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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 505048 times)

Replica

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2025 on: March 24, 2013, 09:19:48 pm »

Maklak, you are (aside from Lycaeon) the expert on the raws...
Which of these two embark surface prospects is the most favorable?
The savage evil shithole with some HQ salvage, nearly no MQ salvage and a boatload of normal trees...
Or the savage normal area with pretty much ONLY salvage and comparatively few trees, but nearly no HQ salvage?



The numbers lead me to believe that Lycaeon did just what I suspected.
Nerfed HQ salvage rates and moved most tech stuffs to the expeditions.

Either that, or I am having some hilariously bad luck with evil biomes.
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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.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Lycaeon

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2026 on: March 24, 2013, 10:01:32 pm »

Salvage rates are unchanged, and will remain so until the major cities and their respective Ministry Hubs are opened to scouting parties and salvage teams. That looks like random DF distribution to me.

Putnam, did I mention you're a wizard? Thanks! :)

> Would it be unreasonable to ask that opening crates be automatic? Having a huge variety of crates but only 1 or 2 of each means having to constantly monitor the supply depot to keep it busy.
I thought about this but decided it would be better if players knew what they were uncovering in their salvage and plan their tech development accordingly. It would also result in a flood of items from less useful crates like the civilian and Ministry of Image.

Treason: If you get attached by the Unity let me know how it goes. I haven't done extensive balancing work on them yet. :)

> Alicorns don't have horns..huh...
They do, but that body part is [SMALL] for all unicorns so it doesn't show up on the list (Preventing it from being easily cut off).

Maklak: While I appreciate your efforts to improve the raws, some of the things you mentioned (Like the Super Sentinel) are spoilers for newer players. Your suggestions are great, but otherwise you needn't go into that much detail.

> Actually it may be worthwhile to send crippled soldiers on expeditions, maybe they'll miraculously get healed!
The transformation only affects the worker running the reaction.

> Pinkamena stats
The speed allows her to perform the interrogation before the subject manages to damage her with its hooves/claws, while zero strength prevents her from killing the subject as you mentioned.

Good point on the Rangers - I forgot to add a syndrome that makes them unconscious (Unconscious TRAPAVOID creatures can be caught by cage traps). They still move, albeit slowly, so in this version you can probably pasture a Pinkamena close enough so that the ranger comes after it.

> For example it may be hard to find the damaged robots I want in a pasture list, to make them go to the maintenance workshop.
It would require some work, yes, but it should be possible by setting individual pastures and removing them for robots that don't need repair, so only the damaged ones remain.

> Consider adding an interaction to Mr. Hooves that gives robots near it some recuperation boost.
Added to the development list. Thanks! :)

> Except there is no way to make or find this talisman in game.
Some will be added to the MAS crates soon.

> Power Armour Helmet: Works for Unicorns, surprisingly. I think this should be EP only.
Oops, I missed that.

> In interaction_spawn.txt, if you want equal probabilities, you should remember that as the possibilities dwindle, the probabilities go up.
Another good point. I've noted down the percentages.

> Pellets
I didn't have time to do extensive testing of the new airguns, but there was an increase in penetration compared to the originals.

> Move Hazmat suit to Over layer (same as gas mask) and make it wearable with normal jumpsuit.
The hazmat suit is a different type of jumpsuit. I will consider making it a different layer, though.

> Make hazmat suit unwearable with MWT Power Armour (possibly scorpion too) and maybe add the +2k Disease Resistance to MWT Power Armour barding.
The hazmat suit is intended to provide more radiation protection than ordinary power armor, and the latter's integrated healing potion auto-injector has the disease resistance.

> Make (at least) Security Helmets wearable with hats. This is just for the first uniform that doesn't replace clothes.
Done.

> Gas mask should have the protection of though leather, not [HARD][METAL].
Metal is the only material that's sorted properly in stockpiles, and the type the gas mask uses has the same stats as leather.

