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Author Topic: (Old Post-Apocalypse thread).  (Read 217806 times)

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #315 on: April 17, 2012, 11:38:15 pm »

Nice to see the advancements here :) I really like the designs, never really used the Ironhand tileset myself. When you say you mod the tileset, what would you need for this ? Does it need to be transparent, have several layers, or is it ok to simply use bmp. with magenta ?
Most popular tilesets use .png with transparent background. Simply use Adobe Photoshop, Paint.net or any other normal editing tool.

How do you solve the problem with normal booze and the vanilla reactions that can not be edited ? Or are your vault dwellers still drinking booze all the time ?
What is the problem exactly? Drinks are not a booze anymore, there's tea, cola, alcohol and a few other drink types, all with different effects (tea for example adds a temporary NO_SLEEP), but humans are not alcohol-dependant, so they can drink from a well as well.

The horror!  Dwarf Therapist isn't recognizing 0.99h!
It must be a problem on your end. Do you have an internet connection? DF Therapist updates itself and runs properly for me.
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Meph

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #316 on: April 17, 2012, 11:50:14 pm »

Yes, the still reaction is "brew a drink", I forgot that. You just removed all the normal plants and added only custom ones. I seem to have temporarily forgotten that this is a total conversion...

About the tileset: Just curiousity, since I have never touched those. I did read a bit about it though, the one thing that baffles me is how DF knows which is background and which part is foreground, but I think that is where the transparency comes into play. I think I will mess around with those, just for fun, to figure out how they work :)
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #317 on: April 18, 2012, 12:16:42 am »

Yep. In BMP the background is magenta, in PNG it's transparency, so you can mix background and foreground colors to produce good results.

Meanwhile PlumpHelmetPunk gave me a few ideas.

Computer terminal:

Non-combat skill training.

Arcade machine:

For atmosphere.

I still think how to draw the HAM radio station.
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crazyjake56

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #318 on: April 18, 2012, 12:24:04 am »

... And i had the latest version with the perfect embark.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #319 on: April 18, 2012, 12:31:45 am »

It will take a while, enjoy :). I have a work today, so I will probably release tomorrow.
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Jeoshua

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #320 on: April 18, 2012, 01:49:09 am »

Suggestion:

Megabeast - Gojira.  A giant fire gecko, about 20 feet tall.

It's more canon than you think.
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I like fortresses because they are still underground.

Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #321 on: April 18, 2012, 06:58:43 am »

Which reminds me, I need to add deathclaw breeds (common, alpha, matriarch) and a legendary deathclaw.
Also it's about time to add bloatflies.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #322 on: April 18, 2012, 08:51:12 am »

Lost a 13-person fort to lab monkey infection?. When I noticed my population was turning infected, it was already too late.
Maybe the time from infection to transformation could be... a week.

The "metal armor" uniform caused my folk not to equip bone gear and leather boots :/
A bushfire & tantrum killed 70% of vaultizens :/

bits of gamelog if you want to read:
Spoiler (click to show/hide)
« Last Edit: April 18, 2012, 09:45:00 am by TomiTapio »
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #323 on: April 18, 2012, 09:11:52 am »

The horror!  Dwarf Therapist isn't recognizing 0.99h!
It must be a problem on your end. Do you have an internet connection? DF Therapist updates itself and runs properly for me.

...yep...apparently Hughesnet took it upon themselves to block Dwarf Therapist's updater...my work computer managed to grab it just fine. 
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #324 on: April 18, 2012, 10:37:29 am »

Lost a 13-person fort to lab monkey infection?. When I noticed my population was turning infected, it was already too late.
Maybe the time from infection to transformation could be... a week.

The "metal armor" uniform caused my folk not to equip bone gear and leather boots :/
A bushfire & tantrum killed 70% of vaultizens :/

bits of gamelog if you want to read:
Spoiler (click to show/hide)

Wow, you've managed to die to monkeys? The instant transformation is intentional, 28-days-later style. The monkeys are very small, so they die to a kick. A single person with a rifle or in a full armor can deal with them easily.

P.S. Awesome gamelog!

I especially like the beginning:

Quote
Glarea Lavocanalis has claimed a Mason's Workshop.
The Fire Gecko breathes fire!
Glarea Fabulapingo, chief medical officer cancels Store Item in Stockpile: Interrupted by Fire Gecko.
The chief medical officer is caught in a cloud of flames!
x2
Glarea Lavocanalis has begun a mysterious construction!

That's a nerve! Screw the fire, I've got an artifact to create!

P.P.S. Nevermind, it's two different people with the same first name. It would be funny though.
« Last Edit: April 18, 2012, 10:39:56 am by Deon »
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #325 on: April 18, 2012, 11:58:17 am »

99h:
normal iguanas still dont hunt vermin
mica walls are completely black, not distinguishable from the black background
edit: i am also getting "unknown sealed container" from scavanging"
« Last Edit: April 18, 2012, 12:06:59 pm by Bodyless »
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GaxkangtheUnbound

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #326 on: April 18, 2012, 12:14:49 pm »

I can confirm that mica is indeed a bright black, as stated by the raws.
Iguanas should be hunting.
Unknown sealed containers seem to be part of something new that Deon's working on.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #327 on: April 18, 2012, 12:29:05 pm »

Unknown sealed container should be like that. It's unknown what is it/what's inside.

Mica? Well, darn it, thanks :). Another reason for an update.

Quote
Unknown sealed containers seem to be part of something new that Deon's working on.
They are a part of virology research, you can already do it.
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Itnetlolor

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #328 on: April 18, 2012, 01:41:48 pm »

This mod's actually coming out rather nicely. I can actually make forts in the vault style, and they actually would look like something in the canon of Fallout or Borderlands.

Regarding the computer terminals, are they going to be in one position, or will they be more like screw pumps, and you can change their orientation? It would be more for decoration purpose. Alternatively, they can be single-tile blocks, and work similarly to dining rooms. Accessible as long as there's a chair next to it. It should still allow for aesthetically and functionally appealing forts.

EDIT:
Understandable. Don't want to make more unnecessary work for little/no gain.
« Last Edit: April 18, 2012, 02:24:48 pm by Itnetlolor »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.0.99h) :: +enclave and fixes
« Reply #329 on: April 18, 2012, 02:09:46 pm »

It's impossible to do the way you say. They should be fixed buildings, and dwarves should work IN them, unless I make a tile nearby to look like a chair. Making 4 variants of a workshop and making 4 similar reactions of each type is not worth if it's just for the aesthetics.
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