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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 133385 times)

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #540 on: June 09, 2013, 12:16:04 pm »

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

wut u mean? i cant figur out who is dah thing!!!!
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Mrhappyface

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #541 on: June 09, 2013, 03:14:57 pm »

The Thing is a monster inspired by John Carpenter's sci-fi horror movie, also called the Thing. It's basically a mutagenic horror that disguises itself as a normal sentient, but when threatened or wounded, turns into a horrifying mess of teeth and pointy limbs.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Deon

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #542 on: June 09, 2013, 11:12:24 pm »

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. :)
I see, yeah, right now as an adventurer to make a hacksaw you need to build a structure (assembly line), and somehow get scrap metal and screws n' nails which are both scavenged from scrap piles. I guess you have to search for one, but it may be really hard, so I will make a way to get a drill/a hacksaw early.

Vault citizens don't have guns, and it's a needed limitation. If they could just "have" them, you would be able to forge guns and ammo from single bars of metal in fotress mode in the forge, because it's hardcoded. So I had to remove guns from them and make special reactions to make guns and ammo in the way I want.

Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
A securitiron, the second place is occupied by Mr. Gutsy.

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
I actually want to make a Bar building (with big red B A R in its graphic) very much, I just haven't figured out what to do with it with DF mechanics :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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JediaKyrol

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #543 on: June 10, 2013, 09:20:52 am »

I actually want to make a Bar building (with big red B A R in its graphic) very much, I just haven't figured out what to do with it with DF mechanics :).

maybe have it trade a few units of drink in exchange for the social skills the computer doesn't teach (Comedian, Conversationalist, Flatterer, Intimidator, Judge of intent, Liar, Negotiator, Persuader, and Consoler...I think)...though it would be strange to see one guy go to a bar by himself, get piss-poor drunk, and suddenly become a better conversationalist...unless you apply the RPG rule of "population cross section" where only a few of the actual people are visible...for example in Fallout 1, Vault 13 had roughly 1,000 people, but you only ever saw like 10 of them because showing the actual population would just be cluttered and redundant.
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Blackdot

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #544 on: June 11, 2013, 04:57:20 pm »

Great mod.

I need help. I can't figure out how to stock gunpowder sealed containers, i've tried making stockpile for tools and stockpile for almost everything, but gunpowder containers stay in scrapyard.
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PTTG??

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #545 on: June 11, 2013, 05:21:16 pm »

Have the bar produce a cloud with the effect of giving people who pass by a happy thought of some kind, when someone does the "tend bar" labor in it. You would build it near the drink stockpile to entertain drinkers.
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A thousand million pool balls made from precious metals, covered in beef stock.

Oyahbah

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #546 on: June 11, 2013, 05:49:55 pm »

srsly frendz, how do i find The Thing in legends??? I see noting!!!! NOTING!!!
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Kazymir

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #547 on: June 11, 2013, 08:38:25 pm »

srsly frendz, how do i find The Thing in legends??? I see noting!!!! NOTING!!!
The same way you find any cursed being in Legends Mode. Carefully reading through the list. I suggest you do the same thing to a dictionary.
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We must not look at Goblin Men
We must not buy their fruits
Who knows upon what soil they've fed
Their hungry, thirsty roots?

Lukewarm

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #548 on: June 13, 2013, 11:45:05 pm »

I've been using the sawmill to cut wooden blocks, but I'm not getting the option at the sawmill to turn them into delicious charcoal. I think I've got Alder blocks, if it means anything. Anyone else have this problem? Any advice on fixing it?
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Deon

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #549 on: June 14, 2013, 12:01:36 am »

Did you check scrapyard?
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Lukewarm

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #550 on: June 14, 2013, 12:03:33 am »

Yes. When I use the red " 5 wooden blocks to five coal" option, it gives me, if I recall correctly, need WOODEN_BLOCK or something of the sort.
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Deon

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #551 on: June 14, 2013, 07:08:55 am »

Ah, if it's red, it means there's a pathing issue or something, it's a not very frequent Dwarf Fortress bug where it cannot see paths to existing reagents for custom reactions.
You could try deconstructing and rebuilding the scrapyard.

If it does not work, here's a 100% solution: use the manager screen (q->m) to assign the task, and they will do it just fine.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #552 on: June 14, 2013, 07:13:32 am »

Fallout 2.1

- civilized creatures do not have transparent background, so no more blue flashing historical figure which distracts and does not blend in (they still flash, just in a more tame way).
- new Obsidian Soul's minecart, weapon rack, grass and water tiles.
- new Obsidian Soul's upstairs/downstairs tiles which can be viewed as an elevator.
- animated grass!
- new scrap pile tile, fixes to some plant tiles.
- new sand tiles.
- addressed fortress-born size bug (all body sizes are static).
- dogs are bigger, mantises are smaller, bloatflies are smaller.
- ravens will try to steal from your food stockpiles.



That grass is animated.
« Last Edit: June 14, 2013, 07:22:45 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dregg

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #553 on: June 14, 2013, 09:22:08 pm »

is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
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Aseaheru

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #554 on: June 14, 2013, 09:25:51 pm »

He fixes bots. thats really about it.
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Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text
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