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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163685 times)

Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1395 on: December 16, 2011, 01:00:59 pm »

Yeah, it's a big jump, don't you think? :)

Anyway, plasmah and lahzors are impossible, and I want to make guns a tier 2 weapon. There's no real need in pipe rifles (only if you want to confuse the military screen and stop your marksmen from shooting), so that should go from bow skill to rifle skill to special weapons skill.
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trees

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1396 on: December 16, 2011, 04:06:27 pm »

Aw, I thought I was being original with the rare-mutations-as-castes thing I made up for my weird little unfinished personal project that started as a S.T.A.L.K.E.R. mod and spiraled in to a general post-apocalyptic thing.

Something I'd suggest would be more things that manifest themselves physically than just as stats - they could be much more rare and be things like beaks, quickly-regenerating tissues, varying levels of eyesight, maybe even an additional arm or something. Some of the weirder things may warrant a [CASTE_NAME] change to "mutant" to make picking them out easier. Maybe just for the wastelanders, though, since it may not be appropriate for people who live underground for their entire lives to get as messed up. (I'm not familiar with the Fallout canon and I'm not sure how much you want to stick with it, but yeah.)
« Last Edit: December 16, 2011, 04:45:58 pm by trees »
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1397 on: December 16, 2011, 04:19:20 pm »

I plan to make more interesting mutations, but right now I need a framework :). I know, otherwise it will take me another year to finish.

No beaks though, but scaly skin, regenerating tissue and good eyesight are amongst others. Extra limbs are planned for radiation freaks only which will appear as a skulking/raiding faction later. Supermutants are FEV subjects, and FEV does not do it to clean humans.
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trees

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1398 on: December 16, 2011, 04:27:21 pm »

Extra limbs are planned for radiation freaks only which will appear as a skulking/raiding faction later. Supermutants are FEV subjects, and FEV does not do it to clean humans.

Sounds rad! Really glad to see this thing getting updated.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1399 on: December 16, 2011, 04:36:36 pm »

I guess I forgot to tell that I resprite some creatures as well because they look not good in the Wasteland 1.2:


Some supermutants/elites, a floater,a feral ghoul and a centaur.
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kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1400 on: December 17, 2011, 01:32:56 am »

nice. i redid the draft.
starting tech: basic metal crafting (bars, some alloys), leather, metal armor, improvised weapons (pipes, lawn mover blade, hatchet, etc.) crossbows, bows. the best metal is steel.  the enemies are mostly raiders.

1st mid-tech: guns are discovered, Hunting rifles, Shotguns. weapons production reaches its more advanced state (Batons, machetes, Fire axe, etc.) Raider clans, and slavers begin to attack (like raiders, but better equipped and organised, Slavers kidnap children)

middle tech: Advanced metal crafting (bars, most alloys, advanced combat metals), combat armor, reinforced metal armor, assault rifles are made. Plasteel is discovered. Mutants make an appearance.

2nd mid tech: Advanced assault rifles (name can be changed) are discovered (Fallout 2 wise: G11E), advanced melee weapons (Power fist, super sledge, ripper-gameplay wise, they do not need to be powered, but for RP reasons, let's say that they are)

Hi-tech: The finest guns (Anti-materiel rifle, Gauss rifle) best metal crafting (through advanced alloys, adamantine equivalent is discovered), power armor. the best metal is an adamantine equivalent (i can't think of a better name yet.). Enclave starts attacking.

i believe it's a bit better, but still needs work. what do you think, forums?
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1401 on: December 17, 2011, 04:23:09 am »

I don't think of a good idea how to implement so many rifle types, make them different and dodge the "different ammunition squad does not fire" bug. Ideas?
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1402 on: December 17, 2011, 04:32:07 am »

Force and velocity.

Basically, the finest guns should be something like the anti-materiel rifle (extremely high SHOOT_FORCE, low MAXVEL) and something rapid fire, like a gatling gun or some such (extreme SHOOT_MAXVEL, but low FORCE).

Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1403 on: December 17, 2011, 05:30:29 am »

The problem is, it barely influences the damage. The ammo does, though :).
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kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1404 on: December 17, 2011, 08:33:06 am »

acctually, hunting rifle, assault rifle and advanced assault rifle use the same bullets. the only difference being the melee damage (Hunting rifle=butt, assault rifle=bayonet &butt, advanced assault rifle= katana for a bayonet, super sledge for the butt  ;D ) and shotguns can be ruled out. this leaves:

Crossbow - bolts
Bow - arrows
All guns - bullets
Anti meateriel rifle - AA rounds (as in anti-materiel)

and acctually, we don't need bows. scratch bows and arrows. that leaves a manageable 3 ammo types. 4 if you want something special for the Advanced assault rifle.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1405 on: December 17, 2011, 08:56:47 am »

What's with the "anti meateriel" (anti-material?) rifle? I mean it was nowhere in the original Fallouts, and I don't see much sense in adding it :). Even a gauss gun looks cooler IMHO.

I thought:
1) bow skill - bows/crossbows
2) crossbow skill - rifles and shotguns
3) blowgun skill - pistols.
« Last Edit: December 17, 2011, 08:58:31 am by Deon »
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kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1406 on: December 17, 2011, 08:59:11 am »

What's with the "anti meateriel" (anti-material?) rifle? I mean it was nowhere in the original Fallouts, and I don't see much sense in adding it :). Even a gauss gun looks cooler IMHO.

I thought:
1) bow skill - bows/crossbows
2) crossbow skill - rifles and shotguns
3) blowgun skill - special weapon skill (disc launchers, gauss gun or bozar etc).

yep. like that. but as for anti materiel rifle: Fallout New vegas. otherwise, Fallout 2 BOZAR. but Gauss gun could replace it just as well.
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Putnam

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1407 on: December 17, 2011, 01:46:57 pm »

New Vegas should be included because it has much the same team (and the same lead designer) as the original Fallout 3, Van Buren.

I agree that 1 and 2 should be stuck to, but New Vegas is good to include as well.

kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1408 on: December 17, 2011, 02:00:39 pm »

i second that opinion.

my ego thirds, fourths and fifths it.

my body mass is not so convinced.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« Reply #1409 on: December 17, 2011, 07:28:31 pm »

New Vegas should be included because it has much the same team (and the same lead designer) as the original Fallout 3, Van Buren.

I agree that 1 and 2 should be stuck to, but New Vegas is good to include as well.
Okay again... What do you mean by "new vegas" being included? :P Items? Mobs? Factions?
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