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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 133428 times)

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #285 on: March 23, 2013, 11:23:47 am »

<_<
>_>
Genesis has a manual? This I did not know.
It's in the first post in huge letters and I've spent quite a lot of time making it :).
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #286 on: March 23, 2013, 11:32:30 am »

Ah, I see it now. Never really played much of Genesis, and as I've probably said before I enjoy Adventurer Mode a lot more than Fortress mode - except for this one time I made a Dark Elven Gulag...oh that was fun.  :)
*ahem*
Now, back on topic...
;)
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #287 on: March 23, 2013, 11:35:08 am »

If you enjoy adventure mode more than anything, Genesis is the most adventure mode based mod out there. I plan to make Fallout adv. mode centered too.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #288 on: March 23, 2013, 11:47:11 am »

Heh, I've probably caught you in transit Deon. I'm pulling an all nighter myself.
Fallout is pretty Adventure Mode ready as it is, although it does very much capture the "rogue-like" style of gaming rather than the other mods I've played. I might go and give Genesis a try.

So, I'm playing Fortress Mode and every few migrant groups a Trader walks onto the map. A lone trader, and he just stands one square away from the edge of the map. Thing is, I think he has goods or something as I've seen some goods flagged as "don't touch" without me dumping them.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #289 on: March 23, 2013, 01:30:32 pm »

It's a vanilla bug, there's a DFHack to fix that, I might dig it up. Basically it's a migrant who thinks he's a merchant.

Fallout is not so much adventure centered yet. Yeah, Roguelike element is here, but you cannot mine/dig or build workshops yet. Wait until the next release of my mod.
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Kamin

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #290 on: March 24, 2013, 03:30:08 am »

This looks sick. Deon, you never cease to amaze me. I can't wait until I'll have the time to play this bad boy.

burchalka

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #291 on: March 25, 2013, 02:32:58 pm »

I have a question about long growing season for the plants: what is the right setup of season/growth?
Take wheat for example - it can be grown at Spring/Summer/Autumn.
So, if I want to grow it, I should set it to grow wheat on spring+summer+autumn and fallow on winter?
Or I must set it to grow on spring, and fallow rest of the year so now new sowing will occur in summer/autumn?

Thanks.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #292 on: March 25, 2013, 02:47:30 pm »

There's no "sowing" until it grows, so you can fully dedicate farm plots. However if the plot is outside and it's cold/snowing in the winter, the plants will die during winter, so you should either make a greenhouse or plant them in the spring.

A new awesome version is coming up, let me upload it.
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PTTG??

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
« Reply #293 on: March 25, 2013, 03:24:40 pm »

I have a question about long growing season for the plants: what is the right setup of season/growth?
Take wheat for example - it can be grown at Spring/Summer/Autumn.
So, if I want to grow it, I should set it to grow wheat on spring+summer+autumn and fallow on winter?
Or I must set it to grow on spring, and fallow rest of the year so now new sowing will occur in summer/autumn?

Thanks.

If a crop has a planting season of spring, it should ONLY be enabled during spring. In general, you should plant crops only on the season they become available, not after that.

Here's a breakdown:
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Deon

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Fallout mod 1.8
- Adventurers can now mine/chop/scavenge/build. Press Ctrl-X to bring up a menu.
- Adventure mode "action crafting" has been reworked to fit the new system.
- Press Numpad0 to skip a turn/wait.
- Adventurers can build just a few of fort mode workshops, but they have their own.
- Adventurers now can chop down scrap piles and scavenge them for necessary items.
- Scrap piles contain various useful items required for building and production of new custom workshops.
- Scrap piles may contain geo, medical, military and pre-war crates.
-- Geo crates have useful items, portable chemistry stations and scrap metal.
-- Medical crates have drugs.
-- Pre-war crates have items for tinkering and assembly line.
-- Military crates may contain flamethrowers, power armor, tactical helmets and grenades.

- Power armor now boosts strength and toughness.
- New helm: tactical helmet. Boosts skills when worn. Can be crafted in fortress mode in tinker's workbench or found in adventure mode.
- Four types of grenades: sticky, incendiary, napalm and smoke.
- When you wear power armor/flamethrower, travel 1 map square and walk a bit to get flamethrowing and armor boosts.

- New workshops for adventure mode only:
-- Assembly line: requires any building material, 1 toolbox, 2 mechanisms, 4 pipe sections and 5 wiring.
-- Carpentry workbench: requires any building material.
-- Concrete mixer: requires any building material.
-- Tinkering machine-tool requires any building material and a toolbox.

