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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 133412 times)

Kiberkiller

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #525 on: June 08, 2013, 10:42:18 am »

The axes are replaced by saws, so you need a hacksaw to scavenge which makes sense.

Marksmen use rifles, so skill naming is okay AFAIK.
Hmm, okay I can buy that. There still should be a way to craft a hacksaw in adventure mode though, IMHO.

In adventure mode there are only two skills related to ranged combat, "Archery" and "Crossbowman". Which one of them do rifles use?
EDIT: My bad, it seems like Vault Citizens just don't have that skill. All other races have "Gunnery".

By the way, great choice of main menu music. :)
« Last Edit: June 08, 2013, 12:52:18 pm by Kiberkiller »
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Jaso11111

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #526 on: June 08, 2013, 11:03:41 am »

Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
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jocan2003

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #527 on: June 08, 2013, 11:11:41 am »

What do Claptraps do?
They smack faces with their little clap hand, and they are quite eeffective at doing so.
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JediaKyrol

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #528 on: June 08, 2013, 05:39:12 pm »

What do Claptraps do?
They smack faces with their little clap hand, and they are quite eeffective at doing so.
They also try to clean animals and people near them (and used to love to flip switches but that got removed for...reasons)
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Mrhappyface

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #529 on: June 08, 2013, 09:16:14 pm »

Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
Securitrons. Very good for defending against thieves.
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Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #530 on: June 08, 2013, 09:44:25 pm »

add criminals to fort if its big enough
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Putnam

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #531 on: June 08, 2013, 10:06:54 pm »

add criminals to fort if its big enough

Anything with the word "if" in it probably isn't possible with modding.

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #532 on: June 08, 2013, 10:14:39 pm »

add criminals to fort if its big enough

Anything with the word "if" in it probably isn't possible with modding.

what about adding in a bar or saloon building that people can use to increase mood or get beverages, and that when people visit this building they have a chance to become a criminal job, which can start spawning contraband which is a list of strange items they shouldnt have.... i guess you cant mod in custom behavior then... but contraband could be rare weps or stuff, maybe they refuse to obey direct orders but can defend themselves or the base if they choose to.

DF HACK :O ?
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Putnam

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #533 on: June 08, 2013, 10:17:44 pm »

Mood increase is based on thoughts, which can't be added. Custom behavior can't be modded, no. DFHack can only do so much practically.

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #534 on: June 08, 2013, 10:20:19 pm »

Mood increase is based on thoughts, which can't be added. Custom behavior can't be modded, no. DFHack can only do so much practically.
hummm well can the building give out drinks to effect thoughts?
can custom jobs be tagged onto people by having them using a structure?

can I make it a random chance to tag a job onto a creature or level it up by them visiting or using a building?

:O
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Putnam

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #535 on: June 08, 2013, 10:27:19 pm »

Modding can't give thoughts in any way. Custom jobs can't be done, either.

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #536 on: June 08, 2013, 11:25:10 pm »

errrr my worlds keep spawning tons of pteradons and cloverfield monsters and hellions, and forgotten beasts, are forgotten beasts the stuff that mutated shortly after the fall?

also what is The Thing described as? looking for one in the history to send mah expedition out to see
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Putnam

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #537 on: June 08, 2013, 11:33:18 pm »

The Thing is a curse.

Forgotten beasts are in vanilla DF. You could say that, hehe.

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #538 on: June 08, 2013, 11:36:18 pm »

The Thing is a curse.

Forgotten beasts are in vanilla DF. You could say that, hehe.

ahh ok so I wont know the thing because someone is hiding it??? errrrr
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Aseaheru

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #539 on: June 09, 2013, 05:41:56 am »

i dont think it gens unless you use the advanced parrimiters...
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