My fort continues!
Ham, Buried Treasure and Chalice form a new squad with security batons. Once they skill up, they are going to upgrade to hunting rifles and later AMRs. We already have 2 of those powerful weapons, but nopony is any good at using them.
The camp gets invaded by bloatsprites. Soldiers now train outside and engage them. Those things are fast and agile, so it is fun watching all the pursuits and missed shots.
Power Drill has entered a strange mood and claimed a Mason's Workshop.
We have a few prisoners of war, so of course there was a debate what to do with them. Overwhelming majority of us lost a friend or family member to their buddies. It is no wonder that an overwhelming majority wants some kind of execution. The decision is as sickening as it is practical: We give them a sporting chance by releasing them in the middle of the barracks and the soldiers get some training with enemies who can kill them. I fear that we are succumbing to the same kind of madness as the rest of this wasteland. Still, what would be a better use of them? Selling them to the slavers? (( I put an animal stockpile next to the barracks, which is also a pasture. The prisoners are pastured in the barracks. Simple. Efficient. Glorious. ))
A Wastelander caravan has arrived. Good.
One of the released Steel Rangers puts up quite a fight. He even entered martial trance. Ups. (( I can't disarm them for some reason. I have an active garbage dump and did d->b->c, d->b->d and k->d on the cages. )) Her marital trance ends quickly and she just tries to retreat from the onslaught. Not only is she good at dodging and blocking, her Power Armour blocks the blows that get connect... until Stronghoof stabs her in the tail with his ripper. It hurts a lot. After that there is a flurry of blows, she looses her chainsaw and is quickly killed. Not one of her counter-strikes connects.
A kitten wandering outside alerts us to the presence of a Raider. Well, let him come if he wants. Wisely, he chooses to escape, but not before wounding the kitten. Another raider comes and is caught in a cage. A third is scared away by a cat. (( I'm getting cats and letting them breed. FPS is getting lower anyway. They make cheaper spotters than sprite-bots. ))
The wastelander caravan arrives. We get all kinds of things from them: metal, salvage, wood, food, pets and ammo. In exchange they get a big heap of worn clothes and horseshoes as well as some crafts, barrels and prepared food. I guess some ponies in the wasteland are happy to wear even torn clothes.
Crab Apple is ambushed by slavers. Civilians are ordered inside. The slavers mill around and kill sprite-bots and kittens, so the military, except for the newest recruits, are told to engage. Strong Hoof is ahead of the others and gallops straight into a foalsnatcher. He barely even slows down the soldiers as he is ripped apart and shot in the head for good measure.
Library Card and Stronghoof are the first ones to face the invaders who are still busy with a Sprite-bot. Brass and Bloody Steak are behind, followed by Trueblood. It is over quickly and none of the soldiers get wounded.
Prisoner executions commence and Ham gets his first kill. She smashed an unconscious pony's head with her steel security baton.
Some snatchers come and get caught in traps. A slaver ambush shoots some workers atop the wall. They have a hunting rifle, two revolvers and a kinetic sledgehammer. The security engages. Brass and Library Card are the first to be there. They pass the leader with a sledgehammer and charges their gunners. They kill one on their first pass and fight the rest of them. Their leader is the last one to die and there are no wounded on our part. Just as the soldiers head back, they trot into another slaver ambush. These guys all have chainsaws, combat barding and helmets, as well as lots of shields. Everything goes smoothly.
Power Drill finally begun his construction. He needed two piles of bones, so we had to kill some animals for him. (( To think that after all the feral dog attacks from a few years back, we would ever run out of bones. )) He took scrap metal, two pieces of tetrachedrite, two stacks of bone, a rough crysoberyl, two logs of wood and some chitin. This better be good. He made an artefact table worth 74400 caps.
