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Should I continue to have all guns with one skill, or seperate them into different skills?

Seperate. It makes it more like traditional dwarf fortress, and helps to keep squads orginized better.
Keep together. Combat isn't the only focuse of the mod, and having it only one skill has several advantages of its own.

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Author Topic: Dwarf Fortress: Modern. Histories of Industry and Warfare  (Read 37412 times)

Stirk

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Re: Dwarf Fortress: Modern
« Reply #180 on: February 20, 2013, 04:51:38 pm »

Of never thought of just giving then one innate legendary skill, I however did give them a faster learn rate for a skill. The instant legendary of a non useful skill might be a faster way.

Imma drop that code into my clones and see how they fare with that (I think I didn't do this in case they always took on that profession)

EDIT:

Works like a charm, altho the kids naturally have fish dissection enabled making them do the job before they grow up and make a masterpiece and become noteable. Good but I can't disable it until they grow up, But I always wanted a massive training center, get spammed with " Has created a masterpiece" tho

The kids thing seems to be easily fixable. In the rabbit test, the first one, I had brought a bunch of bunnies by accident. They grew up fast, and grown up bunnies made grown up clones. Just make them age really fast?

So it works? That was easier then I thought it would be.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #181 on: February 20, 2013, 06:28:58 pm »

Well they have no problem making master craft things now, but it doesn't appear to help them any. Still can't join the military or anything...

Maybe I need something that removes the pet tag?
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #182 on: February 20, 2013, 07:00:21 pm »

Well problem fixed!

While you can not use the quick way of assigning them into the military, since you can use the typical assignment, you can assign them to squads using the p menu.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #183 on: February 21, 2013, 07:54:32 pm »

Updated change log, please tell me if I forgot something!
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #184 on: February 26, 2013, 06:59:20 pm »

I finally got the idea down for the dog ally race. Basically it has a caste of "hyper-intellegent dog" that can be trained to act like a dwarf, doing jobs and even fighting. It will be in the next update.
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Re: Dwarf Fortress: Modern
« Reply #185 on: February 28, 2013, 06:06:39 pm »

I decided to finally put the helicopter in for your dwarves, still testing to see if it will work right. You will have to be careful to make sure the pilot doesn't fall ten stories with no cloths on....
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Re: Dwarf Fortress: Modern
« Reply #186 on: March 01, 2013, 06:11:17 pm »

Updates posted, and I will probably get a new pole up later.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #187 on: March 02, 2013, 12:44:55 pm »

I finally updated the pole, based on the newest game that I have found time for.

One of the issues I found was that if you don't have lead, steel, or oil, then there are a lot of things both militarily and civilians that would get shut off to you. So now I put up a pole to decide what I should do about that. I could make alternatives, like taking some wood and no metal to build wooden guns, making capacitors by other means, etc, but that would mean some balancing issues. Or I could make them more readily available, removing some of the less-useful rocks from the game. I don't usually like sacrificing complexity, though.
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UristMcWanderer

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Re: Dwarf Fortress: Modern
« Reply #188 on: March 02, 2013, 10:59:57 pm »

Also, for the Goblin's shotgun, it's spelled "Saiga". Just pointing that out.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #189 on: March 02, 2013, 11:15:18 pm »

Quote
Also, for the Goblin's shotgun, it's spelled "Saiga". Just pointing that out.

Ah, spelling errors, my biggest weakness! Especially with foreign things, though I can't even spell English words right. Fortunately, I did manage to spell it right for the actual mod. Other errors I made and should get around to fixing...

-"Armbrust" is misspelled "Armburst" in my mod
-"Dragunov" is misspelled "Dragonov"

Not to mention all the mundane words I misspelled in the descriptions...
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #190 on: March 03, 2013, 02:46:14 pm »

Next update I am going to work on the civilian sector some more. I am thinking of adding some new crops, to be specific.

-Corn, which can be processed into valuable soda if you add sugar with it at the chemistry lab

As well as some others I am considering:

-Coffee, which is rare, expensive, and hard to cultivate, but gives your dwarves a small temporary speed boost. 
-Potato, which is like plump helmet but gives you some more variety


Other ideas appreciated! And be sure to vote at the poll, or I have no clue what you guys want!
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #191 on: March 08, 2013, 11:02:45 pm »

While I am finishing up the plants (Not going well, first time working with plants...) I decided I probably need to do some cleaning up, so next version should have some changes you don't notice in the scripts, mostly to clear the 107kb per game error log....

----

Starting with all the stupid spelling/pasting mistakes I made, like the one that caused thieves to come unarmed...
« Last Edit: March 08, 2013, 11:15:09 pm by Stirk »
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Re: Dwarf Fortress: Modern
« Reply #192 on: March 09, 2013, 03:31:41 pm »

Posted the current version with a few small changes. Mostly fixed the explosives glitch that was kind of game breaking.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #193 on: March 12, 2013, 07:16:02 pm »

I have started to fix the "resource" problem by adding new weapons, which are weaker, but cost less.
-Sub machine guns. Two per reaction. Uses pistol bullets, but is faster then the pistol. I decided they would be uzis, since it in the berretta both use the same bullets.
-Beretta, which I have already made. Three per reaction.
-pistol bullet. They will be able to make three stacks, but are weaker. They can take down a poorly armored target fine, but have trouble against enemies in Kevlar and vehicals.

And a mixture of civilian and military,
-Hunting rifles. Uses wood, and makes a cheap gun. Made for hunting (...Duh...) but has poor pierce and low fire rate, making it so you can use it for hunting cheaply, but makes a poor combat weapon.

Add that to the crops, and you will get an idea of the next major updates.
« Last Edit: March 12, 2013, 07:39:02 pm by Stirk »
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Re: Dwarf Fortress: Modern
« Reply #194 on: March 12, 2013, 08:52:21 pm »

Alright, new guns, corn, and soda are done, a little more testing is needed, but it should work. Sweet pods plus corn (Which is a surface food, so you have to get it from another civilization or pick it yourself) makes a high-value alcohol known as soda. Ill do some more work and put a new version up for the weakened.
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