Hello again, finally remembered to check this thread like a smart person.
1. Turrets do not have a tag that prohibits them from moving - it is specified in raw-files without "[ ]" in the token.
Using that tag in the past prohibited them from using interactions (like, y'know, shooting their guns). I tested adding it back in a while back, and while they would fire they would fire a lot slower than they should. Besides, if they can't move at least a little, ponies taking them to a pasture will tend to dump them in the same spot, leading to them making constant push attacks against each other because of overcrowding (have seen this with landmines). So I am leaving them as slightly ambulatory for the moment.
2. Turrets and robots do not react to danger properly - many times I was visited by pony-ghouls through the caves, and Mr.Hooves and turrets did not interfere with them.
As I understand it, DF fort mode creature AI doesn't escalate combat the way you would expect. Basically, pony ghouls and anything else will only do fisticuffs with your fort members unless you mobilize militia and move them near the ghouls. Since they are only at brawl combat level, weapons aren't pulled, and combat interactions aren't used. If you look at any of your non-mobilized ponies that get into fights with ghouls, you should see that they never draw any weapons they are carrying (because they are just in a fistfight, not a no holds barred fight to the death), and barring a lucky lethal hit both sides will usually stop fighting and leave each other alone eventually. A consequence of this is that pets won't intervene in combat (since it is just a fistfight), which sadly means that turrets and robots are worthless at defending against wildlife. Not much I can do without trying to dfhack the AI, which would be an undertaking since I would have to first learn how the hell the AI works internally and how I can manipulate it through dfhack memory hacking.
Once I had a titan that shoots webs. He went to the door of the Stable, stood up to the loopholes, behind which were the turrets and began to attack them with cobwebs! The turrets did not react on either side of the Stable door.
A month later, "siege" turrets for some reason began to shoot at him and killed with three hits.
I even tried to remove the loopholes on the left, but the turrets did not shoot.
That sounds like lethal combat, so this *probably* isn't the same bug (I think?). Hmm, did you have your civilians burrowed via an alert, by any chance? Civilian burrows cause AI problems in any pets outside the burrow, so they won't engage anything. This leads to things like groups of robots outside a stable getting massacred without defending themselves because their AI be broke. If you did, then either manually add the entire stable to your alert burrow citizen by citizen instead of using an alert (yes, this is a pain in the ass), or include your turret pillboxes in your burrows (I have tried sealed pillboxes with the alert burrow covering their internal spaces, and those seemed to work just fine).
3. The reaction in the scriptorium to the extraction of Mr.Hooves scheme is listed as having a 100% chance of success actually has a 25% chance of success.
Ah, that is a bug. Fix will be included in next release (when I eventually get around to it).
Generated into the wasteland, pretty much my first fortress to boot, having trouble recouping seeds more or less. And they won't grow outside. The ghouls that spawn don't seem interested in attacking me. Spent all of spring basically scavenging the surface, and planting crops, in Summer with lots of migrants. And have yet to get attacked by something more substantial, but all the holes I've dug about make my base really insecure.
Did you embark on a mountain biome? Seeds don't grow there, but otherwise you should be able to grow stuff outdoors. Ghouls, as mentioned above, suffer from the lack of escalation bug where they will occasionally take a swing at a passing pony but otherwise ignore them.
The 3rd wave of migrants is usually ridiculous. I would dial them down if I easily could, but for now you just have to accept that your stable will double to triple in size fairly early on.
Got pretty bad RNG and used up the entire map's salvage without a single talisman. Water is going to be an issue probably by winter. And my fortress is a mess for all the salvage I've stocked inside, armor, weapons, etc.
Yeah, the sheer amount of misc stuff you get from salvage is a bit of a problem, but I am not sure how to best cut down on it. I already removed a lot of the flavor items to try to mitigate this, but I probably should go further.
Unless there's another way to get talismans other than the scrap yard.
Water talismans specifically? No, the scrap yard is the only way. However, there is more scrap in the caverns if you feel like taking your chances. Crack it open, keep some mercenaries on standby to feed into the grinder, and drag some high quality salvage in then seal them back up. Coincidentally, you can probably find water there as well, so your wounded ponies won't die of thirst.
This was after I had constant crashes upon embark for a while, generating new worlds seemed to have fixed the issue whatever it was.
I have the same crashes, but I don't want to lose my long-term Stable.
I manage to fix this problem by assigning all the ponies to the burrow for a week or so. Also I forbid the army to train periodically, "game crash" is associated with immersion of an object in the box and its hauling.
This is news to me. Never had any crashes personally besides some worldgen crashes that resolved themselves long before I made the mod publicly available, no clue what is causing crashes now. Can you two give me any further details I can work with?