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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 507639 times)

Lycaeon

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1485 on: February 01, 2013, 02:48:59 am »

The venom is survivable now, though getting stung still cripples your chances in combat.

I didn't intend the civilian robots to be combat powerhouses, and with reduced speeds they're more in line with the FoE and Fallout canon. They're still useful, however, and the military robots (including the armored sprite-bot) you'll eventually construct are somewhat faster.
« Last Edit: February 01, 2013, 03:07:10 am by Lycaeon »
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Maklak

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1486 on: February 01, 2013, 05:27:43 am »

> Here is my second year. Again, if it bothers anyone i will remove it.
There were numerous Stable Reports in this thread already and no one minds, really. Replica even collected them in a master list, but it wasn't updated in weeks, even with his own Pineapple.

> Hmm...migrants with odd cutie marks and talents from experimental Stables...that's another idea for the eventual revamp.
Well, the more CMs, the fewer clones, but I'd rather have most of my ponies be useful in some way.

> Dust Storms removal
They were an entertaining nuisance in nice places, but not having to worry about them anymore is fine by me.

> Burning Raiders
This never happened to me. In-fluff you could say that they either brought a faulty flamethrower or decided that setting one of their shields on fire would be great for intimidation. I'd rather not have many sources of fire outside my Stable and Steel Ranger rocket launchers.

Yay for the new version, but I may not update the Linux file for some time. I'd give the new RAWs a look, but I don't have that kind of free time now.

> Now that lasers have been returned, I recommend disabling fat in your food stockpiles so that your ponies won't try to stockpile errant laserbolts.
Or just keep the stuff stocked next to biofuel refinerey and disable cooking fat.

> 0.34.11 SDL binary patch applied.
Good. It solves some nasty bugs.

> Fixed power armor attribute bug.
Good, especially for Scorpion Power Armour. Even though the bonuses are no longer multiplicative, someone said you can do over 5k with interactions and there is (allegedly) a cap on attributes in fortress mode that depend on the starting and median values, so it might be a good idea to train soldiers for years before the upgrade. But then they will be more vulnerable for a long time, so it is a tradeof.

> Removed the woodcutting skill from salvage.
I was surprised by some salvage reactions using salvage skills. It made sense, but workshop profiles work better here, because you want salvagers cutting salvage and you don't want quality on some rusted salvage.

> Reduced robot movement speed and returned lasers to protectaponies.
> I didn't intend the civilian robots to be combat powerhouses, and with reduced speeds they're more in line with the FoE and Fallout canon. They're still useful, however, and the military robots (including the armored sprite-bot) you'll eventually construct are somewhat faster.
> Speed has been halved, so it's not a large penalty. Robots were moving too fast in any case.
Well, this is a problem with no separation of combat and movement speed in this version of DF. Robots were pretty weak as they were. A Protectorpony or a Mr Hooves could hold their own against some weaker invaders, but they were nothing compared to elite security ponies. Besides, melee units need some walking speed to catch up with their targets. I've had some soldiers in combat armour fruitlessly chasing around some wildlife. Halving their speed is harsh. Yes, robots are rather slow in Fallout, but I haven't seen robots outrunning ponies anyway. I do not like this change, it makes the robots less appealing, while they remain just as expensive.

> Fixed bug where lasers would set grass on fire.
Good, energy weapons setting things on fire made a lot of sense, but random fires are bad.

> Increased duration of Time Stop.
Good. It can only be used once a week, by very few special ponies and takes so much resources to make (including a Time Dilatation hologem) that it should be outrageously overpowered. Duration 50 is almost as powerful as I think this should be (but I haven't tested it). It means moving once per one or two frames for 50 frames (enough to overwhelm an enemy shield wall without outside help) and it means a net gain of turns after factoring in the exhaustion.

> Doubled cooldown for glowing ghoul radiation burst.
Good, but I still have no idea how to handle these things. Robots? Flamethrower melee ponies with good defence?

> Slave reactions
I pastured some slaves in 0.88, south of the workshop (so there is line of sight - I think the pony resource centre shouldn't have any non-walkable tiles, BTW) and run the "free slave" reaction a few times, but it didn't do anything. Now I can at least set it on repeat and not worry about slaves getting thirsty and hungry. Well, unless I want to keep them for robobrain conversion, but I guess I'll stick to robots and maybe dogs.

> Reduced severity of radscorpion venom.
Well, GCS has an insta-kill venom, but given that Radscorpions are so frequent, people hate them with a passion and they weren't immediately lethal in Fallout (and Ian would usually kill them before they got close anyway), this is a good move.
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Corai

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1487 on: February 01, 2013, 05:49:36 am »

Here is what I mean by the workshop deconstructing.

