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Let's Play Fallout HoI 2: The TRUE Brotherhood of Steel

Choose a Faction

  • Brotherhood of Steel, the original one

    Votes: 0 0.0%
  • Brotherhood of Diversity from Fallout:Tactics

    Votes: 0 0.0%
  • Enclave

    Votes: 0 0.0%
  • Former United States of Kwanzania

    Votes: 0 0.0%
  • Gecko

    Votes: 0 0.0%
  • Mutant Army from Fallout:Tactics

    Votes: 0 0.0%
  • New Arroyo

    Votes: 0 0.0%
  • New California Republic

    Votes: 0 0.0%
  • Vault City

    Votes: 0 0.0%
  • The Under-Nation (Hivemind of Rats)

    Votes: 0 0.0%
  • New Republic of Mexico

    Votes: 0 0.0%
  • Royal Canadian Commonwealth

    Votes: 0 0.0%

  • Total voters
    0

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
a Total Conversion for Hearts of Iron 2

:smug:


ddfomenu.jpg



Index

Rise of the Under-Nation

  1. Early 193... 2245: Peace, Order and Inanity in the Under-Nation
  2. Late 2245: Expansion and Preparations for War
  3. 2246: First Rat Diplomacy
  4. End of 2246 and beginning of 2247: War, War never changes.
  5. Mid 2247: Road to victory and important decisions.
  6. Late 2247: Making new "friends" and new enemies.
  7. Early 2248: A powderkeg is about to explode
  8. Late 2248: Drawbacks and conquests.
  9. Early 2249: One war to define the future of the Wastelands.
  10. Early to Mid 2249: All quiet in the Eastern Front.
  11. Mid 2249: Facing power armorz men.
  12. Mid to Late 2249: Beginning of the End for Vault City.
  13. Late 2249: Rearmageddon in Vault City.
  14. ITZmas 2249 and very early 2250: Road to Chicago.
  15. Early 2250: Diversity bringing ITZ to the Brotherhood.
  16. Late 2250 and Early 2251: Pax Rattus Part 1: Domination of the East Coast
  17. Late 2251: Pax Rattus Part 2: Ultimate DOOM Expansion Set for Canada
  18. Early 2252: A Report to the Elders and BROS for the first meeting of 2253: Part 1
  19. Late 2252: A Report to the Elders and BROS for the first meeting of 2253: Part 2

Brotherhood of Steel and the Last Stand of Humanity

  1. Early 2253: Emerging from a near collapse
  2. Late 2253: Under the Northern Star
  3. ITZmas 2253: Fall of the New California Republic
  4. Early 2254: Running out of Options
  5. Late 2254: Get Ready. ITZ COMING
  6. Late 2254 - 2257: Ultimate Rat Diplomacy


Enclave's Campaign of Purification




==============================


I don't like that much doing LPs of CRPGs, specially of the POPAMOLE SHIT variety, what kind of Fallout game were you thinking this thread would be about? So, this is a mod for Hearts of Iron 2 that is full of interesting things, but of course, I'll leave to you the choice of which faction to pick. I'm not putting all of them here because some are just too small to be fun and Krakow itself already is enough of a kick in the balls.

According to the author the timeline is just a few years after the destruction of the Poseidon Oil Rig by the Chosen One in Fallout 2, but I won't say any more for now, I'll let you see it for yourself. Among the choices I ignored most of the fanon factions in the poll except for the Former USA(while the Executive of it became the Enclave the Senate and Congress members came back from Vaults and established a sort of post-nuclear government around Washington), the lolzy intelligent rats hivemind (Under-nation), the Royal Canadian Commonwealth and the New Republic of Mexico.

Here the descriptions about the fan-made factions. The others need no explanation, I presume.

