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Author Topic: (Old Post-Apocalypse thread).  (Read 217931 times)

Psieye

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #855 on: December 17, 2012, 08:24:51 am »

The vault citizens still have the "you are really bad at learning cooking and herbalism because dwarf culture" tags in their raws. Is this intended?

Edit:

Uh... a couple of WILD Mr Gutsy robots showed up on my map, took potshots at my surface livestock, then wandered off the map. Given robots are nearly unkillable, is it intended for them to be included as wildlife?
« Last Edit: December 18, 2012, 09:00:49 am by Psieye »
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #856 on: December 18, 2012, 12:08:14 pm »

Uh... a couple of WILD Mr Gutsy robots showed up on my map, took potshots at my surface livestock, then wandered off the map. Given robots are nearly unkillable, is it intended for them to be included as wildlife?

yeah...but they are rarely in groups of 2 and never more than 4.  It's so you can trap them and "tame" them...it also adds "FUN".  They are a bit weaker now though, especially to CPU hits.  You can't control where your people aim in fortress mode...but an adventurer can punch them to death with a few well-aimed hits.
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jonveck

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #857 on: December 24, 2012, 12:09:23 am »

Just out of curiosity:  is there an ETA on the next version/update?  I'm in the middle of a little hiatus from DF and while I'm jonesing to start playing again, I'd really rather hold back for a bit longer if it means I could return to a newer version.  Any chance you'd like to share with us some of the things you've been working on?  You know, whet our appetite... :-)
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PTTG??

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #858 on: December 24, 2012, 02:32:16 am »

Mutations

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I didn't want to say anything in case it didn't go anywhere, but much of the mechanical stuff is working now. Still got a ways to go.
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #859 on: December 27, 2012, 03:23:55 pm »

Right now mod is more or less feature complete, but since I am going to spend more time on DF modding now, I should come back to it too.
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firons2

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #860 on: December 30, 2012, 03:46:23 pm »

Any chance you would consider straying to something F3/FNV dlc-ish like OWB or the swampy dlc in F3. Sorry i dont remember the name.
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PTTG??

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #861 on: December 30, 2012, 06:09:14 pm »

I personally prefer the generic apocalypse approach. Just add in every good bit of apocalypse lore you can find.
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Gotdamnmiracle

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #862 on: December 30, 2012, 08:49:31 pm »

I personally prefer the generic apocalypse approach. Just add in every good bit of apocalypse lore you can find.

I wouldn't mind seeing more of as metro 2031 bit. like if there were metro systems. or . large city environments for that matter. With rooms filled with scrap and possibly something neat.
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PTTG??

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #863 on: December 31, 2012, 01:39:12 pm »

I think the best way to do that is have a race that builds a lot of dark towers and then dies out really fast, for surface ruins. The cave layer already adds a good underground element- I'd add more cave races, and put a scrap-bearing cave tree down there.

I've tried to add large clusters of concrete to soil layers and it doesn't work yet.

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Meph

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #864 on: January 02, 2013, 01:00:00 pm »

I am going through my extras, and thought about things to add... came up with the idea of more font types as well, visited some font sites, and thought: Hey, deons post apocalypse could use some funky computer-themed font... dont know if you did do something like that already, but please have a look at that one, just copy to data/art, make a backup of font.ttf first, and have a go.

Font
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PTTG??

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #865 on: January 03, 2013, 01:41:52 am »

Spoiler (click to show/hide)

Any idea why this concrete appears in slate, but NOT any soil?
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Putnam

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #866 on: January 03, 2013, 04:48:26 am »

Your errorlog will tell you that the only valid environments are ALL_STONE, IGNEOUS_ALL, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, and ALLUVIAL. You probably want SOIL.

ENVIRONMENT_SPEC is what you want for the specific ones.

Psieye

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #867 on: January 03, 2013, 02:22:15 pm »

Vault citizens have a chance to get 'dizzy' when they drink certain beverages. That's good in principle for immersion but it's annoying having a message saying "interrupted drink: resting injury" when it's really just a bout of drunken stupor. Given there's plenty other things that might trigger that message which actually are worth paying attention to, I wonder about its pragmatism. Perhaps shift the start of the dizziness to after they've drank? Or should we just get used to ignoring "interrupted drink due to injury" messages and hope something serious didn't happen?
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #868 on: January 03, 2013, 02:30:42 pm »

Vault citizens have a chance to get 'dizzy' when they drink certain beverages. That's good in principle for immersion but it's annoying having a message saying "interrupted drink: resting injury" when it's really just a bout of drunken stupor. Given there's plenty other things that might trigger that message which actually are worth paying attention to, I wonder about its pragmatism. Perhaps shift the start of the dizziness to after they've drank? Or should we just get used to ignoring "interrupted drink due to injury" messages and hope something serious didn't happen?

I've actually had a few die of thirst due to the drunk syndrome...so I just removed it from mine.  I guess if it could be delayed to hit after a short while...or the chance of successfully triggering drastically lowered, it wouldn't be so bad.
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Psieye

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #869 on: January 03, 2013, 05:03:28 pm »

I remember the sex change potion had this problem too: because it triggered at START:0, the drinker rapidly oscillated between the two sexes. The solution was to add a delay but I don't know how many time units is appropriate.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.
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