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 Red Rocket/Sanctuary/Starlight fortresses builds

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BlackZarak
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PostSubject: Red Rocket/Sanctuary/Starlight fortresses builds   Sat Mar 12, 2016 12:34 am

Bloody FINALLY. I struggled with video capture for aeons before I FINALLY got something to bloody work!

So yeah, Red Rocket right next to Sanctuary. Lots of defense, a cohesive power grid, good supply of food thanks to the crop planters.

Keep in mind this is a pretty small settlement so I had to work with the space I had. I definitively will do Starlight sometime.

Also, Sanctuary. With an awesome view from "space.




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Carabas
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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sat Mar 12, 2016 8:15 am

I can't watch it on my phone so I'll comment when I get home (probably some time tomorrow).

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sat Mar 12, 2016 4:40 pm

Sweet Jesus! I think I have long ways to go before I equal that. Laughing

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sat Mar 12, 2016 9:22 pm

Unless you use console commands like I did to deactivate the silly build limit size, you won't be able to. Red Rocket is pretty limited in what you can build if you want to do outer walls like I did and you'd probably be able to build only a single layer before getting close to the limit. Same for Sanctuary, there's no bloody way to build the three layers of walls and have room left to build anything else, much less build the cohesive power grid, lighting and defenses I did.

Although I suppose I could have made the build more efficient by replacing windmills with generators, but in a post-apocalyptic world, which is more abundant -- wind, or fossil fuel? Yeah, I thought so. Planters and robots are unavailable in the vanilla version. I also could have made it more efficient by recycling the demolished houses instead of building on top of the driveways like I did, but those houses are garbage, so I boarded them off and use them as part of the walling.

I probably will do Starlight sometime as well. It has plenty of space -- it also allows for building respectably high, so without the silly build size limit I might be able to do something good.

Full disclaimer: I godmodded this shite. This isn't Minecraft survival mode.

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sun Mar 13, 2016 5:22 am

And here's what I can do with a fairly flat and large space. THIS is a fortress -- look at the defense when I open Building mode.

Without false modesty, I feel I have constructed a very damn well unified power grid. There's some power conduits and wiring missing, but all the turrets are 100% functioning and there's robots as well.  


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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sun Mar 13, 2016 11:09 am

Daylight works a lot better. I really like what you did with Starlight. That's what a fortress should be like in this setting.

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Sun Mar 13, 2016 9:12 pm

Indeed -- like I said I could have made this build more efficient by swapping windmills for generators but I would rather not have to depend on fossil fuel, though I might set up a backup array in a small building to feed into the grid should the need arise.

I might improve the bunkhouse and add a few more levels, as of right now it's pretty cramped and not very homey, but that's beside the point as it's fully defensible and self-sufficient. The missile turrets have a ridiculously good range and the heavy laser turrets take care of the closer range enemies. I was attacked by a bunch of Raiders including two in Power Armor and a bunch of Super Mutants including a Master while building and they got tore to pieces before they got close to my base. Besides even if they made it within the walls they would have been greeted by a bunch of Heavy Sentry Bots, Stealth Assaultrons and Lt. Gutsy.

I've exiled the settlers from Sanctuary to Starlight and it's running pretty well now. Building a couple of nice settlements is as far as I will go in the Minuteman questline. I cannot not do the Institute.

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Mon Mar 14, 2016 5:46 pm

I've played a little more Fallout 4 but the main quest is such a drag... I can't help being bored to death by the whole looking for Shaun thing. I think I'm going to try and put that behind me so I can focus on the rest of the game.

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Wed Mar 16, 2016 1:34 am

I hear ya. In 400+ hours I did the main quest only once to get it out of the way. And when I saw just awesome the Institute is... To hell with the Railroad and I am not even going to mention the Nazihood of Steel.

Having to play a parent, and roleplay an imbecilic thundercunt is asinine. Trust Bethesda to vomit out a plotline that sucks harder than the void of space in a miserable attempt to make a "relatable" protagonist.

Parents are the most irritating and obnoxious thing in the universe.

At least it's a competent open world. Mods will make it tolerable.

I'd rather still play New Vegas. Especially with the drivable car mod. There is no word to describe how good it feels to drive like a maniac and run over people, especially that bloody NCR. That and the fact that neither my Hellfire or Black Devil MK. II run on sodding batteries.

