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Is Fallout Tactics "Enclave mod" worth it?

Baron Dupek

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Jul 23, 2013
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I mentioned The Sum in this thread.
http://www.moddb.com/mods/thesum/downloads/14-the-sum-nous-aurons
there it it, released today. It's not like F:T, I warn you!

This total transformation mod aims to bring to life an anarchist utopia after apocalyptic times. It takes place in eastern part of former Canada and United-States. The game is a bilingual (french & english) single player non-linear RPG. It can be called a positive post-apocalyptic game or a radical camping simulator. The world has been challenged by the Sum of all heavily anticipated catastrophies (environmental, human and tecnological). The humans survived them and organised themselves according to a mix of anarchistic, aboriginal, technological and nomadic ways of living, embrasing anarchy ideas and goals (anti-domination, direct democracy, freedom and autonomy), creating federated communities. In game, "The Sum" refer simultaneously to the sums of all catastrophies, the name of a new currency and mispellings of the words "son" and "sun". The Sum (Nous Aurons) is an art project created by the french canadian artist Hugo Nadeau (www.hugonadeau.com).

Tried some Enclave 3.3 too but boy, it's now more in the Commandos spirit (first mission for sure, maybe next ones too) and by that I mean outsmarting enemies and dealing with obstacles with limited resources. It start big for sure. But I can't play it more because these geniuses behind Mod Manager for F:T make this shit not working in new version and deleted older version :rage: yet another one have endless "coming soon" sticker...
tl; dr Enclave mod is made by ruskies = it's harder.
 

Luckmann

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Are there any community patches for this game? With fixes and no added stuff? Thanks.
I too, found this thread while searching for the answer to this.

Edit: Tried the Fallout Tactics Redux v13 mod and ooooh boy was that shit from the get-go. First thing that met me when firing it up was a needlessly changed and insanely badly made main menu, coupled with an obnoxious and ill-fitting fanfare for some fucking reason, and when I clicked "New Game" I was met by broken portraits mixed in with the old ones.

What an absolute shitfest. Based on the ReadMe, I actually expected some degree of quality. Some people simply shouldn't be allowed to make mods.
 
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Severian Silk

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How do we interpret the FOT setting and events now that FO and TES exist in the same continuum, just in different eras?
 
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Severian Silk

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avatar_d711d067c378_128.png
 

laclongquan

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Since I got hit with a combo of UFO ET and reluctance to play NWN1, I dust off FT and try this Redux 1.3.

Too early to tell, but recruits are changed muchly. The Bunker Alpha also get furnished with multiple science terminal so you can just use Science skill to level up easily. This is of use for the Steal/Gambling recruits so we get a leg-up on stealing business. Gamblers get cut way down~

Let's see if I can finish this mod.
 

ghostdog

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I mentioned The Sum in this thread.
http://www.moddb.com/mods/thesum/downloads/14-the-sum-nous-aurons
there it it, released today. It's not like F:T, I warn you!

Any good?
There's a thread in NMA : http://www.nma-fallout.com/threads/the-sum-complete.203794/

It seems he's done some massive work with his mod, but I can't understand shit about what this mod is.

This guy is either brilliant, insane or retarded.
Or all of the above.

In the videos it looks like something between Fallout, neo-scavenger and sims, made by prosper:

http://www.moddb.com/mods/thesum/videos/the-sum-trailer
 

Luckmann

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I mentioned The Sum in this thread.
http://www.moddb.com/mods/thesum/downloads/14-the-sum-nous-aurons
there it it, released today. It's not like F:T, I warn you!

Any good?
There's a thread in NMA : http://www.nma-fallout.com/threads/the-sum-complete.203794/

It seems he's done some massive work with his mod, but I can't understand shit about what this mod is.

This guy is either brilliant, insane or retarded.
Or all of the above.

In the videos it looks like something between Fallout, neo-scavenger and sims, made by prosper:

http://www.moddb.com/mods/thesum/videos/the-sum-trailer
It's an art project by a french anarkiddie artist.

We can be fairly certain that his mother got a good helping of the insane and retarded, but hold the brilliant.
 

laclongquan

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As for what Redux do. Based on the few hours I played with first map and Bunker Alpha

1. He add a bunch of new items that so far I am unsure doing anything. Example is Brahmin WOod, he add a Tribal Craftman who sell an inventory full of new items. Bunker Alpha spot some extra item too.

2. It's possibly Brahmin Wood got more enemies. He did say somehwere in the note that he increase number in all mission maps.

3. Bunker Alpha got some new NPCs. Unsure which role they play. Jess is possibly provide a quest.

4. NO Random Encounter between Mission Maps and Bunkers. which mean you can have a free zone to move loots without worry. However, outside of those green zones, the rest has increased difficulty in REs. ( A pack of giant rats provided enough XP to level up if you can survive those monstrous animals, especially with beginning's equipment).

