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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 507720 times)

Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1320 on: January 15, 2013, 06:20:46 pm »

> Fallout: Equestria Pony Skill Rates (as of v0.95)
Many thanks for this Replica...I've posted it up on the first page under pony skill rates. :) I've added you and Maklak to the credits section for your contributions to the mod.

> I think it's weird that many castes have wordsmith skill differences, it's not used for anything as far as I can tell.
Flavor, mostly, though some of the skills like poetry are used by the scriptorium.

> Nurse Redhearts
On Maklak's recommendation they'll be left as indefinite use. However, I'll increase the amount of drugs needed to initially make one once drug manufacturing is available.

> What's planned after the robot arc? Ministry of Peace? Combat drugs would be nice, but I can live without them.
The 2nd post on the first page has the features in progress for January/February. Creature expansion will come first, followed by the crop revamp and the drug system, then finally the Everfree forest as the finale for the Ministry of Peace arc.

> Would it be okay if I list of cutie marks which are capable of casting spells, as well as being immune to other spells?
I think Replica's working on that for the unicorn castes, and there's also the image under the Arcane Sciences in Workshops and Industries.

> I'll also go ahead and post which spells can't be cast against specific ANTIMAGIC castes.
The ANTIMAGIC tags are more fuzzy, as are the spells they are resistant towards (There are spells cast by your ponies and unique spells cast by enemies like the Unity), and so are likely to be edited more often.

Thanks everyone! :) This mod wouldn't be where it is today without your support.
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P(ony)SI

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1321 on: January 15, 2013, 06:30:25 pm »

> I think Replica's working on that for the unicorn castes, and there's also the image under the Arcane Sciences in Workshops and Industries.

I thought Replica was only doing the skill rates.
Also, the image doesn't tell what enemies are resistant against which spells, which is what I'm working on.

> The ANTIMAGIC tags are more fuzzy, as are the spells they are resistant towards (There are spells cast by your ponies and unique spells cast by enemies like the Unity), and so are likely to be edited more often.

I can always link to the post and edit it once updates come out.
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Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1322 on: January 15, 2013, 06:41:47 pm »

Should you choose to do so, I'll put it under the Arcane Sciences section.

Thanks PSI! :)

Edit: ALICORN is the highest class of antimagic; they're pretty much immune to all the currently available spells due to the collective knowledge of the hive mind. You'll have to wait until the Ministry of Arcane Sciences arc for spells that can counter Unity magic...they'll be collective, increasing in strength with the number of unicorns available to cast them.
« Last Edit: January 15, 2013, 06:56:15 pm by Lycaeon »
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P(ony)SI

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1323 on: January 15, 2013, 06:45:32 pm »

While in the raws, I saw that none of the Unity alicorns have any ANTIMAGIC. I think they should at least have ANTIMAGIC_ADEPT.
EDIT: Oh sorry, didn't see that.
« Last Edit: January 15, 2013, 07:26:47 pm by P(ony)SI »
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tahujdt

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1324 on: January 15, 2013, 07:40:25 pm »

Can you remove some of the useless castes, such as the comedians, animal trainers and fishers? It seems to me that a wasteland would have no use for such things. Also, some of the castes are redundant.






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Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1325 on: January 16, 2013, 12:35:59 am »

These are Stable ponies, most of whom have spent much of their lives in (relatively) safe environments insulated from the horrors of the wasteland. Not all of their talents are going to be useful, and there will be some that overlap to an extent.

The G.O.A.T. has positions for "waste management specialist" and "hairdresser", after all. ;)
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Zangi

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1326 on: January 16, 2013, 01:11:11 am »

Can you remove some of the useless castes, such as the comedians, animal trainers and fishers? It seems to me that a wasteland would have no use for such things. Also, some of the castes are redundant.
It may be more accurate to imply that ponies with useless skills will not live long or go far in the wasteland... but they will still exist. 

