Exiting vehicles and healing radiation

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McNools

First time out of the vault
This may sound stupid but.. how do I exit vehicles? and how do I remove the radiation from warriors in my team? :?
 
Read the manual man. It helps.

To wash radiation away from your squaddies, inject them with RadAway.
 
To exit a vehicle: select the character(s) and Ctrl-left click somewhere next to the car.

To remove radiation: give the character(s) Rad-Away.
 
I just wonder how do you know if your char's have been radiated? I mean the radiation warning box pop's up. But in FO1/2 there was a geiger counter and it gave the exact amount of radiation in your char. There is a description of a geiger counter in FOT files, but it doesn't exist in the game. Like a lot of other thingies.
 
Why bother? FOT is a complete P.O.S compared to Fallout 2 and it can't even be compared to Fallout 1.
 
Todo said:
Why bother? FOT is a complete P.O.S compared to Fallout 2 and it can't even be compared to Fallout 1.
Gee, thank you for that informative and constructive post. :roll:
Just one question though, if you dislike FO:T, why are you reading the "Fallout Tactics Help & Tech discussions" forum?
 
:lol: I still dont see wht people hated FOT so much other than for the fact it wasnt FO3.

Oh there were those funny looking Deathclaws that could all speak, and they went from a Patriarchal to a Matriarchal community. And the mutants used the wrong fabric softner as shampoo and their heads all shrank.

Other than that I liked it :)
 
Not to mention they forgot making any use out of any Diplomat skills from the SPECIAL system. Or that the Deathclaws grew fur, or quite a few other things.

Though, when did Deathclaws convert from a Patriarchal to a Matriarchal community? In the original Fallout, you have the egg-laying 'Queen' in the basement of the Deathclaw lair (though it's not much of a community). In Fallout 2, you have a 'Queen' nesting in the arms locker of Vault 13, the center-point of their community. In Fallout: Tactics, you have the 'Queen' captured by the Beastmen.
 
Well, the mutants do look a helluva lot worse than in FO1 or FO2. Also there is not nearly enough random encounter critters or critters in general in FOT.

Lemme see, if FOT would have been FO3, then the FO3 that has now been suspended would have been FOT. So, if FOT would have been FO3 we all would have been a lot happier and the suspension of the FOT wouldn't have bothered so much. You get what I mean? Very very veryy simply but I would have most likely enjoyed FO3 a zillion times more than FOT.

I generally do not hate FOT, but it is just too simplified. Like it was made for the mass. For a bunch (OK a very BIG bunch) of retards who think that anything that is a wee bit complicating is BAD. It's a very nice game as long as you don't think it as a FALLOUT game. Just think it as something like a Jagged Alliance-wanna-be-but-fails-in-it-miserably and one might actually learn to love the game (Yeah right).

Hmm now did I forget something... Oh yeah, do the super mutants actually have hair?
 
Kotario said:
In Fallout 2, you have a 'Queen' nesting in the arms locker of Vault 13, the center-point of their community.
In FO2 their leader was Gruthar, a male deathclaw, but part of his responsibility was to partner with the queen, who was also somewhat in charge.
So they went from Matriachal -> Half 'n' Half -> Matriachal.
 
In FO1 she was more of a 'mother' deathclaw, for all we know the other ones may have all been imature Deathclaw females and the Males roam about like a Male Lion and make the females do the hunting :) And ocasioanly knock up the mother again
 
Todo said:
Also there is not nearly enough random encounter critters or critters in general in FOT.

I had the impression that there were more critters in FOT than in FO and FO2. I also felt like there were a hell of a lot more random encounters (with those critters in them).

Might be just me though... :roll:
 
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