![]() Therefore players interested in a science-fiction/post-apocalyptic military game will hopefully find the game much more compelling and fun than ever while using my tried to make some attempt to fix most problems (a few exceptions are noted in my documentation), but I'm only one guy and I was unable to secure any substantial second-opinion betatesting prior to releasing my materials. In this mod I've striven to enhance and accentuate what FOT does well (small unit combat simulation) rather than try to turn an apple into an orange (a goal which has given us little but grand pronouncements of FOT vaporware dreams over the years). On the other hand, FOT is not an rpg and doesn't have the technical horsepower to ever become an rpg. FO and FO2 are role-playing games since combat is a traditionally important component of rpgs, the games have a decent but hardly rigorous combat mechanic. ![]() The games have different purposes as well as different strengths and weaknesses. I feel one of the major setbacks to modding progress in Fallout Tactics has always been the almost universally held desire to conflate FOT with Fallout and Fallout 2. On the other hand hobby time is always in too short supply for most of us, and you would be looking at replaying most of the game (almost fifteen missions). The first two-thirds of the game are also the period during which my changes have the most dramatic gameplay effect, as most players are likely to continue the old standard approach of relying on energy weapons once the opponents change to robots exclusively. All else (bug fixes, etc) aside, with my approach to weapons I feel the player often has to genuinely apply sound tactical thinking to do well in the game now. If you're just reaching the Reavers, I think you'd notice some very substantial differences if you were to start a new game using the mod and replay the missions. There are still plenty of loafers hanging around the bunkers spouting relative nonsense, but hopefully some of the new extras I added (particularly in bunkers one, two, and four) will be mildly entertaining as a compensation. In general my approach was see if existing content could be made more interesting or fun I usually didn't cut anything unless I had some superior replacement content or mechanism. I'll check this, but in case I can't reproduce anything strange could you provide more information on the details of the problem (i.e. My mod doesn't include those sorts of sprites, so the problem would be coincidental in that case and could be fixed by grabbing the proper *.bos archive off one of the game disks and unpacking it into your core directory. Thanks to all for the seems strange, and my first thought in the absence of other details is that you have a corrupted sprite file.
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