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Author Topic: (Old Post-Apocalypse thread).  (Read 219536 times)

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #45 on: April 05, 2012, 02:21:19 am »

Heh, the edge of the map is a bitch, thanks for telling, I will make it to evaporate :).
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Putnam

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #46 on: April 05, 2012, 04:16:52 am »

Heh, the edge of the map is a bitch, thanks for telling, I will make it to evaporate :).

Good luck with that >_>

but I'm sure you'll find a way...

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #47 on: April 05, 2012, 04:38:26 am »

I've finaly figured out what was wrong with my rain/cloud interactions.

So it works now, the next version will have much less friendly surface:

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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #48 on: April 05, 2012, 05:19:57 am »

Dust clouds are working too.



 Anyone got any other good ideas? :)
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TomiTapio

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #49 on: April 05, 2012, 06:21:33 am »

How about... half of the trees are value 0, unusable for carpentry. Too brittle.
And 60% of the "wastelanders herbalize" plants are inedible, maybe dye-only.

A good dust storm causes temporary blindness.
Radiation, of course nausea and exhaustion, dizziness. Syndrome of slower SPEED?
Can we get cloud to cause infertility?

Freeze-effect cloud, but what would explain it? One megarobot could have a "cryo blast" clone of cold.
Knapping reaction: broken robot laser arm x 2 + robot repair manual = improvised laser weapon.

Wandering Mr Handy: it comes, starts a bushfire.
And one hour of work giving adv-mode sounds to the creatures.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: April 05, 2012, 06:30:35 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: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.6) - Quickfix
« Reply #50 on: April 05, 2012, 06:50:21 am »

Dust storm causes temporary dizziness, it's mostly for looks. Radiation clouds and radioactive rain cause vomiting, dizziness and pain.

Bad trees? Sounds nice. I also plan to add plastic production which should partially replace wood, so that's a good idea.
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Deon

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The "Post-Apocalypse 0.7" is out.

* Trees are sorted. I removed some less-known trees (or less likely, like fruit trees) and added fir, cypress and a few others.

* Mummies and necromancers are replaced by reanimated cyborgs and cybermancers who can shoot cranial guns and use nanites to reanimate husks.

* There are radioactive rain and radioactive dust clouds in savage areas; also there are dust storms everywhere.
Spoiler (click to show/hide)

* Custom world generation options are suited for the theme of the mod now, including the "real world" worldgen.
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Deon

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I want to remind you that if you play the "Create new world!" world, you will most likely miss all cyborgs, cybermancers, radioactive rains, radioactive clouds etc. because they will be replaced by vanilla stuff. Play through the "Design new world with advanced parameters" option, all worldgen settings are already adjusted there.
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TomiTapio

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Embarking... Id' remove eagle leather, and the pond grabber creature (which is DF-only afaik.).
Extracts has mystery item: "liquid".
Maybe blood should be more valuable than "poor vegetables", as it's sort of rare, and nutritious.
Masks might be nice, light armor. "light gas mask helmet" or "reinforced hood"?

*rolls realworldmap*
wtf, 79 fps just soon after embark. have river with alligators. 67 fps. No 3x3 embark for me! Abandon.
« Last Edit: April 05, 2012, 10:45:50 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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You probably had some underground water/magma issue with that 79 fps embark.

I thought about gas masks and other stuff, but it'll come when I start working on details more and on main stuff less. If you want to create additional items/creatures, it would help me a lot.
The " liquid" extract should be checked, I will do it later.
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Deon

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 And 0.75 is out.

