Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Lycaeon on November 09, 2012, 04:00:59 pm

Title: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on November 09, 2012, 04:00:59 pm
Once upon a time, in the magical land of Equestria…

There came an era when the ideals of friendship gave way to greed, selfishness, paranoia, and a jealous reaping of dwindling space and natural resources. Lands took up arms against their neighbors. The end of the world occurred much as we had predicted – the world was plunged into an abyss of balefire and dark magic. The details are trivial and pointless. The reasons, as always, purely our own. The world was nearly wiped clean of life. A great cleansing; a magical spark struck by pony hooves quickly raged out of control. Megaspells rained from the skies. Entire lands were swallowed in flames and fell beneath the burning oceans. Ponykind was almost extinguished, their spirits becoming part of the ambient radiation that blanketed the lands. A quiet darkness fell across the world…

(http://i.imgur.com/eCidA.png)

Version 0.30c (Phoebus Graphics) (http://dffd.wimbli.com/file.php?id=7117)
Version 0.30c (ASCII) (http://dffd.wimbli.com/file.php?id=7512)
Ingame Placeholder Soundtrack (http://dffd.wimbli.com/file.php?id=7116)

A total conversion mod for Dwarf Fortress, inspired by Fallout:Equestria (http://www.equestriadaily.com/2011/04/story-fallout-equestria.html) and its many side stories. Lead an expedition of stable dwellers across the balefire-scorched wastes, forging the last bastions of civilization in a world without kindness or laughter. With everything once dear and loved to you now scattered dust, where all that remains seeks your demise, from abominations twisted by radiation, to your fellow ponies, consumed by madness, you may survive, or even persevere…but will you retain your virtues?

Screenshots
Spoiler (click to show/hide)

New to Dwarf Fortress?
Spoiler (click to show/hide)

General Tips and Hints
Spoiler (click to show/hide)

Technology Tips and Hints
Spoiler (click to show/hide)

Advanced Guides
Spoiler (click to show/hide)

Testimonials
Spoiler (click to show/hide)

DFHack Support
Spoiler (click to show/hide)

Factions
Spoiler (click to show/hide)

The Wasteland
Spoiler (click to show/hide)

The Ministries
Spoiler (click to show/hide)

Gemstones
Spoiler (click to show/hide)

Firearms and Armor
Spoiler (click to show/hide)

Workshops and Industries
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Credits
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Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Lycaeon on November 09, 2012, 04:03:12 pm
Version Log
Spoiler (click to show/hide)

March/April Objectives
Spoiler (click to show/hide)

Known Bugs and Hotfixes
Spoiler (click to show/hide)

Adventure Mode
Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: DVNO on November 09, 2012, 05:35:33 pm
Holy Chrismas

welp there goes my day!

DL faster DFFD!
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Pokon on November 09, 2012, 09:48:05 pm
Step one: Download mod.

Step two: Download Valikdu's currant one, cull duplicate factions and such.

Step three: ???

Step four: Enjoy Fallout Equestria: Project Horizons:The Mod.

EDIT: Attempted to go to Arena mode.

Twenty minutes ago. Still loading.  :-*
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Replica on November 10, 2012, 12:12:04 am
No way, another pony mod for DF, based on my favorite fic, using my favorite graphics pack?

That is awesome!
And it's not even Christmas yet! :D
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Deon on November 10, 2012, 04:59:22 am
Good luck with the mod, it looks amazing!
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 10, 2012, 02:04:49 pm
Neverthemind, fixed that problem real quick.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Lycaeon on November 10, 2012, 02:17:07 pm
I hope everyone enjoys the mod!  :D Just bear in mind that this is the stability-testing version - there are still numerous technologies (like the medical technology tree from the Ministry of Peace crates and talisman/spell matrix research and construction facilities), creatures (like balefire phoenixes and taint abominations), factions (Talon mercenaries), and other features to be developed and added.

While my own Stables haven't revealed anything out of the ordinary (Apart from a lot of salvage...I'm probably going to have to reduce percentages), I want to make sure there are no bugs with the existing features (especially thievery and invasions by the various factions) before the next version, so any feedback would be greatly appreciated.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Pokon on November 10, 2012, 05:41:06 pm
I hope everyone enjoys the mod!  :D Just bear in mind that this is the stability-testing version - there are still numerous technologies (like the medical technology tree from the Ministry of Peace crates and talisman/spell matrix research and construction facilities), creatures (like balefire phoenixes and taint abominations), factions (Talon mercenaries), and other features to be developed and added.

While my own Stables haven't revealed anything out of the ordinary (Apart from a lot of salvage...I'm probably going to have to reduce percentages), I want to make sure there are no bugs with the existing features (especially thievery and invasions by the various factions) before the next version, so any feedback would be greatly appreciated.

A (stupid and rather silly) request: is it possible to have a version without the ponies having castes for the purpose of cuti marks (or genetic variation)?


I have issues with speed with the mod, and the massive amount of time it takes for anything creature-related seems to be because of the large amount of duplicate castes.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Lycaeon on November 10, 2012, 06:21:16 pm
A (stupid and rather silly) request: is it possible to have a version without the ponies having castes for the purpose of cuti marks (or genetic variation)?


I have issues with speed with the mod, and the massive amount of time it takes for anything creature-related seems to be because of the large amount of duplicate castes.

I'll look into it...can you provide more information about when the slowdowns occur and how they are creature-related?
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Pokon on November 10, 2012, 08:19:53 pm
A (stupid and rather silly) request: is it possible to have a version without the ponies having castes for the purpose of cuti marks (or genetic variation)?


I have issues with speed with the mod, and the massive amount of time it takes for anything creature-related seems to be because of the large amount of duplicate castes.

I'll look into it...can you provide more information about when the slowdowns occur and how they are creature-related?


World gen is slowish, but not too bad. However, any attempt to load arena mode has been met with doom (I let it run for a hour and it still did not go into it).

To make sure that the files guilty for the slow-down were the ones with the cuti-mark castes and mass hair colors, I deleted the according creature files (Stable, Raider, Slaver, and Steel Ranger) and attempted to open arena. Worked like a charm. A attempt to open it with the Stable Dweller creature placed back in the files cause it to take the better part of ten minutes for arena to open. As such, one could safely say that one could blame the slowness on the currant hugeness of the pony creature files due to the massive amount of castes and/or the hair color files.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Lycaeon on November 10, 2012, 09:32:23 pm
Ah, that would be a computer issue then, as my laptop runs everything rather well. I have however released the cut-down files for all pony-based creatures in the newest update (Essentially identical to the original but for the attached folder with condensed ponies), so you can replace any combination of the pony files with a condensed version. This will result in no cutie marks and rather uniform color traits, but should increase speed accordingly.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Pokon on November 10, 2012, 09:37:28 pm
Ah, thank you. Now, to see if my fort can survive with only basic-level spells. :P
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Khenal on November 10, 2012, 11:07:29 pm
Been playing the mod most of the day and I love it so far.  I do have an issue, though.  Organization.  I have a stone stockpile that has filled up with scrap metal.  Good, right?  But it's supposed to be for my mason instead of my smelter, and scrap metal doesn't appear to be something I can restrict/allow in the settings of the stockpile.  Additionally, all normal stone is listed as economic, so my rocksalt goes in the same pile as gypsum unless I go through and individually set only the stone that can actually be worked with.

So... I'm basically asking for some easier stone sorting.  It's certainly playable (and quite fun still), but it can definitely be improved.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 10, 2012, 11:15:59 pm
Been playing the mod most of the day and I love it so far.  I do have an issue, though.  Organization.  I have a stone stockpile that has filled up with scrap metal.  Good, right?  But it's supposed to be for my mason instead of my smelter, and scrap metal doesn't appear to be something I can restrict/allow in the settings of the stockpile.  Additionally, all normal stone is listed as economic, so my rocksalt goes in the same pile as gypsum unless I go through and individually set only the stone that can actually be worked with.

So... I'm basically asking for some easier stone sorting.  It's certainly playable (and quite fun still), but it can definitely be improved.

My scrap metal goes into my metal ore stockpile.
Title: Re: Fallout Equestria: v0.70 beta (Phoebus Graphics)
Post by: Lycaeon on November 10, 2012, 11:46:20 pm
A study of the modified pony files revealed that while relevant for vault citizens due to migrants being drawn from worldgen, diversified castes are not as useful for non-player ponies, which are mostly procedurally generated when visiting the Stable. Additionally, their removal results in dramatic improvements to speed that outweigh the minor diversity loss, so in the interests of gameplay, I've removed cutie-mark diversity from non-vault ponies (Upon reflection, this is something I should have done originally). The condensed vault pony file is still available. I've also made a couple of minor bug-fixes and ramped up pony ghoul frequency for more !!FUN!!

Edit: On second glance, I see the problem. I haven't included the [METAL_ORE] tags for scrap metal, so it's not actually classed as an economic stone. This is also a problem for broken glass. I've made the appropriate changes and will upload them as v0.71b.

Edit: Version 0.71b has been uploaded! :)
Title: Re: Fallout Equestria: v0.71b beta (Phoebus Graphics)
Post by: Pokon on November 11, 2012, 12:38:21 am
I must ask: which is more of a direct danger for my fort: Glowing Ghouls, Ghoul Reavers, or Canterlot Ghouls?

....Great, a idea for a semimegabeast: A irradiated canterlot ghoul who is fused to a suit of power armor, with the ability to shoot what's effectivly anti-mechine rounds at you.
Title: Re: Fallout Equestria: v0.71b beta (Phoebus Graphics)
Post by: Lycaeon on November 11, 2012, 01:49:11 am
I've figured out the problem with the stone-stockpile list. Apparently the stone foundry's requesting specific stone types made them all economic. I've gone ahead and changed this for version 0.71c, so stone stockpiling now works.

Thanks for the heads-up Khenal! :D

There's a similar problem with salvage vs ordinary wood being used at the carpenter's workshop...but that can be avoided by using the plywood workshop.

Sorry for the frequent updates everyone - this version should be stable for the next few days. I'm quite happy however with the few bugs we've caught so far. :D

As for the ghouls...I see no need to spoil any potential surprises. ;) Mega and semi-megabeasts are also being planned for upcoming versions.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Khenal on November 11, 2012, 02:51:40 am
Yay, I helped find a bug!  I didn't have too much problem with the wood/salvage, since they seemed to have all been accounted for.  It wasn't too hard to make two wood piles: one for salvage and one for actual wood.  Looking forward to downloading the new version and playing some more :D
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Clay golem on November 11, 2012, 07:46:57 am
hi! i'm really enjoy your mods, but i have a one problem. EQUESTRIA map is too big and huge. however when i create or start equestria map, Appears stutter so badly.
I'm sorry, but I hate to ask you be can you make the smaller world create version?( i'm sorry but i'm using a language translator because i'm so poor at english.. sorry.. :'( )
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Lycaeon on November 11, 2012, 12:32:53 pm
Here's the code for a smallest area I could make that still included all six entities. Open the world_gen file in data => init, then paste the code at the bottom.

Code: [Select]
[WORLD_GEN]
[TITLE:PONYVILLE]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:100]
[BEAST_END_YEAR:50:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GOOD_SQ_COUNTS:1:1:1]
[EVIL_SQ_COUNTS:13:127:255]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:45]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 11, 2012, 03:09:55 pm
Took down my first Unity alicorn last night. Real easy too. Drafted ten ponies and let them choose whichever melee weapons they wanted. Only had one casualty, few broken bones and a shattered hoof, but that's it.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 11, 2012, 05:09:59 pm
I still just see 0.71c uploaded.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Lycaeon on November 11, 2012, 05:43:44 pm
0.71c is the latest version at the moment. It'll probably be a couple of days before the next one. Thanks for the update on the Unity however...I'd say to give them a bit more time.  ;)
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 11, 2012, 05:57:39 pm
I think you may want to adjust the wealth values for antique objects. I've removed one antique splint and now I have 10,000 points to put into whatever.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Lycaeon on November 11, 2012, 06:07:36 pm
It's due to the high value of high-quality salvage, which is something I'll probably reduce for the next version. Unfortunately, the game makes spawned items out of any wood that's available, including the salvage logs. Trading itself is already wonky due to multiplying quality levels, and the technology system doesn't help. :(

I would advise against trading out antique or other high-value objects though if you have a small fortress. Certain parties may become...interested.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 11, 2012, 06:23:58 pm
I'm doing a bit of looking around in the weapon raws. I'd suggest raising the machete's hacking attack compared to a short sword. Machetes are meant to hack through thick vegetation. In latin american countries, you're considered to be very lucky to survive one swipe with one. I've seen pictures of victims of latin gangs... and they're gruesome.

And I'm not trading them away, just using those points at embark to reflect the talent a stable would have.. and the weapons and armor.
Title: Re: Fallout Equestria: v0.71c beta (Phoebus Graphics)
Post by: Lycaeon on November 11, 2012, 06:51:45 pm
After going through the salvage again I've decided it would be best to reduce the salvage values, in addition to a few other minor fixes. I've also changed the machete attack...thanks for the info Indigo! :)

Combat pistols are now produced in the gunsmith's forge like the other guns, but only need a toolbox and a bar of weapons-grade metal to make. No more odd wood pistols.

Version 0.71d is now released. Sorry again for the new update everyone...I promise it'll be the last small one for this week.  :)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Pokon on November 12, 2012, 04:47:21 pm
You know, I thought because ponies had hooves, combat with other creatures would be easier.


But I just had a pony run into a few dogs, and she now has both her eyes "broken open". :o

I shudder to think about how that works.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: smajdalf on November 12, 2012, 05:04:02 pm
this mod looks just so wrong... :D
I REALLY enjoy it and it works good. Great job!
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 12, 2012, 11:42:35 pm
Thanks. Every piece of feedback will go into improving the later versions - including suggestions for new features ;). The development list is long...very long...and it's going to be a week or so before I get the time to crank out a large update, so in the meantime, I'm all ears.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 13, 2012, 04:04:54 am
Just lost my stable to a Steel Ranger ambush, heh.  So here I am with (maybe) a few more bugs and a wishlist of things to have added.

Potential bugs:  Crutches, splints, and maybe buckets seem to not be classified as anything to go into a stockpile.  I tend to make a master pile with just about everything heading there first, but splints, buckets and crutches from embark just sit where the wagon was.

Are the Rangers all trap avoid?  Or do they learn of the traps if a scout survives?  I thought I killed them all...


Wishlist!

Turrets!  The Masterwork mod has a way of doing them which works pretty well, if you want some inspiration.  Also: Energy weapons.  Please?  Pretty please?  And finally, a different way to train using the terminals?  Mostly in relation to the combat trainings.  It's a lot of micromanagement to assign just my fighting ponies to individual terminals.  Maybe make a military terminal that works like a weapon rack/armor stand, so multiple ponies can train on their marksponyship?

I am loving this mod so far, and look forward to whatever you cook up next! :D
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 13, 2012, 10:34:59 am
Not sure that he can really do energy weapons, I mean, not in the conventional sense.
The DF weapon system is kinda limited, with weapon effects (such as melting and whatnot) being restricted to creatures.

There was another mod where the creator described the problem and said that the only way to really add plasma weapons was by attaching them to robot creatures and stuff.

You can alter damage and knockback by changing the weight and material of the ammo as well as modifying the force of the weapon, but that is still going to leave ammo on the ground when the target is missed and will have the same uncanny side effect of vanilla ranged weapons being miniature railguns that punch through any armor.

Robots would be cool as fuck though, maybe brain bots that require a pony to be sacrificed (for the brain) to be made?
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 13, 2012, 12:16:03 pm
Not sure that he can really do energy weapons, I mean, not in the conventional sense.
The DF weapon system is kinda limited, with weapon effects (such as melting and whatnot) being restricted to creatures.

There was another mod where the creator described the problem and said that the only way to really add plasma weapons was by attaching them to robot creatures and stuff.

You can alter damage and knockback by changing the weight and material of the ammo as well as modifying the force of the weapon, but that is still going to leave ammo on the ground when the target is missed and will have the same uncanny side effect of vanilla ranged weapons being miniature railguns that punch through any armor.

That's why I called it a wishlist :P  I don't know much about actually modding, but there should be a way to simulate some of the effects.  Lasers were always great against light (non-metal) armors in the game, and (in the first two) were more about slicing instead of disintegrating.  Plasma would often go through even the best armor.  So make a laser shot be relatively soft with a good edge and plasma a piercing shot with lots of hardness to go through things?  Or make them lob magma around?  Like I said, I'm unsure what's actually possible with mods.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Deon on November 13, 2012, 12:21:20 pm
And then pick up "laser shots" from the battlefield :P. There's no way to make non-physical projectiles.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: AutomataKittay on November 13, 2012, 12:53:49 pm
Might be able to just rename it and have occasional surprise when there're more microfusion cell or small energy cells randomly :D

It'd look odd in combat report, but it'd work well enough to keep a proper atmosphere. ( Well I don't looks at combat report too often! )
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 13, 2012, 01:35:19 pm
And then pick up "laser shots" from the battlefield

I enjoy this mental image :D
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 13, 2012, 01:37:13 pm
Uh, I think the herbalist CM class learning rate is a bit too high.
I got mine to legendary just five minutes after embarking, just saying.

Spoiler: Picture unrelated (click to show/hide)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 13, 2012, 02:04:04 pm
So automated turrets and robots are next in line, along with changes to ponies in power armor...given that I just watched a Unity alicorn tear the power armor suit off a steel ranger and beat him to death with it. :o

As for terminals...the Stable-Tec Terminal is a placeholder and is intended for only basic skills and spells. More Ministry Terminals will follow (For example, a Ministry of Peace Terminal will be required to learn from surgery hologems, as well as develop advanced drugs like Rad-X, while the Ministry of Wartime Technology Terminal will account for military training skills).

I've encountered the same problems with energy weapons as described during development, so they are low-priority for now, except maybe for interactions limited to robots.

As for cutie marks...I considered herbalism to be an easy skill, among others, so I improved its learning rates...and combined with the natural earth pony bonus this may lead to some high learning rates with certain talents. This cutie mark system is a holdover from my first mod, but I eventually intend to upgrade it along with everything else.

All of my animals (Yes, even cats) have natural skill levels (corresponding to instinct) to increase their deadliness in combat. It's why even feral dogs can take down ponies when in masse, and is especially !!FUN!! for more dangerous creatures. :D

Again, thanks for the feedback everyone. :)

Edit: Steel rangers and Unity alicorns have trapavoid, as otherwise cage traps would become the preferred means of defense rather than clever Stable construction. ;)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Pokon on November 13, 2012, 08:14:36 pm
So automated turrets and robots are next in line, along with changes to ponies in power armor...given that I just watched a Unity alicorn tear the power armor suit off a steel ranger and beat him to death with it. :o


"Steelhooves, no!"


Amusing image aside, how are you going to approach robots? I would hate-love to deal with rouge assault 'bots in a irradiated ruin. What would they consist of, exactly? Any chance for a giant Liberty-Prime style alicornish horror to be a megabeast? What about ponytrons and such? Horizons has several that I would like to see rend my poor little ponys to gibs. Perhapes, if you upgraded enough in certiant tech trees, one could "install" certant "programes" into robots to make them function differently, al la MKll Potectrons?
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 13, 2012, 08:31:26 pm
Nice catch Khenal! I usually don't bring crutches and splints on embark...so I totally didn't notice scrap items not being stockpiled. ??? It's due to their being made of salvage wood, which doesn't have a stockpile material setting. This will be fixed by the next version, but for now avoid bringing salvage items (scrap/makeshift/antique) on embark or making items out of salvage.

And Pokon, while I'm starting with basic robots like the protectapony, robobrain, and sprite-bot, the tech tree approach is spot on. You'll be able to bring a basic Mr. Hooves on embark (As well as purchase from Stable trade caravans) and upgrade it either to a Mr. Macintosh or a Nurse Redheart using a Ministry of Wartime Technology or Ministry of Peace terminal stall and the necessary parts. Granted that this is just a basic outline, it'll be much more fleshed out by the time development is done. And there'll be plenty of hostile bots running around as well. ;)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 13, 2012, 09:52:22 pm
Ah, that's why.  I was wondering why my ponies were ignoring some barrels I had extra, heh.  The robotics stuff sounds awesome, especially a healing bot.  I am abysmal at getting/keeping/training doctors.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Pokon on November 13, 2012, 11:36:19 pm
You could get rouge healing bots, too:

A crazy nurse robot with needles, saws, and strange gasses and drugs that makes ponies unable to move? Worth a few dead ponies.

A crazy nurse robot with needles, saws, and strange gasses and drugs that makes ponies unable to move locked outside with a unassuming group of raiders? Priceless.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 14, 2012, 01:27:53 am
This is proving to be rather difficult. I finally got a fort in 71c to live on a pure vegetarian diet (The way it's SUPPOSED TO BE DAMMIT). And now even though I brought loads of seeds I can't seem to stabilize my food intake. Not saying that's a bug or anything, it just looks ridiculous to me that thinking herbalism is too OP when I can barely find any plants to pick clean.

On the plus side this fort is completely encapsulated with overland and underground farms. And I haven't had any problems with dogs either. More of a nuisance really. I looked away for a second and my wagon was littered with dog bodies. Also can't wait to test my murderhall against Steel Rangers. 3x13 walkway filled with serrated disc traps with a few cage traps. Each side of the walkway has a pit with upright spear traps to catch those pesky dodgers. Haven't gotten the pit set up. What's a good depth for a good murder pit?

Also, are you building turrets to function like siege weapons that have to be manned, or automated ones? And I can't seem to plant barrel cacti at all.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 14, 2012, 01:15:25 pm
Automated turrets will work like immobile pets you can chain or pasture at chokepoints, which will attack any enemies in range. They'll be especially useful for steel rangers and Unity alicorns, who have trapavoid. Power armor almost completely protects from straight falls - you'll need a good height and steel spikes at the bottom to do much damage. The changes I'm planning will fix that, but for now anti-machine rifles and armor piercing rounds are recommended.

Cactuses don't have the [WET] tag, so they can only grow in dry places...that's probably why they can't be planted.

I'm quite busy this week, so I'm gathering suggestions and bugfixes for the time being. :)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: PTTG?? on November 14, 2012, 05:23:15 pm
I've spent ten minutes trying to come up with a way of phrasing this succinctly and adequately and as of yet have failed.

This is a- as far as I can tell, largely serious- merging of a black-humor post-apocalypse setting, and the spinoff of a spinoff of a commercial for toy ponies for little girls.

Look, I'm not going to disparage anyone's use of free time here- if you like dayglow juvenile horses, go right ahead; after all, this is all a microcosm of what the uninitiated might describe as a computer program that mainly generates detailed descriptions of horrific combat wounds inflicted by unarmed midget alcoholics upon Jewish stereotypes.

Nonetheless, this is the only creative project where a statement like "Automated turrets will work like immobile pets you can chain or pasture at chokepoints, which will attack any enemies in range. They'll be especially useful for steel rangers and Unity alicorns," is substantially more bizarre in its context, which is that your pet sentries will be murdering enemy horses for you.

On reflection this is, of course, inevitable, since two of the most popular total conversions for DF have to be the fallout mod and the pony mod. The fact that I understand this somehow fails to make the existence of this mod (and, indeed, the larger external background which apparently exists) more comprehensible.

Shine, shine on, you strange and wonderful lunatics. I applaud you.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Pokon on November 14, 2012, 05:59:33 pm
Also, the fanfic that spawned this mod? Longer than War And Peace.



Well, the mod's pretty good, too. :P
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 14, 2012, 06:28:55 pm
PTTG, you give too much credit this mod, for there is no craziness here that hasn’t already taken place in some shape or form on one of the other excellent mods on this forum. We desire no praise for simply propagating what has made Dwarf Fortress such a great game…there are many other modders who have done and will do the same in the future. This mod is a mere adaptation of an entertaining work. :)


Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 14, 2012, 06:31:15 pm
Dwarf Fortress finest sadists and defilers.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Bremen on November 14, 2012, 11:44:54 pm
Don't mess with the black radscorpions  :'(. It one shot all my ponies except for the one in steel combat armor; he lasted a whole three seconds.

As far as the source material, I admit it sounds bizarre; I only started reading it in the first place out of morbid curiosity. But somehow it works.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 15, 2012, 01:27:59 am
Don't mess with Steel Rangers either. Found a bunch of scouts, most went down easy to my unarmed and unarmored soldiers. Then there was one... One scout armed with a ripper and nothing else, exactly like the other scouts. Except this one managed to take down eight soldiers by himself. And now I've finally found a way to train my ranged soldiers without wasting valuable ammunition, just grind up all of my feral dog bones into pellets.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Clay golem on November 15, 2012, 05:35:07 am
Hi! i'm have a problom with world generator again... when i world gen with "PONYVILE" map, Such a warning has appeared "UNABLE TO PLACE ENOUGH CIVILIZATIONS". why?(I had not touched the World file.)



(i'm using translation machine because i'm poor at English :'()
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 15, 2012, 06:15:54 am
Don't mess with the black radscorpions  :'(. It one shot all my ponies except for the one in steel combat armor; he lasted a whole three seconds.

As far as the source material, I admit it sounds bizarre; I only started reading it in the first place out of morbid curiosity. But somehow it works.

Funny thing is, I almost had a single unicorn soldier take down a black radscorpion by himself yesterday using only a makeshift shield and scrap training sword.
All he had in the way of experience was 16 feral dog and 4 radhog kills, which apparently is all it takes to get fighting to legendary, shield user to master and the other general combat skills to an actually useful level.

I say "almost" because the fight ended when the two inflicted paralyzing hits on each other which left the two gravely injured next to each other, their AI being stuck in attempting to escape from the enemy despite being unable to move.

Hi! i'm have a problom with world generator again... when i world gen with "PONYVILE" map, Such a warning has appeared "UNABLE TO PLACE ENOUGH CIVILIZATIONS". why?(I had not touched the World file.)

(i'm using translation machine because i'm poor at English :'()

The gen works, most of us are playing using the same gen.
Just let it run for a while, it takes a few rejections to make it work.
If you have a slow computer go brew yourself some coffee or take a smoke before checking back.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 16, 2012, 01:21:16 am
* Another stupid question solved by looking around.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 16, 2012, 07:08:07 pm
So... how about them alicorns?  Just had a snatcher show up and singlehoofedly destroy my entire fort.  I shudder to think what an ambush/siege of them would do.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 16, 2012, 07:45:13 pm
I'm betting that was one of the purple alicorns...teleporting in combination with an evisceration spell and nearly impervious shields makes them as deadly as they were in the actual novel, which unfortunately was a bit more than I expected in terms of gameplay.  :-\

I'm probably going to decrease their population ratio for the next version, as green and blue alicorns are much more manageable, as well as add some additional weapons to provide options other than the anti-machine rifle. Fortunately, they don't siege...I've yet to see a force that could stand up to a hundred alicorns. For now I recommend plenty of fortifications to keep them at range for your marksponies...they can't keep up their shields the whole time, so there will be windows during which they are vulnerable.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 16, 2012, 09:05:24 pm
What we need is a grenade launcher that fires memory orbs.

oOoOo
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 16, 2012, 09:27:22 pm
Indeed...when I added the Unity alicorns, I found I couldn't add the high-explosive rockets and grenades that were the only effective weapons against them in the novel. :-[

Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 16, 2012, 09:47:27 pm
Ah, but that's where robots and your expertise in creating creatures with whacky abilities come in.
We'll be having death machines and clankers to deal with those alicorns in no time.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 16, 2012, 11:14:33 pm
I need to learn how to use burrows. A slaver squad completely wrecked my fort because for some reason, as soon as I let the bridge down every single civilian decided to run completely out of the fort to be slaughtered. No idea what compelled them to spill out of the front gates to welcome the foal profiteers.

On a side note I had a friend guess the special talent of some of the slavers.
A blood filled glass vase means they're a body part arranger instead of floral arranger.
A blood soaked statue is leadership.
Three skinned cutie marks is a trapper.
Trampled strawberry plant is jam making.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 17, 2012, 05:23:48 pm
A small update on development progress.

(http://i.imgur.com/LoH2V.png)
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 17, 2012, 05:29:29 pm
What's the purpose of lacing the bullets with 'guai blood?
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 17, 2012, 05:35:06 pm
That's an artifact of the interaction...the bullets get stained with blood at the same time they hit.

Development itself is taking longer than I expected. I may have to divide it into two parts.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Replica on November 17, 2012, 09:07:56 pm
What kind of update are we expecting?
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 17, 2012, 09:08:32 pm
Oohhh, I like the sounds of this update :D
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 17, 2012, 11:51:31 pm
Hm, alright (I've never gotten far enough to where I need to start thinking of ranged squads until just recently). So what will make the minigun different from the other weapons?
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Khenal on November 18, 2012, 01:04:21 am
Well, if I had to guess (and I do, as I'm not the guy doing the modding), I'd say high rate of fire; making it a very expensive gun to give to your ponies, but very powerful.
Title: Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 05:24:39 pm
(http://i.imgur.com/AKfHu.png)


Update: Raiders of Equestria
Part 1 of the Ministry of Wartime Technology

Few in the wasteland understand how a pony's mind could become so twisted as to abandon all shreds of kindness. Desecrated towns with pony heads impaled on pikes...whole caravans ambushed and slaughtered, merchant and animal alike torn open, their blood and guts strewn over the dirt to become so much fodder for the vultures. These are the marauders, raiders so eager for the smell of blood and death that when they aren't pillaging the wasteland, they turn their own blades on themselves, and when many groups of them band together for a rampage across the landscape, nothing in Equestria is safe.

Changelog
Spoiler (click to show/hide)

Credits for the raider image go to Brisineo (http://brisineo.deviantart.com/)!
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 05:28:32 pm
Apologies for the smaller update everyone. Robots and automated turrets are proving to be very time-intensive to develop, so I decided to release what I did manage to finish for now. Fortunately, modding battle saddles has opened a whole vista of possibilities for both robots and ponies...and I'm happy to say that energy weapons as well as many other cool effects are now a possibility. :)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope everyone enjoys the new update! :D
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 18, 2012, 06:02:26 pm
Fire rate can't be modified. That's what's keeping me from working on my Gears of War mod.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 06:05:50 pm
Yes...fire rate of ordinary weapons can't be modified...but a material_emission interaction that shoots bullets is another thing entirely. ;)
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 18, 2012, 07:40:48 pm
Now I have to decide whether to abandon my current stable or play the new version.  The prospect of battle saddles wins the day, heh.  I'll just have to look around for another nice embark like this one :P
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 18, 2012, 08:12:57 pm
You can put them into your current game. Just copy the raws into their usual place in addition to your save raws.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 08:17:50 pm
I would advise against that...there are new entities, reactions, and buildings in this version that require a new worldgen to take effect.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Replica on November 18, 2012, 08:36:42 pm
Battlesaddles, for ponies, with flamethrowers?

