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Author Topic: (Old Post-Apocalypse thread).  (Read 219610 times)

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #300 on: April 17, 2012, 12:20:46 pm »

I will give supermutants rippers, I forgot about that.

Right now I am tweaking current tileset to make the workshops better-looking.

That's the scrapyard (without colors, a photoshop mock-up):



There's still a lot of stuff I am not happy about, but I need to fix and add more of your suggestions before I start fully working on the graphical part :).
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #301 on: April 17, 2012, 12:24:36 pm »

Man, you reply so fast that instead of editing my post I gotta make new posts.

158 fps with 3x3 embark, 64 citizens :)
Edit4: check drink stocks, have "drinks 45", mysterious.
Give alligators more deadliness, ie. biting, fighting.
Hmm... use rope coil, and armor stand, and quiver and crown tiles in the scrapyard? Also floor door/grate and bucket.

Edit: feels that pythons run too fast, can't catch.
Edit2: Oh! Oh! Scavenging should find "aluminum bins" and "plastic bins" too. (wooden bins have rotted away in the soil)
« Last Edit: April 17, 2012, 12:47:12 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

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #302 on: April 17, 2012, 12:52:00 pm »

Tomi, could you try to trace where did those "drink" come from?
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #303 on: April 17, 2012, 01:12:12 pm »

Oh, Mr. Gutsy's plasma arc is still melting off in fortress mode...
Ah!  it's because it's asking for LOCAL_CREATURE_MAT:PLASMA ...but one isn't defined...why isn't that showing up in the errorlog though?
...also the plasma bolt attack is attached to gutsy's head for some reason...
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #304 on: April 17, 2012, 01:22:44 pm »

Yes i am getting job cancelation messages and i saw someone carring a plasma bolt.
About mr. gutsy: it always says that its plasma arc is missing.
was playing .99e though.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #305 on: April 17, 2012, 01:24:09 pm »

Thanks JediaKyrol, I will fix the plasma material.

I cannot find the reason of the "drink", all plant drinks are properly defined.

Plasma bolts should ALWAYS boil away, and they cause cancellations on boiling.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #306 on: April 17, 2012, 01:42:31 pm »

I haven't seen any plasma bolts lying around since that temperature fix a bit back...(except for the broken-arrow graphic when one misses...and dear bob do securitrons miss a lot.  Is there a way to maybe pick up their accuracy at the expense of dropping firing rate?)

the unnamed drink could be related to the melting plasma arc.  It is a undefined creature material and for some reason also liquid...so the game might be saying "screw it" and calling it "drink"
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #307 on: April 17, 2012, 02:19:41 pm »

Ah, quite possible! With plasma arc fix it could be fine.

0.99g
- Trappers are called scavengers, gem cutters are called tinkers (professions only, the skills have the old names).
- Various tweaks and fixes.
- All underground df trees (tower-cap, black cap etc.) are replaced by "root tree" with a new tile.
- Scrap pile frequency lowered to 70%.
- Chemistry lab now properly requires blueprints in the graphical version.
- Fixed plasma arc melting for robots.
- Mr. Gutsy now shoots from its plasma gun, not upperbody.
- Claptraps now clean other friendly creatures from blood, grime, vomit etc.

- Freed a lot of tiles from the tileset for future (probably for better custom workshop tiles) in the graphical version.
- Rework of the tileset and graphical representation of workshops in the graphical version.
- Most of stones are monotone gray (inb4 brick factory).





I need to go to bed now, I will make another release tomorrow, hopefully with enclave and TomiTapio's suggestions.
« Last Edit: April 17, 2012, 02:24:51 pm by Deon »
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GaxkangtheUnbound

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Re: ☢ Post-Apocalypse ☢ (v.0.99g) - graphics, stuff, vital fixes
« Reply #308 on: April 17, 2012, 04:19:57 pm »

Deon, I've noticed that raiders are identical to vault dwellers, even in description. It would be a simple fix.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99g) - graphics, stuff, vital fixes
« Reply #309 on: April 17, 2012, 04:23:38 pm »

Oooops, my baaaaaaaaaad.

I copied the creature raws and replaced their appearance (hairstyles and whatnot) through the entity, but I forgot to change the description! Thank you.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #310 on: April 17, 2012, 04:28:41 pm »

I cannot find the reason of the "drink", all plant drinks are properly defined.
Hmm I commanded "make mead" in still, it used something non-honeycomb.
[REAGENT:honey:150:LIQUID_MISC:NONE:CREATURE_MAT:HONEY_BEE:HONEY]
do we have honey bees in Apoc? Yes we have.

Stockpiles under liquids, it listed radcurrant jam, mushroom soup (from what reaction, cooking?), ground beet syrup, soy cheese. Cheese is a liquid now?

How good are the scrap tree wooden bolts?

Virology lab gfx: I'd use lots of the "tool kit" tile (as seen in tinker shop), kinds looks like many vials.
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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

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99g) - graphics, stuff, vital fixes
« Reply #311 on: April 17, 2012, 04:44:36 pm »

Damn it, I forgot to remove power armor from the normal armors list. I will not sleep but release an update now :P. Also, enclave.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #312 on: April 17, 2012, 05:23:39 pm »

0.99h

- fixed raiders' description.
- simplified raiders' castes.
- added enclave.
- new graphics for enclave members.
- you can no longer "forge" power armor., you can only craft it in tinker's workbench.
- greatly increased bandit patrols of raiders.
- increased bandit patrols of wastelanders.
- militia-dwarves (oops, my bad) renamed to "guardsmen".

Now finally OFF TO BED. 2:30 AM here. Good night folks.

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Meph

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #313 on: April 17, 2012, 06:43:38 pm »

Nice to see the advancements here :) I really like the designs, never really used the Ironhand tileset myself. When you say you mod the tileset, what would you need for this ? Does it need to be transparent, have several layers, or is it ok to simply use bmp. with magenta ?

If you need any help with interactions, mutations and such, feel free to ask :)

How do you solve the problem with normal booze and the vanilla reactions that can not be edited ? Or are your vault dwellers still drinking booze all the time ?

EDIT: PS: See the standardized animal materials are getting more interest... Corrosion has them now as well, and I just saw your leather/tough leather embark screenshot :)
« Last Edit: April 17, 2012, 08:11:57 pm by Meph »
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #314 on: April 17, 2012, 07:50:06 pm »

The horror!  Dwarf Therapist isn't recognizing 0.99h!
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