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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 110032 times)

EuchreJack

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #30 on: August 09, 2008, 09:25:16 pm »

Speaking of things that would be cool that are impossible, what if Ghouls could take over uninhabited ruins?

Also, it might be possible to make Vault Dwellers a tad more picky about where they expand via biome settings.  Not certain how it would work, and could easily prevent the Vault Dwellers from not forming at all, depending on the settings.

Interesting fact: Mr. Handies are a playable civilization!  However, the game gets buggy after trying to set up a fortress with these machines.  When I try to get them to perform tasks, the game asks me if they are slaughterable!  :D  Still, the military interface works fine, so at least I can arm them, and laugh as they tear the local wildlife apart.

Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #31 on: August 09, 2008, 09:37:52 pm »

In my vault society - I focus on hunting - however the non-seasoned hunters die left and right to fire geckos. Ripped throats!

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YojimboUsaka

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #32 on: August 09, 2008, 10:12:51 pm »

Wood?  Would it be possible to change this?  Maybe call it scrap piles instead? 

Use crowbar(axe) to salvage(chop) the scrap(tree). 

Of course scrap regenerating over time seems a little odd.  Maybe it is the wind and erosion uncovering more debris piles. 

You could even name different types of scrap(wood).  Then you could have the bed made from Honda Parts Scrap or the Stop Sign Scrap Buckler.

Any civ living in a wood biome would then be living in a Scrap biome instead.  Destroyed/abandoned cities type of stuff.  The graphics could look like scrap piles/tires/etc...

This would also open up some possibilities for changes in the building names and operations.  Wood burner could become Scrap refinery which would take scrap and turn it into parts/pieces(coal and/or ash) which would be used in your lab/workbench(forge) in conjunction with metals to produce your armor/weapons/furniture etc...  gives a much more techno feel without changing anything but the names.  Can you change the names of the buildings?  ah crap.. no idea..

I might take a crack at making some graphic sets and tiles.  Is 16x16 the most common size?  It has been a long time since I played Fallout so if someone were able to give a quick idea of what each common item/creature is it would help immensely.

Yoj
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #33 on: August 09, 2008, 10:37:37 pm »

This should only be done in desert like biome - because scrap in small-non-wasteland pockets doesn't make sense!

Like in the fallout series - you are sent out to make something better. However this time, it is to rebuild society!
« Last Edit: August 09, 2008, 10:40:16 pm by Zironic »
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #34 on: August 09, 2008, 11:56:31 pm »

The idea about scrap for desert/wastedland is really nice.
I will definitely implement it.
Sadly the wood burner cannot be renamed.
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #35 on: August 10, 2008, 02:41:40 am »

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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #36 on: August 10, 2008, 03:00:38 am »

I'll look into it now!

I've posted the 2nd type of the world (Wasteland No Rivers). It has no rivers.
It will be included in the next release.

I will tweak the soil types later so I will remove almost all aquifiers. I still want some rare soil type to bear the aquifier, but it should be very hard to find it.

Also I need more fuel types due to the scarcity of trees. If anyone will be able to make a different fuel types which spawn in almost every main stone types it will be a great help.
I still can do it myself but it'll be after I implement "scrap" trees and a new "plastic" tree which will not be grown anywhere but will be used for beds/as fuel and will be produced in smelter from some common item. Any plant thread maybe?
Or maybe a soap will have some use now if I find a right way to make an unbugged smelter reaction.
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #37 on: August 10, 2008, 03:46:16 am »

Ok this is very BASIC: however it involves really pushing the idea of futuristic tech.

Uranium!- Comes from pitcheblende-First- Forge a uranium bar, then enrich it, then you convert matter via atomic power to make a stone into coke.
However, plutonium may be a by-product of enrichment, and can be used in a seperate reaction to make coke, however it will cause explosion( or so I think as I have yet to test it) but makes 10 coke!

[MATGLOSS_STONE:PITCHBLENDE]
[NAME:pitchblende][COLOR:5:7:0][TILE:'*']
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:URANIUM:100]
[SOLID_DENSITY:30000]
[VALUE:100]



[MATGLOSS_METAL:URANIUM]
[NAME:uranium][ADJ:uranium][COLOR:0:7:1]
[VALUE:100]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][DIGGER]
[DAMAGE_PERC:105]
[BLOCK_PERC:70]
[SOLID_DENSITY:30000]



[REACTION:PITCHE_TO_URANIUM]
[NAME:make uranium bars]
[SMELTER]
[REAGENT:2:METAL_ORE:URANIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:URANIUM]
[FUEL]



[MATGLOSS_METAL:PLUTONIUM]
[NAME:plutonium][ADJ:plutonium][COLOR:0:7:1]
[VALUE:150]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[BRITTLE]
[DAMAGE_PERC:110]
[BLOCK_PERC:20]
[SOLID_DENSITY:42000]



[REACTION:ENRICHMENT]
[NAME:enrich uranium]
[SMELTER]
[REAGENT:2:METAL_ORE:URANIUM]
[PRODUCT:100:7:BAR:NO_SUBTYPE:METAL:EURANIUM]
[PRODUCT:20:3:BAR:NO_SUBTYPE:METAL:PLUTONIUM]
[FUEL]



[MATGLOSS_METAL:EURANIUM]
[NAME:enriched uranium][ADJ:enriched uranium][COLOR:0:7:1]
[VALUE:100]
[SPEC_HEAT:1600]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][DIGGER][AMMO]
[DAMAGE_PERC:110]
[BLOCK_PERC:80]
[SOLID_DENSITY:31000]