I assume you did this by turning the pony that gets the saddle into a different creature/caste through some type of transformation?
How does that work with cutiemark classes?
What happens if I give, say, a herbalist a battlesaddle? Does the herbalist lose it's herbalist bonus?
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 08:39:57 pm
What happens is that the worker pony gives itself an interaction that it will use when attacking, in the same way as the ability to use pipbuck modifications and spells are added. Each pony can only acquire one battle saddle reaction, but their actual body and attributes don't change. :)

So something like this:

(http://i.imgur.com/grg0e.png)
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 08:44:59 pm
Oops, double post.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 18, 2012, 08:48:23 pm
Now I'm really torn...  I had my favorite soldier turn up in my new fort.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Replica on November 18, 2012, 08:49:33 pm
Ah, so it doesn't change, but adds to the original caste.

Well, neat-o, that clears up any concern I had about giving battlesaddles to important ponies.
It would have been pretty bad if soldier ponies had to sacrifice their bonus in military skills for miniguns and flamethrowers.

Now for the actual testing of it, this next week is going to be fun, I am kind of expecting (and hoping) that the flamethrower saddle turns out to be something as horrifically unstable and dangerous as the Masterwork Fire Wizards that burn down the entire map and kill their own forces, I loved those guys.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Pokon on November 18, 2012, 08:56:28 pm
....Now, to create a town in which every pony is equipt with flamethrowers. :P

Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 18, 2012, 09:00:59 pm
I'm not going to spoil my own Stables that had flamethrower squads...just...

Make sure they're carrying a shield...and pray that there's nothing flammable around when they're fighting.

Oh the other hoof...minigunners tend to stand still when they're shooting, so I put mine behind fortifications flanking my Stable's killing hall.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Pokon on November 18, 2012, 10:17:39 pm
I wonder if we can have ghouls who can spew radioactive fire?


....

Thats viable, right? Boiling radioactive substances?

Quote
Oh the other hoof...minigunners tend to stand still when they're shooting, so I put mine behind fortifications flanking my Stable's killing hall.

On that note, will the Steel Ranger's get "normal" miniguns, considering that it's one of there default weapons and invader's do not usualy come with "syndromes"?
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 19, 2012, 12:10:18 am
Enemy civilizations won't get their own battle saddles until later, but yes, expect Steel Rangers and Slavers to eventually carry modified versions of miniguns and flamethrowers.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 19, 2012, 02:21:25 am
Just noticed something in the prismatic smelter: it can't melt a metal object.  I have to use a normal/magma smelter to do that.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Pokon on November 19, 2012, 03:59:46 pm
....I just had a raider rip out a ponies teeth with there magic. The mental image...

Sweet Celestia.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 19, 2012, 04:43:17 pm
Unfortunately, item melting is hardcoded and so can't be added to custom buildings.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 19, 2012, 05:19:21 pm
Ah, ok.  It's not too hard to have a smelter going, and a normal forge also.  The prismatic smelter got me spoiled, but it'll handle lignite/coal to fuel the conventional stuff.  Time for another embark for me.  I need to learn to get at least some military going earlier rather than later, heh.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Bacon Pants on November 19, 2012, 07:34:08 pm
Just a question from a complete noob here, is it possible for Adventurer mode to be played on this? Because every time I try to load it all up two weird things happen to me:
1) I can only choose to be a snapping turtle-man or a forgotten beast
And 2) It crashes just after I create my character and it begins to load everything
Just curious, really. Thanks.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 19, 2012, 07:46:20 pm
I haven't really worked on adventure mode yet...the sheer number of pony castes is probably why it's crashing. I'll move adventuring over to the wastelanders for the next version.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Bacon Pants on November 19, 2012, 08:05:09 pm
Thanks. I'll be eagerly awaiting for when I can finally roam the wastes like Pip, only to be brutally murdered in a gruesome-yet-surprisingly-standard fashion.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Replica on November 19, 2012, 11:24:54 pm
So I have been seeing horseshoes made out of leather and chitin.

Is this intentional?
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 20, 2012, 12:43:51 am
I left the leather tag in so they could be made out of chitin from the simplified leather mod.

Though now that you mention it, they're probably best limited to metal.

Work on robots and turrets is in progress, though quite bumpy. :)
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 20, 2012, 12:48:39 am
I hope the turrets will be able to fire through fortifications and down Z layers.

How would we come across them? Would they have to be bought at embark or is there going to be some kind of reaction to build them out of scrap pieces? Not the scrap logs, but the stuff we get when it's processed, like the ammo boxes.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 20, 2012, 01:07:14 am
The minigun turrets will fire through fortifications and down Z layers, but not the flame turrets (I guess you can see where I'm going with this).

I'm planning for a basic security turret purchased on embark or through trade caravans that can be upgraded at the Robronco assembly bench to one of the above turrets using similar components to the battle saddle upgrades. It'll be more fleshed out by the time development is done. :)

Edit: Added the version log and upcoming features to the second post on the front page.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 20, 2012, 05:12:33 am
Flame turrets will be a must for any self respecting murderhall.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Clay golem on November 20, 2012, 06:21:36 am
oops. duble post...
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Clay golem on November 20, 2012, 06:25:17 am
In addition, add very cheep and week Turret or robbot that only the monitoring role like a scarecrow?  :)



(i'm using translation machine because i'm poor at English  :'( )
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Pokon on November 20, 2012, 03:59:11 pm
Flame turrets will be a must for any self respecting murderhall.

Even better, place them inside dining areas and such, in case a angry pony acts up and throws a fit. Boom, dead pony. Also, horrible fire. But still, dead pony.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 20, 2012, 09:28:46 pm
I've found I set up my creature frequencies all wrong ...which would explain the ghouls aren't showing up properly in evil and terrifying biomes. :( This will be fixed by the next version, along with balancing to reduce yield rates of high-quality salvage and skill rates for cutie marks.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 20, 2012, 09:37:42 pm
Speaking of creatures, my Unity alicorns tend to act odd.  They always go down to where the housing level is (I don't know why, there's no zone or anything there) and just hang out.  They'll bash a few doors/beds, but mostly just stay put if I don't send my army after them.  I don't think they're going after the various mothers with foals, they definitely aren't chasing anypony around who isn't attacking them.

Oh, also: Plasteel bars (and maybe other plasteel stuff?) doesn't seem to go to stockpiles right.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 20, 2012, 10:01:17 pm
Foalsnatchers are nonaggressive, so they tend to just hang around instead of attacking, but I've got a few ideas for fixing this. Have you been ambushed by alicorns yet, or are you just seeing snatchers?

I'm aware of the plasteel bug as well...I may just have to make them metal so they get sorted properly, though you'll be able to smelt them without the prismatic smelter/forge.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 20, 2012, 10:13:33 pm
Still just snatchers.  I haven't had a very long-lived fort yet, heh.  I am bad at having a military.  Making the plasteel go to the piles isn't too big an issue, I only noticed because I moved a depot from outside and say the bars were just sitting there.  The area was secure, so I didn't lose any of them.  Is their only use for scorpion armor?
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 20, 2012, 10:22:00 pm
Just scorpion power armor for now.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 21, 2012, 03:33:34 pm
I only seem to get Unity alicorns in the same fashion as when megabeasts show up. Or at least that's how I interpret it since they very rarely show up.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 22, 2012, 10:55:56 pm
Alicorn ambushes don't arrive until later as they're difficult to defeat without a well-developed stable. I am however reworking the requirements a bit for the next version. There are also going to be fixes to the cutie mark system and high-quality salvage frequencies.

Robo-brains, protectaponies, and Mr. Macintoshes are mostly done. You'll be able to purchase a protectapony for basic stable security, and upgrade it into an armored protectapony later for better performance. Wild robots are rare, but they are quite dangerous when they do show up.

Mr. Hooves and Nurse Redheart are proving to be a bit more tricky...but I've managed to get it to where if a doctor activates a terminal near a wounded pony in bed at the hospital, the Nurse Redheart will administer painkillers and healing potion to stabilize the patient. You'll have to keep the Nurse Redheart chained or pastured in the hospital, as it tends to wander off, leaving the wounded patients helpless. It's also no substitute for actual surgery should it be necessary.

I'm trying to make Mr. Hooves into a maintenance robot for other robots, but that's not turning out as well...I may have to just leave each robot with a bit of natural healing.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Replica on November 24, 2012, 01:02:44 am
I've noticed something really strange about trading that I doubt is related to your mod.

Caravans are unable to reach my site despite the entire map being deforested and there being 3 tile wide corridors leading into my compound, when the wagonless caravan shows up all they bring is leather, cloth and food and nothing else.
Another weird thing is that my prepared foods are not showing up properly in the trade depot anymore, they exist and if I search the name they sometimes show up (big tasty
stews for one never show up however), another funky thing regarding that is that some prepared foods aren't properly stored in barrels either, but that is indiscriminate and at random.
This is pretty much mucking things up for me, as I rely more on trade than actual industry to get things done.

Is anyone else having these types of issues or is there some funny business I am missing here?
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Lycaeon on November 24, 2012, 01:48:33 am
That is indeed odd. My last stable had wastelander caravans showing up with wagons and everything at the depot being sorted just fine, though my corridor is 4 tiles wide.

Have you tried deconstructing and rebuilding the trade depot? It could also be a problem with that particular generated world or embark area.

In other notes, turrets are the last thing on the development list. Hopefully I'll have the new update out by tomorrow.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 24, 2012, 02:40:26 am
I have an airlock system for my traders. I have a 5 wide teeny tiny corridor ending in a bridge with a 3 wide. I never get trader problems.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Khenal on November 24, 2012, 04:10:36 pm
Do you keep your depot secure with bridges/traps/etc?  Wagons won't show up if there is not a line to the depot at the moment the caravan shows up.  Wagons won't cross traps, and a raised bridge will keep them from coming in as well.  About the food and such, I don't know.  I never did much with a food industry.
Title: Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
Post by: Replica on November 24, 2012, 04:53:55 pm
I figured it out.




There was a single boulder right in front of my 4 tile wide compound entrance that I missed.
Motherf-
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 24, 2012, 05:48:21 pm
(http://i.imgur.com/A04BR.png) (http://imgur.com/A04BR)


Update: Gears of Progress
Part 2 of the Ministry of Wartime Technology

Stable-Tec in partnership with RobronCo has thoughtfully provided its clients with the latest in robotics technology! From the friendly Mr. Hooves, ready to serve all your maintenance needs, to the protectaponies that stand ever-ready to defend against undesired visitors from the apocalypse, robots will ensure your temporary stay in our world-class Stables will be as comfortable and safe as possible.

Disclaimer: Stable-Tec is not responsible for errors in robot programming caused by shoddy maintenance.


Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope everyone enjoys the new update! 

Credits for the poster image go to Pixelkitties (http://pixelkitties.deviantart.com/)!
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Replica on November 24, 2012, 05:59:40 pm
D'aw, and I just got everything set up perfectly, I leveled the entire map, smoothed every boulder, built several perimeter walls and turned the entire embark site into an unbreachable killing zone.
Still, it was a good run, 144 kills and 4 losses isn't that bad.

Time for robot wars!
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Khenal on November 24, 2012, 06:29:01 pm
Woo, robots!
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 24, 2012, 07:24:12 pm
Finally, now I can start a playthrough for my brony group.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 24, 2012, 08:09:08 pm
Second time I've downloaded, and it still won't extract fully.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 24, 2012, 08:14:06 pm
I just tried it and it worked fine...maybe you can try a different extractor? I use winrar.

Is anyone else having this problem?
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 24, 2012, 08:17:32 pm
So do I. 3rd try was the charm.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 24, 2012, 08:32:27 pm
Yo, this is just a small bug of no real importance, but every time I try to abandon a fortress, DF just crashes as a whole. The fort still stays there and it essentially means that I have to recreate an entirely new world for every fort I wish to embark on, and that I can't try to reclaim my fort. I'm not finding anything else too bad, just thought I'd give a little feedback to this awesome mod. Keep up the awesome work.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Replica on November 24, 2012, 09:08:20 pm
My sprite bots are the most boss things ever.

One of them picked a fight with three black radscorpions.
I figured he'd be a goner, but then he did the most amazing thing ever.
He baited the three scorpions to a murky pool, dodged two of their attacks, causing two of them to fall into the pool and drown.
Then for absolutely no reason at all the third scorpion just legged it, leaving the sprite bot with a missing wing which it shrugged off as just a flesh wound before resuming it's patrol.

The turrets are also really nice, I have six of them mounted on a small temporary wall I built around my entrance and they open fire immediately on any hostile wildlife that come into range.
They don't really do much damage in their upgraded form but they make a really good deterent, so far they have chased away two packs of feral dogs, a couple of radhogs and five black radscorpions.
Can't wait til I get minigun upgrades for them. :D
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 24, 2012, 09:22:26 pm
I abandon just fine.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Pokon on November 24, 2012, 09:52:22 pm
I am worried about placing Turret's outside, because I would actualy like to capture some wild creatures, if only to have a ghoul-pit to knock invaders into. Probably going to line them up in the typical "invader's walk" and watch the magic happen.


Actualy, a idea for a community fort:

Now, this is different because the first person plays through a lot of the game already, but only up to having a vaugly uniform fort and having no less than 100 ponies living in it. No traders, no invaders, no above-ground activites, a attempt at a "stable" of sorts, complete with robots and a military armed fittingly.

The game proper would start with the "gate" being unlocked for the first time. Preferable, in a Canterlot-Cloud or Radiation-filled inviroment, and the sheltered ponies would be forced to survive with evil things trying to eat them. Naturaly, such a game would end in a massive loyalty spiral, but what a fun spiral it would be.

Also,
Quote
Observation skill removed from stable citizens

What could possibly go wrong? :P
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 24, 2012, 10:08:13 pm
Well this is pretty damn weird. When I redownloaded everything the first time, I would create my world, it would get up to the point of where it would do the time-history-creator-thingy and would crash right there, not even letting me create a world. Then, I redownloaded everything again; I can now create my world, but now I'm back to square one with the crash-upon-abandon bug. I know it's kind of small when compared to the other tasks scheduled for the mod, but I just really enjoy the reclaiming mode. It's just that extra, little thing that makes DF so damn good to me. Also, every time I tried to expand my world's history past ~80 yrs, it would also crash. So yeah, I'm not having the best of luck...
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 24, 2012, 11:00:46 pm
That sounds like a computer issue to me. The pony creature file has hundreds of castes...so worldgen and fortress abandonment that involves recorded individuals are quite resource intensive. Have you tried replacing the creature_pony file with the condensed version?

And the observation skill removal is just natural skill...they can still learn observation just as well. However, it does give a role to the sprite-bots, which are excellent sentries.

Just be warned that upgrading robots can fail due to the unreliability of transmitting gas-based syndromes...but there's no other way to do it. You will likely lose a few sets of upgrade resources. :( Fortunately, upgraded robots are powerful for their cost, and much more resilient due to their steel plating...the ones that you do get will last a while.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Pokon on November 24, 2012, 11:23:44 pm
The thing I am digging most about the robots is that a fort (stable?) can now have constent outside protection in irradiated areas without risk to one's chubby equines. Also, I wonder how well they hold up to a Hellhound sneak-attack.


Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 25, 2012, 02:44:38 am
I could definitely get down on a community fort.

I love the turrets. They knock down radscorpions like nobody's business. Once I start trading I'm going to buy dozens of the little gizmos for the murderhall and the external towers. No slavers will crack open this fort, that's for sure.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Replica on November 25, 2012, 03:56:06 am
The more I play the more I love the Sprite Bots.

Because lets face it,
- They replace cats in vermin extermination.
- They don't reproduce.
- They don't feel pain or suffer significantly from wounds.
- They don't grow attached to ponies.
- They are cheap, expendable and easy to replace when lost.
- They have a laser attack.
- They help in fighting and wildlife control.
- They patrol CONSTANTLY around the embark area, making it nigh impossible to get surprise attacked by snatchers, thieves and ambushes.
- They scare the living fuck out of Black Radscorpions.
- And best of all! The more you have, the better it gets! As opposed to cats which only make things worse when there are 30 of them running around at the same time.

Before the gift from god (http://www.bay12forums.com/smf/index.php?action=profile;u=30073) that is the Ministry of Morale, Enclave Sprite Bot, Black Radscorpions used to be the bane of my stable.
I had to save every time whenever a Black Radscorpion showed up on the map because there was nothing that kept them from just going apeshit on my slaves, but now, it's just a cakewalk, a real pleasure.
Besides it's fucking hilarious to see a pack of three of them chase black radscorpions down into murky pools.

Please, whatever you do, don't nerf my babies, don't take these glorious little floating balls of polka music away from me, my heart wont be able to take it.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 25, 2012, 09:05:50 am
That sounds like a computer issue to me. The pony creature file has hundreds of castes...so worldgen and fortress abandonment that involves recorded individuals are quite resource intensive. Have you tried replacing the creature_pony file with the condensed version?

Well it works now that I did just that. It still crashes, though, but it gets rid of the fort and doesn't make me have to delete the world. I'm just curious as to how this could be a computer problem, though. I'm working on a pretty decent computer made for gaming, (Granted, it's got some age to it, but I don't think DF is on levels of Crysis, in terms of computer strain) and I've put a decent investment into it.

Is there a special way to install this mod that has just eluded me up until now? Or did I just piss off the wrong person?
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 25, 2012, 10:57:15 am
Apparently I am missing something big here, because everyone else seems to be doing just fine with this mod. I'm running into two major problems that I tried to fix in multiple ways (usually redownloading all the files), but nothing works!

Either it crashes on worldgen for me (though this is random, as sometimes it crash, and other times it doesn't), or I get all the way to the gameplay, but my ponies refuse to do any work (i.e. mining, chopping down trees, they do nothing) and are classified as "pets" (they also usually get slaughtered by two random "tame" ghoul ponies that I can't seem to get rid of).

Is there a specific order of steps I need to take to download this? Is there a "modloader" sort of thing I need, like in minecraft, or something like that? I downloaded all the files that were presented, but nothing is working for me.

Please, someone help  :'(. I'm completely clueless.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Replica on November 25, 2012, 11:36:41 am
Apparently I am missing something big here, because everyone else seems to be doing just fine with this mod. I'm running into two major problems that I tried to fix in multiple ways (usually redownloading all the files), but nothing works!

Either it crashes on worldgen for me (though this is random, as sometimes it crash, and other times it doesn't), or I get all the way to the gameplay, but my ponies refuse to do any work (i.e. mining, chopping down trees, they do nothing) and are classified as "pets" (they also usually get slaughtered by two random "tame" ghoul ponies that I can't seem to get rid of).

Is there a specific order of steps I need to take to download this? Is there a "modloader" sort of thing I need, like in minecraft, or something like that? I downloaded all the files that were presented, but nothing is working for me.

Please, someone help  :'(. I'm completely clueless.

Dude, all you need to do is download the rar and drag and drop the one folder inside to the desktop or wherever.
There is no install, no overwrite, nothing, it's just drag, drop and play.

What exactly did you do?
You downloaded the rar file and then what?
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 25, 2012, 11:55:58 am
Apparently I am missing something big here, because everyone else seems to be doing just fine with this mod. I'm running into two major problems that I tried to fix in multiple ways (usually redownloading all the files), but nothing works!

Either it crashes on worldgen for me (though this is random, as sometimes it crash, and other times it doesn't), or I get all the way to the gameplay, but my ponies refuse to do any work (i.e. mining, chopping down trees, they do nothing) and are classified as "pets" (they also usually get slaughtered by two random "tame" ghoul ponies that I can't seem to get rid of).

Is there a specific order of steps I need to take to download this? Is there a "modloader" sort of thing I need, like in minecraft, or something like that? I downloaded all the files that were presented, but nothing is working for me.

Please, someone help  :'(. I'm completely clueless.

Dude, all you need to do is download the rar and drag and drop the one folder inside to the desktop or wherever.
There is no install, no overwrite, nothing, it's just drag, drop and play.

What exactly did you do?
You downloaded the rar file and then what?

I downloaded the rar file, I opened it and then the "Fallout Equestria" folder, then I took the contents of that folder and copied them into the  original dwarf fortress folder (overwriting certain things), then ran the game as usual in the DF folder...

God damn, I am autistic. I am truly sorry for infecting this thread with my stupidity. Thank you very much, I'd have probably accidentally deleted system 32, or something equally damaging, if you hadn't come along.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 12:04:17 pm
The mod is self-contained, so overwriting it onto another DF file leads to raw duplication and all sorts of issues.  That's the case for most of the mods on this forum.

Glad to see you've figured out the problem though. You can probably use the default pony file and not the condensed version. :)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 01:02:32 pm
No idea how I managed to miss this for so long.
Spoiler: First Fortress (click to show/hide)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 01:24:53 pm
Oooh...ascii! :D I hadn't yet taken the time to make an ascii version...I'm waiting until all the core features have been implemented. Just be aware that there are many non-standard tiles, especially for the various salvage trees and objects, as well as buildings.

Here are the character tiles that differ from the base Phoebus graphics: 1, 2, 140, 143, 151, 154, 245

Have fun with your stable! :)

Edit: Note on the robots: I'm glad that everyone enjoys them! It's going to be a while before the next update, so I'll be gathering up bug reports and suggestions for the time being. :)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 02:05:22 pm
Oooh...ascii! :D I hadn't yet taken the time to make an ascii version...I'm waiting until all the core features have been implemented. Just be aware that there are many non-standard tiles, especially for the various salvage trees and objects, as well as buildings.

Here are the character tiles that differ from the base Phoebus graphics: 1, 2, 140, 143, 151, 154, 245

Have fun with your stable!  :)

I just cut the RAWs out of the download and tossed them in my usual DF version, and it's working fine for now. I'd appreciate an ASCII download that came without the entire game, by the by; it would make downloading a lot faster for me ;p

Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 03:20:59 pm
I usually hole up until I build a decent military to secure the surface, so you're looking good so far. The narrative is nice. :)

I'll include a raws-only download for the next version.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 05:10:46 pm
Spoiler (click to show/hide)
I have a whole pile of bits that I can't seem to find a use for in your readme or in the workshops. I guess I could dig through the RAWs for an answer, but asking you is easier ;p
Code: [Select]
vegetable cans
Med-X canisters
orthopedic surgery hologram
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 05:21:55 pm
Vegetable cans may be opened at the kitchen for some 200 year old...but still edible...leaves.

Med-X canisters are used to upgrade Mr. Hooves into Nurse Redheart. I have other uses planned for them, but those will have to wait until the Ministry of Peace development arc.

Hologems are used for various purposes at terminals. That one in particular is a training hologem that you can use to train bonesetting at the Stable-Tec terminal, which itself is built at the workbench out of a Stable-Tec processing matrix and various other odds and ends.

Almost every item is used in some way, shape, or form at a workshop, so figuring them out is part of the challenge.

The narrative is enjoyable as well. Kudos for that.  :)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Khenal on November 25, 2012, 06:57:28 pm
Unsure if this is a bug or a feature, but laser bolts seem to be deflected by simple clothing.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 07:08:07 pm
Yes, sprite-bot lasers are pretty weak, and the nature of the interaction makes them blunt attacks.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Replica on November 25, 2012, 07:10:16 pm
Stiiil scares the shit out of wildlife.

They are really afraid of blunt spinning lasers.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Khenal on November 25, 2012, 07:35:56 pm
They are working well to keep various wildlife away at least, heh.  I did have a Steel Ranger thief show up today with a battle saddle.  Shot a spinner in the face before turrets and a protectopony killed him.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 07:37:45 pm
I'm hardly even trying ;p Just jotting down what's going on for anyone that cares.

Spoiler: The End (click to show/hide)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 25, 2012, 09:30:42 pm
Oh lol, everybody's talking about building up armies to battle the great horrors of the wastes and having tales of battles against alicorns and whatnot, and I'm a year in and my worst attack was from a dust cloud that made a dude thirsty. Oh, and a radscorpion that's guarding this one log in the far corner...
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bremen on November 25, 2012, 09:40:09 pm
I was doing pretty good; 60 ponies, 3 turrets, and a protectapony, just starting to train up a real military with 25 ponies in various squads. Then in the summer of the second year I got ambushed by two groups of steel rangers and once and they totally massacred everything with their battle saddles  :o

Well, that was fun, now to try again!
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Khenal on November 25, 2012, 09:49:32 pm
Heh, similar story as Bremen, but it only look one ambush squad to take me out.  Time for round two!  After I steal away their trapavoid tag :P
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Bacon Pants on November 25, 2012, 09:53:09 pm
Then in the summer of the second year I got ambushed by two groups of steel rangers and once and they totally massacred everything with their battle saddles  :o

Yeah, this lack of combat experience is probably making me very screwed. Let's see how much !!Fun!! can arise when a pack of glowing ghouls descend upon a town of herbalists, metal workers and a couple of sprite bots.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 09:59:00 pm
Ok, steel rangers are definitely coming too early, so I will have a hotfix up shortly as 0.85b with some other minor bugfixes.
Title: Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 10:40:16 pm
My second fortress is going a lot better than my first one. I'm barely a year in, and among other things I dug up an Ironshod Firearms crate with a box of combat armor(!) inside. I've got a pair of knife users with rippers, and I'm getting a few more ponies together to use the combat rifles that came with the armor. I've also got the parts for two terminals and several matrices already, although a lack of hologems means I'm sitting on the parts for now.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Lycaeon on November 25, 2012, 11:15:06 pm
I've uploaded the fixed version along with just the raws.

The list of parts necessary to build terminals is under the workbench reactions...hologems aren't necessary to build them, but are reagents used to train skills at a Stable-Tec terminal workshop. The other terminals have uses in different buildings.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 25, 2012, 11:17:47 pm
hologems aren't necessary to build them, but are reagents used to train skills at a Stable-Tec terminal workshop. The other terminals have uses in different buildings.
Oh, okay. I thought you needed hologems to get anything useful out of the terminals :S

EDIT:
I apparently found some old pipbucks somewhere, so I'll put up a VaultTec terminal and install those.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Replica on November 26, 2012, 01:00:24 am
Wait, Rippers are knives?

Well, shit.
Now I feel silly for giving them to my Axeponies.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Khenal on November 26, 2012, 01:09:22 am
Heh, I keep forgetting that chainsaws are axes and not swords :P

That does remind me, though: Kinetic hammers/super sledges.  Any plans to allow for crafting them?
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 01:37:52 am
Wait, Rippers are knives?

Well, shit.
Now I feel silly for giving them to my Axeponies.

Best knives ever! AP for AP they did more damage than Super Sledges, iirc. I don't blame you though, there's some strange weapon/skill combos. Did you know shovels are used like axes and drills are used like spears?
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Replica on November 26, 2012, 05:13:08 am
Nono, I just checked, Rippers really ARE knives.
So half my milita is armed with weapons they have absolutely no clue of how to use.
I am surprised that half of them aren't missing limbs the way I imagine them handling chainsaw knives.

Spoiler (click to show/hide)

Wait, Rippers are knives?

Well, shit.
Now I feel silly for giving them to my Axeponies.

Best knives ever! AP for AP they did more damage than Super Sledges, iirc.

In the melee class, nothing can beat the raw damage of a super sledge critical hit to the eyes, and critical damage to the eyes is where it was aaaaall at.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 10:21:59 am
Spoiler (click to show/hide)

Wait, Rippers are knives?

Well, shit.
Now I feel silly for giving them to my Axeponies.

Best knives ever! AP for AP they did more damage than Super Sledges, iirc.

In the melee class, nothing can beat the raw damage of a super sledge critical hit to the eyes, and critical damage to the eyes is where it was aaaaall at.
Now I feel stupid :S Shovels were under 'axes' and drills were under 'spears,' so I guess I just assumed it was organized by skill.
And I know; unless you had heavy guns you had to use aimed attacks. The moment I got my Small Arms guys a .223 pistol it was all over; it's not as good at dropping Enclave soldiers as a gauss pistol, but pretty much everything that isn't a deathclaw falls to a well-placed crit to the eyes.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Replica on November 26, 2012, 10:50:23 am
In the melee class, nothing can beat the raw damage of a super sledge critical hit to the eyes, and critical damage to the eyes is where it was aaaaall at.
Now I feel stupid :S Shovels were under 'axes' and drills were under 'spears,' so I guess I just assumed it was organized by skill.
And I know; unless you had heavy guns you had to use aimed attacks. The moment I got my Small Arms guys a .223 pistol it was all over; it's not as good at dropping Enclave soldiers as a gauss pistol, but pretty much everything that isn't a deathclaw falls to a well-placed crit to the eyes.
Mid game .223'ing was always fun, but I always opted for the plasma weapons with a the 4th tag perk near the end of it all since the 2mm EMC ammo was too rare for comfort.
Not as much damage potential with crits to the eyes as the gauss rifle I reckon, but they were still pretty neat against enclave patrols seeing how their power armor hardly protects them against plasma.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 11:07:03 am
Mid game .223'ing was always fun, but I always opted for the plasma weapons with a the 4th tag perk near the end of it all since the 2mm EMC ammo was too rare for comfort.
Not as much damage potential with crits to the eyes as the gauss rifle I reckon, but they were still pretty neat against enclave patrols seeing how their power armor hardly protects them against plasma.

There's a good two hundred EC rounds in the Toxic Caves off of Klamath if you can repair the generator and lockpick the elevator doors. Seeing as pretty much the only way to get a gauss pistol is off of a dead Enclave soldier, I usually pick up the EC rounds and hold on to them until I have to go to the Enclave base. Then it's just a matter of killing the soldiers with the gauss pistols before anyone else so you stay roughly even ammo-wise.
Never did much with energy weapons, though. I always spent half the game leveling small arms to ~175, and getting to that ungodly level of skill with energy weapons too seemed a waste of time when Small Arms could carry you through to the end.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: AutomataKittay on November 26, 2012, 11:36:49 am
Mid game .223'ing was always fun, but I always opted for the plasma weapons with a the 4th tag perk near the end of it all since the 2mm EMC ammo was too rare for comfort.
Not as much damage potential with crits to the eyes as the gauss rifle I reckon, but they were still pretty neat against enclave patrols seeing how their power armor hardly protects them against plasma.

