Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 55 56 [57] 58 59 ... 62

Author Topic: (Old Post-Apocalypse thread).  (Read 217685 times)

Godlysockpuppet

  • Bay Watcher
  • [Insert wit here]
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #840 on: November 24, 2012, 08:26:26 am »

It's music from Fallout 1/2 games.
Nice choice of music :) I also like the Diablo music in Genesis. I hadn't played Diablo since I was 6 years old and I immediately recognised it. Blast from the past!! (Also the music is that scary you can't help but have memory of it burned into your very DNA for your ancestors to fear)
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #841 on: December 01, 2012, 05:19:39 am »

I don't think it's scary, but I do find it beautiful.

With the new DF update with tree villages, it should be possible to put real tree brothers (from FO3) in.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Godlysockpuppet

  • Bay Watcher
  • [Insert wit here]
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #842 on: December 01, 2012, 12:21:01 pm »

I don't think it's scary, but I do find it beautiful.

With the new DF update with tree villages, it should be possible to put real tree brothers (from FO3) in.
I don't find it scary now; its just as a six year old it was a pretty scary game! Its more that I remember the game as being scary so I associate the music with that :)
Logged

Balor

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #843 on: December 01, 2012, 02:56:43 pm »

Greetings!
I know this is likely me being stupid, but how do I smelt scrap metal?
It is not designateble for smelting, and there is no 'smelt scrap metal' reaction in the smelter. Am I missing something?
Also, stuff like chains, lawnmover blades, etc found in salvage is only for smelting, or can be used for something?
Logged
Sapienti Sat.
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #844 on: December 04, 2012, 01:27:41 am »

Is there a sound pack for use in SoundSense specifically for this mod?

Playing with the default sound pack sounds weird when there are ghouls, supermutants, robots, lasers and guns and it's just playing fantasy music, swords clashing and people vomiting.
Logged

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #845 on: December 04, 2012, 04:02:22 am »

I noticed you have a lot of borderlands mashed with Fallout. Would you mind if I picked them up and tried my hand at a borderlands mod? I like the idea of repelling raiders and the crimson lance from above and creatures from "The Gate" from the candy which would be made into eridian weaponry. Also I need to buy Borderlands 2 so I can incorporate all that in there too.

TLDR; I love your mod, can I take the Borderland-y bits and make my own mod with them too?

Alpha Dwarf

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #846 on: December 04, 2012, 03:34:17 pm »

VERY excellent mod, Sir Deon. Fallout is true cool.

I noticed some awesome DOOM monsters in the raw, is it a comprehensive list of all that DOOM is or would add anymore if it is not complete? I would love to see the mancubus with his twin arm cannons and the one that vomits up lost souls would be very neat.
Logged

Gotdamnmiracle

  • Bay Watcher
  • Or I'll cut ya to dust.
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #847 on: December 04, 2012, 06:48:36 pm »

Neat stuff. interested in this! Not for OSX I assume.
Logged
Go back see if he's there and run him over, and drink his gun!

Alpha Dwarf

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #848 on: December 05, 2012, 12:33:08 am »

Just so I have a clear understanding of the raw, all nobles will appear once 20 Dwarves are settle, correcto?
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #849 on: December 12, 2012, 11:55:20 am »

Blueprints as well as crates and sealed containers are stored in instrument stockpiles.

The blueprints, as well as petri dishes, fuel cells, plutonium rods and gunpowder containers are all made from non-standard materials. Thus they are not stored in any stockpile, since you cannot turn on their corresponding material.

Another fix (like distinguishing the different blueprints by item type rather than material) might be preferable.
This is in fact, exactly what I did with my folder of Post-Apoc when I discovered the inability to store gunpowder containers in stockpiles. I didn't mind not being able to store blueprints but battery cells and sealed containers were frequent enough that I edited the raws and started a new fort. I can now store my "aluminium sealed gunpowder containers" neatly in stockpiles.

While doing that, I discovered a typo in the 'spread flu' reaction: it's looking for a 'flu container' not a 'flu petri dish'.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #850 on: December 12, 2012, 08:34:01 pm »

I still don't get why you'd want to do that...
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #851 on: December 13, 2012, 12:38:23 pm »

I still don't get why you'd want to do that...
For !!!SCIENCE!!!
Logged

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #852 on: December 13, 2012, 12:49:19 pm »

Any reason why someone would want to play as a wastelander instead of as a vault citizen? If the option was present?
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #853 on: December 13, 2012, 04:48:45 pm »

Any reason why someone would want to play as a wastelander instead of as a vault citizen? If the option was present?

Last time I checked, wastelander was the only one that had a chance of starting with a gun...though you could pick super mutant abonination and have 4 chainsaws.

...but that was a bit back.  dunno if Deon changed the adventure mode stuff much.
Logged

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #854 on: December 14, 2012, 02:11:00 am »

Looking at the way the game works, it seems that only vault citizens make sense right now.

Is there a problem with Maize? I have trouble planting it.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.
Pages: 1 ... 55 56 [57] 58 59 ... 62