Moneybags makes our first =steel chainsaw= The material here was determined by steel chain, so as long as I only have steel chains, every ripper, chainsaw, and combat rifle with those upgrades will be considered to be made of steel. Also, the Workbench has been reserved for our most skilled mechanic. I will however, have to get rid of all the rippers and chainsaws not made of steel, just to be sure that only steel upgraded combat rifles are ever going to be made.
As the caravan leaves, the last of the prisoners are killed, who happen to be the Steel Ranger leaders. The caravan guards get a piece of the action too. After that the wolves are moved to the barracks "pasture", so they that they are watched if they get some stupid ideas. They are +tame+ and trained for war. Soon afterwards they are released to roam the Stable freely.
The gate fortifications are finished and a turret is positioned there, to act as a spotter.
12 new migrants have arrived despite the danger. This brings the population up to 69, including 6 foals.
Warm Smile has given birth to an Earth Pony filly, Indigo. This brings us to 70 population.
Evening Prayer had given birth to Fun Times, an Earth Pony Filly.
Brass tried to install SATS, but burned through 5 pipbucks with no effect. That's a total of seven. Graaaaaaa! Why can't thos stupid things work?
I finally manage to convince Brass to make a minigun potion. Immediately afterwards he goes to sleep. I lock him in that room. Get thirsty, you bastard! A Nurse Redheart upgrade potion gets made in adjacent room with a robot pasture.
A caravan from home has arrived. They didn't have anything good except wood and scrap and not one of their pets was a robot.
Brass drank the minigun upgrade potion and... nothing happened. there was no announcement and Brass is flashing because he is a skilled mechanic and soldier, not because he drank something.
A Minotaur has come. It is very fast. Everypony is ordered inside and the levers are pulled, but not quickly enough. Power Drill, Strong Hoof, Cream and Clay Whistle are caught outside the vault gate, with the caravan. So is Bloody Steak. No, the lever is pulled too late! The Minotaur makes it inside the Vault! The gate protecting the Depot is closed. if we are going to die, so are the traders.
The Minotaur wounds Power Drill and charges Stronghoof. The caravan guards come to help. Stronghoof is stunned by the collision and the Minotaur punches him in the head and kills him on the spot. Bravery Rainblossom, a caravan guard is very seriously wounded, but crawls away. The rest of the caravan guards actually do most of the work and the beast accumulates wounds. A war wolf comes to help, bus she is punched so hard that she flies away with her spine broken. Not before she got a few bites of the monster, though. Even with her grievous wound, she still comes back at the Minotaur!
Two protectorponies join the fray and the sparks start flying. Bloody Steak does most of the damage with his =Steel Ripper=. I knew it was a good idea to order a few and restrict the workshop to the best mechanic save Brass.
The ranged soldiers are tardy and complain about lack of a valid target. Some are far away or decide to go to sleep. Too bad, but the beast is so fast that it is unlikely their shots would even hit their mark. On the other hoof, the only ranged caravan guard hits the enemy with a steel pellet in the head and stuns her. Too bad that wasn't a proper rifle. The beast quickly shrugs it off and continues it's relentless assault. The gunner is repaid with a broken bone.
Libaray Card catches up with the crowd. She might be able to do something with her =Steel Chainsaw=. Every part of the Minotaur is at least bruised, while some are cut open, but it doesn't even slow her down. Cutting off a few pieces might do the trick.
The beast is slain as quickly as it appeared. It dies from a kick to the head by a protectorpony. Our security forces did most of the damage, while the caravan guards took most of it. That's fine by me. Stronghoof will be missed, and Power Drill as well as some of the caravan guards are wounded, but overall it could have gone a lot worse. The she-wolf has suffocated.
(( There are 15 pages of that fight. I won't even paste it. ))
During the fight, Brass gets thirsty and upgrades Mr Hooves to Nurse Redheart. Yay! Finally something that worked. My production of upgrade drinks is stranded by lack of barrels. In any case, Stronghoof was supposed to get a battle saddle, but now he is dead. I should test how it works (or doesn't work) for Brass.
Curiously, Brass is no longer visible in Dwarf Therapist.
