Home Stomatitis Fallout tactics save editor. Codes for the game Fallout Tactics: Brotherhood of Steel

Fallout tactics save editor. Codes for the game Fallout Tactics: Brotherhood of Steel


1.2.1.1. Race
- Level: character level (initially - 0).
- Rank: rank in BS. Put something other than Civilian, because... His ranks don’t seem to be growing.
- XP Rewad: experience gained for killing. Does not apply to prefab character.
- Race Type: race type. You can choose according to your tastes. Race type affects statistics, etc.
- Turret Armed: only for turrets? Does it indicate whether the turret is armed or not? I do not know for sure. Turrets in the game have this checkbox unchecked.
- Knock Down Chance: Chance to be knocked down. The lower the number, the lower the chance? Default is 0.1.
- Gender: gender. For robots - androgynous.

1.2.1.2. NPC Speech
- Start Posture: starting position? Possible options: Stand - standing, Crouch - crouched, Prone - lying down? Default - Stand.
- Random Speech: Possibly a type of phrase (like a weapon's type of sound?) spoken from time to time.
- Click Speech: possibly a type of phrase spoken when you click on a character with the mouse.
- Enable Script Event: is there a script attached?
- Is General: is the character a general capable of issuing quests? Not noted in Barnaka.
- Is RecruitMaster: personnel officer?
- Is QuarterMaster: quartermaster?
- Is Tippable Brahmin: only for Special Encounter 22.
- Can Barter: can you trade? Trade goes on with everyone with whom you can without it.
- Barter in BOSScript: can I trade in BS currency?
- Can Gamble: can you gamble?
- GambleHate: hatred of gambling? The higher the value, the greater the hatred?

1.2.1.3. Name
- Display Name: name for display in the game and for identification in a number of game files (more on this below). Because a prefab character is being created, it is better to write CORE_prefabX by analogy with the other prefab characters (instead of X - a number; if there are no other prefab characters, then 6).
- customName: the name given to the character when created ( Make in FT Tools or when creating a character at the start of the game).
- Tag Name: ?
- Broken: whether the character is broken. :) I think only for turrets.
- Player Index: ? Default is 0.

1.2.1.4. Image
- Sprite: Specifies the path to the sprite. Initially - sprites/characters/Tribal(Fe)Male.spr. The sprite changes depending on the armor worn.
- animationRotation: ? Default is 0.
- Base: the main color of the clothing.
- Skin: skin color.
- Hair: hair color.
- Team: additional clothing color.
P.S. It is better to change colors through Make, because somehow they affect the color of the muzzle flash when fired.

1.2.1.5. BaseAI
- Nature: behavior. Does not apply to prefab characters and player-controlled characters.
For opponents and other characters: Default - ?; Dummy - mannequin; Critter - animal; Coward - coward; Aggressor - aggressive; Squeeler - ?; Patrol - patrolman; RepairBot - robot mechanic; Turret - turret; Looter is a robber.
- Tactic: action tactics. Does not apply to prefab characters and player-controlled characters.
For opponents and other characters: Advance - offensive; Hold - defensive; Retreat - retreat; Flank - flanking.
- Use Cover: use the cover of others. Does not apply to prefab characters and player-controlled characters.
- Use Sneak: use sneaking. Does not apply to prefab characters and player-controlled characters.
- Sleeping: sleeping character (like the raider in mission 1). Does not apply to prefab characters and player-controlled characters.
- Taunts: type of shouts that appear above your head. Also may not apply to prefab characters and player-controlled characters.

1.2.1.6. Corpse
- Make Dead: dead character.
- Death Type: default death type. Some weapons or shooting modes change as the game progresses.
Types of death: Normal - ordinary; Explode - torn into pieces; Cutinhalf - cut into two parts; Electrify - death by electric shock; Melt - melts into a puddle; Fire - burns out; Riddled - death from multiple bullet hits; Bighole - a large hole in the body.
- Unconcious: the character is unconscious.
- Unconcious Time: time how long the character will be unconscious.
- Injured<...>: wounds to various parts of the body.

1.2.1.7. Equipped
- Hand1: item in left hand. Changes at startup, depending on statistics; what was in your hand is moved to inventory.
- Hand2: item in right hand. Changes at startup, depending on statistics; what was in your hand is moved to inventory.
- Armour: equipped armor. Changes at startup; the armor is moved to inventory.

1.2.1.8. Inventory
Inventory contents. Just be sure not to overdo it by adding a few miniguns and a couple hundred thousand rounds of ammo (2000 .50 Cal DU weighs 1800 pounds).
- add/del: add/delete.
- Count: quantity.
-Non Lootable<...>: Inventory that cannot be robbed. Prefab and player-controlled characters should be set to 0.

This small guide was created to help those who want to change the usual Fallout Tactics beyond recognition, create their own mod (by copying just a few files with a total weight of about 2 MB to another version of the game, you can replace all the shouts with more natural ones - after all, even the English version understands Russian , how you can achieve your own Russification) or make your life easier by slightly (or a lot, or a LOT) increasing the characteristics of the characters.

