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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163594 times)

Jackrabbit

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Re: ☢ Wasteland ☢ [0.2] - more desert dessert
« Reply #120 on: April 24, 2010, 07:19:30 am »

Try letting World Gen run for a thousand, just to be on the safe side.

Or perhaps 500, that's when it usually stops for this mod, right?
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Deon

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Re: ☢ Wasteland ☢ [0.2] - more desert dessert
« Reply #121 on: April 24, 2010, 10:12:14 am »

Even if all REAL critters of that race are dead, they still exist in biomes and are picked for items/trading.

Also it relates only to civilizations. In the above case robots are technically animals, and it means that they are auto-generated. There's a lot of genderless monsters in DF which are generated "on the fly".

I will release 0,4 soon, with an attempt to simulate guncrafting.

Metal Pipe (enforcer weapon) + crutch + gun parts = metal rifle
Metal rifle + bayonet = metal assault rifle (stabbing in melee)

I am not sure what's the best recipe for bullets though.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Re: ☢ Wasteland ☢ [0.4] - more desert dessert
« Reply #122 on: April 24, 2010, 11:27:34 am »

I need to take a break so here's the current 0.4
So, mutants now has different mutations, rifles are assembled in Gunsmith Workshops and there's a new vermin critter "jerboa" :).

Bullets are made as common ammo for now. I will make a bullet making reaction later.

Also I've fixed ripper: it's counted as a saw now so it can cut trees.
« Last Edit: April 24, 2010, 11:36:09 am by Deon »
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Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #123 on: April 24, 2010, 12:57:03 pm »

Well, I've made a small mistake: in 0.4 mirelurks are trainable pets, which is nasty :). I will fix it soon.

P.S> Multiple noble positions avaliable IS NOT A BUG. It is there to let you assign another noble if your current positions disappears due to a common "dwarf dies = position disappears" bug.
« Last Edit: April 24, 2010, 01:09:56 pm by Deon »
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Jackrabbit

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Re: ☢ Wasteland ☢ [0.4] - more desert dessert
« Reply #124 on: April 24, 2010, 05:06:30 pm »

I need to take a break so here's the current 0.4
So, mutants now has different mutations, rifles are assembled in Gunsmith Workshops and there's a new vermin critter "jerboa" :).

Bullets are made as common ammo for now. I will make a bullet making reaction later.

Also I've fixed ripper: it's counted as a saw now so it can cut trees.

I lost two vaults before I figured out that problem.
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Vorbicon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #125 on: April 24, 2010, 08:15:14 pm »

Hrmm... which workshop creates gun parts?
« Last Edit: April 24, 2010, 10:22:39 pm by Vorbicon »
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Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #126 on: April 25, 2010, 04:46:15 am »

It's currently just "mechanisms", sorry for confusion :). I thought that those are used too rare so there may be another use for them.

The first post has two "recipes".
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RavingManiac

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #127 on: April 25, 2010, 06:09:19 am »

A suggestion: the creation of advanced devices such as powered armor requires parts that your settlement cannot manufacture, such as processor units, motors, etc. In order to obtain these parts, you either need to butcher(disassemble) robots, take apart existing devices or search through junk piles(plant gathering).
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #128 on: April 25, 2010, 06:36:35 am »

You cannot craft useful armor in this version of DF. I already consider this for a version when it's fixed :).
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Shima

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #129 on: April 25, 2010, 07:04:20 am »

Yeah, the armor not working right is one of the things that got in my way with the STALKER mod.  I can't include the upgradable armor like I really wanted to :/  That's what's mostly stalling me, I want to find a suitable solution for that problem.

You know what I wonder, though?  If it's possible to combine a [MINING] tool with a crossbow, to make one that fires... could be, since this is a a more inclusive kinda mod than just Fallout, you might be able to do something interesting like make shootable mining tools (Think Dead Space).  If they work how I think they would, they'd be melee against rock, as all picks are now, but against threats, they'd be guns that have wide cutting surfaces, for slicing limbs off - assuming that the citizens will carry ammo with them (If not, I suppose putting all the miners in a squad and having them carry ammo could work as well).  Would be interesting if it works, make it so it requires alot of parts to smith up, perhaps even good gems as some kind of "focusing crystal", give players something to work towards to increase effectiveness of the mining staff.
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Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #130 on: April 25, 2010, 07:28:28 am »

If [RANGED:MINING:BOLT] works then it's possible. If not, then not :). I haven't tested it yet.
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Shima

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #131 on: April 25, 2010, 07:32:02 am »

Well hell, I've got nothing better to do right now, I'll test the theory and balance in the Arena, then see if it works in Dwarf mode for ya.

EDIT:

I got it to work from a technical standpoint (Dwarves will mine with them, it can shoots, and it is relatively dangerous), but I can't seem to get miners to carry the ammo nor to use the weapon in combat.  Could be because I can't understand this new-fangled military system.  Here's the raws I made for testing; it's set up so the ammo and plasma does the same kinda damage as a scimitar slash, but with deeper contact, in order to try to dismember more often.  The size on the ammo is something of a balancer; makes the ammo cost more to buy and it comes in stacks of 5.

Spoiler (click to show/hide)
« Last Edit: April 25, 2010, 07:59:20 am by Shima »
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Weight: 718238Γ
Owner: Udil Evonudil, Planter

Oh Armok, the spice.

Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #132 on: April 25, 2010, 09:20:09 am »

You still haven't tested [RANGED:MINING:PLASMA], it would be fun to make them to use mining skill in shooting. I will look into it.

Meanwhile I was able to apply correct materials to deathclaws' nails and teeth, and OH GOD THEY RIP TANKS IN SHREDS.

Well, not really, but I've finally understood the "apply material to ***" and "apply tissue to ***" system completely, so there're no more mysteries and wild guesses for me, and I was able to make deathclaw's nails as sharp as a steel blade. I decreased their size to balance this change. Now they are a bit less dangerous to unarmored enemies and are 100times more dangerous to armored enemies. I was able to take one down with 5 gunners, and it killed 3 of them. A fair trade for me.

Also I've added floaters, radscorpions, large radscorpions, molerats and three-eyed rabbits (someone here wanted them) so you can expect 0.5 soon.
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Deon

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Re: ☢ Wasteland ☢ [0.4] - mutate now
« Reply #133 on: April 25, 2010, 11:41:36 am »

Here's 0.5
Giant ants, radscorpions, giant radscorpions, vanamingo, molerats, radrabbits, giant mantisses, floaters and stuff.
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Vorbicon

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Re: ☢ Wasteland ☢ [0.5] : more critters = more fun
« Reply #134 on: April 25, 2010, 12:27:37 pm »

I have the appropriate components, but no weapon building options appear in the Gunsmith shop.
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