
----------------------------------THE MANHATTAN PROJECT------------------------------------------
				   by Athmospheric

--------------------------------------Readme.txt-------------------------------------------------

VERSIONS HISTORY
V 0.93 beta : fucked up all other recruits :)
V 0.92 beta : few readme revisions and additions.
V 0.91 beta : Max tagged skills changed (Pilot tagged instead of Melee weapons). A bug with Max not gaining perks when leveling has been corrected.
V 0.9 beta : first release.


VERSION
Version 0.93 beta
The Manathan Project is a Little Mod for "Fallout : Tactics", A Squad Based Tactical Game from Interplay. The mod was designed for the 1.25 Patched Version. It is at the time in 0.93 beta version, so it is possible, depending on feedback, that i update it frequently. Game balancing (specially for deathclaw attacks) is still unfinished but i have now made further testing, and it seem the difficulty balance is good (I play in hard/unsane dificulty mode, but it was already the case before the mod... but i may be a litle influenced by the author... :) )

POSSIBLE FUTURE UPDATES
So far, without mission or sprites editor, i cannot mod the game very further. I can make new weapons or, more generally, new items, recruits, but only replacing existing one because the quartermaster inventory and the recruits avaibility tables are only accesible in a 20 Mo file i cannot reasonably give to download. I sure can edit recruits inventory, but then i must give you all new items from start... not much freedom for game-balancing safety.
So, i will maybe mod some new drugs if i find a way to put it in the game, and probably some new armors for ghouls and mutants (have you got some ideas about thoses ?), one each, if i am not too lazy about testing the balance (pretty boring save editing on BIG high level save files).
I have a few ideas to include some new items in the game, but i don't want to reveal all my secrets too soon :). I also may edit "dialogue" and briefings, to give more scenario to the mod... It has a litle one for me (in my imagination), but i suppose most people will not understand deathclaw or mutants integrations in the brotherhood of steel whithout any scenario. But it's rather difficult to add this touch without being able to affect missions (Editor ! go complain about the editor on the official forum if you want some Total Conversions ! It's impossible to make deep moddification without any map/mission/campaign editors.)

THEME/AIM OF THE MOD :
This mod wasn't basically created with a public release in mind. I modded the game to enjoy FO:T Single Player the way i want the game to be (ie a lot more like FO and FO2 were). One thing i'm not aiming at is realism. Some weapons were modified (see detailed list further), but if the mod makes them more realistic, it will be pure coincidence. The weapons modifications were intended to change game balance. Some weapons that you get early in the game which are obsoleted after just a few missions have been boosted up to remain useful a little longer. Those weapons were mainly pistols, SMGs and Melee Weapons. The other goal of the mod was to recreate some of the Fallout 2 atmosphere, for example by turning the Micro-Sledge into a Super-Sledge. Another important race balancing modification was to provide Deathclaws with more Hand-to-Hand attacks, so they can use varied combat techniques, like humans. There are 5 punch attacks and 5 kick attacks (3 "quick" attacks and 2 "slow" attacks for each category), all new. They become available by increasing levels/Unarmed skill. Be careful : enemy deathclaws receive these new attack modes as well, and thus they are deadlier than ever (what deathclaws should be). The 3rd major modification is about recruiting .5 new recruits have been added and are available from the beginning of the game, and you cannot recruit other characters in the game. Read the "Recruits" section for more details.


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-------------------------------------------INDEX------------------------------------------------
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VERSIONS HISTORY
VERSION
POSSIBLE FUTURE UPDATES
THEME/AIM OF THE MOD
INDEX (yes, you're reading it at the momment)
FEATURES
	---Weapons--------------
	Melee Weapons
	Pistols
	SMG
	Rifles
	Rockets
	---Deathclaws attacks---
	Attack Listing
	---Recruits-------------
	Recruits listing
	Recruits Hint
	Why I've screwed further recruiting (new...)
	My Character
	A Word about perks
HOWTO
CREDITS
CONTACT




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------------------------------------FEATURES----------------------------------------------------
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"The Manhattan Project" main features are : New recruits and new recruit process, a few modified weapons, new Deathclaw attacks. These features will be detailed in the following section. There has been also some small tweaking and rule changes, like items descriptions and such. Hope some of you will notice them. No drastic changes there though, so don't panic.

