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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 156307 times)

Deon

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #45 on: April 18, 2010, 07:13:27 am »

There're chainsaws. Wait, maybe not in the bullet testversion. Just add the axes back heh.
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Deon

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #46 on: April 18, 2010, 10:32:45 am »

OK guys, I've made proper adjustments for sledgehammers to bash through armor (although mostly bruising muscles) to get in par with ranged weapons. I feel like it becomes maybe a bit too deadly... But I think it would be hardcore and fun.

Meanwhile, ghouls, toys and instruments are finished, and some new weapons are added. So it's a matter of time when I finish Mutants and release 0.02. It will have fallout races and no other stuff (like no mutant animals yet) but it will have almost complete races (by Almost I mean that there will definitely be some tweaks based on feedback later).

So with 0.02 you will have an unique opportunity to play Fallout in DF world :P. After that, I plan a major animal overhaul.
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Huesoo

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #47 on: April 18, 2010, 10:42:28 am »

That sounds glorious.
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Deon

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #48 on: April 18, 2010, 01:36:45 pm »

From the 1009th attempt I was able to adjust worldgen parameters to make deserted worlds from the first 1-5 tries. Before that it took from 100 to 1000 rejections or more to gen a world. Probably worldgen settings are a bit different now.

I will go to a shop now because I need food too, and when I come back I will patch up a working release with races. :p
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Marmonoulie

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #49 on: April 18, 2010, 04:18:05 pm »

Well after a few hours of a play all I can say is this, my Giant Cave Spider Silk woven vault suit is invincible. I won’t get to play it a lot or as much as I anticipated unfortunently.

But once I get a gun i'll start making some relevant progress.

Okay now for the stuff in the Fallout 3 art book:

Spoiler (click to show/hide)
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Deon

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #50 on: April 18, 2010, 06:01:23 pm »

How is it invincible? If you mean against common weapons, I haven't changed them at all, so that's the problem. I just added a rifle.

Awesome info under spoiler, it definitely should help me to get ideas :0. Most things are impossible (and you cannot make poisonous darts yet) but still they are inspiring. I especially like your suggestions on items.

Meanwhile, I am not slacking. I've finished a FULL new vault dweller tileset.

Man, it's hard to draw so many sprites at once :P


Here it is:


All nobles and new professions but general/leutenant/captain included.

The top right nobles are in suits because they are elder statesman/councellor/minister/president.

I haven't come up with special sprites for royal guard (bodyguards) yet.
« Last Edit: April 18, 2010, 06:03:44 pm by Deon »
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Deon

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Re: ☢ Wasteland ☢ - mod started (I need testers!)
« Reply #51 on: April 18, 2010, 06:09:57 pm »

Eh, the forum doubleposted for some reason...

Well, let's delete the repeating content and use this post for something :).

I think I will change all hammers to maces (I mean sledgehammers/super sledgehammers will become maces); meanwhile all hammers will become batons. That's right, you will be able to arm your fortress guard with batons.

There's a good side of this (and the reason why I want to do so): these batons will not penetrate deep and hit hard, so if you have beatings your guards won't kill your own citizens. Also the hammerer will have a police baton instead of a sledgehammer, so the beating won't be fatal (I hope... 100 hits with a police baton still can render a person too hurt to work further).

What do you think?

P.S. To make the thread a bit funnier:

Here's me, hunting ghouls. I drew half of ghouls sprites. One of the "white shirts" is actually a hammerman with a sledgehammer, I just haven't drawn a sprite for him yet.



Oh horrorz! Ghoulish children!
« Last Edit: April 18, 2010, 06:29:10 pm by Deon »
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Deon

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #52 on: April 18, 2010, 08:04:00 pm »

Here we go, enjoy 0.1 :).

As I said, just fallout races (vault dwellers, wastelanders, ghouls, mutants).

If you want to have your favourite tileset/ creature graphics, unpack it on top of the installation with graphics (like phoebus/mike mayday's sets).

If you do not play with graphics and want your ASCII settings to stay as they are, backup your /data/init/init.txt file and restore it after the installation.

P.S. New races (ghouls and mutants) use their "normal" tile for most non-military professions because I didn't draw them yet. All military tiles for them are OK though.
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EuchreJack

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #53 on: April 18, 2010, 08:10:16 pm »

The way I think of Hammers and Maces, I'd put the Sledgehammer as a hammer and the baton as a mace, as I see hammers as hammers and maces as basically metal clubs.  But knowing how the seemingly simple terms of "Hammer" and "Mace" have many differing meanings for medieval weaponry, I can understand where you're coming from.

Deon

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #54 on: April 18, 2010, 08:12:09 pm »

I make it just to remove deadly super sledgehammers from the hands of hammerers.

Also what's the problem? I will just rename macemen to hammermen and hammermen to macemen. You won't notice a difference.
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EuchreJack

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #55 on: April 18, 2010, 08:19:47 pm »

Actually, I'd suggest renaming the hammermen to "Enforcers" or something to denote their batons and police function.  Would work well with the Hammerer.

Macemen to "Sledgebrother", perhaps?  :D

Oh, and with the firetesting version, the "bug" with wooden training axes kept the lack of axes from being anything but a challenge to enjoy.

Glad to see Fallout is Back!

Deon

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #56 on: April 18, 2010, 08:21:27 pm »

Enforcers sounds nice for me. Security armor (they already have), riot shields and batons. The vault guard is ready :P.
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Deon

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Re: ☢ Wasteland ☢ [0.1 released 19th] - fallout races
« Reply #57 on: April 19, 2010, 05:02:21 am »

OK, enforcers are in, and also I've started to make domestic creatures.

There're dogs, brahmin (two-headed cows) and iguanas (replace cats) now.

Here they are:



I will release 0.2 soon.
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Deon

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Re: ☢ Wasteland ☢ [0.2] - more desert dessert
« Reply #58 on: April 19, 2010, 06:40:34 am »

So, 0.2 is up. With brahmin/dogs/iguanas, new items for entities (baseball bats for wastelanders, batons and riot shields for vault dwellers, jeans for most races), with new workshops (check the 1st post to see the whole list) and other funny stuff.

Here is my Lab. You can see library terminals at the northern wall of the big room. Also there're training dummies on the left and an obstacle course in the top room.


Here's the crematorium (to burn vermin corpses).

Assign a dwarf to it and he will automatically burn any vermin corpses. Make a burrow which covers your vault for him to stop him from running outside.

Iguanas replace cats. They hunt vermin and provide awesome Iguana Roasts and Iguanas-On-A-Stick :P. Sorry, no more kitten roasts (some real-life cat lover like me may consider it to be good).
Spoiler (click to show/hide)
Iguanas are cute too ^_^.
« Last Edit: April 19, 2010, 06:52:19 am by Deon »
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Deon

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Re: ☢ Wasteland ☢ [0.2] - more desert dessert
« Reply #59 on: April 19, 2010, 08:51:29 am »

OK, I am waiting for some people to download and try 0.2 before I upload 0.3. I want a feedback and do not want to backtrack too much ;). It's a matter of time when you guys wake up or log in on forums hehe.

I will just develop it a bit more while I wait.

Meanwhile I want to ask: does anybody want a "strawberry" version which would be closer to vanilla in terms of deadliness, so not that deadly?
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