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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162972 times)

adwarf

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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
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Deon

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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.
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guale

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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.
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JediaKyrol

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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...
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dennislp3

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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
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noob

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

all the shrubs...dead in a month :'(
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Randy Gnoman

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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.
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Lord Shonus

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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?
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Deon

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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 :).
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Randy Gnoman

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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.
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Dimitri

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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.

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Meanmelter

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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?
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Deon

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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).
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Dimitri

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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.
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Angel Of Death

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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?
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