It is clear that these actions can be performed for fun (you give "clowns" screaming about widespread racism, super mutants inviting everyone to swim in a mud bath for longevity and vitality, and - for starters - robots muttering "Fatal Error at 233AC4:5DAF21 adress, Windows 2077 is shutdown"!), to facilitate the passage (which can still be understood) or to turn the passage into a pleasure walk through the places of glory of the brave Brotherhood army (which is already sacrilege).

Working with trainers (programs that make it easier to complete the game and make it possible to press certain keys or automatically restore lives, give immortality, etc.) and specially created programs is easier than changing the game files yourself, but it is not able to fully realize your fantasy. So, with the help of the Internet, you can make it easier (or maybe even more difficult?) to complete the game. However, think about it, do you need a simple passage that eats up all the interest from the game?

Trainer for Fallout Tactics: Smaller option - http://www.vistcom.ru/~jamper/files/cm-ftatr.zip. Allows: Ctrl-A - select the fighter you want to play, Ctrl-G - invulnerability mode, Ctrl-W - teleport the fighter to the desired point, Ctrl-Z - interrupt the mission. It takes up only 12 KB.
Trainer for Fallout Tactics: A larger option and without bread - http://www.vistcom.ru/~jamper/files/65689_train.zip. The functions are identical, but it takes up about 500 KB. To launch trainers, copy them to the directory where you installed Fallout Tactics. To launch trainers, first launch the trainer, and then the game itself and use the specified key combinations.
Fallout Tactics Editor - http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/fallout/download/bosedit.zip. A program for changing the parameters of characters and inverter. It is used, of course, only for cheating purposes.
Fallout Tactics Bosche - http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/fallout/download/bosche.zip. Save editor. It can also instantly upgrade all soldiers and put the coolest guns in their hands.
Inverter hacker - http://www.vistcom.ru/~jamper/files/07/races.zip. Why is it clear, the program is distinguished by its small size (3.7 KB). Allows you to select any fifty items at the beginning of the game.

By actively using these programs, completing the game is not difficult. But think again, do you need such a passage?
Weaning off CDs is an important thing for everyone, especially for those who no longer have this CD. Do a full installation, and in the cd.cfg file in the Core folder, change the line (cdPath)=(Your CD) to the path to the game, for example (cdPath)=(D:\Games\Fallout Tactics). Required with (curly braces)! If you want to watch screensavers earlier than necessary, use the Bink Audio Player program to view video files (often found on disks like “Best Utilities and Programs 2003”; downloading from the Internet is expensive). The video files themselves are located in the D:\Games\Fallout Tactics\Core\movie folder.

Next, in the D:\Games\Fallout Tactics\Core folder there are several files with the .bos extension. Use WinZip or WinRar to open these files. After changing these files, save them under the same name with ZERO compression. If the files are packed and/or do not have the .bos extension, the game will not see them.

The contents of the files are as follows:
Compaigns.bos - campaign files. You can even change the sequence using the mission_to_cd.txt file. Just what will first level heroes do in Vault Zero?
Tables.bos - game tables. It's difficult to edit - Frank himself would break his leg.
Sprites.bos - game sprites. You can change the entire appearance of the game, but be careful to keep a backup copy of the files you change.
Locale.bos is the most important file. Inside are files for Russification:
- Skill.txt - formulas for skills, for example, mod_pilot = (200% + (PE + AG))), PE - perception, AG - agility. Bet at least on (300%), it will only be more fun.
- Characters.txt - names and biographies of characters. Can also contribute to the creation of your own mod.
- Weapon.txt and ammo.txt - description of weapons and cartridges, respectively.
- Items.txt - “peaceful” items, like stimpaks and master keys.
- Skill.txt, trait.txt, stats.txt, perk.txt - description of skills, parameters, perks.
- Taunts.txt and badwords.txt - screams during battle and other chatter. It is highly recommended to change!

By the way, if you put files from the archives into archive folders of the same name (which you must create yourself), the game will run a little faster.
Now you can start modifying the game, creating a small mod, or even sacrilegiously just playing through it.

- But is it possible to drink ale the way you drink it? It should be thoroughly tasted and savored.

- This is a disenchanted ale, and it’s not worth savoring... But it would be a great sin to pour out even such vile slop if it’s called “ale.”

Clifford Simak, "Goblin Sanctuary"

If, putting emotions aside, you thoroughly try and savor Fallout Tactics, you can discover a lot of hidden advantages in the game that make it, despite the lack of dialogue, no less interesting than its famous predecessors. Great amount mercenaries of different races, differing in their characteristics, allows you to create different versions of units.

Thanks to the ability to accumulate skills and experience points, the development of fighters can be controlled by building interesting combinations and strengthening the qualities and abilities you need. The progress of the battle can be accelerated or slowed down as you wish by turning off the turn-based mode. There are also a lot of small advantages, such as the significance of the gender (yes!) of the squad members in certain situations; the ability to fight without leaving combat vehicles, etc., but more on that as we go along.