Though, technically for stable dwellers, it is unlikely for them to have access to fishing pre-stable opening.  One can say the df version stable is gigantically huge with a huge aquarium where ponies could sit on their plots and leisurely fish.  I suppose pets and/or animal farm/wildlife reserve to train unirridated pets like dogs, cats and chickens too...
Ah yea... designed to open up between 100-200 years after the nukings and to bring civilization back into the world or something.
You can say this particular stable had a huge amount of time and resources put into it.

Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...
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Maklak

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1327 on: January 16, 2013, 02:01:05 am »

Littlepip's stable had an apple orchard (which is not the most efficient way of producing food), there was also something about a pegasai stable big enough to have weather in it. Stable-tec's excavation was very fast and I don't see the problem with a stable having a lake.

I've glanced over the manual for Neuroshima "rat" class (basically a bum who searches through other people's trash) and one of the methods of staying alive was to entertain others and be very good at it. Besides, one's job is supposed to be related to her special talent, but doesn't always have to be the case. In the wasteland or even in a stable with limited number of jobs needed and available, one sometimes has to pick bits and pieces from other skills or just do something entirely different and keep entertaining others as a hobby. Besides, Velvet Remedy was partly an entertainer. That said, I tend to have lots of classes I have little use for, like "smiling flowers" or "embodies the earth pony nature".

I don't have a problem with Nurse Redhearts needing more stuff to make. You'll need nor more than three of them anyway and the rest of resources can be spent on something else.

Replica, it would help to put things into perspective, if you added the relative frequencies for castes.
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Zangi

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1328 on: January 16, 2013, 02:27:59 am »

There is ALWAYS a need for fodderponies willing to do dangerous and/or mundane jobs to earn their keep.
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Replica

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1329 on: January 16, 2013, 06:27:50 am »

Shucks Lyc, just doing what I can, I love this mod too much for my own good.
Actually wait, you can thank me by adding the bread sword to the bakery and hairdresser/waste management castes.
Just kidding. But not really.
Extra redundant classes would be pretty neat though, since all the classes are really awesome at what they are good at it would add to the challenge if we had more redundant classes to thin "useful" ponies out, that way you'd really prize fisherponies, smiths and such.
Not everypony can be awesome at something useful, right?

Also Lyc, I'd like to point out that the unicorn scavenger class doesn't have a bonus to woodcutting, it just has the axe and fighting bonus.

P(ony)SI @ I don't know glob about the specifics of antimagic or the other creature classes, all I can really do is mention which castes HAVE the tags, how they work against spells and such will have to be someone elses problem for now, so if you want to do it P(ony)SI I say go for it, I'll even link that stuff in the post for easy access and everything when you get around to it.

>Replica, it would help to put things into perspective, if you added the relative frequencies for castes.

I can tell you right off the bat that the castes with "special" abrevations (ie everything that isn't EARTH_F0 or UNICORN_F0) has lower pop rates than those with numbers, also ponies with social skill classes (conversationalist for example "loves talking to everyone and everything") have a higher pop than the other castes.
But fuckit, I'll add frequencies later.
Keep browsing that stuff, see if you can squeeze something else out of it.
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Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Splint

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1330 on: January 16, 2013, 06:32:36 am »


Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...

Personally I peg Stable 86 as the source of most Stable Dwellers in the mod and it being an over crowded mess by the time it opened, hence sending small groups out. Plus it's not on the list or appeared in any of the side stories as far as I know.

Perhaps it got an above average number of ponies jammed in it at the last minute or something.

Maklak

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1331 on: January 16, 2013, 06:44:30 am »

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Extra redundant classes would be pretty neat though, since all the classes are really awesome at what they are good at it would add to the challenge if we had more redundant classes to thin "useful" ponies out, that way you'd really prize fisherponies, smiths and such.
To me there are already a lot of redundant classes. A lot of them have "smiling flowers" or "embodies the Earth Pony nature" or other special talents I'm not quite sure what to do with. I value smiths, especially when I don't have any good ones yet and even more so after I've seen their bonuses to learning speed.