1) Sawmill. It turns one wood into 5 wooden blocks for 1 fuel.
2) Smelter now can burn 5 wooden blocks and 1 fuel into 5 coal. Works well with the sawmill, not unbalanced AND gives enough fuel/construction material.
3) Furniture workshop is reworked, works great with sawmill:
- Plank bed/cabinet/chair/coffer/table from 2 blocks.
- Bedroom set from 6 blocks (bed + cabinet + coffer). Now you can furnish your vault/settlement quickly.
- Dining set from 4 blocks (chair + table).
- Metal bed.
- Empty water bucket.
4) Now instead of dismantling, you are able to burn wooden furniture for fuel (in smelter).
5) A big rebalance of frequency/appearance of creatures.
« Last Edit: April 05, 2012, 10:40:56 am by Deon »
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TomiTapio

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Edit: *rolls 64x64 world* 2nd try, no anvils available at all in embark :*/ Lets try anyway. 385 fps here.
- maybe change the core dwarf symbol (smiley face) to something representing the Vault Dwellers.
- delete mittens.
- want a plant that is not edible raw. Good for drink-making.
- want a plant that is edible only raw, cannot be cooked.
- I think radscorpions and giant ants should be 15% slower than people.
- "ant left antenna, head" oddly named piece of remains.
- bone rifle and bone ammo? Where do they get the gunpowder from?

- Empty water bucket.
Maybe empty the bucket reaction could also be at the Still.

A "waste processing" workshop? Like a dungheap or compost, some sort of filler reaction, and out comes... mushrooms? condensation water? beetles? Ammonia?
Bullet-making workshop. In goes metal (or good rock and leather) and gunpowder.

Need a use for the OILS that can be pressed from plants. Build flamethrower? Lubricate robot? Do chemistry lab stuff?
« Last Edit: April 05, 2012, 10:48:36 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

Deon

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Quote
no anvils available at all in embark
Huh? I always start with an anvil. Are you sure you had points?

Quote
- maybe change the core dwarf symbol (smiley face) to something representing the Vault Dwellers.
Tilesets will come, don't worry :).

Quote
- want a plant that is not edible raw. Good for drink-making.
Cola plant.

Quote
- want a plant that is edible only raw, cannot be cooked.
Cabbage/lettuce cannot be brewed. I see no reason not to be able to cook an edible raw plant at all.

Quote
- I think radscorpions and giant ants should be 15% slower than people.
Insects are actually quite fast and I wanted it to be this way. Too deadly? Bring a Mr. Gutsy on embark, just 400 points.

Quote
- bone rifle and bone ammo? Where do they get the gunpowder from?
Rifles work like crossbows for now. I will make a proper gunmaking system as soon as I get to it.

Quote
A "waste processing" workshop?
I will add a "scrapyard" with different burning/dismantling/scavenging reactions. Dungheap sounds cool.


P.S. Thank you for the feedback, you are my main helper :).

P.P.S. I want to make the gunpowder craftable from potash, coke and sulfur. Do you think it's not too complex? I don't want to harm the gameplay too much :).
« Last Edit: April 05, 2012, 10:54:51 am by Deon »
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Pokon

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Hmm, some ideas:


Some sort of "Raider" syndrome. As in, the creature basicly turns into a hostile version, posibly with some pain ignoring capiblities. Hence, contaminate the water and you got a monster-filled bloodbath ahead. Might be the result of eating a certiant bushes fruit that grows in the evil boime as apposed to drunken hijinks.

Mutated Aligator Snapping Turtles. You know, because whats worse than a giant aligator than a gigantic armored beast that can bite thru steel?

"Wandering" cyborgs that remain around irradiated areas. No nanites, but are basicly immune the the radiation and have the ability to shoot what might as well be a rocket.

Oh, yeah, Cloud. Toxic, water-tainting, and over time decays everthing. If you show up in a place with it, eventualy the only creatures running around will be Robots and Ghost People.

A cat-like insect creature for the caverns. It has fur and such, but it is actualy a rather deadly little bugger whose bite causes dizziness for a few hours, followed by death from suffacation. Lets call them "Chimeras".



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Deon

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I want to make the mod hard but not unplayable :). Your first suggestion is basically a zombie virus which you won't be able to stop. I will make a "lite" version of it, for sure, though :).

Creature suggestions are cool, I will incorporate them.

I don't know how to make rockets. Robots are already there, and they shoot. Cybermancers/cyborgs are supposed to be "secret knowledge" (too high tech for the time period) which replace necromancers and mummies.

I was careful with the cloud/rain because eventually it's EVERYWHERE. And having forts die from random weather is not the best stuff. But I will make more harmful effects from weather, not to total decomposing, but something painful.
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