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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 133462 times)

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #420 on: April 02, 2013, 02:31:07 am »

It's ore, just smelt it.
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Big_James_B

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #421 on: April 02, 2013, 03:06:38 am »

With the amount of gear I might get from these scrap logs, it might be the way to quickly get something for trade (I sort of have forgotten to keep crafting little trinkets for the caravans...).
I can imagine making houses out of scrap logs could be a bit like making brick walls, except every so often there's a crate or a sledgehammer or a holodisk poking out.

Also, I made an Inventor's Bench but as soon as the citizen walked up to it the game crashed. I tried it again upon reloading but nothing happened. It may have been something inside of DF itself but I thought I might mention it, just in case.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #422 on: April 02, 2013, 04:29:27 am »

You don't ever need crafting trinkets if you scavenge a lot. All crafting components and trap parts are expensive.
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Ivan Issaccs

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #423 on: April 02, 2013, 07:00:31 am »

Indeed, scavenging tends to produce a lot of exceptional and master-work meat cleavers which can sell for 3000. Also charged energy cells are massively valuable. Its quite feasible to buy out every single caravan with the useless and excess materials gained from scavenging scrap.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #424 on: April 02, 2013, 07:54:41 am »

And I wanted it this way. Get what you want while you live. Then supermutants come :D.
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burchalka

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #425 on: April 02, 2013, 04:50:54 pm »

And sure they come - got me a 100+ force supermutant siege,complete with trained war deathclaws and riding evolved masters centaurs (with extremely toxic spit attack). Walled in until they've left.
To Deon, I think we should ask Plump Helmet Punk on youtube to get a fresh LP with current mod version - I enjoyed immensely his go at early Wasteland mod.
« Last Edit: April 02, 2013, 04:53:32 pm by burchalka »
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Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #426 on: April 02, 2013, 05:08:54 pm »

I would love to see it, too bad he got bored with DF... Maybe, just maybe...

Did you try your napalm blocks on siegers? It's extremely satisfying :D.
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CptCrunchy

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #427 on: April 02, 2013, 09:05:12 pm »

Is there any chance at a modified DF Therapist with the skill names changed to Gunner, Scavenger, etc?
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

CptCrunchy

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #428 on: April 02, 2013, 09:39:54 pm »

I also just noticed that my vault dwellers are just straight up stealing cloth from trading caravans.  Not that I mind the free stuff, but I feel like that is slightly morally wrong.
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #429 on: April 03, 2013, 03:13:53 am »

Did you put cabinets/chests to hospital by chance? Don't.
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Maklak

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #430 on: April 03, 2013, 04:59:57 am »

Is there any chance at a modified DF Therapist with the skill names changed to Gunner, Scavenger, etc?
Pretty simple to do. Just edit the file "deafult_gridviews.dtg" to replace all the names you want (they may be in more then one place, so search for strings to replace until you're done with them all) and recompile the source. It will only compile one file and re-link the executable, so it will be quick unless you did a "$ hg pull; hg update" or a "$ make clean" earlier.
I just made a version that replaced "Wood Cutting" with "Salvaging", but sharing compiled DT with others tends not to work due to various distributions having different libraries (I'm on x86_64 Mint 13), so just compile it yourself. It is straightforward enough.

EDIT: You can change a lot of other things (Hints, Tooltips) in "etc/game_data.ini" with a text editor, without the need to recompile, but the skill names in Grid views appear to be hardcoded.
« Last Edit: April 03, 2013, 05:55:57 am by Maklak »
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
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CptCrunchy

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #431 on: April 03, 2013, 03:08:30 pm »

Awesome, thanks!
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

Wrex

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #432 on: April 03, 2013, 05:36:56 pm »

Quick question: When you press Ctrl-X, and that little menu comes up, how do you actually select the given skill? V and B let you navigate it, but pressing enter, space, or the like dosen't seem to do anything. Am I missing something obvious?
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Mr Wrex, please do not eat my liver.

Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #433 on: April 03, 2013, 05:54:30 pm »

Alt+Move. There's a manual, you know. Pressing ? also gives you instructions.

Big_James_B

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #434 on: April 04, 2013, 12:03:41 pm »

I think my Vault has an infected/the thing entity within it. There's a citizen with a blue flashing background, and since I know from adventurer mode that its one of them...Also, was it a good idea to place them as my Militia commander?

On another note I embarked on a Hot area, and I think my citizens are sweating out blood. Everywhere is coated in someone-or-another's blood, but no injuries. It seems to multiply every time I load my save up though.
I told a friend and he believes that Khorne has found a backdoor into my computer.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...
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