> Hoof layering
I specifically tested this ingame (Due to the earlier problems with assigning four shoes) and found that if you used the specific shoes list you can assign four different modules to each of the four hooves first, then a general type of boot to go on top. Layering works properly - I easily equipped soldiers with socks, a hoof module, and a boot on all four hooves. Socks aren't necessary, but I included them in my layer calculations.

> Suggested names: salad, sandwitch, soup, cake, feast, noodles, porridge, oatmeal. I would also prefer it, if lavish meals had only 1 or 2 names, because I like to trade them and this would make searching for them easier.
> When you revamp crops, consider renaming aboveground plant that's cookable and produces flour to oats.
> Maybe give Ironshed more weapons / ammo and Ironclad some armour?
> Repair frayed wiring reaction should be AUTOMATIC.
> Huh, "light yellow diamond" is only R1?
>  I still don't think these delicate pieces of complex arcanotech should make such decent helmets.
> Chemical factory could make "tarp", "rubber" or some other kind of "leather", in addition to nylon "silk" and plastics / bakelite "wax".
> Leather + glass + charcoal -> several gas masks.
Also noted.

> But seriously what's with that bottle?
It and the other artifacts aren't available in the mod yet.

> There is still no way to refubrish Little Macintoshes and Spitfire's Thunders to improve their quality.
Whoops! I forgot about that. :(

> We get aluminium bins from crates now. I guess I preferred chests, as non-wooden bins are heavy and slow ponies down.
You still get chests from the upper-tier Ministry crates.

> MWT has all kinds of goodies, including the Robobrain and Cyberdog schemes, but surprisingly only 4% chance for a Power Armour.
I consider MWT crates to be general supplies for the pre-war Equestrian military, of which the Steel Rangers were a small percentage.

> Hm, I suppose I should test the bakery sometime.
It doesn't work well and will be replaced with the next major update.

> IRL I've seen concrete made from cement (made from rocks rich in calcium carbonate), sand and water, so what's with clay anyway?
You're right, the clay is unnecessary.

> I think you got the memory orbs backwards.
These are excellent suggestions, and upon re-examination I'm not sure why I didn't design the system as you described it. Much thanks for this! :)

> Most robots require 1 or 2 spark batteries, but for some reason sprite-bots need 3. Is this a mistake?
Yes, it is.

> Scrap metal ore, why is there so little of it in salvage?
The volume of salvage players go through yields enough scrap metal even with the reduced rates.

Your feedback is greatly appreciated as always, Maklak! :D
« Last Edit: March 24, 2013, 11:47:40 pm by Lycaeon »
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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2027 on: March 24, 2013, 10:22:52 pm »

...shit, DF, you sonofa...

Edit:

Yep, damn DF to hell.
I embarked on a terrifying swamp in the same world and got this.

Gentlemen, say hello to the Orange embark.

« Last Edit: March 24, 2013, 10:33:01 pm by Replica »
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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.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Maklak

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2028 on: March 25, 2013, 03:09:01 am »

The freaking sun woke me up. I just can't get much sleep lately. Hopefully it will at least melt some of the snow.

> Buying ammo.
If ammo can't be made cheaper, some caravans should at least bring us bins with gunpowder. But that said, the efficient wood to 4 ash reaction makes it easier to make our own ammo than it used to be.

I think having blanks around or ponies otherwise touched by Pinkamenas (such as forgetting a relationship) should produce some bad thoughts in ponies around them. In the novel memory therapy had it's own set of problems. Or maybe add this to pinkamenas themselves, so that anypony passing near them gets a bad thought. Either way this requires an interaction that runs a script and shouldn't be a priority. Come to think of it, I think I've seen a "misery" script somewhere.

I think tinkering too much with things like relationships is prone to weird errors and even game instability.

> Cakes in war crates
I'm in favour. We already have drinks and cans anyway. There are even some foods that can be kept for a very long time without preservatives: olive oil, sugar, honey, salt, pepper, apple vinegar, wine and maybe some other things could last that long. But if we are to find stashes of oil, sugar or honey in civilian crates, I'd rather have low chance for a stack than lots of stacks of 1. And since those are stored in containers, they would still have to be "opened" at the kitchen, like the cans. Those things can be canned too, except for honey and wine, which are better stored in glass or ceramic containers.