-------------------------------------Weapons----------------------------------------------------
	
A lot of the weapon mods aim at making some useless weapons playable. All modified weapons are recognisable in the game by their description, which ends by the word : "Deadly."

Moddified Weapons are :

---------------------Melee Weapons.
-Micro sledge (turned into a super sledge)
 	Increased Damage from 9-21 to 20-30
 	
------------------------Pistols.
-Casul Revolver
(thanks to -Trevor Hill- for the sugestion)
	Increased Damage from 13-18 to 20-30
	Increased Strenght Requierment from 4 to 7
	Increased AP cost from 3 to 4
	Decreased Magazine capacity from 6 to 5
	
-S&W .44 M29 Revolver
	Increased Damage from 14-21 to 18-32
	Increased Strenght Requierment from 4 to 6
	Increased AP cost from 3 to 4
	
-Desert Eagle MK XIX .44
	Increased Damage from 13-23 to 18-28
	Increased Strenght Requierment from 4 to 7
	Decreased AP cost from 4 to 3

-PPK12 Gauss Pistol
	Increased Damage from 22-32 to 25-35

--------------------------SMG.
-Scorpio
	Increased Damage from 9-18 to 12-24
	Increased Strenght Requierment from 4 to 5

-P90c
	Increased Damage from 14-22 to 20-30
	Decreased AP cost from 4/5 to 3/4
	
--------------------------Rifles.
-Sniper Rifle (Turned into a "Scoped High Velocity Projectiles Sniper Rifle", AKA SHVPS Rifle)
	Increased Damage from 14-36 to 40-60
	Increased Strenght Requierment from 5 to 6
	Increased AP cost from 4 to 6
	Decreased Magazine Size from 6 to 1
	Ammo changed from 7.62 to 50 cal
	
-------------------------Rocket.
-Rocket Launcher
	Increased accuracy from "short" to "long"
	
	
	
-----------------------------------Deathclaws attacks------------------------------------------

Deathclaws now feature 10 attacks, 5 punch and 5 kick attacks. Some of the attacks cannot be aimed, for example, you cannot perform "Behead" on a foe's leg... Damage is not indicated because it will vary according to the melee damage stat. Anyway, expect the high level attacks to be deadly. The LVL/SKILL column lists the requirements of the attacks, the first number being the Level needed and the second number the unarmed skill required. If you're like me (and i know i am), you'll be really glad to see that Deathclaw recruits are now in position to kick/rip apart some serious ass.

IMPORTANT HINT : i was full of regrets with those weak deathclaws the game offer. They are no more feared creatures, their main strenght being hit-points. You can slay them far too easily (remember the Fallout 1 deathclaws ?). Now, thoses new attacks also profit to enemy deathclaw. With "awareness" skill, you will notice that they use "Violent Cleave" or "Pierce" as their attack (first is Pierce/Slash, second means Cleave/Disembowel). Be carefull with them. Really. The last attacks are really powerfull, but they require high levels to be used, so you're not likely to see them used by enemy deathclaws.

-----------------------AP------------CRITIC----------KNOCK-----------RANGE----------LVL/SKILL----
		|		|		|		|		|		|
claw		|	3	|	0%	|	no	|	-	|	0/0%	|
backhand claw	|	3	|	5%	|	yes	|	-	|	3/80%	|
slash		|	6	|	15%	|	yes	|	-	|	6/110%	|
pierce		|	3	|	20%	|	no	|	-	|	12/125%	|
shred		|	6	|	50%	|	yes	|	-	|	18/150%	|
		|		|		|		|		|		|
-------------------------------------------------------------------------------------------------
		|		|		|		|		|		|
gore		|	4	|	10%	|	yes	|	2	|	0/0%	|
cleave		|	4	|	20%	|	no	|	2	|	5/75%	|
disembowel	|	8	|	40%	|	yes	|	-	|	10/90%	|
mutilate	|	4	|	10%	|	yes	|	2	|	15/110%	|
behead		|	8	|	80%	|	yes	|	-	|	20/160%	|
		|		|		|		|		|		|
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----------------------------------Recruits------------------------------------------------------

