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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 133269 times)

Steforian

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #750 on: July 09, 2014, 10:48:25 pm »

Anyone have any good screenshots of this mod? I would love to see them!
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Hibgolz98G

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #751 on: July 10, 2014, 02:52:47 am »

Hey! any plans on adding the new r5 of df hack to your mod? I messed around with getting it working with the new stonesense.



There was some errors of course dunno why, but it DOES work! although now I need to figure out how to add custom artwork to everything... especially the scrappiles.
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #752 on: July 10, 2014, 07:35:18 am »

Only Deon would take a vacation in a place completely inhospitable to human life...
Hey, it's my wife's birthplace!

@Aseaheru Well they have modern 1-2 store houses now but the place is still a wasteland and many people are quite poor and work as herders and own old car, so the villages look just like Junktown/ Hub from Fallout 1. I love This place.
« Last Edit: July 10, 2014, 07:43:30 am by Deon »
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #753 on: July 10, 2014, 12:51:59 pm »

Looking at pictures...yeah, it is kinda pretty. (...but has some of the ugliest deer  I've ever seen...
http://en.wikipedia.org/wiki/Saiga_antelope )

And it looks like it honestly would have made a better filming location for the new Mad Max movie than Namibia...
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #754 on: July 10, 2014, 02:04:27 pm »

Saigas are unfortunately mostly extinct. When ussr went down there were a lot of outlaw hunters killing them just for horns. They put a wire across the steppe and were running saigas into the wire on motorbikes by thousands

This is what it looks like in the spring though:


And This is what it looks like now:
« Last Edit: July 10, 2014, 02:20:33 pm by Deon »
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #755 on: July 11, 2014, 02:03:00 pm »

ok, I farted around a little bit more...had to replace the speed and swim_speed tokens with the new gait tokens to get everyone to walk/fly/swim,  only had to change two plants (cabbage and worm sphere) to get the new DF to recognize them, made two kinds of scrap piles (a large wide "garbage dump" type and a "tower"...like from Wall-E and Idiocracy), and Toady's completely changed the personality tokens again so I just stripped out all the ones that weren't recognized. 
... ... ...I'm just making it run...not run good...but...well...it doesn't explode in my face, and I can make my vault dwellers pull down 3-story tall scrap piles...so...good enough for now. 

...I need to learn more about all the new stuff...I'm bound to be doing everything the hard way.   

Lot of promise with this new version to make a better "funner" wasteland. (if only we could harvest from "trees" then you could make scrap piles rarer, but have your scavengers crawl all over them picking through the garbage for treasure...)
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Aseaheru

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #756 on: July 11, 2014, 04:44:53 pm »

That might be an idea, have scrap cut to nothing but have "fruits" that can be dealt with like the log was.
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #757 on: July 11, 2014, 08:42:57 pm »

Yeah, I was looking at the new feather tree and Toady put a note about creating non-standard "fruit" and that made me think about trash-pickers. 
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #758 on: July 12, 2014, 04:36:45 am »

Toady already told us it's possible to grow anything including items (and creatures once dfhack spawnunit is updated).
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StupidElves

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #759 on: July 12, 2014, 01:33:49 pm »

PTW

I will be interested in playing this, as it has the ultimate monster. Deathclaws.
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Flare

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #760 on: July 15, 2014, 09:02:10 pm »

Only Deon would take a vacation in a place completely inhospitable to human life...
Hey, it's my wife's birthplace!

She must be built tougher than a legendary dwarf wrestler :o.
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Iceblaster

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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #762 on: July 16, 2014, 06:46:05 am »

She's not russian, her heritage goes back to tribes of Genghis Khan. So she is lean and flexible, not "tough built" >: (
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Lobotomite

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #763 on: July 16, 2014, 11:24:21 am »

Hey Deon, any Fallout for 0.40.03?
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Iceblaster

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #764 on: July 16, 2014, 11:24:42 am »

She's not russian, her heritage goes back to tribes of Genghis Khan. So she is lean and flexible, not "tough built" >: (

Ah.

Apologies then!

:)

EDIT:

Hey Deon, any Fallout for 0.40.03?

I am now on a vacation, I will be back from the southern Wasteland soon and hopefully DF will be more stable then. I am literally in kalmikian steppe now, there is barely any grass, no natural water and 40+ °C temperature!I should be back around 20th of July.

In less vague terms, from what I can infer, he's prooobably going to update when he's done vacationing :)
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