> Come on Maklak, why so discriminatory? Gryphons are people too you know.
I'm fine with an occasional Dashite or "former slave" being born, but once we add ghouls, Griffins and who knows what to the mix, the explanation for who marries who and gives birth to what becomes thinner than the fast talk in Baby Cakes. If there is a sterile tag, it should also be used for ghouls.

> I've found that if I'm fortunate/unfortunate enough to start in an area where a wild sprite-bot shows up, I can just send my initial army towards it and have them beat on the thing for a while.
I embarked with wooden knives and on day 1 got two of those things, but I haven't even thought about attacking them. My bad.

> > This makes long 10-wide room with workshop at the end, big pasture in the middle and only one entrance valid, correct?
> That works, but isn't necessary - you only need to pasture the creature next to the workshop and it'll instantly be affected once the worker runs the reaction.
The thing is, animals fight when they are too tight and I need lots of them close to the robronco workshop. Either that or restock them often, but I don't like to touch the pasture interface more often than I have to. I need 3-5 military-grade robots to deal with anything crazy that spawns. I need a whole bunch of chickens and nest-boxes for them, so it should be rather close to the kitchen. I need dogs and slaves and all kinds of pre-upgrade robots too. The needed space quickly adds up, that's why I came up with a long 10-wide room idea.

> Just for laughs, now I have a subtle feeling that Applejack was slightly racist against unicorns.
When I read the novel, I got the impression that few Unicorns were actually deployed on the battlefield and those who were, had either offensive spells or shield and the Zebras targeted them first. I think that most of the Unicorns had auxiliary or civilian roles and the bulk of the fighting and dying was done by the Earth Ponies. That's one reason the armours targeted them and played on their strengths. That said, those were the first (and successful) series of Power Armours. If war took longer, new ones would be developed, probably more like Scorpion Power Armour MK2 and there would be models for all castes, including Twilight Alicorns. 

> Maklak, [...] which of these two embark surface prospects is the most favorable?
*Grumbles* As far as I'm concerned, none. There are too few trees, but I prefer the Untamed Wilds - no pink cloud and lots of medium quality salvage. BTW:
* Low quality salvage -> 20% + 10% for scrap ore, 2% for a damaged civilian crate and 1% for a civilian crate. Oh, come on!
* Medium quality salvage -> 40% + 20% + 10% for scrap ore, 32% for a DC, 16% for a C, 8% MoI, 8% MoP, 4% MWT, 2% MoM, 2% IF, 2% II, 2% RCo, 2% ST, 2% Explosives.
* High quality salvage -> 80% + 40% + 20% for scrap ore, Crates: 64% DC, 64% C, 32% MoI, 32% MoP, 16% MWT, 8% MoM, 8% IF, 8% II, 8% RCo, 8% ST, 8% Explosives, 4% MoA, 4% MAS.
Maybe I'm spoiled by the earlier versions, but I used to have lots of scrap and stuff from low quality salvage. Now it's trash and salvaging starts at medium quality.

I think the explosive crates should be only found inside other crates (MWT, MAW, MoM (low chance, used for fireworks), IF, II, RCo, ST (low chance, used for mining)) and not directly in salvage. Either way we will have plenty, so we can mass-produce mines from sensor modules.

I'm in favour of salvage processing, vermin and bodyparts burning and crates opening not being AUTOMATIC. Yes, it is annoying to add those thing on repeat, but at least I know what I have and don't get an explosion of stuff before I even get underground. It also allows me to control which workshop does what, while automatic reactions have an annoying tendency to trigger all the workshops of that type in the area.

> While I appreciate your efforts to improve the raws, some of the things you mentioned (Like the Super Sentinel) are spoilers for newer players. Your suggestions are great, but otherwise you needn't go into that much detail.
The way I see it, new players won't read the whole thread anyway. Or my long posts for that matter.