Also, WHY DO LASER AND PLASMA WEAPONS HAVE BLOODY RECOIL??? THEY AREN'T BLOODY BALLISTIC WEAPONS THEREFORE THEY SHOULDN'T HAVE RECOIL! The Gauss Rifle I can understand to a degree but BLOODY LASER AND PLASMA SHOULDN'T HAVE RECOIL! WHAT IS WRONG WITH YOU BETHESDA! THIS IS BASIC SCIENCE AND PHYSICS!!!

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Wed Mar 16, 2016 10:25 am

Being a parent is fine, what is definitely stupid is setting the story like they do. Why would silly old Kellogg not put a bullet in Daddy's head? That doesn't make any sense and I'm not even through the main quest yet (I've just been through the pod sequence).

I'm really finding it hard to deal with all that nonsense and it's been making it much harder for me to enjoy the rest of the game to the point that I've barely even played since last November.

At this point what that game really needs is a mod that takes away the entire main quest and shove it where the sun never shines because I swear that crap is even worse than Skyrim and Fallout 3 put together.

I don't mind the Brotherhood of Steel being a bunch of losers, they've always been that way and I used to slaughter them when I was playing Fallout 1 in the late 90s but all that kid nonsense is just unbearable.

Fallout 3 forced us to play Daddy's sidekick and now Fallout 4 is all about the lost son. The main character in Fallout 3 could still pretend like he or she didn't really care about Project Purity but in Fallout 4 they've decided we had to be put on rails and the voiced protagonist has to be asking the same stupid questions over and over again. It's sickening.

The worst part is that people are criticizing Fallout 4 for all the wrong reasons. The streamlining is actually a good thing, the real problem is the sheer and blatant incompetence of the people at Bethesda when it comes to designing a decent story that doesn't rely on cheap tricks and clichés.

And you know what the worst part is? That whole looking for the brat mess makes it impossible to work in your own character concept. Fallout New Vegas left us enough room so that we could make the whole Courier thing our own and build our personal backstory. Fallout 4 is not subtle at all with all that crap about being a veteran and a parent who is playing at being Demolition Man. That's almost as restrictive as the Witcher forcing us to play Geralt of Rivia and still being considered the best RPG in years by rabid fans (when it boils down to an Assassin's Creed knock off with worse parkour, clunky combat but a really huge open world that unfortunately comes with just too many quests).

I know some people believe that it's definitely possible to roleplay a set character but in my opinion that's more like theatre and most of the fun comes from making my own character, not playing one that was made by somebody else.

In Fallout 4 when you stop to consider the whole background and the voiced protagonist you end up being trapped in a very restrictive framework that keeps forcing you to make compromises instead of giving your imagination enough space for you to make that character your own.

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Wed Mar 16, 2016 1:53 pm

I can't help but completely agree with you, Cara. I started playing F4 again last week-end. Just before, I was redoing Knights of the old republic and it's funny how the dialog options are exactly the same. One "good" answer, one "evil" answer, one question and one "oh, I don't know" answer. And they're always placed at the same place around the dialog wheel. I could choose without looking at the answer and I would always pick the same mood. At least KOTOR was made in 2008. What's F4's excuse? It'd be cool if they actually make an RPG with gray answers.

And a "I must find my father" or a "I must find my kid" doesn't really work in a open world rpg, does it? "My son, I will save you from the evil overlord's vile clutches. Right after I finish building a restaurant/bar for my homebase (my settlers need to unwind, you know?), that I rescue a farmer's goat, that I deliver an autographed baseball to an insulting idiot and that I return a mutated flower to a stranger who will give me 5 caps. But after all that, I'm COMING TO YOU. Unless I get other shit to do. Then you're on your own".  Wouldn't it have been better for the character's whole family to have died, then he would have woken up alone in a strange place and tried to make a place for himself when he would have been caught in the middle of a power struggle between factions? Then it would have made sense to do everything but the main quest. At least BG II fixed that by having Imoen in a secure island which you could only access with a huge sum of money, which you earned by doing odd quests and the such.