Fomer USA

After the Atomic Bombs rained from the sky, all order collapsed. What was once the super power of the world, the United States, simply dissolved and split into many independent areas. US major cities were heavily devastated and much of the population were killed by the Bombs. Many more died later on from radiation and the super plagues sweeping the land. But all authority of what was the US government did not disappear. Very strangely though, the executive branch of government - the President and his White House staff, mysteriously vanished. But Congress and the Senate remained in place. They voted the Chairman of the Joint Chiefs of staff emergency executive power and the US military attempted to keep their nation alive. Having lots of Vaults, a large percentage of the elites survived the Apocalypse and so there was a strong core for the US government to survive the Long Night. This remnant of the USA has had many challenges and trials. There was the great Raider incursion of 2227 from which it is still recovering. The core territories of the USA were redefined in the Sandringham Act of 2172, a mere shadow of the US of old concentrated on the north eastern states. Now they are referred to as the Former USA. There is a new threat to them: the Dark Cathedral under Brother Cainite. They are fanatics about to rise in revolt. Will this last vestige of the great USA survive this final darkness? Will they somehow survive and grow to restore lost glories?

IT IS TOTALLY IMPOSSIBLE TO AVOID COMBAT IN FALLOUT 1 AND 2

Rats... rats never change. Even though the underground FEV-infested pool of Rock Springs military laboratory gave them intelligence, they are still rats. You can never trust a rat. You can never believe a rat. They do not value life or death, love or friendship. You can never count on their mercy or good will because they have neither. Due to the FEV and other chemicals in the Sacred Pool they're now clever and possess some mind-control abilities. If you can imagine something more horrible then your imagination is a rich one indeed. Few people know what lies in the caverns under Rock Springs, though rumours have now started to circulate through the Wastelands. All that travellers see is a large town and some scattered farming settlements, with a secretive people who stare sullenly at outsiders. But there is a nation squirming in the tunnels beneath their feet, ruled by furry overlords. The FEV has prolonged the lifespan of these super rats to ten or even fifteen years instead of normal four. These rats never had a strong, single ruler till some years ago. The Founder is the greatest rat, the most intelligent, and he has formed the Rat Council from the Overseer class. With their mind-control abilities developing, the rats understood that they can control not only other rats but also higher animals. People who were driven into the underground warrens in Rock Springs to escape the horrors of war and the Wastelands met a horror even more disgusting in the endless twisting tunnels. The rats, the Folk as they call themselves, took them as slaves. The Rat Council came up with the idea to found religious cults amongst their two legged slaves as a tool to promote control over their subjects. They use the mind powers of the psychically aware Overseer class to reinforce these cults. Will the Rat Council satisfy its insane ambition and one day control the entire planet? Or will it's internal and external enemies overwhelm it? Can the Founder maintain control over the psychically aware Overseers? Only time will tell...

New Republic of Mexico

Prior to the Great War, Mexican scientists (hey, they exist!) built numerous vaults to protect the people of Mexico City. This helped greatly when the War erupted. Mexico was never directly targetted in the Great War, but even so it could not escape the super plagues and the horrors of the Radiation carried south on the winds. Years later, when people left the vaults, they did what humans do and rebuilt as the New Republic of Mexico. With careful guidance, the Mexican state has somehow survived to this day. It is still a nation with farming, industry and various pre-war tech. They are a great source of rare materials that fuel the economies of the Wastelands for those traders brave and strong enough to travel south. Mexico once had oil deposits in their nation before they all dried up. But some were shut down prior to being depleted. These old oil wells are lost though. Mexico's greatest problem, however, is the Mexican Raiders who are the descendants of the great Drug Lords of the past. Mexico has an army and it might be able to defeat the Raiders and carve out a great destiny in the Fallout world.

