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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 506895 times)

UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2730 on: September 17, 2014, 08:45:52 am »

Thanks for the feedback.

> Heh, except there are ways to get NOPAIN. How about the pony pretty much passes for a week and gets some nasty effects like vomiting, similar to low levels of irradiation.
The [CE_PAIN] probably does not matter much since it is used in a workshop reaction, not as an auto-injector.

> I'm not sure, I want to know.
Apparently, ponies can survive without a heart.

I am really tempted to make the ingredients of Steady Dash, Sunset sarsaparilla and scrap parts.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2731 on: September 17, 2014, 11:31:45 am »

> scrap parts
I forgot what those even do. Anyway, why scrap parts?
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UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2732 on: September 17, 2014, 11:56:19 am »

> I forgot what those even do. Anyway, why scrap parts?
http://fallout.wikia.com/wiki/Steady
Look at the picture.

Just asking, do you think updating to .40 would be worth it?
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2733 on: September 17, 2014, 12:05:27 pm »

> Look at the picture.
Looks like a bottle duct taped to a piece of pipe... or something.

> Just asking, do you think updating to .40 would be worth it?
It is the only thing that could keep this mod alive, but are you up to it?
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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Research: Crossbow with axe and shield.
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UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2734 on: September 17, 2014, 12:17:37 pm »

> Looks like a bottle duct taped to a piece of pipe... or something.
According to the text, it is a Dash tube attached to a Sunset bottle. Otherwise, I honestly have no idea how to produce it.

> It is the only thing that could keep this mod alive, but are you up to it?
Creature raws look relatively simple, just tedious. Tree raws there is the whole issue of trees being towering masses of stuff. I remember seeing a list somewhere of things that were changed.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2735 on: September 17, 2014, 12:47:48 pm »

Trees can be forced to give only 3 logs on being cut, I think. This seems acceptable, even for high quality slavage, especially if you lower the frequency a bit and maybe yield from salvage yard.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2736 on: September 18, 2014, 08:08:40 am »

Just remembered that DFHack is needed for some of the syndromes/interactions to work. Ah well, by the time all the raws are updated, it may have been updated.
List of raw changes by Putnam:
http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312#msg4649312

Anyway, Steady has been completed along with all the miscellaneous things (debuffs, emptying canister and disassembling autoinjectors). RAD-X is next, and then this will be  completed.

Steady was yet another combat drug developed during the war, designed to steady the user's nerves and help them line up their aim, turning ordinary soldiers into deadly marksmen. Although the original recipe has been lost to time, it was discovered that reacting Dash with Sunrise Sarsaparilla somehow caused the drug to giving a calming effect, much similar to the original Steady.

Installing the mod
Copy this into interaction_MOP.txt
Spoiler (click to show/hide)
Copy this into inorganic_syndrome.txt
Spoiler (click to show/hide)
Copy this into item_salvage.txt
Spoiler (click to show/hide)
Copy this into item_shoes.txt
Spoiler (click to show/hide)
Copy this into reaction_workbench.txt
Spoiler (click to show/hide)
Copy this into reaction_drug_lab.txt
Spoiler (click to show/hide)
Copy this into [REACTION:OPEN_CRATE_MINISTRY_PEACE] in reaction_depot.txt
Spoiler (click to show/hide)
Copy this into the stable citizen civ in entity_default.txt
Spoiler (click to show/hide)
« Last Edit: September 18, 2014, 08:34:01 am by Snail555 »
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2737 on: September 18, 2014, 12:35:42 pm »

> List of raw changes by Putnam: 
That may be usefull for me for later. Thanks.

BTW, if you're moving this mod to 0.40, then military castes should learn discipline faster and some drugs should buff discipline. Dash and Rage in particular.

> Steady.
It should add 2+ to bow and crossbow and blowdart and misc object user skills. It is the only way to truly reduce spread, like Steady should.

15% drop from a MoP crate is too much I think. In any case, healing potions and Med-X would be more common.

Are all drugs save health potions getting [CDI:WAIT_PERIOD:1800] ?
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2738 on: September 19, 2014, 09:17:42 am »

> It should add 2+ to bow and crossbow and blowdart and misc object user skills. It is the only way to truly reduce spread, like Steady should.
I do not think that syndromes can raise skills.

> 15% drop from a MoP crate is too much I think. In any case, healing potions and Med-X would be more common.
Changed to the original 5%.

> Are all drugs save health potions getting [CDI:WAIT_PERIOD:1800] ?
Yep, standardise things to reduce complexity.

Anyways, I am going to skip RAD-X and RadAway since I am kinda aching to update the raws.

Drugs add-on; Production and Combat Drugs
Thanks to Maklak for suggestions and feedback
Description [disclaimer: Some of the fluff descriptions have stuff that is not officially in the wiki]
Spoiler (click to show/hide)

Installation:
Download the zip from here and copy the files in the folder raws into the raws folder of a fresh install of the mod. Replace as needed and regen a new world.
« Last Edit: September 24, 2014, 09:56:28 am by Snail555 »
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UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2739 on: September 19, 2014, 10:11:06 am »

Double posting since this post's content is not related to the previous post's.

In order to update the raws properly, several new values have to be added and since I do not like the idea of gallivanting through the raws as if I own them, I will post what I think here before editing them.

Weapons
All attacks in .40 now have to have ATTACK_PREPARE_AND_RECOVER. While it is tempting to just put 3:3 for prepare and recovery times respectively like the vanilla DF raws, I think it would be more realistic to have some weapons be faster than others. For example, a combat knife would good at slashing foes quickly as opposed to an AMR which is described as a 'slow weapon'.

