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Author Topic: (Old Post-Apocalypse thread).  (Read 219068 times)

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.01) - Wasteland 3 for you
« Reply #15 on: April 02, 2012, 05:51:36 pm »

No, good biomes are meant to be locations of some portal-themed experiments which unleashed beings from another dimension in our world. Think of "The Mist" of Steven King or Lovecraftian tales. They are rare and are meant to add a diversity to the world.

You can just replace the data/init/init.txt and d_init.txt files with vanilla to make it a normal ascii.
« Last Edit: April 02, 2012, 05:54:06 pm by Deon »
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Meph

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.01) - Wasteland 3 for you
« Reply #16 on: April 02, 2012, 06:00:05 pm »

So good regions are worse then evil regions ? I always will remember the mist fondly, they managed for once to make a movie ending which is actually worse then the book ending. Worse as in: More horrible, not the quality.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.01) - Wasteland 3 for you
« Reply #17 on: April 02, 2012, 06:12:51 pm »

I know, I've read the book and watched the movie.

Also why do you think that a bunch of outsiders with leathery wings is worse than giant deathclaws, abominations and huge scorpions with tough shells? They are just different types of biomes.

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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #18 on: April 02, 2012, 06:18:26 pm »

Version Alpha 0.2 is released:

- 4 new outworldish creatures for the good biomes.
- Reverted to vanilla ASCII.
- Tweaked ground, plant and tree colors and a color scheme so the trees stand out from the ground and grass better.
- Removed more vanilla creatures. Nightgaunts work for nightwings for example.
« Last Edit: April 02, 2012, 06:20:44 pm by Deon »
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Exlo

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #19 on: April 02, 2012, 06:55:49 pm »

 Darn it Deon. I was waiting for the title of the old thread to change! :P

 But thank you, I have been waiting for this for some time. This is going to be great! Keep up the awesome work, you master of mods you.
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Clearly, this represents six side-by-side wheelbarrows, as indicated by the right half of the icon.  The left half indicates they are carrying babies with hats in these wheelbarrows.

Presumably, they are lining up to dump them into the baby furnaces.

DarthBoogalo

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #20 on: April 02, 2012, 07:08:56 pm »

Thanks for the ASCII, Deon! <3
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Meph

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #21 on: April 02, 2012, 07:22:40 pm »

I was mentally comparing acid-spider-demon thingies that hunt in the fog and giant tentacle elephants with the common zombie apocalypse (like evil regions in DF are now) and think the later is more pleasent.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Exlo

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #22 on: April 02, 2012, 08:27:27 pm »

 Not sure if you're aware, Deon, but the jumpsuit item doesn't seem to count as both torso and lower body clothing. My vault dwellers are kinda mad about the whole situation...

 Edit: Mad enough for my farmer to punch out my miner and then proceed to break the starting wagon into a thousand pieces. Oh boy. :P
« Last Edit: April 02, 2012, 08:36:14 pm by Exlo »
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Clearly, this represents six side-by-side wheelbarrows, as indicated by the right half of the icon.  The left half indicates they are carrying babies with hats in these wheelbarrows.

Presumably, they are lining up to dump them into the baby furnaces.

Meph

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #23 on: April 02, 2012, 09:32:44 pm »

To be more detailed: Negative thoughts from being naked arrive not from covered/uncovered bodyparts, but from the bodypart the item is worn on. The jumpsuit is worn on the chest (?), and while covering other bodyparts as well, you still need pants and shoes to go with it. 4 items is the minimum to avoid negative thoughts. R. foot, L. foot, legs and torso.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #24 on: April 02, 2012, 11:13:59 pm »

Ah, that's new. I will add other clothing to address that :). Thank you very much.
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Pallbearer

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #25 on: April 03, 2012, 07:22:21 pm »

Ooh, I like the look of this! Posting to follow. :)
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.02) - Lovecraftian biomes
« Reply #26 on: April 04, 2012, 03:56:48 am »

0.3 is out.

Additions:
* Adventure mode crafting.
* Alcohol inebriation, tea/cola cheerfulness and other plant-drink effects.
* Bread baking and candy making (from flour and sugar) in a kitchen.
* Feral ghouls and glowing ones.
* Robots! Mr. Handy, a claptrap and a lot of other robot types can now live in your vaults. They were written by JediaKyrol and I tweaked them a bit. They still need a lot of things added, but at least they are in. Order them from caravans.
Fixes:
* Pants and jeans for vault dwellers because they were complaining when they had jumpsuits only.
* Fixes for starspawns and nightgaunts, no more errorlog, sorry for that.

I didn't have much time but at least it's something. Also there's now Dwarf Therapist included in the archive.
For the next release I will work on diversifying/adding abilities to robots, on night creatures and bogeymen and on drugs.
« Last Edit: April 04, 2012, 03:58:26 am by Deon »
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kerlc

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As soon as i saw this:

the heaven opened

a distinct Hallelujah! was heard

And the soothing voice of Ron Pearlman started talking:

"Dwarf Fortress. Dwarf Fortress never changes."
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Deon

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Alright, I've separated robots in different creatures (sorry JediaKyrol if you wanted to keep them as a creature able to reproduce itself, with "mobile factory" etc, but I have a different vision).

It's done for different reasons. Different frequency and biomes are among them.

Also I've added plasma bolts to Mr. Gutsy and he is a real killer! More robot tweaking, and another release should be out tonight.

P.S. Eyebots are almost useless (except for detection, with their speed, high situational awareness and tough shell they are nice scouts), but they are fun in adventure mode ("You hear a pre-war music," "you hear president's speech" etc.:P).
« Last Edit: April 04, 2012, 12:41:11 pm by Deon »
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Deon

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Okay, maaaaybe giving securitrons fast-shooting dual plasmaguns was not the best idea...



On the other hand, they are supposed to be crowd-control robots, so maybe I should just make them more expensive and keep their deadly weapon...

They are these guys, I just replaced missile pods with plasma guns.



Thoughts?
« Last Edit: April 04, 2012, 01:03:21 pm by Deon »
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