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Author Topic: (Old Post-Apocalypse thread).  (Read 219571 times)

nettobr

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Re: ☢ Post-Apocalypse ☢ (v.0.99b) - No more deadly rain.
« Reply #225 on: April 13, 2012, 09:50:20 pm »

I just found out that the dweller inffected with the rotavirus just dont show up at the dwarf therapist even after they heal.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99b) - No more deadly rain.
« Reply #226 on: April 14, 2012, 12:31:48 am »

That's something I should tell the creator of the utility. Thank you for the report.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99b) - No more deadly rain.
« Reply #227 on: April 14, 2012, 01:55:26 am »

I just found out that the dweller inffected with the rotavirus just dont show up at the dwarf therapist even after they heal.
Hmm, try the latest therapist from the Dwarf Therapist thread please. Did it fix it?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #228 on: April 14, 2012, 05:55:11 am »

Here's a little fix, because being unable to process underground trees via sawmills is irritating. It should be save-compatible with 0.99b.

0.99c
- lab monkey sprite fixed.
- small tweaks.
- underground trees can be processed in sawmill now too.
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DrPoo

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Re: ☢ Post-Apocalypse ☢ (v.0.99) - Virology, infections and infected.
« Reply #229 on: April 14, 2012, 06:01:06 am »

You are free to modify the map and give me better variants! I cannot work on it right now.

How do i modify DF maps? :?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #230 on: April 14, 2012, 06:01:44 am »

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nettobr

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Re: ☢ Post-Apocalypse ☢ (v.0.99b) - No more deadly rain.
« Reply #231 on: April 14, 2012, 10:15:55 am »

I just found out that the dweller inffected with the rotavirus just dont show up at the dwarf therapist even after they heal.
Hmm, try the latest therapist from the Dwarf Therapist thread please. Did it fix it?
Yea the new Dwarf Therapist works well,even while they are sick.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #232 on: April 14, 2012, 12:16:42 pm »

Thank you, I will put the updated dwarf therapist for the next install.

By the way, I plan to make different kinds of leather/bone/muscle etc, and make "unified" leather. So you would get suede from small creatures, leather from normal, hide from big etc., like it was in genesis. Also I plan to make it "animal leather" instead of "dog leather", "iguana leather" et cetera. Is it fine for you?
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Itnetlolor

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #233 on: April 14, 2012, 12:27:27 pm »

That could actually simplify trade and fort preparations; although from time to time, it would still be pretty badass to be an adventurer decked out in a Deathclaw leather jacket. Maybe we can have a simplified and specific option for something like this, provided it's not too much additional work.

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #234 on: April 14, 2012, 12:28:27 pm »

I think some creatures may keep their special leathers, which are better than common ones. Deathclaws are the case, and some semimega/megabeasts. I will update the "tips" section of the first post in a second.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #235 on: April 14, 2012, 03:54:48 pm »

Oh god, "mirelurk fatty bag". Not again...

All chitin-wearing creatures are fine, except for mirelurks. I will fix it for the next release.
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Pokon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #236 on: April 14, 2012, 04:55:40 pm »

I think some creatures may keep their special leathers, which are better than common ones. Deathclaws are the case, and some semimega/megabeasts. I will update the "tips" section of the first post in a second.

Mantises/Scythers should probably get a better chitin variation, considering that they could basicly be seen as the insectoid equivulent of a Deathclaw.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #237 on: April 14, 2012, 05:04:14 pm »

Huh, mantisses were just small critters which bother you from time to time. Scythers on the other hand...
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Pokon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #238 on: April 14, 2012, 05:13:35 pm »

Huh, could have sworn there was a Giant version running around. I mention this because said giant versions are deadly foes in New Vegas, and yes, they are quite powerful. Then again, this is not a direct Fallout mod, soo...

EDIT: Ahh, well, there (Size 90), which is a mite bigger than a tiny critter.
« Last Edit: April 14, 2012, 05:19:24 pm by Pokon »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99c) - fixes.
« Reply #239 on: April 14, 2012, 05:29:07 pm »

I meant in the New Vegas, common mantisses are those you encounter in Goodsprings library. There were bigger ones, but they are giant mantisses.
In Fallout 2, they were smaller, but they would rape your face if you had no armor.

In this mod they are big, but not overly dangerous if you are armored.
Definitely not deathclaw-level.
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