araxiel / dead_money-vicky3_fallout Goto Github PK
View Code? Open in Web Editor NEWA mod that brings the Fallout wasteland to Victoria 3. In it's earliest of Alpha stages.
License: MIT License
A mod that brings the Fallout wasteland to Victoria 3. In it's earliest of Alpha stages.
License: MIT License
Things like rail lines, roads, where towns and mines and farms go, and so on
Implement the salvaging economy, surrounding the new Salvage good, the scavenging buildings and the the sorting building.
Basic events mentioning super mutants for the PoC.
Mostly gonna just cause devastation for now.
Question how possible this even is.
See #9
Add a few special pre-war buildings that can't be constructed, perhaps starting on the map or "discovered"/added by events.
Just a few for the PoC. More later.
Incorporate canon buildings, stuff like Hoover Dam, the Lucky 38, Megaton, Tenpenny tower, Diamond City, REPCONN Test Site, HELIOS One, Big MT and so on and so on
Somehow represent the difficulty of keeping less "tamed" places in line, and cause some extra challenge to expansion.
Don't fret to split things across multiple files, like PMs or buildings, so it's very easy for sub-mods to change things without needing to overwrite to much and remain compatible (especially once proper mod dependencies abilities are introduced by PDX)
Add some early Alpha events for flavour
There can never really be too many flavour events. Anyone is welcome to add.
Replace the vanilla Victoriaa 3 UI with a more Fallout-looking one.
Set-up things like a...
and more...
Pop types aka professions
We don't really learn about the religion of your common wastelander/NPCs in the Fallout games. Also, understandably most pre-War religions didn't really survive the apocalypses. And while there are some obvious religions like the Children of the Atom, the default state of NPCs and settlements is kept as a vague agnosticism. However, that raises problems with how to deal with religion in Vic3.
Similarly, cultures the way Vic3 uses them, doesn't translate too well into Fallout. Either everyone is just "American" or you go too granular.
But going too granular with cultures (and religion) will cause awkwardness with the very small pop-sizes of the mod.
However, looking at what cultures and religion actually do in Vic3, and ultimately they are interchangable and matter only insofar it comes to discrimination in between them. The specific ethnicity and which religion an Enclave soldier belongs to matters very little, in comparison to their hatred of everything post-war.
As such, my idea is to merge a couple of things into religion, and import Rimworld's excellent term Ideoligions.
And culture will primarily be representing the general living style and familiarity with the wasteland. Or in other terms; heritage traits will be used for "post-war" people (wastelander, tribals, ghouls etc.) and "pre-war" people (vault dwellers, enclave soldiers, etc). Normal cultural traits will be primarily used for intra post-war cultures, so nomads vs settled vs ghouls etc.
Now long term, we'll have to see how to deal with greater regions. Like if Canada is gonna get included, how the traits will look then. Further, most likely there should be no "assimilation" between ghouls and non-ghouls and super mutants. But we'll look into dealing with that, when we cross that bridge.
Come up with the general outline of the tech tree
Obviously could just be a tech like Vanilla "minting", but perhaps there could be a more interesting way to represent this.
Finish pop needs and SoL
Title says it all; this is an evergreen issue to just bundle together all the other issues surrounding the BoS
This requires a fair deal of work of something, scripted UIs, that I, @Araxiel, have only ever so slightly dabbled in back in HoI4.
But with the help of scripted UI, there could be a whole system of like, "state tamed-ness" or similar, to enhance representing security beyond just a good that buildings need. Or "salvage left" to represent things started to get picked clean after so many years.
Come up with an initial set buildings and PMs
Get in contact with the HoI4's Old World Blues team and artists, work with them, and especially ask for permission to incorporate some of the amazing artwork.
Add the Robots good and a way to make them
This primarily includes:
Proper Fallout clothing.
Eventually importing Fallout files? I know nothing about 3d modeling
Make set-up the steam workshop page
Incorporate at least mentioning of stuff like the Molerat farm and such.
Perhaps as tech flavour.
I just had the epiphany, that discoveries can be done, by using timed modifiers and dedicated "temporary" free buildings, that produce the goods.
So for example: An event that's like "We found a near untouched military base!". That will spawn a building called something like "Military Base Salvage Spot", which has only like one single PM that simply makes a ton of weapons for essentially free. Or like a library that gives innovation, and so on.
After a certain time (~5 years?) a follow-up event will fire and it will delete the building.
Have Super Mutant pops look like super-mutants
How to properly represent the scavenging that so much of the post-apocalypse is based upon
This mostly means include:
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