F2 Or Tactics, Which is better suited for my mod?

BlackHandMerc

First time out of the vault
Hello all, new here, I have wanted to mod fallout for some time, but have not had the free time.

Now that I do have the free time (insane amounts of time! Going to be on medical for at least 2 years, confined to my house, AND getting paid!! so perfect time for modding!!! ;))

I am in the process of attempting to select the proper engine to start from. Will be either fallout 2 or tactics.

Which is where my question comes in! (eventually... Its in here, I swear!)



I was drawn to tactics for many reasons, felt it was the weakest of the original 3 so it warranted further mutilation ;) also a bit better graphics (not something I care about, but want the mod to hit a wider audience).

From what I have read, its a pain to work in comparison to F2 with but I am ok with challenges, so long as what I want to do is even possible within the limitations.

I want a layout and feel similar to fa2 even if I use tactics, especially heavy RPG influence and Turnbased! for that reason, I may use 'Open fallout Mod' as a base.

But back to my actual question, What I want from you is to know if its possible in tactics engine, or would I be better off sticking to a fa2 Mod.



Ok quick description of the possible not work in tactics features.



1) Use of world travel maps to go to locations

2)You are a founding member of a new 'home' settlement, where you are chosen to go out and get things your burgeoning settlement needs or just to randomly scavenge.



This in turn will be reflected with graphical changes to your settlement.



Random Ex.

Your town starts with no wall, but you clear a local junkyard infested with * ---- *and find enough salvage to construct something similar to junkyards fa1 walls

So when the quest is completed, and you return to town. Your town will now be graphically represented with a wall.

((And in future attacks on your town (settlement being attacked is part of the gameplay), you will have better chokepoints/defense options.))

There will be allot of other questlines, however, the one that requires the most work is the one in regards to your home base/settlement, the graphical tiling updates, and growing it into a trade hub** of the wastes! (that description is for playing neutral karma.)

*Plans for Good karma playthrough make it a bastion of hope and fortress refuge for the weak*

**Plans for evil playthrough make it a raider/slaver HUB**



But yes, I hope I described it well enough? Essentially the ability to have quests that will ultimately change the graphics of a settlement, and allow use of the world map to travel to and from locations.

Will I be able to pull off using tactics as a base for this mod?

and If so, is there anyone out there with heavy tactics scripting/events experience who would be willing to teach me/ lend a hand/ point me to a decent tutorial for advanced scripts etc.


Would be much obliged if you could provide assistance in this matter.

-BHM
 
Er use of world travel maps? Yes you can have a world map but not multiple world maps.

To change the tiling you'd need several versions of the map and use triggers to turn them on and off as needed. But you'd need to duplicate all the inhabitants and track quests via global campaign variables.

There are no advanced scripts, and there's a link to the tutorials in the FAQ at the top of the forum.
 
Ok, thank you for that information. I was contemplating using multiple world maps, so its good to know that now, can still make it work :ok:

"Duplicate all the inhabitants and track quests via global campaign variables"

So some extra work, but possible! :D

If anyone is interested in sending me any tips/advice that isnt already in the FAQ, id be glad to take it.

Thanks again RfaS!
 
BlackHandMerc said:
"Duplicate all the inhabitants and track quests via global campaign variables"

So some extra work, but possible! :D
You should tie all the upgrades into one quest and make a single change to the map once that quest is complete. You can still have several variants to the map depending on how the quest is completed but will have a lot less tiling and trigger work to do. And it will be easier to keep track of, than upgrading the map piecemeal as the player finds each upgrade. Otherwise you'll need dozens of maps with every possible combination, not just for the tiling but for all the other quests tied to that map.

BlackHandMerc said:
If anyone is interested in sending me any tips/advice that isnt already in the FAQ, id be glad to take it.
Just read through the tutorials and this forum, plus the modding forum at Duck and Cover and then ask about anything you're not clear on, or if what you want to do isn't covered.
 
Thanks for the advice, I found great help in DuckAndCover, and especially JJ86's FoT page.

Now its time to have some real fun :D
 
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