Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 72 73 [74] 75 76 ... 105

Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162984 times)

adwarf

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1095 on: January 17, 2011, 09:59:47 pm »

Ah why not just have the ammo for know and make a type for energy weapons which should be acheiveable by messing with the temp of the ammo
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1096 on: January 17, 2011, 11:34:07 pm »

It wouldn't be possible, because otherwise they would ignite quivers. And is there a point in "iron" energy shots? :) We have no more burn/heat/cold damage. Also it's not exactly Fallout, I wanted a bit more realistic weapons (at least until we get something like burn damage back ;D).

In 40d we had much more control over weapons. I could make a burn damage bullet which has a "stick chance" of 0, it means that all shots disappeared. Now we can't do it.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

guale

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1097 on: January 18, 2011, 02:24:03 am »

Could you make custom reaction quivers with a low fixed temp to hold them and give the ammo a low ignition point, low boiling point, and high stuck in chance? Might want to leave off the ignition point I guess, just to keep it balanced.
Logged

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1098 on: January 18, 2011, 11:37:43 am »

Could you make custom reaction quivers with a low fixed temp to hold them and give the ammo a low ignition point, low boiling point, and high stuck in chance? Might want to leave off the ignition point I guess, just to keep it balanced.

new DF just doesn't let us do that now...we gotta wait for Toady to fix it...and Dungeon Masters...and wagons...  They worked once...but are now broken until whenever...but we can dream of the day you can make rocket launchers again...
Logged

dennislp3

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1099 on: January 18, 2011, 09:22:39 pm »

well I hope that part of this caravan/trading update is also some long standing bug fixes....but even if it isn't the version after 3.20 (3.19 will most likely be bugged all to hell and 3.20 will be the hotfix) is supposed to be a bug fix release
Logged

noob

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1100 on: January 22, 2011, 03:55:11 am »

all the shrubs...dead in a month :'(
Logged
LOSING IS FUN!

Randy Gnoman

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1101 on: January 23, 2011, 03:30:55 am »

I think there's some problem with the "make metal bed" reaction.  It may be covered elsewhere in the thread, but:  I just tried to make one metal bed, and ended up with 150.
Logged

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1102 on: January 23, 2011, 03:41:07 am »

Did you get the bar back, by any chance?
Logged
On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1103 on: January 23, 2011, 03:42:07 am »

all the shrubs...dead in a month :'(
Do you mean shrubs died of a too hot weather?

I think there's some problem with the "make metal bed" reaction.  It may be covered elsewhere in the thread, but:  I just tried to make one metal bed, and ended up with 150.
Huh, are you sure?

Spoiler (click to show/hide)
It says 100% chance of making 1 bed... Weird. I will test it, but I think it worked properly :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Randy Gnoman

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1104 on: January 23, 2011, 03:02:33 pm »

Oh- I think I know what the problem is.  This is what the reaction looks like in my raws:
Spoiler (click to show/hide)

1 bar instead of 150- so that's probably where the error was.  It was making one bed, but one bed per unit of metal, with 150 units of metal per bar.  Must've been something you fixed already, if your copy looks right- but I checked, and the download link in the first post (at least for the graphical version), leads to a version including this reaction- not the one you posted.

Anyhow, thanks for this fun mod.  I'm really enjoying tossing trapped mutants and raiders into my skag pit.  It's a refreshing change from tossing goblins into a dog pit.  Now... I've just got to go figure out how my 30 or so vault dwellers, can use 150 sterling silver beds.  I expect there will be some melting going on.
Logged

Dimitri

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1105 on: January 25, 2011, 05:46:34 pm »

Pretty much just joined to thank you for all of your hard work modding!
Wasteland is arguably my favorite way to play DF, and reading through the RAWs for it and Genesis has taught me quite a bit about modding myself.
Nothing quite like a group of Wastelanders scraping a camp together and fighting to survive.

Seeing as the Vault Dwellers are the most technologically advanced, why not give them some kind of heavy-duty anti-material rifle to set them apart from the other factions?
Size 400-500 ammo with high penetration would set it apart from the AR, maybe higher shooting force for the rifle itself?
Few times I've tried to add something similar, the game's crashed on me.. maybe I went above a certain integer. I have no idea.

Logged

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1106 on: January 27, 2011, 12:01:30 am »

We try to keep it in a way, accurate to a real Fallout vault. Now why would a vault have such a high-powered weapon anywho?
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1107 on: January 27, 2011, 12:14:48 am »

There will be an entity like enclave with overpowered guns, but original vault dwellers are not military secret base inhabitants. They do have high technology, but no superweapons (yet).

Still, it is easy to mod such a weapon for yourself in if you really want it. If you don't know how, I'll show you a bit later (a bit busy here :P).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dimitri

  • Bay Watcher
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1108 on: January 27, 2011, 02:00:05 pm »

I've actually been using the Wastelanders in fortress mode (With lower technology than the Vaulties, of course), so the weapons would be strictly through (expensive) trade, or slaughtering power-armor clad soldiers.
No easy task, considering most of my fortresses are limited to weaker metals for extended periods.

Actually, even with the Fallout creatures and the like, Wasteland struck me as more a cross between The Morrow Project and Gamma World.. that may just be me, though.

The biggest personal-taste changes were adding metal weapons and armor in Adv-mode reactions, and making Scavenger armor wearable under Defender armor.
Just struck me as the right thing to do.
Logged

Angel Of Death

  • Bay Watcher
  • Karl Groucho?
    • View Profile
Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1109 on: January 28, 2011, 01:17:08 am »

Errrrr.... Am I meant to be able to play as Xenomorphs?

(extremely fake edit) Drones are stronger than warrior Xenomorphs. Is this supposed to happen?
Logged
99 percent of internet users add useless, pulled out of arse statistics to their sig. If you are the 1%, please, for the love of Armok, don't put any useless shit like this in your sig.
Hidden signature messages are fun!
Pages: 1 ... 72 73 [74] 75 76 ... 105