Creating a Hero

The parameters of your hero are directly dependent on the weapon specialization you take and the intended solo or team interaction with the enemy.

Force. For a hand-to-hand fighter, a lover of blades and a master of heavy weapons, it is required in the amount of eight units. For the first two, the damage inflicted depends on the strength indicator; a weak master of heavy weapons simply cannot hold a machine gun in his hands; and he must also carry a supply of ammunition for it. For everyone else, a strength indicator of 5-6 units is enough; at high levels, four more units of strength will be given by the Brotherhood of Steel armor.

Agility. Any hero should have it at least 8 units, and better yet, 10. When turn-based mode is turned off, a hero with low agility very slowly restores action points and, accordingly, shoots extremely rarely, and the enemy will definitely take advantage of this. And vice versa, a hero with a high level of agility simply does not allow the enemy to open fire, taking away his action points over and over again with his hits.

Perception. It is advisable to raise it to 8 or even 10 units. Any fighter armed with a firearm must never lower his perception below six - otherwise you will be surprised to watch as your protégé enthusiastically fires clip after clip into... the air, only occasionally injuring the enemy.

Endurance. In extreme cases, this parameter can be left at the level of 2 units, with skillful and careful management, and such a character will calmly reach the final.

Attractiveness. If your hero is a loner, two units are enough. But if you want to form a strike force, it’s worth thinking about. Five fighters will go with you through fire and water at any level of attractiveness. But! The speed at which the hero moves up the career ladder depends on its level, and some good mercenaries will only go with you if they have a high military rank character. In addition high level attractiveness helps to sell more expensively and buy cheaper, and if you have a large detachment in your care, you will have to buy a lot.

Intelligence. A commander needs 6 units, a single fighter is better off taking 10, because he needs to develop a lot of skills, and the points he receives when leveling up will always be in short supply.

Luck. It is important for everyone, especially for “critical” snipers and lovers of secret locations. In addition, the number of experience points a squad receives for completing a mission directly depends on the commander’s level of luck.

This is interesting: Perhaps Fallout Tactics is the first game in which gender-related physical parameters of the characters matter. During the game, there are narrow places through which broad-shouldered men cannot pass, but female heroes can easily! This is best demonstrated in Maycomb - after passing between a wall and a wrecked car, the female part of the team comes behind the unsuspecting raiders.

The team is ready to have some fun.

There are also similar places in other locations, which, unfortunately, do not bring much benefit. The fact that this is not a bug is supported by the following fact: the heroine, dressed in heavy armor, cannot pass through a bottleneck. He takes off his armor and calmly walks through.

It is important: During the game, there is only one artifact that permanently increases stamina by one unit. Unfortunately, surgical operations, which increase other characteristics, or computer modules that do the same, are completely absent in Fallout Tactics. All characteristics can be increased by one only with the help of appropriate skills, so you need to be extremely careful when generating your character.

There is a certain relationship between the value of the main parameters and the presence or absence of certain skills obtained when increasing the hero’s level.

Strength 6 or higher gives you the opportunity to gain three skills "stone back", increasing the fighter’s carrying capacity - a completely useful feature for a heavy weapons master. A supply of ammunition for a heavy machine gun, available to a hero with maximum indicator strength tends to end suspiciously quickly during a battle; the same applies to cylinders with a fiery mixture and grenade launcher shots.

Agility 7 combined with intelligence 6- skill "rate of fire bonus", allowing you to reduce the shot time by one. A very important skill when the hero uses any firearms or beam weapons and grenades.

Perception 7 and Agility 8- skill "accurate shooter", increasing perception by two units. It is especially recommended for snipers, but is also good for machine gunners, as it allows accurate fire with long distances. Often, the enemy, stunned by bullets flying at him from nowhere, opens fire from the maximum distance - and of course, unlike a sniper, he cannot inflict any damage...

Stamina 6 combined with luck 6 Allows you to acquire three skills "impenetrability", each of which provides 10% protection against conventional weapons.

Attractiveness 2- skill "loner"", increasing all skills by 10%.

Attractiveness 6- skill "leader". All squad members located close to the owner of this skill (not necessarily the main character!) receive +1 to agility and +5 to armor.

Attractiveness 8— at level 15 the hero can take a skill "favor of heaven", giving the right to receive the next skill every two levels. In addition, when taking this skill, the main character's highest stat is permanently increased by one. If the main character has two characteristics of the same level, only one of them will increase. Thus, you can increase your agility or perception up to 11 units with all the enhancements due.

Luck 6 allows you to gain a skill "bonus damage at range", which increases the damage of any firearm. If your mercenary's luck is 5, raise it to 6 as soon as possible, and then acquire the above skill, especially useful for machine gunners and snipers.

It is important: Having reached the end of the game, the hero will receive 24-25 levels of experience, that is, only eight or nine skills. Therefore, their choice must be approached very carefully.

A few words about the features. When generating a character, it is very advisable to take the feature "gifted"— adding one to each characteristic will not be superfluous. If you plan to engage in ranged combat, take "shooting offhand" or "accuracy"(the first feature, in my opinion, is more effective). A feature suitable for fist fighters and throwers "one-armed". If you want to limit your participation in hostilities, acting exclusively as a doctor or driver, your specialty is "kind soul".

