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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 156336 times)

bombzero

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1500 on: January 11, 2012, 06:10:40 pm »

Also, acid blood punishes those with the wrong types of weapons. I love it! :D

yeah, try picking up some of your own blood than chucking it at people!
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Dohon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1501 on: January 12, 2012, 04:59:10 am »

Hey Deon. I read somewhere you were working on Wasteland 2.0. Are you gonna release that after the new version? Because that one is coming up quite fast and I can see that it might be easier to update the mod then instead of rushing an update out now. You'd be doing double work that way.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1502 on: January 12, 2012, 05:33:10 am »

I am about 50% done with creatures, finished main civilizations and I've just started reworking the workshops. So most likely the Wasteland 2.0 will be the first mod after the new DF release :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

bombzero

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1503 on: January 16, 2012, 12:13:09 am »

I am about 50% done with creatures, finished main civilizations and I've just started reworking the workshops. So most likely the Wasteland 2.0 will be the first mod after the new DF release :).

Deon: planning ahead.. on accident.
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slawr34

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1504 on: January 16, 2012, 03:59:55 am »

I am about 50% done with creatures, finished main civilizations and I've just started reworking the workshops. So most likely the Wasteland 2.0 will be the first mod after the new DF release :).

Huh.

So you just conveniently forgot that you may very well have to rewrite THE ENTIRE MOD from scratch? Jolly good.

For the record. I hope that the new wasteland is out 0.25 seconds after the new DF.

Coz I am hankerin' for some wasteland... 'in.
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1505 on: January 16, 2012, 04:06:07 am »

How could I forget it? The new version don't have creatures or workshops changed much.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Angel Of Death

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1506 on: January 19, 2012, 02:27:58 pm »

It appears as if Russia's map constantly messes up after placing civs. The messups stop if you lower the civ count to about 10.
« Last Edit: January 19, 2012, 02:39:55 pm by Angel Of Death »
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MaskedMiner

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1507 on: January 30, 2012, 12:25:23 pm »

Uh, how the heck you install this mod?

Ah, figured it out I think.
« Last Edit: January 30, 2012, 12:36:57 pm by MaskedMiner »
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JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1508 on: February 14, 2012, 10:20:52 am »

whelp...0.34.01 is out...time to see if the new stuff can be wastelandized!
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Deon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1509 on: February 14, 2012, 02:44:07 pm »

It will take a while :). Let me play around with Witcher mod by adding spells and potions to adv. mode, and then I will move onto Wasteland!
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

bombzero

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1510 on: February 14, 2012, 05:13:36 pm »

HA now you don't have an excuse not to update this one =p
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Pokon

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1511 on: February 14, 2012, 10:03:49 pm »

Dude, Weredeathclaws!
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Exlo

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1512 on: February 14, 2012, 11:02:27 pm »

Dude, Weredeathclaws!

By Armok... We must stop Deon before- OH GOOD GOD IT'S EATING MY SOUL!
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Clearly, this represents six side-by-side wheelbarrows, as indicated by the right half of the icon.  The left half indicates they are carrying babies with hats in these wheelbarrows.

Presumably, they are lining up to dump them into the baby furnaces.

JediaKyrol

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1513 on: February 15, 2012, 01:14:56 pm »

So..."Master"'s will create Super Mutants and Centaurs(Chimeras)...but what about Ghouls?  Fallout lore has them come from people with a recessive gene that are exposed to lethal doses of radiation...so would it be like a hidden caste that can be affected by a syndrome coming from "evil" areas...then having a chance of gaining a ghoul body but remaining relatively sane, or becoming a feral?  That would have them as sterile immortals...but how would their civs expand?  Unless you have something like the Apostles of the Holy Light or Followers of Set that actively seek out people to convert to ghouls?

Am I over-thinking this?

But man...a Glowing one comes to your fort...and suddenly some of your people start rotting...some go feral, some just become ugly immortals.  That would be awesome.
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Exlo

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Re: [0.31.18] ☢ Wasteland ☢ : test the new world map please
« Reply #1514 on: February 15, 2012, 03:30:16 pm »

But man...a Glowing one comes to your fort...and suddenly some of your people start rotting...some go feral, some just become ugly immortals.  That would be awesome.

Is the new system able to make effects make contact in an area around them? (As in the ghoul would be radiating the effect rather than having to attack/activate something to make it set off the reaction.)
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Clearly, this represents six side-by-side wheelbarrows, as indicated by the right half of the icon.  The left half indicates they are carrying babies with hats in these wheelbarrows.

Presumably, they are lining up to dump them into the baby furnaces.
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