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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163742 times)

Meanmelter

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #300 on: June 06, 2010, 08:40:17 am »

I dunno how to bring the FWE screen up :-[
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Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #301 on: June 06, 2010, 10:41:41 am »

Site Downloading again, also some other things like this sound thingy.

Anywho, Are Forgotten Beast regenerated at your fort? I found a Behemoth MK-I that has killed around 250 Forgotten Beast 'Listed as Unknown Creature'
It appears most of them have killed Tons of 'Unknown Creatures'
Unknown creatures appear due to worldgen culling. Is your culling on?
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Meanmelter

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #302 on: June 06, 2010, 11:05:14 am »

Site Downloading again, also some other things like this sound thingy.

Anywho, Are Forgotten Beast regenerated at your fort? I found a Behemoth MK-I that has killed around 250 Forgotten Beast 'Listed as Unknown Creature'
It appears most of them have killed Tons of 'Unknown Creatures'
Unknown creatures appear due to worldgen culling. Is your culling on?
Whatever the default is, I'll change it when I go and create a Desert Map
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

TheNewerMartianEmperor

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #303 on: June 07, 2010, 02:23:57 am »

How do you use the mapscript for the US?
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #304 on: June 07, 2010, 03:57:28 am »

Oh man! I forgot to add world_gen.txt when I made the update to 0.31.05 :(.

Anyway wait a bit, I am now working on 1.0 and I will upload it within an hour or two.

That's where some outside help would be good.

I replace all gems with scavenging components and add them to soil too.

Examples included:
- copper wiring
- antenna
- broken radio
- medical equipment
- old toaster
- battery
- tinfoil
- chrome motorcycle pipe
- lead pipe
- iron gear
- old roadsign
- energy cell
- electronic parts

I would like more suggestions. I didn't sleep the whole night so my imagination is a bit short.
« Last Edit: June 07, 2010, 04:00:47 am by Deon »
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Keilden

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #305 on: June 07, 2010, 04:03:21 am »

Chainsaw blades
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TheNewerMartianEmperor

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #306 on: June 07, 2010, 04:26:17 am »

Are you going to add the Brotherhood of Steel to the game? I mean, it would be pretty awesome to see them again... oh god, you could end up with a BoS civilization run by something that's pretty much Liberty Prime.

Edit: Hmm... thinking about it.. would it be possible to make a sort of wierd computer caste leader thing for an enclave faction?
« Last Edit: June 07, 2010, 04:51:08 am by TheNewerMartianEmperor »
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #307 on: June 07, 2010, 04:57:11 am »

Well, you could restrict specific castes during worldgen to positions, but seeing computers appearing with sieges ... :/. Well, I guess it's ok if they are on legs and with guns, but then it's just like a robot (like Frank Horrigan).

Anyway the short answer is no, for 1.0 I want to flesh out existing races and stuff (and for following patches).

However I consider adding them once I make a reasonable production line for hi-tech items.


But the main reason is that currently as you know there's some problem with using ranged weapons, and sending your soldiers meleeing enclave guys with heavy guns is not fun :/. So we have some time to flesh out existing stuff till it's fixed :P.
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TheNewerMartianEmperor

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #308 on: June 07, 2010, 05:01:01 am »

Oh, okay.... hmm... for production line maybe you could use a kind of workshop that makes power cells which are required for the high tech items... which might also require scavenging components, depending on just how high tech they are...
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #309 on: June 07, 2010, 05:20:17 am »

The question is: which kind of hi-tech items? :P No energy weapons are possible and you cannot make usable armor in workshops...

So for now most of components are required for more advanced workshops. I.e. a computer terminal requires green glass, electronic parts and copper wiring.
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TheNewerMartianEmperor

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #310 on: June 07, 2010, 05:27:43 am »

I'd have to say that those super fusion batteries what make chainsaws go forever count. :P But, really, I think that a lot of what you could call high tech devices are really lesuire items of the sort that it's really hard to do anything meaningful with, or vehicles... too bad you can't make custom furniture, like couches.
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Once tried to conquer Earth, and succeeded! Too bad it got really, really boring, really, really fast.

One day, we shall all look back on this, and laugh. Sorry about the face, by the way, and the legs, and the eyes, and the arms. In fact, sorry 'bout the whole body.

rex mortis

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #311 on: June 07, 2010, 05:50:14 am »

Have you made bauxite an ore of aluminium? While dwarves may not have the requisite technology to extract aluminium from bauxite, 3rd Millennium humans most definitely have. The only question is if they have enough power.

I am thinking of a megaproject that requires quite a pit of aluminium.
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Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #312 on: June 07, 2010, 06:02:12 am »

Yeah now it's an ore of Aluminum, and there's Cobalt too.

But all ores are 10x more rare now. I thought it would be silly to have tons of raw metals everywhere in a resource-poor world. However there's a lot of scrap metals around (gems) which you still can mine and smelt. Also you have a choice either to smelt robot/engine parts into metals or disassemble them with a much lower chance to get metals but get some useful components.
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rex mortis

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #313 on: June 07, 2010, 07:37:55 am »

I could not extract the .zip correctly, for whatever reason. One application gave me error messages and another did not show the contents of the .zip at all. Odd, considering I can extract your Genesis mod without problems. Do you have any advice?
« Last Edit: June 07, 2010, 07:39:39 am by rex mortis »
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Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #314 on: June 07, 2010, 07:57:46 am »

Wait a bit for 0.9. Check if you can extract that.
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