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Author Topic: Fallout mod - Succession adventure fort.  (Read 1001 times)

Deon

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Fallout mod - Succession adventure fort.
« on: March 25, 2013, 04:03:21 pm »





☢ FALLOUT MOD ADVENTURE FORT ☢


The general idea is to build a crafting/storage vault/fort in a conquered lair one after another and fill it with treasure.


How it works you ask?
I will find a lair which is easy to get to and will start. I will try to find some interesting things with decorations about world history and bring them to the fort. I will work on the first stage of it.
Interesting items will be placed in museum.
I will make a crating area for other people to come and make their own stuff, and create a warehouse with items they may want.
Then I will retire and another person will start an adventurer. They may pick me up in a party if they can find me, and then they will bring beast heads, awesome items and rare findings in the fort, and will expand it.
Et cetera.

What are the general rules?
- There're no limited time borders within the game, but be realistic in real life to keep it going. Let's say, 3 days per peson.
- Do not steal from the museum part of the lair.
- Try to gather some resources and leave them in warehouse for other players.
- If you can, bring useful but uninteresting items in the warehouse/armory to help future adventurers.



Some info about adventure part of the mod:

[ Ctrl-C ] in adventure mode opens companion order menu, you can order them to drop equipped items, equip items from the ground, move, wait, follow, leave etc.
[ Ctrl-X ] opens job menu which allows you to build, craft etc. If you want to learn more how advfort works, read the advfort part of the Genesis manual: http://dffd.wimbli.com/file.php?id=7499
[ x ] lets you make basic crafting, use flamethrowers and butcher.

Adventure mode:
> Explanation about power armor, grenades and flamethrowers <
- Adventurers can now mine/chop/scavenge/build. Press Ctrl-X to bring up a menu.
- Adventure mode "action crafting" has been reworked to fit the new system.
- Press Numpad0 to skip a turn/wait.
- Adventurers can build just a few of fort mode workshops, but they have their own.
- Adventurers now can chop down scrap piles and scavenge them for necessary items.
- Scrap piles contain various useful items required for building and production of new custom workshops.
- Scrap piles may contain geo, medical, military and pre-war crates.
-- Geo crates have useful items, portable chemistry stations and scrap metal.
-- Medical crates have drugs.
-- Pre-war crates have items for tinkering and assembly line.
-- Military crates may contain flamethrowers, power armor, tactical helmets and grenades.

- New workshops for adventure mode only:
-- Assembly line: requires any building material, 1 toolbox, 2 mechanisms, 4 pipe sections and 5 wiring.
-- Carpentry workbench: requires any building material.
-- Concrete mixer: requires any building material.
-- Tinkering machine-tool requires any building material and a toolbox.

* Assembly line *
-- Make boots: requires 1 scrap metal.
-- Make combat armor: requires 3 scrap metal, 1 tanned leather.
-- Make power armor: requires combat armor, 2 screws&nails, 3 wiring, 1 computer parts.
-- Make leggings: requires 2 scrap metal.
-- Make military helmet: requires 1 scrap metal.
-- Make tactical helmet: requires 1 mil. helmet, 1 wiring, 1 computer parts.
-- Make drill: requires 1 scrap metal, 1 screws&nails, 1 wiring.
-- Make hacksaw: requires 1 scrap metal.
-- Make chainsaw: requires 1 hacksaw, 1 screws&nails, 1 wiring.
* Carpentry workbench *
-- Make wooden planks (5): requires 1 wooden log.
-- Make plank block: requires 1 plank.
-- Make plank barrel: requires 1 plank, 1 screws&nails.
-- Make plank bin: requires 1 plank.
-- Make plank bed: requires 2 planks, 1 screws&nails.
-- Make plank box: requires 2 planks, 1 screws&nails.
-- Make plank cabinet: requires 2 planks, 1 screws&nails.
-- Make plank casket: requires 2 planks, 1 screws&nails.
-- Make plank chair: requires 2 planks, 1 screws&nails.
-- Make plank hatch cover: requires 2 planks, 1 screws&nails.
-- Make plank table: requires 2 planks, 1 screws&nails.
* Concrete mixer *
-- Make concrete blocks (10): requires 1 boulder.
-- Make concrete pipes (2): requires 1 boulder.
* Tinkering machine-tool *
-- ammo handloading (50): requires 1 scrap metal, 1 gunpowder sealed container.
-- make cage: requires 1 scrap metal.
-- make computer parts: requires 1 scrap metal, 1 scrap glass.
-- make mechanisms: requires 1 scrap metal.
-- make pipes: requires 1 scrap metal.
-- make screws and nails: requires 1 scrap metal.
-- make wiring: requires 1 scrap metal.



I will try to generate an interesting world now and we will start.

Turns:

- Deon
- mavj96
- Big_James_B
« Last Edit: March 26, 2013, 03:27:48 am by Deon »
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Deon

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Re: Fallout mod - Succession adventure fort.
« Reply #1 on: March 25, 2013, 04:38:38 pm »


☢ THE WORLD ☢


Yellow civilizations are vault citizens.
Cyan civilizations are supermutants.
Light green civilizations are wastelanders.
Green civilizations are ghouls.
Red civilizations are cannibals.

Raiders and reavers are everywhere.

Those colored circles show population spread.
I suggest we start in the middle, there's a lot of caves with monsters and a few big cities. Objections?
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mavj96

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Re: Fallout mod - Succession adventure fort.
« Reply #2 on: March 25, 2013, 11:28:32 pm »

I'll be in for a ATTEMPT to survive.
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Deon

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Re: Fallout mod - Succession adventure fort.
« Reply #3 on: March 25, 2013, 11:56:53 pm »

You are not limited in amount of adventurers you play, just in time. It would be nice if you could document it all though, more deaths = more fun to read! I will update the information now. We will be starting as wastelanders of Empire of Metal who are in constant war with two ghoul civilizations, and we are not winning it...

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Big_James_B

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Re: Fallout mod - Succession adventure fort.
« Reply #4 on: March 26, 2013, 02:49:41 am »

Cool, put me down as a Scavenger/Adventurer.
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Rumrusher

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Re: Fallout mod - Succession adventure fort.
« Reply #5 on: March 26, 2013, 08:36:17 am »

eh I can see no wrong in this outside of finding more crazy means with advfort.  Also you can make a lair or a site using dfusion its under the 'adventure' option. So that you don't even need to find a lair more so adventure embark on a site then dump your workshops every where.
throw me in as well.
« Last Edit: March 26, 2013, 05:25:45 pm by Rumrusher »
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DAMN YOU RUMRUSHER!!!!!!!!
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Big_James_B

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Re: Fallout mod - Succession adventure fort.
« Reply #6 on: March 26, 2013, 09:56:43 am »

I'll go ahead and make a post here that can later be edited for a sort of "Hall of Heroes" type post.
Hopefully in this world Boxcar Joe will survive...

THE HALL OF HEROES...
is currently empty
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mavj96

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Re: Fallout mod - Succession adventure fort.
« Reply #7 on: March 26, 2013, 01:33:57 pm »

I wish I understood how to use legend readers =c.
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