5. Sawn off shotgun no longer shoot double barrel, I think. In a way, good, because double barrel is OP for beginning. More pistols, less range.

6. The MC and Farsight, Stitch got some extra stuffs to help with the First Mission. This is in keeping with his suggestion of doing mission at double its level. Ie if you fight mission 2 you should be at level 4. So mission 1 mean you should fight at level 2. Since it's impossible, the help is needed and logical.

7. Recruits got redesigned, in both stat and name. My 8CHA got to senior initiate right after mission 1 so got access to a bunch, 10~. Some quite good, which is 3 I add to the party. Some is fine.

8. Thanks to the science terminal at bunker alpha, I can level up my thief to level 3, because science/lockpick/healing xp are awarded individually. My Steal98 thief guy stole the minigun right out of General Banarky~ Score!

I am a bit ambivalent regarding big gun. Currently Wanda is BG with two option: 2 flamer pistols or that minigun. And even if level her to 3 and invest all in BG she got only upto 50 point. Too unskilled~

And might be the biggest complaint I have against the mod until now

9. Economy in Bunker merchant. Okay, it apply to mission maps and other traders too but I want to speak about Bunkers situation alone
You know the complaints you guys had back in the day about being in the army and still have to buy stuffs from your quartermasters and medical officers?
It's getting worse. NOw they buy stuffs based on the number of item. 4 initial got good enough price (though low enough), but it get steadily lower the more you try to sell. So buying stuffs from them maybe very costly since our loots worth desert sands. The inclusion of more money type doesnt help. Confusing!
 
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laclongquan

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Regarding Fallout Tactics Redux mod

Change setting from highest difficulty down one notch. At highest, Raider can burst shoot me at 100+ damage, impossible to defend at early game. I dont have enough resistance boost in drug and perk to stand against that. Gameplay become sneak in, first shot first kill at once. It's no fun at all in the tactical sense, though I agree that sneaking like that is a good stealth gameplay.

By turning down diff, I hope that my character is more likely to survive a burst.

Second: bos.cfg has this line {game.opponentLevelOffset} = {0} Speculate: add more level to opponent. I change 0-2
 
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Serus

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As for what Redux do. Based on the few hours I played with first map and Bunker Alpha

9. Economy in Bunker merchant. Okay, it apply to mission maps and other traders too but I want to speak about Bunkers situation alone
You know the complaints you guys had back in the day about being in the army and still have to buy stuffs from your quartermasters and medical officers?
It's getting worse. NOw they buy stuffs based on the number of item. 4 initial got good enough price (though low enough), but it get steadily lower the more you try to sell. So buying stuffs from them maybe very costly since our loots worth desert sands. The inclusion of more money type doesnt help. Confusing!

I played F:T a few months ago (only made 2 missions with super mutants then stopped) and i am almost certain it was already in the original game. The only possible change to be made was to modifiy it to make it even more noticeable (and more unfavourable for the player).


Someone in may said that there is a bug in F:T that makes random encounters happen way too often. It is not a bug in the strictest sense as it wasn't there when the game came out. The culprit is the speed of current computers relative to back then. To be more precise, in this case, random encounters were tied to screen refresh rate iirc but the latter isn't capped in-game. There is a fix for it , i managed to fix it somehow in my game but i don't remember the details.
 
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laclongquan

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The original method of FT to set price to item, and the reduced price at higher number is fine. It's a method to balance the loot maniacs among us. I can deal with that just fine.

What I want to say is that Redux widen the already-existent gap, so your loot worth the sands of desert. What to buy that AK gun? Yeah, might as well sold everything you have (well, 90%) to buy it.

LATE EDIT: On the other hand, that mean if you invest in Stitch's Barter skill you can make use of it. As a pure support guy (FA, Doc, Barter) it's not unreasonable investment. Yes, it's a mod change.

The mod provide an early laser pistol in one character's inventory. I dont remember if I can buy it, but I probabbly steal it. So an energy gunner can have something to use from early on.
Laser pistol mean long range sniping is not possible, and short range is a bit too dangerous (no burst). Have a reliance on eyesniping and hope the heavy wounded target will miss to kill on the inevitable counterfire (injury resignedly I am prepared to get). Also another mod change is the highly damage range for the laser pistol.

The flamer pistols on a mod character seems to use small guns skill than big gun. My BG specialist use it to poor effect. Can buy a Flamer at the second bunker so a pyromaniac BG can use it. A normal BG can just use the minigun on General Banarky.
 
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laclongquan

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Redux mod, then Equilibrium (as a Redux without extreme changes)

Early Impression: Equilibrium is gonna be a close game. Also a much different game than a Redux's.