Spoiler (click to show/hide)
The chair and table break after a few uses of the reaction. And I must be doing something wrong, as the slaves still are not being enslaved. The U in the reaction cloud is a slave.
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gzoker

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1488 on: February 01, 2013, 07:23:42 am »

New update, there goes my stable. I will move to a bit safer location where i don't have to cheat with salvage. Too many negative things with this embark, and some of the bugfixes are very lucrative. I will stick to my skyscraper-subway concept anyway, as i'm not finished with it.

Maklak, sometimes I forget about myself, and write down stuff i shouldn't. Then an internet inquisitor comes along, and releases HFS. I think you already met one. I would rather have that little disclaimer there anyway.
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tahujdt

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1489 on: February 01, 2013, 09:48:13 am »

I know that all mod programmers will bestuck working overtime just to bring their mod up to date when the next edition comes out, but I thought of a way to make this mod even cooler with the tree updates.

Instead of having just "salvage" logs, you could make skyscraper "trees" using the tree code that Toady assures us will be moddable. That way, our ponies could set up camp in an old skyscraper. You could even have them drop salvage as "fruit".


EDIT: I just thought of a new kind of salvage, the bunker. You could have a destroyed bunker, a looted bunker, and an unopened bunker. The unopened bunker might have deadly diseases locked inside of it, so be careful...
Processing them might drop stuff like civvie crates, Stable-Tec crates, and very very very occasionally a water talisman. Which brings me to my next suggestion. Have the water pump take a barrel, and fill it with a drink called "pure water". The Underhive mod used a similar trick. Maybe make a slightly more common drop, called a slightly irradiated water talisman." The reaction for it produces "irradiated water", which has a minor syndrome. Then maybe you can have a very irradiated talisman, which produces "very irradiated water", so you would only use it in emergencies.

Sorry for the long post, but I'm actually reading F:E for the first time and I'm already getting all sorts of ideas. I'm also working on a new workshop for this mod that you might want to include, not telling what yet, though.

#runonsentence

DOUBLEEDITSOMETIMELATER: I was looking at the OP goallog, and I realized that
a) I forgot to ask about Dashites
b) you were planning to add them anyway.
Yay!
« Last Edit: February 01, 2013, 01:42:44 pm by tahujdt »
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Lycaeon

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1490 on: February 01, 2013, 03:23:16 pm »

> Yay for the new version, but I may not update the Linux file for some time. I'd give the new RAWs a look, but I don't have that kind of free time now.
That's fine. I'm probably going to change the raws and upload the Linux version on DFFD, with a link to your post.

> Keep the stuff stocked next to biofuel refinerey and disable cooking fat.
You can keep the butcher's shop, kitchen, and biofuel refinery near each other so you don't have the need for fat stockpiles, as workshops can take reagents from other workshops.

> Well, this is a problem with no separation of combat and movement speed in this version of DF. Robots were pretty weak as they were.
A protectapony or Mr. Hooves could kill ghoul reavers in earlier versions, so they weren't exactly weak. Once the new DF version is out, I'll be able to separate combat/movement speeds to make them faster when fighting.

> Good, but I still have no idea how to handle [glowing ghouls]. Robots? Flamethrower melee ponies with good defence?
Chain some guard dogs near the entrance of your combat zones. The glowing ghouls will waste their radiation burst on them, allowing your militia ponies to move in and mop up. Flamethrower ponies are also highly effective against them, but carry their own risks.

> And I must be doing something wrong, as the slaves still are not being enslaved.
Ah, you're running a slaver fortress. The enslavement reactions (In addition to many other mod features) were built upon the Stable pony raws, so they won't work for other civs without heavy editing. To start, I recommend using the Stable Pony raws as the baseline, replacing [CREATURE:PONY_STABLE] and other cosmetic raws with the slaver traits. You can then search for "PONY_STABLE" in the raws and replace PONY_STABLE with your civilization's creature (For example, in [SYN_AFFECTED_CREATURE:PONY_STABLE:ALL]).

> Instead of having just "salvage" logs, you could make skyscraper "trees" using the tree code that Toady assures us will be moddable.
I'm definitely excited about the possibilities. :) I'm hoping the new trees are flexible enough so I could mod in city ruins and other goodies, but even a tree that can grow salvage has its own benefits.

> I just thought of a new kind of salvage, the bunker.
While an interesting idea, it seems like something that would work better with the ruins, should they be possible.

> Have the water pump take a barrel, and fill it with a drink called "pure water".
The water talisman fountain indeed provides an infinite supply of wasteland water. ;)

> Maybe make a slightly more common drop, called a slightly irradiated water talisman." The reaction for it produces "irradiated water", which has a minor syndrome.
Good idea! It could even be a controllable avenue for ghoulifying your ponies.

