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Messages - Michael_Almeida

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1
This has actually been bothering me for a while. Long ago, I had this CD with a demo for a game. You played as this sort of astronaut, and you had to build robots that you could program or control directly, and one of the enemy types were giant, fireball-spewing ants.

Anyone even hear of this game?
Sounds like Colobot.

Yeah, that's it. Thank you!

2
This has actually been bothering me for a while. Long ago, I had this CD with a demo for a game. You played as this sort of astronaut, and you had to build robots that you could program or control directly, and one of the enemy types were giant, fireball-spewing ants.

Anyone even hear of this game?

3
Now I see the problem. I was using winmerge and never noticed the item_body file.

4
So these files effectively remove most clothing types for some reason, and the entity files actually seem to be supposed to give them clothes that don't exist.

Code: [Select]
[ARMOR:ITEM_ARMOR_SURCOAT:FORCED]
[ARMOR:ITEM_ARMOR_TABARD:FORCED]

I think you need to take a closer look at your files.

5
So question: The latest revision seems to have a large number of new reactions in the entity files.

Code: [Select]

<><><><><><><><>    Reactions & Buildings <><><><><><><><>

[PERMITTED_BUILDING:PIT_BLOOMERY]
[PERMITTED_REACTION:1_IRON_ORE->-SMALL_BLOOM]
[PERMITTED_BUILDING:CHIMNEY_BLOOMERY]
[PERMITTED_REACTION:4_IRON_ORE->-LARGE_BLOOM]
[PERMITTED_BUILDING:BLAST_FURNACE]
[PERMITTED_BUILDING:MAGMA_BLAST_FURNACE]
[PERMITTED_REACTION:SMELT_IRON_ORE_BLAST_FURNACE]
[PERMITTED_REACTION:SMELT_IRON_ORE_BLAST_FURNACE_COKE]
[PERMITTED_BUILDING:CRUCIBLE_FURNACE]
[PERMITTED_REACTION:IRON->-RAW_CRUCIBLE_STEEL]
[PERMITTED_REACTION:MAKE_CRUCIBLE]
[PERMITTED_REACTION:GLASS->-GLASS_POWDER]
[PERMITTED_BUILDING:FINERY_FORGE]
[PERMITTED_BUILDING:MAGMA_FINERY_FORGE]
[PERMITTED_BUILDING:TRIP_HAMMER]
[PERMITTED_REACTION:4_PIG_IRON->-SMALL_BLOOM]
[PERMITTED_REACTION:16_PIG_IRON->-LARGE_BLOOM]
[PERMITTED_REACTION:RAW_BLOOM_SMALL->-BLOOM_SMALL]
[PERMITTED_REACTION:RAW_BLOOM_LARGE->-BLOOM_LARGE]
[PERMITTED_REACTION:RAW_BLOOM_LARGE->-RAW_BLOOM_SMALL]
[PERMITTED_REACTION:BLOOM_SMALL->-BARS]
[PERMITTED_REACTION:BLOOM_LARGE->-BARS]
[PERMITTED_REACTION:METEORITE->-BARS]
[PERMITTED_REACTION:IRON->-STEEL]
[PERMITTED_REACTION:IRON->-PIG_IRON]
[PERMITTED_REACTION:STEEL->-PIG_IRON]
[PERMITTED_REACTION:STEEL_PATTERNED_START]
[PERMITTED_REACTION:CONTINUE_HAMMERING_FINERY]
[PERMITTED_REACTION:CONTINUE_HAMMERING_TRIP_HAMMER]
[PERMITTED_REACTION:CHARCOAL->-CHARCOAL_POWDER]
[PERMITTED_REACTION:MAKE_STONE_ARROWS_LEAF]
[PERMITTED_REACTION:MAKE_STONE_ARROWS_BROADHEAD]
[PERMITTED_REACTION:ENT_IRON]
[PERMITTED_REACTION:ENT_STEEL_PATTERNED]
[PERMITTED_REACTION:ENT_STEEL_CRUCIBLE]
[PERMITTED_REACTION:ENT_METEORIC_IRON]
[PERMITTED_REACTION:RESERVE_1]
[PERMITTED_REACTION:RESERVE_2]
[PERMITTED_REACTION:RESERVE_3]
[PERMITTED_REACTION:RESERVE_4]
[PERMITTED_REACTION:RESERVE_5]
[PERMITTED_REACTION:RESERVE_6]
[PERMITTED_REACTION:RESERVE_7]
[PERMITTED_REACTION:RESERVE_8]
[PERMITTED_REACTION:RESERVE_9]
[PERMITTED_REACTION:RESERVE_10]

Considering that the files provided do not include reactions or buildings, I believe this might be something left in by mistake.

