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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 126937 times)

Splint

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #690 on: May 02, 2014, 10:33:36 pm »

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

Now, to be fair these are vault dwellers pretty much, and they come off and pretty damn incompetent in a fight as general rule and only really exceptional people really seem to last more the one run in with anything nastier than a rat...

KingofstarrySkies

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #691 on: May 03, 2014, 03:42:37 pm »

I forgot about this mod. I should play it again.
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Flare

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #692 on: May 06, 2014, 11:10:43 am »

Yo guys, anyone still playing this? :).

I've just started. Gotta say that the incredibly slow fps kinda ruins a lot of the fun though. Played a total of 5 hours but still in first year. Greatly anticipating the fix.

Also, is there a way to deactivate dfhack without shutting off df itself?
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #693 on: May 06, 2014, 01:51:43 pm »

I will upload a new version soon, I still need to do something interesting with the chemistry/virusology and it will be up.

Just remove the line about itemsyndrome from dfhack.init and it will be it.
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Flare

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #694 on: May 06, 2014, 11:29:54 pm »

Thanks for the quick reply Deon :P

Working like a charm now!
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Deon

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #695 on: May 07, 2014, 02:46:36 am »



Version 2.5 is out. I feel like I need to rework more parts of the mod to be more interesting because I have my vision of that now, but I don't want to keep you from a better working version of the mod just because I want to "work on it a bit more" (which can take a long time) :).

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.
 - 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 ) Tactical helm replaced with "power helm", it's made together with power armor now.
9) Flamethrower/power armor/power helmet no longer have their effects assigned to the material, it's assigned to item type now.
10) Wiring can be made from aluminum, copper, gold and silver.
11) 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.
12) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
13) New adventurer "starting packs": exterminator, gunslinger, punk.

Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing only when they are worn/removed) which causes much less CPU load.
3) Tactical helmets (power helmets) now properly boost skills (2x skill roll 50% of times).
« Last Edit: May 07, 2014, 02:53:23 am by Deon »
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Kazymir

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #696 on: May 07, 2014, 03:07:59 am »

Deon, you are a veritable Saint.
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Flare

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #697 on: May 07, 2014, 05:29:57 am »

Cool! You timed it perfectly with my decision to start a new game :D.

Can't wait to get my robot army up to snuff.
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Deon

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #698 on: May 07, 2014, 06:46:03 am »

Uh oh, I think I forgot to set up building materials for the Assembly Line, so it's free to build. Enjoy a free building I guess! I just didn't complete the whole production chain with a new design in mind, but everything else works as intended. If you find anything strange or incorrect, let me know and I will quickly fix it.
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Flare

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #699 on: May 07, 2014, 08:53:15 am »

Dwarf Therapist can't seem to find the new renamed df it seems.
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Deon

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #700 on: May 07, 2014, 11:42:43 am »

It's a possibility... For now use the new in-built DFhack therapist replacement and I will find out how to deal with it!
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Splint

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #701 on: May 07, 2014, 11:55:35 am »

If it wasn't for the fact I'm sure there'll be some fixes in the next couple days I'd start a new fort. Would really like to try building a small robot army myself.

You may want to do something with the raiders and enclave though. Their civs don't seem to like surviving worldgen past the 50 year mark.

Putnam

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #702 on: May 07, 2014, 12:56:50 pm »

Changing the title of the game's window breaks Therapist, so don't do that.

Deon

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Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
« Reply #703 on: May 07, 2014, 01:23:14 pm »

If it wasn't for the fact I'm sure there'll be some fixes in the next couple days I'd start a new fort. Would really like to try building a small robot army myself.

You may want to do something with the raiders and enclave though. Their civs don't seem to like surviving worldgen past the 50 year mark.
Noted!

Changing the title of the game's window breaks Therapist, so don't do that.
Thanks Putnam, I wondered what could it be. I'll fix it!
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Deon

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Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
« Reply #704 on: May 07, 2014, 02:06:39 pm »

I will no longer take ages to make a lot of changes and will release reported requests/fixes as fast as I can :).

So here you go.

Fallout mod 2.6
- Changed DF window name back to "Dwarf fortress" for Dwarf Therapist to work.
- Fixed adventure mode reaction to craft power helmet (used to use old tactical helmet material).
- Renamed months to January-December.
- Renamed quivers to bandoliers.
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