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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 112968 times)

chaoticag

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #180 on: November 14, 2008, 03:15:37 am »

Just a quick update here, you can get this for version 40d.

Simply unpack 40d, replace all files with fallout files, and add the index from 40d to the data.
If anyone wants, I can update the current version for 40d so you don't deal with this.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #181 on: November 17, 2008, 02:52:05 am »

Animals can't still be milked right?
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chaoticag

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #182 on: November 18, 2008, 07:05:25 am »

No mod can make anything non-vermin milkable.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #183 on: November 18, 2008, 06:00:06 pm »

Thank you for the info on 40d. I still have an access to the internet at work only (problems with PC at home) but I hope I can get the comp as soon as I can.

What about milkable mutant rats/mice? :) We have pigrats, nice little nuisance, but they are not vermin... What about pigmice? Pigmouse milk anyone?

New creatures planned (I've already made some graphics for them in my free time at work): Yao Guai (mutant bears), coyotes, vicious dogs, ghoul dogs, bloatflies, giant wasps, giant centipedes, giant radroaches (and normal radroaches as vermin), electro-beetles (fast and stunning), fire ants, NukaLurks, mirelurks, Agricola bots (pre-war heavy agricultural robots), Mr. Gutsy robots (military Mr. Handy), protectrons, scurry bots; floating eyes -> Eyebots (no weapons) and Hoverbots (armed); gila monsters, giant rattlesnakes, Mantraps (plants shooting webs), DWARFS! (there should be the dwarfism even in the future, and mutations could twist it furthermore xD).
« Last Edit: November 18, 2008, 06:26:01 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #184 on: November 19, 2008, 01:53:16 am »

No mod can make anything non-vermin milkable.

Good. Then we could make one of the tame animals have an milkable extract called Nuke Cola. That way merchants will bring Nuke Cola, and you can't make your own.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #185 on: November 19, 2008, 02:07:28 am »

Actually the current plant-brew system is very quick and is not clever in any way. Also it's not related to Fallout lore at all. Well, healing salve from brok plant is ok, but there're other things which are added by me "just to be here", it needs some fixing in future.
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jester

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #186 on: November 19, 2008, 04:17:38 am »

just played through my first Dwarf Fallout game;
Deon you are a star.
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TakiJap

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #187 on: November 19, 2008, 05:10:53 am »

Thiefing Mr.Handys are kinda weird, but they're nothing compared to thieving zombies. In fact a single zombie thief managed to destroy my fort in it's first winter. I was already accustomed to regular Mr.Handy thiefs, so when a zombie thief came I just ordered my miners to hack it to pieces, but was surprised to notice that it had paralyzed my both miners. Unfortunately my miners had had enough time to crush it's legs and arms and pretty much everything so it couldn't move. There I was in a fort with a zombie in the middle of it and nothing I could do about it. I ordered everyone for a deperate attempt to wrestle it, but everyone got paralyzed so it was a slow withering death for my fort.

I don't mind zombies, but having them sneaking around is just annoying. Zombies should be visible and outside my walls where they belong to.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #188 on: November 19, 2008, 05:21:26 am »

Ouch, I should take care of those things. I imagined this like... A corpse... wait... what?! :) But if it's really annoying (and especially with those paralyzing ones which should be rare) I may need to fix it. Also item_thief seems unappropriate for me on them. Fixed for the next version.
« Last Edit: November 19, 2008, 05:24:01 am by Deon »
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #189 on: November 24, 2008, 03:29:17 am »

So will you add shishkebab?
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Jurassiced

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #190 on: November 24, 2008, 03:02:18 pm »

very good keep it up ^^ im a huge fallout fan and this looks great +++ oh and GL on figuring out how to make all water sat water ^^
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POKHOMME http://dffd.wimbli.com/file.php?id=84 Race mod im working on.

Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #191 on: November 24, 2008, 05:31:29 pm »

If only we had a :chance to get a caravan: thing... Then it would be cool to add "strange traders" which appear in really rare situations but can sell you some weird weapon (like shishkebab, or maybe unique BB ryder rifle, or even deathclaw gauntlet or alien blaster :)).
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #192 on: November 24, 2008, 06:25:38 pm »

I loved my alien blaster. and Elvis painting
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Calvin

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #193 on: November 24, 2008, 06:49:17 pm »

Spoiler (click to show/hide)

It's name is Astebbardum Nirmekvanel "Tellfight the Defensive Visionary", A artifact steel ripper.

I love it.
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Sowelu

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #194 on: November 24, 2008, 11:19:57 pm »

I'm getting brutalized by radscorpions and thieves, and the traders are getting all torn up.  And of course building your fortress in vault style is mandatory.  As far as I'm concerned, this mod is a much-needed Hard Mode.  Bravo.
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!
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