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Author Topic: Colonisation: Year 3000  (Read 39494 times)

Deon

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Re: Colonisation: Year 3000
« Reply #60 on: February 06, 2011, 01:47:58 pm »

Code: [Select]
[REACTION:PLASTIC_TO_NYLON]
[NAME:make nylon from plastic]
[BUILDING:SYNTHETICSTATION:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:NYLON:PLANT]
[SKILL:SMELT]

Also you get 150 cloth because you use only 1 unit of a bar. You should use:
Quote
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
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Azkanan

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Re: Colonisation: Year 3000
« Reply #61 on: February 06, 2011, 02:01:43 pm »

Code: [Select]
[REACTION:PLASTIC_TO_NYLON]
[NAME:make nylon from plastic]
[BUILDING:SYNTHETICSTATION:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:NYLON:PLANT]
[SKILL:SMELT]

Also you get 150 cloth because you use only 1 unit of a bar. You should use:
Quote
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]

Ah! I see what you mean, now! You are very sneaky!



Ha! Most excellent. Thanks for the help again, Deon.

Edit;

Progress:

All is now well for the synthetic crafting tree!

Plastic Waste + Synthetic Station = Plastic + Synthetic Station = Spandex/Latex/Nylon
Islam -> Muslim name fixed.

To do:
Add Plastisteel process.
A couple of new equipments aren't working; to be fixed.
Need to relayer the tights/leggings to the lower body.
Change skill used from Smelt/Soap Making to Alchemy (Synthetic Engineer).
Skill name overhaul for all relative skills.

Add new fauna.
Fix Shoes problem.
Go through errorlog.
« Last Edit: February 06, 2011, 03:26:28 pm by Azkanan »
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Azkanan

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Re: Colonisation: Year 3000
« Reply #62 on: February 06, 2011, 03:36:24 pm »

I call this series of screenshots, Cloak and Dagger.
Generally just checking out the locals clothing, which seems fine, and investigating the Central Americans Planetary Headquarters. At night.

Balaclava and Wide brimmed Hat, Socks and Trainers. Awesome.


I then travelled to the nearest fortress, which just so happened to hold this fellow inside...


I put one hand on his head (accidentally slipping and gouging both his eyes out) and another around his throat, with 6+ others sleeping in the room..!


The choking begins of the Central American Planetary Leader.


He awoke momentarily, but then passed out after three chokes or so.


He suffocated somewhat silently.


I then stole his bronze boning knife and turned my attention to the others in the room.


Most of them were dying in single stabs to the face as they slept... I attempted a slash, at their throat presumably, but the description came out odd, saying that I had slashing his skull open.


I then found another four, in the darker side of the room.


This one was quite cool. I stabbed in the head, but it severed his nerve system and paralyzed his motor skills. Why he was holding a knife, whilst apparently a sleep, I'll never know.


I then found another unexpected prize. I decided to fight this guy.


I bit his face.


After a few minutes dodging, deflecting and striking minor blows (I also accidentally stabbed a nearby sleeping guy to death), the general ran out. He was faster than me, so in an act of desperation I threw my knife into his back...


Damned unlucky throw, the butt of the blade hit him, rather than the blade, it would seem. After this, I couldn't find him, but my testing desire was fulfilled.
« Last Edit: February 06, 2011, 03:39:20 pm by Azkanan »
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NobodyPro

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Re: Colonisation: Year 3000
« Reply #63 on: February 06, 2011, 09:02:59 pm »

That... was... awesome.
I'm up to 'rose' in the French language file (a-z is half, Artifact to Tree is the other half). Now I know why there aren't more real language mods.
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Azkanan

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Re: Colonisation: Year 3000
« Reply #64 on: February 06, 2011, 10:51:55 pm »

That... was... awesome.
I'm up to 'rose' in the French language file (a-z is half, Artifact to Tree is the other half). Now I know why there aren't more real language mods.

I timed myself when I did it, out of curiosity, and I got past a-z and just into the non-alphabetically-ordered list at the end of the hour that I finished for the day.

It is quite a bitch to do. Listening to Loituma and switching off, going into automode, is the best way to do it in my case. Ergo why I havn't done it the past couple of days, because I havn't been sleepy enough :P
Looks like I'll have to finish it off tomorrow, too, now :/.

Edit;

Name reforms! Civilians and alot of Engineers!


