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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162971 times)

Rumrusher

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1110 on: January 28, 2011, 04:03:53 am »

caravan mode + wasteland mod = wandering merchants?
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1111 on: January 28, 2011, 08:07:00 am »

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.
I googled Gamma World and Project Marrow, both were unfamiliar to me, thanks for expanding my knowledge :). I have to check out the settings.
Scavenger armor and defender armor are both different types of the same "class" of armor, but yeah, making them both wearable is an okay change. I am not sure about adv. mode metal armor crafting: I mean yeah it's more realistic than gun crafting, but I didn't think through where is the best place to get the raw materials.

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?
Yes they are meant to be playable as an adventurer. It was a request a while ago. I'm not sure why do you think that the drones are stronger. Personal experience, RAWs exploring and/or RNG?

caravan mode + wasteland mod = wandering merchants?
Yep, it's gonna be epic (and will require a lot of modding to tool and remake some aspects :)).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rumrusher

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1112 on: January 28, 2011, 12:05:35 pm »

"caravan" mode + wasteland mod = wandering merchants?
Yep, it's gonna be epic (and will require a lot of modding to tool and remake some aspects :)).
like what in mind?
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1113 on: January 28, 2011, 12:08:45 pm »

Well, Toady adds new modding support with every new feature. So I suspect that there will be much more possibilities to make this mod closer to what I have in mind with all the new tools which come with the caravan arc.
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Dimitri

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1114 on: January 28, 2011, 01:22:49 pm »

I googled Gamma World and Project Marrow, both were unfamiliar to me, thanks for expanding my knowledge :). I have to check out the settings.
Scavenger armor and defender armor are both different types of the same "class" of armor, but yeah, making them both wearable is an okay change. I am not sure about adv. mode metal armor crafting: I mean yeah it's more realistic than gun crafting, but I didn't think through where is the best place to get the raw materials.
Well, Scav armor struck me as metal plates sewn on/into leather, so I just used a reaction for 3 'junk', one hide, and so on.
The Defenders struck me as more like the metal armors in the first two Fallout games, so I made them a bit more breastplate-like. Works pretty well, and gives me a fighting chance against power armor. The reaction was something like 5-6 junk.. forgot exactly, but it would take a while to make. I kept the material capped at iron, that way you couldn't make anything 'too' powerful, but it'd give an outsider a fighting chance when they couldn't afford anything decent.

I spend a lot of time on a forum specifically for Post-Apoc tabletop gaming, and we all post loads of pictures and ideas for units/scenery/etcetera, so maybe it would be good for some inspiration?
http://s1.zetaboards.com/Post_Apoc_Wargames/index/

If linking isn't cool, let me know and I'll delete it.
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adwarf

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1115 on: January 28, 2011, 03:12:03 pm »

Deon could you put the ghouls as a playable race
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1116 on: January 28, 2011, 05:28:03 pm »

Well, it's as easy as to move [CIV_CONTROLLABLE] from VD to ghouls. But why? I may add some interesting mechanics and make them playable if you have suggestions for a ghoul fortress.
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adwarf

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1117 on: January 28, 2011, 05:32:27 pm »

because they would be intresting because they would have several castes Glowing ones, Normal semi humans , feral ghouls, and feral ghoul roamers. They would also be on better terms with super mutants but worse with the human races and it would add all sorts of new stuff
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Rumrusher

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1118 on: January 28, 2011, 06:18:46 pm »

Well, Toady adds new modding support with every new feature. So I suspect that there will be much more possibilities to make this mod closer to what I have in mind with all the new tools which come with the caravan arc.
oh the caravan arc. I was wondering about my really poorly made hack that turns someone into a wagon. I wonder if wasteland mod would have something for that support it?
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Fniff

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1119 on: January 28, 2011, 08:14:51 pm »

Hey, this a really great mod.

Just out of curiosity, is it possible to make wagons into wrecked cars? That would be awesome.

For me, I thought this is set in what I like to call "The Weird Wasteland". Because of all the night creatures and such.

adwarf

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1120 on: January 28, 2011, 09:38:19 pm »

for the wagons he would probably change it to metal and the name to wrecked car
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Rumrusher

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1121 on: January 28, 2011, 09:50:08 pm »

for the wagons he would probably change it to metal and the name to wrecked car
a Suv scout moms use only stuck in neutral and hast to be towed every where?
I could put a spin on it, if someone/I make a car creature I could just body swap some creature to it then turn it to a wagon, maybe add a custom chest called trunk so the creature can hold and I can store stuff in it. thanks Adwarf(thanks for clearing that up) and Fniff for the idea.
« Last Edit: January 28, 2011, 09:55:52 pm by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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adwarf

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1122 on: January 28, 2011, 09:52:17 pm »

It was also sort of fniff that helped
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Fniff

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1123 on: January 28, 2011, 10:01:41 pm »

Aw, you give me too much credit!

Ultimuh

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1124 on: January 28, 2011, 11:12:10 pm »

So.. anyone got a good embark group with decent supplies to share? I am kind of confused with all the stuff this mod changes.
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