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What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 126112 times)

Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #675 on: April 23, 2014, 02:43:08 pm »

Yo guys, anyone still playing this? :)

I am currently remaking major parts of the mod for better experience, balance and functionality.

Right now in my dev version I have changed:
Quote
Changes
1) Changes to the .exe file to fix some hardcoded naming:
 - Changed main menu to persuade people not to use "basic" worldgen.
 - Changed multiple instances of "fortress/dwarf fortress" to Vault/Vault-Tec.
 - Changed "forest retreat" to "encampment".
 - Coke renamed to "fuel" (to go along with biofuel and other reactions).
 - Alchemy skill renamed to "Chemist".
2) Reworked crafting tree. Custom "gem cutter" reactions are now all performed by "mechanic" labor.
3) Computer parts changed to "circuit board", robot frame changed to "frame". Frames are used in a few recipes.
4) "Screws and nails" renamed to "fasteners".
5) "Thermal lance" renamed to "power lance" (there's nothing thermal in it, just mechanical bayonet springing from the handle).
6) New building "assembly line" which takes some of tinker's workbench reactions and adds new:
 - "Print circuit board" from glass and wiring.
 - Energy cells of 4 types: alkaline (zinc+pyrolusite), AL-air (aluminum), galvanic (zinc+copper) and lead (lead+sulfur).
 - Chainsaw, chainsword, powerfist, power lance, power armor/PA mk2, ripper, super sledge and tactical helm assembly.
 - Frames, fuel and fasteners can be used to make flamethrowers.
7) Power armor can be made from bronze, iron, plasteel and steel. PA MK2 is an upgrade to normal PA (uses same material).
8 ) Wiring can be made from aluminum, copper, gold and silver.
9) Eyebot, clap-trap, protectron, securitron and robobrain making reactions no longer require a creature. They spawn a robot from items. Cyberdog still requires a dog.
10) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
11) New adventurer "starting packs": exterminator, specialist, survivalist.

Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
3) Tactical helmets now properly boost skills (2x skill roll 50% of times).

I feel like the current chemistry/virology are not that fun to play with and not varied enough to be effective/useful. If you've played this mod for some time, please leave a feedback regarding that. I would be happy to consider all your good suggestions in the update.

P.S. I plan to make a "heavy pickaxe" a default mining tool, and make it extremely heavy and cumbersome. The "drill" will be an assembly line tool which will be much lighter and thus a better mining tool (since we cannot change the speed of mining through tools otherwise).

I've yet to add pre-war stashes, some of them could be deactivated robots which come to life when you dig out the stash.
« Last Edit: April 23, 2014, 02:50:49 pm by Deon »
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Aseaheru

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #676 on: April 23, 2014, 06:01:28 pm »

Yesss.... I am awaiting update.
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #677 on: April 23, 2014, 06:47:59 pm »

Oh hi, I remember you were playing this :). Did you get do do anything with virology/chemistry or was it too obscure and "not worth it to care"?
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Aseaheru

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #678 on: April 23, 2014, 07:47:14 pm »

I did abit of chem, but have never really gotten far, in any game. Only once in about a year have I gotten a barony for instance.
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JediaKyrol

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #679 on: April 24, 2014, 01:05:38 pm »

I played with the viruses for a bit...usually in a backup save because I tend to kill everyone...
My big problem is the immediate release.  If it could create a breakable object that contained the virus so you could say load a minecart with smallpox vials and launch it at invaders (or use as grenades in adventure mode) I would put more use into it.  Sadly...engine limits...

Chems however...my guys were making Buffout and eating it like candy!
...and of course...Sailent Green...savior of the low food supply.
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #680 on: April 24, 2014, 02:36:30 pm »

Well you could make blocks which explode into smallpox clouds when shot from catapult with projectileExpansion plugin. So I will take a look at that!
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JediaKyrol

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #681 on: April 24, 2014, 03:32:39 pm »

ooh...that would be nasty-awesome!  ...though with my luck I would accidentally load up FEV and turn a band of raiders into super-mutants...
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tahujdt

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #682 on: April 25, 2014, 12:22:28 am »

I fail to see the downside.
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Splint

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #683 on: April 25, 2014, 01:25:48 am »

Wouldn't it just turn raiders into centaurs?

tahujdt

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #684 on: May 01, 2014, 07:16:25 am »

No; FEV generally deceases the subject's intelligence.
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Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Meph

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #685 on: May 01, 2014, 10:26:47 am »

Well you could make blocks which explode into smallpox clouds when shot from catapult with projectileExpansion plugin. So I will take a look at that!
Yeah that works. I made warpstone ammo that explodes into clouds of syndrome bearing gas. :)
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Splint

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #686 on: May 01, 2014, 03:16:23 pm »

No; FEV generally deceases the subject's intelligence.

