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Author Topic: (Old Post-Apocalypse thread).  (Read 217704 times)

Rumrusher

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So I just found and rescued a child from a pact of supermutants going to town on him/her as a supermutant. Didn't knew 34.07 brought back recruitable prisoners.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Asra

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I am currently working on trying to get my virology lab to work. Is there a wiki or something on your fallout mod, Deon, like the one for Genesis? I have a lot of petri dishes but I don't know how to get to use them. Though I'm still using the version from a week ago so not sure if it's just the one I have.
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TomiTapio

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A funny thing happened out there in the wastes...
outdoor village, with a nice moat, tiny siltstone quarry, and two wooden bridges. Nine folks. One of them's a crossbow master.

A load of large rats pops up in the village. A FIRE STARTS from the assorted robots' fighting!
Might have escaped the fire using burrows-shouts, but... the wooden bridges spread the fire to outside the moat! Try to build bridges back, but the fire reaches the citizens...
Migrants arrive and find one hurt woodcutter. YOU START HERE.

The save: http://dl.dropbox.com/u/8967397/Apoc-outdoors-FIRE-region2.zip (gfx version, 3x3 embark, heavily forested, no blueprints yet)
« Last Edit: May 03, 2012, 05:41:53 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

x2yzh9

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Guys, got any recommendations on starting builds? Could someone post their embark profile if they have one for this mod?

TomiTapio

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You can have mine, it's for 3200 points rolled worlds:
Spoiler (click to show/hide)
Iron drills are the expensive items, 300 caps each.

Recommend: one doctor, one manager-beancounter, kitchen stuff divided among three, one smith. Maybe have three folks do mining, and three do woodcutting.
My build doesn't have points invested in alchemy or fish cleaning or furnacing or wood burning, ahve to assign those when play.
« Last Edit: May 03, 2012, 09:51:51 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

Bodyless

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why dont you use the copper ones then?

I usually use 2 miners (one with stonecrafting if you want that), 1 diagnoser/broker/grower, 1 grower/brewer/cook, 1 carpenter/woodcutter/building designer, 1 mason/mechanic and 1 woodcutter with military or crafting skills

take 2 copper drills and 2 copper hacksaws,
iron/cobalt anvil(just to be safe),
~ 100 drinks (broc flower tea is the cheapest, and makes sleepless),
30-60 meat, seeds (for example 11 of each synth fiber(threads, drinks make sleepless), caver mushroom(drinks make sleepless), white lettuces(process to bag for tons of cookable food), beets(because lettuces cannot be planted in winter, plant this in autum/winter, can be eaten raw or milled) and alboni wheat(use when you need coal: alcohol for biofuel). you could also use similar above ground plants (broc flower(drinks), wheat(alcohol), cabbages(food),...).
also one mr. sturdy.
this is for embarks with sufficient trees.
« Last Edit: May 04, 2012, 12:45:36 am by Bodyless »
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x2yzh9

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Thanks guys! Oh, and I get ungodly slow FPS with this mod, any idea why? It's not at the menus and such, just in fortress mode.

Ivan Issaccs

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It does seem to be quite slow compared to vanilla but I cant put my finger on why exactly, Ive resorted to mass dumping into the magma sea and then I can usually keep FPS above 100 with a population of 50.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

Itnetlolor

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Just had a couple neat ideas come to mind, although I already posted them elsewhere.

Basically, for those locations that lack proper water sources (not even puddles (or at least safe ones to drink out of)), have moisture vaporators like in Star Wars (great for desert embarks, or places with toxic waters), and manna machines which would work extremely well alongside the vaporator to provide sun-chlorella algae. Of course, in order for the manna machine to produce algae, it can only be built outdoors (if it's an option). Both devices just require a metal block and a clear glass block to be built. They work similar to the still, except vaporators can purify any water with a by-product of clay or sand for murky water, and salt block for saltwater. And the manna machine can have the algae produced (costs a bucket or few (7? like enough to fill a whole tile to the top) of fresh water (which alternatively can produce 7 algae)) be pressed into an algae cake which can then be used as an ingredient for foods, or extracted for brewing (capture the essence by pressing out all the excess water first (1 cake requires 5 algae).

Hopefully they won't be gamebreakers, but they would make more hostile environments a bit easier to deal with.
« Last Edit: May 04, 2012, 04:56:09 pm by Itnetlolor »
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guspav

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Is it me or war robots can't hit the broad side of a barn when firing their plasma guns, particularly during sieges and especially when firing from a z level above the enemies?
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TomiTapio

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That moisture farming sounds like fun. Maybe add a mechanism and a depleted power cell for it to be built. Or a pipe section, nay, two buckets.
Food feels pretty plentiful wherever you can fish or hunt.

Deon: one other gem had extra ":rubies" making them be called "stone".
Currently I'm having crossbow and gunner skill be the same (similar aiming, I say), and at 200% learning. Because rifle shooting is slow.

Is it me or war robots can't hit the broad side of a barn when firing their plasma guns, particularly during sieges and especially when firing from a z level above the enemies?
Hmm... maybe should give inbuilt shooter skills to the war robots, and dodging skill to eyebot and claptrap.
Try giving [NATURAL_SKILL:RANGED_COMBAT:7] to your bots in your current fort.
« Last Edit: May 04, 2012, 05:00:03 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

guspav

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Quote
Hmm... maybe should give inbuilt shooter skills to the war robots, and dodging skill to eyebot and claptrap.
Try giving [NATURAL_SKILL:RANGED_COMBAT:7] to your bots in your current fort.

AHA! Yeah, robots seem much more effective now, thanks a lot!
I guess that should go as a fix for the next version
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x2yzh9

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I'm getting really low FPS, I don't see how you guys get it playable? It's giving me like 2 FPS sometimes in adv. mode, and only like up to 30 fps in fortress mode. Any ideas?

guspav

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I'm getting really low FPS, I don't see how you guys get it playable? It's giving me like 2 FPS sometimes in adv. mode, and only like up to 30 fps in fortress mode. Any ideas?
I embark on 3x3 squares and put a max population cap of 60, that helps a lot, just hope you won't get massive babies and children like me so as to get a 100 dwarf..er vault dweller population unwillingly.
Still this mod is much more demanding than vanilla.
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Bodyless

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I have to agree on that. use smaller worlds and smaller embarks and dont do long histories.
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