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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 163627 times)

JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1470 on: December 22, 2011, 01:46:14 pm »

There invisable. :D

great...now I'm going to have invisible spider nightmares
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Pokon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1471 on: December 22, 2011, 02:19:20 pm »

There invisable. :D

great...now I'm going to have invisible spider nightmares
As apposed to invisable Super mutent nightmares?
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1472 on: December 22, 2011, 03:10:39 pm »

Putnam, could you stop quoting random jokes without reading further? :P I can google wiki too.
Quote
Heheh. I know they are lab animals, but I don't really get WHAT could be the base DNA they are based on. Probably something totally twisted, too much to be recognizable.

Who knows? One could barly call a Deathclaw a lizerd, could we?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1473 on: December 22, 2011, 07:31:48 pm »

Here's a better look at that world map:
Spoiler (click to show/hide)

I will definitely work on it more.
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fred1248

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1474 on: December 23, 2011, 05:34:20 am »

I lol'd so hard when I saw 'vanamingo'  :P
I knew Deon is from Russia, but still, it was pretty funny.
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Break his other leg.

Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1475 on: December 23, 2011, 06:07:52 am »

Vanamingo? Where? :P
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1476 on: December 24, 2011, 04:46:59 am »

We're getting closer to the first release :).

- Added joints to quadruped creatures.
- Removed domestic animals: cows, horses, mules, pigs, donkeys, cats, dogs, goats, sheep.
- Added domestic animals: iguanas, brahmin, bighorners, dogs, molerats. All with castes-mutations.
- Added proper deathclaws, floaters, wanamingos, centaurs, feral ghouls, giant radscorpions, radscorpions.
- Removed vanilla plants.
- Restored Wasteland 1.2b plants.
- Added agaves, barrel cactus fruit, prickly pear fruit, maize, banana yucca, buffalo gourd, pinto beans, pine nuts, walnuts.
- Added "bread" material to appropriate plants, added bread baking.
- Made the World Map script to stop spitting out rejections one after another (it generates on the first try now).
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kerlc

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1477 on: December 24, 2011, 07:46:11 am »

yay! merry christmas, Deon! have a good one!
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chemioterapia

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1478 on: December 27, 2011, 10:58:40 am »

Oh sh**. Blast furnace is bugged for me, i made 600 steel bars from one reaction :C. And my dorf used 600 iron to do this.
Metal beds, same.
« Last Edit: December 27, 2011, 11:12:28 am by chemioterapia »
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Pokon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1479 on: December 27, 2011, 12:01:55 pm »

Wooh! The best parts of the holiday season, after all, is spent surviving the winter while the AYG attempt to drink all the Nuka Cola.
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UltraValican

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1480 on: December 27, 2011, 12:05:54 pm »

Deathclaws are sentient ,right?
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1481 on: December 27, 2011, 12:28:37 pm »

Oh sh**. Blast furnace is bugged for me, i made 600 steel bars from one reaction :C. And my dorf used 600 iron to do this.
Metal beds, same.
Is it in my mod or Putnam's update? anyway it's just a product dimension issue, nothing like this will happen in the new mod.

Deathclaws are sentient ,right?
Only specific ones from one vault in Fallout 2. So they MAY mutate to get sentience if trained properly, but the wild ones are still like animals (like feral people: if you let a man to grow alone in the wild or among other people who don't know how to talk or any civilization, they will be like animals).
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Pokon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1482 on: December 27, 2011, 12:30:44 pm »

Unfortunatly, some are. The only thing keeping them from takingover the world is the existance of even more deadly creatures underground. :o

Also, I am thinking about what a super mutent equivualent to a Deathclaw is. I am horrified.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1483 on: December 27, 2011, 01:09:34 pm »

Deathclaw are already supermutants of sort (FEV mutated).

And they are unlikely to become intelligent by themselves.

1) They are primary predators so there's no need to learn something to be dominant. They need a numerous and really dangerous enemy to start thinking.
2) It's believed that the first tool was a weapon, a simple club. The deathclaws already have great natural weapons.


All in all, normally they can become new planet main race, but it would take hundreds, thousands or million years. But with the variations of FEV and radiation they could do it quicker.


I will make a skulking deathclaw race :P.
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Pokon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1484 on: December 27, 2011, 01:15:53 pm »

Quote
I will make a skulking deathclaw race .

EVEolved Deathclaws? ;D

Oh, and any plans for the varying horrors of the big MT? I would love to here of someone stumbling apon some Tunnelers and getting utterly mauled. :D


...........This game is doing terrible, terrible things to me. I love it!
« Last Edit: December 27, 2011, 01:54:10 pm by Pokon »
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