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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 507375 times)

Replica

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1890 on: March 15, 2013, 02:12:11 pm »

Is it weird(Or bad)that whenever I have a choice, I'm always the evil mastermind... including this mod(other than my incompetency as a leader{I am doing well ATM though})

Read that as you being good at being/playing as one of these.

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Splint

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1891 on: March 15, 2013, 02:21:27 pm »

.... ATM machine?

Maklak

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1892 on: March 15, 2013, 03:11:38 pm »

I figure that shotguns should be powerful, extra-short range guns. The plural of the ammo would be shells, and the singular would be "buckshot". Thus;"'The flying buckshot blasts the Raider in the foreleg and the severed part sails off in an arc!". Would that work?

Also, will we ever get real AP ammo? Or is steel AP ammo the best we'll get?


The game provides these ways to have ranged weapons:
* The existing crossbow and bow mechanics. Shooting one round per about 10 actions.
* Material emission interactions once per action. Miniguns and energy weapons use those.

Both of these are inadequate:
* Bows / Crossbows / Guns fire exactly one shot then have a long wait period. The best that could be done with this is one-shot "shotguns" firing "slugs".
* Material emissions emit at most one object per creature's action. Same with other interactions. For example protectorponies have 3 lasers with the same wait period and don't fire them at once, but in a short burst, then advance. I though that with FREE_ACTION you could fire multiple interactions at once, but Lycaeon tested it and it is still one spell / minigun bullet / whatever per action. This is suitable for miniguns or SMGs, but not shotguns.

As for your second question, the best way for ammo to bypass armour is to make it out of superior material. To have real AP bullets, they would have to be made out of something as hard as plasteel and as heavy as gold. Instead we have AMRs that simply accelerate the bullet to such a velocity that it pierces armour anyway.
AP ammo is a convenient shortcut nonetheless; it makes steel bullets. Steel is the best material we can get for ammo and it is better at piercing armour than other metals. Heck, even steel pellets are slightly better at denting skin. Normally ammo is made out of any weapons grade metal (currently bronze, iron and steel), but if you are limited by gunpowder and have enough steel for weapons and armour, you'll definitely want steel bullets too.

Replica:
> Love and happiness are the main exports of all my stables.
I could understand the main export being bullets, preferably inside wounds, but love?!
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1893 on: March 15, 2013, 03:15:13 pm »

Actually, you can have multiple material emissions per action. All you have to do is increase the MAX_TARGET_NUMBER. The creature doing the material emission will still only do one per creature targeted, though. It works as intended in adventurer mode, though.

Maklak

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1894 on: March 15, 2013, 03:53:20 pm »

Actually, you can have multiple material emissions per action. All you have to do is increase the MAX_TARGET_NUMBER. The creature doing the material emission will still only do one per creature targeted, though. It works as intended in adventurer mode, though.

Ah, so shotguns could kinda work against whole squads of enemies, but the idea is more funny than it is practical. Some spells might work against multiple enemies, though.

EDIT: Oh, and "shotguns as crossbows" couldn't make them short-ranged, so the slugs would be sometimes fired at long range.
« Last Edit: March 15, 2013, 08:18:23 pm by Maklak »
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Neowulf

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1895 on: March 15, 2013, 05:41:01 pm »

Made my first -bakelite earring-, woo.
Just a very basic addition to the nylon reaction and adding bakelite as a wax material. Will do the reactant reaction later just because as is this is really cheap and easy, adding one more input will keep it expensive enough to only use as needed instead of spamming silk everywhere.
Kinda tempted to add a moulder to take bakelite and make things like toys and plastic training weapons.

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tahujdt

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1896 on: March 15, 2013, 08:06:18 pm »

The best that could be done with this is one-shot "shotguns" firing "slugs".
Exactly what I was saying.
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1897 on: March 15, 2013, 10:58:56 pm »

> I figure that shotguns should be powerful, extra-short range guns.
It wouldn't work as a battle saddle; the solid globs launched by interaction are so weak they're only effective en masse (Like in the minigun). Ammo-using weapons have no range limit, which kind of defeats the purpose of short-ranged slug rounds. Maklak mentioned these points and others.

> Also, the plural of standard ammo should be rounds, i.e. "medium caliber rounds", "small caliber rounds".
Noted. Thanks!