[REACTION:CONVERT_MATTER]
[NAME:re-molecularize stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:EURANIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]



[REACTION:CONVERT_MATTER_P]
[NAME:dangerously re-molecularize stone into coke]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:PLUTONIUM]
[PRODUCT:100:10:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT:100:20:BAR:NO_SUBTYPE:METAL:UNSTABLESUBSTANCE]
[FUEL]



[MATGLOSS_METAL:UNSTABLESUBSTANCE]
[NAME:unstable matter][ADJ:unstable matter][COLOR:2:7:1]
[VALUE:200000]
[SPEC_HEAT:1]
[MELTING_POINT:1]
[BOILING_POINT:2]
[SOLID_DENSITY:40000000000]

« Last Edit: August 10, 2008, 03:14:01 pm by Zironic »
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Aqizzar

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #38 on: August 10, 2008, 03:58:18 am »

Very cool mod.  Looks like fun.  Noticing some stuff worth polishing though-

There's a lot of stuff in the races copied over from the originals that doesn't fit.  Ghouls have the same personality modifiers as elves, so they're foppish layabouts.  Vault dwellers live for 150 years and can be liked for their beards.  Likewise, they both copy the entity settings, so ghouls name their sites after happy plants, and vault dwellers are ruled by kings and cover their artwork in spikes.  And ghouls and mutants can show up wearing thongs...

On that note, a bunch of the DF flavor creatures, like marmots and the different birds, feel out of place, and could be exchanged for more post-apocalyptic stand-ins.  Ditto for incidental stuff like crafts and toys.  That's all just icing though.  But definitely add in Horned Kangaroos.  I can't remember if you ever even see living ones, but I can feel their absence.

As for the new stuff, it mostly looks great.  The one thing I would argue against is making mutants size 12.  Minotaurs, sasquatches, and horses are size 9, which seems more appropriate.  But hey, 12 is cool too.  Maybe I didn't play F2 enough, but is that where the wakazashis came from?

God damn that's a lot of guns.  I took one look at the ammo file and went, "I'm never going to keep track of all this."  Which means you matched Fallout perfectly!  (As long as the subject is up, I'd like to mention that while the Pancor Jackhammer is a cool idea, only about 20 were ever made.  Just for interest.)
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #39 on: August 10, 2008, 04:42:17 am »

the bulk of the mod start is trying to get a balanced basic working form it seems so far.
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YojimboUsaka

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #40 on: August 10, 2008, 12:01:41 pm »

Ok...Did some real quick images for the vault dweller, 2headed cow, Predator Plant and Rad Scorpion.


Many thanks to Sphr who I pirated the base images from for the first 2 and likely many to come.

If these are OK let me know and I will try to get more done.  I leave on a month long trip for work so will most likely have lots of time in the evenings to kill.

Yoj
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #41 on: August 10, 2008, 01:23:21 pm »

YojimboUsaka
You're great at icon painting!
If you can make more of the current creatures (geckos, deathclaws, wanamingos, mr. handies) it would be great!
Also your scrap idea is very nice. And while leaving some trees I will definitely implement scrap piles.

EuchreJack
Quote
what if Ghouls could take over uninhabited ruins?
I'll try to add TOLERATES_SITE/LIKES_SITE:RUIN and I'll see what will it give.

Quote
Interesting fact: Mr. Handies are a playable civilization!
Really? I should check it. Are you sure they were not conquered by another race which died out?
I had a playable savages civilization once. When I looked in the history they were originally vault dwellers which lost their vaults to supermutants and conquered savages' villages and finally died out, leaving only savages' cities with vd names.

Aquizzar
Quote
Noticing some stuff worth polishing though
Definitely. I published the mod the same day I started to work on it and I had small time on this weekend, however I will :sigh: have nothing to do while being on work on this week so I'll spend a lot of time adding and polishing things.

About the mutant's size. As far as I remember the supermutans were at least twice larger than humans (I mean not only height, but an overall size) and brahmins are a bit smaller. So maybe size 10 or 11 would be more accurate. If you can make more research on this it would be a great help.

Zironic
Thank you very much on the raws you've made for us.

Thank you very much to all of you, you help me greatly and while I wanted to start this mod just for myself just for fun I'm glad that I decided to make it a community project - your help is very important.
« Last Edit: August 10, 2008, 01:25:10 pm by Deon »
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #42 on: August 10, 2008, 02:40:14 pm »

Quote
[MATGLOSS_METAL:PLUTONIUM]
[NAME:plutonium][ADJ:plutonium][COLOR:0:7:1]
[VALUE:150]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][DIGGER]
[DAMAGE_PERC:110]
[BLOCK_PERC:20]
[SOLID_DENSITY:42000]

Wait... What? Plutonium picks and cabinets?
Shouldn't it be [BRITTLE]?
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Doppel

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #43 on: August 10, 2008, 02:59:35 pm »

Ok...Did some real quick images for the vault dweller, 2headed cow, Predator Plant and Rad Scorpion.

What is a "cow"?
Anyways, if i don't come across the Master, then i will be sad.   :(
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #44 on: August 10, 2008, 03:13:31 pm »

Quote
[MATGLOSS_METAL:PLUTONIUM]
[NAME:plutonium][ADJ:plutonium][COLOR:0:7:1]
[VALUE:150]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[BRITTLE]
[DAMAGE_PERC:110]
[BLOCK_PERC:20]
[SOLID_DENSITY:42000]

Wait... What? Plutonium picks and cabinets?
Shouldn't it be [BRITTLE]?

Sorry I used uranium as a base :|
« Last Edit: August 10, 2008, 03:15:16 pm by Zironic »
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