Yup, as far as I'm concerned, version for 1.04 is SUPER stableSo go back to v1.04, right?
Yup, as far as I'm concerned, version for 1.04 is SUPER stableSo go back to v1.04, right?
Hi, I read the FAQ regarding the Marauders in-game. Are they still in effect as of late?
Also, whenever I tried to run the program, I got a "Critical Error" message. No matter what I do, I can never start the game as intended. Is there a way I can work around this?
God Machine and few other minor actions start as "Spot X" on map, being essentially a separate, unconquerable provinces that due to a random events turn "release" new nations. They are purely for flavour and depending on when do they show up, they have a potential to seriously mess things up, at least as far as God Machine (very aggressive rogue AI a la Robot Nation, only smaller and dumber) and Rad Zombies are concerned. Rad Zombies tend to be a threat strong enough that even unified, post-Cathedral, post Pitt FUSA has a hard time dealing with them (which is intentional).Also, how is God Machine supposed to work? I was playing as the Mayans and I got the warning about them being awoken when I entered Reynosa, a territory in Mexico on the border with Texas. I was worried about God Machine coming after me, but then someone else wipe them out pretty quickly.
God Machine tends to be in a pickle, because it often spawn when already most or even all nearby provinces are already taken. Especially since there is a new faction in Calgary right now, making the encroachment into that region even faster. If it is lucky, it can spawn somewhere around the time when marauders already moved away, but other factions didn't pick yet.
But either way, all of those "late comers", only Rad Zombies represent any sort of danger. Mostly because they spawn absolutely huge stacks of pretty decent units. You know, Rad Zombies.
Yeah man just press the ENTER key twice. Once to ignore the message and twice to suppress all further messages. That's what I do and the game works just fine for me. No idea what causes it tho. Seeing as how I remember having the same problem with the older version.Also, whenever I tried to run the program, I got a "Critical Error" message. No matter what I do, I can never start the game as intended. Is there a way I can work around this?
I don't think so. It exists solely for flavour. It only has 3 tech teams, all three very lackluster, it has very small selection of ministers and commanders, starts pretty backward technologically and it essentially exists as a buffer for Khans and Rats so they don't grab too much land or suddenly have a neighbour, making AI divert troops to protect border "just in case". Which pays of, since God Machine tends to be very aggressive.Should God Machine get stronger to make up for it?
http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour/downloadsApparently, on Steam, you cannot revert back to v1.04 from v1.05 as of February 15th. Do you guys think the mod will work on the new v1.05.1?
As far as I could tell, it runs regardless.Apparently, on Steam, you cannot revert back to v1.04 from v1.05 as of February 15th. Do you guys think the mod will work on the new v1.05.1?
Yeah, I found that out last week.As far as I could tell, it runs regardless.
But seriously, I'm really curious as to what each of the traits are supposed to do. Are they like the ones in FO1, FO2, and FO:NV where there is a bonus to one stat at the cost of another?
I ask, because you don't find out until after you selected one of the traits.