It doesnt have the increased incoming damage of Redux, which mean it doesnt need the "first shot first kill" tactics. WHich mean long drawn out fight, equal to higher expenditure of ammo.

BUT Equi eliminate the stealable inventories, meaning no more a big extra stash of ammo. QM and other shop inventories is not as plentiful as in Redux's, is my second impression, which mean reduced resupply. Many other enemies dont have as much looted inventory for us like in Redux's, so another reduced sort of resupply.

Example: Before Quincy, you can find a hand flamer but no fuel to use. No Big Guns or Energy of any kind whatsoever. Some electron pack and energy cells, but no microfusion fuels. Even Preoria's twelve turrets dont have MF to loot. It's distinctly uncomfortable game to play because you have to really count your ammo: shotgun cells (obviously), and even down to the 9mm (just crazy).

I have run out of shotgun cells twice, and nearly out of 9mm. There's still 5.56 and 7.62 so I am not exactly empty-gunned, but ... as a packrat this is uncomfortable to me.

It's like running a Dead Money game in FNV. or Honest Hearts without bringing an extra companion's inventory.
 

Baron Dupek

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Enclave 3.3 was released, same shit as previously but with some bugfixes and build-in Mod Manager.
http://www.nma-fallout.com/threads/fallout-enclave.217150/
base managements, recruitment of new members, resources management and VERTIBIRDS AIRSTRIKES
You can play turn based mode now but it's still not recommended.
Heard it was quite buggy rushed option and most mods advise against it to avoid bugs.
 
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Baron Dupek

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Finally finished it, there were like 10? missions with friggin' cliffhanger at the end.
there is no Chapter 2, you get to the new mission and guess what - it's the first encounter with robots from original FT and it shows "Mission Completed" instantly because there are no enemies.

Best summary for this mod would be "A whole lot of concepts and ideas with not much polish but you can beat the game". Guy named Shi Gunner made (ordered?) so many assets for the editor and then started doing missions, only to gave up halfway through while making campaing.
Difficulty is rather high, grabbed perks that make changing stances faster and cuts AP costs are huge lifesaviors. Assault rifles are still viable till the end despite plasmas, rockets and Gauss ammo firing around.
Enemies utilize traps and sneaking, like these deathclaws-like creatures labeled "?" in the 6th mission set in the St. Louis map from original FT.
Unbeatable, couldn't explore their nest even with 300 Sneak.

Worst mission? Defending Oil Pump from mutants (they are called Cyber Mutants but they are not vunerable to Gatling Laser) and huge robots that have like 800hp? I had helicopter, with minigun and pilot who could shoot assault rifles from his cockpit, still had p.rough time. FT is slow elimination of enemies on your path, but when you get swarmed by cybernetic hordes - it not fun and more random game.

Lot of guns can't be used because they don't have ammo connected to them (including Gatling Gauss), a crapton of items have no name, description or use. Found some superarmor in BoS base that give you android sprite, but found that only by accident double click. There were no info what to do with it... gave it to Fassard because this butchy looking guy have STR4 and you need one more to use Power Armors.

Automatic weapons fires in weird way. Bullets hit the sand and form clouds that rush toward enemy and hit them with some delay.

There are new vehicles and even Verbirds! You get them in second and second-to-last missions where you boarding flying zeppelin with nuclear missles and break shatter brain in the jar. It's the shortest mission, this is where Shi dropped his balls to finish.

some loose notes made while playing it, some lines may repeat
A new version comes out, mostly for integration with Mod Manager.
Why the hell you need mod launcher for Fallout Tactics when there is barely any mod for it is beyond me. First mission is a prison escape scenario, made it faster than previously thanks to my playthrough on older version and bigger number of items compared to old version.
There were like 6x Kalashnikovs but only one of them hand single fire mode. With decent PER and Sneaking you can pretty much breeze through the mission with that gun. There were also more RPG-7 and ammo for it.

A lot of new guns have terrible black pixels all around their icons, they're just bitmaps with no edge cleaned whatsoever, looks nasty.

Mod itself was made by chinese modder named Shi Gunner, some russian modder took his project and put his character in it, with cheated stats, plus Outdoorsman at 100+% which make him mandatory thanks to encounter spam on the world map.

Went to my new Enclave bunker, there is recruiter with no people in the roster. You have to walk around the base, click on NPCs twice to recruit them.
Funny thing is - you can recruit them all at once beyond standard squad cap of 8. But since it's "real time mode strongly recommended" mod I had to decline this tempting opportunity, you can get a new vehicle (with unlimited inventory to carry all that loot) soon.

Every recruit have Small Guns on at least 90%+ level. Humans only (and spider bots) so far and I guess it remain that way since we're Enclave but who knows what's the modders up to... [edit: yep, only humans].

