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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 133324 times)

Ebullient

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #135 on: February 24, 2013, 07:40:36 am »

Batmoledwarves?
 :o
I like the sound of that!

Sadly, since moles can't dig and there's nothing resembling scare tactics yet, the image of a fully-armored adventurer plunging from a building to the ground, emerging at a hapless bandit camp while stating that he is the night, his parents are dead, and that he is the goddamn Batm-... Batmoledwarf is still far from reality, even if you modded it.

Edit: So as to make a page-advancing post less useless, how's the geology coming, Deon?
« Last Edit: February 24, 2013, 07:45:05 am by Ebullient »
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #136 on: February 24, 2013, 07:46:57 am »

Hopefully less cobalt...I've seen so much of that in my worlds its ridiculous.
Just a quick question - combat armour somehow protects characters cheeks. Is this right? Because it doesn't sound right to me.
« Last Edit: February 24, 2013, 07:56:44 am by Big_James_B »
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KingofstarrySkies

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #137 on: February 24, 2013, 04:51:50 pm »

I has a prob, in fort mode.
Well, more like a question. What does scavenging scrap fall under in the labors list? And I made the one from the scrapyard, as NO ONE IS DOING IT.
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Ivan Issaccs

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #138 on: February 24, 2013, 05:06:07 pm »

Trapping.
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Aseaheru

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #139 on: February 24, 2013, 05:19:49 pm »

labors are listed on the first page.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #140 on: February 24, 2013, 11:04:41 pm »

As Aseaheru said, it's a good idea to check the first post, it tells what most of the new workshops do, and it has a lot of other useful information.

Combat armor has a maximum avaliable protection of the upper body, not sure if it really protects cheeks or not, I will check it when I get home from work this morning.

I was thinking about making cobalt only suitable for ranged weapons because it's never used for melee weapons or armor. It would make it still usable for stuff like furniture, crafts and guns, and it would prevent the current cobalt problem where sometimes it's the most common metal for some civs.


I created different human species as different creatures (vault citizens, wastelanders, raiders etc) because it's the only way to name them differently. Otherwise you will have humans, humans, humans and humans. Not fun and totally confusing.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #141 on: February 24, 2013, 11:16:25 pm »

Combat armor has a maximum avaliable protection of the upper body, not sure if it really protects cheeks or not, I will check it when I get home from work this morning.

I only say this cause a Nightkin went to bite me and was deflected off of my awesome iron combat armour.
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #142 on: February 25, 2013, 03:15:45 am »

I don't think DF supports different factions for a single species yet.

You sure? Thats pretty crappy tbh.

It does seem pretty odd, but on a strict vanilla DF basis, doing interspecies breeding would be a bit of a combinatorial explosion (how does a dwarf-bogeyman-goblin spawn sound to you? Or a mound of batmoledwarves? Awesome, yes, but think of the repercussions.)  Considering Toady's recent hilldwarf thing, depending on how it will be represented on the raws, factions within a species might be possible on the next release. I haven't read the FotF replies recently, so someone with more knowledge elaborating on this would be very helpful.

We are talking about many civilizations from the SAME species, not diffrent ones in the same one. This hasnt anything to do with interspecies breeding. Infact I think there already are humans/dwarves/goblins in the same civilization from wars conquering other nations.

Because you cannot make diffrent civs from the same specie this means you have to create a diffrent one per civ. This creates loads of strange behavior. Ex: If I were to create ceasars legion, which are xenophobic, then they wouldnt be able to add other humans to thier civ.
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Ebullient

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #143 on: February 25, 2013, 09:51:35 am »

We are talking about many civilizations from the SAME species, not diffrent ones in the same one. This hasnt anything to do with interspecies breeding. Infact I think there already are humans/dwarves/goblins in the same civilization from wars conquering other nations.

Because you cannot make diffrent civs from the same specie this means you have to create a diffrent one per civ. This creates loads of strange behavior. Ex: If I were to create ceasars legion, which are xenophobic, then they wouldnt be able to add other humans to thier civ.

Ah, yeah, I went off a weird tangent there and mistook your statement. Apologies.

On the Caesar's Legion thing, they can still absorb other factions (in this mod means other species) by conquest, I think. There's stories about the conquered people rising to pretty important places in their conqueror's civ, and there's also Cacame's story. And I thought Caesar's Legion just dislikes mutants, not outright xenophobia?
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #144 on: February 25, 2013, 10:48:42 am »

They are xenophobic racists who treat women like animals and men like cannon fodder. A normal feudal medieval society model.
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #145 on: February 25, 2013, 01:04:07 pm »

On the Caesar's Legion thing, they can still absorb other factions (in this mod means other species) by conquest, I think. There's stories about the conquered people rising to pretty important places in their conqueror's civ, and there's also Cacame's story. And I thought Caesar's Legion just dislikes mutants, not outright xenophobia?

Yes, thats what I meant. They grow by absorbing other people and clans from other civilizations. In this mod they cant since they are xenophobic and the other civilzations arent made of the same species, even though they are humans.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
« Reply #146 on: February 25, 2013, 04:13:32 pm »

So essentially in order for the original Legion "species" to grow they need to war with another Legion "species" otherwise they'd just eliminate them entirely. Wastelanders seem to be more tolerant as if I have seen "multicultural" settlements in Adventurer Mode. Unfortunately, it was also the same settlement that had the Cannibal Psycho attack me on one character, causing me an early death, and where three companions decided I was "scum of the earth" in another. Tolerant, yes, but not of their own "clan" so to speak (they were my own "clan"; can't think of the proper term yet).
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #147 on: February 27, 2013, 06:27:32 am »

Fallout mod 1.5
- Added cyberdogs.
- Added robotics bay building. It requires robotics bay blueprints and some advanced tools (wiring, screws and nails, computer parts).
- You can turn dogs into cyberdogs in Robotics Bay (not 100% chance). Pasture them inside first.
- Mr. Sturdy can run maintenance checks on other robots, increasing their recuperation.
- Mr. Sturdy can activate defence matrix on other robots in combat, reinforcing their materials.
- Mr. Farmy can feed grazing animals (4 per 1 robot), making them not require food temporary.
- Body materials now melt and boil at high temperatures. Bodies no longer stay burning for very long periods of time in fire and magma.
- Grass now burns and evaporates faster, it should make forest fires end quickly.
- Cobalt is no longer an all-purpose metal. You can still make guns and metal objects from it, but not weapons and armor.
- New "compressed junk" stone, found in small clusters. It yields the same stuff the scrap piles do.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #148 on: February 27, 2013, 07:14:20 am »

- Added cyberdogs.
- Cobalt is no longer an all-purpose metal. You can still make guns and metal objects from it, but not weapons and armor.

Cyberdogs, eh? Can we get them in adventurer as companions? And will cobalt still be used for pellets, arrows, bolts, and bullets?
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
« Reply #149 on: February 27, 2013, 07:20:08 am »

Yes, cyberdogs. I plan to add an interaction which temporary gives dogs ability to talk -> join.

Yes, ammo is still an option.
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