I have a question about the build mode. If I understand, when you select an object or structure, the number between parenthesis besides the name of the object is the number of said object you can build with the present components, right? It happens once in a while that I try to build something that I have the components for but it just won't appear in the screen. Last night, I was putting down foundation blocks for a building. I had enough materials for 6 blocks, but after the fifth one, nothing appeared. When I changed to another structure, it appeared in green on the gound, but when I went back to the foundation block, it still wouldn't appear on the ground. I tried to look it up on google, but I'm having a hard time choosing keywords that will identify my problem. I had to build a small electric pylon the other day because the large pylon just wasn't appearing even though I had the required components... It's really a pain in the ass.

EDIT : LOL, I decided to search once more on google after I posted this, and I was FINALLY able to find a thread discussing that problem. There was a couple of answers, no one seems to know the cause, but at least I know it's not just me. One poster, who had the same problem, said "after reloading the game, the UI updated to show that I didn't have any oil, so it seems that some part of the crafting system or its UI is broken.". It's probably a system refresh bug.

That thread also informed me that if you don't manually scrap objects on the workbench and let the game scrap them as you build, it discards the ressources it doesn't need (you need 1 wood, the game scraps your pencil, uses the wood and discards the lead). I thought the game just stored unused ressources in the workbench. Fuck. -_-

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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Wed Mar 16, 2016 8:48 pm

I am not against the streamlining either, but the dialogue system is an absolute abysmal failure when compared against F1 and F2. It was bastardized in F3 and NV but it still was a batter option that this dumbed down bollocks in F4. The perk system is fine, but the dialogue system is an absolute abortion of gaming especially when compared to the fully fleshed out, versatile system the original games had.

But then again this is the fault of the sodding console peasants, games get made for this shite first and then we get a version that is inferior to what it should be. I have a bloody PC to PROPERLY play games, I don't want a shitty version engineered to play on some sodding underpowered idiot box just because a bunch of mentally ill twats happen to stupidly prefer a controller to something good, like, mouse and keyboard. Diablo 3 is another canny example of this shit, a perfectly good game that was stripped and dumbed down so the console peasants can play it on their idiot boxes. Remember Diablo 2's interface? You know, a TRUE PC GAME INTERFACE?

While I agree with you that it makes no sense that Kellogg wouldn't just put a 44 round right in the protagonist's skull, I am sorry, but no, playing a parent is NOT fine. It is as cliche and generic of a plot as you can get and it infuriates me more than being daddy's little sidekick in F3 did. The "pissed off parent" dialogue and trope just makes me want to facepalm, it's so bloody asinine. I've said it before and I will say it again parents are the most irritating and obnoxious thing in the entire universe and I don't feel like playing an asinine plotline just because some twat is pissed off that his bint got shot and his little bastard was taken. If nothing else they did you a bloody favor, you sodding imbecile, now you're no longer tied down to the cookie cutter life of a mortgage, a minivan, a house, a dog and 2.2 spawns.

But I digress -- yes, I agree, I too would like to see a mod which completely strips the main plot out of the game, and yes, I fully agree, it is worst than Skyrim and F3 in a blender. Skyrim WOULD have been a fine game had the story been taken in the LOGICAL direction, you know, the civil war, but no, Bethesda chose to be a bunch of idiotic twats and tack on an asinine plotline on what is otherwise a decent game. And as far as F3 goes the only thing that salvages it for me is that it's a competent open world game. Otherwise it should have been Van Buren and not the abortion we got.

The one thing that gives me a glimmer of hope for the new DOOM is that it's developed by iD. However, Bethesda have a tendency of turning everything they touch to rot so I am not holding my breath. I have a 27% voucher on GMG so I could get the game for 45 quid but that's too much money to ask until I am 100% sure the Bethesda virus hasn't infected DOOM.

But anyway, this thread isn't about how much Bethesda are a bunch of twats or how much of a watered down, streamlined, broken down excuse of a Fallout game F4 is. I might do a build of Sunshine Tidings Co-op. This base has potential, and I can make use of the houses already there. Plus, I kind of like the Tommy Chong robot that wanders around.

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Last edited by BlackZarak on Wed Mar 23, 2016 8:06 am; edited 1 time in total
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PostSubject: Re: Red Rocket/Sanctuary/Starlight fortresses builds   Thu Mar 17, 2016 2:05 am

I installed a mod that will allow me to do builds that are a little more posh. Adds a LOT of floors, walls, doorframes, you name it, it's there. Should be fun.

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