Fallout
Welcome to c/Fallout, the unofficially official community to discuss the franchise.
Be sure to check out !falloutmods@lemmy.world, moderated by a friend of ours :)
Join us on https://matrix.to/#/#falloutnewmatrix:matrix.org!
Rules:
-
Keep it civil. Don’t insult other community members in posts or comments, and don’t make posts designed to insult other community members or parts of the fandom with different opinions.
-
Posts must be on-topic.
-
No real life politics. That means no political advocacy, and no real life political discussions vaguely dressed up as on-topic posts. If you want to discuss real life politics, you are free to start your own community.
-
Posts must be coherent.
-
If a post is otherwise allowed but has realistic gore or nudity, please mark it NSFW.
-
Spoilers about newly released official content must be marked as [SPOILERS] with post images blurred and no spoiler information in the thread title. Comments must adhere if the thread OP specified a non-spoiler thread.
PS: Don't use the fandom! please use fallout.wiki for everything instead.
Banner art by Ivan Kalinin
view the rest of the comments
It adds a lot. Its main quest has original NPCs and is voice acted. The quality is better than some bethesda content, honestly.
It's interesting in that you put down "plots" and then the settlers sort of run them. Kind of like old sim city, where you'd zone this area for residential, that area for commercial, and this other area for industrial. Once you put down a plot, settlers will build it when you have the resources and manpower.
You can also use a preset "city plan" instead of placing stuff manually. I apparently don't understand all the nuances of the mod, because the preset plans typically did better than ones I tried to set up myself.
Some stuff I didn't get right away
I'm currently stuck because the game wants me to produce 1000 surplus power, and I don't see a good way to do that. There's probably something I'm missing. If I get a shit load more aluminum, I can build a shit load more power plants, I guess.
There's also a whole "HQ" you can build out in chapter 2. It has departments, you can assign department heads, and build out the whole base. It looks like it has some depth, but at this point I was losing interested so I let it just run in auto mode. You can also see where the mod's goal are straining against the limits of the game's UI. It's awkward to do all of it through the workbench UI, but impressive they got it to work.
Overall it's very impressive. I still don't like the base game's combat very much at all, but nothing's perfect.
Yeah, I quite enjoyed sim settlements 2, but it's definitely the first massive overhaul mod I've played where I felt like time and resources might've been better spent building their own game from scratch
It reminded me of the PS2 game Metropolismania. Now that you've said it, a modern version of Metropolismania would be dope.
Edit: I searched up gameplay videos and the intro is surprisingly prescient