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Messages - Abregado

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16
DF Modding / Dwarven Space Wagon?
« on: May 16, 2012, 04:21:05 am »
Ages ago I remember reading in some patch notes that clothing layers can insulate you. It was either that dwarves got unhappy thoughts from being cold, and having fur coats made from arctic creatures stopped thee thoughts... or it was that the clothing layers effected the way dwarves were effected by temperature. Not sure which.

I was hoping to lower the boiling/freezing point of dwarves to very low and make the homeciv only have access to a very insulating material. The only units of clothing would then be called Spacesuits and if all went well the dwarves could survive in the vacuum (actually normal temperatures, but deadly to a naked dwarf by this stage).

If not ill have to make their "skin" into the spacesuit, and just have the lower levels boil/freeze at a lower point. Then if they are ever penetrated they will explode in a decompressy red cloud.

Moon/Mars Fortress anyone? Maybe we can call it "2001, a Dwarf Odyssey"

17
I finally got to play a year of Wasteland. Deon, you have done well. The theme feels good and the Ironhand modifications you have done are all exceptional. *HAPPY*

Probably going to steal the dust storms for Underhive Settlement as they are just too cool.

18
nothing going in just yet. I've tweaked underground herbalism plants to be very lucrative tho, so after release you should head down there and try it out.

Suds just got back to me with the fashions so ill put it together and should release tonight or tomorrow.

19
At least this way you get something out of them...

Also bones and armor have been toughened so you wont have so many deaths, and more casualties will make it to the hospital before dying.

20
For some idea of how tough the "manual labour" component is going to be read this...

http://en.wikipedia.org/wiki/Breaker_boy

" The miner himself would use a sledgehammer to break up large lumps of coal, then use a rake whose teeth were set two inches apart to collect the larger pieces of coal for shipment to the surface."

" The use of breaker boys began around 1866.For 10 hours a day, six days a week, breaker boys would sit on wooden seats, perched over the chutes and conveyor belts, picking slate and other impurities out of the coal. Breaker boys working on top of chutes or conveyor belts would stop the coal by pushing their boots into the stream of fuel flowing beneath them, briefly pick out the impurities, and then let the coal pass on to the next breaker boy for further processing."

You are going to want to use some Iso-rods to power this thing, else it will chew up a lot of those migrants... some people might find this a solution to the "TOO MANY MIGRANTS" problem as manual workers in the machinery are going to get sick and die eventually. It wont be a fast death either, it will be a slow, painful, drawn out death.


On a happier note, Suds has organised some CLOTHING for your intrepid young hivers. Underhive fashion will be rife.

21
A teaser of the future stone/metal industry system. The idea is to slowly build this huge automated machine, and to feed it with stone from minecarts. Most parts have a "manual labour" option that really does take a lot of labour. The whole set up will eventually use about 8 Isotropic Fuel rods.

Click here as the image is quite large

22
Ok Its finished. get the save here.

Not many interesting points this time around

  • "Specula" from Talveinos story died. We found her early in Autumn. It seems she crawled inside one of the garbage Kilns before turning it on.
  • We now have Blood Fungus! New overseers please try to cultivate extra seed next year
  • Traded a massive amount of food from the caravan (500+ units) but we ate it all. There is very little left for the next overseer
  • Outlaws have started attacking. No large battles yet but our sentries are keeping the thieves at bay.
  • Food production has been increased with the now working Waxroot Oil presses
  • New Cave Spore farms located closer to the new outdoor farm
  • Several new Dining rooms and Barracks have been carved
  • Water Production increased
  • Three full squads of troops are trained

There still seems to be some inefficency with Prepared food stockpiles.... who knows whats going on there.

Heres an image of the wagon arriving. It takes a LOOONG time for them to get underground but they bring HEAPS of stuff now. Next overseer should trade in all the ferroplas crafts I made. Also there are a lot of rock mechanisms but it doesnt look like you can actually trade them.


23
A storeman role in a local electrical warehouse. The pay is turds, but its only a kilometre from home :)

24
Yep just starting a new job this week

25
Quote
Maybe buying keys for the chests?
"Key items" indeed is what I was thinking. Seeing as we have the power of imagination there must be something more suitable for the theme. Remember that we want to design a "box of goodies that needs a key" but it can be anything! A device that only turns on with a key, or needs a special power source. Archeotech looks like junk but then has wondrous effects.

Quote
(look just like normal ones, but give syndromes.)
I like your style but we can take it one step further. You get a device which can kill bacteria in food. It allows you to set up a workshop which can take any prepared food item and irradiate it, making it rot proof and turning it into "edible slurry". Maybe it turns 10 food items into 2-3 stacks of 5 food items but you cant tell which of the stacks is poisonous. If you see it create 3 stacks in one go, meaning that one is poisonous, do you quarantine the whole batch or just leave it to fate who eats the bad ones?

A wild gameplay element appears!

26
Its better, but your still not thinking big picture. I'm very strict on myself when it comes to adding more economy/industry in top of what we have. I also dont want to just say "no it doesnt fit with the mod"... We do eventually want archeotech hoards in the game and we do like to hear suggestions.

Have a think about how to integrate what you want to include with the rest of the gameplay. You say this is a replacement adamantine, and yet it doesnt give you anything that you cant get elsewhere earlier.

What are the steps you must have taken to prepare for getting this rich bounty?
What are the risks?
What stops you just digging up everything until you find this?
What other industries could be involved with this?
What are the opportunity costs of taking it?
Can we integrate this with upcoming DF features?

You have clearly played Necromunda so my hat comes off to you! Remember how the Archeotech items worked in that? They only worked for some people, or looked like inert junk before being activated. They always allowed you to break the rules. Perhaps you need to buy something from the Guilders to help activate it, or you have to use one of your Isotropic rods. Perhaps they could also be the founding block of an advanced workshop! Weapon enhancements? Autogun+Archeotech goes in and out comes a plasma gun, or other alien relic. Inert C'tan phase sword.. cant be activated by anyone with a soul.. who knows!

27
Thanks for that. Couple of points tho.

Whats different between Ration bars and Synthcakes at the moment?
Labour cost on the salvaging is way too low compared to everything else in the mod.
The value of the plasteel box that you get every time outweighs the random get value most of the time
There is a chance you will get HEAPS of those items from a salvage attempt.

Also try to think of a way that it can interface with the existing salvage industry

28
If legality comes into it, I would probably prefer to change all the IP to something else. Guild traders visiting the Survivalists in the abandoned undercity... They wield "automatic guns". Scabby warbands and Repenters come to attack your settlement...

I love GW games, but I'd prefer to move things over than to give them any satisfaction

29
Quote
i really hope that someone will release a Gorka Morka version of this mod...
Honestly we did discuss this. If there were vehicles in DF then most likely you would already have a Gorkamorka mod. I would be happy to play anyone else's Gorkamorka mod... GET CRAKIN BOYZ!

Between the Morks and Gorks, Grot Pirates, Mutie riders and Diggas, the worldgen is set to be AWESOME! Plenty of background fluff to draw from. Plus Orks have differing sizes/bodyshapes (Nobs and Bosses are HUGERerer), cool weapons, ect. Building above ground forts out of scrap metal would be amazingly cool. Language files can be modified as well. Hell, just get it made already!

:D

30
Quote
Remove all ability of the parent civ to tame any pack animals.
I must do some !!SCIENCE!! as in the new release version I'm testing, the home civ already has no pack animals... and they are still arriving with a caravan.

I havent set up a DFFD account yet. Destroid and I use a shared Mediafire account but since several people have requested a DFFD link I guess the next release will be on there.

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