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Author Topic: (Old Post-Apocalypse thread).  (Read 217692 times)

Rumrusher

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #525 on: May 08, 2012, 08:44:51 am »

so any updates for adventure mode for Post-Apocalypse mod or is it all fort mode(general raw changes) related updates?
like non towers sites holding books that unlock perks or something.
wait what about playing the xenomorph hive and reclaiming an old fort?
« Last Edit: May 08, 2012, 10:22:18 am by Rumrusher »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #526 on: May 08, 2012, 09:02:32 am »

There are books written by replacement of necromancers already :). And these were updates aimed at fortress mode because fortress last a while and need a stable version. I will focus more on adventuring later.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #527 on: May 08, 2012, 10:30:59 am »

i just watched plumps fortress lp on youtube and think what plump needs is a plant guide. his embark items were a bit odd. the above ground plants are quite numerous.
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Mrhappyface

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #528 on: May 08, 2012, 10:42:51 am »

I'm going to write up a few raws for the "alien" plants if that's OK Deon.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #529 on: May 08, 2012, 11:39:17 am »

Sure, good biomes need more variety! Thank you :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #530 on: May 08, 2012, 11:58:05 am »

I've updated the first post with the plant information.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Ivan Issaccs

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #531 on: May 08, 2012, 01:33:06 pm »

Possible bug here, I just built my virology lab and I already have the option to cultivate and destroy a few virus samples before Ive investigated the contents of my unknown crates.
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Mrhappyface

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Re: Post-Apocalypse (v.1.4b) :: "Let's Play" edition ::
« Reply #532 on: May 08, 2012, 02:37:36 pm »

Note: I'm not really good with modding the appearences and tiles, so I left them with notices in between aste
riks. Anyways, here's the-
Oh noes mai raws were eatn!
« Last Edit: May 08, 2012, 07:08:08 pm by Mrhappyface »
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Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #533 on: May 08, 2012, 04:22:49 pm »

Is there a way to have "Good" rains, like the rains that happen in Evil Biomes, only different?
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #534 on: May 08, 2012, 05:43:46 pm »

Is there a way to have "Good" rains, like the rains that happen in Evil Biomes, only different?
Yeah, would be cool to have a "Fresh Breeze" and a "Salty Zephyr" and a "Fruity Gust" and an "Amazing Whirlwind" that uplift people's spirits.

The "reactions at virology lab" might be the "investigate barrels of blood" stuff, nope it isn't.
Saw a bug:
   [NAME:cultivate V-phs04 agent]
   [REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:VIRUS_BRAINROT] should be _FOODLESS.
same prob with    [NAME:cultivate F.E.V.]
   [REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:VIRUS_BRAINROT]
and several others, although I have pretty old raws. 1.2f-ish
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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

Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #535 on: May 08, 2012, 05:48:34 pm »

Deon's fix actually let me use the Virology lab without having to open a bunch of containers randomly. However, I really need to learn what all those viruses do in my next fort.



EDIT: Also for this mod, instead of having nothing but happy thoughts from good weather, you could make it dangerous for other reasons, since you're going to have plants there. Maybe something that gives dwarfs a happy thought but also stuns them, like intoxicants, or maybe some sort of blossom swarms or clouds of flesh-eating pollen.
« Last Edit: May 08, 2012, 05:50:29 pm by Asra »
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #536 on: May 08, 2012, 07:44:19 pm »

Ok Deon I downloaded 1.4b and merged my changes/preferences into it. Some are typo fixes.
Maybe you want to WinMerge-compare them. Archive at http://dl.dropbox.com/u/8967397/Apoc%201.4b%20Tomis%20changes%20-%20raw.rar

Bonus image: earlier outdoor fort, fire starts in the MIDDLE.
Note the bloody hospital hut, and how the Wooden Bridges will spread the fire from moated base to rest of map...
Spoiler (click to show/hide)

EDIT: Also for this mod, instead of having nothing but happy thoughts from good weather, you could make it dangerous for other reasons, since you're going to have plants there. Maybe something that gives dwarfs a happy thought but also stuns them, like intoxicants, or maybe some sort of blossom swarms or clouds of flesh-eating pollen.
Hmm like a plant that when herbalism-gathered, immediately evaporates into a good effect cloud?
« Last Edit: May 08, 2012, 07:49:01 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.1.4b) :: "Let's Play" edition ::
« Reply #537 on: May 08, 2012, 10:32:01 pm »

Wait wait! I need to recover the plant raws!
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Asra

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #538 on: May 08, 2012, 11:03:12 pm »

Does anyone know the best place to embark for radioactive rain? Is it common in ALL Savage areas? Like would Joyous Wilds be as likely to have it as something terrifying? I haven't had much luck getting any area with it. I've gotten a few radioactive clouds in a savage mountain biome though.
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Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.4b) :: "Let's Play" edition ::
« Reply #539 on: May 09, 2012, 12:38:35 am »

Mr. Gutsy and any robot which shoots plasma is likeley to start a fire sooner later when they shoot. also cause rnadom cleaning jobs on the surface. ill stop using them for now.
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