« Last Edit: February 07, 2011, 12:20:36 am by Azkanan »
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rephikul

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Re: Colonisation: Year 3000
« Reply #65 on: February 07, 2011, 01:17:02 am »

which profession name ID was the exp leader?
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Azkanan

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Re: Colonisation: Year 3000
« Reply #66 on: February 07, 2011, 03:42:17 am »

which profession name ID was the exp leader?

It's not a profession, it's a position, found in Entity_default. :) (General, King, Baron, Bookkeeper, Sheriff, etc)
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Azkanan

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Re: Colonisation: Year 3000
« Reply #67 on: February 07, 2011, 11:48:03 am »

Behold! Hillfort!
I forgot to bring drills and saws...

I used the wood from my cart to build a trade depot, barely had enough.!



And the traders arrived later on (Summer?), equipped in Iron Powered Exoskeletons!



The guards, at least.



Trade for... Dog? No. Beagle, Border Collie, Bearded Collie, Beauceron, bichon, Bernese Mountain dog... about 24 subspecies so far.



Beer (Made from Barley). Priority five.
We are British, after all.



Noble names. I'm quite liking the Colonial Commander and Logistician.



Migrants. A legendary farmer? On my first migrant wave? F'awesome! *2 Farming Skill Learning Rate apparently shows.



Also to be noted, alot of my people are talented/skilled in persuasion and other conversational skills, due to their *2 skill learning rate.

Ah, plastic waste, occuring somewhat-naturally.



In any case, all seems to be working here, after a year of Fort playing.

Next: Horses.
« Last Edit: February 07, 2011, 11:54:42 am by Azkanan »
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Deon

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Re: Colonisation: Year 3000
« Reply #68 on: February 07, 2011, 12:09:56 pm »

An epic list of dogs o_O.

Also, great idea to rename peasants to civillians. I should've done it in Wasteland mod too.
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Azkanan

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Re: Colonisation: Year 3000
« Reply #69 on: February 07, 2011, 12:14:54 pm »

An epic list of dogs o_O.

Also, great idea to rename peasants to civillians. I should've done it in Wasteland mod too.

This whole castes thing has opened quite a few possibilities. I look forward to when I make each caste physically individual, and seeing what migrants then bring to the site (presuming that they bring descendant-of-descendant creatures, rather than just case X creature.

Either way, a few years down the line in Fort Mode, you'll have some crazy creatures.

I mean, Say you have a Strong Bull, Strong Cow and Weak cow. If you take away/kill/lock out the weak cow, and keep the two strong creatures in a pen, you'll eventually have a Strong Calf, which will grow up, and so forth. Selective Breeding.

Shame there is (i think) a limit to what creatures can become, though.

ie, Maximum Strong Bull and Maximum Strong Cow can't make a Maximum Strong +1 Calf :P.
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Deon

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Re: Colonisation: Year 3000
« Reply #70 on: February 07, 2011, 12:16:25 pm »

I don't think that selective breeding is possible. I've got totally random results no matter what I tried (even through modding).
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Azkanan

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Re: Colonisation: Year 3000
« Reply #71 on: February 07, 2011, 12:33:35 pm »

I don't think that selective breeding is possible. I've got totally random results no matter what I tried (even through modding).

That's odd... child generation must rely on sleeper DNA from ancestors too, then? Otherwise, they'd be pulling randoms, based off of no source? Unless it just pulls it straight from the creature source each time, rather than the parents... Hm... That's a shame.
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Deon

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Re: Colonisation: Year 3000
« Reply #72 on: February 07, 2011, 12:57:51 pm »

The problem is that migrants have no ancestors. So it doesn't really work, at least I was unable to confirm it during tests.
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Azkanan

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Re: Colonisation: Year 3000
« Reply #73 on: February 07, 2011, 02:46:06 pm »

Huzzah! Going to do some play testing tonight to check all the domestics are alright (I doubt the eggs will =[ ), then I'll finish the british language off tomorrow and release 0.1.0.
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Nopkar

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Re: Colonisation: Year 3000
« Reply #74 on: February 07, 2011, 07:16:38 pm »

Huzzah! Going to do some play testing tonight to check all the domestics are alright (I doubt the eggs will =[ ), then I'll finish the british language off tomorrow and release 0.1.0.

can't wait! one request tho, dunno if I need to put this in the phobeus tileset, but I'd LOVE to see this compatible with it! although seeing as there's plastics etc, I guess I shouldn't hope to much...I just can't stand the ASCII >.<
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