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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 507822 times)

Zangi

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1230 on: January 07, 2013, 03:30:15 pm »

Laser Fire ammo things, from the Protectaponies.  Not ammo, but considered food.  Ponies getting themselves in deep carp picking that garbage up.

Also, Antique Wheelbarrow = 4000 points
Buckets, Splints and Crutches = 800 points or was it 600?

I bought 14 Protectaponies and 7 turrets with that....  Much explosions to be had, left them at the entrance way... resulting in a HUGE pile of ghoul corpses outside... and its just barely past the 1st year.
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Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1231 on: January 07, 2013, 04:31:37 pm »

> Perks
They'll have a very low chance of being gained through certain experiences, so it wouldn't be worth it to try and "farm" them. For example, fighting a ghoul in melee will have chance of bestowing the "Ghoul Ecology" perk, which will improve that pony's damage against ghouls in future battles. Exposure to radiation will have a chance of bestowing the "Radiation Resistance" perk, and so on. They won't be significant boosts, and the limitations of the interaction system precludes certain perks like increased view range or skill gain. They won't be the focus of the next update, as there are plenty of other features that will take priority.

> Dwarf Therapist
The new version of Dwarf Therapist apparently can list skill rates for castes in the Labors menu, so I'll include it in the next update to address prior concerns. For the current version you can download it here and replace the old Dwarf Therapist file. Thanks go to splinterz for the new update!

Notes:
•   The bonus rates are located in the Labors menu, in a tooltip that appears from hovering over the labor check box for each pony.
•   It only lists the skill rate bonuses in the tooltip after the pony has gained some experience in the labor, so you still need to rely upon the talent descriptions for initial sorting.

> I can't find the salvage yard under the workshops menu
I've edited the first post to note furnace workshops. If anything seems counter-intuitive to anyone, feel free to point it out so I can make the necessary notations. As I know all of the features of the mod, it's difficult for me to tell at times whether something requires explanation or not, so your feedback is appreciated! :)

> This is what it looks like when 48 ponies (or a nonspecific number between 25-48) attack a giant radscorpion in revenge (about 1/5th of the log).
Gotta love strength in numbers, though it's not something I would advise trying against invaders. :P

> Laser Fire ammo things, from the Protectaponies. Ponies getting themselves in deep carp picking that garbage up.
I think I figured out how to stop that that happening, so expect it to be fixed in the next version. Apologies for the delay.
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Maklak

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1232 on: January 08, 2013, 12:18:15 am »

> Dwarf Therapist.
He added that pretty quickly after I asked for it, but these tooltips weren't exactly what I had in mind. I asked for XP rates to be taken into consideration when sorting dwarves by their fitness for a particular labour. Still, what he did lets us appreciate the wacky XP bonuses for some skills. (That was a joke.)

You should report the problem with battle saddles removing ponies from Pony Therapist. I'd do it myself, but I don't understand why it happens.

An in-fluff description on why the wild robots have no flamethrowers would be that they've exhausted their fuel canisters when setting other maps on fire. (That was a joke.)

> This is what it looks like when 48 ponies (or a nonspecific number between 25-48) attack a giant radscorpion in revenge
Zerg rush - best strategy ever. (That was a joke.)

I'm almost tempted to play again once 0.95a comes out.

> You don't have to mark the end of your joke with "that was a joke". :\
If I don't, people will have trouble recognizing my jokes for what they are. It is better to label them.
« Last Edit: January 08, 2013, 01:17:30 am by Maklak »
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Replica

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1233 on: January 08, 2013, 01:04:14 am »

You don't have to mark the end of your joke with "that was a joke". :\
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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

ender1200

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1234 on: January 08, 2013, 01:05:56 am »

Will "bloody mess" be in the perk list?  ;D
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Zangi

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1235 on: January 08, 2013, 01:33:02 am »

Will "bloody mess" be in the perk list?  ;D
Have you not seen what goes on outside its walls?  Or in many cases, inside the walls... ?

Ghoul trailing +20 piles of puke, teeth of Brahmin everywhere, blood coated hallways and that is just some recent examples...
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Kel the Oblivious

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1236 on: January 08, 2013, 01:34:00 am »

I have a killing field to get the most out of my gunners. Make a winding entrance, leave the top open, and have a fortified tower over looking it with rifleponies step up in it.

They plink off the attackers slowly, until my melee ponies get into the thick of it. Generally enough to get a few good wounds in before the guards swarm up, which can make all the difference sometimes.

When am I going to get upgrades for Batons and Sledges? I really hate it when a good militia pony shows up, but they are trained in blunt weapons. So far, my best bet with any invader has been steel chainsaws and Rippers. Body parts go flying all over the place. With the blunt weapons... I can't use 'em to defend against anything that isn't soft and squishy.

I'd love to see Super Sledges and Stun Batons in the Prismatic Forge menu.
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Khenal

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1237 on: January 08, 2013, 01:42:17 am »

Speaking of Super Sledges, what are the kinetic talismans for?
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Maklak

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1238 on: January 08, 2013, 01:47:12 am »

> I'd love to see Super Sledges and Stun Batons in the Prismatic Forge menu.
Kinetic Sledgehammers are made at the workbench using mechanics skill. ATM there is no upgrade for security batons other than rifles.

