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Author Topic: (Old Post-Apocalypse thread).  (Read 219462 times)

TomiTapio

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #630 on: May 21, 2012, 08:40:41 am »

I think it's a small flaw that no migrants ever arrive with gunner skill (due to rifles being Foreign). What if crossbow and gunnery used the same skill.

Edit: for people who analyze/read combat logs: one fort from start to a major 4-squad siege, in EXCEL format, sortable columns.
http://dl.dropbox.com/u/8967397/DF%20Apocalypse%20Graph%201.6%20combat%20excel.rar
(the trick is to replace stuff like " in the " to ", in the " so comma-delimited columns.)
« Last Edit: May 21, 2012, 09:07:01 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.
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Ivan Issaccs

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #631 on: May 21, 2012, 12:43:23 pm »

I don't think you can train deathclaws, they are intelligent.

I didn't realise, why did you decide to make them intelligent though, most in the FO universe are just wild animals.
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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.

jocan2003

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #632 on: May 21, 2012, 12:46:31 pm »

There is only a very few exeption to that but yeah, all in all they are animals.
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Rumrusher

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #633 on: May 21, 2012, 02:03:55 pm »

I don't think you can train deathclaws, they are intelligent.

I didn't realise, why did you decide to make them intelligent though, most in the FO universe are just wild animals.
http://fallout.wikia.com/wiki/Intelligent_deathclaw

hmm what about a cart/bike modification reaction for adventure mode.
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Ivan Issaccs

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #634 on: May 21, 2012, 02:30:34 pm »

Yeah, they were exceptions which were practically wiped out though, even in the most recent games the enclave only has deathclaws they keep controlled with those devices strapped to their heads though, hence why I'm wondering on why this games are intelligent. Is it just for coding certain game behaviours or something else?
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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.

Deon

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #635 on: May 21, 2012, 03:18:09 pm »

I wanted them to learn new skills as they kill your people (or siegers), and I didn't plan people to tame them. I might reconsider it.

P.S. Nevermind, I reconsidered it long time ago, I just forgot that I removed CAN_LEARN from them for the possibility of deathclaw hide armor :D.
« Last Edit: May 21, 2012, 03:22:00 pm by Deon »
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Rumrusher

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #636 on: May 21, 2012, 03:24:58 pm »

Yeah, they were exceptions which were practically wiped out though, even in the most recent games the enclave only has deathclaws they keep controlled with those devices strapped to their heads though, hence why I'm wondering on why this games are intelligent. Is it just for coding certain game behaviours or something else?
Then there also the case this isn't a full on fallout conversion mod. So in game reason would be enclave expose deathclaws to fev they got super smart, Armok fell in favor of smart killing machines and threw a wrench in enclaves plans of mass murder.

I wanted them to learn new skills as they kill your people (or siegers), and I didn't plan people to tame them. I might reconsider it.

P.S. Nevermind, I reconsidered it long time ago, I just forgot that I removed CAN_LEARN from them for the possibility of deathclaw hide armor :D.
so deathclaw adventurers with deathclaw powerarmor and deathclaw forts?
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Deon

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #637 on: May 22, 2012, 03:16:29 am »

Only giant deathclaws are intelligent, and with the next update when I add deathclaw gauntlets I may remove that as well. I want to add different butcherable natural weapons because they suit the theme (scyther forearm, deathclaw gauntlet, radscorpion shield etc).
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Mrhappyface

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #638 on: May 22, 2012, 03:52:55 am »

Only giant deathclaws are intelligent, and with the next update when I add deathclaw gauntlets I may remove that as well. I want to add different butcherable natural weapons because they suit the theme (scyther forearm, deathclaw gauntlet, radscorpion shield etc).
Awww. Are implants and cybernetics going to come later?
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maki32

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #639 on: May 22, 2012, 06:18:07 am »

Hey, there's any way to play the new version of DF with 1.6 of post-apocalypse? Thank you!
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Deon

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #640 on: May 22, 2012, 11:34:57 am »

Yes, just copy the "dwarf fortress.exe" and "/data/index" files from 0.31.10 to the folder of this mod.
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Pokon

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #641 on: May 22, 2012, 01:53:54 pm »

Welp, made a horror for anyone who wishs to use it. It's the horrible snapping turtle I thought about making 20+ pages ago. Does not use any special substances or anything, so bullets can and will kill it.
Pets, (let alown unarmed people) will die, however. Quickly.
Code: [Select]
[CREATURE:RADSNAPPER]
 [PRONE_TO_RAGE:10][LIKES_FIGHTING][NOFEAR]
[DESCRIPTION:A massive reptile related to powerful pre-war swamp creatures, these monsters will eat almost anything that comes into it's waters. Surprisingly fast out of water, there quite tasty neverless.]
[NAME:radsnapper:radsnappers:del lago]
[CASTE_NAME:radsnapper:radsnappers:del lago]
[CREATURE_TILE:'R'][COLOR:2:0:0]
[PETVALUE:400]
[AMPHIBIOUS]
[NATURAL][PET_EXOTIC]
[CARNIVORE][FREQUENCY:30]
[LARGE_ROAMING]
[BIOME:RIVER_TEMPERATE_FRESHWATER]
[BIOME:RIVER_TEMPERATE_BRACKISHWATER]
[BIOME:LAKE_TEMPERATE_FRESHWATER]
[BIOME:LAKE_TEMPERATE_BRACKISHWATER]
[BIOME:POOL_TEMPERATE_FRESHWATER]
[BIOME:POOL_TEMPERATE_BRACKISHWATER]
[POPULATION_NUMBER:2:10]
[PREFSTRING:massive spiked shell]
[PREFSTRING:massive neck]
[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:BEAK:RIBCAGE:SHELL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[STATE_COLOR:ALL:DARK_GREEN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:SHELL_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:30:25000]
[BODY_SIZE:2:0:250000]
[BODY_SIZE:3:0:350000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:30:70]
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[DIURNAL]
[SWIMS_INNATE][SWIM_SPEED:1500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:70]
[CLUTCH_SIZE:2:5]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:DARK_GREEN:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]

« Last Edit: May 22, 2012, 02:11:04 pm by Pokon »
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Chilton

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #642 on: May 23, 2012, 01:23:37 am »

Quick question.
1/3'd of My 150ish population Fort has the Rotavirus.

How do I cure them, or do I just need to be super patient?
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Deon

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #643 on: May 23, 2012, 04:23:45 am »

Keep them in separate rooms. Do not let them interact with others.
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Chilton

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Re: [0.34.09] ☢ Post-Apocalypse ☢ (v.1.6)
« Reply #644 on: May 23, 2012, 04:46:52 am »

Keep them in separate rooms. Do not let them interact with others.

Welp, most importantly, I know how its being spread.
I only have one Meeting Hall :)

Thankyou Kind Sir!
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