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Author Topic: (Old Post-Apocalypse thread).  (Read 217574 times)

Mrhappyface

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Re: [0.34.10] Post-Apocalypse (v.1.65)
« Reply #720 on: July 11, 2012, 05:51:36 pm »

How are the "good" plants like? I haven't played in forever.
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Putnam

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #721 on: July 12, 2012, 06:13:36 pm »

Hey! wait a minute, I smell... FALLOUT 3

It's overpowered by the smell of 1 and 2.

Keilden

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #722 on: July 27, 2012, 08:20:23 am »

To bad you can't embark on towns anymore for that Fallout reclaimed town feeling.
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Putnam

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #723 on: July 28, 2012, 03:44:44 pm »

Well, you probably wouldn't since most towns aren't actually that abandoned :P

Also, most of the towns in Fallout don't feel reclaimed, just... populated. The Hub and Den, maybe, feel reclaimed, but you get through most of Fallout 2 and you have NCR, Klamath, Redding, Broken Hills, San Francisco, and Vault City, all of which felt like a town. Vault City was even built from the ground up after the apocalypse, and it's doing pretty well for itself.

Fallout 3 has people acting as if they've just now started to settle down 200 years after the apocalypse. I don't like its setting at all :(
« Last Edit: July 28, 2012, 03:48:06 pm by Putnam »
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Pokon

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #724 on: July 30, 2012, 04:02:35 am »

Well, you probably wouldn't since most towns aren't actually that abandoned :P

Also, most of the towns in Fallout don't feel reclaimed, just... populated. The Hub and Den, maybe, feel reclaimed, but you get through most of Fallout 2 and you have NCR, Klamath, Redding, Broken Hills, San Francisco, and Vault City, all of which felt like a town. Vault City was even built from the ground up after the apocalypse, and it's doing pretty well for itself.

Fallout 3 has people acting as if they've just now started to settle down 200 years after the apocalypse. I don't like its setting at all :(

To be fair, the Capital Wasteland had little going for it. There is just not that many nice things there compared to the relitivly raider-free Mojave.
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Putnam

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #725 on: July 30, 2012, 11:21:22 pm »

The west wasn't raider-free either, and look what a single town being constantly raided by scorpions and the Great Khans did.

(Hint: they became the NCR).

JediaKyrol

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #726 on: July 31, 2012, 10:00:31 am »

The west wasn't raider-free either, and look what a single town being constantly raided by scorpions and the Great Khans did.

(Hint: they became the NCR).

To be fair...they had a little help from a certain Vault Dweller who helped them clear the radscorpion caves, develop a universal antidote, save their future founder, and destabilize the Khans for the next 20 years by killing the leaders (I really never understood why they didn't hold a grudge against Arroyo...they had to have known the Vault Dweller founded it...actually...did they even show up in Fallout 2?)

Ooh!  Idea!  refine Radscorpion tails, or "milk" live ones in a workshop  to make an item that gives a Dweller temporary immunity to all creature poisons! (can an interaction add/remove disease tokens?)  Would make embarking on snake-filled maps less FUN, I know...but on the flip side...you get to live.
« Last Edit: July 31, 2012, 10:07:44 am by JediaKyrol »
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wolfwood296

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #727 on: August 02, 2012, 11:01:06 pm »

mod looks like fun, but the graphic download link is broken or something
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TomiTapio

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #728 on: August 03, 2012, 02:03:17 am »

mod looks like fun, but the graphic download link is broken or something
The "Download now" link at http://dffd.wimbli.com/file.php?id=6117
worked just now.
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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

wolfwood296

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #729 on: August 08, 2012, 01:03:52 am »

mod looks like fun, but the graphic download link is broken or something
The "Download now" link at http://dffd.wimbli.com/file.php?id=6117
worked just now.
yeah sorry had to open it a coupple times, but i have another question. will this be put in a pack the lazy newb pack (if not could someone please tell me how to put the DF priority to high, df just seems really slow)
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TomiTapio

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #730 on: August 08, 2012, 05:35:20 am »

yeah sorry had to open it a couple times, but i have another question. will this be put in a pack the lazy newb pack (if not could someone please tell me how to put the DF priority to high, df just seems really slow)
I don't think this will be in a easy-to-change pack.
It isn't the priority; try a 3x2 embark, then a 2x2 embark. And should be a little faster if you don't open up the caves and don't have a river. Can turn temperature off (in the init files) for a little speedup.
Recommended reading for speeding up: http://dwarffortresswiki.org/index.php/DF2012:Maximizing_framerate

also, init.txt's [FPS_CAP:500] limits your initial speed, but with a 100 citizens you'll have around 30-130 fps (totally depends on map size, how many items, CPU speed)
The [G_FPS_CAP:47] tells how many screen refreshes a second, Usually have it at 15 to 40.
« Last Edit: August 08, 2012, 05:37:17 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: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #731 on: August 08, 2012, 06:14:12 am »

I haven't uploaded a fix for some of vermin being not edible and thus not being caught by verminhunters, have I?
Sorry, I was "out of the game" for a long time. Sometimes a dude needs to take a break (and earn some real money, heh).

Jedia, it should be possible to make the antivenom to "poison" a person with harmless syndrome, and make the scorpion venom to be incompatible with that antivenom (like vampirism is incompatible with werebeast curse). I'm not sure how useful would it be, because it's hard to micromanage what your people eat/drink.
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Fist_Of_Armok

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #732 on: August 08, 2012, 12:32:27 pm »

What do I do with Gunpowder Sealed Containers?

How can I open them?

CAN I open them?
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TomiTapio

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #733 on: August 08, 2012, 12:48:02 pm »

What do I do with Gunpowder Sealed Containers? How can I open them?
First post says:
Quote
[gunsmith's forge]
   Make metal ammo [Weaponsmith]: 2 metal bar + 1 gunpowder block = 3x50 metal ammo
Can also follow the general rule "make one of every workshop". And use the Job Manager Queue (key sequence: j,m,q) to search for things like "make" or "grind".

The make metal ammo reaction takes in:
   [REAGENT:A:300:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:WEAPON_METAL]
   [REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:GUNPOWDER]
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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

Fist_Of_Armok

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #734 on: August 08, 2012, 11:47:47 pm »

Righto.

How do I prepare Radfish?

I've got barrels of the fuckers.
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