* Assembly line *
-- Make boots: requires 1 scrap metal.
-- Make combat armor: requires 3 scrap metal, 1 tanned leather.
-- Make power armor: requires combat armor, 2 screws&nails, 3 wiring, 1 computer parts.
-- Make leggings: requires 2 scrap metal.
-- Make military helmet: requires 1 scrap metal.
-- Make tactical helmet: requires 1 mil. helmet, 1 wiring, 1 computer parts.
-- Make drill: requires 1 scrap metal, 1 screws&nails, 1 wiring.
-- Make hacksaw: requires 1 scrap metal.
-- Make chainsaw: requires 1 hacksaw, 1 screws&nails, 1 wiring.
* Carpentry workbench *
-- Make wooden planks (5): requires 1 wooden log.
-- Make plank block: requires 1 plank.
-- Make plank barrel: requires 1 plank, 1 screws&nails.
-- Make plank bin: requires 1 plank.
-- Make plank bed: requires 2 planks, 1 screws&nails.
-- Make plank box: requires 2 planks, 1 screws&nails.
-- Make plank cabinet: requires 2 planks, 1 screws&nails.
-- Make plank casket: requires 2 planks, 1 screws&nails.
-- Make plank chair: requires 2 planks, 1 screws&nails.
-- Make plank hatch cover: requires 2 planks, 1 screws&nails.
-- Make plank table: requires 2 planks, 1 screws&nails.
* Concrete mixer *
-- Make concrete blocks (10): requires 1 boulder.
-- Make concrete pipes (2): requires 1 boulder.
* Tinkering machine-tool *
-- ammo handloading (50): requires 1 scrap metal, 1 gunpowder sealed container.
-- make cage: requires 1 scrap metal.
-- make computer parts: requires 1 scrap metal, 1 scrap glass.
-- make mechanisms: requires 1 scrap metal.
-- make pipes: requires 1 scrap metal.
-- make screws and nails: requires 1 scrap metal.
-- make wiring: requires 1 scrap metal.

- Robotics bay can build robot frames from 2 iron bars, 1 wiring, 1 screws&nails, 1 computer parts, 1 charged energy cells.
- You now only require a complete robot frame to make a robot at once.
- A lot of new robots can be made (not just cyberdogs anymore), they require an appropriate animal pastured inside of bay and it will work 100% of time:
-- Claptrap, requires iguana brain.
-- Eyebot, requires iguana brain.
-- Cyberdog, requires dog brain.
-- Protectron, requires brahmin or bighorner brain.
-- Robobrain, requires skag or yao guai brain.
-- Securitron, requires skag or yao guai brain.
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Deon

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Note that bonuses from power armor, tactical helmet and flamethrowers work a bit weird. When you equip them it takes some turns for them to kick in.

To shoot the flamethrower, Travel after you equip it, or wait a bit. After a few steps (generally when you notice speed boost due to power armor str. bonus) you will get an interaction to shoot your flamethrower, it's in your x-> acquired power.




Be careful with napalm grenades, their explosion radius is quite big.


(The radius is encircled with yellow circle).
« Last Edit: March 25, 2013, 03:48:05 pm by Deon »
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Deon

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A new general tip to everyone who plays adventure mode: if you think you've genned an interesting world, dedicate some of your time with one adventurer and build a base in easily accessible location.

Note that only lairs save all info about constructions and items, so find a creature lair next to a big city you know how to get to, and get crafting.

Build carpentry workbench, tinkering machine-tool and finally assembly line and you won't have to worry about tools and armor for your future adventurers: they will be able to come to your base with scrap and craft their own things.
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PTTG??

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How different are the init files? Can I just copy those over? (Saves, too- but my guess is that those won't cooperate with the new version very well...)
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Aseaheru

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Woo! I can play this without bugging people to unzip it for me!
Thank you!
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Deon

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How different are the init files? Can I just copy those over? (Saves, too- but my guess is that those won't cooperate with the new version very well...)

interface.txt has a changed 'adventure mode - wait' button to Numpad0.
Saves are totally different. It should not bother you though, since it's mostly adventure mode update so you can keep playing the old version fort. The only good thing for fortress mode (well besides power armor and tactical helmets) is ability to make various robots.

Sorry for not including your North America map. I don't know what's wrong with me, I try to remember so many things I want to do for the next version that I tend to forget important ones :P

I will use your map in this succession game: http://www.bay12forums.com/smf/index.php?topic=123357.0
And I will add it for future versions.
« Last Edit: March 25, 2013, 04:14:04 pm by Deon »
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