There's a good two hundred EC rounds in the Toxic Caves off of Klamath if you can repair the generator and lockpick the elevator doors. Seeing as pretty much the only way to get a gauss pistol is off of a dead Enclave soldier, I usually pick up the EC rounds and hold on to them until I have to go to the Enclave base. Then it's just a matter of killing the soldiers with the gauss pistols before anyone else so you stay roughly even ammo-wise.
Never did much with energy weapons, though. I always spent half the game leveling small arms to ~175, and getting to that ungodly level of skill with energy weapons too seemed a waste of time when Small Arms could carry you through to the end.

I almost always get the gauss pistol/rifle in the Chinatown SF area. I forget which store had it, probably the Red 888 store to north of the entrance guarded by a couple blueshirts, the ammo's in both stores there IIRC. Expensive as hella, though! NCR have gauss ammo too, I'm pretty sure it's in middle or left shelves at Buster's.

Energy weapons are mad fun to me in FO and FO2, particularly the plasma rifles, for their melting crits. Ammo still sucks money up :D Small arms were still much more effective in FO2 with the gauss weapons, though, and turbo plasma rifle not having one less AP to fire like first FO.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Lycaeon on November 26, 2012, 03:40:07 pm

That does remind me, though: Kinetic hammers/super sledges.  Any plans to allow for crafting them?

Yep. The next update will be the last for the Ministry of Wartime Technology arc, and will include any conventional weapons and non-magical weapons research that are still missing. It's going to be at least a week or two before I start, so any suggestions for conventional weapons you would like to see added are welcome. :)

As I won't be able to play much this week, I'd also like to know about any bugs or other issues found in the current version.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Khenal on November 26, 2012, 04:43:14 pm
Hmm... how about medium and heavy caliber pistols?  .223 and gauss pistols, perhaps?

I haven't run across anything that jumps out as a reliable bug, though I have been seeing some oddities in various evil embarks.  Not all have the good salvage trees, though I haven't tried to duplicate it in the new version.  I'll fiddle around and see if it still happens.

Edit

Looks like there are occasional evil places without the good stuff, but I have no idea why.  It looks like simply sinister places tend to not have the high quality stuff, haunted has some, and terrifying has a lot.  Unsure if it's a bug or feature :P  Another issue, though it could easily be me failing at equipment, is that my ponies don't seem to equip security boots, even if I tell them to replace clothing.  Power armor/helm/boots seem to work, as do combat, but security is being weird.  Could be a bug, or it could be me failing at equipment.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Lycaeon on November 26, 2012, 05:38:02 pm
Medium and heavy caliber pistols would essentially be identical to combat and anti-machine rifles, so I didn't include them.

Some evil areas will not have high-quality salvage, either due to biomes (deserts and badlands tend to have less or no salvage period) or bad luck, but terrifying evil areas should have the most.

As for security boots, quick testing shows that ponies will indeed wear them. Have you tried assigning specific boots instead of choosing the general security boot option?
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Bremen on November 26, 2012, 05:58:37 pm
The only way I got my ponies to wear security boots was having them replace clothing rather than try to wear over normal clothing.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 06:06:39 pm
Yeah; critters with more than two legs don't wear boots normally. I replace their normal clothes with the military outfit and assign specific armors just to be sure, and toss a jumpsuit in there to avoid most of the unclothed bad thoughts.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 10:34:19 pm
Spoiler (click to show/hide)

As far as requests go, you think you could add a reaction that lets you break ropes down back into thread? It would be a lifesaver ;p
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Khenal on November 26, 2012, 10:45:38 pm
Broken/destroyed terminals aren't working for salvage for me.  I saw it was moved to the workbench, but it doesn't seem to want to accept them.  Similarly, I don't see a way to melt or use the green glass shards form salvaging either?
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Lycaeon on November 26, 2012, 10:52:31 pm
What kind of raids Crazy Cow? Was it steel rangers or ordinary raiders/slavers?

As for that Khenal...whoops! Found a typo in the reactions for dismantling them...thanks for pointing that out! I'll have another hotfix for that shortly, with a couple of quick updates.

Green glass shards are automatically melted down at the kiln.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Khenal on November 26, 2012, 11:01:50 pm
Ah, alrighty.  I looked at the glass furnace and didn't see it.  Steel Rangers might be showing up earlier than expected still, had two Steel ranger thieves show up (with battle saddles).  Thankfully, they ran away like a thief should.  Will report later if they ambush me, heh.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Pokon on November 26, 2012, 11:36:15 pm
Ah, alrighty.  I looked at the glass furnace and didn't see it.  Steel Rangers might be showing up earlier than expected still, had two Steel ranger thieves show up (with battle saddles).  Thankfully, they ran away like a thief should.  Will report later if they ambush me, heh.

Steel Rangers takeing interest in your fort early is a feature. :P.
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Crazy Cow on November 26, 2012, 11:41:00 pm
Blah. Slavers ambushed my pump operators, only two of which were military. They got carved apart by chainsaws before the rest showed up, but they were still outnumbered. Let's try this again, but with nothing but survival on my priorities list this time.
It's always been slavers, Lycaeon. I'm focusing too much on salvage and not enough on getting a decent military together ;p
Title: Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
Post by: Lycaeon on November 27, 2012, 12:23:09 am
Version 0.85c is out with a small feature I had originally planned for the next update: Snipers.

Certain talented ponies now possess the keen sight to see far beyond their fellows, allowing them to reach out and touch enemies at long distances with ranged weapons. Whether they'll hit their targets or not is another matter. :)

Hint about the Steel Rangers: They'll begin to send scouts and ambushes once you reach 80 ponies or a large amount of created wealth. They're going to be rebalanced significantly as part of the next version but for now preparation is your friend. ;)
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 27, 2012, 01:13:37 am
I'm playing this smart. My first seven ponies were nothing but miners, masons, architects, and carpenters with nothing but a few turrets and stockpiles of food and drink. I decided the project would end when they ran out of supplies. I got extraordinarily lucky on reclamation when my wheelbarrow, splints, and crutches were antiques. So I pawned those off on the embark screen in exchange for.... 20 turrets, a full set of steel armor, and bukoos of seeds and food. I think everything will be fairly fine.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Bacon Pants on November 27, 2012, 07:05:18 am
There's this snatcher just sitting outside my base labeled "friendly", and my fort fell to a constant barrage of foalsnatcher attack after foal snatcher attack (sometimes they would even overlap each other). How the hell do I get into good cahoots with this bastard before he ends my mere days-old fort?
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Replica on November 27, 2012, 07:37:13 am
Drown all your children, it's the only way to be sure.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 27, 2012, 01:23:48 pm
Oh shit. A feral unicorn reaver just completely destroyed my security team; all three went at him, and in about five seconds all three were dead. Whatever the hell it was, I really don't think it was worth the small amount of salvage I got from the expedition.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 27, 2012, 07:05:07 pm
In vanilla DF, if you reclaim a fort that had enemy units on it when you abandoned, they'll be listed as friendly and be slightly buggy, though you can get rid of them using a militia kill order.

As for the reavers...they're rare, but I wasn't kidding when I wrote the description of the deathlands. ;)
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Pokon on November 27, 2012, 07:07:58 pm
Oh shit. A feral unicorn reaver just completely destroyed my security team; all three went at him, and in about five seconds all three were dead. Whatever the hell it was, I really don't think it was worth the small amount of salvage I got from the expedition.

Robots arn't too good against them either, as my two shattered Protectaponies would tell you. There even worse to deal with when you get a Pegasus.

Honestly, after a quick look into the RAW's, I dread a chance encounter with a Minotaur reaver. Sweet Celestia, Lycaeon, do you dislike viable forts?
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 27, 2012, 07:32:40 pm
Are you guys all embarking in the deathlands or breaking into the caves too early? :o

Reavers really can't be handled in melee by anything other than a full steel-equipped squad. It's at range where they're weak...I always make a squad armed with combat/hunting rifles and steel ammunition and fortify them near my Stable entrance. The one minotaur reaver I had show up went down to an anti-machine round to the face.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 27, 2012, 08:46:34 pm
I'm breaching the caverns too early ;p The siren song of good loot is too much to resist!

For anyone who's interested, I made some changes (http://dffd.wimbli.com/file.php?id=7175) to the plant files. I changed the salvage tree colors to be a lot easier to identify at a glance: low salvage is brown, medium salvage is yellow, high salvage is green, terminals are red and vendors are blue. I also added ASCII tiles to all trees and removed the background color of shrubs.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 27, 2012, 09:36:56 pm
Nice! I'll look into incorporating some of those background color changes into the next version. :)

And there's going to be a lot more good loot in future updates. ;)

Thanks for the input everyone!
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Pokon on November 27, 2012, 10:24:06 pm
A quick thing I wipped up. There like goats, but...special. I just call them the Brayherd.

Code: [Select]
[CREATURE:littlehorn]
[DESCRIPTION:The angery decendent's of goats who fled up the hills and vallys to survive the end of the world. Dispite appering like a old-world goat, they are anything but, and will attempt to attack any creature's that get in there way. That mean's ponies in general, stables dwellers in pratice.]
[NAME:littlehorn:littlehorn:littlehorn]
[CASTE_NAME:littlehorn:littlehorn:little horn]
[GENERAL_CHILD_NAME:littlehorn kid:littlehorn kids]
[CREATURE_TILE:'g'][COLOR:6:0:1]

[PREFSTRING:bloody horns and hooves]
[PREFSTRING:determination]
[LARGE_ROAMING]
[POPULATION_NUMBER:35:50]
[CLUSTER_NUMBER:10:25]
[GRASSTRAMPLE:0][PRONE_TO_RAGE:10]
[BIOME:MOUNTAIN]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_SHRUBLAND]
[BIOME:ANY_SAVANNA]
        [MEANDERER][LIKES_FIGHTING]
[NOFEAR][NATURAL_SKILL:SITUATIONAL_AWARENESS:9] Ninja goats.
[NATURAL_SKILL:BITE:5]
   
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:GRASP_STRIKE:3]
[NATURAL_SKILL:STANCE_STRIKE:4]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:2HEAD_HORN:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:0:10000]
[BODY_SIZE:2:0:200000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CHILD:1]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]


Good fun, realy. Fine pratice for physical fighters. Dispite there scary numbers, anything with metal can make quick work with them. Regular ponies.....get gored and mauled in creative ways, but what in the wasteland does not do that to ponies?
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 28, 2012, 01:45:56 am
You're a lot more fast paced than me. I focus on one project, and that's usually always getting my farms built and crop plans laid out. I usually have entire squads of ponies before I even have military gear to give them. Having just a few members of a security team is a completel foreign concept to me. :P I really need to ramp up my scrap production... aha! That's what I'll use the surface for! The surface is about to be turned into The Pitt.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 28, 2012, 10:26:26 am
I know DF combat favors numbers over individual skill, but I hate large groups of dorfs/ponis/hoomans/what have you. So I usually end up with six or seven people in my military, and unless they're really well trained and equipped the first real threat that comes along tears them apart. More fun that way ;p
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: P(ony)SI on November 28, 2012, 04:28:38 pm
This is a great mod. Loving it.

I know DF combat favors numbers over individual skill, but I hate large groups of dorfs/ponis/hoomans/what have you. So I usually end up with six or seven people in my military, and unless they're really well trained and equipped the first real threat that comes along tears them apart. More fun that way ;p
Six or seven? I only use about two to be honest.
There's so much sparring that it makes the two have l33t skills, though.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 28, 2012, 05:18:55 pm
Three-pony squads do the most sparring, I find, so I have three melee fighters and I have three ranged ponies to build up for the end-game weaponry (dem anti-machine rifles). Fortunately for me I just finished my ranged training room; it's just a raider behind some fortifications, yes, but BB guns can't do anything but bruise him. My barely-trained snipers are already in the Talented range and they're only going up.
I just destryed the first raiders; my captain fought off all five of them while my lazy squaddies caught up. He, his artifact shield (an amazing mood; too bad it's only brahmin bone) and his combat armor managed to get out of there with nothing but bruises despite fighting them for nearly a minute.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Pokon on November 28, 2012, 07:31:53 pm
Amusingly, those so-called anti-mechine rifles are doing diddly squat to my Protectapony guards. Those poor steel rangers, wasting ammo on a armored target. :P
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 28, 2012, 07:37:22 pm
Well, there went my 'impregnable' fort. Didn't have enough ponies to get what I needed done so I died to a raider ambush. Or rather I quit once the raiders showed up. The fort was so huge and sprawling it took forever to haul anything anywhere.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 28, 2012, 08:08:33 pm
Guys, I cannot suggest my training method more highly.

It's been one season since I implemented the new training regime. Already all three marksponies are at Grand Master Gunnery. I've set up another squad of rangers, including an eight-year-old colt with a sniping cutie mark, and the raider I have hasn't suffered a single red wound yet. I'm getting magma forges set up so I can melt down all these damned chests and make some actual weapons, and once I have some steel security barding I'm going to try my luck in the caverns again.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 28, 2012, 08:29:51 pm
It's a method I've been planning on trying. I've forgone my serrated disc hallway for a cage trap one.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Putnam on November 28, 2012, 09:56:08 pm
since I haven't anything to add, ptw
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 12:35:57 am

A quick thing I wipped up. There like goats, but...special. I just call them the Brayherd.


I'm mostly sticking to Fallout 3 and FoE canon for now, but thanks for the suggestion. :)

I've found a way to improve the success rate on upgrade and other reactions that use boiling rocks. Expect a mini-update with some other features soon.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Khenal on November 29, 2012, 12:49:35 am
Are you planning anything with any of the diamond dogs?
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 12:57:07 am
They're in there...just not how you would expect. ;)
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 01:00:50 am
When I was doing my own mod I was thinking of a drink/food item that would have an attached syndrome instead of the standard evaporation. Those are a lot more reliable than gas-transmitted syndromes, iirc.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Replica on November 29, 2012, 01:08:57 am
Crazy Cow is a genius, I hadn't thought about using live victims for BB gun target practice.

I'm mostly sticking to Fallout 3 and FoE canon for now, but thanks for the suggestion. :)

I'd love you long-time if you added Wanamingos (http://fallout.wikia.com/wiki/Wanamingo) with body parts all labeled as "?".
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 01:24:00 am
Crazy Cow is a genius, I hadn't thought about using live victims for BB gun target practice.

I'm mostly sticking to Fallout 3 and FoE canon for now, but thanks for the suggestion. :)

I'd love you long-time if you added Wanamingos (http://fallout.wikia.com/wiki/Wanamingo) with body parts all labeled as "?".

Just the lungs ;p
And you really give me too much credit. The thought came to me when I realized BBs don't actually hurt anything, and I remembered that the best way to gain firing XP was to actually shoot something.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 01:33:24 am
When I was doing my own mod I was thinking of a drink/food item that would have an attached syndrome instead of the standard evaporation. Those are a lot more reliable than gas-transmitted syndromes, iirc.

I'll go ahead and do that for the resource-intensive reactions, as drink transmission is 100%. You'll produce a barrel with a single drink...and the next pony to drink it will perform the upgrade reaction, either on itself or a nearby robot depending on the reaction.

Thanks for the suggestion Crazy Cow!
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 01:36:54 am
I live to serve.
If you haven't already done them, healing potions would be really easy to do and would fit right into the Ministry of Peace salvage. Hell, if I add xander root and broc flowers fortresses (and later on adventurers) could brew their own potions.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 01:40:05 am
The Ministry of Peace arc is lined up after the last Ministry of Wartime technology update (the next major one) and contains all of those items, as well as plenty of others. :)

Edit: I'll think about the wanamingos Replica, though they weren't in Fallout 3 or FoE.
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Replica on November 29, 2012, 02:30:12 am
But, but, but...!
Title: Re: Fallout Equestria: v0.85c beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 02:11:38 pm
*Crazy Cow sighs deeply.*

Well, nothing ever goes perfectly in Dwarf Fortress.

So, everything was going well. I had a talented military, a good metal industry, and I was about to punch into the caverns for some good salvage. Unfortunately, I lost a miner to the magma forges; while extending the number of available magma slots he got caught and burned to death. Unfortunate, but I could handle the loss of a single mud pony miner.

My defensive wall was pretty much done at that point, though, so I decided to flood my moat with the river for stylistic reasons. That went well.

Until I remember I had an access port dug out that I never patched up.

Suddenly the stockpiles are filling with water and I can't do anything about it. I wall off the food stockpiles before the flood becomes unstoppable, but some ponies were on the wrong side at the wrong time and got crushed my a merciless wave of water. My surface workshops, my military, and a few random peasants doing work up there are cut off from the supplies below. It's not a problem, though; I'll be exposed for a bit, but I can make a new tunnel leading to the surface and then secure it before winter ends. So I tear down a small part of my wall, dig up to the surface, and start securing the new path. Lesson learned, disaster averted, and life goes on.

An ambush! Curse them!

An ambush! Curse them!

Spring arrives, the third year of my fortress arrives, and my last gunner bleeds out in a pile of sawpony raiders.

I haven't had more fun playing a mod in a long, long time ;P
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 03:34:12 pm
Well...prepare to have some more fun! :D

Version 0.87 is released with another feature I had originally planned on saving: Slave Ponies

In search of more profits and access to technology, slave merchants will now visit well-developed Stables and trade. While they will bring more advanced goods than ordinary wastelanders, including combat rifles and armor, they will also bring unfortunate ponies they have captured and enslaved, looking to sell them to the highest bidder...which in this case means you.

Being more civilized, you may purchase these slaves and rehabilitate them at the Stable-Tec terminal, freeing them to become productive members of your Stable. Their ordeals have left them weak and frightened...so they are best restricted to simpler tasks. However, should they accomplish something of note like creating a masterwork, they'll be able to perform military service and other higher functions.

(http://i.imgur.com/Xyzcf.png)

(http://i.imgur.com/Y8EJ6.png)

Remember to watch for the reports announcement!

(http://i.imgur.com/5e0qJ.png)

Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet. ???

Robot and battle saddle upgrade reactions now produce upgrade potions, which, once drunk by a thirsty pony, will allow him to upgrade himself or nearby robots. Be sure to keep your stockpiles for these valuable drinks separate from your main drink stockpile, and pasture any robots to be upgraded next to the stockpile
so they can be targeted by drinking ponies.


Steel Rangers and Unity Alicorns will now arrive later than before, giving your Stable some breathing room for growth and development.

This version remains untested, so let me know if you encounter any issues.

Condensed ponies are not supported by this update.

Credits go to Meph for inspiration for the slave system, and to Crazy Cow for the drink idea.

Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Khenal on November 29, 2012, 05:03:20 pm
Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet. ???

Is sigged.  I can't wait to play the new version, sounds like great fun!
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: P(ony)SI on November 29, 2012, 05:12:38 pm
I found this in the pony raws.

Code: [Select]
...
[PREFSTRING:enticing hindquarters]
...

Why.
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 05:14:35 pm
That's a holdover from the original pony mod.
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 05:54:39 pm
rehabilitate

Riiiiiighht...
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Pokon on November 29, 2012, 09:22:17 pm
rehabilitate

Riiiiiighht...

"I Love Stable-Tec. Work Is Good and Good Is Work. Arise ,Proletariat. I Feel Special."

Quote
Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet.

Hostile or not? :P
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Bremen on November 29, 2012, 09:48:34 pm
I noticed I was getting a lot of job cancellation messages, and finally managed to track it down. Every time my Protectapony fires the ponies try to haul the laser bolts to my food stockpile  ???

In the short term, is there anything I can disable in the stockpile to stop the cancellation messages?

Edit: Disabling fat completely seems to stop the jobs from generating, but isn't the best long term solution.
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 10:11:21 pm
Ah...normally the bolts are supposed to evaporate...but DF temperature may "forget" that occasionally.

You can add [DO_NOT_CLEAN_GLOB] to the LIGHT2_TEMPLATE under material_template_magic as a hotfix. Thanks for pointing that out!

I've also figured out how to stop slave traders from bringing ghouls, so I've uploaded this and a few other bugfixes for the slave system as v0.87b.

Sorry for the new update guys...it'll be the last one for the next week.

Enjoy, and don't forget to report any bugs found! :)
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 29, 2012, 10:47:13 pm
My ponies are apparently from Vault city, as the stable caravan brought slaves servants, and I had the option of embarking with some, heh.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 10:57:35 pm
It's for testing...I swear! :o

The system is new...so I'm still figuring out certain aspects of it.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 11:18:51 pm
They aren't bugs, they're features! Where else will I get feral ghouls for my slave arenas?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 29, 2012, 11:24:12 pm
I am actually hoping for a slaver caravan to come by with one of those.  Maybe I can actually train up a fighting force with a practice dummy.  Or put a bunch of them in a pit and toss anypony I don't like into it :P
Title: Re: Fallout Equestria: v0.87 beta (Phoebus Graphics)
Post by: Bremen on November 29, 2012, 11:27:28 pm
Ah...normally the bolts are supposed to evaporate...but DF temperature may "forget" that occasionally.

You can add [DO_NOT_CLEAN_GLOB] to the LIGHT2_TEMPLATE under material_template_magic as a hotfix. Thanks for pointing that out!

I've also figured out how to stop slave traders from bringing ghouls, so I've uploaded this and a few other bugfixes for the slave system as v0.87b.

Sorry for the new update guys...it'll be the last one for the next week.

Enjoy, and don't forget to report any bugs found! :)

They were evaporating, it just took long enough for a hauling job to get created and spam me with cancellation messages.

Awesome mod by the way! I stumbled on it randomly and it's really renewed my enthusiasm for DF.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 29, 2012, 11:28:43 pm
Ok, I finally got it together. The current upload will only have slaves available from slaver caravans, and feral ghouls in evil and subterranean regions (Where they should be, dammit!). If you have a version that lets you embark with slaves...you can hold onto it and tell me how it goes. ;)

Just remember that they can't start helping you in labor until they're rehabilitated. I eventually plan for two options:

     You can keep them enslaved, but this results in weaker, less capable ponies that will flee at the first sign of danger.

     Or you can rehabilitate them, costing food, drink, and cloth, but resulting in stronger ponies similar to the average Stable citizen.

At least this set of updates reminded me why I usually consolidate new features into larger versions I actually have the time to play.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 29, 2012, 11:46:31 pm
Well, thankfully a migrant showed up with a stray slave pony, so I'll let you know how well they work in a bit here. Just have to scrounge up the parts for a terminal...
Thanks for changing the scrap colors, by the way! Yours work better than mine, I have to say ;P
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 29, 2012, 11:54:12 pm
Rehabilitating slaves seems to be working, though not 100%  It doesn't take any real resources, though, so it's no big issue to spam it at a terminal with a bunch of slaves servants nearby.  Robot upgrades seem to be working also, at least for armoring the protectaponies.

Edit

Wrote too soon, heh.  One of my rehabilitated slaves servants is still listed under animals in the stocks listing, but is a citizen under the units.  And all three of my new citizens still have (tame) next to their profession.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 12:06:41 am
That's a consequence of their being tamed pets before the rehabilitation. It's unfortunate (getting around it would take too much trouble) but they can still perform labors. In a way they really are servants to your Stable citizens.

I recall they can't get drafted into the military until they get a strange mood, but in the meantime they can perform useful tasks around the Stable. I'm working on finding out their full capabilities at the moment, so thanks for the feedback in that regard! :)
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 30, 2012, 12:13:07 am
They can't be made nobles either, which is a shame.  My only diagnoser is rehabilitated, heh.  Hopefully he'll have a mood and I can make him the chief medical pony.  Would make a cool story at least.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 12:38:05 am
Hey! It works! Friend Singrain, female unicorn slave, is the first to be... 'rehabilitated,' and by all appearances she's working like any regular Citizen.

EDIT:
She just made a friend! Skunk Lyric, male unicorn slave, has joined Friend in a new life as a Stable sub-Citizen!
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Bremen on November 30, 2012, 01:03:23 am
Most of my military just got killed in an ambush lead by a steel ranger wielding three shields, a chainsaw, and a minigun. Ponies are hardcore.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 01:11:57 am
Steel rangers don't make shields...so that must have been a unicorn that managed to wrestle away shields from your ponies using its telekinesis.

Don't worry though...they're going to get balanced. Unicorns aren't even supposed to wear power armor according to the novel. :( I just hope they're not attacking Stables too early...let me know if they do so I can push back their requirements further. I'm quite busy this week so I don't have the time to play through a Stable of my own.

Have fun with the slaves everyone! I'm pretty sure giving them larger responsibilities like military service and noble positions requires something that gets their name listed in the announcements, like their creating a masterwork object. In a way they're working their way up to full citizenship. :)
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Bremen on November 30, 2012, 01:27:49 am
Steel rangers don't make shields...so that must have been a unicorn that managed to wrestle away shields from your ponies using its telekinesis.

Don't worry though...they're going to get balanced. Unicorns aren't even supposed to wear power armor according to the novel. :( I just hope they're not attacking Stables too early...let me know if they do so I can push back their requirements further. I'm quite busy this week so I don't have the time to play through a Stable of my own.

Have fun with the slaves everyone! I'm pretty sure giving them larger responsibilities like military service and noble positions requires something that gets their name listed in the announcements, like their creating a masterwork object. In a way they're working their way up to full citizenship. :)

I was using the older version, so was probably getting attacked earlier than I would in the current version.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 08:32:25 am
Now my slaves can have their own slaves in addition to their robot slaves.
All I need now are torture tools, spiked metal armor and pool cues.

Edit: Oh dear, I had one of the worst starts of all time for my new fort.

Embarked on an area with a 3z level aquifier covering the whole embark zone practically just one z level bellow ground, meaning that there is no easy way to breach it.
On top of this my wagon found itself right next to a whole pack of radrats and just by the edge of the map was a pack of 4 black radscorpions looming about.

I drafted a quick makeshift milita with the silver security batons I brought with me and chased the radrats down, the commotion accidentally attracted the radscorpions, which charged straight at my pack of robots and scattered milita, using the chaos and thick carpace to kill almost all of my chicken, 7 sprite bots, 3 ponies and 1 turret before dying or fleeing.
As soon as this was over a pack of feral dogs came in and began interrupting labors left and right, and that's when I just cut my losses and abandoned fort, knowing damn well that it's impossible to get anything done with 4 unhappy ponies and when everything is still above ground waiting to be hauled underground while everything tries to eat you.

HO WELL
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Bremen on November 30, 2012, 12:42:19 pm
One suggestion I have would be to add a way to make charcoal without consuming the salvage logs. That or make coal boxes more common; maybe a chance of getting them from damaged civilian crates? The war was fought partially over the coal trade, after all.

Maybe it's because I don't head straight for magma, but I always have problems with fuel.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 30, 2012, 01:37:38 pm
Set up a wood stockpile that doesn't accept the salvages and have it give to the wood furnace.  Once you find a power talisman, a prismatic smelter will do (most) all your smelting needs, especially if you can find a vein or two of coal.  All you'll need coal for is making steel and running your normal forge(s).
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 02:10:53 pm
A pair of power talismans makes fuel all but useless (except for munitions forging, of course). Make certain you crack open the otherwise useless Peace, Morale and Image crates; all of them can give you power talismans.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 02:20:01 pm
Funny story, irradiated dust clouds.

No need to tell you what happened, but the moral is, don't embark in the arctic irradiated evil wasteland unless you are prepared for vomit.
Lots and lots of vomit. All over. All the time. Everywhere.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 03:31:42 pm
First slaver caravan, and I have to say that these guys are the best. A guard with a silver sledgehammer, steel combat armor and a cutie mark of eviscerated flesh singlehoofedly destroyed a raider ambush, and I got some of the best supplies I've ever seen from them (including two more unicorn slaves). I think we're going to be good friends in the future.
In other news, miners found star metal veins and I'm scouting them out to see what's safe to grab. Interestingly enough the lower caverns seem to be safer than the upper ones; the lowest one I can find is filled with root trees and the odd scorpion.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 04:04:07 pm
I haven't worked on the lower caverns yet, so they're rather empty compared to the first layer and surface. The development list is very long; I'm prioritizing immediate features such as civilizations and salvage for the time being.  :-\
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 04:19:18 pm
I just attributed it to the fact that the first layer is supposedly the hellish, buried remains of civilization and the lower ones are actually caves ;P
If you feel comfortable with it, though, I might be able to lend a hand.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 04:32:31 pm
That's pretty much the case.

The update schedule is set for the next month, so I'm doing quite fine at the present moment. I appreciate the offer though, and will ask if I need anything. :)

I'm always open to suggestions for things that would improve the experience.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 04:37:32 pm
I was actually going to put together a few shotguns once this fortress dies out. Basically the buckshot would have edged attacks instead of penetrating ones so that shotgun blasts could end up tearing off limbs and be generally lethal weapons in the hooves of a trained gunner.

EDIT:
You ungrateful bitch! Key Fallsear, one of the sub-Citizens I liberated from the slavers, just punched out some poor Citizen because she didn't have any shoes, of all things! This is a deed that will not go unpunished.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Bremen on November 30, 2012, 04:39:00 pm
Ah, the lack of power talismans was probably the reason I was short on fuel. I think I just got bad luck; I had plenty of other salvage (including a water talisman and all the terminals I could want) but never got a power one. I was just about to try breaching the first caverns for more salvage when the steel rangers attacked :P
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 05:01:33 pm
I was actually going to put together a few shotguns once this fortress dies out. Basically the buckshot would have edged attacks instead of penetrating ones so that shotgun blasts could end up tearing off limbs and be generally lethal weapons in the hooves of a trained gunner.

EDIT:
You ungrateful bitch! Key Fallsear, one of the sub-Citizens I liberated from the slavers, just punched out some poor Citizen because she didn't have any shoes, of all things! This is a deed that will not go unpunished.

That was something I considered, however, in my preliminary tests there was no way to limit the range of the buckshot, so it would end up crippling ponies from 10 or more tiles away. There's no spread as well...at best it could simulate something like a slug.