> Sorry for the long post, but I'm actually reading F:E for the first time and I'm already getting all sorts of ideas.
I take it you haven't seen one of Maklak's Mega-Posts. I'm looking forward to seeing what you cook up. :)
« Last Edit: February 01, 2013, 03:31:24 pm by Lycaeon »
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Corai

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1491 on: February 01, 2013, 04:23:13 pm »

I feel like such a fool for not bothering to note that i'm using an entirely different civ. Grah. Thank you Lycaeon, again.
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Maklak

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1492 on: February 01, 2013, 04:34:16 pm »

> > Linux version
> That's fine. I'm probably going to change the raws and upload the Linux version on DFFD, with a link to your post.
Just as planned  8)

> You can keep the butcher's shop, kitchen, and biofuel refinery near each other so you don't have the need for fat stockpiles, as workshops can take reagents from other workshops.
I don't use a butter churn - to get any kind of production going I'd need to order milk from the caravan or keep tons of sheep and alpacas... oh right, bighorners and brahmin - who are too stupid to not die of starvations. Replica could probably pull it off, but I just convert what little milk I get into cheese and cook it.
Some people consider workshop clutter to be a good way of balancing production lines, but I'm not one of them. I can't just ignore fat either. Kitchens detect this stuff and process it automatically. Well, I guess it can be dealt with by removing [AUTOMATIC] from [REACTION:RENDER_FAT] in reaction_other.txt, but then the fat would clutter the butchers, rot and make miasma.
Nah, I think I'll keep my fat stockpiles and maybe just atom-smash or dfhack the laser bolts away, if they ever become a problem.

> A protectapony or Mr. Hooves could kill ghoul reavers in earlier versions, so they weren't exactly weak. Once the new DF version is out, I'll be able to separate combat/movement speeds to make them faster when fighting.
Protectorponies in my 0.88 fort were sometimes holding their own, tanked or even scored some kills, so they were of help. They were faster than how I envision them, but I sometimes used them as escorts and an escort who lags behind looks stupid. Unless they scored a kick to the head, they weren't that good, though. A squad of Steel Rangers streamrolled 5+ basic turrets and 2+ protectorponies without even trying. Later my military killed 3 whole squads of them easily and died to a lone yellow ghoul.

> Flamethrower ponies are also highly effective against them, but carry their own risks.
I wasn't going to use flamers, but against these monsters even setting the whole caverns and a few random ponies on fire might be worth it. I hate them with a passion others reserve only for radscorpions.

> Ah, you're running a slaver fortress. The enslavement reactions (In addition to many other mod features) were built upon the Stable pony raws, so they won't work for other civs without heavy editing.
I don't see him mentioning that he plays as the slaver civilisation. Besides all the new reactions and workshops are for stable ponies only, so I'm sure he'd notice. I wonder about the exploding workshop, though. It never happened to me, unless a pony was throwing a tantrum, or an SR scout or other building destroyer got close.


> > Maybe make a slightly more common drop, called a slightly irradiated water talisman." The reaction for it produces "irradiated water", which has a minor syndrome.
> Good idea! It could even be a controllable avenue for ghoulifying your ponies.
If it looks the same as a normal water talisman, I won't risk building a fountain. If it doesn't, I'll just be angry for not getting a normal water talisman and atom-smash it, or better yet, sell it to caravans. Wait... controlled ghoulification... Hmm, in some ways that is even more nightmarish than robobrains. I may not use it myself (other than for hopeless cases, like saving life of a soldier with 3 infections and nerve damage), but I'm sure some people will like it.

> I take it you haven't seen one of Maklak's Mega-Posts.
Hey, my posts aren't big. They're just informative. Yep, that's the word. (That was a joke.) I wouldn't call a post that fits on a single page "long".
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tahujdt

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1493 on: February 01, 2013, 08:40:23 pm »

Is there a way to make Nurse Redhearts and healing spells heal infections?
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Zangi

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1494 on: February 01, 2013, 10:08:47 pm »

Is there a way to make Nurse Redhearts and healing spells heal infections?
Getting a source of water and making soap would probably help a heck of a lot in that situation.  Adding that would make for a pretty big shortcut I suppose... (Plus an easy counter to the irradiated dust clouds of dying eventually.)


Random creature_pony code tidbit:
Spoiler (click to show/hide)

(Cleaned it up.)