One recruit (only high ranking member btw) is bugged and constantly spawns in my squad even when you kick him back to recruiter.

Music is borked, I guess there was a music track which was integrated with mission itself?
You puch Music Volume to zero and it's still there. You push it to 100 and 2 tracks starts playing simultaneously. Yuck.
Oh and it starts playing "dope" track when you put yourself into Adv.Power Armor MK2.
And that's the biggest :incline: compared to older version, where I've found a locker with 2 AdvPA and couldn't wear them for some reason. Gave me so much blue balls I dropped that mod definitely. I guess it had something like Fallout NV where you had to do some training or something?
There were Weapons and Medical Section upgrades available (helluva expensive) so some of them could give me aforementioned training [edit: they open doors to aforementioned sectors, one have a few chests with guns and ammo but most of them are useless]

Sold all my equipement and loot from first mission to see what these
Weapon sector have a bunch of crates with weapons and ammunition. There is 2mm ammo for Gauss but no weapons for it :decline: maybe later?
[edit: turns out this ammo is reserved for Verbird weapons]
Medical sector is just a merchant with meds and - surprise - augs and prothesis that permamently boos your stats by 1.
There are mechanical Arms, Legs and Eyes [edit: turns out they give temporaly boost, really?]

There are some weird things in it, like AK holding 6 bullets, but in reality it's a number of Burst attacks that consume 1 ammo. I don't even...

Control scheme is changed, 1-3 numbers change your stance for example.

Some weapons have locked mode, most assault rifles have Burst Mode only, some Single. Also - Dual Desert Eagle destroys vehicles, but for some reason Burst is borked and don't fire, Triple shot on the other hand...

A lot of objects on the map become targetable, making ambushes difficulty when you accidentaly click on something and open fire if the wrong time.

Weapons fire in weird way sometimes, like assault rifles with Burst Mode only - it shows fire path spewing out of the ground while traveling to the target.

There is a new world map, some places have <info> put in, like "No Vehicles Allowed" or "Base Upgrades Mission".
Speaking about vehicles - got 3 jeeps in 3rd mission, got verbird in 2nd. But there is no hangar. Can you believe it? It was first place you see in FT when you come back to base and it's not there. Had to park them on neighbour square and manage all that junk there.
There is another reason to do that - bugged out squad member is multiplying whenever you load the game.

Same case as Redux - they used new portraits, mostly celebrities, WWE stars and plastic models. What's the point? This game already have a lot of portraits rarely seen (for people who didn't finish the game and else), just borrow one from some NPC and you're done.

Worth playing?
nah
 
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Baron Dupek

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Guess it's official mods thread for FT then.

Found another large project - Xkcon's ultimate rip off mod
thread on NMA is here, with some tips for some quests
recent version is here

Some little changes in main campaing, most notable one is a bunch of new goons in Bramin Wood with AK 47.
Lot of new locations to explore, new activities and jobs.

Some stuff from original Wasteland, like Quartz city, Sleepers (clones) base where we can create our own clone and meet Ace himself, chased by hordes of bounty hunters and gangsters.

Mod is hard but doable, there are some hard moments like Ace's chasers (Pancor Jackhammer+slugs do the job), swarms of deathclaws and else.
Game is so long now you can get all special random encounters.

Playing now with most negative karma (Devil Spawn), lot of evil path opportunity that give you a lot of profits too. Like weird dark brotherhood that gave me orders to clear out Bunker Alpha to prove myself. Maybe later.... you can join anti- and pro- nonhuman movements with their own agendas (Zianists and forgot the name of the others).
Found completely broken armor in weird place that set my AC to 265, making me untouchable in gunfight and melee, still can be hit with explosions though (nothing tha can be fixed with VooDoo and green version of this thing).

A truckload of references and easter eggs, it's almost comparable to Fallout 2 in that regard.

and then you find THIS
Bo8Z342.jpg

:shredder:
if you played FT then you know that transparency is clunky as fuck and there is no key to turn floors and walls on/off, making it an utter bollocks.
Even though it was p.promising - you start at the cold snowy peak, find mysterious people that say something like "we're here to stop you, we knew you would come", then find yourself on massive graveyard and tune from "Good, Bad and Ugly" starts playing. Found 6th tomb only, with 40 golden coins (they got some weight too).

Mod have serious problems with framerates, lot of hickups too.
 
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Lonely Vazdru

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Didn't know of this mod, thanks a lot. Downloading now. I'll try it when I'm finished replaying Silent Storm and Sentinels. Will be a while though.
 

Frozen

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Only way to play this game is as a single character with 4 Deathclaws as extra luggage for all that loot and a side medic.

Then its actually fun and works not all that tactic broken bs
 

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