Royal Canadian Commonwealth

The proud, independent people of Canada remember their history well, aye. The United States took over back before the Apocalypse and forced Canadians to do things their way, changing bacon to ham! Shame on them! When the bomb was dropped, Canada immediately declared it's independance. Canada was devastated in the attack of course. The USA had a lot of military installations and forces in the northwest to fight against China and that was hit very hard. All contact was lost with the west of Canada. Somehow the government of Canada managed to survive and they held together a remnant of their country in the northeast which has survived to this day despite the nightmarish horrors of the post nuclear world. To maintain their history, culture and traditions, they elected their own monarch and renamed themselves as the Royal Canadian Commonwealth. Sarah O'Conner is the current reigning monarch. This nation is going well. They are actively developing new Wastelands style technology right now, like steam engines fueled by the wood of the vast mutated forests in the north. They tolerate ghouls who can hold important positions. Yet there are inner tensions in this nation. In recent years, the savage, subhuman tribes of the Warriors of Ice have been growing bolder in their raids to the south. They have finally united under a fearsome leader called Krull.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
Messages
2,330
Location
around
Enclave Nazis, clearly, the wasteland needs to be purged of the mutated, anarchistic, trotskyist scum
 

JoKa

Cipher
Joined
Nov 22, 2006
Messages
689
Location
Nordland
the rats are a good parable for the codex - for the glory of the hive!
 

LusciousPear

Savant
Joined
Oct 22, 2009
Messages
722
Location
SF
MCA Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Rats, motherfucker. They will be the first and last thing those n00b vault dwellers see.
 

marooned

Liturgist
Joined
Dec 18, 2009
Messages
313
The codex is so fucking predictable..

Not that I give a serious rat's ass.


lulz :decline:
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
As chosen by the majority, the glorious plan of Rats becoming the new top dogs of Earth through their Hivemind shall begin, and also, there will be lots of exposition of lore in this first update coupled with explanations of differences between this TC and vanilla Hearts of Iron 2 besides the radically different setting each of them has. Let us first get things up with a classical inane quote from the bowels of Retardo:

Andhaira said:
In the first fallout you get into fights with rats right from the outset when you leave the vault. It doesn't matter what your speech is, or your outdorrsman, etc. You still have to fight. Ditto in fallout2 in the temple of trials.

IT IS IMPOSSIBLE TO TOTALLY AVOID COMBAT IN FALLOUT 1 AND 2.

===================================

bush_pinky.jpg


Peace, Order and Inanity in the Under-Nation

This is the theme for the Under-Nation(and also for the Dark Cathedral)

lpddforats001.jpg


The custom starting menu of this total conversion for Hearts of Iron 2. The author scavenged images from the greatest unknown depths of the Internet for it.

lpddforats002.jpg


For example, the image for the Under-Nation most likely came from http://rule34.paheal.net (obviously NSFW). So I'm calling Rule 34 on rape and anthropophagy by rats, although considering the amount of blood I'd not be surprised should JarlFrank enjoy it.

lpddforats003.jpg


There is no real time limit in this mod. The year is supposed to be LARPed as 2245 instead of 1936(according to the author putting the former inevitably led the AI to froze and do nothing in the game), which corresponds to 4 years after the beginning of Fallout 2. At game start, most brigades(they cost the equivalent in manpower to about 4,000 soldiers each) are locked and cannot be used unless a specific event is triggered, usually the first war you get involved into. According to the Lore the Under-Nation hosts cults that worship the rats as gods, which are the source of these armies. I can only imagine these cults as you know what:

Tome_of_Corruption_by_RalphHorsley.jpg


lpddforats004.jpg


The Under-Nation was ready for their ultimate goal: world domination. War, using their worthless manboon meat-puppets, the same who for so long sought to exterminate them, now subjugate to their hivemind. And even more, the Hivemind adjusted itself towards war. Right now only those dicks from Vault City and a strange territory controlled by intelligent robots from Aspen border it, both too strong to be deemed potential targets of subjugation, for now. And besides then, the lawless wastelands where no kind of social, economical or political order exists, only death and misery, although it is still preferable to what humans face under their rat overlords, and many escape towards it even knowing their most likely fate is death.

