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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 112918 times)

Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #435 on: February 15, 2010, 03:40:40 pm »

Thanks :). If you want a real challenge, grab the zombie addon X).
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Hippoman

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #436 on: February 15, 2010, 04:40:02 pm »

I might download this if someone reminds me.
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NRN_R_Sumo1

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #437 on: February 15, 2010, 05:57:56 pm »

I will totally accept a 40d17 version. :D
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Hippoman

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #438 on: February 15, 2010, 07:47:04 pm »

thanks for reminder. downloaded.
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #439 on: February 16, 2010, 08:56:20 am »

Killing a fire gecko with a tommy gun is awesome and this mod is awesome.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #440 on: February 16, 2010, 10:07:10 am »

Thank you :). I am going for a total redesign for 40d17 though. I want to remove some "fancy" metals (like fine pewter) and to simplify gems a bit, and flesh the races and creatures out better. I won't do a separate "zombie addon", I will just make more nasty ghouls and evil things for "evil" biomes so you just determine the contents by your embark location.

And I will make a "pure ascii" and "mike mayday" versions. It will take some time but I start it right now.
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #441 on: February 16, 2010, 10:14:52 am »

Note to self: fire imps are butcherable and will  burn your food storage.

Also, ghoul dog meat will burn for many days. Don't forget to forbid it.
« Last Edit: February 16, 2010, 10:17:24 am by Shintaro Fago »
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #442 on: February 16, 2010, 11:01:43 am »

There won't be fire imps any more...

Do you mean that current ghoul dog meat burns by itself? Weird. It looks like a wolf meat for me, gonna check.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #443 on: February 16, 2010, 11:09:18 am »

I've just tried it and 40d17 is totally unplayable in adv. mode yet. I will stick to 40d/40d16 then for now.

It doesn't mean I am not doing 2.0 as I was going to do for 40d17, it will just be for 40d16.
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #444 on: February 16, 2010, 11:16:55 am »

There are (were) fire imps and magma crabs in my magma pool. And my butcher  butchered imp's corpse which boiled (fat, I guess). Then the whole food storage was in fire. Fun times.
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Dragula

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #445 on: February 17, 2010, 09:25:01 am »

Need more gauss rifles.
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #446 on: February 18, 2010, 09:53:17 am »

I've got a crazy idea for 2.0 remake I am currently assembling. There were dwarves in Fallout. What if we're a race of dwarves? No mountain halls, entity living in caves, away from a human world, still struggling to build a vault/town better than of those tall bastards who dislike you? And of course dwarfish mechanized armor instead of power armor which dirty Enclave uses.

P.S. Also I've found a lot of small and medium faults and flaws in 1.5 while I make it. I.e. deathclaw being a common pet (I mean tamable by common animal tamers) and wrong pet prices mostly. They all will be fixed in 2.0, no more exploits :P.

Also I go with ascii and with a "type of creature" naming. So one letter depicts various creatures of the same type. And White/gray color means that it's not too dangerous, brown means that it's mediocre and red means that it's dangerous. Letter sizes also mean relative size and danger.

Example:

l (lizard/slug like):
l - silver gecko
l - golden gecko
l - fire gecko

i (instects):
i - bloatfly
i - giant ant
i - mantiss
i - fire ant

s/S (spiders, scorpions):
s - cave spider
s - radscoripon
S - giant radscorpion
S - cave spinner (GCS but a bit stronger)

P.P.S. Humanoids are 'M'.
Races are
☺ - dwarf
V - vault dweller
U - raider
U - cannibal
G - ghoul
M - supermutant
E - enclave soldier
« Last Edit: February 18, 2010, 10:05:47 am by Deon »
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Deon

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #447 on: February 18, 2010, 12:31:20 pm »

OK, I finally decided to re-read the whole thread and won't be an egocentric bastard but rather accept good suggestions:

I'd be happy if I could just rename "stone fall traps" into "claymore traps".  Land mines have to stay one-shot :(
I will try to edit ".exe" with a hex editor. "stone fall" = 10 characters, "claymore" = 8 characters, so they would be "_claymore__trap" but I think it's ok ("_" = space).

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.
I think I'm going with it this time rather than with brewing plants into drugs. Drugs will be extracts which you buy.  I will have to redesign plant/drink system though.

<...> The chainsaw is similarly overbalanced.

Blunt weapons like the Super Sledge could really use an absurd damage boost (160+?) to compete.
I will cut the number of weapons a bit but this time I will try to "balance" them to give you a choice :).

Is there any way to make rocks unmineable but still letting soil be mineable? That way survivors will only be able to dig at places with soft ground. And if it where possible that only certain materials could dig in rocks.
This was already answered but I am going to add some "dangerous rocks" and even clusters of them in deeper levels thus you'll have to dig carefully if you want to dig down, and you should know that there's a big risk to do so.


P.P.P.S. To add to a list of upcoming creature placement features:
- "animals" in common biomes (radscorpions, brahmins, giant ants, mantis etc.)
- "beasts" in savage biomes (centaurs, floaters, deathclaw, wanamingo, giant radscorpions etc.)
- "feral ghouls" in evil biomes (various roamers, shamblers, night ghouls, glowing ones etc.)

So you will be able to pick "animal difficulty" when you embark (looking at biomes).

And of course I've ripped some Fallout 2 soundtracks and use them as a Fortress Mode music now.
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Shintaro Fago

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #448 on: February 19, 2010, 09:15:58 am »

When can we expect the next version?
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wilsonns

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Re: ☢☢☢ Fallout mod ☢☢☢ [❶.❺]
« Reply #449 on: February 19, 2010, 10:21:38 am »

You should work on that mod on the next DF version!It will be perfect!
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