This is interesting: It is possible to create a hero who does not actively participate in hostilities, similar to the diplomat from Fallout 2. Raise the initial indicators of the healing, repair, barter, and pilot skills to the maximum - and a peaceful character is ready. If you give him high attractiveness and the “leader” skill, the commander will strengthen his fighters, as long as they are nearby. It is such a peaceful hero who can receive the rank of general before other classes.

Peaceful Skills

If you chose a team playthrough, most likely there will be a place in the squad for specialists in any skill. It will be more difficult for a single hero - you need to have a good idea of ​​what skills are needed first, which ones second, and which ones you can do without.

For both a squad and an individual, the most important skill is “doctor”. Why? During combat, fighters periodically receive injuries that cannot be cured by first aid kits and time: blindness, broken limbs, etc. Such a character instantly turns into a slow-moving target, and only a doctor can help the trouble.

Next most valuable skill: First Aid. Using this skill, you cannot heal a broken limb, but you can completely restore lost health, especially if the wounded person cannot afford to be distracted from battle to take stimulants or food. What else will we need?

"Tricky" skills

Cunning skills include "the doctors", "first aid", "repair" And "science". Why cunning? The fact is that for frequent effective use of these skills, the hero gains experience, and the level of effectiveness of the skills themselves increases. The situation is best with medical skills - the level of treatment can be increased to 600 restored health units in one use!

While everyone is resting, the doctors are working.

Accordingly, the squad doctor will receive the same amount of experience. With high luck, it is enough to have a basic “doctor” skill level of 40-50%, and due to permanent use you will raise it to... but there is no ceiling! In one of my squads, the doctor had an efficiency level of 800%, then the growth stopped - the first aid kits ran out.

Where to get so many wounded? They are in every bunker, among allies... finally, on some maps there are wounded Brahmins. There is one more special place: the secret location “Horsemen of the Post-Apocalypse”. Each of the four horsemen is in a “near death” state, and a fully healed one has... 100125 health units! Just a holiday for the doctor!

Repairs are a little worse - for some unknown reason, the mechanic will only gain experience if the equipment has not been fully restored. A very sad situation with “science” - literally two steps away from the finale, you can endlessly receive 40 experience points by turning generators on and off. It is unlikely that a squad scientist will be able to raise the level in this way. But a doctor and a mechanic, especially if he is a multiclass specialist, are a completely different matter!

Breaking into. A skill of average usefulness, there is not a single “lock-down” item in the game that you couldn’t do without. But if there is a hacker on the team, he will not be superfluous. It is enough to develop this skill to the level of 110% - and the vast majority of locks will be broken.

Theft. Unless you have a strong bias against stealing items from allies' pockets, this skill is for you. There are quite a lot of pieces of equipment in the game that a novice fighter cannot win, buy, or receive as a trophy, but can only be stolen. For example, a machine gun from General Barnaki or “scout” and “first aid” books from civilians in Junction City.

To be precise, the same machine gun as Barnaka’s can be recaptured from mutants or robbers over time, but by that time the squad will already be armed with something more lethal. It is enough to develop the theft skill to 110%. Unfortunately, experience points are not awarded for a successful theft attempt in Fallout Tactics.

The best way to disarm the trap is to shoot away with a machine gun.

Stealth. Needed mainly by fist fighters and melee weapon masters, since they cannot inflict damage from afar. The downside of this skill is that heavy armor significantly reduces the ability to go into the shadows, and the fighter who launched the attack will not be able to go into invisibility again, will come under enemy fire, and if he is wearing light armor... in general, it’s up to you to decide whether to develop this skill.

Traps. This may not be developed at all. From time to time you come across books that, after reading, a warrior will gain experience in mine clearance. Situations when disarming a trap is necessary for the plot are quite rare - for example, in the city of Quincy. In addition, any fighter with high perception is able to detect a mine and perform an alternative mine clearance using a grenade throw or a burst from an automatic shotgun.

The science. Books on developing this skill are the most common, and the skill itself will be needed five or six times per game.

Repair. Extremely useful skill. You won't have to restore generators and elevators, but you will often have to repair equipment damaged in battle. And if in the squad there is robot, a repair specialist will be needed to restore it. Fortunately, this skill can also be increased with the help of books.

Pilot. In principle, any fighter can drive military equipment, even if his efficiency indicator is at the level of 5%, but the hero with the highest level of “pilot” skill will sit behind the wheel of the vehicle. Since the driver’s ability to conduct effective combat without leaving the vehicle sharply decreases, it is worth putting a hand-to-hand fighter or a blade master behind the wheel - as long as they exceed the others in terms of aerobatics by at least 1%. This skill also increases with books.

Barter. We sell expensive, we buy cheap. Necessary if there is no thief on the team, but you can get by - walk around the wasteland, collect more weapons...

Why do we need body armor if we have a tank?

