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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 133373 times)

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #240 on: March 10, 2013, 11:10:49 pm »

Good news, Cataclysm Dark Days ahead starts to get tile support again. This and disappointment with Simcity 2013 are pushing me more towards modding, so hear, hear, give me your suggestions and tell me what you want to see, I should work on my mods more to raise my mood :).
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Meph

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #241 on: March 11, 2013, 07:33:11 am »

I want to see power-using workshops. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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b_knight286

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #242 on: March 11, 2013, 10:41:27 am »

I would like to see turrets, or robots that you can make yourself.  Turrets would be something that can't move on their own, but can still shoot.  When hauling animals to pasture, does the animal WALK or do the dwarfs/vault dwellers DRAG them?  Someone test if people can haul things like sponges to pastures, that's a sure way to see if turrets would work.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #243 on: March 11, 2013, 11:49:00 am »

Yep, it's possible, I can just copy a securitron and stick IMMOBILE on it, and voila, a turret! :)

People actually DRAG creatures, a cow won't walk to its pasture if you just tell it to go there :).

I want to see power-using workshops. :)
Was an appropriate dfhack module released? I will go look.

Currently I am waiting with anticipation for the complete version of Putnam's "syndrome on armor" module, then we will be able to have power armor which increases strength, energy shields which reduce overall damage taken etc.
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Meph

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #244 on: March 11, 2013, 11:52:32 am »

Yep, Putnams plugin will be quite nice. Enchanted armors, cursed items, equipable flamethrowers, magic weapons that only work on specific castes... fun. :)

Quote
Was an appropriate dfhack module released? I will go look.
Nope. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #245 on: March 11, 2013, 12:19:50 pm »

Deon...You've put me on the spot here, I'll have to have some time to think about what I want specifically in the mod...
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Putnam

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #246 on: March 11, 2013, 01:53:16 pm »

Yep, Putnams plugin will be quite nice. Enchanted armors, cursed items, equipable flamethrowers, magic weapons that only work on specific castes... fun. :)

It's not a plugin, it's a script :P

But yeah, flamethrowers? Yes.

Specific castes??? I don't know about that. Now that you mention it, though, I should definitely get that working.

KingofstarrySkies

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #247 on: March 11, 2013, 03:44:28 pm »

personally, I'd like to see slavers.
And a slave mechanic, as I am a dirty slaver. Also, I recently bought fallout 3 and have been playing it, and DAAAAAMN its good. Perhaps we could have a fat man?
Oh dear lord, the !!FUN!! I could have with that....
eheheheheheheheeeeeh
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Sigtextastic
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There'll be another King, another sky, and a billion more stars...

PTTG??

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #248 on: March 12, 2013, 12:24:03 am »

This aught to have the North America world map. If you're lucky, the north pole lines up with the cold side of the map and it looks really good. Plus, unlike the existing earth map, the single major continent ensures you'll always be in contact with all the other parties. (Unless you move to the peaceful paradise of Haiti. (Except for the time I had every single cannibal empire there...)) Anyway, it seems more fallout appropriate to me, too.
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Meph

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #249 on: March 12, 2013, 02:13:42 am »

Different castes are already supported by your ... plug-in script. Simply use syn_affected_creature:dwarf:caste-id-here, instead of male/female.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #250 on: March 12, 2013, 07:18:46 pm »

Damn this is crazy. What build are you guys doing?
I prefer sawmill-furniture-arc furnace-gunsmith-everything else
Also Deon, that concrete factory is flippin awesome!
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Putnam

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #251 on: March 12, 2013, 08:23:53 pm »

Different castes are already supported by your ... plug-in script. Simply use syn_affected_creature:dwarf:caste-id-here, instead of male/female.

I added those after you mentioned it in this topic :P

PTTG??

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #252 on: March 13, 2013, 12:42:52 am »

Damn this is crazy. What build are you guys doing?
I prefer sawmill-furniture-arc furnace-gunsmith-everything else
Also Deon, that concrete factory is flippin awesome!

I feel like going for the foundation first (generator, arc furance) then spreading out to the gunsmith and other things.
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Markus

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #253 on: March 13, 2013, 11:19:53 am »

Hm. . . so we won't be domesticating various mutants for a while?
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Asra

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #254 on: March 13, 2013, 11:49:04 am »

I don't really get Sawmill right away since I still end up making stone furniture most of the time. So for me it's usually, right now...

Arc-furnace > Biofuels > Chemistry > Gunsmithing > Everything else.

That and lots and lots of junk scavenging tend to get me enough guns for the start, so I usually just try to frame it based on the surroundings. I really dig the Concrete mixer, but I had to go through two areas to find some sand. (Nothing but Clay, even in the badlands, with my luck)
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