> > Actually it may be worthwhile to send crippled soldiers on expeditions, maybe they'll miraculously get healed!
> The transformation only affects the worker running the reaction.
I suppose I should just start a fort, send a wasteland expedition and see what it does. I have great trouble understanding multiple interaction chains, spread over multiple files.
Either way, wasteland expeditions could make a stable like Pineapple work.

> > Pinkamena stats
> The speed allows her to perform the interrogation before the subject manages to damage her with its hooves/claws, while zero strength prevents her from killing the subject as you mentioned.
I suppose giving her normal stats, similar to Mr. Hooves, would make her too overpowered, as a few of them with some escort could meet a squad of Rangers head on and leave blanks. Oh well, I suppose I should just play and see how cumbersome she really is. I don't have any suggestions that wouldn't make her overpowered for now.
As a side note, this is why I don't like the idea of inst-kill assassins; too hard to balance.

> Good point on the Rangers - I forgot to add a syndrome that makes them unconscious (Unconscious TRAPAVOID creatures can be caught by cage traps).
So I'll need a bunch of cage traps and an EMP mine in a special entrance corridor to my fortress. Good.
> They still move, albeit slowly, so in this version you can probably pasture a Pinkamena close enough so that the ranger comes after it.
Until I have Pinkamenas to spare, I don't want to risk it. Even less so, if there are EMP mines in the area. And a civilian trying to pasture something next to an enemy will get scared, run away and spam cancellations.

> > Consider adding an interaction to Mr. Hooves that gives robots near it some recuperation boost.
> Added to the development list. Thanks!
On a similar note, I'd remove the "designate healing" reaction and instead let Nurse Redhearts use their injectors at will. If they can only do that at most once per day, it will still make most sense to keep them in the hospital or in a safe place in the barracks. Even more so because we won't get that many Nurses with Power Armour competing for healing potion and Med-x canisters. Having to fit a terminal in the hospital and designate healing is rather awkward. Nure Redheart AI should be good enough to recognize patients on it's own. You don't even need to nerf them by making them slower or stationary; they are weak and precious enough to not give them as escorts to soldiers and one injection per day is rare enough, so that just pasturing them in the dining hall wouldn't do much good either. The only thing that will work reliably with this system is burrowing wounded ponies next to Nurse Redheart, which is good.

I think the healing autoinjectors and power armour healing should be nerfed to +1k recuperation and disease resistance and only Nurse Redhearts should get it at full strength. Even after this nerf, I'll still be able to assign autoinjectors to wounded soldiers to heal them up. They are the most powerful hoof item so far. A further nerf would be to reduce the duration/wait period ration to 1/4 or less. OR make the boost much smaller, like +500, but continuous, whichever makes most sense.

> > Pellets
> I didn't have time to do extensive testing of the new airguns, but there was an increase in penetration compared to the originals.
Well, maybe I'm wrong and they're better now. Either way, I should probably make some and see if they do more than just dent the skin and very occasionally bruise slavers. If they can would, cause bleeding and very occasionally stun, that's good enough for me.

> > Move Hazmat suit to Over layer (same as gas mask) and make it wearable with normal jumpsuit.
> The hazmat suit is a different type of jumpsuit. I will consider making it a different layer, though.
I imagine the hazmat suit to be somewhat bigger than the pony inside and normal jumpsuit as something tight-fitting. But then there were utility jumpsuits with pockets and even armoured jumpsuits. Either way, Power Armour can fit over light jumpsuit, but shouldn't fit over a hazmat suit. Security and Combat Armour still could.

> The hazmat suit is intended to provide more radiation protection than ordinary power armor, and the latter's integrated healing potion auto-injector has the disease resistance.
I still think that Power Armour should get a disease resistance boost, but possibly smaller than that from the hazmat suit. It is a sealed environment and was built to provide the best protection possible. Plus the autoinjector is pulsating and I'd prefer it nerfed anyway, to make Nurse Rdhearts more useful.

