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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 113006 times)

DFNewb

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #120 on: August 31, 2008, 08:44:07 pm »

Your mod is very good but I have one problem
I am not getting any immigrates after 2 and a half years and no traders
my created wealth is 55000+ and there has been no deaths let
I don't know whats wrong.. :(
« Last Edit: August 31, 2008, 09:04:11 pm by DF newb »
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #121 on: August 31, 2008, 09:15:56 pm »

I will try to playtest the situation.
Here goes the 1,0 version, with various creature value tweaks (golden geckos are now cost a lot!) etc.
Also complete with graphics.

Well, the adv. mode appeared to be quite dangerous if you're not a good shield user. Companions help in this situation :).
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #122 on: September 01, 2008, 09:15:58 am »

Trying out the mod now. For others that are playing this, I most certainly hope that youre not playing listening to any other music than this: http://fallout.wikia.com/index.php?title=Fallout_1_soundtrack8)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #123 on: September 01, 2008, 09:54:12 am »

I will include them as a game music as an optional donwload :).
Thanks for links.
« Last Edit: September 01, 2008, 09:55:52 am by Deon »
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #124 on: September 01, 2008, 10:04:11 am »

Your mod is very good but I have one problem
I am not getting any immigrates after 2 and a half years and no traders
my created wealth is 55000+ and there has been no deaths let
I don't know whats wrong.. :(

Oh wait, are you sure you haven't embarked on an inaccessible area? Did you have trading civs upon embark?
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #125 on: September 01, 2008, 10:57:04 am »

It looks like this release doesn't draw enough attention still. I hope there'll be some more Fallout fans with time :).

To draw your attention and show some features:

In this mod ghouls tend to wage wars against savages, supermutants are fighting with vault dwellers and often with savages and savages... Well, they are hit by almost everyone. I will add city dwellers which are similar to savages in ethics to give them some "allies" (actually they will be less aggressive and will occupy place where the agressor could be thus allowing savages to expand more).

I've played as a ghoul and drafted a party of supermutants. Well, this is my 4rd successful ghoul. He's high master marksman and legendary ambusher. The 1st one was ripped apart by floaters, 2nd one was incenerated by an occasional fire gecko, 3rd one was shot in the head by  savage bowmaster who was shot (you know, lucky headshot) in head by me and lost 2 eyes, 1 ear and had a damaged brain !!!  the turn before insta-killing me. He stayed alive and even didn't pass out after my death! Even his bleeding stopped. What an ultra-tough bastard...

Spoiler (click to show/hide)

So this time I've managed to find a mutant master who gave me orders to attack where he cannot reach: into the vaults! And he asks me to assasinate the queen... Bleh.
Spoiler (click to show/hide)

By the way, while being immobile, he managed to kill 2 giant mutants in the 113th giant mutant rampage. Yes, these guys which replace giants attacked poor supermutant fortress 113+ times until their leader was killed by some lucky guard.


Also there's a sign I've found on a village leader's headscarf that this city which was destroyed by my party was attacked with giant mutants at least 125 times!
Spoiler (click to show/hide)

By the way, my ghoul has a freaking collection of human heads (this is only the start. now I have 2.5 pages of named heads in my backpack).
Spoiler (click to show/hide)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #126 on: September 01, 2008, 02:54:11 pm »

Your mod is very good but I have one problem
I am not getting any immigrates after 2 and a half years and no traders
my created wealth is 55000+ and there has been no deaths let
I don't know whats wrong.. :(
Oh, I've just checked and some dwellers' entities don't trade with other dwellers, while some are ok. I don't know why does it happen, I'll try to find it out. Maybe you're an outcasts' group =).
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DFNewb

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #127 on: September 01, 2008, 07:23:38 pm »

I still get the outpost liaison but no traders or immigrates
an outcast group eh.....
 
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #128 on: September 02, 2008, 12:55:01 pm »

Heh. I've just added "ITEM_THIEF" to supermutants and now they are enemies again on embark screen and you can trade with everyone.

What the hell... Anyway it's fixed for now, I'll publish a new release soon so this will be in :).
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #129 on: September 02, 2008, 01:00:21 pm »

I tried a fortress, couldnt find any trees and after a short struggle I was swiftly defeated.

Am I supposed to find trees? I recall something about you made this world truly post-apocalyptic and there is scrapmetal instead of wood. But I cant seem to find it in the thread.

How does "wood" work in the mod?
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [1.0] is out! (+ Graphics)
« Reply #130 on: September 02, 2008, 01:30:13 pm »

Like "turtle" symbol (multi-pointed star). Also it's not everywhere, really big deserts doesn't have anything wood-like and scrap-like.

If you don't mind searching, there're patches of grassland/shrubland you can use.
Well, you can buy wood while in desert and there should be a reaction to acquire plastics. I think I will add more ways to acquire wood-like materials in the next release to allow more beds/wooden tools to be made.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #131 on: September 03, 2008, 08:40:32 am »

Version 1.2 is out.
http://dffd.wimbli.com/file.php?id=502


Version 1.2 comes with Fallout music. Our favourite Louis Armstrong is singing while you stare at your menu or generate new worlds.
And there're "Moribund world", "Vault city" and "Khans of New California" tracks combined in one and used as the game music.


Fixes and additions for 1.2:
- Supermutants are now tweaked enough to always siege you and there're no problems with trade and immigrants now (bug reported by DF Newb).
- Ghouls now wear rags and damaged equipment which is lighter but worse than it's normal equivalents.
- New skulking race of robots is added: floating eyebots. Now Mr.Handies are not alone in their last service on Earth :).
- New creature type is added: "living undead", it's caused by strange nether virus.

Spoiler (click to show/hide)
- New skulking race is added: zombies.
Spoiler (click to show/hide)
- Waters are now much more dangerous. Fish is able to walk the land since in the new world the water is scarce so they should be able to find new ponds. All fish increased it's size. Carps now are huge, almost of a size of a brahmin. And beware of giant bull-sharks which can crawl the land now too.
- Missed graphics are added and there're a few new images for the previous creatures.
- Ratmen are replaced with Glowing Ones.
- Game/menu music from Fallout 1,2.
- A few of new creatures are playable in adv. mode: deathclaws, floaters, giant radscorpions and zombies.
« Last Edit: September 03, 2008, 09:32:41 am by Deon »
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Earthquake Damage

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #132 on: September 03, 2008, 09:03:54 am »

Version 1.2 comes with Fallout music. Our favourite Louis Armstrong is singing while you stare at your menu or generate new worlds.

Of the smaller things that made Fallout great, the intro song's one of my favorites.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #133 on: September 03, 2008, 09:30:58 am »

I like it very much too. I usually don't listen to Jazz, but this one is the Fallout song for me :).
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Pierre70

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #134 on: September 05, 2008, 08:18:51 am »

I'm running 1.2 with 40c, and I'm getting the problem regarding not getting any immigrants.

When I'm choosing an embarkation location, I select places where all civs are shown as my neighbours, but no migrants show even a year in. I've tried several times, with newly created worlds, and the same thing happens. One time I had a liaison show but noone else. The depot was definitely accessible on this occasion, but no caravan came.

I'm not hugely experienced with DF, perhaps I'm misreading the info screens when I'm choosing a location?
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