> Speaking of Super Sledges, what are the kinetic talismans for?
Kinetic Sledgehammers. I've already answered that question.
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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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Lycaeon

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1239 on: January 08, 2013, 01:57:40 am »

> Super Sledges
Yep, they're called kinetic sledgehammers, as in the novel, and require a sledgehammer, spark battery, wiring, and kinetic talisman. They can be dismantled, so you can process the lower-quality ones brought by invaders. I have something in mind for the security batons as well.

> He added that pretty quickly after I asked for it.
Oh, in that case, thanks for asking! :)

> You should report the problem with battle saddles removing ponies from Pony Therapist. I'd do it myself, but I don't understand why it happens.
The problem has been brought up before, but I guess I'll mention it again.

> Will "bloody mess" be in the perk list?
That's not feasible with the current mechanics I'm afraid, and would be too powerful in any case.
« Last Edit: January 08, 2013, 02:15:50 am by Lycaeon »
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When all that once held meaning is shattered, ruined, bleeding
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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1240 on: January 08, 2013, 02:12:20 am »

> You don't have to mark the end of your joke with "that was a joke". :\
If I don't, people will have trouble recognizing my jokes for what they are. It is better to label them.

Loosen up bro, don't worry about it.
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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

Kel the Oblivious

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1241 on: January 08, 2013, 03:34:58 am »

Something else I have found, is earth ponies ending up with mage marks.

You can not imagine my anger when my Transmutation Adept was an Earthpony.

If there any way to make the magical marks solely for unicorns, or are we gonna keep getting EPs with them?
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Maklak

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1242 on: January 08, 2013, 03:43:18 am »

Something else I have found, is earth ponies ending up with mage marks.

You can not imagine my anger when my Transmutation Adept was an Earthpony.

If there any way to make the magical marks solely for unicorns, or are we gonna keep getting EPs with them?
Seconded. I've already reported this and the answer was that EPs get stat bonuses from those CMs. I would prefer this to be changed, if only in names and descriptions. Next time I get a precious magic apprentice and she turns out to be an EP, I'll be angry too.

> weapon master mark.
One of the things I asked was that soldier cutie marks get bonus learning rates to lots of skills, not just their chosen weapon skill and fighter.
« Last Edit: January 08, 2013, 04:32:31 am by Maklak »
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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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Kel the Oblivious

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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1243 on: January 08, 2013, 03:50:08 am »

If it can be sorted out, I think EP's should get marks that relate to each tree of skills.

While the rare unicorn can master schools of magic, rare earth ponies can master an entire range of skills, kinda like the weapon master mark.
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Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« Reply #1244 on: January 08, 2013, 08:59:39 am »

Checking my ponies with the new Therapist version blew my mind just now, it revealed a lot of interesting things on the skill rates to me that I didn't know or suspect (granted, I could have checked the raws before that version, but after "helping" Sorcerer with his caste system I really don't feel like digging through another pony creature raw).

Apparently my militia commander a pony "well versed in conventional and unconventional tactics" (making it an officer/leader role in my eyes so to speak) has a penalty of 20% on leadership and a bonus of 150% to observation.
The herbalists have a bonus of 205%, "relentless brokers" have an impressive bonus of 145% (making them legendary appraisers after just a few caravans).
The ponies who "relish a good thrill when exploring ruins" are apparently better suited for the military with their interesting 45% bonus to dodging and a mere 25% bonus to woodcutting, while the actual woodcutter caste has only a 13% increase to woodcutting.
Ponies who can "feel every grain and crack beneath its hooves" have bonuses to some combat skills and bonuses to all mining, smelter and strand extracting skills.
Also like I suspected, castes with smithing related specializations have a bonus of 65% on furnace operating, making them excellent smelters and making it completely justifiable to disable everything but smithing related labors on them.
And all non-combat related castes have penalties to combat skills, a joker/comedian knifepony I have apparently has a penalty of 35% to knife user.

I could go on and on, but you get the gist of it.
There is quite a bit to be learned about the various castes by checking therapist and the raws, things that really matter when assigning both civilian and military specialists.
I knew there were differences in skill gain, mainly between EP's and unicorns, but I had no idea that there were so many differences overall and that the had such a large impact, hell there are castes I wouldn't even think of assigning to the military who actually turn out to be born soldiers.
Yeah obviously you can't let every pony be what they are good at, you have to make sacrifices and stuff to keep the stable running, but for the military, that changes everything.
Careful selection will give fewer but faster and more proficient elite soldiers, and like we know, elite soldiers are all that matter in the end when you begin to get sieges, titans and explore caves and such.

It feels awesome to know that individual pony skill actually matters and that I can't just shuffle everyone with 2 levels in milling into the military without them doing worse for it.
And the best part of it? This isn't even the final set of castes, Lycaeon said that he'd change/add more eventually once bigger priorities are sorted out.
Fucking awesome, seriously. This is good use of the DF caste system, damn good use.
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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
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