However, if you do cook up a set of raws, for this or anything else, I'll see if I can add them. :)

Are you able to clothe your servants, or did you just not give that one shoes?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 05:17:48 pm
I just forgot to unforbid the piles of shoes I pulled off of the dead raiders is all. She's calming down now.
And that would be one unfortunate side effect, but we've got to deal with what DF hands us for now ;P
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 05:21:29 pm
I just realized after 4 hours in the irradiated north and a world of effort that my embark zone has no access to any water, whatsoever.
No rivers, brooks, pools or even underground reservoirs, and you can't thaw snow because it produces "water" which isn't actually water at all.

Was it ever found possible to make reactions that created usable water and magma?
I remember hearing something about a reaction involving a bucket that would spawn 7/7 usable magma somewhere, maybe it works for water and we can have a water talisman kind of thing added for desolate forts?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on November 30, 2012, 05:26:37 pm
Good idea! This is the thread btw: http://www.bay12forums.com/smf/index.php?topic=110569.0

I'll work on adding a water generator that runs off a water talisman. Hopefully the water will be usable. :)

Edit: Success!

Building the water pump workshop over a pit, running the water reaction a couple of times, then deconstructing the pump results in a small amount of water filling the pit.

This is the result of 3 sets of deconstructions:

(http://i.imgur.com/RXIba.png)

(http://i.imgur.com/Dpfw7.png)

(http://i.imgur.com/a1ODu.png)

So it'll take time to fill a large reservoir, but you should be able to produce water once you find a water talisman. :)

Edit2: Further testing shows ponies will drink from water talisman water...so for all intents and purposes, it's actually water.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 05:42:33 pm
(http://i156.photobucket.com/albums/t33/Mattelus/squidpack.png)

Squid Pack, the knifepony who died of dehydration, and me love you long time Lyc.  :D
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 07:44:30 pm
Eh, to hell with the shotguns. If you didn't feel like putting them in previously I won't bother ;P
Instead, I'm going to force a dead civilization! I figure with all the slaves I can get it'll be easier than normal, anyway.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Khenal on November 30, 2012, 07:58:51 pm
Heh, that'd be an interesting embark, Crazy Cow.  I'm still looking for a good embark in the new version that isn't crawling with black radscorpions :P
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Indigo_Surprise on November 30, 2012, 08:07:16 pm
I've been too busy tweaking and playing around with my own mod to get into the nitty gritty here. I hope you don't mind if I yoink the gunsmith. I can't just make bullets from one material.

And you can't really do all that much with ranged weapons, all ammunition does edge type damage anyway. I think it's due to having such tiny contact areas that it'd be rare for something to get torn off. My only thought to get it working in any capacity would be to make the ammunition bigger, but since no scatter it would just be a slug.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 08:14:01 pm
Here we go. Deep soil, shallow metals, a river... and no help coming anytime soon. My wagon is made of high-quality salvage; I'm taking that as a good sign.
Strike the earth!

And you can't really do all that much with ranged weapons, all ammunition does edge type damage anyway. I think it's due to having such tiny contact areas that it'd be rare for something to get torn off. My only thought to get it working in any capacity would be to make the ammunition bigger, but since no scatter it would just be a slug.
Spears and axes both do edged damage, yet axes carve and spears stab. It's a combination of contact area, penetration depth, and impact speed. While crossbow bolts don't have much of any, modded ammo can, and does, do things like tear off limbs or blow creatures back from the force of the blow. (Spitfire's Thunder should totally do that, by the way ;P)
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 08:27:55 pm
Actually, can make ammo that deals blunt crushing damage.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 08:32:30 pm
Actually, can make ammo that deals blunt crushing damage.

I've found that blunt ammo is universally useless.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Pokon on November 30, 2012, 08:50:43 pm
Actually, can make ammo that deals blunt crushing damage.

I've found that blunt ammo is universally useless.
This. Bruising is not going to do diddly squat against a ghoul with four legs. Or a ghoul with no legs. Or a radroach.


Also, dead civilizations would be the way to go for a "true" wasteland town experiance.


On another note, I am half tempted to find a way to find a way to make that conversion thing work on Brahman. I have one that I have nicknamed "Bessy" that's managed to kill five raiders so far, and no signs of stopping. Actualy, Lycaeon, is it possible to have a chance for donkeys and mules to get mixed in with the slave hauls? It just seems fitting.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on November 30, 2012, 08:56:37 pm
Actually, can make ammo that deals blunt crushing damage.

I've found that blunt ammo is universally useless.

Unless you throw it manually by hand.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on November 30, 2012, 09:32:49 pm
That's not good... my civilization has leaders, which probably means it isn't dead. Let's abandon this site and gen a new world; this time I'll set the lifespan of Stable ponies to zero and see if that works.

EDIT:
Ha! It worked!
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on December 01, 2012, 01:18:16 am
No problem Indigo. :)

As for donkey and mule servants, Pokon, while that would be nice, it's not feasible according to raw structure - making brahmin intelligent would prevent them from being butchered as well.

And have you been ambushed by rangers/Unity alicorns yet Crazy Cow?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 01:42:10 am
I haven't seen an Alicorn yet, but I dropped a Ranger scout a few fortresses back. Hopefully I can drag this one out long enough to get some Alicorns; Rangers weren't listed in the civilizations screen pre-embark, so I won't see them.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 01, 2012, 05:09:07 am
Well they're not butcherable so long as the EAT_SAPIANT_OTHER ethic isn't set to Acceptable. Right?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on December 01, 2012, 10:41:22 am
Well they're not butcherable so long as the EAT_SAPIANT_OTHER ethic isn't set to Acceptable. Right?

Except if he does that you'll be able to butcher raiders and other enemy ponies.



So today I sat down and put my mind to getting a proper good fort up and running.
Set everything up, semi cheated on the embark by bringing steel and plenty of turrets to deal with black scorpions, got a shitty little hospital set up, got all the basic industries going, got a good farm running, plotted out a good defense strategy and layout to deal with rampaging snatchers and thieves and have a good salvage industry running that has given me more steel weapons and assorted loot than I care to count.

But this megaspell war man, it has really fucked with my ponies sense of compassion and care.
I have had two moods so far, and both of them have failed miserably because the AI was to retarded to get their priorities straightened out, I had no metal bars for one of the moods and it took forever for 30 idle ponies with wood burning and furnace operating labors to set up one smelter and actually DO anything, by the time someone actually stopped jerking off in the meeting hall it was too late and my best fisherpony went stark raving mad in the same fashion of my one fell doctor did.
Another hilarious related thing was how it took a whooping 3 months for 10 idle ponies to actually go feed my one wounded soldier despite not having anything else to do, then there was that jerk of a lazy broker who has ZERO labors and utterly refused to go trade forcing me to send some clueless idiot to do his job for him.
All fun DF AI problems, not related to the mod, but infuriating nonetheless.

Also, appearently smelting metal items doesn't do anything, it doesn't produce metal bars, it just consumes the metal item and a bar of fuel and then nothing, 5 aluminium crutches and one steel knife went down the drain that way, forcing me to use the cheat DFhack 'reveal' command to find the metal ore near the bottom of the map which ultimately ended in failure anyway.

Is that a DF bug or is it intentional to prevent us from ending up with too much steel with all the salvage salvaging nets us?
Anyone else have that problem with melting items or is it just me?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 10:46:18 am
I tried melting some of the thousands of chests I had in my previous fort, but my sub-Citizens spent so long doing the job that they got thirsty and hungry, so I shrugged and stopped.
According to the DF Wiki (http://dwarffortresswiki.org/index.php/Melting), though, you should be sitting on two and a half aluminum bars (though you won't see the half ;P).
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on December 01, 2012, 10:57:27 am
Well, I am sitting on 0 aluminum bars.

Also apparently I had bars ALL ALONG.
My newly designated bar stockpile is FULL OF COPPER BARS, so the game was trolling me from the very start.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on December 01, 2012, 11:05:30 am
Melting should produce the bars (I just produced some steel bars in a test fort I had running), though if you melt small items you'll only get fractions of bars you won't see until they add up to a full bar. You ponies may have sorted away the aluminum bars, but the steel dagger would have yielded less than a full bar.

Unfortunately, I found a bug with the creature spawning. Apparently, creatures with both [EVIL] and [SAVAGE] tags will not spawn, so I've gone ahead and revamped them, also fixing a bug that made black radscorpions spawn way too often. Evil regions will become the deathlands, with even sinister biomes having higher concentrations of high-quality salvage and dangerous critters, while ordinary savage regions are now irradiated, with some concentrations of high-quality salvage and irradiated critters.

I'll release the new version shortly along with the slave rehabilitation options.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 11:24:29 am
I'll try my own melting here soon and see how it goes.
In other news, my last migrants arrived. An even twenty ponies; nine unicorns, eleven mud ponies and zero(!) children, thankfully. I managed to find a suit of combat armor in a Wartime Technology crate and there's plenty of tetrahedrite, so for now I'm just going to do some more salvage work before the raiders start showing up in force.
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Replica on December 01, 2012, 12:15:38 pm
Black scorps are not so tough if you bring steel machetes to the embark.
They slice through them like hot knives through butter.

But eh, standing by for new version so I can do another embark on an irradiated evil biome.

Did you get the water talisman going or will that be in later version?
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 01:56:50 pm
...well. Turns out that dumping items into magma makes magma mist now. I tried emptying out room for a bar stockpile by dumping spare stone into the holes I made for my magma forges, and... at least I only lost one unicorn during that particular experience ;P

EDIT:
And it all went downhill from there. Two ponies are stark raving mad, one is melancholy, one went berserk, and one had a tantrum and murdered the Overmare. Time for a reclaim!
Title: Re: Fallout Equestria: v0.87b beta (Phoebus Graphics)
Post by: Lycaeon on December 01, 2012, 02:26:39 pm
Version 0.88 beta has been released with several bugfixes and new features.

•   All evil biomes are now deathlands, with higher concentrations of high-quality salvage and dangerous creatures.
•   Normal savage biomes are now irradiated, with some high-quality salvage and irradiated creatures.
•   Viewrange for all sniper-capable pony talents increased.
•   New building: Pony Resources Center: Here you may process pony slaves purchased from slave traders.
     o   Rehabilitating slaves requires a crutch, splint, cloth, and drinks, and is performed by an animal caretaker.
     o   Permanently enslaving slaves doesn't consume any resources, but the resulting slaves are less capable than rehabilitated ponies.
     o   Both rehabilitated and enslaved ponies cannot be drafted into the military or nobility until they have performed something notable like crafting a masterwork object.
•   New building: Water Pump: Uses a water talisman to generate a single 7/7 tile of water when constructed over a pit.
     o   The pump must be deconstructed after each reaction to release the water. Each pump will only produce one 7/7 tile regardless of reaction run number.
     o   Cover the pit with grates so that the water talisman isn't washed into the pit!

•   Changes have been made to the base DF folder, so there is no raws only version for this update.

As always, enjoy the update and let me know if there are any issues!  :)

Credits go to Urist Da Vinci for the water generation concept.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 04:33:33 pm
I'll DL it when my reclaim falls.
Speaking of which, I've settled down in my old new home without a hitch. Among other things, I found out that I got a Rarity statuette that I never noticed! Once I get a glass box I'm dropping that beauty in my meeting room. I've also got a prismatic smelter and the magma forges so many died for running, and steel production is in full swing.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 01, 2012, 04:57:49 pm
Cool.
What can you tell me about the frequency of water talismans?
How often are they usually found?

I'll DL it when my reclaim falls.
Speaking of which, I've settled down in my old new home without a hitch. Among other things, I found out that I got a Rarity statuette that I never noticed! Once I get a glass box I'm dropping that beauty in my meeting room. I've also got a prismatic smelter and the magma forges so many died for running, and steel production is in full swing.

You use the statuettes to build some type of workshop that... produces boulders?

Spoiler (click to show/hide)

Build it and see what it does!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 01, 2012, 05:05:32 pm
Water talismans, as in the novel, are very rare...they are found at low frequency in Stable-Tec crates.

The boulders evaporate to produce a stat-boosting syndrome unique to each statuette that lasts for about a week.

Edit: I'm probably going to make the boost by interaction in the next version so  that it lasts longer and you can see a reports announcement.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 01, 2012, 05:06:54 pm
You use the statuettes to build some type of workshop that... produces boulders?
The "boulders", along with the other 6 types, are basically gases with a syndrome resulting in varying stat increases of 20%, if I remember correctly.

EDIT: ninja'd
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 01, 2012, 05:16:51 pm
It makes boulders which then evaporate and transfer syndromes to my ponies. These specific ones just add slight stat boosts, I'm pretty sure.

EDIT:
Double-ninja'd :c
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 02, 2012, 04:33:26 am
Had my first Alicorn encounter.


She just...stood outside the fortress, presumably looking thoughtful and nibbling on what passes for grass. Thankfuly. I had lost my only protectapony to a Hellhound, and the fort probably would not have survived what the purple alicorn could have done. Probably.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 02, 2012, 08:12:40 am
I Just had the wierdest bug, when i tryed to embark by planing carfully "antique cruches" and "antique wheelbarrow" as defult embark gear, the wheelbarrow was worth 4000 points, and every cruch was warth 800 points.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 10:12:51 am
Oh right, forgot that boulders can turn into gas, thanks for clearing that up for me, all three of you.

So I set up a nice new fort in the new version in the arctic waste.
Thing is, this embark has water as early as the first cavern layer, so the water talisman isn't really needed.
Still I'll try and get ahold of one and make a private reservoir of stagnant water.

It would have been better if the water talisman was available on embark, as that is when it is needed the most and it's only use is to do just that, create water for desolate forts, but I understand if you want to keep it as a rare find for balancing and challenge purposes.

I Just had the wierdest bug, when i tryed to embark by planing carfully "antique cruches" and "antique wheelbarrow" as defult embark gear, the wheelbarrow was worth 4000 points, and every cruch was warth 800 points.

Unavoidable bug caused by the "scrap" technically being trees.
You can cheat and use the extra points or ignore it and replace them with normal wood.
You want to prevent using scrap materials for embark items, as they are worth quite a bit and may attract unwanted visitors.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 10:57:46 am
So my fort's been going extremely well lately. At first, we would get nothing but black radscorpion after black radscorpion, I took Replica's advice and decided it was time to give 'em the "ol' chop-chop". Unfortunately, they took my original broker with all the skills needed to run my trade and my original woodcutter before I evicted their black chitin-asses. After a slight boost in my own morale after seeing all those dead radscorpions, I drafted more than half of all my ponies into the military and when they weren't training, they were making furniture and weapon racks to give out and boost morale (it's actually kind of funny when even the babies have five weapon/armor racks in their possession).

After a year or so, I finally run across an Outcast ambush (or rather, it comes across me). Ohshit.jpeg. I order all of my civilians into the meeting hall and I place all of my troops into the hallway leading into the base. All of a sudden:

Snatcher! Protect the children!

Snatcher! Protect the children!

Snatcher! Protect the children!

etc...

I start planning the layouts for my next base. But then, something awesome happens, the snatchers and the ambushers start fighting it out. At the end of it all, only two hammmerponies were left, easily being dispatched by 20 Competent Swordponies. Life can be pretty cool sometimes.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 11:25:58 am
In the meanwhile I've grown to become an expert in black radscorpion combating, they used to be my bane and now they are nothing but valuable resources.

Build a butcher shop early on and tannery and you'll get access to their chitin and meat, which can prove to be invaluable early meat supplies and leather armor for your soldiers early on.
If you have lots of turrets like I do they will often get bruised and shattered, which makes them easy targets for your inexperienced milita, a large "killing room" filled with pastured turrets helps in making the whole procedure safer for you and your milita.

My fortress would be suffering from an early starvation period if it weren't for their meat.
My next step is capturing them and weaponizing their powerful venom against my enemies.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 12:19:21 pm
Black Radscorpions? The worse I ever got from them is a chipped hoof. I just let them rot and process the tons of chitin I get from all the severed parts.; getting chitin instead of bone is pretty awesome. It helps that I always embark with three fully armed swordsponies, I guess.

Sorry to dissapoint, Replica, but you can't tame radscorpions. I already tried ;P

Now, Lycaeon, you've probably already considered this, but what made you pick trees for salvage over shrubs? Using shrubs has the advantage of not being used for strange things and also gives skill-based return (although I'm not sure how well reactions would handle low-quality salvage [4]; I never go that far in my own mods ;P). You can also set the frequency and growth rate of shrubs, so you won't have awkward piles of scrap growing back that you have to handwave.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 12:34:22 pm
I don't get how you guys don't have trouble with these annoying pests. It seems that every fort I build, they always take out someone really important by basically surrounding the poor sap when he's getting a drink. Though I am setting up more and more defense along the river, I just can never buy enough turrets because merchants only carry a max of one, if any at all. But I also got this neat little bug where spritebots would somehow get into inaccessible locations (like on top of walls) and basically become permanent snipers.

I'm just happy I found the key to pony happiness: free weapon and armor racks for everypony!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 12:51:25 pm
The key to pony survival is instant underground expansion. One entrance, one exit, one place to cover with all of your military might. If you're going outside for anything at all, so is a security team, and you go outside as little as possible.

And here's a hint: don't get robots. They're a complete waste of money; a good pony with a good machete can kill more than a dozen turrets could hope to match. Unless Lycaeon finds a way to improve laser weapons dramatically (perhaps a liquid attack set at such high temperatures that it melts flesh?), all robots are just dead weight. I'd actually prefer it if the protectaponies didn't have laser weapons at all and just had melee skills, because then they'd be halfway useful.

The only exception is flamethrower turrets, but you can worry about those when you can actually make them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 12:58:37 pm
Bacon Pants, were the snatchers Alicorns?

And Crazy Cow, I didn't choose shrubs for a number of reasons, the main ones being there are going be a lot more of them when the Ministry of Peace arc comes around, and they're not reliable in terms of yield.

Trees are pretty optimal, and they're supposed to grow back (gradually), otherwise Stables would be left unable to advance technologically. Hence the buried piles...the various storms gradually "weather" away the soil to expose more and more salvage layers.

I can't understate the importance of technology...combat/anti-machine rifles and steel ammunition, upgraded robots and turrets, and a developed spell system are much more effective than the traditional melee squads, which themselves are best against wasteland wildlife and raiders. I'll be adding even more useful weapons in the next update, as well as revamping the steel rangers so they don't stomp all over everything.

And while the robots you can bring on embark may be only moderately useful, their upgraded forms are much more effective, especially the ones for Mr. Hooves.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 01:04:36 pm
Alright, cool. I'm not saying your method is worse than mine or anything, just wondering your reasons. I can't say much on end-game strategy, though, mainly because I haven't gotten there yet ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 01:28:49 pm
Bacon Pants, were the snatchers Alicorns?

No, the ambushers were all called "[Name] Unicorn Hammerponies" all with purple names (they were all unicorns, too; don't know if any of that info helps at all) and then snatchers were either just called Snatchers, or were called Outcasts, with grey names. All I can tell you is that I saw a group of purple "r"s advancing on my fort, and that they were halted by grey "r"s and dead bodies were the product of this reaction. Maybe the fact that they were all berserked might give some insight...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 01:33:30 pm
Ah, raiders then. :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 01:53:50 pm
Turrets and robots are useless!?

HA HA HA HA HA HA HA HA HA
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 02:02:09 pm
They're worse than mud ponies! The fourth time my robots failed to do anything but litter the ground with laser bolts I stopped getting them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 02, 2012, 02:12:57 pm
So far i found the gouls to be major pests, serves me right for trying to empark on savege teritory. They manege to destroy my first embark for 0.88 in less than a season. I than reclamed the fortress and shuffled to get all my stuff underground, took me half a year with all the cancels coused by gouls. Funny thing is that my bighorns menneged to buy me time and even get some of the gouls before they died.

By the way how do i use the Mr.hooves ? I got one from a migration wave, and jsut told him to stay at the entrance hall becouse he wandered outside and got mauled by gouls...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 02:21:00 pm
I have to agree with Replica on this one. Granted, a single turret is fairly poor, but if you manage to build a sizable wall of guns, NOTHING will get anywhere near that wall. I'm actually confident I could take down an alicorn with all these turrets (and my normal military, of course). Hell even if it takes down one, there'll be two more in range, more than willing to exact revenge. Though, getting to that point is a bit of a hassle if you don't trade too often.

But when it really boils down to it, robots make better meat(-er, metal) shields because they can take a bit more abuse (from what I've seen), and if they do die, nobody really cares that much (no love for the robros), so the aftermath isn't that hectic.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 02:24:56 pm
Mr. Hooves is a maintenance bot...once you get a RobronCo maintenance station up and running, you can designate nearby robots for repair and an adjacent Mr. Hooves will begin maintenance on them.

His upgrades are much more useful. A Mr. Macintosh can devastate ghouls with his flamethrower and plasma caster, while a Nurse Redheart greatly improves recovery time for designated wounded ponies in the hospital.

Ordinary protectaponies aren't too effective...they were originally designed for civilian roles such as ticket collectors. However, their armored version is better.

And the basic security turrets are just that...basic security. Minigun and flamethrower turrets, on the other hoof...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 02:27:36 pm
Guess it all boils down to personal preference, then. I like dogs because they're cheap and plentiful; the effort I have to put into making robots useful is better spent on improving my military, in my opinion.
*shrugs*
Flamer turrets are godlike, though. If I ever get the schematics for them I will start using them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 02, 2012, 03:12:55 pm
I just tried the 0.88 version. It runs under WINE just fine, so I don't have to figure out how to put all this into a Linux version. Worldgen took 11 trieas and 5 minutes or so, and I embarked in the year 200.

I had a big unicorn female with Fleur-de-lis for a Cutie Mark, so I made her my expedition leader. I also got a bonesteer, so I made her my CMP. I got a weaponsmith and a farmer as well, but otherwise nothing too interesting. BTW, CMs didn't give me any natural skills on embark, AFAIK, I just got those I paid for.

I normally embark with ore, make metal items on the spot, and usually get away with it. This time I took one hacksaw and one power drill, though. I didn't take anything in the way of weapons and armour because I usually don't and anyway "Stable Dwellers get BB guns on embark". Turned out, they don't I took one sprite-bot too. Oh and I went to a cold, normal region with lots of trees.

Shortly after embark I attracted the attention of two feral pegasai ghouls. My sprite-bot wasn't up to the task, so I've sent Fleur, who was also my miner, and she won. Then some damn feral dogs went enraged and started harassing my ponies. Fleur rescued them again. By the time I set up a hospital, most of my ponies had wounds from all the random fighting, one bighorner died and my sprite-bot was missing all its wings, antennae and laser pistol, like a bug after some child played with it. Worst of all, six of my ponies immediately went to the hospital to rest, including my chief medical pony. I deconstructed their beds (or constructed and deconstructed beds under those lying on the floor, but by the time the water thawed, I still lost three ponies, including my weaponsmith. Whatever I do with hospitals and beds and designating another CMP, I can't get my ponies to be diagnosed and healed.

Four migrants came, including one hunter and one foal, so I may be able to pull it through. Starting over might be a better option, though. This was supposed to be a trial run and I'm already crippled.

I processed lots of salvage logs and got a lot of random stuff, including platinum (!) wheelbarrows and buckets, but mostly burnt-out wires, scrap metal and plating. I still don't know, what it's for. I also got some knives and pitchforks. Those might be weapons.

I recommend that you put an example embark profile in the first post. It just says to take a toolbox with me. For example, two melee fighters are necessary with all the animals raging on sight. Bots might be good later and guns and ammo are expensive at embark.

Next--> (http://www.bay12forums.com/smf/index.php?topic=118893.msg3844063#msg3844063)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 03:35:53 pm
CM's give increases in skill learning rates, and decreases in skill rust, while DF's hospital system is buggy in general. Salvage is better explained under Workshops and Industries in the first post; you'll want to build a supply depot and workbench in order to process the salvage yard products, though things like the pitchforks and knives are only useful for smelting.

I do see your point on  the hostile wildlife...I'll go ahead and add embark tips to the front page.

Thanks for the feedback, and I hope you enjoy the mod! :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 03:41:22 pm
dogs

(http://i49.tinypic.com/beeyrq.png)

No but seriously, seriously.
You don't HAVE to use robots, but let me just tell you why I think they are so incredibly awesomely amazing, let me tell you, about the wonder that is Lycaeons robotic sons.

You don't need to make robots if it is too much of a hassle, traders bring them on request.
And to make robots really useful you need to bring plenty.
This is pretty much how it works,

One turret? Meh.
Five turrets? A'ight...
Ten turrets? Pretty okay.
Twenty turrets behind a labyrinth of fortifications with a couple of sprite bots to act as spotters? You get the gist, you don't even need upgrades with that many turrets.

Turrets also count as living creatures, so they can't be trap avoided by creatures who have the TRAPAVOID tag, if you line your trap corridor with enough turrets, trap avoiding creatures wont be able to make it past you, if you have pits on the sides, these creatures will also dodge the constant attacks and fall down the pits where you can impale/drown/burn them.

Best use I got from vanilla protectaponies is to assign them to my melee milita, their weak ranged power is capable of crippling shots that slow the local pests down enough for the melee units to charge in and slice them to pieces, they aren't too good against much of anything else, but they make a good addition and excellent pest control if your early game melee milita is having a hard time catching up to Bloatsprites, Radrats and other pests.
Also since they are well capable of defending themselves in close combat (being made of metal and kicking the living shit out of anything that comes in range) they make good auxiliaries and shields for the melee militaponies, a puny squad of 10 mud ponies and boneheads is now all of a sudden a squad of 20+.

Sprite bots are much better at spotting sneaking thieves, snatchers and ambushers than cats and dogs, fill the same function as either (guard dogs, except with lasers and polka music. And cats, that hunt vermin to some degree) and their populations can be more easily controlled (don't adopt like cats do, and don't reproduce, so it is easier to get rid of them when you don't want more of them).
If you don't like them roaming around above ground and getting killed (also a plus, they are very expendable and cheap) you can tie them to guard corridors like dogs.
When you have 10+ of them roaming around above ground they will also become confident enough to engage hostile wildlife, who run like hell when attacked by multiple sprite bots, this includes black radscoprions who often attempt to take a couple of jabs at the little floating balls before suddenly falling back, this is a DF AI thing.
Other notable things to mention is that they don't suffer from crippling wounds to the same degree as cats and dogs do, and aren't as affected by irradiated dust storms and other bad weather that fleshy things are, they just don't give a fuck it seems.

Mr. Hooves I haven't tried that much, haven't had the opportunity to upgrade them, but if it is true that they make good medics when upgraded to Ms. Redheart then they make an invaluable addition to your hospital, as your ponies are all fucking retarded anyway.
The offensive upgrade I assume turns them into shootier but less resistant protectaponies, which is again, a plus for your milita.

The strongpoints of robots as a whole are the following:
- They are expendable, quick and easily replacable.
- They are resilient to damage (ie NOT FLESHY).
- They act as a force multiplier to your milita and can be tasked with protecting your fort on their own (DOGS DON'T SHOOT LASERS AND BULLETS), which puts your fleshy emotional ponies out of harms way, which in turn helps in preventing unhappiness and unnecessary deaths.
- They are easily controlled and manageable overall.

I haven't advanced enough in tech to go beyond a mix and match of robots and soldiers, but presumably, once enough upgrades are made and robots obtained you could theoretically replace your entire milita with robots that do all the defending for you.

So robots are your friends, and one of your greatest assets.
Lastly, Robot Rock (https://www.youtube.com/watch?v=r2tYJoocSgg).

I'll be back later to gloat and fanboy over the robots some more once I get more of them running.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 04:06:40 pm
Good explanation of the robots Replica, though keep in mind that even this is an introductory system. I have other plans for robots in mind. :)

To each his own as well...there are many ways to survive in the wasteland, of which robots are only one. I personally prefer fortified ranged squads armed with combat and hunting rifles...while security turrets are nice early on, you'll find their bullets are unable to penetrate ranger armor and alicorn shields. They do serve as quite the distraction though.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 04:15:25 pm
*Coughvirusinteractionthatturnsourrobotsagainstuscough*
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 04:19:25 pm
Quote
The strongpoints of robots as a whole are the following:
- They are expendable, quick and easily replacable.
- They are resilient to damage (ie NOT FLESHY).
- They act as a force multiplier to your milita and can be tasked with protecting your fort on their own (DOGS DON'T SHOOT LASERS AND BULLETS), which puts your fleshy emotional ponies out of harms way, which in turn helps in preventing unhappiness and unnecessary deaths.
- They are easily controlled and manageable overall.

  Robots are not cheap. A spritebot on embark costs ~125 points, a turret ~250, and a protectapony 1,000 points. Two female dogs and one male one cost ~45 points, and with those spare points I can get three full sets of iron security barding. The only way to replenish your stock is through trade, which means you have to have control of the surface and that you can only get about four of whatever robots you're using at once; dogs breed fairly quickly, with the first litter coming in somewhere around summer to autumn and more on the way. Dogs can also aid your military, and while they tend to be squishy they are otherwise superior to robots in terms of lethality (at least unupgraded ones). Lasers and bullets are pathetic damage-wise. You can also control dogs just as well; a 10x10 pit somewhere off to the side filled with dogs and all their spawn will keep them out of your hair until you need them.
  There's also the nice lack of broken laser bolts everywhere ;P
  And... well, you just can't be a good wastelander without a loyal hound at your side.
(http://images2.wikia.nocookie.net/__cb20120418063159/fallout/images/e/ec/Dogmeat_scaring_phil.png)

*cyberdogscoughcough*
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 04:26:30 pm
I KNOW HOW WE CAN SOLVE THIS DISAGREEMENT!

!!CYBERDOGS!!

(http://images2.wikia.nocookie.net/__cb20050429230939/fallout/images/b/bd/Macybraa_se.gif)

(http://images2.wikia.nocookie.net/__cb20101102161341/fallout/images/d/d2/FNVRex.png)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 04:28:16 pm
INDEED!
CYBERDOGS!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 04:31:16 pm
Dammit guys, stop skipping ahead on my development list! (If you hadn't guessed by now...there are plans to have robobrains made from slave ponies as a third alternative to enslaving or rehabilitating them...and cyberdogs made from ordinary dogs...but that was supposed to be after version 1.0 dammit!)

The list is nice and orderly for a reason! >:(
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 04:34:10 pm
Okay, okay, I can wait ;P
The robobrains sound like a lot of fun (inb4 robobrain fort).

