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Author Topic: [0.43.05] The Fall : Release 8 - Just updated.  (Read 37708 times)

Deon

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #75 on: May 16, 2015, 11:54:36 pm »

The poisoning works correctly. Dipping bullets in paralyze poison is extremely effective. I will go to  bed now because I pulled an all-nighter, but tomorrow I will release the Poison update and start working on the Scholarship update.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #76 on: May 17, 2015, 03:13:59 pm »

I've managed to patch in the venoms and poison making, so now you can coat ammo with paralysis poison and knock out enemy squads from a distance. Or you can coat arrows with a madness venom and cause enemies to fight themselves. I should add more types of venom and then I'll release it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Rammok

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #77 on: May 18, 2015, 01:30:24 pm »

The poisoning works correctly. Dipping bullets in paralyze poison is extremely effective. I will go to  bed now because I pulled an all-nighter, but tomorrow I will release the Poison update and start working on the Scholarship update.

Wow. I was under the impression that poisoning didn't work in DF. How do you get Dwarves to dip items in poison?  ???

Teneb

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #78 on: May 18, 2015, 02:13:25 pm »

The poisoning works correctly. Dipping bullets in paralyze poison is extremely effective. I will go to  bed now because I pulled an all-nighter, but tomorrow I will release the Poison update and start working on the Scholarship update.

Wow. I was under the impression that poisoning didn't work in DF. How do you get Dwarves to dip items in poison?  ???
DFHack wizardry, I believe.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Aseaheru

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #79 on: May 19, 2015, 09:54:50 am »

Cant understand how I missed this for so long...
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Deon

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #80 on: May 19, 2015, 12:15:52 pm »

The poisoning works correctly. Dipping bullets in paralyze poison is extremely effective. I will go to  bed now because I pulled an all-nighter, but tomorrow I will release the Poison update and start working on the Scholarship update.

Wow. I was under the impression that poisoning didn't work in DF. How do you get Dwarves to dip items in poison?  ???
DFHack wizardry, I believe.
Yep, the same way as I made fire arrows and web shots. I'll try to release the poison update today. I am very sorry for the delay, but Witcher 3 happened. Which made me immediately mod in griffins :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Teneb

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #81 on: May 19, 2015, 12:16:59 pm »

The poisoning works correctly. Dipping bullets in paralyze poison is extremely effective. I will go to  bed now because I pulled an all-nighter, but tomorrow I will release the Poison update and start working on the Scholarship update.

Wow. I was under the impression that poisoning didn't work in DF. How do you get Dwarves to dip items in poison?  ???
DFHack wizardry, I believe.
Yep, the same way as I made fire arrows and web shots. I'll try to release the poison update today. I am very sorry for the delay, but Witcher 3 happened. Which made me immediately mod in griffins :).
Witcher 3 excuses everything.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

mcolombe

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #82 on: May 19, 2015, 10:58:45 pm »

In all fairness. witcher 3 does look fricking amazing. i wish my laptop was powerful enough to play it.
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Aseaheru

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #83 on: May 20, 2015, 10:33:51 am »

 Out of curiosity Deon, do you think you will be able to get something that acts like an automatic weapon into the game? Because if you can, than that would be something to work twards in research.

 The weaponry available in general could use some fleshing out...

 Also, is there a chance that there will be a trade group that does not show with the other three?
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Teneb

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #84 on: May 20, 2015, 11:36:40 am »

I'm pretty sure that ranged weapons cannot fire if they already have a shot airborne. I can't remember if weapons affect projectile speed or not, though, but if they can then "automatic" weapons will just be weapons that can fire slightly more often.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Aseaheru

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #85 on: May 20, 2015, 11:49:16 am »

 I meant in the form of clips/magazines, or assault rifles and such, but looking elsewhere it looks as if that is impossible until Toady goes and adds a variable.

 I dont know about the whole "cant fire gain while there is a shot airborne", since I think shots travel near instantly and there is a "attack and prepare to recover" time...

-edit-

 I wonder if there is a way(besides DF hack) that would allow someone to attach/detach one weapon to another... Like a knife to a rifle to get what we have currently as a rifle.
« Last Edit: May 20, 2015, 01:19:53 pm by Aseaheru »
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Max™

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #86 on: May 20, 2015, 05:47:31 pm »

Code: [Select]
[REACTION:ADD_BAYONET]
        [REAGENT:rifle:1:WEAPON:ITEM_WEAPON_RIFLE:NONE:NONE]
        [REAGENT:bayonet:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE]
        [PRODUCT:assault rifle:100:1:WEAPON:ITEM_WEAPON_RIFLE_ASSAULT:NONE:GET_MATERIAL_FROM_REAGENT:rifle:NONE]
        [SKILL:FORGE_WEAPON]

Plus

Code: [Select]
[WEAPON:ITEM_WEAPON_RIFLE_ASSAULT]
          [BLAHBLAHBLAH] the usual rifle stuff
          [BLABLAHBLAH] ammo and all that
          [...snip...]
          [ATTACK:BLUNT:5000:0:strikes:butt:1000]
                  [ATTACK_PREPARE_AND_RECOVER:3:3]
          [ATTACK:EDGE:50:2000:stab:bayonet:1250]
                  [ATTACK_PREPARE_AND_RECOVER:2:4]
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vjmdhzgr

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #87 on: May 20, 2015, 06:22:37 pm »

You can't change the firing speed of ranged weapons in Dwarf Fortress. There is an [ATTACK_PREPARE_AND_RECOVER] token, but that's only for melee attacks, and if you see it on ranged weapons that's defining the melee attack for the ranged weapon/
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Max™

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #88 on: May 21, 2015, 10:12:57 pm »

Yeah, incidentally I meant those to be for the melee attacks, butt strike and bayonet stab.
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Deon

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #89 on: May 22, 2015, 02:33:04 am »

Rifles already have bayonets in all releases. I removed knives from pistols though.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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