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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 113000 times)

Keilden

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #330 on: July 07, 2009, 12:46:29 am »

Hm, maybe the Mutants on my map are just pansies...
Mutants cancel invasion: tea time.
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Jackrabbit

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #331 on: July 07, 2009, 04:09:02 am »

Hm, maybe the Mutants on my map are just pansies...
Mutants cancel invasion: tea time.
I'm cast back to the Astrix and Oblix books detailing the invasion of Brittan. But obviously mutants aren't British. That would be wrong.
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Nurg

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #332 on: July 18, 2009, 05:40:41 am »

Wow sweet a Fallout mod for Dwarf Fortress. Downloading!
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Arathanar

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #333 on: July 24, 2009, 03:11:20 pm »

Enclave. Orcs.

Do it.
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #334 on: July 25, 2009, 02:31:14 am »

Orcs??
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Dohon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #335 on: July 25, 2009, 04:08:25 am »

I think Arathanar wants to make the Enclave as strong as the Orcs. Would create an extra bit of tension and excitement. :)
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Deon

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Re: .: Fallout mod :. [version 1.41], zombies in a separate download
« Reply #336 on: July 25, 2009, 05:54:28 am »

Oh, that makes sense. Well, I think I should finish my Genesis release in a day or two and do this.
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Deon

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Re: .: Fallout mod :. [version 1.5], +raiders, enclave
« Reply #337 on: August 06, 2009, 11:09:02 am »

New 1.5 version is released.

I've added Raiders and Enclave. They both are always hostile, so beware. Enclave has a bit better gear than BoS, and their Power Armors MKII are tough nuts.

I plan some rebalance and new mutants, however it will take a while.
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Meanmelter

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #338 on: August 06, 2009, 02:07:16 pm »

umm,deon,its not relly a WATERSCARCE world when you have water pipes and aquifiers :P


EDIT:realizing it,even the ocean is a water,just turn it from salt water,to fresh water
« Last Edit: August 06, 2009, 02:55:03 pm by Meanmelter »
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Deon

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #339 on: August 06, 2009, 02:58:03 pm »

So? There's a lot of desert here, and original fallout had rivers and ocean; the ability to turn saltwater to freshwater is not intentional.Anyway just stick a water chip in some filter.

What's the point of your post? Any suggestion?
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Meanmelter

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #340 on: August 06, 2009, 03:06:52 pm »

maybe you could remove the ocean?
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Jackrabbit

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #341 on: August 06, 2009, 04:14:22 pm »

Fallout had an ocean. And besides, I'm not sure he can.
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Deon

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #342 on: August 06, 2009, 04:41:27 pm »

1) I can't
2) What should it mean? It's an apocalyptic earth, not Arrakis :D. You can't evaporate 80% of planet surface even if you try hard.
3) Oh god, you want to leave poor sea mutants without a home! Poor mirelurks! :)
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Meanmelter

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #343 on: August 06, 2009, 06:43:15 pm »

im just sayin' its not really hard  to get water.(if you know what you are DOING)
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Jackrabbit

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Re: .: Fallout mod :. [version 1.5] {+raiders, enclave}
« Reply #344 on: August 06, 2009, 06:49:11 pm »

And so too in Fallout. There are wells in Fallout, indicating the presence of ground water. For most in Fallout, water is not a problem, if you know what you are doing. And therefore, it's the same in the mod.
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