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Author Topic: (Old Post-Apocalypse thread).  (Read 219107 times)

Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #480 on: May 01, 2012, 02:41:44 pm »

Is there a way you can give them some chinks in their armor, like how Bronze Colossi worked in some of the earlier versions with that plate on their head? Is it possible to give different parts of a robot's body different skin types so a lucky should could hit a joint and cause an arm to fall off, or a hit to the neck might knock off a head?
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #481 on: May 01, 2012, 05:31:31 pm »

they currently have a "brain" CPU core unit with the same material as green glass...it will shatter incredibly easily...problem is you can't aim ranged weapons, and the rest of the robot is well...a robot.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #482 on: May 01, 2012, 06:21:55 pm »

Also, this mod's rifles are Flint-lock or Match-lock rifles, the firing rate is same as the crossbow. (Maybe ten seconds per one shot?)
Maybe should make a bullet hit more damaging, to simulate 5 bullets from one "shoot" event. (Or I should nerf the supermutants, since 20 riflemen didn't do much hurt on their siege)

Poorly selected examples from log:
Spoiler (click to show/hide)

People arguing bullet damage in D&D: http://forums.megatokyo.com/index.php?showtopic=419796

Nutters discuss which 15 guns to have in case of apocalypse: http://plainsmanscabin.yuku.com/topic/4399/Minimum-home-battery#.T6BvVsWNk-U
Spoiler (click to show/hide)


Hey Deon you didn't answer my last post, so here it is again:
Spoiler (click to show/hide)

And here's the quintessential Skink: http://en.wikipedia.org/wiki/File:Blue-toungued_skink444.jpg
Todo Deon: search all files for "rfirst ight lower leg" (centaur body)
« Last Edit: May 01, 2012, 06:45:35 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

Mrhappyface

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Re: Post-Apocalypse (v.1.2f) :: small graphics patch
« Reply #483 on: May 01, 2012, 08:04:03 pm »

I wanted a bit more of a challenge, so I added plutonium rods as a requirement for power armor. I made power cells a requirement for riot/desert ranger gear which I modded in.
« Last Edit: May 01, 2012, 08:12:18 pm by Mrhappyface »
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #484 on: May 02, 2012, 01:56:15 am »

Power armors wont protect you from supermutants with sledgehammers, so i dont think they need to be rarer.
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dirkdragonslayer

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #485 on: May 02, 2012, 06:52:01 am »

i was lucky enough to use the STATE generation to see if i got nevada, instead i got the middle of california like the map in fallout 2, with one big difference. there was a serene forest/jungle where San Francisco was with a volcano in the middle of it. i embarked there for cheap early metal production, and i havent seen any the the lovecraftian creatures yet, are they not in serene places? also love the menu music, it was my favorite song in the fallout series. also, why dont eyebots have plasma like securitrons, even though the saw is enough to kill any theives as a earlier defense. also im about 45min-1hour into the world and have not found a single holodisk or gun.
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"Games come and go, and we all get tired of some games after time, but Dwarf Fortress seems to grab me by the leg every couple months and drags me back with it's bloody, ASCII claw. I think this game has given me Stockholm syndrome, but I love it so, and it's simplistic style yet extremely complex mechanics are like fine art, like a beautifully crafted ☼Cave Spider Silk Sock☼" - Dirk 3/31/2014
TAIL SHOOOOES!

Mrhappyface

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #486 on: May 02, 2012, 07:19:12 am »

Power armors wont protect you from supermutants with sledgehammers, so i dont think they need to be rarer.
That reminds me, are supersledges going to be added? Seems as simple as using the sledgehammer in the power weapon (base weapon+mechanism+power cell) template.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #487 on: May 02, 2012, 07:51:04 am »

Yeah i would like to see some more advanced wepaons for the skills which are not covered yet.
For example: Cattle Prod on a stick for spearmen.

BTW I think the drop rate for crates is a bit too high now. But it really depends how dense your area is forested. Maybe reduce the amount of scrap piles vs normal trees?
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.2f) :: small graphics patch
« Reply #488 on: May 02, 2012, 08:48:04 am »

BTW I think the drop rate for crates is a bit too high now. But it really depends how dense your area is forested. Maybe reduce the amount of scrap piles vs normal trees?
I guess if embark on "heavily forested" then one should adjust the scavenge reaction so that 3 scrap logs go in instead of one. I feel the scrap/tree ratio is fine now. "saguaro rib wood" is pissing me off with its long name though.

Maybe we'll get "rock maul" hammer type again. A crude sledgehammer. Make them in a bulk reaction so it's not "ONE TREE MAKES ONE SHAFT FOR SLEDGEHAMMER". 1 log + 1 rock blocks armful = 6 rock mauls.

