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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 110440 times)

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #45 on: August 10, 2008, 03:37:52 pm »

Ok, I start to polish the main races.
Thanks to Aquizzar for drawing my attention to this.

First changes:
VAULT DWELLER
Prefstring:
Spoiler (click to show/hide)

Personality:
Spoiler (click to show/hide)

SAVAGE
Prefstring:
Spoiler (click to show/hide)

Personality:
Spoiler (click to show/hide)

GHOUL
Prefstring:
Spoiler (click to show/hide)

Personality:
Spoiler (click to show/hide)

BLOODTYPE-> Green

ALL_ACTIVE
NOSLEEP
CHILD:5 - they grow up very fast
MAX_AGE:15:1000 - a very random value, mutations were unguided and uncontrolled

Poison: stun intermittent ("nether disease"), EXTRACT_PERMANENT[!]. However the ghouls will bite in VERY rare situations (as other humanoids).

MUTANT
Prefstring:
Spoiler (click to show/hide)

Personality:
Spoiler (click to show/hide)

SIZE: 12 -> 10
BUILDINGDESTROYER:2




Any ideas are welcome.
Currently I'm working on nation biome settings.
« Last Edit: August 10, 2008, 03:43:38 pm by Deon »
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #46 on: August 10, 2008, 03:44:14 pm »

We are going to see super-ghouls who live to 900 years old!

I can go look up and make more coke resources.+
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #47 on: August 10, 2008, 03:47:09 pm »

They were immortal before this change *sigh*.
Also prepare to meet 15-y-old dead ghouls. I've got a guard dying of old age in my 1st ghoul caravan. I don't want your stinky bodies on my territory!
« Last Edit: August 10, 2008, 03:48:56 pm by Deon »
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #48 on: August 10, 2008, 04:12:04 pm »

http://en.wikipedia.org/wiki/Anthracite

New coal source for metamorphic areas!!!
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #49 on: August 10, 2008, 04:12:33 pm »

And did I mention how much mutants - in thief form rape my civ?
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Aqizzar

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #50 on: August 10, 2008, 04:21:33 pm »

Great stuff man.  The ghoul thing is really cool, I like the idea that a really mutated one can die after a couple decades, while others can like for a millenium.  Though to be honest, I'd think they could reproduce at all (...ew...) and were in limited supply.  Of course, since they're made by mechanics DF can't account for (radiation), ordinary reproduction is the best compromise.

As for SIZE, I always though it wasn't really a straight linear progression, and making creatures bigger seems to make them really powerful really fast.  Size 10 is probably just right for supermutants (I went back and looked, they're bigger than I remember).  On the subject though, removing the BABYSNATCHER tag would probably be for the best.  Yes, it means mutants would siege you constantly, but otherwise they'll snatch themselves out of their homes like goblins sometimes do.  Uping their SLAVERY allowance could be a good substitute.

And to help out, here's a Horned Kangaroo.  EDIT: Changed for workingness.
Spoiler (click to show/hide)

I had an idea to add things like helicopters, buildings, and such to the Fanciful creatures area, so engravers would occasionally draw pictures of the old world.  I'll see how it works out.
« Last Edit: August 10, 2008, 07:04:21 pm by Aqizzar »
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #51 on: August 10, 2008, 04:46:00 pm »

Ethics will be surely revised.
1) Great idea.
2) Great idea.
...
n) Great idea.
You're a living generator of ideas. Thanks, h.kangoroos are definitely in and fanciful helibirds, nuclear bombs and other such things will go into symbols (a laughing helicopter/a nuclear bomb in fetal position is not something that my mind can accept)
I'd like to leave the babysnatching on to simulate mutants geting material for experiments, but since there's no option to turn the captured creatures into that race (that'd be great - then we could skip their natural breeding) I will remove it.
However size:10 brutes in the 1st winter is somewhat hard.
Dodok Overseer: "Urist Mechanicpants! Seal the Vault, faster!"
Remember that they are active buldingdestroyers.

Also I forgot about my question in your crabs  thread. I'm adding them NOW.
Along with the giant cave crab. *You've breached an underground pool!* Oh my, poor miners.

Quote
And did I mention how much mutants - in thief form rape my civ?
I'd like to rename them into saboteurs. Sadly there's no option to do it.

About minerals: I think I'll ask to include most parts of Sean's minerals mod, he made a great work there.
I will also add "stiffen corpse", "wooden frame" and other scrap types which could be used as fuel.
« Last Edit: August 10, 2008, 05:03:39 pm by Deon »
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #52 on: August 10, 2008, 05:29:09 pm »

I half way into my 3rd year, the toughest thing so far, has been mainly, defending against thiefs- which I finally gave up and sealed my vault until I have a powerful marksmen squad( which is kind of counter-productive since they have run out of arrows)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #53 on: August 10, 2008, 05:39:01 pm »

About marksmen - note that many weapon types require different ammo.
I tried to make it clearer and specify ammo type in brackets.
I usually arm my marksmen with sniper rifles. It's just cool.
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #54 on: August 10, 2008, 05:56:30 pm »

I just ran out of wood thats all.... but I have a champion marksmen with a high hammer level - A random lyemaker turned hunter who LIVED for more than a year, who had lost his right eye and has minor brain damage and neck yet, has over 75 kills, including 8 fire geckos, which are the carps of land creatures. And all my guys use sniper rifles.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #55 on: August 10, 2008, 06:01:01 pm »

Scrap piles and plastics will fix the "no wooden material" issue.
How do you see the number of kills in the fortress mode?
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #56 on: August 10, 2008, 06:04:09 pm »

And I just had a child go into a mood and make a sphalerite flute, named the furnace of silkness, and she is girl - I am now executing putting her parents on outervault military guard!   

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Aqizzar

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #57 on: August 10, 2008, 06:05:43 pm »

It's under the view window on dwarves, where it lists their possesions.  v-p-z then k if they have it.

By the way, I altered Dwarmin's GCCrabs for completeness in the other thread.  Let us know how they work out.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #58 on: August 10, 2008, 06:10:41 pm »

I've already added them with all tweaks. Also I renamed fire crabs to magma crabs flavour-wise (at least I think so).
Now I'm tweaking entities.
Next work will be on scrap and fuel.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« Reply #59 on: August 10, 2008, 06:19:28 pm »

By the way, a quick fix of kangoroos:
There's no 2HEAD_HORN token to use in attack (it consists of 2 horns), you should use RHORN and LHORN.
TAIL -> TAIL_STANCE.
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