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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162751 times)

Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1365 on: November 26, 2011, 11:58:45 am »

I had different ammo for different guns... It was hard to micromanage the ammo production as hell.

And with with the new version you have to actually ASSIGN ammo types to squads, it would be impossible to have ranged squad with different types of ammo.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1366 on: November 26, 2011, 01:12:29 pm »

yes, but imagine 3 ammo tipes: pistol, heavy rifle and light rifle ammo. just enough, so it does not make you go crazy with micromanagement, but enough to add a flavour to your army. but this would not fit into the overallnes of this mod, so who cares?
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1367 on: November 27, 2011, 03:35:06 am »

So I just updated this mod to 31.25.

Also added the enclave and securitrons on a whim.

So, uh, should I release this?

Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1368 on: November 27, 2011, 04:41:08 am »

As I said, GO AHEAD! :)

I've just updated Genesis so it will take me a while to work on other mods like this one.
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kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1369 on: November 27, 2011, 08:22:21 am »

So I just updated this mod to 31.25.

Also added the enclave and securitrons on a whim.

So, uh, should I release this?

you mean you haven't already? GOOD GRIEF, MAN!
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1370 on: November 27, 2011, 09:02:51 am »

Release it before I release Wasteland 2.0 :).
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1371 on: November 27, 2011, 01:04:21 pm »

What should I call it? >_>

"Putnam's Wasteland"?

kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1372 on: November 27, 2011, 01:13:56 pm »

how about "Wasteland 1.2+ by Putnam"?
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1373 on: November 27, 2011, 01:58:04 pm »

Released.


My only problem is that the worldgen things (which I love very much) aren't there, and seem to slow worldgen to a crawl in 31.25 (undoubtedly due to starvation and such in worldgen). Working on a fix.

Hist. figs: 106446.
Dead: 503.
Events: 59802.

Year: 6.

NobodyPro

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1374 on: November 27, 2011, 06:05:29 pm »

Released.


My only problem is that the worldgen things (which I love very much) aren't there, and seem to slow worldgen to a crawl in 31.25 (undoubtedly due to starvation and such in worldgen). Working on a fix.

Hist. figs: 106446.
Dead: 503.
Events: 59802.

Year: 6.
Looks like overpopulation is your problem here.
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1375 on: November 27, 2011, 06:39:34 pm »

Yeah, I fixed it and updated my upload with it.

Turns out, most of those hist. figs were megabeasts! >_<

EDIT: On a separate note: the mutants are based on super mutants, correct? What would the viability be of having the entire civ be genderless and based around spouse conversion (night creature hunting)?

It seems interesting.
« Last Edit: November 27, 2011, 11:04:09 pm by Putnam »
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1376 on: November 28, 2011, 12:09:19 am »

It won't work in the current version. Civilization creatures cannot be night creatures.
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1377 on: November 28, 2011, 12:15:05 am »

Ahh.

Too bad.

kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1378 on: November 28, 2011, 08:39:39 am »

so, you added the enclave in your version? DLing right now!
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JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1379 on: November 28, 2011, 10:58:09 am »

But...I thought I had put securitrons in forever ago...along with claptraps...the securitrons even had little rocket launchers in their shoulders...
Edit: well huh...I checked Deon's last release...and I guess I never sent him that last robot file...my bad.

oh, and check my version I put up a while ago...it has semi-working North America and Russia worldgen...(well...up to 200 years...any longer and it tends to crash. 

But I did add egg-laying to reptiles and insects, hiveable creatures, and the matching industries, as well as semi-fixing the starvation problem for raiders, mutants, and ghouls.  Mind if I dig though yours to see what you did different?

« Last Edit: November 28, 2011, 11:49:06 am by JediaKyrol »
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