6
Will this mod be updated to 40.13? It looks really good.

It hasn't been updated in a while. Then again with all the work involved in mods this complex, and how busy I imagine Deon is with other things, it might take a while.
Still, I'm really looking forward to it.

7
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 21, 2014, 08:09:24 pm »
The ceramic armor would take the niche by being hard and light, but the kevlar is a good idea as well. I could make it require polymers + sulfur. This way you would be able to make advanced light armor without boron/silicate bearing minerals.
My idea was along the kevlar-lined trenchcoats to go over certain kinds of armor (i.e.: NOT power armor), or for the production of gloves and other articles of clothing. I don't know how much combat armor covers, so my idea was that kevlar equipment could close the gaps until your settlement can salvage or produce power armor.

8
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 17, 2014, 09:59:42 pm »
Here's a thought: Kevlar production. Could there be a simple way of making the stuff at a later stage of the game for the manufacture of more advanced pieces of armor?

9
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 15, 2014, 04:56:46 pm »
BTW, the WH40k Underhive Mod has some chemical reactions vaguely similar to wha you might want to have here.
http://www.bay12forums.com/smf/index.php?topic=120494.0
Speaking of the Underhive mod, perhaps there can be a method to turn stronger kinds of alcohol into disinfectant for medical use?

10
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 14, 2014, 02:55:34 pm »
Sweet, North America's lookin' great with proper temperatures!
It sure does, the only issue is when some unique faction spawns in Kuba :).

I've decided not to overcomplicate chemistry, so here's what I have so far:



Honestly, I like it.

11
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 08, 2014, 07:38:05 pm »
-snip adjustments to coke production snip plastic production snip-

-snip-
I'd have to see it first, but I'm leaning on too far. One reason is that embark would need coal and in general it's hard fo find a "jackpot" of resources.
-snip-
But that said, I'm curious to see what you'll do in terms of chemical industry.

I do think it's a bit much, but it's still an interesting idea.

Quote
I'd have to see it first, but I'm leaning on too far. One reason is that embark would need coal and in general it's hard fo find a "jackpot" of resources.
-snip-
The plastics will be required in production of high-level alloys and almost any electronics. You will be able to scavenge for plastics but if you want a reliable supply and ability to make your own robots, you need to be either lucky with scavenging or establish your own production line.

I've just introduced paper and I am testing the research mechanism. I'm able to find pre-war books and holodisks; then a "scientist" (renamed alchemist) sits in his lab and studies those. They have a chance to break and a very low chance to net you research notes. The books are less reliable than holodisks in that regard, but they are more frequent.
-snip-

I really like how this is going. Watching this makes me want to get back on the modding saddle.

12
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 06, 2014, 08:42:58 pm »
I am not really sure if people will accept italics in font though or not.

At first i was like "heh, it's totally ok", but then i did quick survey and finished with a proposal:
Why don't make text look like an interface of Pip-boy? Here's how this should look like. Duerer font doesn't fits the idea quite well, but i think you got the point
UPD: and no, it's not custom colour scheme, just letters painted green
Spoiler (click to show/hide)

That idea isn't half bad, but depending on how many letters are used in custom workshops or creatures aren't supported by the graphics pack, it might look rather off at times. In fact, if the graphics pack ends up using the punctuation as grass for terrain, it wouldn't look too great, though I'm guessing that's not the case.
Still, if done well, that looks like it could be awesome.

13
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 04, 2014, 09:15:10 pm »
-snip-
Michael_Almeida's suggestions sound very similar to what was implemented there, and I think the addition of specialized salvage would be a good idea. The ability to seek out specific resources would be an improvement, in my opinion; a player could search the caverns for specific types of salvage for the industries he needs rather than just gather salvage and hope what he needs shows up sooner or later.

Not going to lie: I did take that idea from the Fallout: Equestria mod. I still think that it did a lot of awesome things with it's systems. Of course stuff like magic doesn't even remotely fit here, but I still think that different scrap heaps giving different items would be a great touch.

14
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 04, 2014, 05:34:42 pm »
I'd like to present some suggestions pertaining to equipment and research:

Spoilered to shrink down the post.
Spoiler (click to show/hide)

15
PTW.
Also, do you have any plans to bring back some of the DFHack-enabled boosts (e.g.: Power Armor and flamethrowers), and the wider system of scavenging supplies and weapons from scrap?
Da.
Awesome.

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