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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 133238 times)

Aseaheru

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #810 on: August 27, 2014, 10:17:00 pm »

Your mods link is broke.
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Deon

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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Aseaheru

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #812 on: August 28, 2014, 09:22:01 am »

cheetyman, changing the broke without accepting the broke.
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #813 on: August 28, 2014, 12:16:56 pm »

Oh, did you mean the signature links? Yeah, thanks for reminding me :).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Megaman_zx

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #814 on: August 28, 2014, 11:58:25 pm »

does this mean *sob* postponing a new genesis  :'(

curse your genius cuz either way i'll be playing your mods.... but.... genesis... oldgen 40.1 just isn't the same (jk, it's actually really awesome)
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #815 on: August 29, 2014, 02:31:10 am »

I am not in a position where I can sit down and code a proper 0.40 Genesis version. Knowing me you know that I like to go into details and rework most of the things when I create a mod for a new version because I suddenly get new ideas ("πάντα ῥεῖ"). And I spend most of the time at work now, so I can only work on one mod at a time. Maybe it's for the best though, because Toady still did not finish a lot of big and small things for the new release yet, and I would definitely want to use the dfhack scripts for Genesis (which are still mostly for the old version).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Bosse323

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #816 on: February 04, 2015, 11:03:08 pm »

I really enjoy this mod. Taming Deathclaws in Fortress mode and using them as attack animals really help.
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Terry Lennox

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #817 on: February 14, 2015, 06:03:51 pm »

I have a question, are there any plans to update DF Fallout with the new release 40.24 release?
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Jefthefirst

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #818 on: February 17, 2015, 08:35:54 pm »

Do Supermutant/Cannibal seiges and ambushes ever spawn with fliers?
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I just atom smashed 30 children.

magnum2016

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #819 on: April 05, 2015, 05:22:54 am »

So i have encountered a little bug,

I made a cryo chamber rather early on and i only have 12 people however twenty minutes later i check again and i have 8 turns out four of them have turned into pet cryo chambers but they are capable of moving around?
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #820 on: April 05, 2015, 05:48:35 am »

I think in 0.34.x IMMOBILE tag was not working as expected.

I have a question, are there any plans to update DF Fallout with the new release 40.24 release?
There were none so far because I am working on a totally new mod. However I was away from modding for like a few months, so it may change soon :).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

magnum2016

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #821 on: April 05, 2015, 01:37:27 pm »

Ahh so best to keep away from the chambers?
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #822 on: April 05, 2015, 04:12:53 pm »

Ahh so best to keep away from the chambers?
What do you mean? Are you sure you did not activate "put in cryo sleep (...)"  reaction? It would give the user an interaction to turn nearby vault citizens into cryo capsules. It's used to regenerate citizens who have lost limbs/have spine damage.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

magnum2016

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #823 on: April 08, 2015, 07:01:27 pm »

I never activated it, i build it and before i knew what was happening i had four people turned into "Pets"
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #824 on: May 19, 2015, 09:32:40 am »

Can I try and update this to 40.24? Do I have to mess around with DFHack?
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