EDIT:
Thank the gods! Slavers showed up! When you have only eleven ponies in your entire civilization, and when half of them are doing full-time training, it gets a bit difficult to do things in a timely manner. Not to mention the steel equipment I got off of them... slavers are by best friends ever!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 05:10:44 pm
Dammit guys, stop skipping ahead on my development list! (If you hadn't guessed by now...there are plans to have robobrains made from slave ponies as a third alternative to enslaving or rehabilitating them...and cyberdogs made from ordinary dogs...but that was supposed to be after version 1.0 dammit!)

The list is nice and orderly for a reason! >:(

(http://i1220.photobucket.com/albums/dd448/HannahLynnLove/GIF%20Photos/Success.gif)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 02, 2012, 05:27:58 pm
I currantly got a Mr. Macintosh working.... Crazy Cow, I think you would like one. There basicly mobile short-ranged flamethrowers with a longer-ranged attack that can actualy do damage to invaders. There not half bad at close range, either.

Also, first slavers selling slaves, next the ability to cyberize ponies? Praise Red Eye! :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 06:07:50 pm
On a completely unrelated note, I have three gameplay questions that I couldn't really find out myself:
1)Does cave adaptation effect ponies more severely, or does it still only accumulate to vomiting fits?
2)Can ponies go without clothes, or will they eventually gain enough bad thoughts from being "nude" that it will become a problem down the line, like with normal dorfs?
3)Does the philosopher garden's other two uses (observe surroundings/debate with yourself) have any use? I know that meditate really helps calm my tantrum-ers, but what do the others do, if anything?

I might get more questions later on, seeing as this is my first fort with this mod that actually made it past the first two years (those damn black radscorpions!).
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 06:17:30 pm
1) Ponies don't have cave adaptation.
2) They can't go without clothes, they need shoes and a shirt.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 06:19:35 pm
Also, it seems that armor counts as clothing. I don't remember if this is Toady's doing or Lycaeon's ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 06:49:06 pm
Observation of surroundings increases observation skill, while debating increases judging intent skill.

And the armor counting as clothing is vanilla DF...many of my changes to armor are either cosmetic or strength adjustments.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 02, 2012, 06:51:19 pm
I am calling it a day.
My badass champion and slayer of 14 Black Radscorpions was just killed by a Bighorner.
Just like that. One kick to the head.

I don't facepalm very often, but I don't even...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 07:01:15 pm
Ouch...that's unlucky. :( Bighorners are essentially large mutated goats...so they're not too bad in fights. I've had a few embarks in which the starting two took down several ghouls by themselves.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 07:11:20 pm
The first suit of star metal armor has been manufactured. My one mud pony soldier has it for now; he's got himself a flamer, and seeing as I've never used one before this is going to be a bit of an experiment. I just need to get around to getting him some boots until he's fully armed and armored.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 07:44:27 pm
Make sure he's carrying a riot shield, otherwise he'll be burned by his own flames.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Putnam on December 02, 2012, 07:44:50 pm
1) Ponies don't have cave adaptation.
2) They can't go without clothes, they need shoes and a shirt.

They can be cave adapted, but I don't think it'll cause vomiting.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 02, 2012, 07:57:10 pm
My fort continues. Man, those dogs and ghouls are brutal. I got some more migrants, but nopony suited for the militia. Besides, making armour and weapons takes me some time, but at least I have finally some steel from ore I brought on embark. I'm making security barding, security helmets, security boots and matchettes. This should work fine. Unfortunately my Weapon / Armoursmith died, so I'll get only normal quality.

Extra Caps started a brawl with Dishes, killed him, calmed down and went on a meeting with Fleur. He has been waiting for months so far. She worked during that time, mostly mining, but he is very persistent.

A caravan of wastelanders visited, killed a ghoul, chickened out and went home. I didn't get to trade with them.

Radrats stole most of my food. I moved what's left underground. "Luckilly" feral dogs left me some meat and tallow and I still have alcohol. Seeds are becoming a problem, though. For some reason I can't cook them.

Caduceus, my doctor / hunter shot a dog with a BB gun so hard, that his teeth scattered around like confetti.

Two unicorn ghouls came to my camp, killed a feral dog, killed Caduceus, then chased away some ponies. Caduceus was my best hope for a working hospital.

I brought two toolsets on embark, built a Salvage Yard, Supply Depot (opens crates) and Workbench (works with electronics) and still have the toolsets. They don't appear to be useful for anything so far.

Scrap metal appears to be ore of some kind. I think it produces various metals, but mostly copper. I think I can make brass directly from it, which is good. I may be able to make some pellets eventually.

Giving ponies their own rooms (a bed with 3x3 room and no walls around it) calmed most of them down. So did making coffins, I think.

I'll play on, I guess :)

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Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 08:18:51 pm
Ghouls are actually weaker and slower than the average pony...but they can't feel pain or get tired, and often show up in numbers. Glowing ghouls are dangerous, as their radiation bursts severely weaken ponies caught by it.

Seeds are uncookable for the time being, as that would result in an easy (and unreasonable) source of food.

Toolkits are used for opening advanced crates, crafting various weapons and technologies at the workbench, and a variety of other things. I suggest looking through the lists of reactions in the workbench and checking out their reagents, as well as the components for many of the new buildings in the workshop list. They're all neatly labeled, and should help you figure out what to do with the components you find in your crates. Gradually you'll find the right parts to build computer terminals at the workbench, which are themselves used to build several other buildings, each of which has its own set of reactions that require unique components. All of the workshops are described in some way or form on the first page. Eventually, you be able to do things such as upgrading robots at the RobronCo maintenance station, training pre-war skills at the Stable-Tec terminal, outfitting battle saddles at the armory, manufacturing chainsaw rifles at the gunsmith's forge, and many other advancements that will ensure your eventual prosperity in the wastes.

That is, if you survive first... ;)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 08:30:45 pm
The raiders attacked for the first time and were destroyed. Six sawponies in the squad; a gunner shot one through the neck and spine the moment he saw them. Four stepped on my weapon traps and died instantly (barbed wirex3 in all of them, absolutely brutal), and the last two were torn up by my swordsponies.

My military is six strong; three legendary swordsponies (star metal barding, steel helm/boots/shield/machete, war dog), two expert gunners (leather barding, steel combat rifle) and one experimental flamer (star metal barding, steel helm/boots/shield). Here's a shot of my entrance, sans most of the blood, gore and spare bits:

(http://imageshack.us/a/img96/7896/79828011.jpg)

And for your pleasure, one of the poor sods who tried to crawl away through the barbed wire:
(http://img528.imageshack.us/img528/8417/59233066.jpg)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 02, 2012, 08:32:38 pm
Personally, I would change some names: "Chainsaw" to "Ripper" and "Nurse Redheart" to "Autodoc".

If this fort falls, there is always then next one. Still, I should get by. I'm just always slow and not much good at making an army. In my first forts I used migrants to make crossbow ponies and they kept using my bolts for training. I needed plenty of coffins.

Crazy Cow, thanks for telling what's barbed wire for. I have lots of it.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 08:40:52 pm
There's already a ripper; it uses the knife skill and is built from a combat knife, wiring, spark battery, mechanism, and chain. The chainsaw itself is uses the axe skill and is made from a hacksaw and similar components. Both are made at the workbench.

Nurse Redheart is more of a nurse...it's not actually as effective as the Autodoc was in Fallout. You still need doctors to diagnose the patient and perform any necessary surgical procedures. The Nurse Redheart keeps them alive in the meantime and speeds up their recovery.

Ranged weapons training is easier, at least. BB pellets are cheap to make, and don't do much damage, so your gunners can spend their days shooting at some poor raider trapped behind fortifications. :)

Edit: Nice Crazy Cow. :) Are the slave ponies proving helpful in your expansion?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 09:11:27 pm
Well shit. My fort finally fell.... sort of.

I was having a pretty decent set-up going on. I was sitting on more silver than I could dream of and I think I created a new holiday because most ponies would go to sleep and then wake up to find five new silver armor racks cluttering up their room, and a tin coffer just to add some flavor. In all, happiness was rather high, even though I was going through a starvation epidemic... even though I had stockpiles of prepared brahmin gullet stinking up the place.

Turns out that if you go into a bed in a designated hospital with three ponies dedicated to healthcare-related tasks, you might as well start opening some important blood vessels, because my ponies avoided feeding any patients like they had the plague, even though his only injury was a broken leg. So all of my patients starved to death, except for a pony named Beard, he passed out just outside the main courtyard and was pecked to death by some buzzards.

After about a month of fairly calm, but still pretty damn shaky, problems, I get the wave of thieves. After killing off five petty crooks, three snatchers jump out of nowhere and smash two of my turrets and decommission my militia commander. I kill them off, only to be greeted by a wave of both thieves AND snatchers, then out of nowhere:

An ambush! Curse them!

I gear up my troops to fight them. A couple spear ponies, nothing too bad.

An ambush! Curse them!

Maceponies. Shit. I'm fazed, but I keep cool and split my forces. A fairly decent battle rages on on two fronts, a few soldiers are lost, but I'm still-

An ambush! Curse them!

Are you kidding me! I was doing fine against the spears, so I send them to deal with... Gunners... fuck everything. Thankfully, I draft a nearby miner with no experience whatsoever and he gets into a martial stance and cracks half of those fuckers down, only to be stung by a stray black radscorpion.

After a brutal three-front war (and I wasn't as lucky this time, two groups bunched into a death ball and smashed right through just about anything, eventually colliding with my turret wall, and eventually pulling back for round two) I managed to beat the fuckers back and gazed on as my group of inexperienced conscripts make the final raider choke on his friend's broken teeth as an 8 year old filly "lodges firmly into the wound" an iron sledgehammer.

So, it seemed pretty bad in all. We were fairly beaten, down to 17 of my original 40, but we kept on. I think this would be a good less-

An ambush! Curse them!

.......I give up! I conscript every pony I got to take on swordsponies with full shields/armor/weapondry and I watch as the last of the tiles that weren't red, white or green with blood, icor or vomit turn not-not red, white or green.

In the end, I had nine ponies walk away from that bloody battle. Right now, I have five as I type this: two foals, a heavily injured slave, a melancholy-stricken engraver, and the Hero of Breachtower, Morning Riverruler Angeltwist Wavy (he put a ring on it... many times), who bascially was the only person to fight in the last ambush, everyone else was too injured to walk (gotta love martial trances). I don't think I'll abandon quite yet. I'm banking on the fact that some migrants are well overdue, but I have a smidgen of hope.

Just thought I'd let you guys know of this interesting tale. Time to see what a 36 year old war hero, who lost all of his bloodline in under a year, can really do with a fortress infested with ghosts, vermin, and lots of vomit. So much vomit!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 02, 2012, 09:22:57 pm
Unfortunate, Bacon, but pretty entertaining all the same. :)

I'm concerned about the lack of hospital feeding/water...those ponies were exclusively assigned to give food/water to patients, with no other activated labors, right? Has anyone else seen this problem or have any problems with healthcare? You may need to deconstruct and reconstruct the bed and have the healthcare workers recover wounded and bring them back to the beds.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 09:36:25 pm
Eh, it was all for the best I guess. Anyways, this lucky bastard might actually make it if nobody invades until the next migrant wave, because this stubborn likes to do two things: meditate and mine. And there's more than enough military rations to last one single pony quite a bit...

Is it me or does this sound ever-so-subtly like a zombie apocalypse? Think about it.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 02, 2012, 09:52:15 pm
Eh, it was all for the best I guess. Anyways, this lucky bastard might actually make it if nobody invades until the next migrant wave, because this stubborn likes to do two things: meditate and mine. And there's more than enough military rations to last one single pony quite a bit...

Is it me or does this sound ever-so-subtly like a zombie apocalypse? Think about it.

Zombie apocalypse, ghoul apocalypse, raider apocalypse, there all the same. :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 10:01:16 pm
Edit: Nice Crazy Cow. :) Are the slave ponies proving helpful in your expansion?

Indispensably so. An extra five sets of hooves is making everything faster and smoother.
As for healthcare, I have run into all of zero problems. I've had several ponies in the hospital for broken bones and such over the course of the game and never have I had them die on me for lack of attention. Did you do something funky in the 'o'rders screen, Bacon Pants?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 02, 2012, 10:12:19 pm
Not that I could really tell. I'd delve deeper into what screwed me in the end, but I'm tired as all hell. Night.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 02, 2012, 10:31:45 pm
Root Pinebrush, mud pony Flamer, has engaged his first opponents: a trio of black radscorpions.
All three dead with machine-like precision. Bam, bam, bam: three dead bodies which were quickly reduced to ash. It was beautiful. Root may be a mud pony, but his skill in combat comes close to that of a unicorn.

EDIT:
The second anniversary of our reclamation project has come. I think that, in order to celebrate the occasion, I'm going to put some effort into making rooms for everyone.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 02, 2012, 11:51:06 pm
So, found an interesting embark.  I like embarking on peninsulas and/or places that are cut off by rivers.  So imagine my smile when I find a peninsula with a river across the base.  I've seen a few like this, and they always have a little bit of room between the river and the lake.  Except this one.  It looks to be a major river (40+ squares across), and I am stuck in a little corner instead of in the middle of a nice secure bit of land.  I start wondering how to build a bridge across it... then realize I could do a tunnel instead.  Hopefully I get everything set up on the other side before anything nasty shows up.  I am enjoying the new ways evil and savage areas work.  Little bits of good salvage scattered among the angry dogs and radscorpions... and occasional ghouls.

Edit

So, don't mess with giant radscorpions.  My stable is still alive, thanks in large part to being on a different corner as this giant radscorpion who has been destroying every ghoul that tries to mess with it.  Taking on groups that include glowing ones and kicking ass and taking names.  I really hope I can get sealed off on my island quickly, before ghouls or giant radscorpions show up on my corner.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 12:57:50 am
That's... fourteen dead slavers spread out in two ambushes; these barbed wire traps are fucking amazing. I can't even tell what color my trade depot used to be ;P
My fortress is also up to twenty members! Nearly half the fort is made of slave labor now.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 03, 2012, 06:05:15 am
Sweet Celestia, you've all been having a massive party without me.

I don't get how you guys don't have trouble with these annoying pests. It seems that every fort I build, they always take out someone really important by basically surrounding the poor sap when he's getting a drink.

A simple solution to that problem, alcohol and lots of it. Also farm construction on day one for distilling. I may not be able to boast about insane military victories or even having a competent military, but I always have my ponies stuffed with more fruits and vegetables than they know what to do with.




  Robots are not cheap. A spritebot on embark costs ~125 points, a turret ~250, and a protectapony 1,000 points.

Getting lucky with getting antique salvage tools solves the embark problem. Parade of stone bins and crafts solves the trading one.


My fort continues. Man, those dogs and ghouls are brutal. I got some more migrants, but nopony suited for the militia.

Most of my migrants have military skills to boot. Near all are at least armor users.


Caduceus, my doctor / hunter shot a dog with a BB gun so hard, that his teeth scattered around like confetti.

He had the Bloody Mess perk.

On the subject of brutality, where is this stuff called 'barbed wire' made and what does it do exactly? Do you put it in a weapon trap to make it work, what is this devil's wire?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 03, 2012, 06:38:29 am
I acctualy get the exploding teeth effect quite commonly in this Mod (never saw it happen in DF vanila thogh), it gets a bit rediculus at times.

One question that i have is why dose salvage priced so higly? this have the effect of getting your fortress to high tier weath very quickly. woulden't it make more sense that for the lowest quality salvage to be dirt cheap?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 03, 2012, 07:02:45 am
Guys, don't forget to salvage.
Build a Salvage Yard (found under furnaces) and start processing all the wood called "Salvage Logs".
You'll get crates and other shit which you can open at the Workshop, the amount of loot and it's value varies but when opening weapon crates you may end up with several steel grade weapons and trap components.
And that's just from Low and Medium Quality salvage.

It may actually be profitable to import high quality salvage from traders now that I think about it, it's a gamble, but with luck you could end up with loot worth way more than what you paid for it.

Also do not use the salvage logs to build things.

1) Ponies don't have cave adaptation.
2) They can't go without clothes, they need shoes and a shirt.

They can be cave adapted, but I don't think it'll cause vomiting.

Creatures can be cave adapted without even having the CAVE_ADAPT tag in their creature file?
Hum...


EDIT:

Special delivery for Crazy Cow.
Unicorn migrant.

(http://i156.photobucket.com/albums/t33/Mattelus/delivery.png)

Also this.
(http://i156.photobucket.com/albums/t33/Mattelus/wat-1.png)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 10:03:44 am
On the subject of brutality, where is this stuff called 'barbed wire' made and what does it do exactly? Do you put it in a weapon trap to make it work, what is this devil's wire?

It's a trap component you get from salvage (and you get a lot of it; I'm sitting a on a dozen of them). Put three or four in a weapon trap and it breaks anything that stands on it.

And that's just from Low and Medium Quality salvage.

It may actually be profitable to import high quality salvage from traders now that I think about it, it's a gamble, but with luck you could end up with loot worth way more than what you paid for it.

Also do not use the salvage logs to build things.

Low salvage is pretty much useless after a while. You get some odds and ends, yeah, but the Ministry crates are in the medium-quality salvage and those are what really drive the tech tree up. I always just focus on finding the medium-quality salvage and toss the low-quality stuff in my normal wood stockpiles and make furniture out of it.

Special delivery for Crazy Cow.
Unicorn migrant.

(http://i156.photobucket.com/albums/t33/Mattelus/delivery.png)

Also this.
(http://i156.photobucket.com/albums/t33/Mattelus/wat-1.png)

A true hero, he is. Can you tell me more about him? ;P

EDIT:
(http://cdn.memegenerator.net/instances/400x/31208050.jpg)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 03, 2012, 11:02:49 am
There is no such thing as "bad salvage", all salvage is good, and the crap you get from low quality salvage is probably needed to build some things out of the better salvage.
I mean, all that wiring has to be used for something, doesn't it?

As for the unicorn Bean Rabbitglad, there is not much to tell really.

He is a muscular hunk of a stallion with a golden yellow coat and maroon mane and tail and a cutiemark of an assault rifle and a magazine, he is an adept gunner and one of two rifleponies (ie ponies who specialize in ranged weapons) in my fort of 64.
He has a wife and son living elsewhere who he apparently doesn't give a shit about seeing how he jumped on the first best migrant wave to my desolate tundra to live like hell and share 12 beds with 64 sweaty and angry ponies.
He is also the owner of an artifact brahmin bone BB rifle somepone created a while back, called "The Sandal of Beaches".

So far he has gotten zero kills while in my fort, but I am in the stage where I am planning out my milita and isolating myself from the surface.
Raiders and slavers have begun sending the odd ambush and the low amount of salvage I get from putting my scavengers at risk in the cold tundra, snowstorms and black radscorpions is ending up being more trouble than it's worth, so I have taken to digging out large areas in the soil layer for low quality salvage and gone to the caves for medium-high salvage.
Great things are expected of Bean once I get some proper target practice set up for him and his partner.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 11:12:02 am
Keep me posted on him, eh? ;P

EDIT:
  Root Pinebrush, Elite Flamer, is a specimen nearly equal to a unicorn. The annual raider ambush showed up, a squad of gunners led by a hammerpony, and I sent Root out there to get a bit of combat experience.
  She stumbles face-first into three more ambushes, more than twenty raiders. I call up my swordsponies to deal with the threat, fully expecting to find the raiders playing hot potato with her spleen. When they get there, though, she is still standing. Both of her hindlegs are shattered in several places, she's got welts across her body from the lashers, but she's still brawling with twenty of them at once. She doesn't flee when the unicorns show up and start wading through the sea of blood, either; she's in extreme pain, dragging herself around and doing her best to make these raider's lives as miserable as possible.
  During the fighting, Tempest Soundblaze Crystalpear was set on by no less than five lashers. Even armor forged from star metal itself wasn't enough to turn away their silver whips, and once her body was so broken it was impossible for her to stand, a cowardly raider spat in her face and crushed her skull underhoof.
  Boar Swimsilk, Elite Swordspony, avenged Tempest's death by goring the raider that killed her through the eye with her horn. Not a single raider escaped from the fortress of Sheenreign that day.
  Right now my ponies are focusing on clearing out the desiccated raider corpses before they start growing mold. Tempest will receive a tomb befitting her status as a hero, but there are no ponies in the fortress ready to start training to take her place. Root is recovering from her wounds in the hospital, and while she may never be able to walk again she has proved herself to be far above her filthy blood.
  The fortress is nearly three years old now; four if you count our disastrous beginnings. I have yet to see an alicorn, but I will be ready for them when they arrive. For now I'm preparing to enter the lower caverns in order to hunt down some high-quality salvage; maybe I can get a MoAS terminal up and teach my two surviving officers some combat spells.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 03, 2012, 12:48:17 pm
The high value of salvage reflects the value of goods you gain from it.

And Crazy Cow, you don't need a MAS terminal to begin your spell research. Arcane terminals are enough, and those are built from Stable-Tec processing matrices. In fact, unless you have a unicorn with a magic-oriented cutie mark, you won't be able to use the advanced MAS spells anyway. The detailed description of the research tree is under Arcane Sciences in the workshops on the first page, along with a list of magic-oriented cutie marks.

Loving the Stable reports guys! :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 12:52:10 pm
Yeah, both of my surviving swordsponies can learn apprentice alteration spells. Nothing major, but perhaps that Blind spell can come in handy.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 03, 2012, 04:23:58 pm
I was left around 10 ponies with 4 foals. Despite being short on ponypower, by at least one slave I played on. I made a squad of 2 Unicorns with machetes, riot shields and security barding worn over clothes (albeit the horseshoes didn't fit, so may I can give them socks later). Despite poor quality equipment (my weapon / armoursmith died), they totally PWNed those feral dogs, thinning out packs of them without much trouble.

Traders from my home civilisation finally showed up. They made it to the depot without trouble and with one meal made of feral dog meat and about 2 screens of trash, I managed to buy some supplies, including food and a protectorpony.

I chained the protectorpony on a salvaged steel chain by the entrance and about in the middle of my temporary camp outside. It shoots in short bursts at anything trying to harass my ponies. To date it only managed to kill one bloatsprite, but about a dozen times a pack of feral dogs was going towards my camp, got pew-pewed and reconsidered after getting some internal organs bruised. There is now a ring of blood around my camp. A few Bloatsprites still managed to rush my food stockpile and steal some things, but most of them was kept at bay. I recently also discovered that I can train the protectorpony for war, but I have no idea if it did anything.
I apparently have a turret too, so I'll chain it for even more covering fire :) 

I also got a second anvil from the caravan (consider adding this to advice in first post) and could finally build gunsmith's forge. I made some pistols and will soon get ammo for them. Unfortunately my stash of lignite from embark run out, and I have to make charcoal. Luckilly I took some Saltpeter on embark too.

It turned out, my Tanner's workshop was actually a Leatherworker. Facepalm at all the lost feral dog leather.

I can make pellets out of all that feral dog bone. I wonder if this is sustainable, that is if shooting the dogs with dog bone pellets will kill enough of them to replace the pellets. If so, it would be a great training for my militia.

In late spring I got about 20 migrants and after sorting them out should be able to pursue more ambitious projects and get some ranged military. Now I may have too many ponies food and drink-wise, but I'll think of something. I'll have to look into farming carrots, beetroots or radishes. I think they get multiplied by the kitchen and some of them are brewable. If not, I can always hunt for more dogs and build a roof over my brook to prevent it from freezing.

One of the new migrants, an Armoursmith, got into a strange mood shortly after arriving. He made a riot shield out of iron and a piece of salvage. After loosing my weapon / armoursmith I lucked out and got an instant legendary. Too bad, I run out of fuel.

I should get a dining room and move more industries underground soon and with all those migrants I may even dare to touch hospitals again. All is well.

Pictures:
Spoiler (click to show/hide)

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After looking at some of of the raws, a few things are clearer.

I recommend embarking with bituminous coal / lignite and saltpeper and 2 anvils, if feasible. There is no need to bring any ore on embark; scrap metal from salvage can be efficiently made into bronze and brass.

I would prefer it if toolboxes were simply required to build some workshops, not be parts of reactions. Now they need to either be brought from stockpile / another workshop or just sit at my workshop. It is a minor annoyance.

Scrap metal is an ore of: iron (30%), copper (30%), tin (30%), aluminium (15%) and zinc (10%). Unless one wants to "Luck out" on iron or aluminium, it is much more efficient to "Make bronze from ore" and "Make brass from ore". That way you get 4 bars per ore or 8 per reaction. Bronze is good enough for weapons, barding and bullets (with brass for casing), at least for starters or mass production. Apart from getting scrap metal from salvage, I found a few small clusters of it in the ground.

I have some plasteel plates. They have value 150 and PWN steel. I'm guessing that starmetal is even better. I've also seen something about woven nanotubes in the RAWs. Anyway, what are the plates for? Robot parts? Or just smelting?

Pitchforks and knives are weapons, but not very good ones. They should do fine as weapon trap fillers, though. Smelting them is a waste of fuel.

I more or less figured out the gunpowder weapons.
Gunpowder is made at the Rock Grinder, preferably from Saltpetre. Otherwise you have to use 4 trees to get 4 gunpowder. Well, there are some "cremate" reactions, but they don't produce much.
 1 coal + 3 potash + sack -> 4 gunpowder
 1 coal + 1 saltpeter + sack -> 6 gunpowder
Ammo is made at Gunsmith's forge and all reactions require fuel.
 Small Ammo: 1x(metal +brass +gunpowder) -> 2x30 -> Revolver, Pistol, Little Macintosh.
 Medium Ammo: 2x(metal +brass +gunpowder) -> 2x28 -> Hunting Rifle, Combat Rifle, Ripper Rifle, Chainsaw Rifle.
 Large Ammo: 3x(metal +brass +gunpowder) -> 2x14 -> AMR, Minigun, Spitfire's Thunder.
Minigun misses from Large Ammo description in first post.
Those numbers seem arbitrary. Why stacks of 30, 28 and 14 and not 25 and 5, like in DF?
There is an AP variant of all these calibres, but there doesn't seem to be any difference.
With making bronze and brass out of plentiful scrap, potash and coal are the limiting factors in gunpowder production.
There is a reaction to pack medium ammo into a crate, but why do this?
I haven't figured out any differences between pistols and revolvers, but I assume revolvers are better.

I haven't figured pellets and BB guns yet, with the exception of making bone pellets at craftpony's workshop.

A crate of BBs only has a hundred of them. It should be a thousand or more to make it more in-line with other ammo crates.

Fountain building would have to create an aquifer tile to properly work, but that may not be even possible.

Stable citizens DO NOT START with BB rifles and pistols, they can just buy them on embark or make them quickly. The description in the first post is misleading. Well, unless you use the ambusher on embark trick. 

Cutie Marks should grant some natural skills, around 5 in main skill and 2 in similar / auxiliary skills would be good. In Cutie Pox, getting a cutie mark instantly granted some skill. Yes, this would be somewhat overpowered, but it makes sense. Plus raiders and other nasties can have CM's of their own.

Is there any use for spent laser bolts?

What is it with all the crates from salvage? I get aluminium and steel empty crates. It would make more sense to have bins. I am thankful for aluminium wheelbarrows, though. I don't have to make them out of wood that way.

I haven't yet figured out, what would be non-foreign "Terminator armour" in this mod, that is how much stuff I can wear with security barding.

A coal crate has 9 coke. That is laughable. If it was 9 bituminous coal or lignite, it wouldn't be.

Consider adding a crop guide. What is just for dye, what is breweable, what is processed into large stacks of food?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 03, 2012, 04:51:33 pm
Crazy Cow, I forgot to mention that Unity alicorns are population triggered, so you might not get them in your current fort.

Maklak, plasteel plates are rather limited in use at the moment. They can be smelted down into bars at the prismatic smelter (Basically a smelter which doesn't require fuel, but needs a power talisman to build), which are used to forge scorpion power armor at the prismatic forge (An advanced gunsmith's forge that needs a power talisman and forge terminal). There will be more uses for them in future versions.

Your explanation of the ammunition system is pretty spot on, except miniguns (used in minigun battle saddles and turrets) use medium caliber ammo boxes, hence the reaction to pack medium caliber bullets. The AP reactions are just a shortcut for steel ammunition, as the normal ammunition reactions take any weapons-grade metal.

Revolvers and hunting rifles are wasteland exclusive weapons - your Stable can't produce them, but the combat pistol and combat rifle variants are superior in any case. BB gun pellets don't do much damage but can be massed produced for ranged weapon training. I've already changed the description in the first post about them.

Cutie marks don't have natural skill as then foals would start out with them. A small level of natural skill would make no difference in any case as a pony talented in a profession will easily train it above proficient level, and migrants usually arrive skilled in their talent anyways. Hostile civilization ponies used to have talents as well, but this dramatically slowed down gameplay so I left them with just the cutie marks.

Spent laser bolts should evaporate...though in some cases the DF temperature system will screw up and leave them solid. Let me know if they start building up.

I like your suggestion about opening crates producing bins instead of boxes. I'll consider implementing it in the next version.

At the moment, power armor and scorpion power armor are the strongest, but they can only be produced once you have advanced far down the tech tree, or if you get lucky in salvaging.

Thanks for the feedback Maklak! It's much appreciated. :D Your embark looks good as well, though your salvage industry is pretty exposed.

Edit: I'll probably decrease the amount of items gained from low-quality salvage so Stables aren't overwhelmed with pitchforks and such.

I'll also add a crop guide when the crops get revamped for the Ministry of Peace arc.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 05:15:34 pm
Well... fuck. They're only triggered by population...
New version is out, right? ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 03, 2012, 05:50:28 pm
Never forget!
Lace Lizard of the Losing is Magic mod!
The Legendary 4 year old filly carpenter who built an entire village due to having natural born carpentry skills!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 06:07:19 pm
Meditation Mushroomnotch is 'a master of the arcane arts. He possesses a fundamental understanding of the deep supernatural properties underlying the fabric of reality.' I'm guessing it translates to some fuckawesome magic, but what school? His description doesn't, well, describe his cutie mark at all.