> > But seriously what's with that bottle?
> It and the other artifacts aren't available in the mod yet.
Ah right, I haven't noticed them in the loot tables. Well then, the best use of theatres is Masterwork Speeches.

> > I think you got the memory orbs backwards.
> These are excellent suggestions, and upon re-examination I'm not sure why I didn't design the system as you described it. Much thanks for this!
Hey, you did a lot of good job that they work at all. Design and implementation sometimes cloud each other, that's why you have us for second opinions. I was a bit worried that what I've written was unclear, but it looks like you got it anyway.
Oh and while you're at it, there should be low chances for interrogated prisoners to know about other factions. For example Talons and Rangers occasionally fight each other and slavers go to places or just interrogate captured ponies before selling them. That way we can still get a location of a Ranger bunker from just slavers and Talons, but it will take much longer.
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gzoker

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2029 on: March 25, 2013, 07:59:22 am »

I have canceled an expedition to the wasteland, because my troops rushed back inside to pick up equipment. The reaction still ran, and it grabbed four random ponies from the dining room. The salvage they brought back started fighting with the ponies, then turned into low quality salvage. No i have four dead Shelter's salvage in the dead/missing tab. I wonder if this will show up as an engraving. :D

Another thing, i have seen this message show up in dfhack multiple times:
'E:\dfapi\plugins\autoSyndrome.cpp line 284:Couldn't find unit -1.'
I have only one soldier with one pipbuck and combat armor.

Edit: Aaaand after i posted the message and unpaused df has crashed.
Edit2: It seems the crash occurs after i try to look into the equipment of a newly formed squad.
Edit3: But only if the cursor is in the third row. In the second and first row :-[ column I can change the tabs without a crash between equipment and positions.
Edit4: removing all the equipment from the pony in the first squad also solved the problem, i can change between tabs normally.
« Last Edit: March 25, 2013, 03:56:35 pm by gzoker »
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tahujdt

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2030 on: March 25, 2013, 09:41:09 am »

>  Should an earth pony be holding a machete in his hoof?
Ponies can hold things in their hooves. Shocking, I know, but otherwise earth ponies would only have one grasper.
Maybe make battle saddles give an extra grasper or two, for use with shields. I think that only having one grasper makes up for EP combat skills.

EDIT: Does this update mean that I can have an army of brainwashed Steel Ranger Soldiers?
« Last Edit: March 25, 2013, 09:58:10 am by tahujdt »
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gzoker

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2031 on: March 25, 2013, 10:56:54 am »

Sending out expeditions should only be done from behind closed doors. A short trip into the deathlands spawned a hellhound, three ghouls from the three pony race, a glowing one and two balehounds. The problem is, the expedition leader rushed out to get a drink after return, but before salvage and the mobs have spawned. The loot: 1 low, 2 med, 4 high quality salvage. Casualties: 2 ponies from the expedition (1 bled to death, the other- the expedition's leader was killed by the glowing one), one protectapony, one dog. Later another pony was murdered from a miserable squad member.

The second expedition has returned without casualties, but it took three ponies who wandered by, instead of the soldiers. Loot: 1 low, 2 med and 4 high quality salvage.

The ponies keep hauling salvage between the stockpile and the coffin of the first expedition leader. Also they are trying to bury the balehound fat with her.

The third expedition brought back 2 low 2 med and 3 high quality salvage. No casualties aside from Drink, who went melancholy during the expedition.

The fourth failed, six fell asleep but nothing else happened.