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Keep browsing that stuff, see if you can squeeze something else out of it.
Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.
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Replica

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1332 on: January 16, 2013, 08:07:10 am »

And that's the unicorns done.
No idea what "+ telekinesis" means, but I included it anyway for the castes that did have it.
Now I just need to go through my lists and fix spelling errors and such, make sure that everything is neat, tidy and not looking like a pile of wank, then onto Maklak's suggestions.

>To me there are already a lot of redundant classes. A lot of them have "smiling flowers" or "embodies the Earth Pony nature" or other special talents I'm not quite sure what to do with. I value smiths, especially when I don't have any good ones yet and even more so after I've seen their bonuses to learning speed.

Heh Mak, neither of the two castes you mentioned are redundant.

Teachers > Very high teaching bonus = great drill sergeants, round all your teachers up and spread them out over a few squads, instant military academy, just add pony.

Embodies earth pony nature > Very VERY good farmer. With ten like those you can farm loads of food.
Personal favorites, lets me use ponies I'd normally use for farming to do other stuff.

There aren't that many redundant classes tbh, okay sure, the social skills classes are kinda useless, but there aren't that many of them, and much of everyone else have some skill that is practical either to your industry or military in some way or another.
Most of the "deep" classes, the philosophers and such, have teaching or student skills, which are good for the military.
There is one such caste for both the earth ponies and the unicorns which has the aspect of being an useless philosopher nutjob which actually turns out to be a cooler swordspony.
Now you have both caste lists, look them up if you are unsure.

>Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.

Spoiler (click to show/hide)

Sorry, but no.
I built a system like this for Sorcerer, and despite not being all that great I still made sure that I had all my cutiemarks sorted out neatly in a list for easy navigating in case he or anyone else wanted to find or change something.
Lycaeon on the other hand doesn't, and to have all the cutiemarks listed I'd have to manually scour through descriptor_color_cutiemark and match them with every single caste in creature_pony.
It's just way to much work and is not worth it in the end, so nyope.
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Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Zangi

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1333 on: January 16, 2013, 01:02:44 pm »


Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...

Personally I peg Stable 86 as the source of most Stable Dwellers in the mod and it being an over crowded mess by the time it opened, hence sending small groups out. Plus it's not on the list or appeared in any of the side stories as far as I know.

Perhaps it got an above average number of ponies jammed in it at the last minute or something.
More like a mega-sized Stable with thousands of ponies and the mandate to repopulate and civilize Equestria after a certain amount of time.  Except, they are not as prepared as they should be.  Heh.

Quote
11253 Stable citizens (After 200 years)
I guess Stable population on average would be... 9,000 to 13,000?  Depending on what year you open up and stuff.  These numbers are from my latest world.

EDIT: Stable 86 seems as good as any number.  Anyone else got input on this?
« Last Edit: January 16, 2013, 01:08:12 pm by Zangi »
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Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1334 on: January 16, 2013, 01:35:33 pm »

Actually, the Stable entity is the entire Stable-Tec corporation, with individual sites being considered individual Stables with their own overmares (mayors), and all in established contact with Stable-Tec corporate leadership (Who show up in legends). While this comes into conflict with the established canon of individual Stables being on their own, with little to no contact with the others, setting up Stable entities like that would drastically limit migration (Due to the low populations of individual Stables) and leave no leadership positions like nobility (As the highest position would be the overmare).

> Actually wait, you can thank me by adding the bread sword to the bakery and hairdresser/waste management castes.
All in good time. :) The bakery reactions will come along with the crop revamp, and I can probably add more castes in the coming versions.

> Also Lyc, I'd like to point out that the unicorn scavenger class doesn't have a bonus to woodcutting, it just has the axe and fighting bonus.
Thanks for pointing that out. I've edited it in.

> + telekinesis
I have those castes marked for additional telekinetic graspers, but as that will require separate bodies it was delayed along with the other missing aspects of the talent system.

In other news, I'm removing lasers from the protectoponies, as I have not figured out how to stop ponies from trying to stockpile errant laser bolts. The laser bolts weren't really effective anyways (The protectoponies are more dangerous in melee), so there won't be much of a consequence to this. The sprite-bots will still have them, as they fire less frequently and so provide only a small amount of job cancellation messages.

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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”
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