EDIT:
None of my pre-embark ponies have their cutie marks described. Let's see what happens when I embark...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 03, 2012, 06:11:59 pm
Holy shit Crazy Cow, that's a Magic Master.
aka he can learn every type of magic, apprentice, adept, AND master.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 06:20:57 pm
Fuck me.
FUCK ME.
(http://i788.photobucket.com/albums/yy163/saidaisuke9/FUUU.png)
So. Dead civs. I like them. The way I force them is my making ponies die at age zero, then changing it before I embark. This time, I embark on my evil forest/savage ocean, designate a moat, equip the military, unpause...
Fuck me.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 03, 2012, 06:22:33 pm
...
......

BAHAHAHAHAHAHAHA!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 06:25:49 pm
Don't patronize me :c
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 03, 2012, 06:27:24 pm
The cutie mark descriptions (both description and trait) are appearing in the current version. Did you overwrite your old DF folder/raws with the new one? The newest version needs its own file and raws...overwriting is prone to bugginess even with raw-only versions.

As for killing off your civ, I don't recommend it...the Unity alicorns have a high population trigger, which is difficult to reach with slaves alone. There's a good reason for this: a Unity ambush is lethal in open combat unless you outnumber them 3 to 1 (Not taking into account creative stable construction, robots, and fortifications). Although if you really want to do it, what I would recommend is reducing the population of the stable entity to something like 100...that way, they'll be killed off in worldgen without you having to mess with ages and such.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 06:36:44 pm
I tossed a wealth trigger on them as well. I hate large fortresses with a passion, and [POP_CAP] never seems to work... I just need to remember to not be a fething idiot next time ;P

EDIT:
Well, he's no arcane master, but I got Bowpure the Necromancer in my second embark team. You don't have a list of Conjuration magiks, so it'll be an adventure!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 03, 2012, 06:57:34 pm
That's because there are no conjuration spells available yet. The spell system in place now is only a small fraction of what I have planned. However, an adept in one school can still learn more advanced forms of the apprentice spells in the other schools. :)

Edit: Ah yes, cutie marks don't appear until ponies reach 8 years of age, so a 1 second lifespan would sort of...stop that from happening. :P

Edit2: Ordinary unicorns can learn apprentice level spells as well, though they can't use them as much as unicorns with magic cutie marks.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 07:07:50 pm
Yeah. I think it had something to do with having a lifespan of one second ;P
I guess my Necromancer will get some fun apprentice spells, at least.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 03, 2012, 09:05:03 pm
It's strange you don't like large forts. I figured someone with your play style would have need for large amounts of new recruits.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 03, 2012, 09:08:58 pm
I really have no idea what you're implying ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 04, 2012, 12:58:03 am
BTW I noticed that dragons and hydrazine never survive world gen. Which is a bit of a pity because the original FO:E had dragons surviving the apocalypse.

Allso are there hellhunds in current build?

I allso see that I need to readjust my old concept of how much population I can lose before a fortress is a lost cause in this mod.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 03:07:12 am
Dragon and hydra survival is something I'm working on for the next version. There are hellhounds, though I won't say any more on the subject.

And as long as you have a single citizen remaining, you can still hold out until the next migrant wave. Don't be too quick to abandon those Stables. ;)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 04, 2012, 08:39:49 am
Hunting really isn't working out for me, or my migrants.

First thing I do when a migrant wave shows up is sort through all of them, disable hunting labors and assign them to a specific role related to their CM caste, kinda like having all new arrivals take the G.O.A.T to take the most advantage of their particular skillsets.

(http://images2.wikia.nocookie.net/__cb20110328093947/fallout/images/3/3b/GOAT.PNG)

Despite this, many migrants with hunting labors choose to ignore me disabling it for them and they go out hunting anyway, because "fuck you Overmare 'Synthcola' Sensualcover and fuck you God Leader ManualReplica! I can du whadever de fukc I wunt! Ya aint da boss 'o me!".
This ends up with them getting themselves mauled by Black Radscorpions 9/10 times before my unfit milita get their slow asses out to kill them.
Okay, so granted, I can't save every pony, at least not until Toady implements a feature that lets you go into the game world, walk up to your subject and pimp slap some goddamned sense into it.
But still, it is such a waste of lives.

The plans for total surface isolation are almost there though, I have almost finished building the ceiling for my above ground farm and once that is done I just need to build up my perimeter walls for the trade depot, dig out a nice system of ramps to the underground and reorganize my stable entrance defenses with some traps, pits and bridges in a big killing room then I am aaaaaall set.

Edit: I don't know what great idea made me attempt to bring captured slavers, wild animals and ghouls to the trade depot, I had completely forgotten that your subjects don't bring the actual cage to the depot, so 6 slavers, 4 ghouls and 4 radrats wrecked all my shit just as I was preparing to trade with a slaver caravan, I killed them all, but I lost like 20 ponies in the attack and tantrum sprials began showing up left and right, so I had to savescum to salvage my stable from this disaster.
God damnit, and I was really looking forward to trading with the slavers after how highly Crazy Cow spoke of them.

But, for whatever reason this gave me a great stupid idea.
Would you guys be interested in doing a type of community world where we build stables all over a world once the mod gets to 1.0? Sappho style?
The idea would be to give everyone X amount of time to build a stable and then retire it somehow (there is a method that leaves your forts untouched with everything intact) before passing the save on to someone else, we'd take turns and the overall goal would be to colonize the entire world.
It'd be something we'd do by the side of our main saves, for fun, so there shouldn't be any problems waiting for the next guy to finish up, if the next player doesn't want to/have time to do a new stable the turn passes on to the next player, the cycle would run over and over, so everyone would have the opportunity to play again if they'd like.

Y/N?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 10:28:55 am
*Crazy Cow clears his throat.*
(http://applejack.ponychan.net/chan/files/src/135280571539.png)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 04, 2012, 11:52:30 am
Oh sweet Celestia yes.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 02:21:06 pm
After the fifth world I genned without Rangers or Alicorns, I decided to just use your Equestria world generation settings. I'm putting together an embark team now, but among other things I forget to set my embark points to 10k. For the best, I guess; so many points were spoiling me ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 04, 2012, 02:26:38 pm
Well thats 2 players, that makes 3 of us which is enough to get a decent cycle going, so the community game is a go once the time is right.

We will have a world map with the locations of all the stables and their number (because giving stables a number, such as Stable 1, Stable 2, etc is easier than jolting down Murderedcats the Crow of Kitten-Blood on the map) and make a list of stables and their names to keep track of shit better.
If you have any ideas or suggestions, shoot them and we'll work it out, still plenty of time before Lycaeon's holy 1.0 is ready to go.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 02:38:32 pm
Experiments are, of course, optional but highly recommended. One of the few things that came out of FO3 that I really liked.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 04, 2012, 02:47:46 pm
I don't fully understand what you mean by your version of multiplayer and I don't plan in participating, but I'm evaluating this mod for a community game on a MLP forum. I only have two players so far, though.

PROGRESS OF MY FORTRESS:

Mystery solved. When wasteland traders shown up, one of their animals died to feral ghouls. They fled the map after that, leaving lots of forbidden stuff behind them. That's why I had an extra security turret and other unaccounted-for stuff on the map. I took all of it, including some leather, cloth and anvils.

My luck run out and a series of tragedies struck my outpost. Four foals were kidnapped in rapid succession. EP Suny Days, EP Loudmounth, UP Tin Gadget and UP Abacus. They will be missed by their mothers. Plus they were pretty good stat-wise. I think they went to play outside.

As if that wasn't enough, Barrel Gauge and Plywood were found dead in a corner of my embark. One had a BB gun and a quiver with pellets. Later I saw a radscorpion on the map, but fortunately my securitron scared it away. Time to gear up into pistols and small calibre ammo, I guess. If only I had the fuel to make gunpowder, arms and armour for my security teams. Barrel Gauge was supposed to be a part of my militia. ((Stupid hunters coming to my embarks and messing with the wildlife.))
(http://fc09.deviantart.net/fs70/i/2012/139/1/2/why_doesn__t_it_die____by_jetwave-d50bwro.png) (http://jetwave.deviantart.com/art/WHY-DOESN-T-IT-DIE-302886564?offset=0)

Most of those ponies, if not all of them, were new migrants. I've finally set up the dining room, so hopefully the foals will stay inside. I also disabled all hunting, trapping and fishing labours for everypony.

I have some kind of problem with my wood and finished goods stockpiles. I set up a wood stockpile for normal wood and another with wheelbarrows for salvage. They were sorted, but eventually ponies stopped filling them, with lots of both wood and salvage on the map. The problem may have something to do with the lack of wheelbarrows and orders of giving things to workshops. I've even set up a wood stockpile with default options and it doesn't work either. For now I'm waiting with using my wood till all the salvage is processed, but without a stockpile with wheelbarrows close to the salvage yard, the progress is glacial.
I've set a finished goods stockpile to accept gems, coins and most things under clay->tools/toys, such as destroyed terminals. It only has gems. I later set up a default finished goods stockpile and it immediately took all that broken glass and depleted batteries. I just don't know what went wrong.

With all those new migrants I finally set up a hospital and it worked fine. Most importantly, Splint, my CMP from embark is now healed and can resume her duties as CMP. Scalpel has medical labours enabled to help too.

The security turret I took from a cage from a dead trader brahnin doesn't seem to shoot at anything. Oh well, at least the protectron does.

Nine more migrants have arrived. I've got enough of them for now.

I finally got enough worthless remains to cremate them and got 4 ash. Nice. Three jobs like this and I'll get 4 gunpowder.

I've built a roofed building over a section of my brook, so I'll have access to clean water that won't freeze. I may later upgrade it with underground-only access and grated-over channels. I don't think I'll even bother with wells. Ponies sometimes fall into them.

I checked and I don't have any contacts with either Unity or Steel Rangers. Seems like a reasonably safe embark to me.

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SOME THOUGHTS.
I don't quite get the deal with all that broken glass. Green Glass is easily made from sand, although the broken variety doesn't need sacks and fits into the bins nicely, so is marginally better. If there was some broken clear and crystal glass too, as well as a small chance to find unbroken varieties, glass from salvage would be much more worthwhile.

Rename backpacks to saddlebags.

Robots could have Targeting talismans as parts of them. Not necessarily as something you can damage in a combat, but something you need to make them and have a good chance of recovering from dismantling their remains.

Would heavy turrets that shoot something akin to balistae bolts be feasible?

I found some errors in Cutie Mark descriptions:
CM "fish and rod" -> "his natural charisma..."
CM "assault rifle" -> "in his/her mouth." (Doesn't depend on gender)
CM "butterfly" -> "of nature."

Alchemy is an unused skill and it could make some sense in this mod.

I told you that empty bins would be better than all those open crates. I have an even better idea now: Make them into chests / coffers. It would make sense for this type of containers to be locked and even aluminium bins are quite heavy.

I suspect that ponies are alcohol-dependent. They shouldn't be in any case.

What the heck is "bonfire"?

IDEA: ZEBRA PHATZ
Zebra invisibility cloaks. Pretty rare. They grant invisibility to enemies or whatever passes for stealth in this version of DF to one pony, permanently.

Zebra flight talismans. Add [FLYING] for a week... after which the pony plummets to her death. OK, maybe not the best idea.

Buffout: (Buck? Dash?) Buffs physical attributes for a week.

Dash: Lowers [SPEED] and increases agility for a week. In short, makes you faster.

(???): Makes a pony fearless for a week, but I think that implies blindness.

Mint-als: Buff mental stats for a week.

Med-X: Immune to pain for a week.

Healing potion: Stops bleeding (?) and boost healing rate for a week. Stronger variant, Restoration potion, even slowly heals nervous tissue.

Zebra crates: Chance of invisibility cloaks, flight talismans, rifles, medium ammunition, food, combat armour, coal and all kinds of chems. Chems should also be in MoP crates.


If there are Griffins, they could be a part of slaver civilisation and use combat armour and rifles. Elites might have scorpion armour and AMRs.

In old MLP mod, there was a wood transmuting workshop. It turned food into wood. Please, please, please, have that as a part of your magic system. Ideally the workshop itself should be simple to build, but the reaction require a Unicorn who has learned the "Transmute plants to wood.", an Apprentice Alteration spell.

Have a look at "wizard's tower" mod. http://www.bay12forums.com/smf/index.php?topic=59311.0 There may be something there that would make sense here.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 03:43:52 pm
I'm certain that those drugs are in the upcoming MoP update.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 03:47:15 pm
After the fifth world I genned without Rangers or Alicorns, I decided to just use your Equestria world generation settings. I'm putting together an embark team now, but among other things I forget to set my embark points to 10k. For the best, I guess; so many points were spoiling me ;P

Yep...I set up the Equestria worldgen settings to conform to the mod's weather and civilizations, many of which won't show up in or are overwritten by default DF worldgen.

Don't be too keen on v1.0 though...I'm going to be very busy for the next 2 weeks, so I won't have the time necessary for large updates. :( It's one reason why I stabilized this version...0.88 should be pretty bug free.

To Maklak:

Broken glass is automatically smelted at the kiln to yield green glass and a small chance of clear glass. I've changed the general tips to reflect this.

Backpacks are hardcoded, so I can't rename them.

Robot part dismantling is planned for when you'll be able to turn dogs and slave ponies into cyberdogs and robobrains, respectively.

Ballista bolts can't be shot by turrets, but I do have plans for heavier turrets.

The cutie mark errors have been corrected.

Alchemy is used for the Arcane Sciences research reactions and unicorn spell learning (Refer to the workshops and industries on the first page).

Crates already yield chests when opened (Along with their goodies) if you're referring to the various Ministry and Industry crates, so I'm not sure I see your point here. Certain crates will yield military-grade ammunition, so keep an eye out for those. :)

Ponies aren't alcohol dependent...they can drink water from rivers and wells.

Bonfire is a workshop that produces a fire on demand (either short or long lasting).

There's already a stealthbuck that gives a pony the ability to cloak when installed at a Stable-Tec terminal. The Zebra research tree itself is some ways down the development list, and is not a priority at the present time. The zebra crate in question will be a Four Stars crate.

The drug system is planned for the Ministry of Peace arc (Which will be after the next update) and already includes everything you've described and more.

Talon mercenaries will be one of the new factions in the next update.

Transmutation reactions are also down the development list (If you haven't gathered by now the list is very long), but I will consider adding wood reactions as well. The spell system right now is only a small fraction of what I have planned...I eventually hope to get in every important spell canon to the FoE universe.

Again, many thanks for the feedback Maklak! The account of your Stable and the picture are awesome! :D

Edit: I'm also going to increase the coal yield from coal boxes.

Edit2: The mod in its current form is a bit harder than I originally intended, and I won't be able to adjust this until the next version, so just keep that in mind for community forts. :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 04, 2012, 03:58:09 pm
Oh Maklak. :D
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 04, 2012, 04:30:38 pm
Crates already yield chests when opened (Along with their goodies) if you're referring to the various Ministry and Industry crates, so I'm not sure I see your point here. Certain crates will yield military-grade ammunition, so keep an eye out for those. :)

I was referring to reaction_depot.txt:
[PRODUCT:100:1:BOX:NONE:INORGANIC:ALUMINUM]
I think this is pretty much useless, except for filling them with medium ammo for minigun reactions. Maybe those are just chest or bins and I simply don't understand the RAWs. Don't know.

Pellet box has much lower yield than the other ammo boxes. I think it should be 10x100 steel pellets. Those pellets are quite small compared to bullets.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 04:35:56 pm
BOX is the raw token for chests. I am considering changing them to bins, however, as those are much more useful to a developing Stable.

Actual box salvage (like ammunition boxes) yields only the contents. Likewise, filling a medium caliber ammo box doesn't require anything but the bullets.

I'll probably increase the pellet count from boxes. I didn't want Stables to get flooded with them, as they can be easily produced from bone/wood.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 04, 2012, 04:46:42 pm
Ah, sorry then. Chests make sense and are good. I want them for my bedrooms anyway. Metal bins would be heavy, even aluminium ones.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 04, 2012, 05:00:28 pm
Count me in for the community fort, although my style is a bit weird.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 05:15:51 pm
Me also, though my stable will probably die horribly rather quickly.  You know, like most stables :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 05:20:12 pm
Count me in for the community fort, although my style is a bit weird.
I wasn't aware there was someone normal here.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 04, 2012, 05:28:05 pm
I would like to request one of the starting seven on this hypothetical fort, but no play spot.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 04, 2012, 05:34:05 pm
Count me in for the community fort, although my style is a bit weird.
I wasn't aware there was someone normal here.
My problem is, I don't use complicated solutions for everyday problems.
I don't really pay attention to aesthetics either, so my forts are kinda ugly.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 04, 2012, 05:53:40 pm
I'm up for the community fort if the applications are still open. If I need a resume, I can boast that I had that one dude survive in my fallen fort for almost an entire year after everyone else around him died. Is that enough?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 04, 2012, 06:13:42 pm
No no guys, no "A" community fort.
Community world.
Everyone gets to build a fort.
When the fort dies or the time runs out all current forts are abbandoned/retired (ie turned into a lair using DFhack) and the save passes on to the next player, then it continues over and over for as long as people can be arsed to play.
I'd be up to you to decide on how to best use your time, other rules can be decided as we draw near the actual game.

Right now the number of participants is at 6 (Pokon doesn't want to actually play) so the turn cycles between the 6 of us (in order).
If more players join the game the cycle is made longer and the new player is added at the end of the current cycle, so everyone gets a fair go.

Still haven't decided on time though, how much time do you guys think would be needed for one good turn?
I am leaning on 4 days to one week max, but maybe you guys would like more (better forts) or less (more forts)?

Before anything happens though we still need to wait, this is a pretty big thing and if we are going to use the same version over and over it might be better if we just wait for more stuff to be added, I'm thinking v1.0, but if time draws out too much we may settle for an earlier version.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 06:26:57 pm
I'd say four days. That sounds like a good amount of time.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Bacon Pants on December 04, 2012, 06:27:54 pm
Works with me. Maybe when Adventure mode gets completed we can even go pillaging our own forts when all's said and done.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 06:28:50 pm
That's the point. Once we have a lot of Stables we send off adventurers to pillage explore them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 04, 2012, 06:45:25 pm
Sappho would love it.

Not sure if she'd approve of ponies though.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 06:57:31 pm
Have fun guys! (When you decide to start, of course :) ) I enjoy reading community forts, though I'm more used to single fortresses being passed from one person to the next. A community world sounds interesting though. I advise waiting until I release the next update, as that's when the steel rangers will be rebalanced (they're a bit overpowered at the moment) and lots of cool stuff will be added.

Just bear in mind that I haven't worked on adventure mode at all apart from making it available for wastelanders.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 07:10:59 pm
Adventure mode for this might finally be what makes me learn how to be an adventurer.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 07:44:27 pm
Adventure mode for this might finally be what makes me learn how to be an adventurer.

KHENAL! GRAB MY HOOF!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 08:45:23 pm
Adventure mode for this might finally be what makes me learn how to be an adventurer.

KHENAL! GRAB MY HOOF!

*grab*
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 08:51:30 pm
Adventure mode for this might finally be what makes me learn how to be an adventurer.

KHENAL! GRAB MY HOOF!

*grab*

ADVENTURE!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: P(ony)SI on December 04, 2012, 09:05:35 pm
I'd love to see somebody make a fort that falls to the circus and make an adventurer that avenges the fort.
Better yet, I'd love to see somebody make a fort specifically for exploring in adventurer mode.

Adventure mode for this might finally be what makes me learn how to be an adventurer.

KHENAL! GRAB MY HOOF!

*grab*

ADVENTURE!

Ooh! I want to come!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 09:11:16 pm
Adventure mode for this might finally be what makes me learn how to be an adventurer.

KHENAL! GRAB MY HOOF!

*grab*

ADVENTURE!

Woosh!


On topic, my island embark from a few days ago died before I could get nice and safe.  On the good side, though, I have a new embark that is looking to be my most successful stable so far.  Even if the merchants like my depots too much to leave.  I think it's because I have more than one, and the merchants aren't sure how to handle that.  It's not my fault their wagons don't want to cross my bridges and go to my main depot.

But anyway, my embark.  I believe it's a joyous wilds (I forget what it was now :P), and I haven't seen anything too nasty show up as far as wildlife yet.  Irradiated dust storms are fairly common, but stay over the water for the most part.  Had a Ranger scout show up, but seemed to be at the right time, as I have been keeping myself occupied by grabbing every last piece of salvage I can manage.  There is a decent amount of good salvage on the surface, so my value has gone up rather quickly.  I have several prismatic smelters and have a huge pile of bronze bars from smelting my scrap metal into bronze instead of smelting it as scrap.

Oh, something else I noticed: The Scriptorium doesn't seem able to copy schematics.  I have high quality paper and a flamethrower schematic, but the scriptorium isn't doing anything.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 10:05:10 pm
Good to hear Khenal! :)

I've removed schematics copying for now...it'd be too easy to just mass produce an expensive schematic and buy out every single caravan (you can still do it with expensive salvage, but at least there's a limit to that), and the extra copies aren't really useful.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 10:48:03 pm
Are schematics not consumed when used?  And here I got all set up to make a bunch of schematics so I could make a bunch of cool stuff, and learn I don't really need to :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 10:51:12 pm
They're not consumed...

Battle saddles for everypony! A flamethrower turret in every home! :D

The only limiting factor is the flamer fuel, but I'll be adding a biofuel refinery in the next update.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 11:04:09 pm
They're not consumed...

Battle saddles for everypony! A flamethrower turret in every home! :D

The only limiting factor is the flamer fuel, but I'll be adding a biofuel refinery in the next update.

And, you know, friendly fire. The only reason I don't have a flamer for everyone is that I'm afraid that soon everypony will be a !!pony!!.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Jacob/Lee on December 04, 2012, 11:09:07 pm
Oh god. Feral minotaur attack and I send 30 ponies with combat rifles (I later told 7 to pick up anti-machine rifles but I'm not sure if they did). Nothing. Zero, zip, nada, zilch, no damage at all aside from the odd brown wound which heals instantly. I slammed the gate shut and it decides to kill all of my bighorners and brahmin before stomping on my turrets and now it's fighting a Steel Ranger ambush or 3 I believe. Save + exit until tomorrow :P

My main trade good so far has been all these steel chests from salvaging, with the odd plasteel one thrown in every so often. I like the salvaging bit a lot.

Also, the power of magic: broken consoles and freight containers grow from the mud, ready to be salvaged. My explanation is that Martian Santa is bombing us with presents.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 11:22:03 pm
You know, I totally forgot to consider that subterranean salvage grows in muddy soil in your fortress after you've breached the caverns. Oh dear... :(

I will need to remove subterranean salvage in that case.

Edit: Don't worry. I'll increase surface salvage to compensate.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 11:29:04 pm
Nnnnooooo, my salvage industry!  :'(
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 04, 2012, 11:41:34 pm
*coughsalvageshrubscough*
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 04, 2012, 11:45:08 pm
Nope. Subterranean shrubs also grow on muddy ground in the fortress, if I recall correctly. :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 04, 2012, 11:47:05 pm
They do.  I'm going to be sad when my miners can no longer discover buried treasures in the soil layers.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 05, 2012, 04:44:01 am
One problem is that this will be a major blow to the strategic value of the caves. Are silk and rare metal still enough resins to explore them?

Add me to the community world project.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 05, 2012, 05:00:54 am
I always just attributed the cause of salvage being found in my underground farms to be the constant moving of earth revealing more and more of the objects. Just like what the dust storms do on the surface, erode land away to reveal more salvage. I don't see a reason at all to cull cave salvage. Having salvage be found there and there only makes the most sense to me since that's where the old towns and cities are.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 05, 2012, 05:13:32 am
I would prefer for the first cavern to have salvage. It is reward versus risk: Surface is normally safer than the caverns. My explanation for salvage growing in my soil layers is that my ponies threw away some good stuff when sorting through scrap. 

Silk is needed for high quality paper and arcane research. but I haven't gotten to that part yet: Not enough gems to make lenses to make scrolls.

I have some more feedback on this mod and my outpost is going through more trials and tribulations, most notably lack of water that isn't ice. Drinks running out too, due to overpopulation. But that is for another post.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 05, 2012, 09:15:17 am
If you remove salvage from cavern layers, why would we ever want to go into the cavern layer?

I have some more feedback on this mod and my outpost is going through more trials and tribulations, most notably lack of water that isn't ice. Drinks running out too, due to overpopulation. But that is for another post.


Find a Water Talisman and build a pump!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 05, 2012, 10:44:13 am
You did seem to have a nice risk vs. reward thing going on, just like Maklak said. I don't see why you should change it just because of some petty logic.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 05, 2012, 12:45:33 pm
Very well then. I will leave the subterranean salvage as is until I find a reasonable substitute that can replace them in the caverns and still yield salvage. :)

And Maklak, you can grind 10 worthless boulders in the rock grinder to farm out some gems. And high-quality paper is necessary only for high level spells. Ordinary spells like binding and fever can be researched using plant paper.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 05, 2012, 05:15:30 pm
Very well then. I will leave the subterranean salvage as is until I find a reasonable substitute that can replace them in the caverns and still yield salvage. :)

I would suggest that one of the layers ( 1st or 2nd, probably) is designated the "mostly functioning pre-war bunker" type area with plenty of powerful robots and ghouls to offset your possible salvage industry becomeing extremely productive.

In essance.

1st layer: no salvage, Hellhounds and ghouls galor, possibly plants and "minor" wild robots for possible scraping. Something like "Cave Squealer", in other words, a blind, increadably fat docile pig, might work as a "reward" food animal of sorts.

2nd layer: More robots of varying doom-bringing ability along with ghouls and/or mutant abominations, lots of salavage and possibly some sort of "Stable Apple" or some sort of high-value plant. Star Berries? Might have Hellhounds down here too?

3rd layer:??? (It's ghouls all the way down, an't it?)

Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 05, 2012, 06:16:43 pm
My outpost continues.

I got a fey mood. It resulted in a rock table decorated with rock and Smiley is now a High Master Mason.

To mitigate my wood stockpile problems, I've set up two more salvage yards. It helped a bit.

I've set up archery targets for my ranged squad, but oddly enough I don't get critically low on pellets. The soldiers train in the barracks too and tend to restock their ammo slowly, even when I have it. In any case, I've set up more craftopony's workshops to compensate and still can't get rid of all that dog bone.

I started digging stairs down. I hope to find the caverns and magma.

A wasteland caravan came. They said, the depot wasn't accessible to wagons, so they only brought their brahmins with them. All I got was some leather, cloth and food. I decided to make a 3-tile road to the edge of the map. As if the poor trade wasn't enough, I had to fiddle with my broker to even get it done. He insisted on making 20 bins first, then carrying some items, going to a party, drinking and what have you. In the end I got rid of some skull totems, jumpsuits, barding and other crap.

Yet another raider has shown up, but was quickly chased away. On his way he went by the leaving caravan and provoked some feral dogs into engaging my military.

Some of my Brahmins have starved to death. Gak, those mutants are stupid. I've set up a pasture for the remaining one outside.

Despite having a building and a floor above some water outside, it still froze. This is very bad for my hospital. Furthermore, I'm running out of drinks. I have to do something about it. The clock is ticking. Watching a soldier in my hospital slowly die of thirst drove me to desperate measures. Since the floor over ice method didn't work, I dug out some ice and pitted it inside for melting. It melted into an undrinkable puddle of water, but my doctor was at least able to use it to clean herself. I went ahead and tried dfliquids, but all I got is a pony wash full of ghoul blood. In retrospect I may have misplaced my water source zone. After Evening Story, a soldier waiting to get a wound dressed, died of thirst, I started desperately gathering plants for drinks, but it resulted in mason Smily dying to a feral ghoul. (Wasn't he the one who just mooded out?) I even planted some quarry bushes to squeeze water out of their leaves at a screw press, but they grow so slowly. (For the hospital of course, I I planned a water reservoir to store water from the brook underground, but it is far from ready.) Eventually my exploratory tunnel solved the problem. They found the first cavern layer and we walled off a small section of it, with access to water. A few grates and I'm all set, I'm not ready to fight on two fronts just yet. Meanwhile my ponies won't die of thirst!

You weren't kidding when you said, farming is slower now. I barely get anything out of it, when in DF a small plot of plump helmets was more than enough.

My protectorpony by the entrance was damaged by a feral ghoul. Later I've noticed another feral pegasus ghoul almost kill a kitten and wound a sprite-bot and a protectorpony in my refuse pile, all the while being shot at by another protectorpony, a turret and two soldiers with BB guns. After they run out of pellets, they rushed in and shortly after that two melee soldiers arrived and killed the ghoul. It was bruised and broken all over, but kept on fighting till the end. This combined with my civillians dying to ghouls was so embarrassing that I set up a patrol route around my camp. The two squads I have alternate on it each month and still have time for training and rest. This system wasn't in place for long, but works good so far, at least against dogs and such. If something tougher shows up, like another scorpion, there might be problems. I recommend patrolling the camp to anyone with partly aboveground fort and no wall to speak off. It covers the area much better than "defend large burrow" and is basically free experience for the soldiers and free corpses for the butchers.

The caravan from my home stable has shown up and despite the new road, they still said, that the route was blocked. It turned out that weapon traps block wagon access. Derp. I ordered a lot of heavy stuff and got only one screen of it. Oh well, at least I got a sprite-bot, a turret and 2 sphalenite... wait, that was supposed to be saltpetre. I ordered saltpetre, not worthless stone, right?

Oddly enough my wood stockpiles now sort salvage and wood properly. All I did was remove two stockpiles and add one more, setting it to not accept normal wood. Oh well, it works and I can remove redundant salvage yards.

My militia commander scared off a snatcher long before he even got close to my entrance. The patrols work. They also easily repelled another bloatsprite invasion.

Trash is beginning to accumulate. Soon it will be time to get an atom-smasher.

I know about grinding rocks, but I only recently mined out enough of them to make this feasible without much fear of running out. Stone blocks use up pretty fast. I'll have to set up a rock farm: At least three stockpiles with three wagons and mutliple workhops: mason's, craftpony's, mechanic's, rock grinder and [FOUNDRY_STONE]. The grinder itself does what the most popular theory about rock farming says: the point is to get gems. In "The magic duel" Trixie even smashed open an empty geode.

In any casee I don't have a terminal yet and can't have the building that makes lenses anyway.

This came out long, so I'll put my feedback on this mod in another post.

