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Poll

Ponies should grasp with

Mouth and Horns only
- 35 (42.7%)
Forehooves
- 3 (3.7%)
All of the above
- 44 (53.7%)

Total Members Voted: 82


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Author Topic: My Little Fortress - Fanon is Magic 1.2  (Read 80675 times)

Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #195 on: July 10, 2012, 09:05:44 pm »

There you have it! 1.2.1 is "officially" updated. Please let me know if there are any game breaking bugs and I'll see about squashing them again XD
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LordRandomness

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #196 on: July 10, 2012, 10:29:11 pm »

Okay, so I'm running this on Linux, so I replaced all my raws and data files with the ones from this mod. First it complained at me about missing ITEM_FOOD_**** (muffin, cupcake, sandwich, pie), then once I added all those it told me there was a missing symbol definition. Is it possible you missed a file or two out of the upload?

EDIT: I can confirm via comparison that the new files have the default food set rather than your updated one, which suggests that the updated one is missing from the upload. Dunno what's causing the missing symbol definition thing, though.
« Last Edit: July 11, 2012, 12:11:40 am by LordRandomness »
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Pokon

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #197 on: July 10, 2012, 11:28:45 pm »

Corry Eels would be fun.

" Hey, this cavern layer isn't that bad. Hey guys, look at thi-CRUNCH."
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A vile force of dark'ness has arrived, led by their champion Ebony Dark'ness Dementia Raven Way.

Detahramet

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #198 on: July 11, 2012, 05:45:41 am »

Hey Sorcerer
I think you need to update the google docs to 1.2
its currently 1.1
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Hail Kodkod, Goddess of Jam!

Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #199 on: July 11, 2012, 06:14:46 am »

Cheers! item_food re-added, readme updated, and I also added the alt files for researchless buildings and warring griffons
See the readme for details!
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Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #200 on: July 11, 2012, 09:47:01 am »

I added a little poll to determine the FUTURE OF THE PONYMOD! with regards to grasping at least...
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Replica

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #201 on: July 11, 2012, 11:27:51 am »

In the show ponies are seen using their hooves to grasp things sometimes so it wouldn't be completely out of the way to make hooves graspers.

But that'd technicaly make ponies bipedal creatures ingame because "feet" can't have multiple roles in DF, right?
There is no way of making quadrupede creatures grasp things with their legs and still be quadrupede is there?
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Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #202 on: July 11, 2012, 12:05:35 pm »

I don't think a limb needs to terminate in a grasper, my initial idea was to use the foreleg as a grasp and have it end in the hoof as the stance.
I think the grasp priority goes from left to right in the BP, so mouth would be prioritized over limbs (I hope)


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Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #203 on: July 11, 2012, 12:11:10 pm »

Actually.. I just had a bit of time to check this, and there seems to be no limitations to grasping and standing with the same bodypart, even to the point of me lopping two legs off a pony, he could still dualweild axes with his remaining hooves XD

It's not perfect, but it would alleviate the crossbow problem...
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Replica

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #204 on: July 11, 2012, 04:47:30 pm »

Really? Thats awesome and hilarious at the same time.

That is probably the way to go if you want to fix pegasi/earth ponies spawning as marksmen with no ammo.
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Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Lurking Grue

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #205 on: July 12, 2012, 10:34:23 am »

Any plans of adding the changelings in as an evil civ?
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Sorcerer

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #206 on: July 12, 2012, 10:40:53 am »

They're in my notes, aye! Work is supposedly not going to be too hectic today so I'll see if I can at least plan out their features.
I wonder if infiltration and love sucking is possible :P
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Detahramet

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #207 on: July 12, 2012, 12:04:50 pm »

Just rename the vampires to changelings, remove the pale trait, make it so that blood sucking is non-harming, and only causes a bad thought and you have a changeling.
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Lurking Grue

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #208 on: July 12, 2012, 12:27:02 pm »

Arent vampires hardcoded into the game? I thought the interaction in the raw folder was just an example.
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RenoFox

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Re: My Little Fortress - Fanon is Magic 1.2
« Reply #209 on: July 13, 2012, 04:26:20 pm »

I didn't see any mention of timberwolves yet...

Since we now have different gem cuts, I think ponies should be able to cut heart and candy shaped gems.
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