Manual fallout tactics




















The primary character must go on each and every mission. You need to keep this character safe, for if this character dies, your game is over and you must load a previously saved game or restart the campaign. There are two types of tutorial missions: basic and tactical. The Basic tutorial is designed to teach you what the interface does, while tactical tutorials give you some simple tactics to use in your games.

Tutorial missions come pre-supplied with a character or squad for you to use. If you lose characters in a tutorial mission, it will not affect your other games. Follow the orders of the tutorial instructor. Click DONE on the instructor windows to close them. If you need to review a message from the instructor, click on PIP and select the desired message.

The tactical tutorials will start with a movie of the instructor showing you one tactic for defeating the test. You will then be given the opportunity to play the tutorial test yourself.

If you follow the sample tactics, you should be successful. Click in the Enter Name text box and type your name. The Active Servers window will show the current games. You can click BACK to return to the main menu. Fallout Tactics will display all current games on your LAN.

To start a new game, click HOST. To join an existing game, click on the game and then click JOIN. The easiest way to play Fallout Tactics online is through GameSpy Arcade, which comes conveniently bundled with the game. Then, to play Fallout Tactics online, launch the Arcade software, and follow these simple instructions:. Make sure Fallout Tactics is listed in Arcade: When you launch Arcade, you should see a Fallout Tactics icon along with icons from any other Arcade-supported games you have installed under the "Games" tab on the left hand side of the software.

The upper window displays a list of servers running Fallout Tactics. Each server listing will include important information, such as the number of people playing and your "ping" to the server the amount of time it takes your PC to send data to another PC, and receive it back; the lower this is, the better.

Arcade will take you into a staging room, in which you can trash talk with your fellow players and prepare for combat. When everyone in the room has signaled their readiness, the host can then launch the game. Once he does this, Arcade will immediately fire up Fallout Tactics and launch you into the action.

Starting a game: Arcade also enables you to launch your own Fallout Tactics server. To do this, enter the Fallout Tactics lobby in Arcade and click the "Create Room" button above the server listing window. You will be asked to set the parameters of your game — max. When all of the players present in the staging room have clicked their "Ready" button, you can launch the game by pressing the "Launch Game" button at the top of the screen.

This will take you and all of the other players in the room into your session of Fallout Tactics. The JOIN button will light up when the server is found.

Click JOIN to enter the game. While Fallout Tactics does not support direct modem-to-modem gameplay, you can use Win98se or later to create a network connection between two computers using modems. To verify that these ports are open or to open these ports, please contact your network administrator or Internet service provider ISP.

Enter your server name it defaults to your player name. Optionally, enter a password. Players must enter this password before they will be allowed to join. You can set the game options. These cannot be changed once the game starts.

Click on the Options button. Line of Sight: Squad you can only see what your squad can see , Team you can see what your allies can see or Off you can see everything all the time. Friendly Fire: The likelyhood that you will hit your own squaddies if they are between you and your target. Game Time Limit: How long the game will last, in minutes. Points: This determines the maximum number of points players can spend on their squad. There are two game types in Multiplayer: Skirmish and Assault.

In Skirmish, you must defeat the other enemy squads. In Assault, one side plays the defenders and the other side is the attackers. The attackers must throw a switch in the defender's base to win. The defenders must stop the attackers from accomplishing their mission.

There are three different game modes that Fallout Tactics can be played in. All three modes use very similar rules, but there are some differences that need to be discussed. This is the default game mode. In this mode, all players and characters can act at the same time. Walking and Running do not cost Action Points, but all other actions do.

Action Points regenerate over time. Characters with more APs will regenerate them faster than characters with less Action Points. This is the game mode most like the original Fallout series.

All characters will move one at a time, based on their Sequence statistic. Characters may not move out of order, with the exception of the Delay Action command, which will move a character farther down the sequence list. Once every character has had a chance to move, all characters will regain all Action Points and the turn will start over from the top of the list.

This is a variant of ITB. In this mode, all characters for a particular player will get a chance to move at the same time. When all characters in the squad have moved, the next player or the computer will get a chance to act. When all squads have moved, the turn will start over from the top with the first squad.

You can change the game mode at any time during a singleplayer game using the Options screen, page The host will set the game mode for a multiplayer game. The game mode cannot be changed in a multiplayer game once the game starts. The top portion of the screen is the game view. This is where the action takes place. It is here that you can give orders to your troops to move and fire, in addition to other actions, like grabbing items, talking to people, opening doors, picking locks, and rummaging through year old trash.

The bottom part of the screen is the interface bar. This bar is so important, it gets its own section see page Hold the mouse cursor over a button or display on the interface for a second to get a description and the default hotkey. You can left-click on one of your characters to select them. Shift-left- click to add a character to the current selection or remove a currently selected character.