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Here are updated pictures:
Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 05, 2012, 06:36:28 pm
I might actually start to organize militia patrols now that you mentioned them, I've been having some problems with snatcher and thief assaults occurring at the same time of trade caravan appearances and my militia isn't quick enough to make it's way topside before the traders are killed.

You should consider raising a perimeter wall or at least building a moat around your surface area if you are going to keep half your industry there, it may not be that big of a problem right now, but sooner or later sieges and attacks are going to show up and it will be easier to defend your stable if you build a defensible bottlenecked position than keeping everything in the open like that.
Plus it will prevent unnecessary loss of life to random wildlife and ghouls.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 05, 2012, 06:38:02 pm
Am I the only one here who builds Stables with defense in mind? ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 05, 2012, 06:40:24 pm
My defence and industry was supposed to be underground and In my previous fortresses I always had a wall around the compund, but now it is just one damn thing after another and I keep postponing the wall.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 05, 2012, 06:55:51 pm
I build with defense in mind.  I'm just terrible at having a military to man, er... pony the defenses.  I much prefer digging a ditch/moat to making a wall.  Far quicker, in my opinion.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 05, 2012, 07:20:18 pm
I dig straight underground. The only thing I ever do aboveground is set up sniping towers; much more secure that way.
In other news, I'm trying an experiment. In the outpost Dimpledpeaceful, I'm not using unicorns for the military. Instead, every mud pony that shows up to the fortress will be drafted; only unicorns with magical skill or appropriate cutie marks will perform military duties. They're much safer behind a wall of pony flesh than in the line of fire.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Jacob/Lee on December 05, 2012, 07:42:28 pm
I finally killed the feral minotaur with a perfect shot to the chest.

Spoiler (click to show/hide)

Here's the firing line it was chilling out in. It either laughed at the ponies missing every shot or was dodging them, presumably Matrix-style.

Spoiler (click to show/hide)

But you won't believe who killed it. A random peasant.

Spoiler (click to show/hide)

The shooter was an 89 year-old earth pony civilian conscript who happened to be one of the few to pick up one of our 7 anti-machine rifles. To make it even more awesome (or creepy), her cutie mark is a SMILING FLOWER and she is flimsy, susceptible to disease, and weak.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 05, 2012, 08:53:57 pm
Some more feedback on the mod:

[FOUNDRY_STONE] reactions would make sense in either Craftpony's or Mason's workshop. I don't think there is a need for another workshop like this and I dislike having too many of them that just do a few things.

I think [PRESS_WATER] (out of quarry bush leaves) reaction  should leave behind some solid residue. Maybe usable for making ash or something. I understand that the point of this is making water for the hospital in dry embarks. Some other plants, like barrel cactus, should also work for this.

The "Cremate 10 vermin / posters / body parts" make more sense at the smelter or wood burner than at the Salvage yard, which is just for sorting scrap.

Consider adding [AUTOMATIC] to cremating 10 vermin and 10 body parts. the barding may be marginally useful for some. Better yet, if those reactions all produce 4 ash, I would prefer those reactions to cremate 5 and give me 2 ash.

[MAKE_BEDROLL] uses the same amount of cloth as a stone bed and is made at craftpony's workshop. Unless I use an expensive stone, like ore, to make the bed out of rock, I don't really see the point in stone beds when I have bedrolls. 

What is the point of bonfires? They have reactions that burn up wood, but what do they do? What is their purpose and application? Starting forest fires?

Consider adding more tools to the pack, like LNP does. dfhack and runesmith would be useful. Also, there is a patched version of the exe, with some bugs removed. http://dffd.wimbli.com/file.php?id=6741 Finally, there is a tool to enable Large Address Aware for the exe. Any plans for a Linux edition? What you have now works under WINE, mind you.

In the RAWS the Scorpion (Enclave) Power Armour has twice the coverage of Steel Ranger armour. This is wrong, canonically the Rangers had much better protection. Plus plasteel is overpowered. Just consider what would happen if an ambush of the Enclave showed up. They should be beatable.
I know that DF players expect survivability for their best soldiers, but in FoE there is no Armour able to withstand a well-place AMR shot. The closest thing would be Alicorn Shield + Power Armour. Would you rather have the sword or the shield stronger in your mod? Consider nerfing armours across the board.

"item_food.txt": Although my ponies munch on feral dog meat just fine, I'd change the names of meals to something more vegetarian or "neutral", like "soup", "sandwich" and so on. Especially "mutton" doesn't seem fitting, as the name implies a meal made out of a lamb.
If you want to nerf the food industry, go ahead and leave only two ingredient prepared meals.

Playwood may help a little bit with wood conservation, especially with dismantling, but has value 0 (!). I strongly disagree with this and want it to have value 1, otherwise quality is meaningless for  plywood items. To get it you still have to build a workshop with a serrated disc, so there should be some benefit to it. If you want ways to nerf plywood further:
a) Sawmill could require power. Putman said this is impossible. 
b) Plywood needs glue. I believe some kind of glue can be made out of bones, so 1 wood + 1 bone -> 10 plywood would work fine, I think.
c) Have the dismantling always net less plywood than was used to make the item (minimum 1). I think now hive is the only thing without 100% return from dismantling.
If someone wants to cheese and make and dismantle furniture repeatedly until everything is masterwork, that takes some effort to do and should be allowed. It also seems legit as a way of training a carpenter.
Is the point of having a separate plywood workshop not cluttering the list of things in carpenter's workshop?

Crusader maneframes were very rare and a pinnacle of technology. Unless there is a way for it to run the fort for the player, I strongly suggest having just a "generic" maneframe for a name. Adjectives such as "Industrial-class", "Powerful", "Arcane", "High-end" or similar would also work. Finding a crusader maneframe in scrap would be like finding google mainframe farm in an abandoned building after a war. At best you would get some datacenter, which is nothing to sneeze at in itself.
On a similar note, I dislike having Spitfire's Thunder and Little Macintosh in the game. Those are supposed to be unique.

You said that you don't want the BB chests to grant too many BBs, not to drown the player in them, with the ability to make them from bone and wood. Well:
a) Wooden crossbow bolts aren't much good. In your mod even bone pellets don't do much besides bruising unarmoured opponents.
b) Making bone BBs takes a lot of time, as they are produced in batches of five, instead of from the whole stack. With a semi-reliable source of BBs, I can just atmo-smash the bones and free up 1-3 ponies for other jobs.
c) Having lots of BBs is useful to train soldiers without wasting more valuable ammunition.
d) They can always be sold or smelted or atom-smashed. Heck, at least one of these things should be doable without even opening the BB box. It's not like it is an automatic reaction.

Chainsaw rifle is as ridiculous as it is useful. Maybe I should have equipped my melee squad with axes instead of machetes.
In reality... well, a chainsaw is scary, but against armoured opponents it is unwieldy and prone to failure. Bone, a wire or a rock damage it very quickly.

Install SATS: Canonically all stable dwellers have SATS by default. Having this reaction makes one feel "teching-up", though. I'm on the fence about this.
On another note, in FoE EFS is explained as magical, while in those FPS Fallouts its range increases with the player's perception, which means it is just a way the game tells the player, what his character hears and smells from afar. Should SATS reveal invisibles, if it is magical? Probably not. Invisibility is magical too.

Idea for a new item: Installing a motion sensor (http://fallout.wikia.com/wiki/Motion_sensor) like SATS would boost Observer skill permanently.

"Wiring" -> "Scrap electronics" ?

> "Battle saddles for everypony. A flametower turret at every home."
While the notion of purifying heretics with holly prometheum may be appealing to some, I believe the ponies are too stupid to handle flamethrowers safely. That's why I prefer miniguns, but they take a lot of resources to make into battle saddles or turrets.

Scrap metal seems to be found in small clusters all over sedimentary layers. Good.

I find the bar that opens drinks unnecessary. The still could do that without an additional workshop. Furthermore, I think the reactions for drinks that don't boost stats should be automatic.

CM "fish and rod" -> "Her natural charisma..." I thought she was another fisherpony, but I got myself a politician. Lol. I get many ponies with talents in social skills.

Some CMs are frequent in my fort. Notably out of less than 60 ponies, I had 4 "Red cross and a splint", several "An Apple", a few gunners, lots of smiley faces and consolers and some other CMs were more than one. Still, the birthday attack applies here. To have a very good chance of having a 100 unique CMs in a given fort, you would need a pool of around 10k, which isn't feasible.

My world is called "Pastuniverse". Lol.

There is no sprite-bot upgrade. There could be "Plasteel shell" that makes it much more enduring. Still, those bots loose wings, antennae and weapon before they are destroyed, so it wouldn't make much difference anyway.

I haven't noticed any guards showing up with caravans. Those can't take out ambushes by themselves, but can usually handle the odd raider or ghoul just fine.

Your bullets aren't the same as the ammo and can't be reused. Smart.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Putnam on December 05, 2012, 09:34:17 pm
Sawmill couldn't require power, that's something modders can't do.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Khenal on December 05, 2012, 10:06:35 pm
I don't care to give my ponies flamethrowers either, as they tend to have way too much collateral damage.  Can we get a Mr. Hooves upgrade for the plasma caster but not the flamer?  Or a plasma turret?  Heck, give the spritebots plasma attacks with an upgrade.  I like plasma, what can I say? :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 05, 2012, 10:08:58 pm
Pokon, the first cavern layer will be left as the salvage layer as I have other plans for the second and third layers. I found a bug that stopped robots from spawning, so that will be fixed by the next version.

Jacob, you're looking good! :) How did the steel ranger ambush go? And "Champion Chuckskins the Sport of Influencing"? That minotaur must've been a football player in his past life. :o

Maklak, I'm really enjoying your Stable exposition. The screenshots are one thing I especially like about DF in general…the level of detail in each alone is enough to imagine the story of a Stable and the ponies struggling for survival within it. :) I also really appreciate the time you've taken to provide feedback...many thanks for that! :D

The stone foundry stays as the mason's workshop doesn't accept custom reactions and the craftsman's workshop is more dedicated to small crafts. I also have other potential reactions in mind for it.

Good point on being able to press water from cacti...I've added that to the list for the next version. Leaving residue behind would be too specific...many other plant processing reactions don't leave anything but the seeds and product.

The smelter and wood burner don't take custom reactions either (the kiln does, but it's not exactly a crematorium) so I've left those reactions in the salvage yard for now.

I'll double the amount of cloth necessary for a bedroll.

Bonfires are nifty for starting fires where you need them, like if you need a way to get rid of an overflowing pile of refuse. :)

Dfhack and runesmith have lots of extraneous functions, and are available independently for those who want them. Linux and exe modification are something I may look into for the full version, like ASCII, but for now I'd like to keep the mod streamlined for development.

The scorpion and steel power armors are both placeholders that will be replaced with something else when I release the next version. The other armors will be revamped as well.

I'll remove some of the meat-related dishes in the food list.

I'll also give plywood a value of 1 and reduce dismantling yields. Power however is something that can't be given to custom buildings, and the carpenter's workshop doesn't accept custom reactions. No glue though...I'd like to keep plywood use simple.

The crusader maneframe and healing talisman (Did you really look through every inch of my raws? ???) don't have any uses now, so I'll remove them. I will, however, keep Spitfire's Thunder and Little Macintosh in...even though they're supposed to be unique, they add flavor to the gameplay (as well as increased power :P). I'll replace them later with single-use "development schematics" presumably made when designing them.

Stable ponies originally had increased observation due to EFS, but I removed this as spotting ambushes became too easy. Similarly, every single one of your ponies having SATS installed would be too much of a benefit for early Stables. Observer skill is impossible to boost through interactions, but you can train it at the philosopher's garden.

In the FoE universe, gemstones form the basis of technology, with processing matrices (a type of talisman) replacing electronics in terminals and robots. I will eventually add the ability to construct your own talismans out of gemstones (hence the ability to forge power armor from processing matrices at the prismatic forge) but for now they're only available in crates.

Unsafe flamethrower use is !!FUN!! :D

The cutie mark system is a holdover from my previous mod, and will eventually be revamped with a greater variety of cutie marks. That's low priority at the moment though, as the system works for now and is closely linked to many of the other aspects of the mod.

I plan to add reactions to modify your sprite-bots into suicide bombs you can launch at your enemies. Don't expect this anytime soon though.

Wastelander, Stable, and Slaver caravans all should have guards (At least, my last stable's traders had them). I can even see Stable guards in your screenshots. However, if anyone else has caravans showing up without guards, let me know.

Again, thanks for the feedback Maklak! :D

Edit: Plasma battle saddles and turrets are somewhere down the development list, as they're not a conventional weapon and will require talisman manufacturing to be practical.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 05, 2012, 11:12:02 pm
Quote
Maklak, I'm really enjoying your Stable exposition. The screenshots are one thing I especially like about DF in general…the level of detail in each alone is enough to imagine the story of a Stable and the ponies struggling for survival within it.  I also really appreciate the time you've taken to provide feedback...many thanks for that!


I participated in Dawnpick community fort. http://www.bay12forums.com/smf/index.php?topic=96608.0 (So did Khenhal, by the way. Hi to you and its nice to see, you're still into pony mods for DF.) Telgin did an amazing job at it and even provided pictures for the characters. I gave the thread some additional suggestions and info dumps.
Anyway, my point is, I was learning from a good teacher and like I said, I'm considering this mod for a community game of my own. (It may take a back seat to helping make a board game with ponies versus Discord based on Talisman, we'll see.) (The other mod is Loosing is Magic. There is a creepy pony mod too, but I'm not into it.) My Stable exposition is very quick and dirty and a far cry below the quality I would have to provide for a community fort, but I'm glad it's still entertaining.

Providing critical feedback seems to be one of the few things I'm reasonably good at. Maybe I should work as a tester or something. On the downside, I'll likely get bored and leave for something else before v1.0

Quote
(Did you really look through every inch of my raws? )

Well, I've skimmed some parts, but the documentation in first post is fragmentary, you told me yourself to "go look at the RAWs to figure things out" and I did that once with Pony Mod 1.71 for DF 31.25 and it worked. I didn't look at all your stuff, just the "important" parts, like items and reactions. As you can tell by now, I'm no modder myself, but I understand some of the RAWs just by looking at them.

> Stable ponies and SATS.
Yes, from game balance perspective that would be overpowered. Besides, I'm not a fan of SATS myself. I liked the old isometric, turn-based Fallouts more.

Quote
In the FoE universe, gemstones form the basis of technology, with processing matrices (a type of talisman) replacing electronics in terminals and robots. I will eventually add the ability to construct your own talismans out of gemstones (hence the ability to forge power armor from processing matrices at the prismatic forge) but for now they're only available in crates.

Yes, gems are connected by wires, so having wiring as connectors and gems as electronic parts makes a lot of sense. But then maybe you should be able to make your own wiring, not just salvage the old ones. Copper, Silver, Gold and their alloys might be good, but there should be some kind of insulator too. Not that it's important. I got enough of it from low quality salvage to not care much either way.

Maybe I just didn't notice the guards. They all looked as if they were leading brahmin to me and I didn't v->i over them.

I #prospect'ed my embark and have 3 types of gems and Tetrahedrite. A very lousy embark in vanilla, but the scrap makes up for it... which is kinda the point, really. This mod is playable with just using the things from DF or their equivalents, but pursuing at least some of the salvaged technologies is very worthwhile. Of course this means importing lots of gems from the liaison, though.

That target practice on the Minotaur was really scary. I've heard about "steel spider megabeast" in vanilla, but the Minotaur is made tough by design. Hopefully we'll get something even more deadly than AMRs. Missile launchers? Energy Weapons? It reminds me of WH40k Imperial Guard motivational poster. "All I need is one lucky shot. And I won't stop shooting till I get lucky."

BTW, I really like the song with "Someday the rain will wash it all away."
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 05, 2012, 11:59:17 pm
Oh yes.
OH YES.
OH YEAH!
I got a box. A very special box. Do you know what I have in my box?
Power armor.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 06, 2012, 12:14:00 am
Very well then. I will leave the subterranean salvage as is until I find a reasonable substitute that can replace them in the caverns and still yield salvage. :)

I would suggest that one of the layers ( 1st or 2nd, probably) is designated the "mostly functioning pre-war bunker" type area with plenty of powerful robots and ghouls to offset your possible salvage industry becomeing extremely productive.

In essance.

1st layer: no salvage, Hellhounds and ghouls galor, possibly plants and "minor" wild robots for possible scraping. Something like "Cave Squealer", in other words, a blind, increadably fat docile pig, might work as a "reward" food animal of sorts.

2nd layer: More robots of varying doom-bringing ability along with ghouls and/or mutant abominations, lots of salavage and possibly some sort of "Stable Apple" or some sort of high-value plant. Star Berries? Might have Hellhounds down here too?

3rd layer:??? (It's ghouls all the way down, an't it?)

I agree with this completely. I just wish I could have gotten here sooner to say it.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Valikdu on December 06, 2012, 12:30:59 am
Whoa. Um.
I'll have to try this mod sometime when I'm not distracted by shiny things.

I got a box. A very special box. Do you know what I have in my box?

Your box is filled with poison lobsters?!

Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 06, 2012, 01:40:05 am
The problem with little macintosh and spitfire thunder is fluff wise they bouth yould be much more fitting as Artifacts.
is there a way to force world Gen to create an artifact with a certin name? becouse if there is than i would offer to make them world gened artifact that can be found on Adventure mod (mybe making them a very rare category of items that can only generate in certin areas such as abandond factories).

Also any chance for Dashite immegrents? They should be rare thogh.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 06, 2012, 02:04:19 am
tHAT'S.... Freaking modding caps... That's a negatory on all fronts. Well if the Dashites are ponies (I haven't read much of the novel) then it'd be possible to set them as a really rare caste, just like the alicorn in Losing is Magic.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 06, 2012, 03:22:23 am
tHAT'S.... Freaking modding caps... That's a negatory on all fronts. Well if the Dashites are ponies (I haven't read much of the novel) then it'd be possible to set them as a really rare caste, just like the alicorn in Losing is Magic.

Dashite are pegasi that were exlied from The enclave.
so yeah pony cast. Thogh i kinda expect Lycaeon to come and say that they are already in the schedule.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Graknorke on December 06, 2012, 03:48:37 am
Oh, I thought this mod was older. All of these pony mods are getting confusing.
I might try this. Is there a version without a graphical texture pack?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 06, 2012, 08:41:07 am
Yeeah. There are raw only downloads.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 06, 2012, 09:52:48 am
I got a tip for those who want the game to run faster and save some time.

Go download DFhack, drop it in the game directory (it runs automatically on startup) and when ingame use the command 'setfps X' to increase the max FPS cap of DF.
It helps to deal with some of the early downtime, and you can always cap it at 100 (or lower) again when things look messy.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 06, 2012, 09:59:20 am
I got a tip for those who want the game to run faster and save some time.

Go download DFhack, drop it in the game directory (it runs automatically on startup) and when ingame use the command 'setfps X' to increase the max FPS cap of DF.
It helps to deal with some of the early downtime, and you can always cap it at 100 (or lower) again when things look messy.

Or just set it in data/init/init.txt
Your tip works without restarting the game though and on my computers loading and saving the game takes a good minute.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 06, 2012, 10:22:30 am
I got a tip for those who want the game to run faster and save some time.

Go download DFhack, drop it in the game directory (it runs automatically on startup) and when ingame use the command 'setfps X' to increase the max FPS cap of DF.
It helps to deal with some of the early downtime, and you can always cap it at 100 (or lower) again when things look messy.

Or just set it in data/init/init.txt
Your tip works without restarting the game though and on my computers loading and saving the game takes a good minute.

DFhack has other good commands though which makes it worth getting.
'quicksave' for example allows you to save the game without exiting to the main menu again.
'clean all' cleans all map tiles.
'autodump destroy' deletes all items marked for dumping (not something you'd use often, but it is better than using atom smashers, which themselves are game exploits).


Crazy Cow, I... am afraid I have some bad news.
Bean Rabbitglad, the wielder of Sandal Beach and slayer of 30 earth ponies, has been killed in action.
Cause of death: Defiance of orders when asked to flee from a black radscorpion. Bean Rabbitglad refused to retreat.

I am not going to lie, he did not die a hero's death, he did not die defending those he loved or to save the stable from certain death, he died, because the DF AI has done nothing but being a serious pain in the ass to me since embark.
Shortly before his death however he did help in securing the trade depot for a caravan of slavers, and we did pool our resources (with 'pool' meaning 'offering the tiniest portion of our incredible wealth') to buy the three unicorn captives, so in a way, he kinda helped, I guess.
I still have Panther Dinehill Decline Spew the Arms Master however (formerly named 'Blade' Dinehill), who is also an unicorn and the commanding officer of the stable security forces.
He is currently training, but is otherwise the slayer of 13 black radscorpions (of which 2 were named), 3 raiders and 13 other less important bighorner/radrat/bloatsprite kills.
I'll update you on Panther and the three captives as I go along, out of boredom.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Putnam on December 06, 2012, 10:29:57 am
The problem with little macintosh and spitfire thunder is fluff wise they bouth yould be much more fitting as Artifacts.
is there a way to force world Gen to create an artifact with a certin name? becouse if there is than i would offer to make them world gened artifact that can be found on Adventure mod (mybe making them a very rare category of items that can only generate in certin areas such as abandond factories).

Also any chance for Dashite immegrents? They should be rare thogh.

We can't do ANYTHING in worldgen that the game doesn't already. We can't make new site types, either.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 06, 2012, 11:50:12 am
Thogh i kinda expect Lycaeon to come and say that they are already in the schedule.

Actually I hadn't given much thought to Dashite castes. I will include them in the next update, as having a rare pegasus migrant show up would be nice. :)

There is no ASCII version at the moment (The raws are just the graphics raws without the file) so what I recommend is downloading the main file then switching the graphics to ASCII through the init file.

Like I mentioned before, I don't have time to mod for this week and the next, so the new version is some ways off. :(

Edit: I'll add an ASCII version for it as well.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 06, 2012, 01:22:26 pm
I'm playing ASCII with the RAWs only, and the only problem is that trees don't show up. All you have to do is replace a few of their tiles to more appropriate ones and you have an ASCII version.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Jacob/Lee on December 06, 2012, 07:55:43 pm
Jacob, you're looking good! :) How did the steel ranger ambush go? And "Champion Chuckskins the Sport of Influencing"? That minotaur must've been a football player in his past life. :o
They were doing the same thing as the minotaur: kicking around my brahmin and bighorners. One squad turned up dead when the dust settled, I'm not sure what happened to them. The rest ran from what I can tell.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 06, 2012, 11:44:31 pm
Pokon, the first cavern layer will be left as the salvage layer as I have other plans for the second and third layers. I found a bug that stopped robots from spawning, so that will be fixed by the next version.

"Other plans."


Well, this can only end in sunshine and rainbows, right? :o
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 06, 2012, 11:55:03 pm
Pokon, the first cavern layer will be left as the salvage layer as I have other plans for the second and third layers. I found a bug that stopped robots from spawning, so that will be fixed by the next version.

"Other plans."


Well, this can only end in sunshine and rainbows, right? :o

Heh, could you imagine if it was just that? Sunshine and rainbows?
1st and 2nd cavern layers are minature versions of HFS and the 3rd layer ends up being some sort of secret wasteland utopia where everything is awesome?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 07, 2012, 12:13:10 am
Pokon, the first cavern layer will be left as the salvage layer as I have other plans for the second and third layers. I found a bug that stopped robots from spawning, so that will be fixed by the next version.

"Other plans."


Well, this can only end in sunshine and rainbows, right? :o

Heh, could you imagine if it was just that? Sunshine and rainbows?
1st and 2nd cavern layers are minature versions of HFS and the 3rd layer ends up being some sort of secret wasteland utopia where everything is awesome?

"Welcome to the party! Everypony is invited! That's right, we do have fresh apples on the menu today!


GASP


You know what this means, right? A PARTY!"


....

Actualy, finding a Stable underground could be sweet, if only Underground civs could, yah know, make things other than a simple camp they hang around in. A true undergound city would be nice.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 07, 2012, 12:44:42 am
Actualy, finding a Stable underground could be sweet, if only Underground civs could, yah know, make things other than a simple camp they hang around in. A true undergound city would be nice.

So next DF uptade than? i think toady one works on deep dwarve for it.

Well, this can only end in sunshine and rainbows, right? :o

Remember what pinkie said: it will all end in sunshine and raindows (or was it magic mirror pinkie?)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 12:52:49 am
Fuckit, when the next version releases I am digging straight down to the third layer and down there I am going to make everything awesome, I'll have sweet ass cave gardens with lots of animals and everyone will have nice rooms and everything will be great.
I'll build a genius security system that allows migrants in, but keeps everything else out, including traders, 'cause traders suck and everything is better in the underground.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 07, 2012, 10:16:39 am
I Thought of something for the comunity world project.
Every stable can have a "secret experiment" in the spirit of the story and the original fallouts. They will be Some sort of restriction or objective that the player will have to abide by. Stuff that goes along the line of "Ponies are veriterian so no meat allowed" or "One pet robot for Everypony!".
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 11:19:12 am
I Thought of something for the comunity world project.
Every stable can have a "secret experiment" in the spirit of the story and the original fallouts. They will be Some sort of restriction or objective that the player will have to abide by. Stuff that goes along the line of "Ponies are veriterian so no meat allowed" or "One pet robot for Everypony!".

That's a great idea.
But how should we go around assigning experiments?
Do players pick their own thing or should they have their objectives randomly assigned?

Letting players pick their own objective allows for more freedom, but kills the challenge (for example, if I picked an objective where my stable would only be allowed to survive on farmed food, which would be easy and something I know well).

Assigning it randomly significantly restricts your freedom, but adds a great challenge as the players may get objectives that they wouldn't expect or struggle to attain.
But then, of course, in that case we could also gather up a list of experiments/objectives that we randomly pick from, players suggest experiments and then we randomly assign these experiments when a new turn begins.

Edit:

Guys, LOOK at the kill list this soldier has.
I haven't noticed her until now, she just killed a forgotten beast made of snow, I went to see which filthy peasant had stolen the kill from my commander and then I saw it, her kill list.

(http://i156.photobucket.com/albums/t33/Mattelus/fuck.png)

That's 6 Black Radscorpions, 2 Mr Macintosh (of which one is named), 4 Yao Guai (of which one is named), three Protectaponies, a whole boatload of Radhogs and of course, the forgotten beast.
She is the most boss earth pony I've ever had, I am building her a fucking mansion, wild mares love mansions.

Funny thing, she is like a 72 year old elderly pony now and she has no notable combat skills at all, on top of this she isn't even a specialist caste, she "enjoys talking to anyone and everything".
But, she is incredibly muscular and she lives for risk and excitement.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 07, 2012, 12:29:37 pm
That's pretty damn awesome for a mud pony. My military's kills consist almost entirely of feral dogs ;P

Spoiler: Succession Game (click to show/hide)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 07, 2012, 01:23:14 pm
Living on just farmed food is something I abide by in every single play through to start with. Ponies don't eat meat. Not no way not no how. Unless it's gathered from butchering animals for their hides and fat.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 01:30:21 pm
(http://i.imgur.com/4m377.png) (http://sturmtruppen.tumblr.com/post/26821286045/meat-by-oreh07)


And what's with it with little old earth pony grannies and impressive kills?

Someone should work on a mare-dominated Stable where the stallions are used as breeding fodder.  :P

Edit: Bogeymen are set to 0 in the Equestria worldgen settings, however, I'm not sure if this stops them from showing up.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 07, 2012, 01:32:10 pm
Ponies eating meat is canon. Hell, pony cannibals are canon. I don't eat much meat anyway; fishing is where it's at. Not that there's much technical difference, but DF makes the distinction.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 01:47:37 pm
Alright then it's settled, we will do random objectives.
Everyone start coming up with ideas so we I can compile a list.

I am adding the stable experiment ideas suggested so far.

Living on just farmed food is something I abide by in every single play through to start with. Ponies don't eat meat. Not no way not no how. Unless it's gathered from butchering animals for their hides and fat.

Ponies are omnivores bro.
In fiction and in the series ponies mostly eat vegetarian because they live in a land of happiness, rainbows and sunshine, the moment shit hits the fan they begin to butcher their cows and produce hot dogs left and right.

IRL, most hoofed animals resort to eating meat when grass starts to run out, it is not unheard of for cattle to eat rabbits and other small animals in dry locales.
Presumably this also extends to horses and ponies.

It's cute that you stay vegetarian only though, it takes some effort (ie sacrificing 1/3 of your stable's work force for good farmers) to rely on farmed food in this world of pony-eats-pony. >;)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 07, 2012, 02:44:49 pm
My fort continues

Changing print mode from 2D to VBO solved some of my graphical glitches. In my experience this is worth fiddling with. I still have trouble with stockpiles. There seems to be no displayed information about taking and giving.

I've built an atom-smasher. I prefer it to dfhacky methods. It might be an exploit, but it is a legit one as it requires some work on the part of my ponies. I got rid of some refuse, such as ghoul skeletons, but not much else.

My BB guns take down even feral dogs with great trouble and serve mainly as a deterrent and for training. I don't have enough charcoal to waste small calibre ammo on target practice. I need to switch my main ranged squad to pistols, make them train only in the barracks when not platrolling and make a second squads of newbies with BBs. There seems to be no danger of running out of feral dog pellets.

I finished the water cistern, but not the room above it. The picture below is from a few months later.
(http://tnypic.net/i6427.png)

My miners found another cavern. There are some trees there, but no salvage. Everything in there is in one shade of red or pink or another. I order construction of walls around the staircase.

Caprice, one of my Unicorn crafters, has entered a fey mood. She claimed a craftpony's workshop and collected lots of dog bones, some blocks and a rough black citron. This better be good... Meh, an amulet. I guess, I'll put it in a display case. Wow, my bone carvers are good. I have 3 legendaries and 3 workshops now. They produce those bone pellets faster than I can use them or kill the dogs. Still, that's 3 ponies plus some haulers. I'd rather have a better source of pellets and use these work-hours for something else.

I've got some medium quality salvage, which included a few civilian crates and one MoM crate. I got the usual: broken wires, tools and unopened food and drinks that for some reason have trouble getting open. Do I need more barrels? I have some rock pots in furniture stockpile. Well, it's better than scrap anyway.

