oasis789
Arcane
- Joined
- Oct 9, 2012
- Messages
- 406
- Tweaked: The 500 days Vault 13 invasion timer is now disabled by default.
but why
- Tweaked: The 500 days Vault 13 invasion timer is now disabled by default.
Tell them tough, that’s how it is in the fully patched game.Too many people are pussies and cried about it. Was tired of dealing with it.
An authoritative source claims that 1.1 removed the 500 day limit (not just the mutant invasions that happen along the way) and gave it a 13 year time limit. Have you actually experienced a game over after 500 days with 1.1?Tell them tough, that’s how it is in the fully patched game.
Imo, the default configuration of et tu should as closely match TeamX 1.3.5 patched F1 as possible. Fuck the cry babies, the timer is part of the experience.
I'll retort - have you? links are easy, lets go with first-hand experience.An authoritative source claims that 1.1 removed the 500 day limit (not just the mutant invasions that happen along the way) and gave it a 13 year time limit. Have you actually experienced a game over after 500 days with 1.1?Tell them tough, that’s how it is in the fully patched game.
Imo, the default configuration of et tu should as closely match TeamX 1.3.5 patched F1 as possible. Fuck the cry babies, the timer is part of the experience.
TeamX 1.2.1 RC patch description said:Primary objective of this patch is to give english speaking users the most complete compilation of the official fixes from the different revisions of the game. Secondary objective is to provide the unified Fallout-modding platform for further development.
https://www.nma-fallout.com/resources/fallout-v-1-2-patch-by-teamx-unofficial.54/
Sounds like the answer is no then.I'll retort - have you? links are easy, lets go with first-hand experience.
What is this about a time limit? Does the game end when you get the water-chip?
There is a time limit in the game for the water-chip. You must recover the water-chip within 150 game days. Most people have found that this is ample time, and there are even ways of increasing the limit. The game does not end when the water-chip is returned. There is another time limit, but there are ways around that as well. That time limit is 500 days (400 days if you use the Hub Water Merchants.) The 1.1 Patch removes the second time limit.
if (global_var(GVAR_VAULT_13_INVADED_DATE) >= 100) then begin
set_global_var(GVAR_VAULT_13_INVADED_DATE, global_var(GVAR_VAULT_13_INVADED_DATE) - 90);
end
so you have no idea, posting a link didn't work, and now you'll bail from the convo.Sounds like the answer is no then.I'll retort - have you? links are easy, lets go with first-hand experience.
I will trust what Tim Cain and the actual Fallout website had to say on this matter rather than waste my time. https://web.archive.org/web/19990421121426/http://www.interplay.com/fallout/faq.html
What is this about a time limit? Does the game end when you get the water-chip?
There is a time limit in the game for the water-chip. You must recover the water-chip within 150 game days. Most people have found that this is ample time, and there are even ways of increasing the limit. The game does not end when the water-chip is returned. There is another time limit, but there are ways around that as well. That time limit is 500 days (400 days if you use the Hub Water Merchants.) The 1.1 Patch removes the second time limit.
You're the one who made the claim "that’s how it is in the fully patched game" contrary to every other source and apparently without any first-hand knowledge.so you have no idea, posting a link didn't work, and now you'll bail from the convo.
gg, classic roguey experience itt
PS: Ettu v1.9 has been downloaded about 60k times. The influence of the TV show is quite noticeable.Alrighty. New version. Tried to be a little faster this time. I'm actually a little bit surprised about how much has happened since the last time. With every release I'm thinking "well, that's probably it now for a long time..." and then boom, we find more shit to do.
Most notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine. If someone wants to help with improving it more, and bringing it more in style of the original, be my guest.
Some more stuff has been either reverted from old Fixt releases, or moved behind new toggle options. Notably the more advanced version of chess when playing against Zax. In the original version, you can't win against Zax, because there are no criticals when rolling against SPECIAL stats. We've implemented that now.
Oh, and we added an option to remove the nerfed Fo2 hit chance calculation. Though, personally I really advise to keep it enabled. The game is easy as it is and removing that nerf just takes away from the fun. Besides, you'll easily even it out with just spending a few more points in your combat skills. It's really not that big a deal.
One more thing: We tweaked the worldmap travel speed values and rewrote the time calculations. Now traveling around will take the same time as it did in Fo1, depending on your Outdoorsman skill.
Anyways. The rest is more or less just a couple bugfixes.
Most notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine.
Just like the Founding Fathers of Fallout intendedMost notable this time is probably the new mini-mod about the restored / alternative Junktown endings. Those were originally changed, because it was deemed too dark / too unpredictable. Now you can decide on your own if you agree or not.
While doing this, we also replaced all VO from the expanded ending slides option with new ai generated Ron Perlman lines. It's not perfect and could use more love, but for now it's fine.
Already in the game for a long time with expanded ending slides enabled.are you planning to do Companions endings?
Wait, what? That's what I get for not finishing games!Already in the game for a long time with expanded ending slides enabled.
Lots of wusses ohohohohohoho.Master and Lou use regular Gatling Laser weapons. Lots of people struggle already in the boss fight, I don't really see why we should make his weapon deal more damage. Especially Lou is hard, because of the two Nightkin guards.