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Author Topic: (Old Post-Apocalypse thread).  (Read 217770 times)

JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #405 on: April 26, 2012, 01:03:14 pm »

huh...must have missed it...oh well, I'll get on scratching out some raws for this stuff now.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #406 on: April 26, 2012, 01:16:59 pm »

I am really busy now (two exams, a test, a review and a new job), but here's a patch. I hate to keep you using a version with bugs:


1.1
- Fixed arc furnace reactions.
- Fixed a few typos.
- Research now produces 3 blueprints when completed (instead of 1).
- Power armor now asks for power armor blueprints. They are not consumed, but you need to research them before crafting PA.
- You can now make a war crossbow at tinker's workbench (crossbow + bayonet).
- Gojira finally has an icon.

- I think engravings now start obscured by default. I am not sure about it, but it's a big issue with the Ironhand if you don't hide them.

P.S. TomiTapio, thank you very much for your suggestions and bug-testing. You helped me A LOT.

New idea! Make body armor out of junk (scrap metal, pots & pans & bowls & chains) without needing charcoal! Ropes and leather straps hold it together. Worse than combat armor, of course, but can make 20 of them when have no charcoal! (imagine your kitchen's frying pan protecting you from knives/machetes.)
I like this idea, but I don't want to hurry with it. Once I figure out what I want about that, I will add it (most likely).

For now you can reinforce leather, and reinforced leather armor is quite nice, at least against animals.
« Last Edit: April 26, 2012, 01:21:22 pm by Deon »
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Jeoshua

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #407 on: April 26, 2012, 01:24:47 pm »

Gojira!!!!!! We mus free da shitee!  :o

So you have Salient Green here?  What about the other... ahem... things... from Old World Blues?
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #408 on: April 26, 2012, 02:52:14 pm »

Deon's already got Nightstalkers & Cazadors...and I think Cyberdogs...haven't checked...I'm roughing out Sailent Green to send to him right now...no lobotomites or Think-tanks yet, but they are easily made out of existing bits (lobotomite = human - brain + cpu basically...and think-tank is just an eyebot with a brain and a couple of armatures with screens on the end)  I even played a bit with a workshop where you could convert a dorf citizen into one or the other...but nothing ever became of it. 

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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #409 on: April 26, 2012, 04:36:53 pm »

You're welcome, Deon. I'm tuning for my own playing and spotting the issues as I go [:~)

I think Soylent Green (made of dead people) is no go, rather maybe... Soylent Yellow or Soylent Cyan from other materials.

Spoiler (click to show/hide)

Merging 1.1's changes... research_biofuel outputs only one blueprint. I see that now the arc smelter reactions DON'T use fuel, good.
Hehe, noticed a rare "Unit has misaligned bp modifiers.  Adjusting." in my errorlog, must be a vanilla thing from a megabeast or titan. Or maybe the two-headed cows.
« Last Edit: April 26, 2012, 04:51:29 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

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #410 on: April 26, 2012, 05:43:24 pm »

Yeah, I also thought about allowing just 1 arc furnace blueprint/research. They are just too good. Of course I forgot to reduce the arc furnace blueprint output from 3 to 1 again :D.
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mcshmeggy

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #411 on: April 26, 2012, 07:09:40 pm »

so, I would really like to use this mod. the only problem is, its a pain in the ass to install it on my mac (with graphics). I did it once a long time ago, but for the life of me I cant remember what exactly to move and not to and etc.

could any bros with macs (or any knowledge of macs) help me out?
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #412 on: April 26, 2012, 07:50:36 pm »

You're welcome, Deon. I'm tuning for my own playing and spotting the issues as I go [:~)

I think Soylent Green (made of dead people) is no go


Not Soylent!  Sailent!  It's made from plants!  PLANTS! ...and maybe a *little bit* people...but they are plant people so it's ok.
(Sailent green is from New Vegas...parody of Soylent)

anyway...this is what I have so far...
Spoiler (click to show/hide)

Mr. Farmy doesn't have a sprayer yet, and the "Sailent Green to random plants" is in no way balanced...also need to make Battle Brew with its strength/rage boost
...and also need to test and see if it works.  I half-assed this at work with just DFWiki and no actual DF.

EDIT:  Huh...everything works right up to converting it to plants...they just won't take it from buckets...and won't dump it in barrels.  I've had to have screwed up something simple...
EDIT 2: ok, I have no idea what I am doing...embarking with a barrel full of Sailent (a barrel containing 75 units of sailent gave 15000 broc flowers...that...is really way too much)...and they'll process that.  Just not from buckets, and they won't dump it in a barrel if it is in one. 
EDIT 3: well bollocks...they aren't dumping milk into barrels either...at least that means this can't be entirely my mess.
« Last Edit: April 26, 2012, 09:20:23 pm by JediaKyrol »
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Jeoshua

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #413 on: April 26, 2012, 08:05:11 pm »

Balance for Salient isn't so important, since originally in Old World Blues, having access to it and playing Hardcore mode were basically unbalanced in the first place.  So if anything it's almost a faithful port if it's a bit too powerful.  Maybe make it a bit harder to get like some of the balancing mods for New Vegas had.
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I like fortresses because they are still underground.

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #414 on: April 26, 2012, 09:21:10 pm »

It's not new vegas, it's DF :).

I will make you to require chemical lab to process that.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #415 on: April 26, 2012, 10:06:12 pm »

Fixed it!  had to jank around with collecting raw sailent green from the Farmy's first though, then brewing it into refined sailent green!

Here we go:
Mr. Farmy...now with pesticide spray action! (seriously, they spray it constantly...need to add [CREATURE_CLASS:INSECT] to bug creatures and vermin for it to kill them...just have to remember to keep your farmy's away from your beehives)
Spoiler (click to show/hide)

Sailent green to plants...moved to chem-lab...inventor shop was for testing...
Spoiler (click to show/hide)

EDIT: forgot...need to add -
     [BODYGLOSS:SPRAYER:blowtorch:sprayer:blowtorches:sprayers]
     [BODYGLOSS:NOZZLE:flame:nozzle:flames:nozzles]
to the body_wateland file...

This way...they can eat sailent green raw...but it's best to process it in the lab

oh...converting raw sailent paste into sailent green is using the mead job in the brewery...again...testing...could probably move that to chem lab too...but meh...

« Last Edit: April 27, 2012, 10:12:43 am by JediaKyrol »
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #416 on: April 27, 2012, 09:59:38 am »

Yeah, I also thought about allowing just 1 arc furnace blueprint/research. They are just too good.
That's why they require the quite rare plutonium rod to make.  Chance of rod from 1 scrap is in my worlds... 0.04 * 0.07 = 0.28% . So 100 scrap 28 % chance of rod. (4% chance to get tech crate, 7% rod from techcrate)
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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

Rumrusher

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #417 on: April 27, 2012, 03:23:20 pm »

I don't know I tend to have a hard time getting any blue prints from the new crates. Though I haven't got the new updated patch so maybe they been slightly modified to pop out more often.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #418 on: April 27, 2012, 03:55:59 pm »

I don't know I tend to have a hard time getting any blue prints from the new crates. Though I haven't got the new updated patch so maybe they been slightly modified to pop out more often.

bluepints don't come from crates, they come from holotapes.  run a holotape through the inventors bench to make different blueprints.
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Tecknojock

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Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« Reply #419 on: April 27, 2012, 05:35:58 pm »

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