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| Project Wastelands | |
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| Tweet Topic Started: 16 Dec 2009, 01:10 AM (962 Views) | |
| KamikazeCow | 18 Feb 2010, 01:37 PM Post #31 |
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Don't Feed The Animals
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Ranches: Should I get rid of them and just have Farms/hunting? Farms will just be combined farms/ranches, I guess (food from crops and livestock). Also: Stealing crops/cattle rustling, enemy units can steal crops/cattle (ie food) from any farmland that isn't being guarded (or whose guards are busy fighting other units). Just so everyone knows. And just a mention, since this is post-apocalyptia, there's no borders: ownership of land is based solely on who's got the most guns in it. PS: Instead of individual buildings (armory, stables, etc, etc), Should we just have Farms and Mines (resource collectors), and then Villages/Cities a la Hold the Line? Only they won't simply generate money. I don't know exactly what to do with them (as this is post-apocalypse, after all), but...eh. Edit: Figured it out: Individual buildings within towns/cities! Difference between them, cities have more power (from renovated/rebuilt/hauled-over power plants), as opposed to towns, which at most have small generators/etc, allowing cities more access to higher-tech units (Bikers, power armor, etc). And since there probably won't be a ton of cities/towns populating the map, it'll be easy to track which place has which buildings. Or something like that. Edited by KamikazeCow, 18 Feb 2010, 04:37 PM.
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| KamikazeCow | 18 Feb 2010, 02:39 PM Post #32 |
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Started working on the map: http://img715.imageshack.us/img715/4805/mapjo.png Centreland post-nuclear shitstorm in the works.
Edited by KamikazeCow, 18 Feb 2010, 04:37 PM.
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| Alkeni Synair | 18 Feb 2010, 07:42 PM Post #33 |
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Redefining Evil
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I like just farms total |
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| KamikazeCow | 19 Feb 2010, 09:59 AM Post #34 |
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Village Gunsmith (Militia) Stables (Rider, Wagon) Bar (Mercenary) City Armory (Grunt) Machine Shop? (Biker) --- http://img713.imageshack.us/img713/2339/mapv.png Map WIP Grassland Desert Mountains Forest Badland --- Should enslavement only be done by a specific unit (Slaver), or should all units have the option? Edited by KamikazeCow, 19 Feb 2010, 10:07 AM.
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| Alkeni Synair | 19 Feb 2010, 11:39 AM Post #35 |
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Redefining Evil
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I think every unit should have a certain (example: 25%) percent chance to successfully enslave, but Slavers can always enslave |
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| KamikazeCow | 19 Feb 2010, 11:45 AM Post #36 |
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Meh, I like everyone having the ability to slave. Gives the way towards slaver guilds. http://fallout.wikia.com/wiki/Slaver ![]() --- Hero units? Maybe? --- Assassins/bounty hunters/etc. We need them, somehow. |
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| Alkeni Synair | 19 Feb 2010, 12:48 PM Post #37 |
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Redefining Evil
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I said everyone could slave. But make the slaver units the best at it. Also, since you used it on me ages ago:
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| KamikazeCow | 20 Feb 2010, 12:41 AM Post #38 |
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Too bad, it'd already part of the banner,,,,,,,,,,............................. |
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| KamikazeCow | 20 Feb 2010, 12:57 AM Post #39 |
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also i M A god admir it |
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| Alkeni Synair | 20 Feb 2010, 02:02 AM Post #40 |
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Redefining Evil
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What Banner? And no...you are not a god. There are no gods |
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| KamikazeCow | 21 Feb 2010, 10:39 PM Post #41 |
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Town Armory - Grunts Stables - Riders, Wagons Storehouse - Holds food Houses - Hold 100 people Max population of 3000 City Weapons Depot - Soldiers Manufacturing Plant - Biker, Armored Soldier Warehouse - Holds food Apartments -Hold 500 people Max population of 10,000 |
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| Alkeni Synair | 22 Feb 2010, 04:33 PM Post #42 |
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Redefining Evil
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Is the 'Vault' a Town or city? And can you have houses in a city? |
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| KamikazeCow | 22 Feb 2010, 06:55 PM Post #43 |
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Neither, it's a Vault.![]() :O And yes. |
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| Alkeni Synair | 22 Feb 2010, 08:38 PM Post #44 |
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But then what can I build in a Vault. And how many people does it hold? |
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| KamikazeCow | 22 Feb 2010, 10:38 PM Post #45 |
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There's nothing to build in a vault. It's just a fallout shelter. *Population only increases by the amount of available food stored. *Scavengers can search a sector for materials. *Units can steal food by moving onto an undefended farm. *Each unit can carry only a certain amount of food. *Some units require power from power plants or generators to be produced. *New towns can be founded by Migrants. *Every Migrant used to found a town adds 5 to it's population. *Deserts can be farmed with irrigation. *Population is divided into the workforce and the unemployed. *Different units require different amounts of population to produce. *Vehicle units require gas to move. Edited by KamikazeCow, 23 Feb 2010, 10:03 AM.
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7:57 PM Jul 10
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![]](http://i286.photobucket.com/albums/ll118/CCRPG/VD%20Graphics/pip_r.png)



Centreland post-nuclear shitstorm in the works.



7:57 PM Jul 10