The Manhattan Project introduces five new recruits which have been optimized to work together. Each one has been created as a specialist in his own combat style. A big change : all these recruits are available from the start. You will begin the first mission with Marie and Erwin. The three others (Niels, Max and Robert) are available at the end of the first mission. All three have 999 exp. points (1 point from 2nd level). The starting team is highly heterogenous race-wise : It is composed of your character, 1 human, 2 ghouls, a SuperMutant and a Deathclaw. I'm still working on finding a way to allow ghouls to use human armour, or to create new armor suits for them. At the time i can only trick the game into recognizing the ghoul characters as humans, but with the ghouls stats limits still apllying. I don't consider this satisfying, so i didn't implement it... And finally, i found the fragility of those team members good for balancing, since they are all good atackers.
All characters have high IN stat (according to their races), so they are highly adaptative by getting a lot of skill points per level. All characters also have high AG, so your team will mostly be oriented towards fast-paced action. Most characters have bad luck and charisma. All characters are oriented toward good offensive ability, but are rather fragile : low EN (very low for  Erwin), 4 of them begin the game with no armor at all, and you cannot have more than two Power-armour guy (the two humans, Marie and you).

-------------------------Recruit Listing

Name : Marie
Race : Human
Stats:	ST 7	PE 10	EN 6	CH 2	IN 10	AG 10	LK 2
Tag Skills : Small guns, Energy weapons, Sneak
Traits : Gifted, Fast shot.
Nota : A pretty good weapon generalist, nice sniping ability with both small guns and energy weapons. Can also make a decent heavy weapon character by acquiring "Weapon Handling" or "Bracing" perk ans also spending some points on the appropriate skill. Reasonable Endurance. I personally use her as an "enforcer", giving her the best armor i have and some shotgun/smg close range devastating weapon. With the sneak tag, she can sneak pretty well even with a good armor.

Name : Erwin
Race : Ghoul
Stats:	ST 6	PE 12	EN 2	CH 2	IN 10	AG 8	LK 13
Tag Skills : Small guns, Energy weapons, outdoorsman
Traits : Gifted, Finesse
Nota : Erwin is a sniper by excellence. His awfully high perception allows him to take aimed shots at a hundred yards distance with very nice chances of success. Very high luck and Finesse trait make it for a 23% critical chance from the start... Add to this Outdoorsman being tagged, and you should have no problems finding the special encounters. In combat, don't forget that Erwin is really fragile. He HAS to take his shots from far away.

Name : Max
Race : Super Mutant
Stats:	ST 10	PE 10	EN 7	CH 2	IN 8	AG 8	LK 2
Tag Skills : Big guns, Melee Weapons, Throwing
Traits : Gifted, Fast Shot
Nota : Your run-of-the-mill Heavy Weapons Guy. Can be useful as a grenadier in the early missions or even as a Melee grunt.

Name : Niels
Race : Deathclaw
Stats:	ST 12	PE 6	EN 5	CH 2	IN 4	AG 16	LK 2
Tag Skills : Unnarmed, Sneak, steal
Traits : Rabid, gifted.
Nota : A Berserker. Strong and tremendously fast. Gets 13 AP plus some bonus AP when he kills someone thanks to the Rabid trait. And he often does so. Provide him with Action Points bonuses and H2H Perks and you should see limbs, heads and more generally gibs flying all over the place while in combat. He's also good as a mule.

Name : Robert
Race : Ghoul
Stats:	ST 6	PE 10	EN 6	CH 2	IN 13	AG 8	LK 2
Tag Skills : Small guns, doctor, sneak.
Traits : Gifted, small frame.
Nota : Robert earns 26 Skill points a level. He can, with a few levels and books, handle most technical tasks such as repairing stuff, science, first aid, doctor... and all the while he will remain an efficient killer with a rifle, or even with Energy weapons if you care enough to tag it at level 12.

