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  • Fallout: New Vegas Modding and More - Uranium Fever Edition!!

    A bunch of new goodies this time round. A quick preview of the new stuff, details and the rest will be in reply.

    New!!
    DamageAmplifiedEssential - 1.35x multiplier across the board. You, companions and enemies all do more damage.
    EmptiesEnhanced - A few goods give empty containers on use. This is for all you Cactus Water drinkers.
    LeverActionFireRatesReduced - No more spasming lever action animation.
    KarmaRebalanced - Tired of being evil just because you have kleptomania?
    LessMessy - Limbs and heads seem poorly attached in the Wasteland.

    Updated!!
    TimeScale 5 - Longer days. A few tweaks to food and CatEye.
    BinocularZoomEnhanced - Bigger, better, zoomier.

    Experimental!!
    RealismEnhanced - A number of variable tweaks to promote better AI and a number of other enhancements.

    All of my mods and the Caravan Checklist can be downloaded here: http://www.mediafire.com/zenzenten/fnv

    Obviously any mods that change anything that my mods have also changed will most likely conflict and cause all sorts of weirdness. Until a proper load order manager and FNVEdit gets merge functionality, them's the breaks. Everything in the post to follow is fully compatible though.

    Please let me know if you find my mods useful. Also, critiques, requests, comments are wanted. If you see any aspect of the game that could use a fix (and sticks with my track record of realistic enhancements) let me know. Nothing story related though, as I don't want spoiled. Just browsing the Nexus and Using FNVEdit has done enough of that.

    Thread Truncated. Click to see all 11 replies.

    • Fallout New Vegas: Caravan - How to Play & How to Win!! Revised and Clarified Weekend Edition!! Love them Kings!!

      PC Protip: Use QWER for actions and arrow keys for selection and placement of cards. Left/Right selects cards in your hand and which route to be played on, and Up/Down moves your card to be played up and down the columns of played cards, both yours and your opponent's.

      PC Bugfix: http://newvegasnexus.com/downloads/file.php?id=34855 This allows you to add found and bought cards to your deck.

      The goal of Caravan is to sell 2 of your caravans at a higher score than your opponent.

      There are 3 Caravan routes represented on the table. Each route must have a sold caravan for the game to end. The sold caravans can come from you or your opponent.

      Caravans are sold when they are valued between 21 and 26 inclusive.

      Decks must contain a minimum of 30 cards. You may only have duplicates of cards if they have different designs on the back. Two 8 of Spades from the Tops is not allowed, but an 8 of Spades from the Tops and an 8 of Spades from Gomorrah is allowed.

      To start your caravans, you are dealt 8 cards, and a number card must be played on each caravan from left to right. If you lack a number card, you may discard and draw until you receive one.

      Caravans travel in an ascending or descending direction. So 10, 9, 8 is a descending caravan, while 3, 4, 5 is an ascending caravan. 10, 9, 10 would be illegal. The exception to this is that cards of the same suit can travel in either direction. 8C, 7H, 8H is valid. Cards of the same number value cannot be played on each other.

      Ace is 1, number cards are face value. Face cards are played to the right of number cards and can be played on your caravans and your opponent's.

      J removes the card it is played on. Q reverses the direction of a caravan. K doubles the card it is played on. Multiple Kings can be played on the same card and increase exponentially. 2+K = 4. 2+K+K = 8. 2+K+K+K = 16. Etc...

      Jokers can be played on Aces and number cards. A Joker played on an Ace removes all other cards of that suit on both sides of the table. A Joker played on a number card removes all other cards of that value regardless of suit. The card the Joker is played on remains in play.

      Tied caravans allow play to continue until the tie is broken. I had 2 winning caravans and the third tied at 26, and couldn't win until I removed the entire tied caravan. Playing a bust card, or using a Jack or messing with my opponent's route would have worked as well.


      Some examples of play:

      Lets say I start a caravan with a 9. I can play a 10, but then I am out of ascending cards, so I play an 7. It's now at 17. My best card would be a 9, but my caravan is descending. So I play a 6, then a 3 for 26 total.

      Same example, starting with 10, 7, but this time I play a Q on the 7 to reverse direction and then play a 9 for 26 total.

      Same example, starting with 10, 7, but this time I play a J on the 7 to remove it, a K on the 10, then a 6 for 26 total.


      My deck focuses on the 10K-6 combo and the 9K-8 combo. Jacks and Jokers are used to remove the opponent's cards. The goal is to win with as few moves as possible.


      And lastly, as it bears repeating, a caravan from each route must be sold for the game to end. If you have sold caravans in the first two routes, and neither player has a sold caravan in the third route, the game is not over.

      This also goes to strategy, work on the routes that your opponent is working on. You don't want to have the 3rd route sold until you know you are going to win. A riskier strategy is to work the routes your opponent isn't, but it gets a bit more dicey.