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Author Topic: (Old Post-Apocalypse thread).  (Read 217647 times)

Justinian

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #765 on: October 07, 2012, 01:26:40 am »

This may be a mute point, but when you have dust storms on(like I've been trying), it's really annoying to have the game pause every 15-20secs for each storm.
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Putnam

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #766 on: October 07, 2012, 01:58:07 pm »

moot point :P

Also, I think you can turn that off in the announcements.txt, but I'm not sure...

Deon

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #767 on: October 18, 2012, 12:53:53 pm »

So Jedia, any new work on your robots you want to share?

Also it looks like the interest for Df Apocalypse is a bit low, so I should probably focus on Genesis and forget about it for a while :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Geneoce

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #768 on: October 20, 2012, 01:23:34 am »

So Jedia, any new work on your robots you want to share?

Also it looks like the interest for Df Apocalypse is a bit low, so I should probably focus on Genesis and forget about it for a while :).

I'm sure interest is up there, the only problem is the thread keeps getting buired  :P

Maybe its before its time Deon, could do with some more moddable tools from Toady for power, interactions and whatnot

Still, amazing and thanks for making it!
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I don't care that the vacuum people are promising a blowjob machine in the future. I'll buy it then if they ever deliver.

Godlysockpuppet

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #769 on: October 22, 2012, 04:41:50 am »

Love this mod deon! Please continue on it :P I've been playing Meph's masterwork mod more so lately simply because I thought you'd abandoned this. Hell sure you havn't even updated it to DF 34.11! Back to work god damn it! >:(
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Deon

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #770 on: October 22, 2012, 05:36:26 am »

Hell sure you havn't even updated it to DF 34.11! Back to work god damn it! >:(

>.<.

Really?

Really.

It's just a simple copy-paste. Why isn't it updated yet? Sorrryyy! I totally missed it :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Godlysockpuppet

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Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« Reply #771 on: October 22, 2012, 06:47:04 am »

Hell sure you havn't even updated it to DF 34.11! Back to work god damn it! >:(

>.<.

Really?

Really.

It's just a simple copy-paste. Why isn't it updated yet? Sorrryyy! I totally missed it :) .
Yeah I did this myself. i know it's a simple copy paste but still... Tut tut!
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #772 on: October 23, 2012, 01:49:49 am »

Here we go.

1.7
- Update to 0.31.11
- Ravens are a less ferquent and have lower population.
- Vermin should be edible by vermin hunters now.

For ASCII:
- Scrap piles have different icon.
- No more painful color scheme.



Regarding the color scheme, I don't know what I was thinking before when I made the black to be "dark green" for ASCII. It could look like an old computer console screen, but it was tiring for some eyes.

So here's the current color scheme for ASCII, I think it works. There're plains on the left and swamp on the right (blue and brown swamp grass/lichen):

Spoiler (click to show/hide)

That poor rat. Grog is bad for rat health.
« Last Edit: October 23, 2012, 01:52:55 am by Deon »
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JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #773 on: October 23, 2012, 11:53:00 am »

gah! sorry...just checked back...I got hit with family stuff...I have the tweaked bots somewhere on my home compy...I'll get 'em up, I swear.
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T-Rex

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #774 on: October 23, 2012, 06:49:33 pm »

I finally came from lurker status and made a profile just for the sole purpose of putting in my two cents that interest has -not- been lost in this mod. I very much enjoy it because it's something different in contrast to the usual stuff offered up by Dwarf Fortress and many mods. It probably helps that I was a fan of the games after which this is modeled too.

But in the end I very much enjoy the way things work differently, particularly with the scavenging mechanic and life as a vault dweller. So please, don't abandon it by any means. I know I'm not alone out there.
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fred1248

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #775 on: October 24, 2012, 12:58:14 pm »

I can't seem to be able to find the included therapist. Any thoughts?
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #776 on: October 24, 2012, 10:38:09 pm »

woop woop, while updating I forgot to put it in, sorry.
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fred1248

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #777 on: October 24, 2012, 11:05:53 pm »

No problemo, also, it seems that the nightkin and enclave never makes it through the world gen, I even stopped the worldgen at year 2, and they didn't show up.
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #778 on: October 24, 2012, 11:08:40 pm »

They are skulking civilizations, you won't see them on the embark screen. It means that they don't have major sites, but rather small caves all over the world they operate from.
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JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #779 on: October 25, 2012, 03:02:19 pm »

well that was worthless...changing the robot metal from iron template to bronze was no difference and copper might as well have been tissue paper...regular dogs were ripping limbs off.  And the only sure-fire (...I mean no fire...) fix I found for the plasma starting wildfires is making it room temperature...but then it probably should do that...Dry grass + ball-lightning = fire...And it looks like Deon had already done a bit of streamlining on everything already, though I'd like to get everything sorted like with the Mr. Farmy..

EDIT: Robots are super-sparkly clean now, sent to Deon for approval.

...unrelated bit...I just learned every creature native to Pandora in the Borderlands games has a single-orifice digestive system. ...Don't let your pet skag lick your face...
« Last Edit: October 26, 2012, 10:55:15 am by JediaKyrol »
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