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Author Topic: (Old Post-Apocalypse thread).  (Read 217645 times)

EuchreJack

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #570 on: May 15, 2012, 09:28:42 pm »

No Brotherhood of Steel?  :'(

Idea about Securitron: In Fallout: Las Vegas, the Starting Securitrons aren't fully enabled.  Maybe there should be two versions, one with with the working Plasma Cannon (the Mark II), and the other with a laser gattling gun, or maybe just a 9mm pistol (the Mark I).

And maybe the player through some pre-war crate can upgrade their Securitrons from Mark I to Mark II.

Abregado

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #571 on: May 16, 2012, 03:42:40 am »

I finally got to play a year of Wasteland. Deon, you have done well. The theme feels good and the Ironhand modifications you have done are all exceptional. *HAPPY*

Probably going to steal the dust storms for Underhive Settlement as they are just too cool.

vorpal+5

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #572 on: May 16, 2012, 06:42:33 am »

No changelog in first post, in reverse order of versions? That's a pity, I have stopped following this mod between 1.xx and 1.5 and now I'm lost about the changes I missed.  ::)
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magikmw

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #573 on: May 16, 2012, 07:17:50 am »

No changelog in first post, in reverse order of versions? That's a pity, I have stopped following this mod between 1.xx and 1.5 and now I'm lost about the changes I missed.  ::)

Stuff got added. Bugs got squashed. It's all good :]
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Oh, hai.

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #574 on: May 16, 2012, 08:04:30 am »

Some more monsters are always good, especially for caverns.

EuchreJack, there wouldn't be a lot of difference between all of those are still glob attacks. Cyberdogs could be a possibility though, in terms of creature modification through technology.

Abregado, thank you. And yeah, dust storms are cool :). I was really excited about the new weather interaction system because I wanted dust storms in all of my old Fallout mods.

Vorpal+5, the changelog is on the download page.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #575 on: May 16, 2012, 09:00:29 am »

Hey guys, DwarfTherapist-0.6.12 and newer now autodownload the .08 memory layout data!
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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

Slax

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #576 on: May 16, 2012, 09:45:50 am »

Deon, you have done well.
Indeed! Much kudos. Having a good time with 1.5 :)
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #577 on: May 16, 2012, 10:04:48 am »

Oops, I need to update the therapist included, thanks for reminding me!
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #578 on: May 16, 2012, 10:14:00 am »

I just had some fun with the new "minecarts". I've made a tool called "motorcycle", spawned it in adventure mode and rode it around the world. It's extremely dangerous, but fairly nice on roads and it is awesome!

P.S. Shooting at a wildlife while driving by on it is even more awesome.
« Last Edit: May 16, 2012, 10:16:46 am by Deon »
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Rumrusher

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #579 on: May 16, 2012, 11:38:18 am »

I just had some fun with the new "minecarts". I've made a tool called "motorcycle", spawned it in adventure mode and rode it around the world. It's extremely dangerous, but fairly nice on roads and it is awesome!

P.S. Shooting at a wildlife while driving by on it is even more awesome.
try running over wildlife even better.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #580 on: May 16, 2012, 11:54:40 am »

...and now we have vehicles...

...the wasteland is doomed
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questinghero

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #581 on: May 16, 2012, 01:20:33 pm »

can you please make this with LNP for us non tec savvy wastelanders.I used it on genesis and that was awesome --- thanx! :)
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #582 on: May 16, 2012, 01:28:32 pm »

I just had some fun with the new "minecarts". I've made a tool called "motorcycle", spawned it in adventure mode and rode it around the world. It's extremely dangerous, but fairly nice on roads and it is awesome!
P.S. Shooting at a wildlife while driving by on it is even more awesome.
So... a gem-magic powered Golem Wagon / Auto Cart / Enchanted Barrow in Genesis?
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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.1.5) - Rollercoaster edition
« Reply #583 on: May 16, 2012, 02:25:26 pm »

can you please make this with LNP for us non tec savvy wastelanders.I used it on genesis and that was awesome --- thanx! :)
Huh, what tec-savvy is in downloading and running the game? :D
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Itnetlolor

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #584 on: May 16, 2012, 06:10:40 pm »

This is pretty neat stuff.

With some of the new hauling/stockpiling systems laid out, I can have a more proper sorting system lined up (especially where the scrap yard is involved) for workshops and so forth. The sawmill definitely will help with building wood railways on non-carvable surfaces.

I like that motorcycle idea. Good use of (modded) minecarts. I was thinking something like that when testing out minecarts in the arena as a weapon/bowling ball.
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