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Author Topic: (Old Post-Apocalypse thread).  (Read 217709 times)

Deon

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I have a similar issue. When I mod this, I want to reinstall my Fallout New Vegas with all the new sweet mods :(.
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bombzero

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ha.
though i think 3 is better than NV without mods, NV is better with.

also, do you ever get the frustrated that DF, with all its complexity, still has some annoying limits on modding?
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Deon

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I do, but it does not stop me.

And I never play Bethesda games without mods :3.
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TomiTapio

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Trying the latest ascii version...
hmm [INSTRUMENT:ITEM_INSTRUMENT_TOOLBOX] do I need to embark with toolboxes, or carve some musical instruments from stone?
There does exist a "Tools" category in stocks, but crates are instruments.
tech crate and toolbox both have the upside-down question mark symbol. How about... the paragraph symbol (reversed P) or Theta θ, oops, theta is bed.

- maybe nerf the digging tool, should be worse than machete or crowbar.
Spoiler (click to show/hide)
- nerf bone tooth horn hoof decorating material prices, if possible.
- I built a well out of gunpowder blocks.
- nerf value of aluminum, empty alu chest was same 400 as full chest... (25 steel bullets is 750; really, can you buy a Securitron for 50 bullets???)
- can't order bullets or rifles from home civ caravan? Hmm. Can order power armors.
- sure that can't use gunpowder blocks at furniture shop?
--- dozens of brass beds came from furniture shop. I have _150 brass beds_.
- maybe get some rock blocks from scavenging. also some wood blocks. (2% chance each)
- please make hacksaw melee worse than machete. It's no longer an axe.

Ooh a giant D comes! 5 melee + 10 ranged fight it. Lost one citizen. The killing blow was a claptrap punching its skull into its brain!
- check stocks, have "drinks [158]"(drinks is not in the raws) and "gamma gulp beer [108]".
- maybe cut securitron's viewrange or shooting range by 20%.
- feels like way too many feral dogs around. More insects pls!
- how about nerfing the rangedweapon bash attack, instead of [ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250] maybe 10000:800.
« Last Edit: April 09, 2012, 09:05:42 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Abregado

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Having issues with plasmaguns. They seem to be ineffective. Relying on securitrons punching people or Mr Gutsy's rotating saw at the moment.

Have you found a way to burn people with interactions Deon? My own forays into dwarven plasmagun tech have been failing :(

FritzPL

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Spoiler (click to show/hide)


Spoiler (click to show/hide)


ASCII. Grey thing on the second image is smoke that comes from the fire THAT is spreading since the dog's insides boiled.

I have no fucking idea what happened there, althrough a friend of mine told me it's because of the boiling blood.



EDIT: Two confirmed dveller deaths, cool. (cool, sigh)
« Last Edit: April 10, 2012, 02:08:59 am by FritzPL »
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Deon

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Quote
tech crate and toolbox both have the upside-down question mark symbol. How about... the paragraph symbol (reversed P) or Theta θ, oops, theta is bed.
Impossibru, they are "instruments" thus they have this symbol. I should possibly move them to tools.

Quote
--- dozens of brass beds came from furniture shop. I have _150 brass beds_.
Yeah, my small error with material size. I will fix it.

Quote
- can't order bullets or rifles from home civ caravan? Hmm. Can order power armors.
Yes you can't. Otherwise you would be able to make them from wood.

Power armor like they are are temporary. I will make a special research for them.

I will change gunpowder to instuments to disallow gunpowder block building. Thank you for the feedback!

Abregado, plasmaguns are effective vs. unarmored opponents, but it's just a spinning rock basically, so it's not good vs armor. I experiment here, but I doubt we can reach starts with this mechanic.

