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Author Topic: (Old Post-Apocalypse thread).  (Read 219098 times)

TomiTapio

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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?
Over here getting 112 fps, 3x3 outdoors-only fort, 46 citizens. (94 fps with 61 citizens)
Did you try the different [PRINT_MODE:2D] modes in init, truetype off, weather & temperature off? Also try window size and mouse wheel zoom affecting your performance.

Getting 28-60 fps adventuring in town (loads more out in the desert). What is this, a giant fruit market full of bins of veg & meat?? Never seen that in Genesis! Ghoul town start.
Edit: adventuring as supermutant, MUCH slower fps than as ghoul!
« Last Edit: May 06, 2012, 06:53:36 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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I've got blood sausage coming out as "skin chops"...which everyone refuses to eat or store...
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Mrhappyface

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For you, Deon. Super Sledges and Thermic Lances.

Spoiler (click to show/hide)

And the workshop reactions to make them.

Spoiler (click to show/hide)
« Last Edit: May 06, 2012, 03:23:27 pm by Mrhappyface »
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Itnetlolor

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Do we have (more for adventuring rather than Fortress mode, unless starting off) MREs in this mod (yet)?

The idea just came to mind while I was browsing some DF maps, and came across one of my old vault-forts in progress, and it mentioned feeding off of MREs for a sufficient amount of time. They could be made by screw-pressing prepared meals into something more compact and lighter to carry (excellent for your military dwarves and adventurers). Naturally, they would have to lack quality modifiers, but left alone/ignored not stored, they take a very long time to rot.

Speaking of similar styles of long-term portable foods, how about adding jerky to the game as well, or at least a dehydrator for making dried foods?

EDIT:
You can also have a chance to find MREs inside military crates while scavenging as well.
« Last Edit: May 06, 2012, 03:32:19 pm by Itnetlolor »
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Deon

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Yep, we can press MRE in... sewage plant, from garbage :D.

I will look into blood sausage and other issues and release a fixed version tomorrow, mostly for Plump's LP :).
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4) :: "Let's Play" edition ::
« Reply #515 on: May 07, 2012, 06:58:19 pm »

1.4
- Mr. Farmy tile is added.
- Added super sledges, thermal lance; both craftable in tinker's workshop.
- Cutting weapons are a bit better (knifes, rippers, machetes, chainsaws), no more hacking 1 gecko with a machete 10 times without noticeable effect.
- Some tissue tweaking: nails/horns heal, heart bleeds more, lung and stomach injuries are more painful, skin bleeds less and brings less pain etc.
- Blood sausage cooking works properly now.
- Small tweaks here and there.
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Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.4) :: "Let's Play" edition ::
« Reply #516 on: May 07, 2012, 07:42:16 pm »

Hey Deon, how do I get petri dishes to work? Someone said something before about needing blood?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4a) :: "Let's Play" edition ::
« Reply #517 on: May 07, 2012, 08:06:20 pm »

1.4a
- Virology reactions should work properly now (they now ask for petri dishes with viruses instead of containers with viruses).


For your old fortresses, just grab the reaction_virology.txt from the latest version and put in in your /data/save/region*/raw/objects folder.
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Mrhappyface

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Re: ☢ Post-Apocalypse ☢ (v.1.4a) :: "Let's Play" edition ::
« Reply #518 on: May 07, 2012, 09:02:53 pm »

There's just a minor bug in making thermal lances. The weapon entry is fine, with thermal lances.But the tinker's workshop makes a thermic lance as a product, which doesn't exist.
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Meph

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Re: ☢ Post-Apocalypse ☢ (v.1.4a) :: "Let's Play" edition ::
« Reply #519 on: May 07, 2012, 09:03:29 pm »

Damn, I really have to download this one day and play it. You are getting way more advanced here... sorry to so blatantly ask, but what do the virii do ?   Dont know exactly if viruses is correct in english, guess it is, but I am used to the virii spelling. ;)
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.4a) :: "Let's Play" edition ::
« Reply #520 on: May 08, 2012, 12:38:30 am »

some are bad, one even transforms your citizen into husks or something(which can spread the effect for tons of !!fun!!). but there are others who give a bonus to attributes or immunities. Better use a citizen with "strange blood type" when opening containers, since they are immune to all syndromes. And stop anyone else from getting near the lab.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4a) :: "Let's Play" edition ::
« Reply #521 on: May 08, 2012, 04:55:28 am »

Virii is latin, so I am fine with that :). Some of them are like flu and don't do a lot, but some of them turn people into raving maniacs (infected), while others can make you into a hulk, into a pyro (fire control), into a photosynthetic (no food required) etc. Notice that many bad viruses can be passed around. Basically diseased people get an interaction to spread the virus, so it can cover a lot of your population. Thankfully diseased people get the name of the virus added to their name, so you can see who is ill in the unit list.

Yeah, you usually want immune caste as a scientist for opening of crates and virus growing because sometimes during any action there's a small chance to release a virus. Then when you have a petri dish of a desired virus, you call a test subject and make him to release it, to get the effect.

A small patch, 1.4b. Thermal lances are now properly craftable. Thank you, Mrhappyface.

If you already have a fortress, just go into your reaction_tinker.txt and replace ITEM_WEAPON_THERMICLANCE with ITEM_WEAPON_THERMAL_LANCE.
« Last Edit: May 08, 2012, 04:57:26 am by Deon »
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Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #522 on: May 08, 2012, 05:06:59 am »

Thanks for the update Deon! I was worried I'd have to keep sending scientists to open random crates(the first of which lead to !FUN! and lots of miasma.

Now to fool around spreading horrible viruses among my fort, while the voted for mayor helps various Vault Dwellers with what can only be much-needed exsanguinating all around. (Once again, this is a great mod, thanks for all the hard work Deon.)
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #523 on: May 08, 2012, 07:31:36 am »

Cool updating, Deon! I was going to suggest more bleeding myself.

Maybe nerf punch and kick of vaultizens a little more? Or is it their strength attribute.
"The overseer kicks The Fish Cleaner in the head with his right foot, bruising the muscle, jamming the skull through the brain and tearing the brain!
Signum Texoars, overseer has calmed down."

But really, the fish cleaner had it coming.

Edit: The Overseer of Violence: has killed three citizens. In this outdoors fort.
Spoiler (click to show/hide)
« Last Edit: May 08, 2012, 07:52:23 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.1.4b) :: "Let's Play" edition ::
« Reply #524 on: May 08, 2012, 07:41:13 am »

It's a kick, and it can jam the skull into a brain. Punches cannot. At least on normal strength levels, that's how I balanced it for now :).
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