Gambling. Fun skill. Having virtually no experience in it, start the game and place a bet... one cartridge! In a few minutes, your opponent will become the owner of a dozen rounds of ammunition, and you will receive a valuable piece of equipment. Of course, with high luck. Developed to a level of 140%, the skill becomes very useful - most medics and mechanics at bases are susceptible to gaming addiction, which allows you to replenish supplies of medicines and instruments free of charge. Moreover, the quartermaster of the Gamma base is also inclined to play, and this promises very great opportunities. The fact is that unusually expensive unique equipment that appears at bases towards the end of the game appears immediately to all quartermasters. All you have to do is come to Gamma and play a little with the base quartermaster. You can even solve your financial problems by winning equipment over and over again and immediately selling it.

Naturalist. The most important skill. The real curse of the wastelands in Fallout Tactics are random encounters that literally exhaust the squad for low levels. But once you raise your Naturalist skill to 100%, you can avoid most dangerous encounters at will. In addition, this skill is necessary to find secret locations, and there are exactly thirty of them in the game. Moreover, if you raise the “naturalist” to 130%, you don’t need to take special skills designed to find secret places. You'll still be able to spot most of them.

Changes in Mercenary Characteristics

Here we come to one of the most interesting features of Fallout Tactics - the accumulation of experience points and skills. Fallout 2 masters will probably remember that an attempt to postpone a skill until something more interesting appeared in the selection column ended with its disappearance after the next three levels. True, the situation could be corrected by changing the hero’s parameters using medical special equipment and taking the necessary skill that appeared. The chemistry trick doesn't work in Fallout Tactics, but it's not needed. We just don’t take the skill at levels 3, 6, 9. They do not disappear, but wait in the wings. The situation is exactly the same with experience points: they reach 99, but do not reset to zero, as in Fallout 2, but continue to accumulate further. What benefits does this provide? Among the mercenaries at the very beginning of the game there is a certain Thorne. She has good strength, agility, endurance and perception - an ideal candidate for a machine gunner. Alas, her initial specialization is melee weapons and unarmed combat. We take her into the squad and begin accumulating experience points and skills; anyway, there is no machine gun in stock yet. At the same time, Thorne does not sit idle at all - melee weapons in Fallout Tactics are very effective. Finally the mercenary reaches level 12 when the skill appears "prize", which allows you to take an additional weapon skill, as well as numerous skills that allow you to increase your basic characteristics. A little earlier, after level nine, we already gave her the skill "mutation" and with its help acquired a feature "shooting offhand". Now add the skill "heavy weapons", drive the stored experience points into it, add a skill "accurate shooter", with the help of another free skill we increase perception. That's it, the machine gunner is ready!

Well, why is all this needed? What, there are no heavy weapons specialists among the mercenaries? Of course have. But most of those available at the first levels suffer from some kind of shortcomings: either low perception, sometimes dexterity, or intelligence equal to three - and this makes it impossible to obtain the skill "rate of fire bonus" and reduces the effectiveness of fire. Another example: a mercenary has a luck of four. At the ninth level we take the feature "gifted"- luck becomes equal to five. At level 12, we add another unit of luck and we get the opportunity to get two “bonus damage at a distance” skills.

So the game has an effective tool that allows you to make a very formidable fighter out of an average mercenary.

Mercenaries

First of all, mercenaries are divided into several groups, which become available for hire as the difficulty of the game increases, and into several races, which appear in the mercenary group after completing a certain task. In addition, among them there are several unique individuals whose hiring depends on meeting specific conditions.

People are the largest group, the maximum basic indicators of all characteristics are 10. Strength can be increased to 12 using the Brotherhood of Steel armor and to 11 using the skill "favor of heaven", other indicators can also be increased to 12 with the help of drugs. Any weapon is available to them, but armor is only made by people.

It is important: It is very undesirable to take all sorts of physical characteristics enhancers during the first tasks. The squad will complete the mission with a bang, but during the return to base there will be an inevitable meeting with the enemy - the “naturalist” level is too low! Then it turns out that due to “withdrawal”, half of the squad cannot use weapons, and the other half has completely lost consciousness and does not move.

Seven ghouls on a dead man's chest!

The next largest group is ghouls. Their distinctive feature is a high perception - up to 14 units. This makes them good snipers. Unfortunately, high ghoul perception comes with low agility, which reduces the effectiveness of the weapon. Ghouls gain a skill every four levels, but if they have the “death trickster” trait, every three levels. But the deceiver, with the next increase in level, can catastrophically lose health or even die, so constant monitoring is necessary for him.

Another unpleasant feature of ghouls is "shining". This fighter looks like a miniature walking atomic reactor- glows in the dark and infects everything around with radiation, but, strangely, this ability is turned off in the vehicle. You need to keep him away from the squad, and when the “mutation” skill appears, change “radiance” to something more suitable.

Ghouls have access to any weapon, but there are slight restrictions on armor. They can wear their own armor (such fighters have an armor rating of of blue color), Brahmin armor, power armor Brotherhood of Steel and natural armor. The first modification of natural armor is preferable, since it does not reduce perception.

