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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 112990 times)

Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #165 on: November 03, 2008, 01:54:58 am »

Mirelurks are deadlier then the Super Mutants in FO3.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #166 on: November 03, 2008, 05:37:24 am »

If we had internal organs in Fallout 3 like in DF, supermutants would be much more deadlier with their projectile weapons.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #167 on: November 03, 2008, 06:26:05 am »

Yeah. In FO3 I can run up to a group of Super Mutants with miniguns while they all fire at me and still kill them with a sledgehammer. Try to do that in DF.
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Tubi2b

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #168 on: November 04, 2008, 12:02:53 am »

May have already been posted but i didnt feel like reading all the pages.

As per Fallout 3, 'Wastelanders' sounds like a better name than 'Savages' to me. Since savages makes it sound like a lack of civilization or government.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #169 on: November 04, 2008, 04:43:45 am »

You should make a civ that start out with many people, moves alot, lives in ruins and build roads. That way there will be old towns with road connecting them here and there.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #170 on: November 05, 2008, 05:17:48 am »

Just tested that out. The RUIN type of town is just an big empty area with random boulders lying around. But they built roads atleast:)
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Granite26

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #171 on: November 05, 2008, 12:28:27 pm »

On my second character at lvl 7 with 90 in small guns, everything falls quickly, however, I am stuck with the moral delima at tenpenny towers. PS: you get karma for killing allister.

The Karma system is just plain broken.  You lose karma for killing the
Spoiler (click to show/hide)
despite the 'frontier law' nature of the game.

I was also pretty pissed that I couldn't yell at Allister
Spoiler (click to show/hide)

Zironic

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #172 on: November 07, 2008, 12:55:07 am »

At level 16, a skill of 100 in small arms is merely ok.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #173 on: November 11, 2008, 03:51:00 am »

Anything new coming soon?
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chaoticag

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #174 on: November 11, 2008, 07:53:07 am »

Me versus a fire gekko, you've probably seen nothing like it.
Spoiler (click to show/hide)
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #175 on: November 11, 2008, 08:39:46 am »

I had one of my Vault Dweller camps getting burnt to death after a fire imp decided to take a short walk in the grass. Strange thing that the wood wall I built around the city didn't catch fire:)
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #176 on: November 11, 2008, 03:30:56 pm »

retarded fire imps. I'm lucky theres a river separating us. that was the 3rd time!
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #177 on: November 12, 2008, 04:51:54 am »

From that day the first thing I do is buidling a dirt raod around the place where my village will be. Since I always build none underground villages since digging an underground bunker dosen't seem so Falloutish for me.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #178 on: November 12, 2008, 11:21:55 am »

You can always build a vault and consider that it was already built before :).

Me versus a fire gekko, you've probably seen nothing like it.
Spoiler (click to show/hide)

Awesome! Now you can't refuse that alcohol kills :).
I'm playing with different files but I rarely go online so the version is not updated still. I basically can't think of other things to add and I want to make the new release more interesting than it is.
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Granite26

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #179 on: November 12, 2008, 12:41:03 pm »

I can't help but feel that the most awesomest (srsly!) thing you could do would be to start out with 99% of the population being 'newb humans' and have them get pwned the first year or two. (Maybe explode in normal temperatures or something.)

I've been trying something like that with an AvPvT game, where the resistance and humanity have the same morality, but humanity doesn't use many weapons and isn't as tough.  (Also, the resistance starts in the plains but should end up hiding in the mountains.)

It's not a big deal just yet, but when artifacts and items in general get added to civs, you might be able to make old city raiding profitable.
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