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Author Topic: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)  (Read 29344 times)

JediaKyrol

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #105 on: September 16, 2014, 10:15:43 am »

Wrong, you can simply make a soap from alcohol and call it disinfectant :).
agh!  I forgot about the cheap way...and I'm usually all about the cheap way!  I was thinking about items that are still treated as alcohol being used...
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Michael_Almeida

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #106 on: September 17, 2014, 09:59:42 pm »

Here's a thought: Kevlar production. Could there be a simple way of making the stuff at a later stage of the game for the manufacture of more advanced pieces of armor?
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #107 on: September 18, 2014, 05:22:29 am »

The ceramic armor would take the niche by being hard and light, but the kevlar is a good idea as well. I could make it require polymers + sulfur. This way you would be able to make advanced light armor without boron/silicate bearing minerals.
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Michael_Almeida

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #108 on: September 21, 2014, 08:09:24 pm »

The ceramic armor would take the niche by being hard and light, but the kevlar is a good idea as well. I could make it require polymers + sulfur. This way you would be able to make advanced light armor without boron/silicate bearing minerals.
My idea was along the kevlar-lined trenchcoats to go over certain kinds of armor (i.e.: NOT power armor), or for the production of gloves and other articles of clothing. I don't know how much combat armor covers, so my idea was that kevlar equipment could close the gaps until your settlement can salvage or produce power armor.
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Amuys

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #109 on: September 28, 2014, 12:09:18 am »

I know it might be considered kinda rude, but would you ever be able to port the previous version of Wasteland to .40 in the future as a seperate project? I really liked vault citizens and stuff, and I just really wanted to see stuff like the new plants and trees added in with the occasional new feature rather than a total overhaul.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #110 on: October 07, 2014, 11:37:05 am »

You can simply rename the civilization :). It won't take long. Right now the most of my time is put in research/dfhack implementation and the new tileset. So making Brotherhood into Vault Dwellers would be just a matter of a few find-replace actions :).
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Amuys

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #111 on: October 08, 2014, 11:40:26 pm »

Well I meant a lot of the stuff in general, including the races' entities and raw files and stuff.
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EuchreJack

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #112 on: October 10, 2014, 07:33:53 pm »

In reality, the Brotherhood of Steel actually were vault dwellers, in a fashion.  True, they had a military background (which the vault dwellers did not necessarily have, although they might), and better weapons (again, while generally true, some vaults were intentionally overloaded with weapons and could have a higher tech base than even the BoS).

So yeah, just call your BoS settlement vault dwellers if you like.  They won't care.   :P

UnicodingUnicorn

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #113 on: October 12, 2014, 01:55:49 am »

Hello, I am currently continuing the Fallout Equestria mod, and I would like to ask your permission to use the corn and cotton in your mod. You would be credited and it would be greatly appreciated.
« Last Edit: October 12, 2014, 01:59:48 am by Snail555 »
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #114 on: October 12, 2014, 05:23:01 am »

Hi Snail, feel free to use what you want. I am also currently working on Text Will Be Text graphical representation, and I am making quite a few graphical tiles there. If you like any of them when they appear, you can use them :).
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UnicodingUnicorn

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #115 on: October 12, 2014, 05:48:38 am »

Wow, thank you.
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NoobKid

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #116 on: October 23, 2014, 04:23:41 am »

Can this mod be used for 40.13? Seems like a lot of the best mods just fell short of the version.
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LeoCean

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #117 on: October 25, 2014, 02:33:05 am »

If you make these changes

Auxiliary file changes for 0.40.11:

   material templates
      added very basic fruit/flower/bud/mushroom template based on leaf

   plants
      used new templates instead of structural_plant_template for leaves etc.

Or it may not require it who knows at the very least it may just require the entry in material templates.
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NoobKid

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #118 on: October 26, 2014, 08:19:54 am »

Will this mod be updated to 40.13? It looks really good.
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Michael_Almeida

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #119 on: October 26, 2014, 09:28:38 am »

Will this mod be updated to 40.13? It looks really good.

It hasn't been updated in a while. Then again with all the work involved in mods this complex, and how busy I imagine Deon is with other things, it might take a while.
Still, I'm really looking forward to it.
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