Among the ghouls you can meet an old acquaintance - Harold - and the only thief among the mercenaries who knows how to pick pockets and pick locks - Babs.

Deathclaws. Sounds like it. Swift, incredibly strong and dexterous (13 and 14, respectively!), very resilient - oh, what warriors! If only they could also wear armor... Claws gain a skill every four levels. They are the ones who make the best silent killers.

As a weapon, they can be given any throwing objects, from stones to grenades; with the exception of spears and throwing knives. They also have access to all types of combat gloves and the only bladed weapon: a cross dagger (aka a fist knife). It’s not entirely clear why they need it, since an empty clawed paw does more damage, but the fact remains.

In addition, the claws have another, unexpected specialty - pilots!

If a lone deathclaw encounters a group of raiders, it will emerge victorious. One on one with a mutant will also win in most cases. The robots will be pelted with grenades and possibly finished off with power gloves. The best of the deathclaws is Mother. What a pity that you can’t choose the main character from this group!

Super Mutants. Huge, clumsy guys. And aunts. The basic strength indicator reaches 13 units. They wear their own armor and Brahmin armor. They use any bladed weapon and any combat gloves. The preferred firearms are machine guns, grenade launchers and flamethrowers. From energy weapons Only rapid-fire laser is recognized. They have an unpleasant feature - “stinker” - which reduces the perception of all members of the squad. Thanks to the Steady Hand racial skill, they are the fastest machine gun shooters in the game.

Super mutants meet a mega super mutant!

What to steal from a cow?

Robot. The only representative of the group will appear among the mercenaries after visiting Canyon City. He is proficient with any firearm and energy weapon, and is good at hand-to-hand combat. Refuses to take stimulants, food, or drink cola. Probably for fear of a short circuit. Therefore, it does not need to be treated, but repaired. The only armor available to the robot is Brahmin armor. Obtained from the secret location of the same name.

This is interesting: it is believed that the Brahmin's armor is the skin of an unfortunate animal standing in a pen guarded by four turrets. Nothing like this! If you turn off the sniper's aggression and move so that only one turret is in the field of view, you can destroy them all, and the Brahmin will remain alive. After this, the Brahmin should be robbed, and the armor will be in your backpack. By the way, this is not the only Brahmin in the game that has useful items. If only I knew where they manage to wear them?

The robot gains the next skill after 99 levels. If you sit down with the game for ten years, wandering around the wasteland and gaining experience, you may be able to find out what other skills are available to him. You decide.

Unique mercenaries

These four fighters can only be found in secret locations. If you come across a location that looks like it's worth it, you're unlikely to confuse it with another.

Don't rush to get moving. Very soon, the first candidate for the squad will pass by your group - the hand-to-hand combat master Riddick. Do not follow him, but wait until the hero disappears from sight. If you manage to get to the exit from the location (you can just run through it headlong) and Riddick survives, look for him among the mercenaries. Provided that at the time of visiting this location there was a free place in the squad.

The Brothers Grimm location will bring a meeting with two mercenaries at once. Jim lies with a broken leg, and his brother asks your squad for help. Steal Joe's repair and science books, and then heal the wounded man. The brothers will thank you and leave from there, having previously promised to visit the brotherhood. Under no circumstances should you leave the location without waiting for the super mutants to leave, otherwise the promised meeting will not take place. Storytellers will appear among the mercenaries when main character will receive the title "paladin-warlord"; This usually happens at level 17-18. Jim is the fastest Heavy in the game, and his brother is a good fist fighter.

This is interesting: Probably, the mutant brothers are named so not in honor of the storytellers, but in honor of their famous namesake, the mutant Joe-Jim from Robert Heinlein's Stepsons of the Universe. There are quite a few references to various works in the game: at the Peoria base you can find a magic ball that got into the game from the movie “Phantasm”, and in other places the squad finds the terminator’s hand, destroyed his abs and even meets with a brahmin made of liquid metal!

And finally - fanfare! - Pip-Boy. More precisely, even two. Which of them will be in your squad depends on the number of mercenaries accompanying you. If there are four fighters in the squad, including the main character, Pip-Boy will join the squad immediately, right on the location. You will receive a level 8 fighter for your team, with luck 10, specialization in light, heavy and energy weapons and stealth, armed with an assault rifle.

If there is only one free place left in the squad, after the conversation Pip-Boy will head to the exit of the location - you must wait for its exit - and will appear among the mercenaries at the base. Only this will be a slightly different Pip-Boy: strength 8, level 14, specialization in light and heavy weapons, fist fighter.

This is interesting: in the second case, Pip-Boy will be equipped with the “observation” skill, which allows you to determine what the enemy is armed with and how many health units he has left. The skill works even when the enemy is not in the direct line of sight of its owner, as long as someone from the squad sees the enemy.

Pip-Boy kicks without reloading. The leg is eternal.

Pip-Boy has several unique features: first of all, a reduced movement speed - which is understandable given his height. He can wear any armor: ghouls, mutants, robbers; with the exception of the unique El Diablo jacket, which can be purchased at the secret Market Day location. It’s just a pity that putting on the armor doesn’t change his appearance in any way - it would be funny to see how this little one looks in the spiked mutant armor.