This is pretty much the same as vanilla Hearts of Iron 2 regards the effects of each slider move. Just the names changed, because truth be told separation between left and right and democracy and authoritarian isn't that sensical in a post-apoc world. Most of the slider options are self-explaining. Inhumane is a highly brutal, mysanthropic society where rulers are utmostly cruel or might makes right like the Den or New Reno, while Humanist is best described as the kind of society within Arroyo.

The Under-Nation is a Fundamental Oligarchy, but I'll let the explanation of what it means for later.

lpddforats005.jpg


For the goal of world domination, the first immediate aims are the creation of a better industrial infrastructure, particularly in regards to more efficient breeding facilities for manboons and better medical treatments for both them and rats so more of them can be made into soldiers and more rats shall not perish. And the other is the improvement of military tactics. Considering the skills of the First Rat Council, they prove themselves far versed in one of several options of different approaches to warfare: a doctrine inspired by the strategies of the pre-war Amerikwa, that will futurely give major focus to mechanized forces thus the Rattzkrieg shall eventually ensue.

lpddforats006.jpg


Well, according to the author the Enclave had bases in Alaska in spite of what the ending of Fallout 2 says about it. Enclave in Washington or in Alaska only after Fallout 2 events, which rapes the canon less and why? DISCUSS!!!

Also, I believe it's not necessary to have a brief retelling of Fallout 1 and Fallout 2 history by events featured here.

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I'm not sure if the attempt of dressing every technical workaround with plot is inane or not. However, yes, some of the technologies in its unique tech tree give extra free resources after researched, and there are other quite interesting and different features too.

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Speaking about inanity, at the start, a rat called Andhaira makes and incredibly inane first speech to the Rat Council, the speech so inane that it manages to cause enough DISCUSS!!! to increase the dissent in the Under-Nation.

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Andhaira is also called black nose, as the Founder, the super-genius leading most of the Hivemind, attempts to convince all others to work together instead of fighting each other like rats. But like with all forms of Rat Diplomacy, his speech only serves to further increase dissent as several factions are uninterested or threatened by such goal of greater unification.

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One cannot achieve world domination without a legion of two-legged manboon puppet-armies. Thus, limited by manpower, a batch of four brigades is set to be raised among the whelps and worshippers of the Rat God. Speaking on manpower, manpower(or should it be called manboonpower?) shall be the greatest challenge for the Under-Nation, which has a particular scarcity of it right now.

lpddforats011.jpg


This mod comes as close as one could imagine from a Grand Strategy game with CRPG elements and a heavy story emphasis through the use of countless events(besides Crusader Kings, of course). Possibly only Alpha Centauri has the same amount of cool fluff. Traits give several permanent pros and cons to your faction in this mod, that influence in battle, research and/or economy.

lpddforats012.jpg


The ambitious trait gives a negligible penalty in belligerence in exchange for better logistical support, which means faster moving soldiers during wars. It is not one of the most radical traits.

However, considering the goal of world domination the Under-Nation strives for, it is the trait that fits mostly with the Founder.

lpddforats013.jpg


Part of the manboons who would be drilled into fanatical warriors are recalled to the underground forced labor camps to have a horrible existence in slavery to the Hivemind. It seems that the manpower problems of the Under-Nation would be much greater than first thought.

lpddforats014.jpg


On the east coast, an ITZ-centric, sinister and inhuman cult known as the Dark Cathedral rises from the corpse of what is left of the territories ruled by the old Kwanzanian Senate and Congress, and immediately they declare war against former Amerikwa, determined to finish what ITZ has started.

lpddforats015.jpg


Another interesting feature of Doomsday:Fallout is that each type of government has specific, event-triggered bonuses and penalties, to the point that the Inhuman-Humanist slider(equivalent to Left-Right), which was mostly useless to change in vanilla HoI2, actually may have a purpose here when one wants the advantages and disadvantages of a different type of government.

A Fundamental Oligarchy is something like Best Korea, from the description. The Rat Overlord known as the Founder is thus worshipped as a living God and dear great leader.

