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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163020 times)

Deon

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There will, I have creature graphics but I need to make a tileset and otherwise a bit more time :).
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ZebioLizard2

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There seem to be an issue with peat to coke, unable to make for now despite having both peat, and fuel.
« Last Edit: July 26, 2010, 12:48:47 pm by ZebioLizard2 »
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Meanmelter

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I shall notify everyone, even if that means going door to door.
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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.

Deon

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There seem to be an issue with peat to coke, unable to make for now despite having both peat, and fuel.
I'll check it, thanks. Do you try it at smelter?
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Acanthus117

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Deon, this is one awesome mod. :D

I love you in a totally non gay way, man.

YOU ARE A MODDING GOD.

RESPECK.
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Deon

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Well, that's really weird. Peat even has the reaction listed when you look at it in the Stone menu, but it does not appear in the smelter. I will try to figure it out.

P.S. Thanks Acanthus :D.
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ZebioLizard2

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Issues:

The "Scavenged parts" Don't have their material beside them (like IRON scrap gear just says rough scrap gear) Not really to big an issue, but can be confusing to some, since some may not want to look over the list and memorize it to remember what all gives what.

Unable to use kiln to process worthless animal bodyparts, works on vermin but not after butching up some brahmin

The inventors place requires a lamp, yet is the only place to make one, and the caravans don't seem to trade it.

Am I supposed to use the smelter, or cut them like actual gems to cut the scavenged parts? I'm..not really sure, you have it listed as the smelter, but the smelter doesn't work, but cutting them does.  Or do I cut them first and then smelt them?

Ghouls care about the tree's like the elves?  ???
« Last Edit: July 27, 2010, 10:33:08 am by ZebioLizard2 »
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Deon

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Ghouls care about the nature, yeah. I wanted to see how community likes it. I want players to dislike ghouls like dwarven players dislike elves. And tree quota seems a good reason for that :). Just imagine that they are used to live with small things which twisted nature gives them and they don't want to see "smoothskins" building cities everywhere and killing them. At least majority of them thinks so.

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The inventors place requires a lamp, yet is the only place to make one, and the caravans don't seem to trade it.
Yep. I may rethink it. And you can buy lamps from traders. Vault dwellers should have GEM_PREF so you should be able to order them from your liaisons. I didn't want players to start fortress crafting and plasteel making in the first year (unless you bring lamps on embark :)).

The system is a bit confusing. You cut gems and use them in buildings. I didn't try to rename gemcutter's workshop. I actually plan to make a separate workshop and remove gemcutters/setters totally.

Also if you get your hands on "large" gems, you can "uncut" them in a furniture workshop into two "small" gems.
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ZebioLizard2

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Ghouls are the nice ones though  :P

You could make it so that they instead send out Glowing ones from time to time with their caravans, which decay tree's and the ground and cause sickness in nearby vault Dwellers. Or come along and release feral ghouls from time to time. (Like when the caravan enters, feral ghouls enter with them and are neutral with the ghouls, but attack everything else and stay in the map) To make it more dangerous rather then just an annoyance. Right now as it is it's more dwarfy, but if you make things more dangerous its more fallout, and thus more FUN.

Also the inventors lab could require "Toolset" " Which is made from metalcrafting at the typical metalsmithing area's instead.

I'm also curious, what do you plan on remaking overall? It'd be nice to see what you're planning so I could make some idea's to try and help ya. Since I've been a big fan about each fallout and seeing a dwarf fort mod of it just makes me extremely happy.

Mainly I'd just like to know if you're adding anymore factions, while alot of factions might be a bit clutter, it'd be interesting to see what groups live/die and you wouldn't have the same groups all the time to be around, thus like a post apocalyptic setting would be, survival of the fittest. Although there would always be raiders, no matter what  :D
« Last Edit: July 27, 2010, 02:15:01 pm by ZebioLizard2 »
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Miko19

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Well, ghouls actually seem to treat nature just like humans. They don't give a shit about it  8)
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Deon

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It all depends. It's also not totally fallout-canon, at least now.

You can't make stuff like "bringing feral ghouls" etc. at all. But secretions which cause illness... It is a good idea, really.

I plan to add new factions, but they should be different from existing ones. DF already gives nations different names, so I see no reason to duplicate the same entity with minor changes. I.e. a feral ghoul entity which sieges immediately (like zombies in 40d version did) and enclave which come late but strong are in my plans.
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JediaKyrol

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Yeah, the only people that gave a flip about plants were Harold...and the Treeminders from F3 (Harold because he had Bob growing out of his head...and the treeminders were a plant-cult...who coincidentally worshiped Bob and Harold)  ...so...another "race" of humans with elf-y ways...maybe slightly changed from constantly eating psychotropic sap and Bob-fruit is an idea...
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ZebioLizard2

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Quote
It all depends. It's also not totally fallout-canon, at least now.
Which Is why I was asking what you were adding, or had planned.


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You can't make stuff like "bringing feral ghouls" etc. at all.
Sorry, I do not really know the limits of dwarf fortress. So some thoughts may be to far out. I apologize in advance...Could they bring feral ghouls/Glowing ones as a trade item in cages? Having them in a pit with prisoners would be a fun idea.

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maybe slightly changed from constantly eating psychotropic sap and Bob-fruit is an idea.

Due to eating the fruits of the ghouls inflicted with this special virus, they soon become treelike as well, becoming wooden, and vengeful in the name of nature! Their leaders would be immobile, but have powerful spitting attacks (acidic/poisnous). And if you so much as harm the enviroment in a painful way, begin attacking.

They will take weaponry from any race that they attack and use them against them thus not just being strong defensivly due to their wooden enhanced bodies, but strong offensively at times, and thus being much more painful then elves wooden weaponry.

(Reference, getting splashed by a bit of Harolds blood turns your skin wooden like, thus longtime consumption of fruits/saps could cause it as well if not worse)


Question, is there actual raiders as a civ? I've only seen super mutant ambushes thus far in several world creations.
« Last Edit: July 27, 2010, 04:50:22 pm by ZebioLizard2 »
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Ounce

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There's so much to Dwarf Fortress that I tend to stay away from mods, but I was intrigued enough to give this one a try a few releases ago, and it was absolutely great. It's a perfect theme to add to the game, and one of the best parts was discovering that I changed my architectural style when playing this over DF - my Vaults would try to resemble those in the Fallout games - a big vault door (though this I made three tiles wide with microcline, gold, and microcline to make it all vaultsuity) leading to the "Giant Lock" from Fallout 3 which admittedly was just the trade depot. Lots of corridors, a couple sets of long dormitories replacing actual apartments, lots of little nooks to stick computer terminals in.
Anyway, I had actually tried my hand at making my own tileset for this - I've done a little bit of spriting in the past so I'm not awful, but I'm certainly not that skilled, either. I just couldn't resist having a bunch of little Vault Boy faces running around. I've since lost it by accidentally deleting my Wasteland folder instead of moving it around when I was doing some organizing, though I still do have the template I was doing the initial work in. The bed and nuka-cola caps are pretty gross, and the Power Helmet military icon isn't much better, but I am rather proud of the Vault Face, so because I can,
Spoiler (click to show/hide)

Keep up the good work!
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Deon

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Hey, it's an awesome style!

There're all creature graphics, but I may work with "heads" :). I like it very much.
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