> Also, will we ever get real AP ammo? Or is steel AP ammo the best we'll get?
Steel medium caliber ammo is the best under large caliber - it can penetrate Unity shields, steel combat armor, and numerous tough-skinned beasts. Large caliber ammunition pierces everything I've tested it against.

> Actually, you can have multiple material emissions per action. All you have to do is increase the MAX_TARGET_NUMBER.
That's true, but not exactly practical for conventional weapons. It will be used for area of effect spells in future updates.

> Just a very basic addition to the nylon reaction and adding bakelite as a wax material.
I think pre-war Equestria would have more advanced plastics than bakelike, but I've noted down your template. Thanks! :) Nylon expansion and other chemistry reactions won't be in the next update, though.

Update on development: Your ponies will get pipbucks, stealthbucks, and other nice hoof-fitting modules (Up to a maximum of four) to improve their effectiveness in combat. There's some wierdness like pipbucks being worn on hindlegs, but nothing major. Battle saddles can be worn on top of armor barding, and a necklace spot is reserved for amulets and talismans (To be added later). By the time I outfitted a squad leader in fortress mode, she resembled a full-blown adventurer more than a your average Stable citizen. :D
« Last Edit: March 15, 2013, 11:00:39 pm by Lycaeon »
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1898 on: March 15, 2013, 11:48:59 pm »

I think pre-war Equestria would have more advanced plastics than bakelike, but I've noted down your template. Thanks! :) Nylon expansion and other chemistry reactions won't be in the next update, though.
Pre-war possibly, but post war...
Actually, there's an idea. Add a pre-war catalyst "talisman" that lets you run a second, more efficient reaction at the chemistry station. Without the catalyst you're just making what you can with the basics on hand.
5 biofuel -> 1-2 polyester thread + 3-4 bakelite glob. Low value.
5 biofuel + Ministry of Image catalyst -> 2-3 Nylon thread + 2-3 PVC glob. High value

Possibly:
5 biofuel + Ministry of Wartime tech catalyst -> 2-3 Kevlar thread + 2-3 Neoprene glob. Medium value but usable for special armor/clothes/necklace creation.
5 biofuel + Ministry of Morale catalyst -> 2-3 Orlon thread + 2-3 Mylar glob. Medium value but usable for party clothes and items.
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Lycaeon

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1899 on: March 16, 2013, 12:40:50 am »

A catalyst sounds good - I'll keep it in mind, though the most I will consider is a single type of fiber and plastic glob...multiple types of plastics aren't necessary.
« Last Edit: March 16, 2013, 12:43:03 am by Lycaeon »
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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?”

Maklak

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1900 on: March 16, 2013, 04:47:59 am »

Personally I'd rather not have multiple synthetic fibres; one is quite enough. This reaction is there to make small amounts of synthetic silk for moods anyway. It isn't meant to be efficient enough to replace synth reeds.

How about a generic "plastics" wax, without getting into details if it is Bakelite, PVC, rubber or whatever? After all we have just one kind of biofuel.

I like the catalyst idea. Another one is to have a "small chemical factory" that you can build early on and "large chemical factory" that is more efficient and has additional reactions, but requires more generic stuff like pipes, some specialised ones like catalysts and talismans and more intermediate steps.
It also opens up the possibility of finally making plasteel out of glass, plastics, kevlar / fiberglass / carbon nanotubes / whatever and steel.

The Fallout mod has a concrete factory: "Creates 10 concrete blocks or 5 concrete pipe sections from a boulder and a bag of sand." I'd like that for the improved building efficiency. Not only does this produce more blocks per stone, it also gives us the ability to build every wall and floor out of the same depressing gray substance. (That was a joke, referencing the walls in Littlepip's stable.) Otherwise we need massive mining operations and stone sorting to have every construction (sorted by type) of the same colour, so I'd like concrete, please. My construction projects are always delayed by making and transporting blocks.
One way to include concrete easily would be to have the rock grinder make the concrete out of flux, sand and possibly water.

On a related note, plywood can't be used for constructions, so we could have the sawmill process a log into 4 wooden blocks for those who want to play aboveground constructions out of wood.
More efficient "wood -> charcoal" and "wood->ash" reactions are also welcome, be it from wooden blocks or plywood.