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Through their meat-puppets, the rats engage in trade with the less savory kinds of manboons. But that was not the only extent of Rat Diplomacy being conducted through the Wastelands.

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A change happens in the Rat Council. Considering the scarcity of manpower, a rat that enjoys too much killing manboons without any reason is not the best choice, and thus Andhaira becomes the new keeper of order within the Under-Nation. The description: "no one loves this horrible person" is only a coincidence.

lpddforats018.jpg


Maybe getting Andhaira in the Council was a great mistake. Soon another DISCUSS!!! along the Hivemind turns nasty, as the rats trolling rats throw manboon puppets to kill each other, causing severe losses along the brigades of the Under-Nation military.

lpddforats020.jpg


Rat Spacemoose: ONLY 8? WEAK

The Founder: That is it, you're banned now from the Hivemind and from life

Momma's Gang Rats HQ: Viva La Revolución! Bees Flying Vertically!

lpddforats021.jpg


The Dark Lord of the Under-Nation manages to restore order at the end, but not without some serious damage already done. This is exactly the sort of problem that should not happen when one wants to achieve world domination, but unfortunately, there was no better replacement than Andhaira for his position, thus inanity and flaming shall carry on.

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The consequences were serious, leading to the entire destruction of an entire brigade along the flames of DISCUSS!!! Clearly, IT IS IMPOSSIBLE TO AVOID INFIGHTING AMONG RATS IN DOOMSDAY:FALLOUT.

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Another lulzy fluff description of a bug from the mod.

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I don't care about New Vegas but even I know that this isn't supposed to be the location of Caesar's Legion. Of course, back when this mod was developed there were only some references to it in Van Buren so the author filled the gaps on his own. Thus now the Former Kwanzania was in a very complicated situation, forced to fight in two fronts. ITZ COMING TO POST-ITZ KWANZANIA.

lpddforats025.jpg


And to finish this first update(for real), nothing like an April's Fools event involving the misanthropic killing of manboons for fun. Who said Fallout had too much lulz to be treated as grimdark?
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Black said:
is complicated, makes head hurt

son_i_am_disappoint.gif


======================

splinter.jpg


Expansion and Preparations for War

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Being a slaver country, the Under-Nation launches an expedition of meat-puppets to capture more victims to be used as tools of their growing war machine, against another slaver country. The manboons were really disgusting to do such a thing to their own kin, but rats didn't really give a fuck about morals and ethics.

lpddforats027.jpg


Other things besides rats were made intelligent by the FEV, and some tribals besides those well known ones of Arroyo were having a difficult time fending them off. Gigantic and smart spiders advanced northwards from the ruins of the state of Miami. The wastelands were unchanged, but that would not be forever. Eventually bands of marauders would rise, giving an opportunity for the Under-Nation, and for all others, to claim the wastes for themselves.

lpddforats028.jpg


The recently raised two new brigades, supported by rat engineers that always made a easier path for them to advance, boosting their speed, move towards Billings, to hopefully claim this mostly empty expanse before anyone else could do it.


Well, in this mod, most of the provinces start as part of the "Wasteland"(the black colored ones). You cannot really seize them, but eventually Marauders will rise in them(the ones in green), and then you'll be able to seize them, provided nobody else arrives first, of course. This land-grabbing and expansion element is quite interesting and tend to ensure borders won't always look the same throughout each game. In fact, the way the game works favor expansion much more than HoI2, and annexed territories give most of their IC and resources rather than the least of it.

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Keeping rats in line tend to require some heavy handed measures, necessary evils to ensure everything will be ready for the great plan of world domination. But then:

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Shit starts all over again.

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A bunch of raiders known as the Huns arrive first at Billings, securing it for them. The first opportunity of expansion for the Under-Nation is thus lost, unfortunately, but more could arise at any moment.

