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Poll

What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133315 times)

Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #150 on: February 27, 2013, 07:23:42 am »

Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
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...wonderful memories of the creeping sense of dread...

Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #151 on: February 27, 2013, 07:30:06 am »

And Deon I'll probably stagger how often I update the alternative download so there's no incentive to go to the alternative instead of the original.

And from my limited knowledge of modding, maybe you can make their dialogue like children - where you can still talk to them but they really don't respond much, except maybe have their ability to join you similar to guardsmen.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #152 on: February 27, 2013, 09:18:56 am »

You cannot edit what people say, but it will be short and maybe even funny, like taking a quest from a dog or something.

Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
I would like to know when I get free time to mod too :). Right now it's time to put children in school, so I spend some nights working and other nights and morning sitting next to another school's door to be the first to write an application. I don't want my son to go to a bad school.
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #153 on: February 27, 2013, 10:11:09 am »

You cannot edit what people say, but it will be short and maybe even funny, like taking a quest from a dog or something.

Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
I would like to know when I get free time to mod too :). Right now it's time to put children in school, so I spend some nights working and other nights and morning sitting next to another school's door to be the first to write an application. I don't want my son to go to a bad school.

Yes, I dont blame you. I just blame my luck. Besides I can continue to play on 1.4 on this fort I guess.
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...wonderful memories of the creeping sense of dread...

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #154 on: February 27, 2013, 09:32:03 pm »

Fallout mod 1.6

- Added spore plants.
- Gojira renamed to Hellion.
- Hellion no longer melts from its own firebreath.
- Hydra renamed to Nemesis.
- Gorgotaur renamed to Monstrous gorgon.
- Carp renamed to radcarp.
- Mirelurks now also appear near oceans and in wetland.
- New megabeast "cloverfield monster". Creatures it bites turn into scythers over time.

- Added "cryogenic module" building, it requires research.
- You can "put in cryo sleep" for 6 months, a year or two years. It requires a charged cell.
- You can "craft cryogel canister" for a charged cell, wiring and an iron bar. It's a food item which will put anyone who eats it in stasis for 6 months.
- Vault citizens in stasis turn into a pod with a crust and a body inside. When they turn back they heal all injuries, even lost limbs.
- The operator of the cryogenic module for a short time will get an ability to freeze the first person he greets, so lock an injured civillian in a room next to the cryogenic module.

- Added anti-materiel rifle. It is large and heavy, but its shots are much stronger than those of a rifle.
- You can craft anti-materiel rifle in gunsmith forge now.
- You can craft powerfist from any weapon-grade metal bar in tinker's workshop now.

- You can turn sulfur into nylon thread in chemical lab.
- You can turn tallow into organic oil in chemical lab.
- Added aroma soap, made from organic oil in soapmaker's workshop.

- Added geo crates to scavenging.
- Opening geo crates nets random ores and sulfur/saltpeter for chemistry industry.

- Speech files were expanded a bit for more variety in adventure mode dialogue.
- The archive is in ZIP format now because some people had trouble with RAR.
« Last Edit: February 27, 2013, 09:39:51 pm by Deon »
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Ivan Issaccs

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #155 on: February 27, 2013, 10:42:47 pm »

Man that update sounds good, and you're updating like a machine these days. Having a way to finally fix the "Oh I got scratched in the hand by a tantrum dwarf I can never work again" injuries sounds fantastic.
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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.

Rumrusher

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #156 on: February 27, 2013, 11:48:58 pm »

Kinda hope for replicants as an adventurer class type than vampire type, like your character could start out as an replicant/borg who could rebuild an civ though corpses of whom they kill.
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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

Asra

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #157 on: February 28, 2013, 12:06:31 am »

Woah, that update sounds amazing. Going to have to give it a shot right now just to try Cryonics.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #158 on: February 28, 2013, 12:20:53 am »

Another update, excellent! I didn't even get to download 1.5...
And I'll take down the alternate download since the originals been changed.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...

Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #159 on: February 28, 2013, 02:27:10 am »

Sweet new version. New guns and new monsters.

- Hellion no longer melts from its own firebreath.

Heh, I made the same mistake on my own personal modding.

- Speech files were expanded a bit for more variety in adventure mode dialogue.

Oh, what are they saying? Did you take some of the threats from the threat topic? Now I might need to start a new adventurer as well...
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...wonderful memories of the creeping sense of dread...

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #160 on: February 28, 2013, 04:56:50 am »

Threats are still as they were, they were already expanded. I will add more to them eventually, it won't break save compatibility; I was just really tired and did not get to threats. I just made sure that things like greetings, religious speech, profession and a few others have more than a single option. I am still confused why "I will join you if you lead me to glory and death" is not in the speech files, I would like to change that.
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Terry Lennox

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #161 on: February 28, 2013, 07:23:20 am »

I'm having a slight problem with globs.  I have a pasture of robots in the entrance to my fortress and some of the securitrons shoot plasma energy which for some reason is left as a fat glob on the ground.  My dwarves will then diligently pick up that plasma energy and dump it in my fat stockpile. Upon loading, that plasma will explode and cause fire and much fun.  So much that, I have had to use dfhack to spawn water on upon loading on those tiles to prevent a fire.

I looked in the fats list and couldn't find plasma energy anywhere in the categories. Is there a way to prevent my dumbass dwarves from picking that up?

Great work with the mod!

Whoa! That was fast.  I like this version a lot, for some reason seems like DFHack is less retarded about shuffling the jobs around so that my Legendary miners are not left twiddling their thumbs while the newest rookies that don't even know the drill is a tool, not a marital aid.

« Last Edit: February 28, 2013, 02:53:29 pm by Terry Lennox »
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #162 on: February 28, 2013, 07:59:26 am »

Fair enough, dont wear yourself out if its stressful.

My dwarves will then diligently pick up that plasma energy and dump it in my fat stockpile. Upon loading, that plasma will explode and cause fire and much fun.

Ah the glory of dwarf fortress.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
« Reply #163 on: February 28, 2013, 08:09:05 am »

How could I forget to fix that... Sometimes modding in deep night (only time when I had free time) makes me forget things :P.

I will upload a fixed version in a moment (it will be save compatible).
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #164 on: February 28, 2013, 08:17:35 am »


Fallout mod 1.6b
- Robot plasma bolts are no longer stored in stockpiles, they evaporate on landing.
- Added a few Team Fortress 2-inspired threats.
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