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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163152 times)

JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #750 on: September 18, 2010, 08:49:33 am »

got a rather serious glitch, with a number of the robot's that have brain cases/domes, upon embark, their heads/brains immediately melt, though it doesn't seem to affect them at all.....

ok...that one's my fault...I prolly put an extra 0 in medigel temperature...and left [NOTHOUGHT] on...gimmie a bit to fix, I'll post it here and send to deon to add in later.   
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #751 on: September 18, 2010, 09:23:55 am »

What does medigel do?
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kilakan

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #752 on: September 18, 2010, 10:16:36 am »

Due to the fact that there is puddles of it all over my fort with no actual harm done to my units, apparently nothing.
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #753 on: September 18, 2010, 10:48:22 am »

What does medigel do?
Due to the fact that there is puddles of it all over my fort with no actual harm done to my units, apparently nothing.
yeah...it was initially supposed to be a secondary blood...but the game wouldn't let me have two circulatory systems...so I changed it to a gelatin "buffer" tissue between the glass dome and the brain...but thanks to a stupid temperature mistake...it is acting like a fat dwarf in a fire...fat oozes out while organs undamaged.

Ok...I fixed it...just told it to use default fat temp...here you go.

https://docs.google.com/leaf?id=0B_XXanvdpNXLNDA3NDgwOWEtYzA0Ny00MzA5LWIwYWYtMWFmMTdjNWFjMWYy&hl=en&authkey=CKGSppcL

It's weird...I just never noticed it before...I guess since it didn't kill them, and it heals after a short while...iunno...but is fix now...sorry guys

...anyone have any suggestions for the bots?  population rates, stats, new models (after seeing skags...I'm thinking of throwing in claptraps...I love those little guys)...anything?
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kilakan

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #754 on: September 18, 2010, 10:53:13 am »

well I feel bots are insanely OP atm, I just had 2 war robo-brains defend against 12 zombie bramhin without taking any damage... then again what's a zombie cow gonna do?  Perhaps you could make a secondary race of 'trap' type bots, like mines that are very slow, explode upon being hit, and reproduce quickly, because i'd love to be able to tie-up 'mines' all over the area, so ambushes get blown to bits if they attack them, seems very fallout to me.
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #755 on: September 18, 2010, 10:56:04 am »

well I feel bots are insanely OP atm, I just had 2 war robo-brains defend against 12 zombie bramhin without taking any damage... then again what's a zombie cow gonna do?  Perhaps you could make a secondary race of 'trap' type bots, like mines that are very slow, explode upon being hit, and reproduce quickly, because i'd love to be able to tie-up 'mines' all over the area, so ambushes get blown to bits if they attack them, seems very fallout to me.

that's a freaking awesome idea!  Then I could give them an insanely high pop ratio, that way making the other bots rarer and also adding in a danger for adventure mode!
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kilakan

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #756 on: September 18, 2010, 11:00:19 am »

aye and maybe a rare caste called turrets, maybe MkI Mk II Mk III, ect, that have breath attacks, that way if you ring your compound with them, occasionally the outside world will catch fire (or freeze, or have the wildlife get poisoned and spontaneously blow up from rotting hearts.)
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #757 on: September 18, 2010, 11:05:37 am »

Is it even possible to have mines or turrets? (Fakeedit) What do Mobile Factories do? Give birth to other robots? And if so how do you make them breed?
« Last Edit: September 18, 2010, 11:13:56 am by Dwarf mc dwarf »
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kilakan

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #758 on: September 18, 2010, 11:20:48 am »

you need a 'male robot' (aka anything that isn't a mobile factory,) and a moblie factory, then the mobile factory will 'give birth' to shells which grow into robots.
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #759 on: September 18, 2010, 11:24:39 am »

Is it even possible to have mines or turrets? (Fakeedit) What do Mobile Factories do? Give birth to other robots? And if so how do you make them breed?

well...robot mines are just a creature with a syndrome attack that also affects itsself...and for robo-turrets...you would have to chain it up...or wall it in with fortifications...as it is still technically an animal.

Mobile factories "birth" robots, yeah...they work like every other animal...magic spores from a male make the female pregnant no matter where she is...I added a fluff description in the creature info...but that's all it is...you need at least one other robot of a "male" caste.


(edit) ok...here's a rough for spidermines...how's it look?
Spoiler (click to show/hide)

I still need to break it up and then test it in game...but can't right now.
« Last Edit: September 18, 2010, 11:35:44 am by JediaKyrol »
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #760 on: September 18, 2010, 11:32:54 am »

Maybe with mines there could be a really hot material in them and a really heat resistant casing that keeps it in? (Similar to the iron man thingy)
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kilakan

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #761 on: September 18, 2010, 11:34:18 am »

that would cause them to repeatedly blow up, I don't think that makes sense.
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #762 on: September 18, 2010, 11:40:24 am »

How about if it just had a really hot iron man gas?

(edit)Can vault dwellers in fortress mode start with rifleman or gunslinger skill? Because I only see bowman, crossbowman and archer.
« Last Edit: September 18, 2010, 11:59:16 am by Dwarf mc dwarf »
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JediaKyrol

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #763 on: September 18, 2010, 12:00:27 pm »

that would cause them to repeatedly blow up, I don't think that makes sense.

crap...yeah...I need to make a separate syndrome effect for the attack that is instantly fatal to them.

How about if it just had a really hot iron man gas?

(edit)Can vault dwellers in fortress mode start with rifleman or gunslinger skill? Because I only see bowman and archer.

but then they would only blow up if you hit them...fine for NPC's but adventurers would just walk past them.

Bowman is gunslinger, Crossbowman is rifleman, Archer is modifier for both...DF only applies the jobname gloss after char-gen.
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Medicine Man

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Re: [0.31.12] ☢ Wasteland ☢ : 0.99b test release, see the last replies
« Reply #764 on: September 18, 2010, 12:06:13 pm »

The only blowing up if you hit them would be good for spider mines in my opinion, because they would be getting hit by things all of the time.
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