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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 133367 times)

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #195 on: March 03, 2013, 11:41:36 am »

Ahh, those nasty things eating my silkmoths, yeah :).

Also it's not necesary to start in wooded area, it's just easier. You can always set up a "subterranean tree farm", scrap piles will start appear here and there too.

I personally think of it as of an easy to explain effect: stuff which was not noticed becomes obvious, like many legs or an occasional cave in revealing that there was a stash or something under a rock or a layer of soil.
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Rumrusher

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #196 on: March 03, 2013, 12:16:25 pm »

How can I identify someone infected with "the thing"? Is it like in df where they are pale, "looks like they are x years old" a.s.o.

Im asking because identifying a vampire can be pretty though in df even knowing the traits they usually possess. Here I have no idea what to look for.
also they tend to keep items of their kills so if they end up wearing LOADS OF HUMAN GEAR then take note that person might be a thing or a legendary person.
it's like a sea of bland boring forgettable people.

oh so I take it this wastelander was infected with Manliness and live with it.
ps: has a infected Tooth amulet which I guess is either A) Umbra killed an infected and not infected, or B) killed someone but used one of it's infecting attacks(or all attacks causes infection) and just murdered one of it's own.
« Last Edit: March 03, 2013, 12:26:16 pm by Rumrusher »
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #197 on: March 03, 2013, 12:30:53 pm »

It's a typo, thank you. I fixed that.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #198 on: March 03, 2013, 04:13:32 pm »

Oh - last adventurer I made was a Ghoul and apparently he/she never had to eat. I know their motabolism is pretty much screwed, but not THAT much.
Also, you know when you have a quest dialogue that goes along the lines of "he did X to Y!", well mine was:
"He took the tame Red Dog!"
"Anus McUnhappyFarmerGhoulGuy calms down." (and that's A-noose; my FO PnP ghoul character btw)
When I went to kill the dreaded beast - which was a human/shadow of the night, which are UP - nope, no red dog.
Also, is it on purpose that ALL Ghouls in Ghoul towns are Farmers and/or Herbalists?
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #199 on: March 05, 2013, 02:14:40 am »

So what are the treeminders like?
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #200 on: March 05, 2013, 03:03:39 am »

Oh - last adventurer I made was a Ghoul and apparently he/she never had to eat. I know their motabolism is pretty much screwed, but not THAT much.
Also, you know when you have a quest dialogue that goes along the lines of "he did X to Y!", well mine was:
"He took the tame Red Dog!"
"Anus McUnhappyFarmerGhoulGuy calms down." (and that's A-noose; my FO PnP ghoul character btw)
When I went to kill the dreaded beast - which was a human/shadow of the night, which are UP - nope, no red dog.
Also, is it on purpose that ALL Ghouls in Ghoul towns are Farmers and/or Herbalists?
I will check, more profession types is easy to add, I don't remember why are there so few (maybe because I branched the entity off the DF elven entity :P).

So what are the treeminders like?
Oh, yeah, I should get on adding them soon. They will be like elves, with a tree quota, and wooden armor (but real guns).
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JediaKyrol

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #201 on: March 05, 2013, 09:37:15 am »

Oh, yeah, I should get on adding them soon. They will be like elves, with a tree quota, and wooden armor (but real guns).

please oh please say their elders will grow rapid-fruiting trees from their bodies.
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toradrow777

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #202 on: March 06, 2013, 09:46:11 am »

I know it's probably been asked several times before, but I don't want to have to go through the whole topic to find the answer.  I'm new to the mod, so I have to ask, what would be a good place for a beginner to embark in the "Real World" map, and what skills and items should I embark with?
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Aseaheru

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #203 on: March 06, 2013, 03:26:05 pm »

I found a person  who's kind succumbs to the smallest illness who never gets sick... but this was in the version that i can still get at (dabm you .rar file readers!)
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Bodyless

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #204 on: March 06, 2013, 03:36:54 pm »

My bronze and iron boots and gauntlets are degrading incedibly fast!
I didnt know armor would degrade at all. But this was its almost impossible to keep my military armored.
I ddint try any other materials yet, but the boots and gauntlets i made were gone or at XX after a few months of use with no combat.
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #205 on: March 06, 2013, 05:23:59 pm »

I can't imagine how scary the megabeasts will be thanks to Toady's simultaneous attack option!
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Aseaheru

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #206 on: March 06, 2013, 05:27:14 pm »

Now i want to play as one...
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #207 on: March 06, 2013, 06:30:47 pm »

I know it's probably been asked several times before, but I don't want to have to go through the whole topic to find the answer.  I'm new to the mod, so I have to ask, what would be a good place for a beginner to embark in the "Real World" map, and what skills and items should I embark with?
The "Real World" is just a shape for continents, stuff changes around. Make sure there're all groups present. It's only fun if you want to adventure around here and there. Fortress mode right now is just one site, so it's more important to get all enemies/allies present than anything.

Also read "Game tips" in the first post, there's quite an info.

My bronze and iron boots and gauntlets are degrading incedibly fast!
I didnt know armor would degrade at all. But this was its almost impossible to keep my military armored.
I ddint try any other materials yet, but the boots and gauntlets i made were gone or at XX after a few months of use with no combat.
Are you fighting caustic geckos and there're pools of acid here and there? Or some acidic animals like xenomorphs? Only strong acid can cause it.
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toradrow777

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #208 on: March 06, 2013, 09:50:48 pm »

Also read "Game tips" in the first post, there's quite an info.

Read it.  Aside from embarking with a robot, it has no tips on a good embark profile.
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Aseaheru

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #209 on: March 06, 2013, 10:14:09 pm »

I go 2 miners, 1 doc, 2 woodcutters, a trapper and a mason. the trapper is the mechanic.
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