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Author Topic: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)  (Read 29123 times)

Aseaheru

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #30 on: September 03, 2014, 08:03:55 pm »

Do you mean both are listed twice or that there are two sorts of wheat?
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aurumvorax

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #31 on: September 03, 2014, 08:14:26 pm »

both are listed twice, can you make magma smelters in the mod? i don't see magma smelters
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Aseaheru

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #32 on: September 03, 2014, 08:37:40 pm »

Do you see magma?
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #33 on: September 04, 2014, 12:34:43 am »

i just started playing with the mod is pretty fun, in the stockpile menu for seeds there is two entries for albino wheat and normal wheat, is that intended?
I'll check that, thank you for noticing.

I've decided to add more progression to the tech tree, so now I am doodling that before implementation. You will start from basic tools and move onto higher tier gear. Even steel making should be found in a manual.

I've also added a few purely cosmetic buildings (for now):

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aurumvorax

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #34 on: September 04, 2014, 03:01:33 am »

Do you see magma?
no i didnt see magma so i guess is that( i forgot about that), also some plants when they are ready for harvesting they show as a white tile called -plant-(and nobody harvest them), while others they show proper and are harvested, i cant check wich plants becouse my fort got destroyed by a raider ambush that showed up in my door
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #35 on: September 04, 2014, 03:13:01 am »

Quote
also some plants when they are ready for harvesting they show as a white tile called -plant-
Interesting, this is very important to fix. Do you remember approximately which crops were you planting?
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #36 on: September 04, 2014, 03:26:40 am »

both are listed twice, can you make magma smelters in the mod? i don't see magma smelters
Okay, I found why the seeds are listed twice, I mistakengly defined seed material twice. It will be resolved. Still it would be nice which plants were "white" :).
« Last Edit: September 04, 2014, 03:29:33 am by Deon »
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aurumvorax

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #37 on: September 04, 2014, 10:51:33 am »

Quote
also some plants when they are ready for harvesting they show as a white tile called -plant-
Interesting, this is very important to fix. Do you remember approximately which crops were you planting?

im pretty sure are the two underground crops that grow all seasons, cave fungus and mushroom something
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 2)
« Reply #38 on: September 04, 2014, 12:15:28 pm »

Exactly, they had incorrect structural material definitions, thank you.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #39 on: September 04, 2014, 12:17:44 pm »

Beta 3 release:
- changed .exe file: pits are renamed to trenches, labyrinths to bunkers, dark towers to old bases, quivers to bandoliers etc.
- global plant check and rework
  - all the plants should be now defined correctly within the new fruit/seed/leaf product system
  - small typos and bugs are fixed
- soybeans are quarry bush-like
  - you can press soybeans into paste and make soybean oil and soy soap.
  - synthetic reeds can be pressed into synthetic oil now as well.
- changed plant clothing and animal silk material names:
  - no more "synthreed fiber polyester socks", now just "polyester socks".
  - silkworm silk is now "silk" and giant cave spider silk is now "black silk"
  - hemp and cotton fiber clothing is now simply "hemp clothing" and "cotton clothing".

- New cosmetic buildings:
  - WC (toilet cubicles - N, W, E ,S)
  - Bar counter
  - Slots room

- Soap maker workshop removed.
- Added chemistry lab (currently soap making only).
- Soap maker renamed to chemist.

« Last Edit: September 04, 2014, 02:51:12 pm by Deon »
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #40 on: September 04, 2014, 02:55:10 pm »

Okay, now that 0.40.11 is out I plan to incorporate a few more additions before I release it for the next versions.


I accept ideas what we could upgrade "cheesemaker" to? "Distiller" and make both cheesemaking and alcohol reactions depend on him, and turn brewer into another profession for advanced stuff?

In addition I plan to remove shields alltogether as "overpowered walls of defense". They would be replaced with pip-boys, totems, riot batons, brass knuckles and the like. And they would have either 0 or very low block chance. Then there would be high-tech "directional forcefields" which would be like normal shields.

Another thing to consider - the research system. I think you should be able to research holodisks and pre-war books and get "science notes". Then you would combine a number of such notes into a "scientific breakthrough". Then you would use that "scientific breakthrough" with additional science notes to get the next level of tech, and the breakthrough would stay. I could make a tech tree using this.

Also I forgot to mention but I've added "Vault 13" to the beta 3. It's just one vault that spawns in the world and its inhabitants wear a unique jumpsuit.
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StupidElves

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #41 on: September 04, 2014, 02:58:35 pm »

Praise to Vault 13, who's secrets we shall never know.
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JediaKyrol

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #42 on: September 04, 2014, 03:03:13 pm »

Ideas for reactions for the new buildings: (using DFHack...of course)
WC: "Refreshed" syndrome.  Temporarily boosts Social-type skills
Bar: "Intoxicated" syndrome.  removes negative mood influences...but also gives temporary nerve damage. (...to symbolize loss of motor control coordination?)
Slots: 25% "Lucky". Temporary max out of all skills...for the average length of time it takes to craft a small handful of items or fight    one or two enemies
         75% "Unlucky". Rust applied to all skills.
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Deon

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #43 on: September 04, 2014, 03:05:29 pm »

Hmm, I remember there was a DFHack script which made IDLE people use workshops, and only idle ones. It would be perfect with the bar/toilet. I'll take a look at that.
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Aseaheru

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Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« Reply #44 on: September 04, 2014, 04:09:07 pm »

If you do that sorta thing for the WCs, bar, etc, than you could have alot of possible effects for the bar.
makeing it able to feed/water your minions might be an idea.
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