-------------------------Recruits Uses and Hints.

All characters have been fine tuned to optimize combat ability. As only one character needs a high Charisma, i chose to sacrifice this stat for all the recruits, assuming your character would be the charimsatic leader. I personnally chose CH 8, so i can take the Leader and Divine favor perks, even if the last one is interesting only if you plan to gain extra levels wandering in the wasteland. I also use my main character to barter.
The creation of these characters (like ALL character creations) has raised more than one dilemma. As they are the characters i wanted to play, i think that giving them high IN will allow the player to adapt them to the task they want, and distribute the skill points wherever he wants. Now Niels has only 8 skill points per level... a gifted deathclaw remains a gifted deathclaw.
On a more general level, i have also decided to sacrifice Luck. I think luck is most interesting when it's rather high, and i see the cost of such an investment as too high. I recommend using Robert as a Tech Guru because he's good at it. With a few levels behind him, he can be your doctor, repairman, scientific nerd, etc. And no problem for increasing non-tagged skills with him.

--------------------------Why i've screwed further recruiting (added in v0.93 beta)

Yep. Apart those special recruits i give you, no further recruiting is possible, except the "special encounter" recruits (pipboy, Grim brothers, Riddick and such). Why ? Because of balancing, and because of the gameplay i wanted for The Manhatan Project. the equation is simple : you have "good" recruits from the start. Ok, now what about game balance and gameplay ? The gameplay i wanted was to give you some characters more "specialised" (one heavy-weapon guy, one sniper, one "enforcer", one "not-that-important-skills" guy and one H2H character) than in the game, really effective in their ability, but with some fragility. It simply echo my "way-of-playing" : i prefer offensive to defensive, and i prefer a range of specialist to a bunch of polyvalent/equivalent characters. No objectivity is involved in those preferences. So, damnit, i have disable further recruiting to give you the most important viewpoint of the mod : You play an effective team, but you cannot premit you a single losse, because it's impossible to replace your men. And why did i disable further recruiting in such a "dirty" way ? (by making all other recruits useless, with all stats value set as : 1) because make it a cleaner way means make you download a 20 Mo file or give you a savegame with no choice for your main char. You sure don't want such a thing to be done. So, you need to plan "chirurgical" attacks. I also had another reason for disabling recruits : in the original game, you often can recruit greater-level-than yours characters (i was able to recruit 11th level char with my lvl 8 main char, with 5 charisma). In this mod, you play with some more powerfull recruits, but you cant recruit higher level characters. I think it may balance the mod a little.

-------------------------My Character
For those who may wander which character i choose to play with these recruits, here is the answer, along with some perk-picking advice.

My character has the following properties :
ST : 7 (can use most weapons at level 1, and later all weapons with the Bracing perk or power armor)
PE : 8 (Meets the requirements for Sniper, Sharpshooter)
EN : 4 (I don't like taking damage. Lifegiver might be a good option here. EN can also be raised by the Elixir of life (special encounter item))
CH : 8 (I am the bartering man, i like Divine favor, and i like Leader. Therefore high CH.)
IN : 10 (20 Skill points a level.)
AG : 10 (Yes, i am indeed an AP freak.)
LK : 2 (Ew. Critical chance won't be high unless getting More criticals later in the game... have to take points somewhere...)

Traits : Gifted, Small frame (8 extra stats points)
Tags : Small guns, Energy weapons, Sneak (I sure dig stealth).

Nota : I usually play in Hard or Unsane dificulty mode, depending on my mood.

------------------------A word about perks

My favorite perks are Bonus rate of fire, Action boy, Silent running (The less time you spend in the opponent's LOS, the lesser the risk of being detected), Sniper, Sharpshooter (not useful for every character, most of the recruits don't need it except for Erwin), Awareness (At least one character in the team must have it), Divine favor, Flexible, Leader.
Loner can be very good for your recruits, but the perk is broken (bugged!) so you always get the bonuses, even when into the group. I prefer to give it only to the recruits i actually send roaming alone (mainly the sniper, and the Deathclaw berserker) to avoid cheating ,which i hate. I love Optimisation and optimised gameplay is totally screwed up when cheating.
Bonus H2H attack, Slayer, Silent death, Silent running are must-have for Deathclaws. Brutish Hulk or Hide of scars are rather good also.
Giving Psychotic to a Super Mutant is real fun, Steady arm is marvelous for real brutality with heavy weapons.
And if you don't know what perk to pick, bonus move, bonus ranged/melee attack perks are always welcome, as well as Quick pockets (can be used very effectively by the doctor with stimpack/drugs).
Be careful : Some perks, like Team player or Bonsai just don't work in the game (in both 1.13 and 1.25 versions).

