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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 113011 times)

magikarcher

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #315 on: May 28, 2009, 02:59:19 am »

Will you ever update this mod again??
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #316 on: May 28, 2009, 08:17:58 am »

I'm in the progress of organizing my mod database. Chucking out old mod versions, tidying up, stockpiling graphic sets, the works ... I downloaded the 1.41 version and zombie addon and I thought, why not take it for a spin? I copy the mod folders over, but DF refuses to start. The error said that the "index" file (the one in the data folder) was either corrupted or missing.

So, I re-installed DF 40d11, recopied the folders and ... nothing. Same error. So, I tried some noob-bughunting and I replaced the index file from the mod with the one from a vanilla DF. The mod actually launched when I did that.

So, is this a bug? Or is my pc to blame for the problem?

I didn't try it on 40d11, gotta give it a try. It was made for 40d.

Quote
Will you ever update this mod again??
Why not. I think I may add something, however it won't change the gameplay drastically.
But I need to update it because some adventure options are a bit bugged so you can't play some of the entities in adv. mode.  I will release a patch once I look into 40d11.
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #317 on: May 28, 2009, 08:21:18 am »

I'm in the progress of organizing my mod database. Chucking out old mod versions, tidying up, stockpiling graphic sets, the works ... I downloaded the 1.41 version and zombie addon and I thought, why not take it for a spin? I copy the mod folders over, but DF refuses to start. The error said that the "index" file (the one in the data folder) was either corrupted or missing.

So, I re-installed DF 40d11, recopied the folders and ... nothing. Same error. So, I tried some noob-bughunting and I replaced the index file from the mod with the one from a vanilla DF. The mod actually launched when I did that.

So, is this a bug? Or is my pc to blame for the problem?
I see. When you unpack archive in your 40d11 folder, DO NOT unpack /data/index file, it's different in 40d11 from 40d. My bad :).

Also INIT.txt becomes a bit different so if you want all your 40d11 settings back, manually replace and change /data/init/init.txt file to have the settings you want and don't forget to link to correct character set file then.

I will post a link to a properly configured archive for 40d11 in the 1st post later.

[EDIT]
I've just tried it and 40d11 works like twice faster than 40d even without tweaking (40d version had issues with some new entities... I guess because there's too many new content and it's somehow calculated slowly, so on site entering my game was freezing for a few seconds, in 40d11 I don't encounter such issue).
I will definitely release next version for 40d11.
« Last Edit: May 28, 2009, 08:29:14 am by Deon »
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Faenaris

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #318 on: May 28, 2009, 11:01:39 am »

Glad to hear you are going to port the mod over. :)
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #319 on: May 28, 2009, 03:21:47 pm »

Actually there's nothing to port. Just init.txt file may take some tweaking (which is not necessary), everything is working for 40d11 already.
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Faenaris

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #320 on: May 28, 2009, 04:59:58 pm »

Actually there's nothing to port. Just init.txt file may take some tweaking (which is not necessary), everything is working for 40d11 already.

True, but with the next release, it will be "officially" working for d11 and you might even slip in some further tweaks. Yes? No? *nudge* *wink*
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yaklin

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #321 on: June 30, 2009, 03:59:29 am »

haven't read through so i'm not sure if this was already suggested but for a mega beast how about liberty prime
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #322 on: June 30, 2009, 08:43:06 am »

Is it that huge robot? I found him to be ridiculous... Also it would be strange to see it in a cave. But why not to try?

I forgot to port the main install file to 40d11, so I may do it this evening for those who cares. I think I will add some stuff just to make it a bit more interesting and release the mod in a few days then. It depends on my time :D.
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Faenaris

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #323 on: July 01, 2009, 08:59:14 am »

Well, I do care to see a new version of the mod. More apocalyptica!  ;D
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EuchreJack

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #324 on: July 01, 2009, 11:49:42 pm »

Since you're updating this mod, here's something I noticed:

Seems the Mutants are set as item_thief, which leads me to believe that they won't attack your fort unless they succeed at stealing something.  Case in point, my current fort's bookkeeper has been promoted to "Hoardmaster", and I've yet to see anything other than the very rare thief. 

Perhaps the Mutants would be better without the item_thief tag, and just using the babysnatcher tag.  It also makes more sense story-wise, as the Mutants didn't steal items as much as people.

Sorry to bother you if everything I said is wrong...it wouldn't be the first time! ;D

Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #325 on: July 02, 2009, 11:18:57 pm »

I don't remember me adding item_thief to mutants... If it prevents ambushes and sieges then it's wrong :). Thanks for the report.
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TheNewerMartianEmperor

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #326 on: July 04, 2009, 04:39:16 pm »

I still want my enclave.
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One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

jester

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #327 on: July 05, 2009, 04:14:48 am »

Havent played this in a while but by when I did the mutants seemed quite happy to send ambushes and then seiges at me without them ever manageing to snag anything
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Keilden

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #328 on: July 06, 2009, 12:52:09 am »

Havent played this in a while but by when I did the mutants seemed quite happy to send ambushes and then seiges at me without them ever manageing to snag anything
Same for me, I have even had them attack me when I only got the 7 starters.
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EuchreJack

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #329 on: July 06, 2009, 08:40:21 am »

Hm, maybe the Mutants on my map are just pansies...
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