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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 133229 times)

JediaKyrol

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #780 on: August 07, 2014, 10:52:34 am »

They should have cave adaptation...but I don't think they get trances because they are supposed to be the squishiest of the squishies...Look at the Fallouts, every time a Vault is opened...99% of them die.  They are just not meant for life where you have to struggle to live.
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #781 on: August 09, 2014, 05:18:38 pm »

Yeah now I think about it, you're right. I wouldn't say they were all weak though. Nellis and Vault City are some good examples.
Deon, a poster wrote up some implant stuff earlier in the thread. Will it be added in the update?
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #782 on: August 09, 2014, 06:01:22 pm »

I couldn't Ctrl-F any "implant" info, what are you talking about?
If you could link me it would be great.
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #783 on: August 09, 2014, 06:22:22 pm »

Augmentations. Happy face wrote them
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #784 on: August 10, 2014, 09:01:11 am »

Plasteel is currently unforgeable.
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EuchreJack

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #785 on: August 10, 2014, 03:15:50 pm »

They should have cave adaptation...but I don't think they get trances because they are supposed to be the squishiest of the squishies...Look at the Fallouts, every time a Vault is opened...99% of them die.  They are just not meant for life where you have to struggle to live.

The other 1% kick everyone's @ss, aka the main character in the first game.

Also, the Vaults are suppose to have better technology/infrastructure and sometimes weapons than the Wasteland.  That is one of the reasons they all come under attack when they open up.

Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #786 on: August 10, 2014, 08:39:12 pm »

Any way to coat ammo with toxins or vius?
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KingofstarrySkies

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #787 on: August 11, 2014, 03:14:05 am »

Then again, the Vaults were never meant to save anyone.

Look at Vault 11 in New Vegas. They all killed themselves, except one. I wish you could meet him.
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Sigtextastic
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #788 on: August 11, 2014, 08:10:07 am »

Yeah there were only 7 control vaults.
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KingofstarrySkies

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #789 on: August 11, 2014, 08:15:07 am »

Because Vault-tech were assholes.
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Sigtextastic
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StupidElves

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #790 on: August 11, 2014, 09:02:44 am »

Because Vault-tech were assholes.

Vault-tech didn't even think that a war would happen, they were just spreading out propaganda.
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KingofstarrySkies

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #791 on: August 11, 2014, 09:10:16 am »

And setting up essentially labs to do DWARVEN amounts of !!SCIE-

oh sweet jesus we're vaulttech
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Sigtextastic
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Splint

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #792 on: August 11, 2014, 09:23:59 am »

Because Vault-tec were assholes.

Best summary of them ever.

I always imagine the vault you come out of in this mod to build a settlement was one with a severe crowding issue due to an enforced culture of "have as many little bastards as you damn well please and fie on the consequences," whereas others seemed to try and keep it at a manageable rate.

On Cave Adaptation: They spent their lives underground; those are conditions they're used to so it wouldn't really make sense for it to mess them up too badly beyond that initial blindness of hitting sun for the first time.

Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #793 on: August 11, 2014, 11:12:31 am »

cave adaptation wouldnt be that bad. It just causes nausea and dizziness, which isn't unrealistic.
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jocan2003

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #794 on: August 11, 2014, 12:51:37 pm »

Man i cant wait to play fallout mod on the latest version... i have been somewhat playing and testing it out but thats about it. This mod and the defense fortress was the only mod i was playing XD.

Keep it up Deon :D
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