reformed pops up? My memory is a bit fuzzy. Never saw it on-map.

I'm planning all that stuff for the new map, of course! Look at the E3 map, so big! Pretty sure we could put a few more factions there. Texas will have enough space for a lot more factions, its a big place. I see Texas (and FUSA) as NCR' counterpart in the East: Big, centralized country surrounded by smaller city-states, raiders and expansion-land.
 

keynes2.0

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I don't think that Sword is going anywhere, he just wants to pass it off to someone with a little more free time. I would fit the role although I'm still struggling to meet his code slave expertise.

Anyway, if anyone is trying out the 1.03 version of the release, I'd appreciate it if they would give a whirl to the attached files here. The Nuka Cola nation shouldn't be working yet but the scenario should launch without errors and I found a solution to the include the entire world problem.
 

keynes2.0

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This is an update to the 1.03 version of the mod. So you need to follow all the 1.03 instructions which include using the E3 map files. The instructions are on page 1. Thank you for your patience, there will be stable releases in the future and feedback helps us get to that point.

Sword, there is an item missing from your list of needed modding files. db\The Ministers.txt file needs to be updated to read any new minister.csv files.
 

Arcangelus

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I don't think that Sword is going anywhere, he just wants to pass it off to someone with a little more free time. I would fit the role although I'm still struggling to meet his code slave expertise.

Anyway, if anyone is trying out the 1.03 version of the release, I'd appreciate it if they would give a whirl to the attached files here. The Nuka Cola nation shouldn't be working yet but the scenario should launch without errors and I found a solution to the include the entire world problem.
First impressions:
- I don't seem to be able to select any other nation that the ones at the beginning.
- Starting the scenario: "This scenario lack victory Events (please report BUG immediately)"
- The map look beautiful. So much free room.
- Love the black map of Eurasia plus Oceania. No so much with Sud-America
- The mega revolt near the 1° week leaves some territories untouched. Namely 786 (Eugine), 606 (Washington), 632 (Norfolk) and a bunch north of FUSA
- FUSA has a hole in their territories. Intentional?
- Junkers is in New York instead of Pittsburgh. Intentional?
- Some provinces have weird infra values ( Balboa= 72 for instance) and few have resources attached. I guess that with a map so big is understandable.
- The revolt.txt file is not completely updated (working on it). Is the Enclave supposed to be in an island or in Anchorage? That and the Junkers think are the only things that I have left to update.
- Dead Islands doesn't have an entry in revolt.txt file. WAD?
- The mod keeps crashing with rebels.

EDIT: I hadn't seen the first page in ages. I didn't know that it was changed.