Search found 98 matches
- Sat Feb 23, 2008 3:31 am
- Forum: Sex, Jet and Rock 'n' Roll
- Topic: Blade Runner: The Final Cut
- Replies: 84
- Views: 28777
- Fri Feb 22, 2008 3:52 am
- Forum: Sex, Jet and Rock 'n' Roll
- Topic: Blade Runner: The Final Cut
- Replies: 84
- Views: 28777
- Mon Feb 04, 2008 7:16 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Too bad Civ4 is out D: Sucks. @Thorgrimm: Thanks Redeye, np dude. :) @ Susan, yup, a shame about needing to be a C++ programmer to mod it. I tell you what, you do the SDK and Python C++ work, and I will do the XML shit. When you can do that, then you can bitch about it being civ 3 and not a civ 4 v...
- Mon Feb 04, 2008 4:09 am
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Sure, below is the link to the DL thread.Redeye wrote:Link please.
I have done searches and they go to ancient shit.
http://wotg.stgfc.com/phpBB2/viewtopic.php?t=429
Cheers, Thorgrimm
- Sun Feb 03, 2008 4:38 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Ok folks there is a new version of the mod up on the Home Page. The version is 1.13 and there are so many changes that you will need to DL the entire thing again. But I assure you, it will be worth the wait. :eyebrow: Still not finished, but closer to being finished than the beta version that was re...
- Sun Feb 04, 2007 3:33 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Wed Jan 31, 2007 7:37 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Wed Jan 31, 2007 4:02 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Tue Jan 23, 2007 7:44 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Sat Jan 20, 2007 4:00 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Sat Jan 20, 2007 2:49 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Wed Jan 17, 2007 2:34 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
I've played the mod for a while; in the first game with Enclave I was overrun by deathclaws and now I'm kicking ass with the robots. You've done nice work on the units and environment, especially the irradiated skeletons of cities look delightfully post apoc. Most importantly you've nailed the Fall...
- Tue Jan 16, 2007 6:09 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Tue Jan 16, 2007 12:19 am
- Forum: In The News
- Topic: WTF STALKER still around
- Replies: 36
- Views: 21278
- Mon Jan 15, 2007 3:17 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
- Sun Jan 14, 2007 10:25 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
What I expect is when I give you something to test you test it. You would be surprised at how many folks thinks that playtesting means playing, it does not. :eyebrow: When testing a civ overall, I want two general reports just touching the bases, not too detailed and then one detailed report a week....
- Sun Jan 14, 2007 9:21 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Slaughter, the more eyes comment was about playtesting the mod. I can only test one civ by myself. So I have to watch the ai actions in debug mode. So I had seen there was no probs with the muties building settlers as the ai, so I had assumed that the player could to. :eyebrow: Go to your player con...
- Sun Jan 14, 2007 5:40 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Found the problem, You are correct, the AI can build the settler with the tech requirement, but for some reason, even though the civ has the tech from the get go the human can not build it. So I took out the tech requirement and now they are buildable to a human player. Good catch dude. This is why ...
- Sun Jan 14, 2007 2:08 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Let me add some coments: Enviroment: 1º - Why workers and settlers can't enter on wasteland terrain, but EVERYONE else can? Sometimes, I find a resource on a wasteland, but I can't build a road to get it because of the wasteland terrain. 2º - You know - The east is just a BIG lot of desert, r...
- Fri Jan 12, 2007 1:40 pm
- Forum: Fallout Tactics and Other Spinoffs
- Topic: Fallout Mod for CIV 3
- Replies: 152
- Views: 229997
Finally got all the files that I needed (thanks for the tip, Cthulhu). Played it for a few hours, so these are my comments: Tech Tree - beginning is way too slow. Earlier techs should allow the building of more buildings. Maybe they should be jumbeled around a bit. - description for Tannery is miss...