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Author Topic: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)  (Read 30759 times)

Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #60 on: September 05, 2014, 12:16:56 pm »

You cannot make trees wider than 3 unfortunately.

Currently the soap maker is already changed to chemist, and the reaction is in the chemistry workshop.

Cheesemaker could be "biologist" :).
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Maklak

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #61 on: September 05, 2014, 02:00:25 pm »

In that case, Lye Maker is fair game too. Or maybe stuff like trapping. As long as you don't make any vermin traps, you're good.

No supermutants in this mod?
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Aseaheru

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #62 on: September 05, 2014, 02:12:40 pm »

Or maybe stuff like trapping.
Thats grabbed allready.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #63 on: September 05, 2014, 04:25:18 pm »

In that case, Lye Maker is fair game too. Or maybe stuff like trapping. As long as you don't make any vermin traps, you're good.

No supermutants in this mod?
Grunts are genetically engineered supersoldiers, I plan to redraw their tiles from the supermutants which I had before, but they are basically like supermuties.
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LeoCean

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #64 on: September 05, 2014, 04:43:53 pm »

Why did you leave in files from an exported map in the download link? It adds 179 mb to it.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #65 on: September 06, 2014, 08:07:06 am »

Why did you leave in files from an exported map in the download link? It adds 179 mb to it.
Oops. I was testing results of worldgen by anylyzing legends and forgot those files. Thanks a lot, I've fixed it!
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #66 on: September 06, 2014, 09:31:42 am »

I was thinking about going with my own tileset for the graphics version and Duerer's for ASCII.

This is what I have so far:

I am not really sure if people will accept italics in font though or not.
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StupidElves

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #67 on: September 06, 2014, 09:39:47 am »

Eh. It fits the aesthetics of the mod.
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Maklak

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #68 on: September 06, 2014, 01:35:10 pm »

> I am not really sure if people will accept italics in font though or not.
It is readable, so OK.
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Aseaheru

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #69 on: September 06, 2014, 04:59:32 pm »

I like how it works
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HaterSkater

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #70 on: September 06, 2014, 06:48:13 pm »

I am not really sure if people will accept italics in font though or not.

At first i was like "heh, it's totally ok", but then i did quick survey and finished with a proposal:
Why don't make text look like an interface of Pip-boy? Here's how this should look like. Duerer font doesn't fits the idea quite well, but i think you got the point
UPD: and no, it's not custom colour scheme, just letters painted green
« Last Edit: September 06, 2014, 06:51:20 pm by HaterSkater »
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Michael_Almeida

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #71 on: September 06, 2014, 08:42:58 pm »

I am not really sure if people will accept italics in font though or not.

At first i was like "heh, it's totally ok", but then i did quick survey and finished with a proposal:
Why don't make text look like an interface of Pip-boy? Here's how this should look like. Duerer font doesn't fits the idea quite well, but i think you got the point
UPD: and no, it's not custom colour scheme, just letters painted green
Spoiler (click to show/hide)

That idea isn't half bad, but depending on how many letters are used in custom workshops or creatures aren't supported by the graphics pack, it might look rather off at times. In fact, if the graphics pack ends up using the punctuation as grass for terrain, it wouldn't look too great, though I'm guessing that's not the case.
Still, if done well, that looks like it could be awesome.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #72 on: September 07, 2014, 03:55:46 am »

I am not really sure if people will accept italics in font though or not.

At first i was like "heh, it's totally ok", but then i did quick survey and finished with a proposal:
Why don't make text look like an interface of Pip-boy? Here's how this should look like. Duerer font doesn't fits the idea quite well, but i think you got the point
UPD: and no, it's not custom colour scheme, just letters painted green
Spoiler (click to show/hide)

That idea isn't half bad, but depending on how many letters are used in custom workshops or creatures aren't supported by the graphics pack, it might look rather off at times. In fact, if the graphics pack ends up using the punctuation as grass for terrain, it wouldn't look too great, though I'm guessing that's not the case.
Still, if done well, that looks like it could be awesome.

@Duerer: It's a nice idea, however I don't like the too-dark letters (like red). Playing around with colors may help with that.

@Michael_Almeida: I don't use letters in workshop, in fact as soon as Text will be Text is updated for DFHack for the latest stable version of DF, I will make custom icons for every item.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #73 on: September 07, 2014, 03:06:26 pm »

That's the current research tree, I have implemented it partially. I would not mind some suggestions on the tech progression, I try to make research a time consuming process but I don't want a few dozen workshops, so I need to plan it carefully.

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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #74 on: September 08, 2014, 02:37:32 pm »

I have a few maybe stupid ideas, let me know if you think it would be too complex.

Normal coal to coke reaction would stay, but produce small amounts of coke.

Then there would be a refinery which produces coke, coal tar and propane/ethane to barrels.

Coal tar could be turned into naphtalene which can be used in different ways.
Propane/ethane could be turned into propylene and ethylene in steam cracker units.

Then you could mix naphtalene (actually PTA ("purified terephthalic acid"), but I don't want to make another chem reaction here) and propylene/ethylene to get polyester and complex plastics. Basically with such technology natural coal would be a source of a lot of products including materials for clothing and items.

Do you think I am going too far or would it work?
« Last Edit: September 08, 2014, 02:39:07 pm by Deon »
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