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Author Topic: (Old Post-Apocalypse thread).  (Read 219535 times)

TomiTapio

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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.

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 :).
I would like a plant that stays around when command cook-repeat, brew-repeat. Maybe preparedmeals cannot be brought to bedridden ones? Something that is best when raw. Cucumber, some leaf? Khat leaf? New fantasy mushroom.
In Fallout 2 and 3 the player can outrun the insects. For fast foes: Yao Guai, geckos. Maybe a new spits-acid beast. Corrosive gecko or Metalchewer.
Mammals should be faster than insects, due to higher metabolism and better oxygen intake.

Hmm, might be rare-ish to have an embark that has both coal and sulphur/saltpeter. You had a coke-making reaction. How could one let player embark with 3 bags (cabbage-sized bags) of gunpowder. Ohwell, might embark with saltpeter boulders. "Grind sulphurous rock" reaction.
----
I vote against animal men (radroach men). That's Toady's favorite, man versions of everything.
Insect-worshipping tribe of men, with chitin armors and "Antennaed Helmets"... that might be nice. Roach Clan.
Other human tribe: those who hate all the old tech, "back to roots" clan.
New trap components? "razorwire" and "club with tin can shards" "array of daggers" maybe. Remove trapcomp-flag from giant corkscrew.
« Last Edit: April 05, 2012, 05:51:06 pm 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

TomiTapio

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edit: oops wrong buttons
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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

JediaKyrol

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #77 on: April 05, 2012, 06:03:54 pm »

...In the year 45...the cybermancer Dell Reignbook learned the secrets of technology from "The Lessons of Puke"

...that is the best book of lost technology ever.

Also a religious cult wrote a book "And She Sang 'The Wastelander!'"

...and then another cybermancer wrote three books..."Navis Spreadsaber and the Bend", "Navis Spreadsaber and the Soapy Paint", and "Navis Spreadsaber and the Satiny Minion"...something  tells me these books are "special" ;)
« Last Edit: April 05, 2012, 06:10:17 pm by JediaKyrol »
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Pokon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #78 on: April 05, 2012, 06:20:09 pm »

Hmm, well, I would think Rockets would use the existing [INORGANIC:MISSILE_EXPLOSION] thingy, exept be hotter and wider. :P


Also, I support the idea for beartraps for, well, traps. Because I love Dead Money that much.


Also, the "Lessons of Puke" is probably a guide on installing your new robotic parts youself.
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OREOSOME

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #79 on: April 05, 2012, 06:37:02 pm »

I just downloaded the mod and realized the Dwarf therapist version included was for windows, so to fix that, I made This: http://www.mediafire.com/?1cn2h8r7o4yi184 note that this is a preinstalled version for mac.
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kilakan

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #80 on: April 05, 2012, 08:51:27 pm »

Oh thank god yes how did I miss this for so many days!! <3
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Nom nom nom

Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - smelting changes
« Reply #81 on: April 06, 2012, 12:40:14 am »

I just downloaded the mod and realized the Dwarf therapist version included was for windows, so to fix that, I made This: http://www.mediafire.com/?1cn2h8r7o4yi184 note that this is a preinstalled version for mac.
Oh sorry, I am selfish. The game version is for windows too, that's what I run it on :). I will put your link in the first post, and if someone tells me which therapist is for linux, I could package an archive with that too. Although people who run Linux usually know their way around files, so it's not a problem for them to copy/paste the appropriate /data/ and /raw/ folders where needed :).

Oh thank god yes how did I miss this for so many days!! <3
Long time no see! :)

@Pokon Awesome books, Pokon! And I will definitely include new trap components including bear traps.

Quote
...In the year 45...the cybermancer Dell Reignbook learned the secrets of technology from "The Lessons of Puke"
Well, that is a bit weird :D. Just a bit though.
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vorpal+5

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Re: [0.34.07] ☢ Post-Apocalypse ☢ Alpha (v.0.9) - Windows and Mac
« Reply #82 on: April 06, 2012, 01:08:14 am »

May be I missed it, but can you put a changelog with the content of each version, it would be easier for people following your mod to know what you did in last version?

Also, any plan to have a graphic version, I'm ASCII challenged sorry.
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Deon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #83 on: April 06, 2012, 01:28:45 am »

0.91
- Custom speech files for threats, different speech topics and race-specific texts are set.
- Custom post-apocalyptic descriptors (shapes and images for engravings and the like).
- No more "alpha" status because there's quite a lot of content. :)

@ Vorpal+5, there's now a changelog in the first post, under download links.

Once I am close to something like 1.0 I will definitely add graphics. I just need to tweak and add some stuff before.
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vorpal+5

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #84 on: April 06, 2012, 03:20:43 am »

Excellent. If I had no wife already, I would ask you to marry me.  :o


Oh and of more serious matters, do you plan to make it more difficult to act like Dwarves, i.e leaving under a mountain? I understand we play Vault Dwellers, but still, surface forts should perhaps be a viable alternative... Any thought on that?
« Last Edit: April 06, 2012, 03:23:40 am by vorpal+5 »
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TomiTapio

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #85 on: April 06, 2012, 06:37:46 am »

A life Less Dwarfy? Maybe could make the mining skill gains be rather slow so it's not the fantasy digging of DF. (planting, brew cook herbalize also down to 10% of usual?)
- the usual "TRAPAVOID" to huge beasts that would so break a wooden cage. (robots, deathclaws)
- the workshop that makes gunpowder or bullets: 1-2% chance of big explosion/nastygas/"the bonfire workshop's hot burning firewood" when doing gunpowder stuff. Place gunpowder workshop away from main areas!
- the same for "tinker with robot salvage parts" workshop, 1% chance laser capacitor goes Bang!
- maybe remove all training weapons? Waste of materials in a post-apoc world.
- Deon, are you adding the creature sounds (peaceful/alarm) for adventurer mode?
« Last Edit: April 06, 2012, 06:50:06 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 ☢ (v.0.91) - Speech and engravings
« Reply #86 on: April 06, 2012, 07:10:48 am »

Slow learning of mining is not a bad idea.

Also with the sawmill you can build aboveground forts easily.

TRAPAVOID is something I forgot, I will definitely add it.

I am not sure about exploding gunpowder workshops, but drug lab will definitely release harmful smoke.

I will add creature sounds, if you want to help with that it would be great.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

vorpal+5

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #87 on: April 06, 2012, 08:47:26 am »

How about having many rocks dangerous to mine, as in several mods now?

You should not be able to carve out a vault in 5 mn with a miner I think. You need more than picks even...
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JediaKyrol

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #88 on: April 06, 2012, 08:48:31 am »

That's why we have micro-fusion powered laser drills!
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Dohon

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Re: [0.34.07] ☢ Post-Apocalypse ☢ (v.0.91) - Speech and engravings
« Reply #89 on: April 06, 2012, 09:00:39 am »

How many workshops do you intend to include, Deon? Arc Furnace, Gunsmith, stuff like that?
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