The fifth expedition had one casulty who bled out, three who died to the spawned ghouls and balehounds. Somehow a large radscorpion has spawned inside a coffin, and charged the civilians. Lute, one of the squad members has turned into ghoul.
« Last Edit: March 25, 2013, 12:05:10 pm by gzoker »
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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2032 on: March 25, 2013, 11:09:17 am »

Idea: Chemical factory could make "tarp", "rubber" or some other kind of "leather", in addition to nylon "silk" and plastics / bakelite "wax".
Heh, I was planning on adding a pleather reaction as an alternative to nylon as a test today.
Spoiler (click to show/hide)

Tossed together and untested, but it should work.
Now to add some more reactions to turn the bakelite byproduct into more useful items like jugs, vials, piping, training weapons, ect...
Maybe a lawnchair.
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Iceblaster

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2033 on: March 25, 2013, 11:32:05 am »

Maybe a lawnchair.

Hmmm I can make a beach resort with a lawnchair object... Good, if you can get the raws out when the lawnchair is ready,
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Neowulf

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2034 on: March 25, 2013, 11:57:39 am »

Don't think I can change the name of it, but at the very least a plastic chair can be added.
Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amusing. I haven't looked at the autosyndrome plugin but could it be possible to have it check condition and grant thought based on indoor/outdoor location and pony preferences?
If so, "Admire the wasteland" could give sadistic ponies happy thoughts. "Bask in the sun" and "enjoy a cold one" (using 1 drink) would be good ones too.


Also, suggestion:
We have a scavenge tools reaction to fix embark, why not one to scavenge a large block of iron suitable for metalsmithing as well?
5 scrap metal boulders = 1 iron anvil
« Last Edit: March 25, 2013, 12:01:44 pm by Neowulf »
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Iceblaster

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2035 on: March 25, 2013, 12:24:33 pm »

Are there steel ranger outcasts in Fallout Equestria? I haven't read it all(Chapter 23 At the moment) so if there are, I haven't heard of them yet

tahujdt

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2036 on: March 25, 2013, 12:42:48 pm »

Are there steel ranger outcasts in Fallout Equestria? I haven't read it all(Chapter 23 At the moment) so if there are, I haven't heard of them yet.

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2037 on: March 25, 2013, 12:55:08 pm »

Maklak-New players of the mod won't read the whole thread and your long posts eh? ;) Granted, my actions probably do not qualify as normal-reading a 100+ page thread in its entirety before playing a mod is probably not the normal course of action, but then I like reading almost as much as a certain purple unicorn. Worth it, especially for the stable reports. If I hadn't read those and your posts, I would have embarked without military ponies. And I might have brought BB guns. Also, twas very entertaining to read and see how the mod developed up to this point. Also on the subject of bad thoughts, wouldn't all that would be needed the tag that gives dwarves a bad thought when they see vermin?
« Last Edit: March 25, 2013, 01:07:27 pm by Byakugan01 »
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gzoker

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2038 on: March 25, 2013, 01:01:20 pm »

I have read the whole thread before my first stable too, and I'm glad I did. :D
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Maklak

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Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
« Reply #2039 on: March 25, 2013, 01:42:47 pm »

I just played 0.30. I didn't even get to send any expeditions and the game crashed during the first year, but it was fun anyway. Here are my findings:

My Wilderness embark has almost as much medium quality salvage on the surface as low quality salvage. Which is fine, because low quality salvage just has pitchforks and stuff after the nerf.
Actually this gives me an idea: How about you reverse the scrap ore drop from salvage, so that high quality salvage gives hardly any and low quality salvage gives the most. If we assume a unit of salvage to be about the same volume, regardless or what it is, then it makes sense that high quality is mostly crates and low quality is mostly rusted items for smelting.

My gunners got from lvl 5 to lvl 10 in the first year, just from shooting things with BB guns and missing most of the time. Their 30 viewrange wasn't really a blessing and they usually just hit some trees.
Bone pellets just dent the skin on dogs and glance off of radscorpions. Bronze pellets tear fat and bruise muscles on dogs, don't know about scorpions. Any kind of bolts will hurt bloatsprites. I think MAXVEL of air guns should be increased to at least a hundred.

I suggest that you change PRINT_MODE to something else, like STANDARD in "data/init/init.txt". It should be faster and I get graphical glitches with 2D (which should be the most compatible).