You can also left-click and drag to select multiple characters. Characters can be grouped, making it easier to select your sniper team or your close combat specialists, for example. Ctrl-F7 to ctrl-F11 will set the currently selected squad members to a grouping. Press F7 to F11 to select that grouping. Left-click on the ground to move.

In turn-based mode, hold the cursor over a point for a brief moment to see how many Action Points it will cost to move there. An X means too far away or something is blocking that location. Ctrl-left-click to force move. This will allow you to move behind a closed door, for example, without opening it. Shift-left-click to run.

If the Always Run option is on, this will walk your characters instead. Left-click on objects to search them, open them, pick them up and otherwise use the object.

Left-clicking on an enemy will fire at them. Right-click will fire at an enemy or a point on the ground. Ctrl-right-click to force fire, even at a neutral or allied character.

See Combat, on page 30, for more information. The cursor will change to show the current action. For example, moving the cursor over a non-hostile intelligent critter will show a targeting icon with a speech bubble -- you can talk to this person.

If you hold down the control key, the cursor will change to show the percentage chance to hit this person. The interface bar at the bottom of the tactical screen gives you access to other game commands and gives you status information. Display Window: This window either displays the mini-map or the text display. When the mini-map is. When the text display is active, a scrollbar can be used to scroll the text. Mini-Map Button: This button will change the display window to show the mini-map. White dots are your squad members.

Green dots are known neutrals. Red dots are. Grey dots The display window in text display mode. And, starting from the mid-game, everything grinds to a halt if you don't have a good big-gunner.

Your main character should pretty much always have the Charisma of 8 and the gifted trait so he doesn't suck in other departments. While it does nothing in combat and therefore often skipped by the beginner players , high charisma gives you easier access to recruits. Despite the common opinion, unarmed is not horrible and doesn't become useless once you start encountering minigun-toting mutants and such. It's only flaw is that it works only in the real time mode which is a superior mode anyway and you need to have a gang of two or three fighters to put enemies down efficiently, but otherwise it's strong enough — the secret here is, once the early game ends, to stop using fist weapons and fight with your arms and legs.

From level 9 and on, they'll have huge innate bonus to critical chance and excellent armor penetration, which is especially valuable as the majority of enemies in this game are ridiculously well-armored. While unarmored is excellent, melee weapons are absolutely atrocious.

While big guns guys are strong, note that in real time you won't be able to control your party well the only flaw of the RT mode and friendly-fire will be an issue if you have too much miniguns on your side. At the same time, on normal difficulty, you won't need an entire to go through the majority of missions. That's because Chems are your friends. Many people are too scared to use them, and while I can only commend their firm stance, when it comes to this game, chems are an absolute must.

Especially psycho — starting from the middle of it, the missions become intolerably boring unless you have two or three guys pumped with psycho rocking around. The game is pretty much designed around using it. Note that psycho is somewhat rare so you must spend it carefully and buy it whenever possible. That's also the reason why you need only 2 or 3 soldiers to complete a mission — you just won't find enough psycho to support a party of 6 constantly.

But look at it from the bright side — such approach will make your game much more diverse. One mission you brawl through with your kung-fu guys and chicks, another you solo with your awesome browning, third one is all about your sharpshooter sniping foes from afar. Doesn't get repetitive that way.

Sneak is overhyped and, generally, not really worth it. Even for the unarmed guys — the dose of psycho is everything you really need to close the distance gap. Tagging doctor at your main character is a great choice, on the other hand — all recruit doctors are horribly built, unfortunately.

In terms of perks, the most vital ones are: a. Bonus hth attacks for the melee guys 6 agility — also not a problem. Everything else is pretty much gravy, so yeah, you need perks to really flesh your fighters out. Recruits to watch out for are: a. Torn — this girl is a helluva mean fighter. Kevin — takes a little more time to mature, but also a great fighter. The only thing with him is that you should train his unarmed skill instead of melee. Yeah, melee is tagged, but, as I've said, it's not even quarter as good as the unarmed c.

In early game — the majority of PE 8 recruits. That's because it's really hard to hit anything in this game without PE 8. Note that they're all flawed in different ways and will become useless in mid or late game, but that's ok, you'll get better ones. Babs — mostly for stealing.

You take her out of the pool, steal what you need and put her back. Also Sharon for trading in the same manner — she doesn't have the skill initially, but you can shape her into quite a good merchant. Allies Creatures and robots Factions Vendors. Ammunition Apparel and armor C. Administrators Account management Discord Vault Academy. Administration policy Article layout Canon guidelines Content policy Discussions forum Reference formatting User conduct.

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