Hey, an idea came to me: a decorative workshop: "wooden boat" from 5 log stacks.

Minor complaint: *steel ammo (50)* is 6000e, and =steel ammo (50)= is 7500e. Bit too high compared to how damn cheap the war robots are. (securi 1200, Gutsy 800)
So everyone, how many "steel rifles" is one securitron worth? One?

DUDES! "wooden log to coal" consumes one fuel plus one log stack, and outputs one fuel! (removes fuel requirements from all scrapyard reactions)

Idea: excess food into biofuel. Fat, prepared meals, raw fish, raw meat goes in.
« Last Edit: May 02, 2012, 09:19:26 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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A new release is up.

Thank you, TomiTapio :).




1.3a
- 1.3a is save-compatible with 1.2*, all fixes will work. Just replace raw folder of your save with the one from this release.
- Military and medical crates are less frequent, tech crates are more frequent.
- Wooden log to coal no longer eats additional fuel.

1.3
- 1.3 is save-compatible with 1.2, all fixes will work. Just replace raw folder of your save with the one from this release.
- Supermutants get chainsaws instead of hacksaws and rippers instead of knives.
- Ghouls no longer hate killing plants.
- Fat layer is not a huge pillow under creatures' skin now. Casualty rates rise.
- Ants and radroaches now have just one head.
- Common geckos are smaller.
- Evolved centaur saliva is fixed.
- A few typo fixos in text descriptions.



Regarding the prices: the whole trading system needs an overhaul. I will look into it eventually.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Whee! 3x17 undead husks attack the settlement! We are 51 left and hopefully the supermutant zombies aren't so tough.
(You can have the save if you want to tune weapons vs. undead. http://dl.dropbox.com/u/8967397/the%20dead%20walk!%20for%20testing.%20region1.rar
Total victory by trap corridor! But lost 8 citizens who were caught outside.

Three nosers are fishing, and two are cleaning the traps.
In celebration, someone crafts a legendary Limestone Toolbox.
« Last Edit: May 02, 2012, 10:45:04 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

Ivan Issaccs

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What is it I need to cultivate viruses? Blood containing items apparently doesnt cover the barrels of blood I was buying from caravans?

Also can I mod out that damn zombie virus...
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

JediaKyrol

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You can just go into your saves raws and disable it, though it causes you to lose "FUN"

I've had to lower the temperature of plasma bolts in mine...as when a bolt goes up or down a z-level, it loses the ability to evaporate, resulting in fires everywhere when a glob of goo twice as hot as the sun lands in your farm...on a farmer.  I think it's due to the current "cartoon physics" on projectiles that Toady is trying to replace with a parabolic arc...but until then...I just can't take all that burning...(a note...I've only had this happen on mountainous terrain...when gutsys or protectrons are shooting at flying enemies parallel to them but not directly over ground.)

Also...has anyone found a replicant in their fort yet?

oh yeah, Deon, might want to remove [NOT_IMPROVED] from the sailent green "container" reagent...my jerks put all my sailent green into glazed pots and refused to use it.
« Last Edit: May 02, 2012, 06:41:26 pm by JediaKyrol »
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Deon

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Quote
when a bolt goes up or down a z-level, it loses the ability to evaporat
Now that is something... weird. Do you know why does it happen? DF bug?

I will fix sailent green ASAP :). From now on I will release only save-compatible patches and tweaks for a while, because I know that some people LP my mod and I don't want to make them to restart or be sad that they cannot update.

TomiTapio, thank you for the save :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

JediaKyrol

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I think it's a vanilla DF thing...like how you are guaranteed to get an arrow if it drops a z level...which I abused forever by putting my archery targets on platforms for training...if they miss, arrow hit wall, fell a floor, and didn't break.  What I'm guessing is that the way Toady currently has physics set up is that when any item is launched it calculates the maximum distance based on mass, launch speed, and kinetic potential and stores that as a number...then lets it fly until it passes through that exact number of spaces.  Once it reaches that, it just sets every number in that material to 0...forcing it to just stop and fall.  This also has the side effect of ignoring things like density, temperature, melting point and such.  Then, it seems the item sits there until  something acts upon it...either walking over it or pathing to pick it up...immediately it reapplies all of the material stats, resulting in a napalm landmine in the case of plasma, and when I cut the temperature to standard creature body temp, it just turns to  liquid in their hands and then evaporates,

I'm just guessing about that process from the observed results though...it could also be invisible pixies hate me playing DF when I should be at work/sleeping and they crawl inside my computer and sabotage my game...but I like to assume the more "sciency" explanation.
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