Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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)

Pages: 1 ... 28 29 [30] 31 32 ... 56

Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133455 times)

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #435 on: April 04, 2013, 02:06:26 pm »

On another note I embarked on a Hot area, and I think my citizens are sweating out blood.

it is possible...I had a hot zone embark and everything was fine until i saved and reloaded...then all my pet giant ants melted (only wild animal that ever showed up...so I tamed them)...and people started oozing fat trails everywhere...think it's a vanilla DF bug tho.  at least I remember something similar in vanilla bug reports.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #436 on: April 04, 2013, 02:15:18 pm »

Some areas may be too hot, it's really rare but can happen.

You can keep that thing as your militia commander, just you wait until it gets injured and manifests itself...
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

DwarfOfTheLand

  • Bay Watcher
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #437 on: April 04, 2013, 02:37:34 pm »

Absolutely gorgeous.  First mod I'll ever use for DF. How do I use the mod?
Logged
¤MASTERWORK¤ Dwarf Fortress - V.3 -
 - A comprehensive mod pack with 25% higher FPS -

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #438 on: April 04, 2013, 02:38:31 pm »

Download it and play. Also read the first post, there's a lot of info you may want to know. Or keep it open as a manual.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Pokon

  • Bay Watcher
  • [ETHICS:HAHAHAHA]
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #439 on: April 04, 2013, 08:13:41 pm »

Oh god, my first migrant wave had a Thing in it, and it murderkilled everything.

It was a nice starting spot, too.
Logged
A vile force of dark'ness has arrived, led by their champion Ebony Dark'ness Dementia Raven Way.

cibo

  • Bay Watcher
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #440 on: April 04, 2013, 10:38:43 pm »

I don't know if it a bug.
In military screen, I create a archery group then choose a memeber.
When the highlight is on the right side that name list, press e then game crash.
I try to highlight at middle the group member list and press e, no crash and go to choose equipments list.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #441 on: April 04, 2013, 11:03:43 pm »

I don't know if it a bug.
In military screen, I create a archery group then choose a memeber.
When the highlight is on the right side that name list, press e then game crash.
I try to highlight at middle the group member list and press e, no crash and go to choose equipments list.

All over the Masterwork thread. Download the newest version of falconne's utility plugins.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #442 on: April 04, 2013, 11:32:41 pm »

Ah, thanks for mentioning it, I will release a new version with fixed dfhack plugins.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #443 on: April 05, 2013, 03:08:59 am »

yes, you need to update the mousequery plugin for the right-click crash, and the search plugin for the crash when pressing 'e' in the military menu.
Logged
::: ☼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 :::

Dwarven War Boar

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
« Reply #444 on: April 06, 2013, 08:05:54 am »

Supermutants are only friendly to other supermutants from the same town. They will attack anyone else.
(This was said a while ago but I'm not going to read over 30 pages to see if there's been any discussion on this.)
Can I ask why this is? Even during the Master's era super mutants didn't just attack civilisations on sight and tended to just occupy areas and take prisoners without violence until the final stages of the FEV scheme. After the downfall of the Master they largely just carried on as any other sapient creature would, with at least two well documented instances of peaceful super mutant civilisations with alliances and trade routes etc., and were purely at the mercy of humans outside of that. They aren't a substitute for ogres, Bethesda just went full retard with their depiction of them in 3.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #445 on: April 06, 2013, 09:26:25 am »

It's how DF handles high banditry (in adventure mode only!). I wanted supermutants to attack adventurers and raid cities, and LOCAL_BANDITRY does that (it also greatly increases sizes and frequency of ambush parties).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dwarven War Boar

  • Bay Watcher
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #446 on: April 06, 2013, 09:43:58 am »

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Logged

Mrhappyface

  • Bay Watcher
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #447 on: April 06, 2013, 11:03:33 am »

Hey Deon, how are you going to do the manual for the Fallout Mod? Just curious.
Logged
This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #448 on: April 06, 2013, 11:17:16 am »

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
He could just make another race of super mutants that are docile.
Logged
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

Mrhappyface

  • Bay Watcher
    • View Profile
Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #449 on: April 06, 2013, 11:23:41 am »

Oh yeah, Deon. I did some research on glass for one of my reports. Since we have access to arc furnaces in this version of the game, we should be able to smelt quartzite into clear glass.
Spoiler (click to show/hide)

Another thing that I found out that was interesting is how ceramic armor plates are made. A bit dumbed down, but it could be done.
Borax is crushed into fine powder.
The crushed powder is mixed with sulfuric acid in an arc or high oxygen furnace.
The resulting compound (boron trioxide) is mixed with a source of carbon again in a high temperature furnace.
The resulting powder (boron carbide) is then put inside a kiln and superheated to 2200ºC.
Said powder is then pressed and cooled into a mold.
Now we have ceramic plates! Just don't drop them because they shatter easily.  :)
« Last Edit: April 06, 2013, 11:53:30 am by Mrhappyface »
Logged
This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.
Pages: 1 ... 28 29 [30] 31 32 ... 56