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Author Topic: (Old Post-Apocalypse thread).  (Read 219071 times)

Wrex

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #735 on: August 09, 2012, 01:57:51 am »

I May as well ask: Can I still make a danger room in some fashion? it is an exploit, but I like having an invincible militia. If not, would simply applying this to a LNP save and turning off invaders work?
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Firehawk45

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #736 on: August 09, 2012, 04:42:59 am »

Righto.

How do I prepare Radfish?

I've got barrels of the fuckers.

Fishery does the job :)
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Fist_Of_Armok

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #737 on: August 09, 2012, 05:53:38 pm »

Got it.

My hunter quite rapidly ran out of bolts. Can I assign him a hacksaw, or should I just make more wooden bolts?
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TomiTapio

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #738 on: August 10, 2012, 04:37:18 am »

My hunter quite rapidly ran out of bolts. Can I assign him a hacksaw, or should I just make more wooden bolts?
The hunting labor requires ammo. Hunters can't sneak attack from stealth with a melee weapon. Make more ammo.
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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

JediaKyrol

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #739 on: August 10, 2012, 02:13:40 pm »

to save ammo...assign 3 Mr. Gutsy's to him.
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Fist_Of_Armok

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #740 on: August 11, 2012, 12:41:58 am »

to save ammo...assign 3 Mr. Gutsy's to him.

Considering the game ground to a standstill on account of Night Stalker spam, I'll do that next time.

God DAMN Mr. Gutsys are expensive.
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Wrex

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #741 on: August 12, 2012, 06:29:09 pm »

So, does this mod also include sounds, or should I run soundsense along with it?
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ggamer

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #742 on: August 13, 2012, 08:30:49 pm »

Love this mod so far Deon.

I genned a wastelander adventurer, who apparently thought copper was an awesome thing to make machetes out of. He traveled for a short while, before finding out that in a hamlet a day's travel to the south there was a terrible vampire. My adventurer went to this town, and searched for a while before he found the nascent vampire: A legendary hammerman with bronze combat armor and insane amounts of jewelery. I called him out, and we fought for several pages before he knocked me down and ran away. Fortunately, a variant of the Mr. Handy (Mr. Farmy?) was there and distracted the vampire while I stabbed his spine several times.

VICTORY.

Next quest sends me to a cave to murder an infected. During the fight he changes, and gets a bite in. It seemed like the I would die, but the moon came and I changed into a fierce beast, biting the infected on the leg and shaking that bitch all over the place.

Upon returning to the hamlet I learned that Wastelanders don't take kindly to infected, so I lopped off all their heads and set off for the capital.

Once there, I was able to kill a merchant and his ghoul friend. Upon exiting, there were several Mr. Handies just dying to say hi to me. In the form of a saw to the face.

FAIL.

In other news, I started a fortress and it seems that it will be crippled by a slow FPS rather than the many, completely legitimate ways to die already set in place. Any fixes?

Wrex

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #743 on: August 13, 2012, 08:33:14 pm »

Yes, my FPS is also so bad I can;t play fortress mode. Is this due to the graphics, or is there some fix?
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Putnam

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #744 on: August 13, 2012, 10:56:50 pm »

Nah, the graphics shouldn't affect FPS much at all. It's the other stuff.

Wrex

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #745 on: August 13, 2012, 11:51:47 pm »

I'm boggled about what could kill my FPS. Any suggestions? Barring ten thousand crundle-analogues, I can;t see what could be causing it.
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TomiTapio

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #746 on: August 14, 2012, 06:22:02 am »

I'm boggled about what could kill my FPS. Any suggestions? Barring ten thousand crundle-analogues, I can;t see what could be causing it.
Tried a 2x2 embark with no caverns, and temperature off? I usually have 2x2, 3x2 and 3x3 embarks. Does undesignating all stockpiles boost fps?
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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

JediaKyrol

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #747 on: August 15, 2012, 10:11:48 am »

Nightstalkers and their constant stealthing, as well as many other creatures that have constant-running interactions is a lag-inducer...as well as the large number of creatures allowed to spawn on map-edge in a season...but the big bad is the storms...I'll be popping along at 40FPS (not great...but manageable)...and then a storm comes along...boom!  10FPS!

I hate to do it...but removing Deons custom storms does make my game run better...
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Pokon

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #748 on: August 15, 2012, 03:19:26 pm »

I just discovered something interesting.


Robot's are a even bigger pain in the butt  to deal with when your attempt at killing them with fire does not work, so as they shoot everything in sight they catch everything on fire.
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JediaKyrol

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #749 on: August 16, 2012, 10:04:20 am »

yeah...that's my bad...the smaller robots need a better circulatory system so you can bleed out their hydraulics...and plasma might need to be toned down from super-hot to just an evaporating goo...though it is fun seeing a vulture getting hit, the plasma lodging in the wound, then it bursts into flames, drops to the ground, and then starts a grass fire.

Last I checked, Mr Handy's blowtorch was well...a flamethrower...so might change the frequency on that to take really long between shots...
Mr. Farmy's only have a pesticide sprayer...makes them useless for most stuff...but they dominate Xenomorphs. 
Securitrons...yeah...that might need to be toned down...I tried them with net launchers but that just became a silk farm.
Protectrons jut punch things until they stop moving...
Eyebots...well...just remove their "coward mode" token...a flying buzzsaw that can see for miles...
and Claptraps...hah...poor little buggers.
« Last Edit: August 16, 2012, 10:15:20 am by JediaKyrol »
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