EDIT: Would be great if Dwarf Therapist actually put XP rates into the role efficiency calculation thing.  I've been using it all wrong all this time or something.
« Last Edit: February 02, 2013, 12:30:33 am by Zangi »
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Maklak

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1495 on: February 02, 2013, 05:28:32 am »

> EDIT: Would be great if Dwarf Therapist actually put XP rates into the role efficiency calculation thing.  I've been using it all wrong all this time or something.
I discussed this extensively during the last month in the DT thread and came up with a function that simulates XP gain, taking both current skill and rate into account (With an error of course, but it can't be fixed. Well, it could be fixed for crafting, but all skills will use the same method.). One problem remaining is getting skill rates for skills with 0 experience, apparently.

There is also a discussion about how attributes should be weighted into role calculations. The scheme they have now is overly complex. They want to scale all attributes to 0-100 and pretend it is the cumulative distribution function. I would prefer linearity. Join the ?discussion? if you want.

After seeing some of the things that go behind the scenes in role calculations in DT, I don't trust them.

> Is there a way to make Nurse Redhearts and healing spells heal infections?
I think healing spell or designation cleans the pony and her wounds, but that's about what can be done. Maybe boosting the healing rate helps too (burrow the pony next to a terminal and a pasture with Nurse Redheart, then order another pony to run "designate healing"), but infections often kill ponies and occasionally just heal over time. Disease resistance might have something to do with it, so modding the healing spells to boost it in addition to Recuperation wouldn't hurt.
I may be wrong, but I think infections disappear and missing body parts grow back from interactions that change body, that's why I proposed to use ghoulification as a last ditch cure for hopeless cases.
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ulrikk

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1496 on: February 02, 2013, 02:45:22 pm »

I just finished reading Fallout:Equestria. What a story!! So now I've downloaded this mod, but I struck a problem. When I choose to prepare the journey carefully all the skills are vanilla DF. None of the new skills, like gunnery or druid. Is this intentional?
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Lycaeon

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1497 on: February 02, 2013, 03:15:36 pm »

> Thank you Lycaeon, again.
No worries, Corai. :)

> Is there a way to make Nurse Redhearts and healing spells heal infections?
While the Nurse Redhearts do increase disease resistance, they can't heal infections that are already there (Though the improved recuperation may help survival rates). Neither are complete substitutes for surgery and wound cleaning/dressing, but they do keep your patients alive and significantly reduce recovery times.

> Random creature_pony code tidbits
Fixed. Thanks!

> I think infections disappear and missing body parts grow back from interactions that change body.
Yep. Transformation spells heal all physical wounds. I'm considering implementing something of the sort as a healing talisman.

> When I choose to prepare the journey carefully all the skills are vanilla DF.
I can't change the default skill names, but woodcutter = scavenger, bowman = markspony (sniper), crossbowman = gunner, and wrestler = skirmisher. Alchemy doesn't show up as a skill in the embark screen, but it will be in your unicorn's labor preferences. Don't forget to bring a couple of toolboxes with you, and make sure to read the hints and tips on the first page.

Hope you enjoy the mod! :)

Edit: The ASCII version has been released! Apologies for the delay.
« Last Edit: February 03, 2013, 01:36:26 am by Lycaeon »
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gzoker

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1498 on: February 03, 2013, 09:12:34 am »

A report from my new stable:
Spoiler (click to show/hide)
I'm pretty low on tech again, and those features are mostly bug free.
What are those wooden and stone platings by the way? Edit: they can be made at the craftdwarf workshop, i meant those.
« Last Edit: February 03, 2013, 11:07:58 am by gzoker »
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Maklak

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Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« Reply #1499 on: February 03, 2013, 10:11:57 am »

> > I think infections disappear and missing body parts grow back from interactions that change body.
> Yep. Transformation spells heal all physical wounds. I'm considering implementing something of the sort as a healing talisman.
You should test 2 things first:
* Would this change a pony's attributes and traits and skills. (I think it would.)
* Would this remove the upgrade, STAS, spells and other interactions.

> Didn't notice that Honest is an earthpony, and as such she can't be assigned as chief medical officer.
Replica complained about this too. The position of CMP should be open for all ponies.

> Are there candy rations in Mom Creates? They should have some.
Lol, seconded.

> There is a few creates too, but no tools to open them.
Hm... yes, some people will forget to bring tools, despite it being written in bold in the manual. I propose that you add a reaction to the salvage yard "produce emergency makeshift tools" that takes 1 low quality salvage log and has 100% chance of producing an iron (bronze?) toolbox. Skill: Mechanics.
On second thought, never mind. I think those can be made with an anvil at a normal forge and smelter.

> We can even make a few comfort items like clothes.
Trading away jumpsuits should be almost as profitable as lavish meals.

> What are those wooden and stone platings by the way?
Stone platings are used for robots, aluminium ones are for Nurse Redheart robots and plasteel plates are just melted into plasteel at the Prismatic Forge. Wooden ones? Never seen them, this looks like a bug.
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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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