I had to salvage scrap metal for tools, because I forgot them again, so I appreciate the reaction. The "make scrap anvil" would also help, I guess. If possible, both should be at the end of lreactions list in the salvage yard. Otherwise I have to keep skipping it, because I almost always want to do something different, like process salvage. 

The smelter has a "melt pewter bars (use ore) (prism)" as well as "melt pewter bars (use ore)". The first one belongs at the Prismatic smelter.

A squad with a dagger pony and a spear pony (chosen from Cutie Marks) spars just fine. Soldiers will still watch a demonstration of a weapon type they aren't using. Therefore mixed squads can work, but are a bit inefficient.

I can't find the option to stockpile plywood boards. They are normally taken to a finished goods stockpile, but I just can't figure it out. I enabled types: "toys" and "tools" as well as materials->stone: "plywood" and "raw materials" and didn't get it to work. On the other hoof, disabling "plywood" and "raw materials" in the other stockpile seems to have prevented it from collecting more boards. Maybe my 0 idlers were just to busy to bother with plywood. Gah, what am I doing wrong? I want a plywood board stockpile next to a plywood workshop. There is "[ITEM_TOY:ITEM_BOARD][NAME:board:boards][HARD_MAT]" in "item_misc.txt", but I don't see a "board" in the stockpile menu.   

My game crashed as well, when I added a pony to a squad and pressed {e}quipment. I don't remember my cursor position, but I think it was 4 or 5.



I thought about Pinkamenas and how to make them more like the rest of the robots. I have an idea, but I'm not sure if it is better than the current system. For this to work, she would need to have 2 short range interactions:
* Interaction I1 "prepares tools" is spammable (so it can be used on multiple enemies, if one of them dies too quickly), gives syndromes S1, S2 and S3 (optional) such that their durations are S1 < S2 < S3. Otherwise they do nothing. Well, maybe give a weak version of Binding.
* Interaction I2 "interrogates" is usable once a week and only on targets that have S2, but not S1 and S3.
This way Pinkamena can move with normal speed and strength and doesn't have an "I win instantly button", because to win she has to wait until S1 wears off and its duration can be chosen to say 500 TUs, so that an enemy who is not harmless will have plenty of time to damage her. S3 is purely optional if you want more penalty for failed interrogations.
This way she could move at normal speed, interrogate disarmed prisoners or EMPed Rangers without much trouble, but still be to fragile in a real fight. The downside is that lucky kicks from strong ponies would still damage her.
Sending her as a pet of soldiers with great defences, but training weapons would be a risky option, but not an exploit. IRL interrogators tend to have helpers who immobilise, threaten or beat up the victim, whichever is required.

> E:\dfapi\plugins\autoSyndrome.cpp line 284:Couldn't find unit -1
I've seen it too and I didn't even have any syndrome items. I think.

> Maybe make battle saddles give an extra grasper or two, for use with shields. I think that only having one grasper makes up for EP combat skills.
Creatures have graspers. Equipment doesn't. It could work with a transformation, but isn't worth all the problems.

> Does this update mean that I can have an army of brainwashed Steel Ranger Soldiers?
Not really. You need to make some pinkamenas first and they are immobile. The Rangers have to come to them, and the robots need to be intact enough to perform interrogations. Very problematic. The next version is going to allow catching EMPed Rangers in cages. Well, I guess you could catch scribes in cages now and disarm them with the dumping trick, but the memories for them aren't fully implemented. I think.

> The ponies keep hauling salvage between the stockpile and the coffin of the first expedition leader. Also they are trying to bury the balehound fat with her.
This is exactly the kind of buggy insanity that I find so amusing about DF.

I'd like to have an option of making plastics and concrete furniture, but I don't expect it to be efficient or valuable.

> Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amusing.
Relaxation would be better suited for the philosopher's garden.

Well, I often read "The manual" before I play a game or use a tool, but I joined this thread when it was 20 pages (I think) and wouldn't touch it if I joined the fun now. Anyway, this is development thread and we should be free to discuss spoilers about the updates.
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