Creatures
All creatures now have different gaits as opposed to a single [SPEED] token. In addition, there is now secretions, odors, low light vision and an additional interaction (spit) for sentient creatures. If I remember correctly, the values and personalities things for entities are also new.

Trees
This is the big one since it completely up-ends the current system. I propose that instead of continuing with the current single tile salvage piles, they will be replaced by whole buildings. This will make the dropping of multiple salvage make sense. However, if I remember correctly, they must either be the underground mushroom style or have growths of "rust".

Plants.
Growths need to be added.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2740 on: September 19, 2014, 12:21:49 pm »

> I do not think that syndromes can raise skills.
Well, there is the CE_SKILL_ROLL_ADJUST token, but I don't know how it works. Deon?

> emptying of drug canisters
I doubt people will use it. There is plenty of broken glass from various crates.

> In addition, reactions to dismantle Rage and MED-X autoinjectors have been added to the Workbench.
Actually, healing potions and dash would be useful too. I may make some injectore early on, but need healing potions for power armour later. Basically anything, that's used by something other than an autoinjector.

> For example, a combat knife would good at slashing foes quickly as opposed to an AMR which is described as a 'slow weapon'.
Hehe, definietely. Not that melee attack on AMR is good for anything. I think combat knife (and other kinds of knives) 2:2, security battons, matchettes and rippers (and similar sized weapons) 2:3 and most of the others 3:3, maybe except 3:4 for chainsaw rifles and AMRs. 

Too bad, Toady One didn't make those more adjustible, as in make the default 300:300, then make the actual times be TU = (time / 100) and add 1 TU if (time % 100 => random_roll(1, 99)). (Kinda like it worked for the old speeds, so they were accurate in the long run).

> salvage piles, [...] replaced by whole buildings. This will make the dropping of multiple salvage make sense.
> However, if I remember correctly, they must either be the underground mushroom style or have growths of "rust".
Sounds good and Deon is working on his Wasteland mod too, you can always check out his scrap piles.
An alternative approach is to use clusters of junk in the soil layer, but I prefer the regrowing trees to strip-mining whole z-levels.
Or maybe bushes and plant gatering, but I think that would turn out silly an they would regrow too fast.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2741 on: September 20, 2014, 04:30:30 am »

> I doubt people will use it. There is plenty of broken glass from various crates.
I doubt broken glass can be made into glass vials.

Anyway, the weapon raws have been updated along with the new reactions in reaction_other.txt. Most of the values are as suggested by Maklak, however the attack by ammunition has a 4:2 preparation/recovery time (need to properly orient the bullet to hit properly) while attacks made by hitting with the handle have a slightly longer preparation time.

The next thing in the list is the entity raws. Apart from the obvious values system, there are a couple new tags; [INDOOR_GARDENS] and [OUTDOOR_GARDENS]. Not too sure about the how the new sites work, do the hillocks appear based on the presence of [SETTLEMENT_BIOME]? Anyhow, the Steel Ranger usage of dwarven sites makes even more sense. Vaults and Dark Fortresses may be a bit of out of place though.

Back to the value system, the new values are listed in Putnam's post. However, the question here is whether we should follow vanilla and only have particular values present in each civ or just put in everything and try to come up with values. Personally, I prefer the former since its kinda hard to tell (for example) if raiders like/dislike commerce.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2742 on: September 20, 2014, 04:37:45 am »

> I doubt broken glass can be made into glass vials.
I remember having some glass around from crates, but I forgot if vials are made from sand or block of glass.

>  its kinda hard to tell (for example) if raiders like/dislike commerce.
The default behaviour (and certainly for the crazed ones) would be to take what they want from whoever is too weak to defend it. But then in Fallouts, some of the more prosperous gangs were actually reasonable enough to profit from selling drugs and stuff rather than just raiding indiscriminetely.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

UnicodingUnicorn

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2743 on: September 20, 2014, 09:40:26 am »

From what I have been hearing about DF2014, ranged weaponry has been nerfed. So bullets may or may not kill people.

Anyways, it is starting to feel like we are the only two people in this thread, kinda like Fallout, a sad remainder living in the remains of a dead and dying world. Meh, below are the proposed values for each of the entities, if a value is not listed, it is skipped.

- Stable citizens
 > Positive: LAW, LOYALTY, FAMILY, FRIENDSHIP, ELOQUENCE, FAIRNESS, ARTWORK, COOPERATION, PERSEVERANCE, ROMANCE
 > Negative: POWER, SACRIFICE

Too tired to come up with the rest, but basically wastelanders will value friendship and peace-ish sort of things while devaluing artwork and decorum (what use are pretty things?), raiders/marauders will value cunning and power while devaluing law, decorum and tradition, slavers value martial prowess and cooperation while slave traders value commerce and eloquence, steel rangers value law and tradition while the unity values cooperation and devalues independence.

Also, I think raiders should get [ABUSE_BODIES].
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Teamwork

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2744 on: September 20, 2014, 10:55:03 am »

Anyways, it is starting to feel like we are the only two people in this thread, kinda like Fallout, a sad remainder living in the remains of a dead and dying world.

Nooo, please keep going! I've been following this thread for a very long time now, and it made me sad to see my favorite mod dying from a lack of community, especially during that period in December through April, when only about one post was made every two months.

Ever since the update came out, I was really hoping to revitalize the mod, update it for 40.xx and maybe add some of my own things to it. Unfortunately though, I had to go to college, and knew I wouldn't have enough time to update all the raws for it. Regardless though, I was elated to find out that you had decided to do what I couldn't, and it made me very happy to see progress being done on the mod.
I doubt you noticed but I've been coming to this thread every day to see what new posts were made, and when you said that you felt like the only two people in this thread, I couldn't help but log in and type this.
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