Fallout: The Rebirth of Civilization
- Mr. Teatime
- Righteous Subjugator
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- Joined: Mon May 19, 2003 12:07 pm
Fallout: The Rebirth of Civilization
<strong>[Game -> Mod News (DO NOT USE - use MOD > UPDATE instead)]</strong>
<b>Briosafreak</b> pointed me to <a href="http://www.nma-fallout.com/forum/viewto ... rt=0">this thread on NMA</a> where there's discussion of a <i>Fallout</i> mod for <i>Civilization 3</i>. The latest update is <a href="http://www.duckandcover.cx/gallery/gall ... ge=1">this screenshot</a>, which shows the mod is alive at least, and I think the concept has potential.
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<br>Thanks <b>Briosafreak</b>.
<b>Briosafreak</b> pointed me to <a href="http://www.nma-fallout.com/forum/viewto ... rt=0">this thread on NMA</a> where there's discussion of a <i>Fallout</i> mod for <i>Civilization 3</i>. The latest update is <a href="http://www.duckandcover.cx/gallery/gall ... ge=1">this screenshot</a>, which shows the mod is alive at least, and I think the concept has potential.
<br>
<br>Thanks <b>Briosafreak</b>.
I still have fond memories of tanks and legions mixing it up in the first Civilization, when technology could vary wildly between different civilizations. I also really enjoyed the early game in Civilization II, but I could never teach the AI to cut down jungle in order to increase the arable land around cities, so when I tried to create a mod where expansion would be extremely difficult yet not impossible, the AI couldn't handle it.
I also had ideas for creating some type of post-apocalyptic mod, but at the time I never got around to it. Would've been a mod designed for mixing the occasional tank with low tech warriors though, so it definitely wouldn't have been Fallout. Maybe Civ3 can offer the kind of flexibility a good Fallout civ mod would need. Maybe I should even look into getting Civ3. I see there's a commercial for a free trial on the top of this very page!
EDIT: Blah. Two hours download for mere 3 hours of playing? I think I'll stick to Alpha Centauri for my nationbuilding needs.
I also had ideas for creating some type of post-apocalyptic mod, but at the time I never got around to it. Would've been a mod designed for mixing the occasional tank with low tech warriors though, so it definitely wouldn't have been Fallout. Maybe Civ3 can offer the kind of flexibility a good Fallout civ mod would need. Maybe I should even look into getting Civ3. I see there's a commercial for a free trial on the top of this very page!
EDIT: Blah. Two hours download for mere 3 hours of playing? I think I'll stick to Alpha Centauri for my nationbuilding needs.
Last edited by RGE on Sat Oct 16, 2004 5:33 am, edited 1 time in total.
Recommended reading:
Post-Nuke (a man and his dog in the nuclear winter)
Dire Destiny (most medieval fantasy ever)
Hot Bullet Press (great action webcomics)
Post-Nuke (a man and his dog in the nuclear winter)
Dire Destiny (most medieval fantasy ever)
Hot Bullet Press (great action webcomics)
- fallout ranger
- Hero of the Glowing Lands
- Posts: 2205
- Joined: Wed Sep 08, 2004 5:26 am
- Location: Shady sands (no really!!)
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Stevie D wrote:
S4ur0n27 wrote:
Here is a screenie of some Brotherhood units in game. They are the Hummer, Advanced Power Armor, Early Power Armor, Rifleman, and the Popup Turret fortified in the 'ville.
Cheers Thorgrimm
Just another name for the Bots in FO:T. I would rather use the bots from the RPG's, but they only have 6 directions where civ needs 8.'Empire of the Circuit'? I don't remember coming across them before...
S4ur0n27 wrote:
Wasn't us dude, we did not start till Feb of this year. Must have been the interface mod done 2 years ago.It's been going on for a fuuuuuuuuuuuuucking while. I had a beta version like 1 year and a half ago when Civ3 came out or something. Looks pretty much the same.
Here is a screenie of some Brotherhood units in game. They are the Hummer, Advanced Power Armor, Early Power Armor, Rifleman, and the Popup Turret fortified in the 'ville.
Cheers Thorgrimm
Saepius Exertus, Semper Fidelis, Frater Infinitas
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Looks good to me. Keep us updated. I added your screenshot to our gallery <a href="http://www.duckandcover.cx/gallery/gall ... 1">here</a>.
Thanks Mr. Teatime.
Thanks for the replies gents. One of the reasons for me replying to this thread is to solicit comments on what YOU would like in a Fallout mod for civ 3.
Today's preview is for the Units for The Empire of the Circuit. they are the Behemoth, Flail Tank, Scout Bot, Scurry Bot, Bot Rifleman, Security Bot, and the Popup Turret unfortified in the 'ville.
Cheers Thorgrimm
Thanks for the replies gents. One of the reasons for me replying to this thread is to solicit comments on what YOU would like in a Fallout mod for civ 3.
Today's preview is for the Units for The Empire of the Circuit. they are the Behemoth, Flail Tank, Scout Bot, Scurry Bot, Bot Rifleman, Security Bot, and the Popup Turret unfortified in the 'ville.
Cheers Thorgrimm
Saepius Exertus, Semper Fidelis, Frater Infinitas
PIP, that is because the pic is a jpeg, jpeg format always blurs the pics. They look much better in game.PiP wrote:looks like i wanna play it, though the view is pretty blurry and eyes could get tired after a few hours' play
Gents this update is brought to you by Flamescreen, the civil engineer of the Brotherhood.
This is the Toxic Waste Conversion Plant he has done.
Here is the text followed by the pic.
The toxic waste conversion plant is a great accomplishment for any of the people
still living in the Wastes. Any city that will built it, gains the
ability for unlimited, ecological production, using a material that's
really in abundance, everywhere: Toxic Waste.
Using Pre-War technology expertise, a standard Powerplant is turned
to a Toxic converter, using Toxic Waste to produce energy over and
over again. Each time the material is used, it's gathered into a pool
from where it can be re-inserted into the system, till turned in non-
radioactive mud.
Research demonstrates that even the mud is not completely
useless...we can use it as a first grade fertiliser for hydroponics.
*Requires Green Goo resource. Increased production with no pollution increase.*
Preqs:
-PreWar Tech Reproduction Techniques
-Toxic Waste Processing Tech
Cheers Thorgrimm
Saepius Exertus, Semper Fidelis, Frater Infinitas