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Author Topic: (Old Post-Apocalypse thread).  (Read 217663 times)

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.8) - egg fixes
« Reply #60 on: April 05, 2012, 12:51:24 pm »

A fix 0.8 is out, now all creatures with eggs (or which should have eggs) have proper materials and eggs.
« Last Edit: April 05, 2012, 01:31:12 pm by Deon »
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.8) - egg fixes
« Reply #61 on: April 05, 2012, 01:30:32 pm »

Okay, I want to add a bit of fantasy/steampunk in form of Orichalcum, gold-copper alloy. It will be worse than bronse but still better than copper, like iron but quite valuable. Will you forgive me for this? :)

I want to do it because often I have gold and copper but no tin, so no good armor/weapons. It should help the gameplay.
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JediaKyrol

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.8) - egg fixes
« Reply #62 on: April 05, 2012, 02:29:54 pm »

not bad...but there is a real gold/copper alloy if you need one
http://en.wikipedia.org/wiki/Tumbaga
Harder than copper, but with the malleability of gold, and a lower melting point than either...so good for making armor and blunt weapons with molds instead of hammer smithing.

In the Atlantis myths Orichalcum though was supposed to be a light pink, and was a natural mixed ore.
Also there was Hepatizon...supposed a gold, silver, & copper alloy...which is dark purple.
Farting around reading roman mythology actually paid off!
« Last Edit: April 05, 2012, 02:38:34 pm by JediaKyrol »
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.8) - egg fixes
« Reply #63 on: April 05, 2012, 02:44:20 pm »

I just like Orichalcum more, it was used in some steampunk novels I've read.

I've found a way to change the greeting message (when you embark) so now it's proper:



Also wastelanders now use an english language file, it means that they use real words for names (Dagger, Shadow, Blanket etc).
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #64 on: April 05, 2012, 03:08:59 pm »

0.9 version is out:
- Ghouls no longer care for chopped down trees.
- Ghouls no longer have natural/flowery tendencies in their naming.
- Kobolds are replaced by morlocks, cave humanoids.
- New alloy "orichalcum", copper + gold, iron-grade.
- Flux can be replaced by green glass in steel making reactions.
- Only one type of pewter remains, named "pewter".
- wastelanders now use pure english in their names.
- The embark text is changed to reflect the nature of the mod.
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Putnam

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.8) - egg fixes
« Reply #65 on: April 05, 2012, 03:16:28 pm »


I've found a way to change the greeting message (when you embark) so now it's proper:

Spoiler (click to show/hide)


WHAT

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #66 on: April 05, 2012, 03:20:03 pm »

What's wrong?

Oh, and also the plasma which is stuck on map edges should evaporate now. If it doesn't, please tell.
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Putnam

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #67 on: April 05, 2012, 03:29:52 pm »

Oh, and also the plasma which is stuck on map edges should evaporate now. If it doesn't, please tell.

WHAT AGAIN

seriously how did you do both those things

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #68 on: April 05, 2012, 03:31:33 pm »

I've decompiled and changed (and compressed again) the text for the embark, and also I've set low boiling point for the plasma, which should make it evaporate itself.
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Pokon

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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.

Well, the best way to curb that is to magma the water supply. That solves that issue. :D But no, we need some sort of madness syndrome.

Also, rockets would basicly be very big guns with a huge contact area and a high chance of making things explode (Ex: start burning up.) And I suppose it would make sence for there to be no wandering cyborgs. "grumble grumble"
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #70 on: April 05, 2012, 03:54:38 pm »

If you can make a working rocket, shw it please, because I can't :(.
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bombzero

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #71 on: April 05, 2012, 04:40:33 pm »

so im guessing you opted to just redo the wasteland mod?

still looks cool, ill definitely play it.
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #72 on: April 05, 2012, 04:43:31 pm »

It IS the Wasteland mod, just with the new possible stuff.
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bombzero

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #73 on: April 05, 2012, 04:46:41 pm »

ah ok, just felt like it was time for a new thread?

anyways... im guessing, knowing you, that i will have a lot more dead forts via violent end in this mod than in vanilla.
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Starmantis

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #74 on: April 05, 2012, 04:48:48 pm »

As much as I like this mod, I think it needs Radroach men. Perhaps you could add optional files to the mod? so that it can either be a "Generic Pulp Post Apocolyptic" mod or a fallout specific mod
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