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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 112992 times)

Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #270 on: December 25, 2008, 02:40:11 am »

[GRAPHICS:YES] -> [GRAPHICS:NO]

Then you should look at this part:
[WINDOWEDX:640]
[WINDOWEDY:300]
[FONT:curses_640x300.bmp]
[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

Set desired resolution for windowed or fullscreen mode and write the name of the set you want to use.

If you don't succeed give me a link to the set you want and desired resolution and I will send you init.txt for it.
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Hastur

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #271 on: December 25, 2008, 10:44:49 pm »

Hurray, it seems to have worked, now I'll just cross my fingers and hope the crashes dont start up this way.

Thanks you! Happy Festivus! Totally better than that zombie mod :D j/k :D
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #272 on: December 26, 2008, 03:39:53 am »

I can't say it's "totally better' than zombie mod, you can have a grudge with the author this way :). I think zombie mod is somewhat "limited" in content in terms of variety... Zombies here, zombies there... But you can't blame author because this is what this mod SHOULD do. A totally zombie-infested world :).
I hope you like mine.
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Jackrabbit

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #273 on: December 26, 2008, 08:09:08 pm »

Hey, are there brainbots? Just a thought.
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #274 on: December 27, 2008, 02:57:34 am »

The new release bears something we need so much: castes. Because for now I should make a new skulking race for each type of robot... And they live separately. But with the new feature they will be a single race with different craetures (different robots) which makes sense. Also this will lead to cool "mutated" races where every entity job is performed by a creature with different mutations... Ah, dreams...

I want to include brainbots and sentrybots at least as random encounters... But I need to draw their graphcis first :).
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chaoticag

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #275 on: January 04, 2009, 05:11:33 am »

The Large Radscorpion grabs The Glowing One by the right ear with his right pincer!

Is stuff like a civil war between the inhabitants of a cave supposed to happen?
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #276 on: January 04, 2009, 05:38:17 am »

Well, I've encountered intelligent creatures vs beasts wars before  so I don't think it's an issue.

Quote
by the right ear with his right pincer!
Sounds funny. Maybe he was a bad boy? ;D
« Last Edit: January 04, 2009, 05:39:52 am by Deon »
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EuchreJack

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #277 on: January 08, 2009, 03:07:48 am »

Was glancing through the raws, and noticed that the cannibal metal tribal armor had no "rarity" descriptor.  Best as I can tell, this means they'll never use it.

Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #278 on: January 08, 2009, 05:26:34 am »

Thank you for noticing :). I will make a fix soon.
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Keilden

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #279 on: January 09, 2009, 02:52:15 am »

This should be added:
[ITEM_FOOD:ITEM_FOOD_STICK]
[NAME:on a stick]
[LEVEL:2]
 ;D
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pndrev

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #280 on: January 09, 2009, 07:21:12 am »

As a veteran of FO1, FO2, FO:T and most recently FO3 this mod is definitely a must-have. :D
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NewMartianEmperor

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #281 on: January 12, 2009, 12:23:50 pm »

How long until the enclave gets put in? Maybe they should be like vault dwellers , but more expansionist, aggressive towards all other races and with unique, extremely powerful technology. Would it be possible to give them robots?

EDIT: I'm not sure if this has been reported or not, but ghouls seem to grow too much compared to other civ types. Also, BoS don't appear to spread too much, in 8 or so worlds they always end up with just a single settlement. (this is a max-sized map with 100 civs)
« Last Edit: January 12, 2009, 04:35:56 pm by NewMartianEmperor »
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moghopper

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #282 on: January 13, 2009, 07:59:42 pm »

MOd in liberty prime as a megabeast!

Do it!!
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EuchreJack

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #283 on: January 13, 2009, 09:24:33 pm »

How long until the enclave gets put in? Maybe they should be like vault dwellers , but more expansionist, aggressive towards all other races and with unique, extremely powerful technology. Would it be possible to give them robots?

EDIT: I'm not sure if this has been reported or not, but ghouls seem to grow too much compared to other civ types. Also, BoS don't appear to spread too much, in 8 or so worlds they always end up with just a single settlement. (this is a max-sized map with 100 civs)

RE: Enclave- I haven't finished Fallout 2, but from what I gather, they are vault dwellers who are more expansionary.  It's definitely possible for Deon to give them robots, should he chose to do so.  Essentially, the robots would replace the dogs and cats.

RE: BoS- I have finished Fallout 1, in which there was only one settlement, so that's pretty accurate.

RE: Ghouls- Well, they are better adapted to the wasteland, but you're right.  They probably have a biome type that nobody or almost nobody has, so they don't have to compete with the other civs.  If they really had to compete with the other civs, I doubt they would win.

Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #284 on: January 14, 2009, 07:52:05 am »

How long until the enclave gets put in? Maybe they should be like vault dwellers , but more expansionist, aggressive towards all other races and with unique, extremely powerful technology. Would it be possible to give them robots?

EDIT: I'm not sure if this has been reported or not, but ghouls seem to grow too much compared to other civ types. Also, BoS don't appear to spread too much, in 8 or so worlds they always end up with just a single settlement. (this is a max-sized map with 100 civs)

RE: Enclave- I haven't finished Fallout 2, but from what I gather, they are vault dwellers who are more expansionary.  It's definitely possible for Deon to give them robots, should he chose to do so.  Essentially, the robots would replace the dogs and cats.

RE: BoS- I have finished Fallout 1, in which there was only one settlement, so that's pretty accurate.

RE: Ghouls- Well, they are better adapted to the wasteland, but you're right.  They probably have a biome type that nobody or almost nobody has, so they don't have to compete with the other civs.  If they really had to compete with the other civs, I doubt they would win.

Yeah, BoS with limited area is intentional, they shouldn't have "countries" and such, they tend to stick to bunkers/settlements where they sit and researcg and save old technologies. So I'm pretty satisfied with the result because at first they've conquered half of the world.

Ghouls tend to live in badlands and lifeless deserts so they have small competition problems. However this is a thin line, if you give them a bit less freedom they tend to become extinct. Depends on the world.

I am still not sure about enclave. Maybe I should make them VD which live in evil areas thus limiting their spread and to give them evil "animals" robots. Or do the same with GOOD areas.
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