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번역 관련 문제 보고
I've varied for the other areas, depending on which character I'm playing, since I've generally taken the side I intend to wipe out into the Commonwealth. I've tried giving the Galactic Zone to the Pack as well, and they had a few fun comments about the place.
I like it for some of my characters, but for my face-stabbing radiation worshipper, I particularly wanted the other two.
Out of curiosity, does the Pack Alpha perk stack with Lone Wanderer and even the Sentinel armor?
it should, I had other perks stack before such as Sandman and Ninja for sneak attack bonus for example
I killed them all. Then a deathclaw ate me. 100/10 Would do it again and get eaten. Perfect ending to a stupid DLC.
Safari and dry rock to pack, bottling plant and galactic to operators
Kiddie Kingdom: Pack. They are dressed colorful and act like wild children.
Dry Rock Gulch: Operators. The saloon makes a great second parlor for them.
Galactic Zone: Operators. They're smarter than the other raider gangs to deserve the sci-fi park.
World of Refreshment: Disciples. They tend to operate near rusty and run down places.
Bottling Plant: Operators
Galactic Zone: Operators
Safari Adventure: Operators
Kiddie Kingdom: Disciples
Dry Rock Gulch: Disciples
Pack: DEAD, too damn annoying.
To The Pack, Safari Adventure and Dry Rock Gulch. They like beast and this is where the beasts are. there's even a cloning machine to make more.
Bottling Plant: Disciples. Because of the lore. Basically in a timeline where they don't rebel the bottling plant get repaired, we start minting caps and we get ready to repel the Crimson Caravan ( https://fallout.fandom.com/wiki/Crimson_Caravan ) hired saboteurs.
Kiddie Kingdom: The pack, the reason is that there are different colored paints, which they can use for their armor and weapons and it fits their "partying" personality.
Dry Rock Gulch: Disciples, although there is no further reason, they have a cave where they can keep prisoners and it fits with their "desolate" personality.
World of Refreshment: Operators. Obviously, the operators are in charge of the nuka-world economy, they have a place where they can replicate caps, and they can make the place work to give you benefits.
Safary Adventure: The pack, they have cages for their animals and slaves, since they are in charge of bringing slaves to nuka-world to make them work for the raiders, and it fits with their wild personality, it is the ideal place for them.
You also have to understand what role each band plays within nuka-world
The operators: they are the economy, they were probably the ones who gave the idea to Colter, to enslave the merchants and not murder them and make the place an important commercial center where the caps circulate, without a doubt they are the most intelligent and sociable Of the 3 gangs, it is easy to reach agreements with them as long as you give them their share of the loot, they will not cause you any major problems.
the pack: they are enslavers and they bring them to nuka-world to work, they mobilize all that, they go in groups to settlements where they kidnap settlers to enslave them and put collars on them, let's say they are in charge of the park's workforce.
the disciples: they are the ones who intimidate the rest of the gangs and other factions outside of nuka-world because of their way of being, they are dedicated to extortion and slavery but for other purposes, although they have no greater contribution to nuka-world than the intimidation, they are still a force to be reckoned with, they are the main reason why nuka-world is feared and respected