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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163134 times)

JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #795 on: September 23, 2010, 09:20:03 am »

I have a suggestion for adventure mode. The ability to make wooden arrows into flaming arrows using napalm.
how about children into flaming children?  (my favorite horrible fallout thing to do was have only c4 set on a timer in my pack and run past a group of children...when they picked my pocket, I ran back out of blast radius and waited for the hilarity)
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #796 on: September 23, 2010, 02:00:17 pm »

31.14 is out!  yays!  and if we remove the new "undiggable" tag from slade...Slade Shredder Disks!
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rex mortis

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #797 on: September 24, 2010, 01:29:01 pm »

That alone will not make slade a usable material. Also, adamantine is "magic uber stuff" enough for me.
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Because death is peaceful and magma is lovely.

Deon

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #798 on: September 24, 2010, 01:46:52 pm »

I still wait for some upgrades on cities. Wasteland is pretty awesome in adventure mode, and without shops and mayor houses it's pretty unplayable in adv. mode :(.
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #799 on: September 24, 2010, 10:29:52 pm »

Use 0.31.12 if there isn't any cities in 0.31.14.
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Delduvat

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #800 on: September 27, 2010, 01:37:58 pm »

Any news around the Wasteland?
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JagoBallium

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #801 on: September 27, 2010, 05:31:44 pm »

I recently purchased a fallout trilogy pack (Fallout, Fallout 2, Fallout Tactics) so my enthusiasm for the wastes has been revived. Will the Enclave or Brotherhood be included in the mod, or would that be too difficult to mod into the game while still keeping everything working?
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #802 on: September 28, 2010, 09:44:26 am »

I recently purchased a fallout trilogy pack (Fallout, Fallout 2, Fallout Tactics) so my enthusiasm for the wastes has been revived. Will the Enclave or Brotherhood be included in the mod, or would that be too difficult to mod into the game while still keeping everything working?

not as a race, but in spirit...(they're technically both "vault dwellers", BoS was a group founded by survivors from a military bunker & research facility, and Enclave was descended from politicians {scum of the earth})...

I like to think of this as something like a few hundred years after the Great War, where the mutants and ghouls have found a way to breed, and the descendants of the people who lived in vaults have become a society that burrows underground and makes new "vaults", and hoards all advanced technology for themselves (they're the only ones that can make super sledgehammers, lancers, and power armor for example).

I do however typically custom job my military units to "BoS"
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #803 on: September 28, 2010, 10:07:42 am »

I have seen every race have Super Sledgehammers and I have seen wastelanders and only wastelanders make Lancers and Shredders. Is this a glitch?
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #804 on: September 28, 2010, 10:25:13 am »

I have seen every race have Super Sledgehammers and I have seen wastelanders and only wastelanders make Lancers and Shredders. Is this a glitch?

hmm...seems super mutants have the ability to make super sledges...but the others shouldn't be able to...it's not in their permitted weapons...maybe they are trading for them? ...and only Vault Dwellers have access to the gunsmith shop...so...also trade?  I don't know, that is weird, I didn't think trade was that prolific between NPC's

...unless...could the regular smithy be glitching and making them?  could someone check real quick, I'm not at a compy that can handle DF right at the moment...just go forge, iron, weapons, and look at the list for lancers, shredders, chainsaws and such that shouldn't be there.
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #805 on: October 04, 2010, 06:18:02 am »

Vault dwellers have pipe rifles, ghouls & mutants have rifles and wastelanders have shredders and lancers for some reason.

Behemoth's will melt themselves with their breath attack :D
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Deon

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #806 on: October 04, 2010, 07:28:06 am »

Quote
Vault dwellers have pipe rifles
That's because I don't want you to make advanced rifles at bowyer's workshop.
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #807 on: October 04, 2010, 01:27:58 pm »

Quote
Vault dwellers have pipe rifles
That's because I don't want you to make advanced rifles at bowyer's workshop.

yeah, but what we can't figure out is how everyone else is making the advanced weapons...especially when they don't have permission in their entity section...

Behemoth's will melt themselves with their breath attack :D

heh...that's by design...look at a Behemoth and read the description fluff I added.
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nuker w

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #808 on: October 04, 2010, 10:13:44 pm »

Guessing this wont work with .15, due to the new raw tags or something?
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Deon

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #809 on: October 05, 2010, 02:25:48 am »

Ugh, at first, with .16, and then, just add [UNDIGGABLE] to slade. Everything else should work.
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