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Awaken ( Copy Link )
V1.4

Game starts on 1st of January 2191. You are an inhabitant of the underground vault - Vault 32. Every thing goes ok until now. Few days ago the central computer informs the vault overseer that time has come and the vault door will now open. Residents of vault were now obliged to leave it. But Overseer doesn't tell anybody about that (except of a few trustworthy) and from time to time he sends out a scouts: "volunteers" randomly chosen by a computer. They were supposed to find a save place where they could deploy the G.E.C.K. and start settlement. Unfortunately no one of those "volunteers" returns. And even worse: you are the next one.

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RobertHouse
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Children of the Apocalypse 2 ( Copy Link )
V1.1

Hi, I present you a new FT campaign, Children of the Apocalypse 2.
Yes, two. Some might remember there was another campaign few years back. I am the guy behind it. We were two brothers wanting to create something cool back in the days of 56 kbps modems (at least this was our reality, I even had to move the 12MB campaign from my PC to PC with Internet connection on a floppy). He made up the story and was writing all texts, I was doing the maps. It wasn't of high technical quality, lots of ctrl+c, ctrl+v tile placement, no complex triggers etc., but the story, texts and jokes were the selling part. The whole story was dark and grim reality of post-apocalyptic life on one side and lightheartedness and silliness on the other side, with many pop culture hints. We were making it for ourselves and for our local (Czech and Slovak) Fallout community. We have never even thought of publishing it elsewhere.
At first, it was single missions with Thirteen as the protagonist. Later, I've learned how to use campaign editor, so I modified the missions and slapped it together somehow. It was bugged and overall pretty bad though. One of the main problems was that the trigger for exiting the bunker map wasn't set as preserved, so you could visit it only once. Still playable, because you didn't have to go back to bunker. Anyway, making the campaign made me want to continue, so I started to work on a sequel by myself. My brother helped me flesh out some things and he wrote some texts, especially the first two briefings, but that's just a minor thing. I was on my own and it took me a lot of time, because I couldn't maintain the working morale.
In 2011, a Slovakian guy named RastiC joined me and helped a lot. He was speaking of adding new sprites and what not, and made me look at NMA and Duck and Cover. That turned out to be the best thing that could happen to the campaign, because I learned a lot of cool tricks. The work was still slow, though, and it took us another 2 years. The last months of production were like "Oh man, I haven't done anything in the past 2 months. Let's just finish this already and be done with it!". Around that time I stumbled upon the thread linked above. I couldn't believe it. It was like finding out the chick you banged 6 years back bore you a child. A child you'd like to keep now, but it already died of pox or something :D
I realized it might be a good idea to translate the game. I started right after releasing it in my native language, but it bored me quickly. In the end it took me almost 2 years. The playtesting at the end of translation revealed many bugs and many missed opportunities and stuff, so I spent few weeks by fiddling with weapons and triggers and testing some unorthodox approaches to the missions. So now the English release is basically a version 1.1.
It's worth noting that I've never played any FT mod ever (save for my mods). Only some basic stuff like adding SG-1 as the starting team in Brahmin Woods.

Ok, enough of the back story. Let's get to the campaign itself. It features 7 primary missions, 2 secondary missions, 1 bunker, 1 semi-bunker, few special encounters and an endgame party. There are also few "hidden" stories and few small quests.
You'll take control of a common soldier in the ranks of organization known as the Children of the Apocalypse and help them in their struggle against the eastern Brotherhood of Steel. The initiation through fire will make you a formidable warrior and you'll soon become a leader of a small unit (what else do you expect from FT? :P). There will be times when you'll feel superhuman (depends on how much drugs you'll do), but you should never be seen as some Chosen One, savior of Wastelands. The game should treat you just as one gear in the machine.
The missions usually have more approaches to them, though I'll admit it's nothing big most of the time. The kill count can vary from 0 to "Everyone's dead, Dave". The setting once again combines lighthearted and grim approaches.
You can play as a ghoul and supermutant and the game will acknowledge this at few points. There's a point in the game where even your charisma is checked, but it's still a dump stat to be fair. Recruits don't all have CHA 1 for roleplaying reasons!!!
There are some bugs and some loose ends, but I no longer want to spend time fixing it. It's definitively playable, although it sometimes crashes. The translation is official, but by no means professional. I had problems translating jokes and word plays especially - sometimes I came up with something different, sometimes it just is no longer funny.

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Enclave ( Copy Link )
V3.3

"Fallout: Enclave is not so much a MOD, the new improved FT-BOS engine, the new story (players play Enclave Leader bring Enclave victory back to the western wasteland), new game modes (base-building, collection of resources ,recruit more teammates, .etc), a large number of new weapons, vehicles and even air crafts, such as: Vertabird in Fallout 2,3. . . Reference to "Enclave Hand Book" and a lot of personal ideas, the game has been beyond the scope of Fallout Tactics, such as driving armed aircraft to provide fire support to ground friendly units, abseiling and so on, even among similar tactical RPG games,it is unprecedented. The return of the Enclave power armor, players can also play real-time system, experience different style of turn-based Fallout 2."


                                                                    - GunnerShi (The original creator of the mod.)

Added:
Jan 17th, 2019
Site:
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Size:
3.15gb (3,383,736,313 bytes)
Uploader:
RobertHouse
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Equilibrium ( Copy Link )
V2.1

A full equipment and game balance rework for the official campaign.

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RobertHouse
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Redux ( Copy Link )
V1.3

Fallout Tactics Redux is a major revision of the Fallout Tactics campaign from the ground up. Recruits and weapons are completely redesigned, maps offer better, more challenging gameplay as well as improved features and appearance, and new characters and narratives are explored. Original game content is also expanded and enhanced, and a significant amount of "lost content" written by the original developers of the game that could never previously be seen by players has been restored to full playability. All this is in addition to a thorough review of every nook and cranny of the game, which has resulted in hundreds of bugs squashed and errors fixed.

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