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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162831 times)

Jeoshua

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1260 on: March 27, 2011, 10:35:30 pm »

Oh, it is...  :P
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I like fortresses because they are still underground.

JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1261 on: March 28, 2011, 05:20:05 pm »

I think I got something...

Spoiler (click to show/hide)

a slime mold that builds food reserves of half-digested material, which you can collect and turn into "wine" (ok...fermented rotten plants and meat...same thing)...also it puts out spores that paralyze creatures!  FUN!
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adwarf

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1262 on: April 13, 2011, 07:03:10 pm »

* Kicks * NO DYING ................................................................................... please
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Aramco

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1263 on: April 13, 2011, 07:09:53 pm »

Quote
[CREATURE:LAND_CORAL]
   [ARENA_RESTRICTED]
   [DESCRIPTION:A mutated slime mold that builds structures resembling underwater coral formations out of a sturdy waxy substance.  It reproduces by spreading poisonous spores that paralyse creatures until a new coral bed forms over the victim.  The active slime can be eaten raw with no ill effects, and the bed containes stored food that can be processed into a delectable wine.]
   [NAME:land coral:land coral:land coral]
   [CASTE_NAME:land coral:land coral:land coral]
   [CREATURE_TILE:'o'][COLOR:6:0:1]
   [NATURAL]

NOES! WHY?!
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Jeoshua

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1264 on: April 13, 2011, 07:37:36 pm »

Because it's a plant.  If you can't kill a plant, you have no business in the Arena.  End of story.
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I like fortresses because they are still underground.

dorfstrom

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1265 on: April 19, 2011, 10:23:52 am »

Going to bring this with me to the cabin over the holidays. Great setting for a mod and a great (I hope, haven't tried it just yet) setting for the DF engine.

Will return with feedback beginning next week.

I realise this question could possibly be better asked in the Lazy Newb Pack thread, but will it work if I delete the 31.25 folder of DF inside the Lazy Newb Pack folder and replace it's files with these? I like the easy access to the settings and switching things on/off in the init files.

Also, are there any glaring bugs or gameplay imbalances (being 31.18) in the DF vers. or in the mod that I should be aware of? I started playing just a week back with 31.25 version.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1266 on: April 19, 2011, 12:16:02 pm »

Well, there are some issues with crutches (dwarves learned to use them in fort mode only in the recent version), so all lame dwarves are like plants (cannot leave hospital), and no grass/grazing, and no eggs, and no plant soap. Otherwise it's okay.

Thanks for bringing it up, now when Genesis is more or less what I want it to be (I will release 2-3 updates soon though) this mod needs some love too :).

Gotta love Deathclaw Egg Omelets :D.
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dorfstrom

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1267 on: April 19, 2011, 12:26:08 pm »

Gotta love Deathclaw Egg Omelets :D.

Nothing is quite like Rosie's. ;)

That is good. Then I will get working on Wastetopia, land of the unfree.
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Aramco

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1268 on: April 19, 2011, 01:41:15 pm »

so all lame dwarves are like plants
and no plant soap.

Are you suggesting that you want to make soap out of your hospitalized Dwarves?

Sounds like Dwarf Fortress to me, that does.

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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

dorfstrom

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1269 on: April 19, 2011, 04:30:33 pm »

How does the mobile factory procreate (seeing as there are only females available) and what do they "eat"?
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JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1270 on: April 20, 2011, 12:15:44 pm »

mobile factory is the "female" of all robots, it makes all other robots.  It runs on a built-in fusion battery and builds robots from stray scrap metal it has other robots bring to it to processes into the necessary alloys.
...game-wise...it doesn't eat, and it just craps out Mr. Handys & Robobrains every now and then as long as another robot is on the map.  Best way to make robots until(if-ever) we can make real creatures in workshops.
I guess if we added some "grass" types like "rusty scrap" and "broken glass" (garbage just under the surface, being exposed by wind and rain)...could make it "eat" that...then not only would you need a mobile factory...but raw materials as well...FUN!
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1271 on: April 20, 2011, 12:17:39 pm »

Good idea. This would make robot-factory handling hard though :P.
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Meanmelter

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1272 on: April 20, 2011, 04:48:18 pm »

Sudden necro? You better be serious Deon <3.
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1273 on: April 20, 2011, 05:59:58 pm »

It's not necro, I didn't mean to stop developing this mod, I just made Genesis update to be a higher priority task.
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dorfstrom

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1274 on: April 24, 2011, 11:19:28 am »

I've had a couple of days of fun playing the Wasteland mod, v1.2b. Took some getting used to playing in a desert/wasteland enviorment, but it worked out pretty good in the end.

Had one fort set up with overland brahmin farms and a pretty rural setup, and another more vault like setup sealed off from the rest of the world. Unfortunately as the noob I am I forgot to secure the scattered water sources in the beginning which lead to the slow starvation and ultimate doom of the entire complex as the poor suckers tried to get outfun.

One thing I pondered while I had my brahmin setup was that grazing would probably be a problem with the .25 grazing thingy. Unless there is some way to cultivate your own underground grass, or feed the brahmin from your farm fields (which could end up with it being better to only stick with basic farming stuff).

The amount of wildlife and wandering animals could probably be upped as far as I've seen. The level of raiders seem fine. Is there any worldgen sliders I could fiddle with that would increase the amount of wandering hostile animals?

Overall I still think the Fallout universe is a great setting for a Dwarf Fortress mod and that the mod is very fun to play in it's current form. Mind you I still have a lot to learn with both DF and the mod.
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