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Messages - Deon

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631
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 09, 2014, 11:22:38 am »
Oh, I did not know Google Scholar even existed. Thanks a lot!

P.S. So we could fantasy around and say that we need an aluminium product, a polyester-level product and some additional adhesives to make a ceramic material suitable for armor.

632
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 09, 2014, 10:49:41 am »
Of course I am planning ceramic armor and blades, however I haven't found a good source of information about their production and did not think how to simplify it enough to fit in the game.

If you have any suggestions or knowledge about the matter, it would be awesome.

633
This looks amazing, I will definitely play it this evening and give you some feedback :). Thank you very much for your dedication!

634
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 08, 2014, 03:38:55 pm »
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.
The coal is pretty abundant, there's just one type of "coal" now and it's found in many places. You will also be able to scavenge for geological crates which bring coal among other minerals.

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.




635
Mod Releases / Re: meskion's magic mode
« on: September 08, 2014, 02:41:16 pm »
This sounds cool, please go on and amaze us more! :)

The only issue I can see with alchemist is that items from weird materials wouldn't be stored in appropriate stockpiles.

636
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 08, 2014, 02:37:32 pm »
I have a few maybe stupid ideas, let me know if you think it would be too complex.

Normal coal to coke reaction would stay, but produce small amounts of coke.

Then there would be a refinery which produces coke, coal tar and propane/ethane to barrels.

Coal tar could be turned into naphtalene which can be used in different ways.
Propane/ethane could be turned into propylene and ethylene in steam cracker units.

Then you could mix naphtalene (actually PTA ("purified terephthalic acid"), but I don't want to make another chem reaction here) and propylene/ethylene to get polyester and complex plastics. Basically with such technology natural coal would be a source of a lot of products including materials for clothing and items.

Do you think I am going too far or would it work?

637
I would say that they should value cooperation and self control, what's with the global overmind idea, and care about independence much less (it should be probably negative). I also don't know why you decided to give them +50 in martial prowess, it would suit orcs more.

Thanks for patching it up by the way :).

638
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 08, 2014, 12:04:25 am »
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Just use INORGANIC:EVIL_CLOUD_1 etc, however it may bring weird results if you generate a world without evil clouds.

639
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 07, 2014, 03:06:26 pm »
That's the current research tree, I have implemented it partially. I would not mind some suggestions on the tech progression, I try to make research a time consuming process but I don't want a few dozen workshops, so I need to plan it carefully.


640
Mod Releases / Re: EÄ (Lord of The Rings) [1.3]
« on: September 07, 2014, 02:30:20 pm »
I haven't got any feedback for this mod lately, and that's usually what keeps me going despite of my RL job and family :). Thanks for bringing it up, if there are other interested people please let me know and it will spark my interest to update and maintain it for sure. The main issue of many mods is that there are silent lurkers who enjoy the content but the modmaker thinks that nobody cares and stops releasing updates.

If you could share your findings regarding the worldgen for 0.40.x, it would help a lot.

641
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 07, 2014, 03:55:46 am »
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.

@Duerer: It's a nice idea, however I don't like the too-dark letters (like red). Playing around with colors may help with that.

@Michael_Almeida: I don't use letters in workshop, in fact as soon as Text will be Text is updated for DFHack for the latest stable version of DF, I will make custom icons for every item.

642
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 06, 2014, 09:31:42 am »
I was thinking about going with my own tileset for the graphics version and Duerer's for ASCII.

This is what I have so far:

I am not really sure if people will accept italics in font though or not.

643
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 06, 2014, 08:07:06 am »
Why did you leave in files from an exported map in the download link? It adds 179 mb to it.
Oops. I was testing results of worldgen by anylyzing legends and forgot those files. Thanks a lot, I've fixed it!

644
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 05, 2014, 04:25:18 pm »
In that case, Lye Maker is fair game too. Or maybe stuff like trapping. As long as you don't make any vermin traps, you're good.

No supermutants in this mod?
Grunts are genetically engineered supersoldiers, I plan to redraw their tiles from the supermutants which I had before, but they are basically like supermuties.

645
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 05, 2014, 12:16:56 pm »
You cannot make trees wider than 3 unfortunately.

Currently the soap maker is already changed to chemist, and the reaction is in the chemistry workshop.

Cheesemaker could be "biologist" :).

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