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With the research of better military tactics concluded, it comes the time to improve the equipment of the forces of the Under-Nation. Right now their equipment is equivalent to that of post-ITZ Machete Rape Gangs rather than that of a real army, even if they operate under real tactics rather than like savages.

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Luck seems to not favor rats in the wasteland. Sometimes it seems like the Founder of the rats has the Jinxed trait, considering the amount of misfortune that has befallen on their greater plans, just as Provo and another province eastward might be future territories under their control.

Infighting among rats, and now monstrosities lurking in the sewers and slaughtering thousands. Really everything they needed.

The only good news is that the battles against Marauders prove to be easy, as they are poorly organized and equipped. They were quite literally machete rape gangs.

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Provo becomes the first new territory claimed by the might of the Rats and their Hivemind. It lacks any intact pre-war industrial infrastructure that could be reused, but it is hosts to many valuable resources

lpddforats035.jpg


Considering manpower concerns, as soon as water wells are developed, research of basic medicine begins to hopefully improve the situation a little.

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While their expansion carries on, the Labor Day is celebrated among rats, as they spend it doing nothing besides devouring human beings alive the whole day and having a lot of fun with their flesh puppets.

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Just as two more provinces were seized by the Under-Nation, the neighbors began to feel unease with their presence. However, as they were suspected of having greater and more ambitious plans, the Founder of the Hivemind realized that this would be as far as they could expand by just fighting against Marauders except for Scottsbluff to the east. Now they'd have to make a choice.

Immediately, all forces of the Under-Nation marched towards their recently established border with the Kansas Free State, an agrarian, weak society of Ghouls. They were strange, their meat tasted like shit, when not outright killing every rat that tried it, but they'd make good tools and slaves for the Hivemind. They were the weakest of all countries bordering the Under-Nation, and thus they either should give up or start their world domination with the subjugation of those ghouls.

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Of course most rats just didn't care about the greater plans, and for the third time, the same problems arise, causing even more losses of manpower. Thus there is certainty the Under-Nation will never be able to grow their armies from here unless they conquer Kansas Free State.

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Bordering the multikult community of Broken Hills, located near the former Salt Lake City, to the west, the Rats take an opportunity to capture new victims from its outskirts. By the time the Super-Mutants and their miniguns were close they were long gone already, otherwise this mission would have been another disaster.

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10/24 NEVAR FORGET

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The rats have inherited many of the human traditions and holidays, despite their despise for humanity, among thems the Halloween, were young rats dressed themselves with pieces of human corpses in an attempt to scare others.

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At last some good news! A new division of followers of the Rat God is recruited to join the war against Kansas planned to begin next year. To the south of Denver, on another matter, lies the Reservation, a militaristic community of ghouls who started by the survivors of a secret underground base in a region heavily hit by nuclear weapons.

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Damn rats never get satistified with the glory of belonging to a greater plan of world domination. And thus more heads shall roll, once again. It seems sometimes that near everything conspires and attempts to botch the ultimate goal of the Founder.

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Then one of the neighbors decide to take revenge on the raid the rats conduct against them, by seizing some of the Hivemind slaves. To make them forget this other unfortunate event, soon came Christmas, but the Christmas of the Wastes was... different:

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I can only imagine how Prosper could contribute to this mod.

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Once the lulz and the celebrations were over, however, the Rats were once again back to their greater focus of world domination. At least that is what the Founder wanted to believe.

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News come on how the Original BROtherhood of Steel declares war against the insane ghouls of Kurtz Camp located in Las Vegas, which is essentially like all that crazy shit from Apocalypse NOW! with ghouls.

Take your own conclusions about it.

In any case, having a poweful force as the BROtherhood of Steel as a potential neighbor doesn't sound as a good perspective. Although considering their isolationism, perhaps they won't really pose a real threat to the plans of the Founder. Plans which soon would reach a critical stage. Everything was nearly ready for the time:

lpddforats050.jpg


THE TIME OF RAT DIPLOMACY IS NEAR!
 

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