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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 110389 times)

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [alpha 0.9]
« Reply #15 on: August 08, 2008, 12:18:11 pm »

I'm replacing kobolds with a race of Mr. Handies.
Their old program made them into old metal thieves. They endlessly clean their caves (former bases/houses etc.) and they try to get resources for their maintance "from outside".
They (and other robots) drop "robot parts" on death, you can smelt them to get some metal back.

Sadly they cannot breed so if you generate a world with a very long history, they die off in wars. They have no maxage and nice starting numbers to compensate it.
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EuchreJack

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Re: .: Fallout mod :. (post-apocalyptic DF) [alpha 0.9]
« Reply #16 on: August 08, 2008, 01:18:02 pm »

In regards to mutants getting owned by the vault dwellers, I was thinking that power armor might be changed from common to uncommon or rare for the vault dwellers, thus allowing them to lose more duels.  Though honestly, I haven't a clue how the calculations for civilization conflict work.

When I think of vault dwellers, the first thing that comes to mind are those wimpy saps at the beginning of the first game who only give me a knife, a handgun, some brass knuckles, and a couple of flares.  Plus, the guard of the armory isn't even wearing armor.

How many people wiped out their starting vault in the first Fallout game?
I'm certain I did once or twice.  ;D

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [alpha 0.9]
« Reply #17 on: August 08, 2008, 01:19:13 pm »

095 beta is out.

Kobolds are replaced with Mr.Handies, Old malfunctioning house-keeping robots.

Weapons are fixed: now there're right wood-cutting items. You can use rippers or chainsaws to do it.
Cattle-prod is added to entities and is now used as a spear class weapon.
Heavy weapons are added: minigun, vindicator; also I added the gauss rifle.

New creatures are added: wanamingos, water wanamingos and water geckos for underground pools and centaurs.

There're other various tweaks to weapon weights and damages.
Shotgun now deals gore damage.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [alpha 0.9]
« Reply #18 on: August 08, 2008, 01:20:31 pm »

In regards to mutants getting owned by the vault dwellers, I was thinking that power armor might be changed from common to uncommon or rare for the vault dwellers, thus allowing them to lose more duels.  Though honestly, I haven't a clue how the calculations for civilization conflict work.

When I think of vault dwellers, the first thing that comes to mind are those wimpy saps at the beginning of the first game who only give me a knife, a handgun, some brass knuckles, and a couple of flares.  Plus, the guard of the armory isn't even wearing armor.

How many people wiped out their starting vault in the first Fallout game?
I'm certain I did once or twice.  ;D
But remember that BoS are vault-dwellers too. I will change power armor to less common, this is definitely a nice solution since it was not very common in F or F2.
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.95]
« Reply #19 on: August 08, 2008, 01:26:40 pm »

Gonna try this out, downloading as we speak.  ;)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.95]
« Reply #20 on: August 08, 2008, 01:54:35 pm »

There's a "wasteland" world_gen.txt in the 2nd post now.
I will include it in the next version. You can use it now.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.95]
« Reply #21 on: August 08, 2008, 02:04:51 pm »

Quickfix.
Robots use tiny shield generators instead of shields and power armor is uncommon.
Also the "wasteland" worldgen parameter is inside the mod pack.
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Blacken

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Re: .: Fallout mod :. (post-apocalyptic DF) [alpha 0.9]
« Reply #22 on: August 08, 2008, 05:25:28 pm »

Awesome, I love Fallout.

I've found a wasteland gen using search
http://www.bay12games.com/forum/index.php?topic=20638.msg222080#msg222080

If you need something more specific I can modify it for you. I've had a lot of success creating oceanless worlds with many volcanoes on my own.
I knew it looked familiar...!
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #23 on: August 08, 2008, 06:06:33 pm »

Yes, I use the settings from the worldgen cookbook.
I forgot to say thanks to Kein. :)
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EuchreJack

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #24 on: August 08, 2008, 08:05:05 pm »

Been playing this mod for a few hours, and it's a lot better.

Mutants now survive till the end of world gen, and there's usually one vault civilization at war with them!

The Vault Dwellers still dominate.

I see lots of megabeasts dieing by Mr. Handy.  ;D

However, with the new, more accurate wasteland option, the Ghouls can't create cities (as they are forest dwellers with no forests available), and the Savages have few possible sites, due to the scarity of grasslands, scrublands, and plains.

As a makeshift solution, I added [STARTING_SITE:DESERT] to the Ghouls, but it still need tweaking.  I'm thinking of doing the same with the Savages, and adjusting the Biome Support.

I was thinking back to Fallout, and having Ghouls being scarce is actually quite accurate to the game.  I think there is only one Ghoul encampment in each game, with the occasional Ghoul found elsewhere.

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #25 on: August 08, 2008, 09:06:14 pm »

I didn't touch biome settings yet, so this will be the next thing to fix. Thank you very much.
Also I think after I will try to add city dwellers they will make vault dwellers less dominant.
Anyway I'd like them to start in "vaults" (mountain halls) but to build towns. I think it's impossible for now sadly.
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #26 on: August 09, 2008, 04:31:56 am »

It is fun - just the lack of wood hurts alot.
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C0nscript

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #27 on: August 09, 2008, 04:47:10 pm »

This mod really needs a graphics set, and needs to get rid of rivers.
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #28 on: August 09, 2008, 05:02:15 pm »

Nice to see that we have some worldgen discussion going. I had no luck at all creating a fallout-ish world.

Ill have to try your settings when I find the time!
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #29 on: August 09, 2008, 07:20:31 pm »

Mr.Handies thiefs are quick, however my sniper and .229 ammo!
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