Pip-Boy is absolutely not accustomed to bowing to bullets - he categorically refuses to crouch and lie down. By the way, because of this feature, it cannot penetrate some hard-to-reach places. Pip-Boy carries a heavy machine gun in a special way and, like a mutant, fires it with one hand. Despite this, the “steady hand” skill is still not available to him. To top it all off, it's worth looking at his hand-to-hand combat- this kid considers it beneath his dignity to kick the enemy like other fighters, and uses his own style. Take him to the group - you won’t regret it!

According to unconfirmed reports, somewhere in the wasteland you can find a Brahmin mercenary, a doctor by profession. I didn't have to meet him. Perhaps luck will smile on you.

Composition and size of the detachment

The decision on the combat professional composition of the squad does not have a strict framework: you can take only snipers, you can take fighters with energy weapons, it completely depends on your preferences. The quantitative composition of the squad is even less limited: the game can be completed alone, together, etc.; but when it comes to the maximum number of fighters, it's not that simple.

This is interesting: a good fighting pair can be made from a sniper and a machine gunner with an attractiveness of 6. The “leader” skill strengthens everyone around its owner, except himself. If each of the pair has such a skill, they perfectly enhance each other! But there is no such thing as too much dexterity and armor.

Shall we make a little noise here?

Still, what kind of squad size will suit you more: eight warriors? Ten? Fifty? One hundred? True, such an increase in the number of fighters is not possible at any time in the game, but only after completing the task of rescuing the elder robbers in Newton. This is a bug, but useful or harmful - judge for yourself.

The next discovered elder, after talking with him, temporarily joins the squad. Following the assignment, we take him to the exit area, he says words of gratitude and makes room in the group for the next robber. This is in the standard scenario. The bug manifests itself in the following situation. The most powerful representative of military equipment - the tank - is located in Newton. We drive the completely repaired tank into the exit zone and upon the arrival of the convoy, we put the rescued elder in it. A place in the squad will be freed up for the next robber to join, but the elder will remain in the tank! If desired, we put the three remaining robbers into the tank - the task is completed, and if there were six fighters in the detachment, now there are ten. But that is not all.

It is important: For some unknown reason, the three bandit leaders are extremely attached to their armor - if removed, they will refuse to wear any kind of protection at all. It’s good that they use any weapon. The most sane of the robbers is Tobias Peste. He uses any armor and is always happy to show off in the power armor of the Brotherhood of Steel.

It's like we're playing X-Com! Isn't this Small UFO?

Upon arrival at the base, the following changes are discovered: the main character received the rank of general and... was removed from the command post. One of the robbers is now in command, and must be carefully guarded—with his death, the game will end. When you try to hire someone else, you will also see that none of the mercenaries are anymore available for hire, but you can dismiss the main character from the squad. But that's not all.

At some point, perhaps when you return with your crowd from a mission or boot up after an unsuccessful attempt to rob a medic, you suddenly discover that in the line of portraits there is a new character between the robbers and the commander... If you double-click on his portrait, you will find yourself on empty space. In short, a ghost. We go to the mercenary commander and fire the ghost; and when we roll up the window, we are surprised to find in the detachment all the mercenaries who have ever been part of our detachment for at least a second. It is possible that later the ghost will appear again in the squad and an attempt to fire him will have the same effect.

It is important: Having started to increase the squad, you need to stop in time. A squad that is too large will simply slow down the computer, and there will always be a risk that not all fighters will be able to fit on the exit grid, especially in the finals, which means someone will have to be sacrificed. In addition, there is another danger - the squad will simply not be released from the base on the mission - without explanation. In this case, check the position of the main character in the portrait line. He should always be fifth, or at least sixth. But if you correct this condition, you risk increasing your rather large squad even more...

Alone in a bunker is not a warrior!

It’s not very easy to manage a squad of 80-100 fighters, and if, with an uncontrolled increase in the squad, a couple of “smelly” mutants and two or three “shining” ghouls come across among them, management will generally turn into a nightmare. One way to get rid of dangerous allies is to send them in the vanguard to meet the enemy.

However, there is a safer way. If you are preparing in advance for the future creation of an army, accept into the group only useful companions (with high perception and dexterity) - they will be the ones in the detachment if it grows uncontrollably. The most useful in this regard are snipers, masters of energy weapons and masters of heavy weapons with grenade launchers, since machine gunners in battle inflict damage on everyone in the line of fire.

It makes sense to take care of creating a supply of energy weapons, first aid kits and armor - so that when the army increases, there will be enough for all the warriors.

Manage a huge sedentary group sometimes it will be very difficult, and also very inconvenient to treat the wounded, checking them one by one (the “observation” skill will help a lot). But who can now resist the most powerful volleys of your squad?!

During the game, press and hold left and simultaneously, then enter the following codes:
I_want_be_god - your fighters become invulnerable.
I_want_big_guns - you get all kinds of big guns.

