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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 133474 times)

Mrhappyface

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #450 on: April 06, 2013, 11:26:03 am »

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Well most (not all) of the West Coast supermutants, even after the Master died knew that they were still mean, green (or blue), fighting machines compared to most of the inhabitants of the wasteland. So being nice wasn't exactly high on their list of priorities.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Dwarven War Boar

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #451 on: April 06, 2013, 03:04:43 pm »

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
He could just make another race of super mutants that are docile.
True.

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Well most (not all) of the West Coast supermutants, even after the Master died knew that they were still mean, green (or blue), fighting machines compared to most of the inhabitants of the wasteland. So being nice wasn't exactly high on their list of priorities.
No they didn't, during the course of Fallout 2 the majority of super mutants are friendly, with only a couple of bad eggs in the peaceful mutant town of Broken Hills. The "bad" super mutants in New Vegas under Tabitha were manipulated less intelligent Gen IIs, and even then they never left their mountain, and even this is relatively short-lived as before being brainwashed the settlement was peaceful as noted by the Brotherhood. To highlight the fact that this is unusual, another mutant is stationed nearby to warn humans away, and you also have Jacobstown. The only other "bad" super mutants in this era are the renegade nightkin who are few in number and purely victims of mental illness -- you're attacked by more humans for no reason during the course of all games on the West Coast than you are by super mutants.

As for "being nice" not being high on their list of priorities, Marcus points out multiple times that this actually *is* one of their highest priorities as demonstrated by his preference for non-violence when dealing with the mercenary ambush. The worry is that because they have this "mean, green" appearance, groups like the NCR do (and have) taken advantage of this "monster" image and use it to vilify and persecute them, something else which is noted and seen first hand (Marcus, and Mean-Son-Of-A-Bitch).
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #452 on: April 06, 2013, 05:16:54 pm »

I think the ones that invade you are the Master's army anyway.

Guthbug

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #453 on: April 06, 2013, 10:01:31 pm »

For some reason, this mod lags extremely badly for me. Generally I tweak the init file to get 600 FPS max, or set it in the Masterwork gui to do so. Here, even though I'm at 600 FPS max for a setting, I'm getting 79 FPS and it's before the first autumn!

Lots of cool features in here and I'd love to play more, but it's very frustrating to watch as everyone slow crawls to their workshops. Is there something I've done wrong in the setup or otherwise that's making it lag so much for me?

Usually I can play Masterwork with dwarves, kobolds, or orcs and go multiple YEARS before I ever even drop below 300 FPS.

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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #454 on: April 06, 2013, 10:32:27 pm »

Yeah, what is the deal with that? Apparently, the Fallout mod just runs slower?

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #455 on: April 06, 2013, 11:05:45 pm »

I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #456 on: April 06, 2013, 11:09:36 pm »

I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?

I haven't seen any complaints from any other mod, and that includes Masterwork, which advertises itself as faster.

Maklak

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #457 on: April 07, 2013, 05:04:10 am »

Some people complained that FoE mod is slower after it went dfhack and itemsyndrome.
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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.
Research: Crossbow with axe and shield.
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #458 on: April 07, 2013, 05:04:33 am »

Ah. Makes sense.

Dammit.

Guthbug

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #459 on: April 07, 2013, 08:12:35 am »

I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?

Would love to. Where do I upload it to?

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Maklak

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #460 on: April 07, 2013, 08:27:33 am »

> Would love to. Where do I upload it to?

Anywhere. You can upload to Dwarf Fortress File Depot: http://dffd.wimbli.com/ Dropbox: http://db.tt/YxHpXR0Y or any other Megaupload or Rapidshare. All these require registration, but it should be pretty straightforward.
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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.
Research: Crossbow with axe and shield.
Dropbox referral

Guthbug

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #461 on: April 07, 2013, 09:47:20 am »

Ok, got it up on the depot for you.

http://dffd.wimbli.com/file.php?id=7544

This is a great mod with some real sci-fi, post-apocalypse flavor and sticks close to the Fallout lore. I enjoy playing it up until the point where the lag crushes the gameplay. I'd love to find out that it's something I'm doing wrong.

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cibo

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #462 on: April 07, 2013, 11:57:52 am »

I got the same problem.
Game was getting slower and slower.

http://www.mediafire.com/?396hpk86zet730v

Ok, got it up on the depot for you.

http://dffd.wimbli.com/file.php?id=7544

This is a great mod with some real sci-fi, post-apocalypse flavor and sticks close to the Fallout lore. I enjoy playing it up until the point where the lag crushes the gameplay. I'd love to find out that it's something I'm doing wrong.
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Kazymir

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #463 on: April 07, 2013, 08:49:54 pm »

I've had the same slowing problem, but it speeds back up after I close and reopen the game.
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Guthbug

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #464 on: April 07, 2013, 09:01:49 pm »

I've had the same slowing problem, but it speeds back up after I close and reopen the game.

I noticed that too. It lasts for about 20 minutes or so and then it starts slowing down again.

Think it could have something to do with the robot pets? I've noticed that on saves where I don't have any robots, the game doesn't slow down as fast.

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