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Author Topic: (Old Post-Apocalypse thread).  (Read 217792 times)

Jeoshua

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Quote
Canine:
Spoiler (click to show/hide)
      ** Coyote
      ** Dire wolf
      ** Feral dog
      ** Gray wolf
      ** Racoon
      ** Skag
      ** Yao guai

Yao Guai are ghoulified bears, so technically Ursine, and Racoons are Procyonids.  But don't let that deter you, I'm just being a stickler (read as "ass").

I'm actually tickled pink that Goji is going in there.  One of the prefstrings should be "rediculous gait".  Search on YouTube for "New Vegas Gojira" and you'll see what I mean.
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I like fortresses because they are still underground.

Pokon

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Quote
Canine:
Spoiler (click to show/hide)
      ** Coyote
      ** Dire wolf
      ** Feral dog
      ** Gray wolf
      ** Racoon
      ** Skag
      ** Yao guai

Yao Guai are ghoulified bears, so technically Ursine, and Racoons are Procyonids.  But don't let that deter you, I'm just being a stickler (read as "ass").

I'm actually tickled pink that Goji is going in there.  One of the prefstrings should be "rediculous gait".  Search on YouTube for "New Vegas Gojira" and you'll see what I mean.

Well, in this, they get a discription about how there a sort of bear/dog mutent. Kind of makes sence, considerng how they move.
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Deon

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They looked like "bearhounds" from D&D in my eyes. And I know that they are ursine, but I did not want to make a separate creature file for them and raccoons, that is all :).
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nettobr

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Someone else is having trouble making ammo?It just shows that there is no materials avaible even with gunpoweder container and iron near.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #364 on: April 20, 2012, 04:29:26 pm »

Thanks for telling.

1.0a
- Overseer's chair is named properly.
- Ammo making now works again.

If you already have 1.0, you can download a fix (objects folder only) from the first post. Replace the objects folder in your save to fix your going fortresses.
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crazyjake56

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #365 on: April 20, 2012, 06:40:51 pm »

Two things.
1. Can i port my .99 save to 1.0a
2. Why are all the animals i can embark with have the same gender(Like how all dogs and puppies on the list show up as males.) Is this changed in the new version?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #366 on: April 20, 2012, 06:42:41 pm »

1) yep, 1.0 added a lot.
2) scroll down, those are different male castes, then follower by female castes.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #367 on: April 21, 2012, 08:44:59 am »

What if.. every hostile creature icon had a 2x2 pure-white square in their icon's upper corner. That way could tell harmless wildlife from dangerous wildlife at a glance.
I nerf hacksaw to
[ITEM_WEAPON:ITEM_WEAPON_HACKSAW]
[NAME:hacksaw:hacksaws]
[SIZE:310]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:15000:800:slash:slashes:NO_SUB:1000]
[ATTACK:BLUNT:18000:800:slap:slaps:flat:1000]
[ATTACK:BLUNT:100:800:strike:strikes:pommel:800]

and the steel barbed wire from scavenging is 6000e, so I change it to brass. And steel jug to pewter jug.
« Last Edit: April 21, 2012, 09:11:58 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

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #368 on: April 21, 2012, 09:39:21 am »

Nah, adding icons to 16x16 creatures will make them terrible when you zoom in/out even a little, it's an old matter. It's not worse than colored letters in DF :).
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #369 on: April 21, 2012, 09:54:56 am »

How about less fat on all wildlife? It's a hard life out there. Less feral dog tallow, less gecko tallow.
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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

Pokon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #370 on: April 21, 2012, 11:56:57 am »

Indeed. Might edit the raws of the main livestock animals (Bighorners, ect) to have only the premium versions give out the normal amount of meat and fat, with the rest being varying degrees of skinny.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #371 on: April 21, 2012, 11:58:52 am »

That's not a bad idea. I won't rush an update because of it, but I will consider it for the next release, thank you for the idea!
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crazyjake56

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #372 on: April 21, 2012, 12:32:58 pm »

Just a question, what labor do i need enabled for someone to use the scrapyard?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #373 on: April 21, 2012, 12:36:31 pm »

Trapping (trappers are called scavengers now).

Check the first post, it lists all the new workshops with reactions and skills required.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #374 on: April 21, 2012, 07:35:46 pm »

ok...I've got a weird glitch...iguanas will not kill rats or roaches...If a lizard pops up in the food stockpile, they will run straight to it and kill it...but a roach...they path near it...then just turn around and go somewhere else.

EDIT:  I copied everything from lizards but the name over rats...and now the iguanas kill them...it's something in their raws...not sure...but it might be the "[NOSKIN][NOBONES][NOMEAT]"
« Last Edit: April 21, 2012, 08:11:25 pm by JediaKyrol »
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