FritzPl: the plasmabolts are awesome when they get stuck. Because they make the blood boil and basically evaporate the creature from within. But ammo is rarely stuck, so that's a problem. If only we still had the SKILL_CHANCE STICK_CHANCE token, it would be glorious...
« Last Edit: April 10, 2012, 02:16:18 am by Deon »
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FritzPL

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What would SKILL_CHANCE do? My modding experience ends at adding [TRAINABLE_WAR] to badgers.

trees

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I think Deon is referring to an ammo token from 40d that was something along the lines of STICK_CHANCE that determined the likelihood of the projectile lodging in to a target. He could set it to 0 and problems like yours wouldn't happen.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Deon

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I meant STICK_CHANCE, I've recently woken up so I've made a typo :).

And no, I meant I could set it to 100 and have energy guns which do not leave ammo, and also natural ranged attacks which always deliver poisons/syndromes :P.

Quote
- check stocks, have "drinks [158]"(drinks is not in the raws) and "gamma gulp beer [108]".
Any idea where did the "drinks" come from? I will check it.
« Last Edit: April 10, 2012, 02:19:04 am by Deon »
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FritzPL

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Oh, I see ;) No, don't do it, game is much more FUN that way.

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.98b) - Some fixes and new workshops.
« Reply #176 on: April 10, 2012, 03:23:19 am »


0.98b
(New)
- Blood sausages can be made from barrels of blood (kitchen).
- Biofuel refinery and Sewage plant (require research).
- Reactions to turn wooden blocks/vermin/oil/alcohol into biofuel.
- Sewage plant can process waste into M.R.E..
(Fixes)
- Scrap (wood) no longer costs 0 points.
- Less frequent feral dogs.
- Aluminum value is much lower.
- Reduced population of feral dogs and wolves.
- Greatly increased populations of insects.
- Fixed metal beds' making, it now produces 1 bed per 1 bar.
- Hacksaws and drills are less lethal, ranged weapon bash nerfed, machetes are stronger now, crowbars are more penetrating.
- Wood burning reactions produce charcoal instead of coke.



I haven't got time to finish the virology research, so you have part of the code, but it's not in the game. I will finish it ASAP, right now enjoy fixes and two more workshops.
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TomiTapio

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Quote
- check stocks, have "drinks [158]"(drinks is not in the raws) and "gamma gulp beer [108]".
Any idea where did the "drinks" come from? I will check it.
Must be one of the plants. Just standard "brew all" "process plants" "process plants to barrel" stuff.
maybe the new med-x plant?

Notes from today's 85 minute test fort: 0.98b
"unknown toolbox", weight 10 G value 200. From the open crate reaction
medical crate could give cloth and thread. and gypsum plaster (as ore?). and a scalpel (dagger). Brass oil lamp [bunsen burner]
want brass to come from scrap metal, not so much tin. Some pewter too, all that kitchenware jazz. (aluminum jug, brass jug, steel flask, definitely steel cookingpot)
Chem lab building might require glass (or vials), kitchen pots, animal fat.

nerf pewter price 25 to match aluminum's 15.
10%  chance to get plutonium rod seems high. 4%?
medical crate could output a synthreed waterskin, or aluminum flask. Also, clear glass vials!
bayonets from mil crates, please. Maybe a little bit of cloth too.

minor problem: three biome 3x3 embark, have only one wildlife: GIANT NAUTILUS (Vanilla's new, of the ocean), and it's not going away, been 1 years. No wildlife coming in or out :( :(

Suggest we add these weapons/tools from Genesis:
Spoiler (click to show/hide)

Next I should test adventuring , I guess.
« Last Edit: April 10, 2012, 08:54:40 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.98b) - Some fixes and new workshops.
« Reply #178 on: April 10, 2012, 09:19:06 am »

- Sewage plant can process waste into M.R.E..

now wait just a gosh darn minute...you said no to Bloatfly honey because it is made out of poop...then you make a factory that turns poop into food!  *shakes fist like an angry old man*  (nah, I'm just kidding)
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vorpal+5

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Re: ☢ Post-Apocalypse ☢ (v.0.98b) - Some fixes and new workshops.
« Reply #179 on: April 10, 2012, 09:43:06 am »

Another fine version!
Do you plan to include the full read me as a text file in first post? Sometime we may miss a version (as you are rather fertile) and we need to check 2 or 3 in a row, although I guess when things get more finished, you'll produce less frequently versions.
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