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STUFF
I looked at the weapon RAWs to figure the upgraded rifles out. Turns out, the material for the rifle is determined by the chainsaw/ripper and the material for those by the chain. There are some steel chains in the salvage, so as long as I don't make any chains myself and build every ripper and chainsaw that isn't steel into a weapon trap, or otherwise get rid of them (or forbid them, if nothing else works), I should be fine. I can get away with making all the other parts except the chain out of bronze.
Also, the mechanic's skill determines the quality of Rippers, Chainsaws, Recharged Chainsaws and Recharged Energy Lances, so it is best to set the Workbench profile to accept only highly skilled mechanics. Or have two of them; one for important things, the other for fixing wires and stuff.
I think these hints should be in Your manual.
Recharging Chainsaws and Depleted Energy Lances doesn't drop depleted batteries. Is this intentional? I imagine the energy is either transferred from the battery to the item, or the battery is replaced, and the depleted battery from the weapon removed.
Dismantling medium and large robots could drop steel parts. Just saying, plates don't bottleneck upgrading robots anyway.
I haven't noticed any self-repair in robots, but I haven't been looking very carefully.
Very young ponies should be renamed from foals to baby ponies, if possible. (As in G1 and "Baby Cakes")
I tried to scale down a picture of a Steel Ranger to make a sprite, but I failed. Oh well, it worked for a parasprite before.
Aha, I don't have to set a Stable-tec terminal on repeat to get Bow training, if I don't want to waste heavy ammo. Hunting rifles use Bow skill too! So does Spitfires's Thunder, which in this mod is not a minigun, but a better AMR. Therefore the progression is: Hunting rifle -> AMR -> Spitfire's Thunder (except it has no quality I think). The melee attacks on those weapons are the same and use mace, which is trained by security batons. It may be worthwhile to train with those for a year, so that elites are more resilient, should the enemy approach them. Enough glass cannons died on me.
If it isn't there already, Your manual should mention that Hunting Rifles and AMR use a different skill than the rest of the guns.
I would also like to be able to manufacture hunting rifles once I get AMR schematics.
Revolver uses... MISC_WEAPON. This is weird, but it could be used as training for a minigun battle saddle. Does having legendary +5 in misc object thrower help with battle saddles?
Ponies weight 70 kg with no variation. they should vary in size, so that select few can wield big weapons with one grip, while others not be able to use them at all. It works like that for Dwarves and Dwarf Therapist has a tab that helps with this. In the show and in all kinds of fanfics, the ponies vary in size.
Steel Ranger scribes should know a bunch of low-level spells, including healing. It would be annoying when not only do "Cans" shrug off most blows, but also regenerate yellow and red wounds like hydras. The Zebras used to target the Scribes first, if possible, for a reason. Or knights. According to Murky Number 7 Scribes stay at home and Knights wear combat armour and accompany Paladins into battle to help them with spells.
Stockpiles are frustrating in this version. For example I don't want helium and healing potions in the same spot, but can't separate them. The fact that some items, reactions and so on have duplicate names is also confusing. And if I want a stockpile for robot upgrades, what category are steel plates anyway?
I think you should increase the value of upgrade potions to a 100. Maybe that way ponies will drink them more often. As far as I can see, the best way to use potions is to lock a pony in the room with them. Otherwise there is no way to micro-manage battle saddles and precious robot upgrades could be carried away in some soldier's waterskin. No, I'm not denying my soldiers their waterskins.
Please consider ways to make installing SATS and battle saddles more user-friendly. I spent hours fiddling with this frustrating process. SATS didn't install despite 7 attempts and I don't think a battle Saddle did either. Would it work better, it the SATS reaction dropped more stones? Or would it just make it possible for other ponies to get upgrades for free. Maybe I should make a very small burrow and keep a pony at the terminal, so he can't outrun the upgrade cloud? I just don't know! Please please please make this as user-friendly as possible.