Codes for Fallout Tactics: Brotherhood of Steel

$1000 to start:
When you start new game, select "create" your fighter.
Use one point on "traps". When you start the game
there will be 3 anti-personnel mines and an explosive trap. At the end of 1
level go to military base and sell it there for $1000.

30000 hoop stress [KN]:
When you come across a special location where Brahmins play poker,
sneak up on them with two the best fighters. Kill if you want later
just click on the table and find about 30,000 [KN] there.

Credit Note:
Press during credit sequence to hear
comments from the creators. Click to see other features.

Gold code:
In the character menu, name your hero HIGHWAYMEN, then in the skills menu
select "doctor" and "first aid" and "small weapon". In the first
level you will have: different first aid kits and an additional steam pack.

Free barter:
When you are going to barter, you can get something for free.
Open the barter screen and put what you want from his inventory, don't put
nothing of your own and click finish. Repeat many times and they will give it to you
this thing. If the “exchange” skill is too low, then you will not have to repeat the process
once.

Free gun reload:
Leave the gun you are using in one slot and leave the other slot
empty. When you need to reload, drag the weapon to another slot and it will
will automatically recharge. What's good is that precious ones are not wasted
action points.

Hex codes:
Launch the bos.exe file and, using a hex editor, write in
address 89CFA0 value 01. Now in the game you can use
additional key combinations:
+ [G] - all soldiers became immortal
+ [Z] - leave the mission and go to any other
+ [A] - select a unit (yours or someone else’s)
+ [W] - teleport your entire team to any specified
cursor place

Infinite Weapon:
Address Meaning
586B70 B8
586B71 01
586B72 00
586B73 00
586B74 00
586B75 90

Wow! Not a word about such a wonderful (yes!) game on such a wonderful site! I mean, not a single article. I can't come to terms with this! Moreover, the article was written quite a long time ago and even published. True, I made changes to it: very few screenshots fit into the magazine version. In addition, they are too small and the captions to them have been changed, not always in better side. So...

- But is it possible to drink ale the way you drink it? It should be thoroughly tasted and savored.

This is a disenchanted ale, and it’s not worth savoring... But it would be a great sin to pour out even such vile slop if it’s called “ale.”

Clifford Simak, "Goblin Sanctuary"

If, putting emotions aside, you thoroughly try and savor Fallout Tactics, you can discover a lot of hidden advantages in the game that make it, despite the lack of dialogue, no less interesting than its famous predecessors. A huge number of mercenaries of different races, differing in their characteristics, allows you to create different versions of squads.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

Do you seriously believe that it was stalkers who first started telling jokes around the fire?

Thanks to the ability to accumulate skills and experience points, the development of fighters can be controlled by building interesting combinations and strengthening the qualities and abilities you need. The progress of the battle can be accelerated or slowed down as you wish by turning off the turn-based mode. There are also a lot of small advantages, such as the gender (yes!) of the squad members in certain situations; the ability to fight without leaving combat vehicles, etc., but more on that as we go along.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

War doesn't change... Or does it?

THE CREATION OF A HERO

The parameters of your hero are directly dependent on the weapon specialization you take and the intended solo or team interaction with the enemy.

Force. For a hand-to-hand fighter, a lover of blades and a master of heavy weapons, it is required in the amount of eight units. For the first two, the damage inflicted depends on the strength indicator; a weak master of heavy weapons simply cannot hold a machine gun in his hands; and he must also carry a supply of ammunition for it. For everyone else, a strength indicator of 5-6 units is enough; at high levels, four more units of strength will be given by the Brotherhood of Steel armor.

Agility. Any hero should have it at least 8 units, and better yet, 10. When the turn-based mode is turned off, a hero with low agility very slowly restores action points and, accordingly, shoots extremely rarely, and the enemy will definitely take advantage of this. And vice versa, a hero with a high level of agility simply does not allow the enemy to open fire, taking away his action points over and over again with his hits.

Perception. It is advisable to raise it to 8 or even 10 units. Any fighter armed with a firearm must never lower his perception below six - otherwise you will be surprised to watch as your protégé enthusiastically fires clip after clip into... the air, only occasionally injuring the enemy.

Endurance. In extreme cases, this parameter can be left at the level of 2 units, with skillful and careful management, and such a character will calmly reach the final.

Attractiveness. If your hero is a loner, two units are enough. But if you want to form a strike force, it’s worth thinking about. Five fighters will go with you through fire and water at any level of attractiveness. But! The speed at which the hero moves up the career ladder depends on its level, and some good mercenaries will only go with you if the character has a high military rank. In addition, a high level of attractiveness helps to sell more and buy cheaper, and if you have a large squad in your care, you will have to buy a lot.

Intelligence. A commander needs 6 units, a single fighter is better off taking 10, because he needs to develop a lot of skills, and the points he receives when leveling up will always be in short supply.

Luck. It is important for everyone, especially for “critical” snipers and lovers of secret locations. In addition, the number of experience points a squad receives for completing a mission directly depends on the commander’s level of luck.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

To be continued!



New on the site

>

Most popular