I fail to see how raiders suddenly getting a survival instinct is a bad thing. I also fail to see how them losing the ability to use firearms is a bad thing too... Could always have a crapshoot chance with the FEV making them...

A. A super mutant. Unlikely, but still narrowly possible I'm sure. Second lowest chance to happen.
B. Centaur. Can't fight with man-made weaponry anymore. Might still be a hassle in melee though. Highest or second highest chance to happen.
C. Catastrophic Mutant. Uncontrolled mutations, crazy strength, and either berserk or [OPPOSED_TO_LIFE], lasting a month max before a self targeting interaction causes them to succumb to their runaway mutations in some manner: Explode, sudden bleed out, necrosis followed by bleed out, things of that nature. Highest or second highest chance to happen.
D. Killed outright. Self-explanatory. (Un)lucky victims are killed outright by the FEV, the sudden changes to their DNA being too much to handle at once. Probably lowest chance to happen.

JediaKyrol

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #687 on: May 02, 2014, 12:50:52 pm »

Like I said...I am very unlucky...I once lost an entire squad to a very angry cow.
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Terry Lennox

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #688 on: May 02, 2014, 10:28:12 pm »

Yo guys, anyone still playing this? :)

I am currently remaking major parts of the mod for better experience, balance and functionality.

Right now in my dev version I have changed:
Quote
Changes
1) Changes to the .exe file to fix some hardcoded naming:
 - Changed main menu to persuade people not to use "basic" worldgen.
 - Changed multiple instances of "fortress/dwarf fortress" to Vault/Vault-Tec.
 - Changed "forest retreat" to "encampment".
 - Coke renamed to "fuel" (to go along with biofuel and other reactions).
 - Alchemy skill renamed to "Chemist".
2) Reworked crafting tree. Custom "gem cutter" reactions are now all performed by "mechanic" labor.
3) Computer parts changed to "circuit board", robot frame changed to "frame". Frames are used in a few recipes.
4) "Screws and nails" renamed to "fasteners".
5) "Thermal lance" renamed to "power lance" (there's nothing thermal in it, just mechanical bayonet springing from the handle).
6) New building "assembly line" which takes some of tinker's workbench reactions and adds new:
 - "Print circuit board" from glass and wiring.
 - Energy cells of 4 types: alkaline (zinc+pyrolusite), AL-air (aluminum), galvanic (zinc+copper) and lead (lead+sulfur).
 - Chainsaw, chainsword, powerfist, power lance, power armor/PA mk2, ripper, super sledge and tactical helm assembly.
 - Frames, fuel and fasteners can be used to make flamethrowers.
7) Power armor can be made from bronze, iron, plasteel and steel. PA MK2 is an upgrade to normal PA (uses same material).
8 ) Wiring can be made from aluminum, copper, gold and silver.
9) Eyebot, clap-trap, protectron, securitron and robobrain making reactions no longer require a creature. They spawn a robot from items. Cyberdog still requires a dog.
10) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
11) New adventurer "starting packs": exterminator, specialist, survivalist.

Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
3) Tactical helmets now properly boost skills (2x skill roll 50% of times).

I feel like the current chemistry/virology are not that fun to play with and not varied enough to be effective/useful. If you've played this mod for some time, please leave a feedback regarding that. I would be happy to consider all your good suggestions in the update.

P.S. I plan to make a "heavy pickaxe" a default mining tool, and make it extremely heavy and cumbersome. The "drill" will be an assembly line tool which will be much lighter and thus a better mining tool (since we cannot change the speed of mining through tools otherwise).

I've yet to add pre-war stashes, some of them could be deactivated robots which come to life when you dig out the stash.

I love this mod.  Did you fix the fps problem about the dfhack scripts causing a general slowdown?
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Raul

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #689 on: May 02, 2014, 10:31:42 pm »

I love this mod.  Did you fix the fps problem about the dfhack scripts causing a general slowdown?
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
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