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-------------------------------------------HOWTO------------------------------------------------
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How to use "The Manhattan Project" ?
Uncompress "Manhattan Project.zip" to a new folder, then backup the "Entities", "Tables", and "Locale" directories in Gamedir/Core. You can then install the mod by copying the content of the uncompressed archive in the game directory, replacing all files (i must stress the importance of making a backup, since it's the only way to restore the original game without reinstallling/patching it. If you only plan to use the modified weapons, just copy the Core/entities/weapon/ folder content and the Locale/game/items.txt file in their respective positions. If you only want the new recruits, copy the Core/entities/recruits/ folder content and the Locale/game/Characters.txt in their respective folders. If you only want the new Deathclaws attacks, do the same for the Core/Entities/Weapons/Punchs/ folder content, Core/Entites/weapons/Kicks/ folder content and the Locale/game/weapons.txt and Items.txt.

The easiest way is to install the whole mod, of course. You can also try to install it in a specific folder, and create a special shortcut to use it, but i'm not sure about the command syntax, or if it even works.

If you prefer to play the game in french (if you're french, for example...), just let me know : I'm french, and i can translate all the descriptions i have written so far in the game. But as my game is in english, and as a lot of my french friends prefer to play the english Version, the mod has been naturally written in english. Not so good english, maybe, but english nonetheless.
If some of you American people are interested in giving me some help with the description (there are probably a lot of syntax errors lying around) or even with this readme, please e-mail me.

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-------------------------------------------CREDITS----------------------------------------------
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I want to give Credits here to my friend Gonk, who have help me conceiving the new deathclaws attacks, and reviewing this readme/manual.

I want to thank Dr. W95 for Bosee, which i have used extensively for weapon modding (even if some modification were made in hex-editing).

I want to thank APTYP, MatuX, Red!, Smackrazor for the very useful documents on the FO:T game filesystem they provided me with, and for the Piboy2000 Website where i found a lot of interesting people and info. URL : http://fallout.gamestats.com/pipboy2000le/ - I really think it's a great place for FO:T or even FO1&2 modders.
 
I want to thanks all people on various forums who have give me some ideas for modding, and/or usefull information.

And i want to thank IMD Computer Solution for that wonderful UltraEdit Editor :) Yep, i prefer noseless smiley :)

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--------------------------------------------------CONTACTS--------------------------------------
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I can be easily found on the Interplay FO:T forums, or at the Pipboy2000 forum. Feel free to e-mail me with feedback (good, bad, or even better : suggestions for updates or new features) at : gautron.ifa@mobilier.com , even if i prefer the forum to communicate, which is by far more profitable to everybody.

If anyone reading this is a FOT modder and interested in collaborating in this project (or another one), please contact me. At the time i mostly do entity editing, but i think i will extend my research to other aspects of the game if i receive feedback (and if i have time, i work 8 hours a day as much people do). I have plans to do some more work on this mod in the close future, so if you have suggestions, i'd really appreciate you let me know.

added in v0.93 beta:
I extend my aims about extensions of this mod (i think weapon mods are good for those useless items, and deathclaws new attacks make them more interesting, so i want to keep those good ideas), and i now seek other ideas for other weapon modification, new ideas about moding generally, or a way to add some scenario to all this materials. When the Editors will be released (IF it is released one day), i will probably add one or two "intro" missions to set the background. And if some people want a collaboration, why not new weapon sprites, new portraits, etc...)

Thanks for trying "The Manhattan Project".

Athmospheric ++
May the 6th, 2001
