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Poll

What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133219 times)

Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #825 on: May 19, 2015, 04:36:34 pm »

You can go ahead and do what you want, I am never against it. The advanced stuff like power armors, tactical helmets and of course incendiary weapons and all spawning reactions need dfhack scripts to be updated.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

mcolombe

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #826 on: May 19, 2015, 10:56:47 pm »

Amuys buddy, if you can pull off updating this mod, well done to you i say.
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #827 on: May 21, 2015, 10:08:54 am »

For those looking for similar gameplay experience, my fantasy mod The Fall is going to have the same content as Fallout, just with unique flavor and in different setting.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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