Hm, this is interesting: >>Craft powerfist [Gemcutting]: crafts a powerfist from a weapon-grade metal bar, energy cell, copper wiring and "screws and nails".<< It gives me an idea: Power hoof as an upgrade to security baton. The only downsides are using up a weapon and not boot slot and that is doesn't use striking for it's weapon skill. It requires pretty much the same parts as kinetic sledgehammer, except the hammer is replaced by... hm, a steel security boot?
« Last Edit: March 16, 2013, 05:02:57 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.
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Research: Crossbow with axe and shield.
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1901 on: March 16, 2013, 07:26:25 am »

Regarding wax and plastics, I thought about expanding the current wax situation.

There could be more uses for wax, for sure, and we can come up with it. But what's more important, there could be more wax types.

1) Bee wax, the one we have.

2) Paraffin wax. Fossils could be processed into petroleum (oil used for some reactions) and paraffin.

3) Plant wax. There are many tropical plants which produce both oil and wax.

There's just not enough use for this amazing material. We should brainstorm it.
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1902 on: March 16, 2013, 08:11:06 am »

>Hm, this is interesting: >>Craft powerfist [Gemcutting]: crafts a powerfist from a weapon-grade metal bar, energy cell, copper wiring and "screws and nails".<< It gives me an idea: Power hoof as an upgrade to security baton. The only downsides are using up a weapon and not boot slot and that is doesn't use striking for it's weapon skill. It requires pretty much the same parts as kinetic sledgehammer, except the hammer is replaced by... hm, a steel security boot?

Weapons can use any skill.

The mining drill and other mining tools all use the mining skill.

Ranged weapons can use a second skill for melee, that is how we have ranged weapons with "bayonets" and such.

You can make weapons using the striking and kicking skill, and theoretically you should be able to make weapons that use say, growing and gem cutting as well.
So "power hoof/fist" weapons that use wrestling, striking and kicking are entirely possible.
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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.
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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1903 on: March 16, 2013, 10:13:33 am »

Is the Marksman/pony skill for Hunting Rifles and the such, or will gunner sefice... I'm building the perfect soldier, regardless of what truama I will have to put them through*Dear god Armok Santa Christ I sound like a bond villian*

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Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« Reply #1904 on: March 16, 2013, 10:21:23 am »

A catalyst sounds good - I'll keep it in mind, though the most I will consider is a single type of fiber and plastic glob...multiple types of plastics aren't necessary.
Ok, so a standard reaction that makes 1-2 thread and 3-4 globs, and a catalyst reaction that makes 2-3 thread and 2-3 globs.

How about a generic "plastics" wax, without getting into details if it is Bakelite, PVC, rubber or whatever? After all we have just one kind of biofuel.
I went with bakelite because it's period appropriate and the best known early plastic. Also one of the easiest plastics to make.

I like the catalyst idea. Another one is to have a "small chemical factory" that you can build early on and "large chemical factory" that is more efficient and has additional reactions, but requires more generic stuff like pipes, some specialised ones like catalysts and talismans and more intermediate steps.
It also opens up the possibility of finally making plasteel out of glass, plastics, kevlar / fiberglass / carbon nanotubes / whatever and steel.
I like the factory workshop. Especially if the drug interactions have a second, catalyst dependent reaction and well.
Factory takes a set of catalysts, a power talisman, and a terminal extra to build and offers efficient reactions without requiring fuel or catalyst hauling.
And a plasteel reaction added to it would be awesome.

Regarding wax and plastics, I thought about expanding the current wax situation.

There could be more uses for wax, for sure, and we can come up with it. But what's more important, there could be more wax types.

1) Bee wax, the one we have.

2) Paraffin wax. Fossils could be processed into petroleum (oil used for some reactions) and paraffin.

3) Plant wax. There are many tropical plants which produce both oil and wax.

There's just not enough use for this amazing material. We should brainstorm it.
2: Processing shale stones into fossil fuel canisters would be a good one, then use those canisters in whatever reaction you want.
A tar sands soil type that dropped a boulder when mined would be nice too, and material for the fossil fuel canisters.
Both of those just require heat processing to extract crude from them, and would be good reactions for the chemical factory.

3: Getting bakelite from synthreed should be enough. Though there is a lack of an aboveground only way to obtain plant oil.
Maybe add a soybean aboveground crop that can be pressed for oil?
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