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Author Topic: (Old Post-Apocalypse thread).  (Read 219113 times)

Deon

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Which caste did you bring?

P.S. Damn it, maybe [VERMINHUNTER] is bugged? I should replace it with [HUNTS_VERMIN].
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #286 on: April 17, 2012, 08:18:47 am »

0.99f
- iguanas should hunt vermin properly now.
- new nightkin skulking race.
- raiders will attack you based on your trade value, nightkin will attack you based on your population size.
- nightkin and nighstalkers become invisible at will.
- new graphics for nightkin (race) and nightkin (bogeymen).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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TomiTapio

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P.S. Damn it, maybe [VERMINHUNTER] is bugged? I should replace it with [HUNTS_VERMIN].
That old tag was split into 3 or 4 new tags. For cats.
Vanilla peregrine falcon: [DIVE_HUNTS_VERMIN]
Vanilla cat:
   [AT_PEACE_WITH_WILDLIFE]
   [HUNTS_VERMIN]
   [RETURNS_VERMIN_KILLS_TO_OWNER]
   [ADOPTS_OWNER]
Vanilla guineafowl: [GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG]

Maybe have claptraps adopt owners?
New vermin idea: a rat with a bee stinger, dies after using its stinger. ( [DIE_WHEN_VERMIN_BITE] [REMAINS_ON_VERMIN_BITE_DEATH] )
« Last Edit: April 17, 2012, 08:47:56 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: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #288 on: April 17, 2012, 08:47:58 am »

Yeah, I know, but I somehow missed it on iguanas :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #289 on: April 17, 2012, 08:53:52 am »

...ok...Nightstalkers (coyote's with snake heads & tails) are creepy...but bee-rats are downright horrifying.
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Itnetlolor

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #290 on: April 17, 2012, 09:41:23 am »

For some reason, I'm now being reminded of Parasite Eve.

Rumrusher

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #291 on: April 17, 2012, 09:54:09 am »

So will adventure mode get the ability to plant herbs or something? grab some dirt-> use said dirt to grow plants?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #292 on: April 17, 2012, 10:08:39 am »

I didn't plan any planting, because you cannot grab "dirt", only rocks, and it would be instantly... I plan to add plant-like monsters which drop plants (also agricultural robots which dead corpses you can hack to get plants and seeds) and basic scavenging, but that's it.

Do you have suggestions?

For some reason, I'm now being reminded of Parasite Eve.
I haven't played that game, what is similar to it, I wonder? :)
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #293 on: April 17, 2012, 10:49:23 am »

For some reason, I'm now being reminded of Parasite Eve.
I haven't played that game, what is similar to it, I wonder? :)

it's a semi-active battle RPG based on a horror story about sentient mitochondria mutating everything into weird crap like monkeys with bone scythes for arms and babies with insect wings that latch on to you and explode...oh and the final boss' third form attacks with a laser penis (not kidding...its "tail" has a giant ballbag at the base http://www.youtube.com/watch?v=dA5cafEtQLU&feature=relmfu)

...still pretty good though
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Itnetlolor

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #294 on: April 17, 2012, 10:51:58 am »

For some reason, I'm now being reminded of Parasite Eve.
I haven't played that game, what is similar to it, I wonder? :)
Some of these creatures just remind me of the mutated creatures throughout that game.

Here's another good visual.

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #295 on: April 17, 2012, 11:22:35 am »

Playing a little now... screenshot of soil base:
Spoiler (click to show/hide)

Just noticed the raccoon icon looks more like a Yao Guai (brown bear).
wood bracelet looks like static noise (terrain).
copper jug looks like a table.
steel bowl looks like a ring, and a ring looks like a tree.
(I modded scavenging:
Spoiler (click to show/hide)
Also, wax worker citizen is blue only. blue fellow with blue clothes.
Idea for new scavenged material: car rubber tires. With 2012-class tech can be fractioned BACK into various hydrocarbons.
« Last Edit: April 17, 2012, 11:48:37 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

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #296 on: April 17, 2012, 11:29:13 am »

I didn't plan any planting, because you cannot grab "dirt", only rocks, and it would be instantly... I plan to add plant-like monsters which drop plants (also agricultural robots which dead corpses you can hack to get plants and seeds) and basic scavenging, but that's it.
Sweet ideas! Which medium mammal would have plants growing on its back... Bark... arachnid? Hydroponic toad? Bark Gila Monster? Mossy Capybara? Mossy Ground Sloth?

"Agribot 3000" "Cultivatron 1020" "herbabot Mk III" "Mr. Garden" "Gardenotron Mk IV" "Plantotron Series 1".

BTW the "whole map unconscious from radioactive rain" problem can be fixed with "7% chance of syndrome" instead of 100% chance.
I think we could try scrap metal tree frequency from 100 to 75 for a few releases.
(Damn, 31 children out of 67 citizens.)
« Last Edit: April 17, 2012, 11:56:58 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

JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #297 on: April 17, 2012, 12:02:39 pm »

Heh...Mr. Garden (sticking with the -y theme...Mr. Farmy?)...a Mr. series robot with a pair of clippers instead of a claw-hand, and a water sprayer instead of flamethrower, and a seeder pipe instead of a claw...inside it are a air-moisture collector, water tank, and seed pouch!

Some crustaceans and arthropods stick bits of plants to themselves as camoflage...and alligator snapping turtles can sit around for so long that moss and ferns grow on their shells...FEV could have mutated them to have no distinction between the plant & animal bits...

Ooh!  What about Spore plants and carriers?  spore plant infects animal, animal grows seed pods on its back, and it runs around scattering seeds, makes new spore plants.
« Last Edit: April 17, 2012, 12:15:51 pm by JediaKyrol »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #298 on: April 17, 2012, 12:04:45 pm »

Wax workers and bee keepers don't have a proper tile, I will add them.

I will incorporate your scavenging changes, thank you!

And about rain: even with 10% chance it happens always, because they walk on puddles and every step (and every tick they have it on them) counts towards those 10%. So I plan to lower it to 1-2 percent for dangerous syndrome effects and 5 percent for weak syndrome effects. Also I am making claptraps to clean people around them, so they will be your natural "anti-weather" and "anti-forgotten-beast-blood" defenses if you chain them in hallways.

Agreed about scrap, and I think I will lower scrap metal output from scavenging a bit too.

About plant-like creatures: I want to add spore plants (crawling on their roots slowly and spitting seeds) and spore crawlers from Fallout NV. I will be careful with "seed infection" though, because it may become a fort-killing and not fun mechanic which you won't be able to control.

P.S. I've fixed the tool/craft icon problem with the Ironhand pack you've mentioned, and I freed a lot of tiles. I will probably draw new machinery tiles to make the current workshops looking good.
« Last Edit: April 17, 2012, 12:08:27 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99f) - nightkin
« Reply #299 on: April 17, 2012, 12:08:24 pm »

Edit: WTF WTF ghouls refuse wooden items??

(Damn, 31 children out of 67 citizens. Can we set a reasonable child cap in the distributed init.)
Edit2: Huh, a supermutant snatcher had only a  "copper knife". Can we give them axes/giant cleavers (they like to chop meat) or crowbars.
Edit3: give supermutants punching 5 and fighting 5 and dodging 2. armor-user 7 maybe.
« Last Edit: April 17, 2012, 12:24:02 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
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