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Author Topic: Robofort  (Read 4203 times)

Prometheus

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Re: Robofort
« Reply #15 on: August 06, 2008, 01:32:46 am »

Hmm, I'll have to do a thorough examination of the tweaks and I'll try out the tileset. I'll use it for possible screenshots in Steelgripped.
I've never used the Minerals mod, and I think I'll try it sometime, but since it requires a newly genned world I can't unfortunately use it in Steelgripped.
Thanks for dealing with max age, by the way. Fiber clothing could be awesome. I made decorative plating that works as clothes but can only be made of metal (or bone, for the more malicious bots) but I've had some strange phenomen a with that, namely Pig Tail CPU plating or somesuch. I don't know how to make clothing not use cloth.
Also, firelead must be retardedly powerful, as regular slugs are already 2.5x more powerful than crossbow bolts. Can't wait to try that.
Also, about towns: I switched them back to using mountainhomes because I wasn't sure if I could take the required items with me on embark if they lived in cities.
Email me with the changes if you're done and I'll give them a spin. If it's okay, I'll add it to the general release and add your name to the credits.

Oh, and if you have any idea how to make it impossible to make railguns out of wood or bone? I can _propably_ roll with bone slugs for practice, but having the railgun's frame made out of wood and bone is just asking for an explosive cloud of burning splinters not entirely unlike the Piecemaker.
« Last Edit: August 06, 2008, 01:44:38 am by Prometheus »
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PTTG??

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Re: Robofort
« Reply #16 on: August 06, 2008, 11:04:49 am »

Sure, I have to update them for your new version, then I'll send them over. Have you considered using the Modbase for this?

-Firelead does 150% damage. I've shot Ettens and have them be propelled thirty tiles with a Professional Gunbot.
-I tried Bots out with the Minerals mod and it works great from what i've seen- aluminum railguns and such.

Might not finish the tweaks today, but soon.
« Last Edit: August 06, 2008, 10:39:55 pm by PTTG?? »
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TheSpaceMan

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Re: Robofort
« Reply #17 on: August 07, 2008, 05:53:09 am »

To bad it's a robofort and not a dalekfort...
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Deon

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Re: Robofort
« Reply #18 on: August 07, 2008, 07:42:43 am »

Or not DanielleDerekfort =).

Now I want to put them in one game with Clockwork mod (it has nice robbos inside, and I tweaked them a bit in modbase version to add antennas and other robo parts) to see who's harder =).
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TheSpaceMan

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Re: Robofort
« Reply #19 on: August 07, 2008, 07:43:51 am »

dr who mod...

Whos fortress?
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Mohreb el Yasim

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Re: Robofort
« Reply #20 on: August 07, 2008, 07:57:23 am »

call the sherif Robocop, or just Murphy ...
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EuchreJack

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Re: Robofort
« Reply #21 on: August 07, 2008, 09:40:10 pm »

By deleting the "Bowyer" job in the civilization file, you should be able to keep any weapons from being made at the Bowyer, and thus no ranged weapons out of wood or bone.  Course, I haven't tested it, so this may keep you from making the metal ones as well, but I doubt it.

Prometheus

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Re: Robofort
« Reply #22 on: August 12, 2008, 12:11:44 am »

I assume it would work, since metal ranged weapons are made with the weaponsmith skill instead of bowyer.
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Deon

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Re: Robofort
« Reply #23 on: August 12, 2008, 12:39:27 pm »

That's what I need for my fallout guys! Thanks! No more wooden shotguns =).

Also I've just occasionally watched the Dr.Who yesterday so now I know the meaning of the Dalekfort.
However it ended on the interesting moment, with the first dalekhuman.
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Prometheus

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Re: Robofort
« Reply #24 on: August 30, 2008, 04:54:02 pm »

Updated to 0.9. Robots now wear cloaks and stuff. I don't have any idea whether to continue development as I can't come up with any ideas.
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