I ordered lots of various pieces of furniture, mostly stone ones. Among them were 2 clay statues. I got a deity and Caps, surrounded by ponies, commemorating him becoming my chief of security. 

I upgraded my main ranged squad to combat pistols. They have 8-13 marksponyship already and I need more firepower. To make use of those dog pellets, I made a squad of newbie BB gunners. It consists of Lilly Butterfly, UPF, captain; Gypsum Casts, EPM; Hail of Metal, UPM, a sickly and antisocial individual, but showing great promise in shooting; Apple Pie, EPF, yet another member of the Apple clan and Prime Rib, EPM.

Shortly after her appointment, Lilly Butterfly has given birth to an unicorn filly, Bright Eyes. This was the first baby to be born here.

A thief managed to make it almost to the entrance. A combined barrage from two turrets, two protectorponies, a sprite-bot and four recruits with BB rifles chased him away and gave him some bruises, but not before he smashed my workbench to pieces. At that moment another raider has shown up and shot a medium calibre bullet, despite having no gun. Then another one. I ordered the security to kill them all and retreated to safety. The battle raged close to the entrance and as soon as one of the bandits has been slain, a fourth one appeared. Caps, our machete-wielding militia commander, got severely wounded. Several more workshops were ruined. It is a good thing, I have those extra anvils. Two raiders were killed and two escaped. This attack was surprisingly well organised and we had trouble repelling it. The wall project just got prioritised, but first we need a more spacious place for the masons to make stone blocks. The workshops were replaced. I fear what trouble may next come our way...

  An ambush!
  Seven well-armed slavers have come our way. They have sledgehammers and kinetic sledgehammers, which should fare well even against high-quality bronze barding. They also have metal barding and multiple shields. They mean business.
  At the worst possible time, it turned out that the gunner's squad still had pellets and not bullets and couldn't shoot their pistols. I ordered them to resupply and join the fight with the rest of the security. I also ordered all the civilians to stay inside (in a burrow), we don't need more dead ponies.
  While our robots and recruits gather around the entrance and shower the invaders with laser shots, bullets and pellets, the machete squad engages them, to hold them away from the gunners. One of the slavers falls unconscious, but wakes before the fight is over. Meanwhile Psalms, the commander of our pistoleers, is busy killing a pack of feral dogs with his armoured hooves on the other side of the camp.
  Some of the slavers get wounded, but they manage to knock Apple Jam unconscious. In retaliation, one of the invaders is shot in his face and looses all his teeth, which scatter on the battlefield. Apple Jam is killed and Nerdie, another machete soldier, is wounded in his hooves, but manages to hold the line. Meanwhile Shadowdancer fights two slavers alone with her hooves, but her blows are dodged or blocked.
  Trigger Happy and Short Bursts get themselves some bullets and join Lily's squad, but their shots still turn out to be not much better than the pellets, which barely mange to dent the skin, even if they hit. True to her name, Shadowdancer dances around her two slavers, with both sides receiving only two minor wounds the whole time. Still, she manages to hold them off from the main fight. Nerdie holds his own against three slavers without getting more wounds. He gets a lot of covering fire from 2 turrets, 2 protectorponies, 2 pistoleros and 5 BB rifles.
  The slavers slowly accumulate wounds. A few of them get temporarily stunned or knocked unconscious. The tide of battle turns in our favour. Meanwhile, Psalms is finally done with 6 dogs and decides to have a nap. He quickly reconsiders and just stands around, waiting for the battle to end. Three civilians ignore the orders to stay safe and go outside, luckily away from the fight.
  Lilly runs out of pellets and charges into the fight, still holding her foal. Leader of the ambush and another slaver fall unconscious, which buys the soldiers some time to score hits. One of the invaders tries to chase the civilians, two dance with Shadowdancer and a tardy slaver joins the fight. Others in Lily's squad run out of ammo too, join the fray and the fight becomes more chaotic.
  The slaver leader stands up, drops his weapon and one of his shields and tries to run away. On his way out, he falls unconscious again. More and more soldiers run out of ammo and join the melee. The slavers are trying to flee. We have won! The fight moves further and further away from stationary defences at the entrance. Meanwhile, Psalms just stands on the other side of the camp. He later said, he was expecting the enemy to send reinforcements or some other lame excuse. The fighting takes so long that some ponies manage to regenerate their less serious wounds before the end.
  Nerdie turns out to be quite the hero, wounding some of the slavers, while holding 3 of them away from the gunners, but his steel machete just doesn't cut it when it comes to unconscious ponies in combat helmets. Three slavers, including their leader, manage to escape. Others don't make it, but keep on fighting till the bitter end. A slaver is fighting 3 recruits while under fire by 2 turrets and a protectorpony. He tries to flee. The rest is mopping-up and training for the security forces. Meanwhile more and more civilians go outside, so I finally allow it to stop their cancellation spam.
(( Wow, I am not ready for a siege. I need rifles and gunpowder. I usually have less trouble than this with goblins and kobolds in DF, but this if Fallout.))
(( My ponies keep getting wounded in the hooves and all of them have horseshoes. Maybe with your armour and pony body plan, there is some uncovered part? ))

The loss in matchette squad is replaced with recruit Sparkling Clean.

Another kidnapper manages to steal Bright Eyes from Lilly Butterfly. She is still joyous and goes to "sleep it off". I don't know what's more disturbing, her reaction, or the fact that we are loosing foals.

Tasty Scraps has 3 infected wounds and is being healed by Splint and Scalpel.

Another foalsnatcher has shown up and died.

Textbook is now an adult. She is going to join the carpenters, masons, engravers, architects and mechanics.

The pistoleers still carry some pellets around in their ammo pouches. I ordered them to dump those. ((v->i, go to quiver, press enter, then press enter and d on each pellet. Later reclaim them.))

Silvertongue has given birth to an Earth Pony filly, Joyous Spirit.

Except for some new dogs, all my supply of bones was processed into 1.6k BB pellets.
Update: 2.5k

Apple Juice has given birth to another Earth Pony filly, Pesky Questions.

Caps, the chief of security, stands over Tasty Scrapses bed, preventing any healing from happening.
((Somehow they both claimed the same hospital bed. After deconstruction of it, Tasty Scraps was moved to another one and healed, but Caps is bugged and I see no hope for him. I still try removing a tile of hospital zone and his bed.)) 

Joyous Spirit got kidnapped.

I've found my first ammo box. It had a 100 steel BB pellets.

I fiddle with the military some more and assign the artiffact shield to Nerdie.

Textbook got a strange mood and claimed a craftpony's workshop.

After long conversation with our architects, we decide where to put the wall. For now only the cornerstones mark the future compound. The masons need to make blocks first.

This is my water source in the cavern:
(http://tnypic.net/y7ozm.png)

The outpost:
Spoiler (click to show/hide)

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Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 03:32:36 pm
Looking good so far Maklak. :) Not sure about the stockpile problems though...I didn't seem to have issues with them before.

I've made drink opening automatic for the next version, but you'll still need barrels. Food opening should be automatic though, regardless of stockpiles.

Small caliber bullets aren't actually very effective against armor unless they're AP (steel). Medium caliber ammo is the most cost-effective for production, though, as even iron medium bullets can pierce the combat armor that slavers often wear. If the combat armor the slavers brought in that ambush was bronze or higher, I'd suggest wearing them; they're better than the security barding Stable ponies use.

The raider thieves with medium caliber bullets were actually steel ranger scouts...they wear minigun battle saddles and can destroy buildings. I'd be very careful...in the current version steel ranger ambushes are very dangerous against Stables without a large, organized militia armed with combat or anti-machine rifles. They're triggered by high population or produced wealth, which means you overproduced some valuable good that inflated your wealth above 300k (It probably was those thousands of dog bone pellets).
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 03:33:42 pm
Looking gooooood Maklak, what year are you on now?

Shame about Bright Eyes, she sounded cool.
And I lol'd at your other newborn, Pesky Questions, do me a favor and lemme know what goes on with her, will you?

Also the atom-smasher is hardly a "legit" exploit.
There is no such thing as a "legit" exploit, the day we get "legitimate" game exploits is the day I quit videogaming and jump off a skyscraper.
The real "legitimate" way of getting rid of refuse is by dumping it in the lava, so don't come rolling around with lulsy remarks like "atom smashing things into oblivion is legit!" in bold. :P

But well, whatever works for you, I am not the one to go tell people how they should play their game.
Congrats on the successful defense and 2.5k BB pellets, you'll have rail gunners in no time.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 03:35:22 pm
Rail gunners? ???
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 07, 2012, 03:42:51 pm
Your reports are always awesome, Maklak ;P
The reason I stopped using machetes is mainly because of slavers and their combat armor. Even steel machetes have a hard time getting at them, and I'm hoping my rippers serve as better can openers. If not I'll graduate to sledgehammers. One thing I would like to see is a chainsword or other progression of the sword line; we have rippers for knives, kinetic hammers for hammers, chainsaws for axes, and energy lances for spears, but the lonely machete doesn't have an upgrade yet.
As for my own fortress we're well into winter of the second year. Military is the standard three melee two ranged, with steel armor and weapons all around. I've seen a few slaver and Ranger scouts, but no real engagements as of yet.

EDIT:
I think he just means really good gunners ;P
I know my legendary gunners can do some damage pretty fast.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 03:43:46 pm
Sorry, I meant "ANY PROFICIENT RANGED UNIT".
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 07, 2012, 03:46:29 pm
While I won't play with you, I too think that the players themselves should pick their own experiments. You want them to have fun and the mod is challenging enough. BTW, a week to build a fort is a short time. It barely even works for community forts after the first few years.

Not eating meat is easy enough. Just build no butchers, make farm plots (about 5 times what you would have in DF should suffice), gather plants (results in lots of useless Dye) and trade. You won't get your own bones, bone pellets or leather and that's about it. The workforce that would be assigned to butchering, tanning and bone carving is freed up and the fort is less creepy.



Synth-reed is my favourite crop so far. It can be used for drinks, cloth and oil and the kitchen doesn't even touch it, I think. (If it does, that's fine too, I can just disable it in Z->Kitchen.)

Broken glass getting processed without fuel is cheesy, but I would be pissed if an automatic reaction was eating all my precious charcoal. It provides more than enough glass for moods, but for anything serious you still need either sand or rock grinder.

I scratch my head at the rock bins and barrels. There are already rock pots and with the new hauling system (which is often too stupid for its own good), I need my bins to be light.

Foals don't have CM's, but have the descriptions, which allows guessing and naming them early. This is slightly inconsequential, but I don't mind it. BTW, I think some modder proposed that CMs be made as syndromes and not casetes.

If there are stone beds, there should be metal ones too. Some people have metal frames, where they put the mattress.

I can only make jumpsuits, hats and hoods. I kindly ask for at least cloaks and socks too.
(http://th06.deviantart.net/fs70/PRE/i/2012/224/f/7/glimmerlight_in_socks_by_jetwave-d5astc7.png) (http://jetwave.deviantart.com/art/Glimmerlight-in-socks-320471431)

Ghouls aren't butcherable, but somehow I got some pellets made from them anyway. I guess this is just some bug.

Which is the best (toughest for hoods) kind of leather? Tough Leather? Tough Carpace? Chitin? They have different names in the RAWs and in the game.

I would like to be able to buy gunpowder from caravans.

Argh, you need rough gems to make lenses and hologems. It even says so in first post. I polished them all. Oh well, I can sell the large ones and keep the small ones for moods. Unfortunately this means I can't buy gems from caravans; AFAIK they only bring the polished variants. This also makes Jeweller's workshop almost useless.
Not that I can cut lenses, but there is a hope: A smashed terminal bush next to my farm might allow me to build the workshop :P 
Consider adding reactions to cut lenses from polished gems.

Consider giving low quality salvage a bunch of 1% chance good items, like terminals and stuff.

Sprote-bots and Securitrons prefer engaging enemies to shooting them from a distance. They shoot just fine when restrained, though.

Thank you for not including monowheel robots. This type of chassis doesn't make any sense to me. Even with gyroscopes and the wheel compensating for any tilts, they are still inherently unstable. 

In "Murky Number Severn" there was a unique revolver "Rarity's Grace", that could only shoot three bullets, if you want more "unique" weapons. I imagine it wouldn't be as good as Little Macintosh, though.

Am I reading this correctly? Parties improve some attributes by up to 6% and decrease others by 2%? With all the labour involved, I don't really see the point then.

EP's have adrenaline rush that buffs them for 300 frames and debuffs them for 600 afterwards. Interesting. This is nice for a short combat, but I think it may turn against them in a longer fight.

Minigun shoots 1 medium bullet per second at targets up to 20 tiles away? Wow. That's like 5-10 ponies with rifles. It also doesn't seem to need reloading ever. That must be why it takes so much ammo to install one. I wonder about accuracy, though. I don't see anything about any skill checks. Does the minigun just keep shooting for 400 frames straight? Is there friendly fire?

The ingestion vector for battle saddles has a problem in that a wrong pony can drink it, or worse, one that already has one, wasting it. If this is the case, then if possible, it would be better to have the Armoury produce an "upgrade boulder", so that a specific pony can be set in workshop profile to make it.



I think I figured our a reasonable uniform to replace clothing.

Body: 3 cloth jump-suits and 1 Barding.
Horseshoes: 1 (Security) Boots.
Head: 1 Helmet, 5 Leather Hoods (the toughest kinds of leather are as good as metal).

Ponies have a lot of grasps: Both front hooves, mouth and the horn has two for Unicorns and 10 for Alicorns.
Therefore:
a) All Ponies get 1 weapon and one shield.
b) Melee ponies get 1 more shield. I'm not sure about ranged. They didn't seem to need a free grip to shoot in 31.25
c) Unicorns get two more shields.
Hopefully the more shields the better.



EDIT: Oh and as ridiculous as it sounds, maybe there should be an upgrade to AMRs to give them more edge in close combat.

I've successfully opened some drinks and cans in the past, but it doesn't work now. It may have something to do with my stockpile bugs.

I have just one rifle. I prefer not to have a one-pony squad. Even my small calibre ammo is running out faster than I would like and I'm stranded by lack of gunpowder as well.

300k wealth? That's very early. I have 700k. The meals alone inflate this fast. I didn't expect Steel Rangers or Alicorns until around 5 million wealth, but I never expect the ambushes and sieges. I need to keep my population below 80 for a few years. 

It is now Mid-spring, 203.

There are some exploits I use, some I don't and some I just test. Let's not argue about it.

Crazy Cow, let me know if you find which of these weapons work good: Sledgehammer, Security Baton, Machete, Combat Knife, Hacksaw, Power Drill.

I rename my ponies to match their cutie marks. It also makes assigning them jobs easier.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 04:15:26 pm
Ah, ranged ponies. Just wait until you get your hooves on anti-machine rifles. :)

Skill rates can't be changed with syndromes, so just castes for CM's for now.

I'll add cloaks and socks in the next version.

Unbutcherable corpses still yield bones if there are mangled pieces that rot completely.

Tough chitin is slightly stronger than tough leather.

Lenses and hologems will stay carved from rough gemstones for now. I'm not sure if trade good gemstones can even be used in reactions. ???

Gunpowder from caravans is a great idea! I'll add a gunpowder box as a trade good for the next version. :)

Low quality salvage will stay as is...the caverns will suffice for valuable salvage, especially with it growing in forts. *Lycaeon grumbles*

The current party reaction is a placeholder that I'll need to look over...the performance reactions, however, provide boosts alone, though they need paper to get going.

The debuff that comes after the adrenaline rush is half that of the bonus, so combat performance shouldn't be significantly affected. I will consider extending the boost duration though.

Miniguns need to be reloaded (200 time units out of every 600), and don't have friendly fire. However, minigun bullets are extremely inaccurate (they're only really effective within 5-6 tiles) and weaker than combat rifle bullets. They also use the throwing skill, so I added a heavy weapons training program for the Stable-Tec terminal. I previously considered having the minigun require reloads, but the current interaction system didn't allow it, so for now, the upgrades are permanent. :)

Boiling rock syndromes only have a 50% successful transfer rate, which is impractical when making battle saddles and robot upgrades that require rare and valuable components. I would set up an enclosed drink stockpile that only takes from the armory or other buildings that make upgrade potions, and lock ponies needing upgrades in them. Just bear in mind that robot upgrade drinks also need the robot next to the stockpile as well, so the ponies can target them after drinking.

No close-combat edge for AMR's. They already can take out feral minotaur reavers with a lucky head or chest shot. :)

As for the wealth trigger, 300k is the maximum allowed by entity modding. Hmm...I think I will just remove it altogether and leave steel rangers as population triggered. Alicorns are already population-triggered only.

As always, kudos for the feedback Maklak! :)

Edit: Crazy Cow, I'll add a chain sword in the next version.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 05:23:30 pm
A pony got possessed and created a steel sledgehammer for my heroic earth pony, yay!

My militia commander spammed me with 200 messages about not being able to path to his steel machete, and then without any kind of promoting went outside his burrow and down into the caves where he got killed, daw...

I swear, playing DF sometimes is like watching over a hundred hyperactive kids, the AI is totally and utterly insane.
This game is the ultimate parenting simulator.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 05:30:34 pm
Indeed...and the image of hyperactive ponies doesn't make it much better. :)

I also push citizens around in burrows, but it's buggy and requires lots of management each time a migrant wave comes around. :-\ If anything else, I just build bridge vaults over all my entrances and close them up when there's any craziness. If anypony gets caught outside...well... :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Graknorke on December 07, 2012, 06:15:22 pm
So, I installed the RAWs on a fresh DF install, and I noticed a few graphics issues with dirt/sand/stone. Just that the symbols don't match up with the normal shaded ones. How do I go around changing this? I don't know much about messing with graphics packs and textures because I've never used them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 06:34:25 pm
Oh dear...

You're going to have to wait until the next update for a full ASCII version (And that won't be for about two weeks), so as a stopgap measure you can replace these files in the mod raws:

inorganic_stone_layer
inorganic_stone_mineral
inorganic_stone_soil

with the files of the same name from the vanlilla DF raws, as they don't have any changes apart from the tiles. That, and the tree changes Crazy Cow suggested, should get you a working ASCII version.

Sorry about that, to you and anyone else who uses ASCII. :(
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 07, 2012, 06:43:10 pm
Indeed...and the image of hyperactive ponies doesn't make it much better. :)

...I just build bridge vaults over all my entrances and close them up when there's any craziness. If anypony gets caught outside...well... :P

Hey, we do the same thing!

The Steel Rangers would only be interested in places with loads of goodies, wouldn't they? If you get a salvage industry going, you're asking for them to come knocking since your stable seems to be the only place around that has its shit together.

And I don't really notice a lack of personnel with my vegetative lifestyle. I have have five 3x3 farm patches for every crop every season for both above ground and below crops. Even with all my farmers I still have a shitload of migrants with no place to be.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 06:55:39 pm
The great and powerful Replica doesn't trust bridges.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Neowulf on December 07, 2012, 06:57:11 pm
Instead of skill point boosts or learn rate changes, why not have CMs boost attributes so the pony is better suited for a skill? Every time I start I end up with 7 ponies that according to therapist are very much not suited for their CM skills.
Case in point: Twig Gray likes to fashion intricate objects out of bone but has the creativity of a feral ghoul rock.

I know it's rather minor, but I have seen a pretty good skill training difference in skills like mining when you compare two ponies with majorly different role suitabilities (neither with any related CMs).
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 07, 2012, 07:03:36 pm
Case in point: Twig Gray likes to fashion intricate objects out of bone but has the creativity of a feral ghoul rock.

I'll take that, thank you~
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 07:05:06 pm
That's true, Neowulf. I haven't added specific attributes for cutie marks yet, as the current system is a placeholder, and will be expanded when I get to it in the development list. However, the current priority is on new features. You guys have suggested a lot of neat ideas (Many thanks! :) ), so I'd like to get them in before working on something that's already adequate.

To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 07:15:33 pm
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 07, 2012, 07:21:16 pm
You know what? I'm just going to stick that on the first page along with the other general tips. Don't forget you also need to set your armor settings to "replace clothing" and not "wear over clothing" for the ponies to replace their light horseshoes with boots (This is also convenient for military uniforms in general). :) Thanks to Crazy Cow for the four boots advice.

Edit: I may just go ahead and add attributes to all the current cutie marks as well. It's going to be after everything else for the next update is finished though.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Urist_McGamer on December 07, 2012, 08:10:23 pm
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 07, 2012, 08:54:23 pm
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.

Oh you have no idea.

They would probably bring buckets of lava to the hospital if I didn't constantly remind them that 'fires are bad'.
They are like little children, stupid technicolor, hoofed children that eat glue and crap rainbows the second you look away to do important shit, like attending to your industries.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 08, 2012, 12:15:12 am
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.

Oh you have no idea.

They would probably bring buckets of lava to the hospital if I didn't constantly remind them that 'fires are bad'.
They are like little children, stupid technicolor, hoofed children that eat glue and crap rainbows the second you look away to do important shit, like attending to your industries.

You're an industry.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 08, 2012, 12:40:38 am
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.

Oh you have no idea.

They would probably bring buckets of lava to the hospital if I didn't constantly remind them that 'fires are bad'.
They are like little children, stupid technicolor, hoofed children that eat glue and crap rainbows the second you look away to do important shit, like attending to your industries.

You're an industry.

I sure am, little Timmy, I sure am...
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 08, 2012, 10:37:20 am
I was fairly dubious of this when I first saw it. My love for all things Fallout overrode my mild dislike for ponies. The reactions and mechanics really drew me in right off the bat. Like the actual Fallout Mod, but more indepth, with a deeper research tree and more options. Outside of the fact my combat armored security force had four legs, carried their batons in their mouths and some how had a riot shield welded to the side of their armor, I could cope with it.

But then, a horrible mixture of Radstorm and immigrant wave sealed my delight with this mod. I had some minor experience with radstorms, watched them effect local wildlife, and knew it was best to get undercover if it was coming my way. Not an option when both a storm and a migrant wave spawns roughly at the same time, in the exact same spot.

It... was horrible. Some of the migrants managed to rush through, any where only effected by minor radiation sickness and some burning. Others... Were not so fortunate. A few were covered head to hoof in blisters, and one... a fisherpony... She was rotten. She was on the fact tract to ghoulification if such a mechanic worked. I hoped, with all my heart, she died before someone could recover her. My hospital, a well stocked and fitted room, was overwhelmed in a matter of days. The free wing of the Warrens was being used to stock the overflow. Miasma was everywhere. I checked my medical pony, also the Expedition Leader. Removing rotten flesh. Performing Surgery. Cleaning Patient. She didn't even return to her quarters. She passed out in the hospital after finishing a final surgery. For all her efforts, most managed to make it out of the hospital and rejoin the Stable, joining with the security force, the ever growing mason guild, or working below the earth in the dim glow of the magma forges.

I have suffered ambushes of slavers and raiders, even a pair of sieges. All have broken against the shield of my baton wielding security force, backed up by the unerring aim of my rifle squads. Still working on gathering all the supplies to begin magical studies. It seems a luxury I can not afford while still battling the elements and hostile forces, but I know it will be required if I ever have to face Unity.

All and all, you manage to take ponies and one of my favorite settings and mesh them together nicely. Good show.

Now the bad:

Scavenging has no set skill. I tested it, and even a pony with nothing set will go off and scavenge. This is very annoying because I will suddenly find my Master armorsmith, who is deep in the belly of the earth refining all my scrape into metal, running the fifty some odd  levels to refine a chunk of scrap, and then run all the way back down to resume his smithing. This happens with all professions. The other fallout mod used the near useless skill of animal trapping as it's place holder, rather try to make a new profession. It works fairly well.

Have you thought about changing salvage raws so they are unusable for carpentry, but still counted as wood? i have had a few starts where I was able to begin with some 6000+ ponybucks, because my starting wheelbarrel and such were made out of high quality salvage. This would allow people to stockpile wood in the same place, but not have to worry about their woodburners torching your disabled terminal logs because you need coal for steel.

Thoughts for items:

Taking another page from the Fallout Mod, and your own premise for the Everlasting Fountain, adding a very rare power source for a furnace or smithy would be a god send. Something stupidly rare, only in the Ministry of Wartime chests (Maybe magic) which allows you to build a forge that doesn't require fuel for basic smelting (No metallurgy reactions, like steel, bronze, etc) but allows you to smelt down scrap or work on smithing skills without having to dig down to magma, deforest the landscape, or micromanage your lumber/scrap industry quite as much.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 08, 2012, 12:04:26 pm
I'm glad you enjoy the mod, Kel! Good to see you've weathered the raiders and slavers well. :)

Scavenging reactions have no skill to prevent the salvage that comes out from having quality levels (Which would be excessive for some of the more useful scrap such as barbed wire). You can assign the salvage yard (and other workshops) to specific ponies once you have a manager, so only they will perform reactions at it.

Using logs for wood burning and carpentry is hardcoded, so there’s no way around that. However, you can restrict stockpiles to certain types of logs under Wood in the stockpile settings to sort ordinary wood to wood burners and salvage to salvage yards.

The Prismatic Smelter and Prismatic Forge work as a smelter and gunsmith respectively without the need for fuel, and are built using a power talisman (and a forge terminal for the latter). They’re both described under Workshops and Industries on the first page, along with other useful information. Power talismans have a low chance of being found in certain Ministry crates.

I will go ahead and add the first two to the technology hints and tips as well. Thanks for the feedback! :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 08, 2012, 01:19:29 pm
Well, after a run with a fort that ended when I discovered the joys of Dragonfire, some ideas that are probably already planned but I just want to get out of my head:


Ghoulification might be viable. Is there not a way to set percentage on how a reaction effects a creature? Perhapes radiation clouds have a 5-15 percent chance to convert a pony into a ghoul after a long "recovery" from blistering and subsequently rotting. Ditto for Pink Cloud, albet that horrible stuff would be a lot more risky to expose, I presume, a dozen migrents to considering it's death rate. Not that it would stop players from attempting to make a Canterlot Ghoul-y filled fort, but still.

Buffalo might be a "tribal" faction with just a few civilizations at world gen to offset there...largeness.

Roming cyberponies might be a viable semimegabeast. Something Deus-like, probably.

Finaly, zebras: I see two potental civ's in them: a tribal/scavanger/raider group and something akin to the Reminent from PH.

The "primary" zebra faction would be much like the Wastelander civ at first glance: lowish quality weapons, sends caravans if your not at war with them, ect. However, the zebras would probably have a moderate skill bonus to all of the "bare-hooved combat" skills and might, as another poster has suggested, have some bonus to the Alchemy skill. Presumably, they might trade special robots or substances that would require a Alchemy-based building to use effectivly. Or not. It might get wierd in attempting to impliment it, but having the ability to create a "Regeneration elixer" or a "Mind-Expanding Brew" is too good to pass up, and it's kind of neat to force ponies in-game to slowly learn Alchemy.

Now the Reminent would be a mite bit like the Steel Rangers if they traded there power armor for stealth. They would probably send thieves in to your fort, but considering that they would probably have high inherent combat skills they would be less "thieves" as "Stealth-Cloaked Infiltrator" and would be a genuine threat to even trained guardponies. Now, while they would probably have some some renamed combat armor at best for there troops, and swords and knives and such for melee weapons, there main threat would be the ranged fighters. Coupled with a high observation skill and probably unique-to-there-civ Zebra Assault and Sniper rifles, they could bring down even the best armored fighters with scary ease. Of course, there lack of high-tier armor and there size balances out for a high-mid tier threat.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 08, 2012, 02:00:30 pm
I've fleshed out the workshops and industries with their respective reaction lists to make them easier to figure out.

Pokon, ghoulification is viable, and will eventually be introduced when I implement RadSafe and RadAway in the Ministry of Peace arc.

Zebras are on the development list. There's a whole technology tree planned for them and their potions-based magics. They are low priority though.

I'll think about the buffalo and cyberponies.

Thanks for the suggestions! :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 09, 2012, 01:07:44 am
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.

Oh you have no idea.

They would probably bring buckets of lava to the hospital if I didn't constantly remind them that 'fires are bad'.
They are like little children, stupid technicolor, hoofed children that eat glue and crap rainbows the second you look away to do important shit, like attending to your industries.

You're an industry.

I sure am, little Timmy, I sure am...

I'm no Timmy, I'm an Indi.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 01:10:38 am
To Maklak: Horseshoes and security boots work fine, but each pony has to be assigned four specific shoes/boots or else they won't put them on (The general boot options don't work as ponies have four hooves). And the light horseshoes your ponies wear by default don't protect well against damage.

Oooooooooooohh....

SHIT.
Silly ponies need you to remind them to protect their little hoofsies.

Oh you have no idea.

They would probably bring buckets of lava to the hospital if I didn't constantly remind them that 'fires are bad'.
They are like little children, stupid technicolor, hoofed children that eat glue and crap rainbows the second you look away to do important shit, like attending to your industries.

You're an industry.

I sure am, little Timmy, I sure am...

I'm no Timmy, I'm an Indi.

Timmy the Indi
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 01:25:41 am
Ok, that's enough now guys. :P

I'm planning to roll out an small update with just the bugfixes and useful changes suggested over the past couple of days. If you have any suggestions or issues that would be quick to add/fix, I'm all ears.

Edit: Bigger suggestions for later are welcome too. :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 01:58:55 am
Sprite bot upgrades? :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 02:07:40 am
I've got strapped explosives planned for them in the larger update - you'll be able to turn them into mobile mines that explode in your enemies' faces.  :)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 02:24:33 am
Oooh explosives.
I like explosives.
Almost as much as I like robots, so this is great.
It's going to be tricky putting them to effective use, BUT, it does give me a great idea on how to deal with trapavoid's in long trapped corridors, it involves secret passages, floodgates and luck.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 09, 2012, 02:28:24 am
Would the ghouled ponies join the Stable, or would they become feral and another problem for the fort in general?

Because I can see problems coming from having them working alongside non-irradiated ponies, dealing slow but steady radiation damage to them, which in time would A: Cause minor to moderate health issues, leaving your Stable covered in vomit and blood in some cases, with everyone suffering from constant pain, which in turn would cause B: The eventual uberpony, as they are given steady damage which causes them to recover both from physical and disease would give them perpetual stat boosts in toughness, damage, and disease recovery.

A breed of pony, who's wounds seals before your very eyes. Exposed to JUST the right level of magical radiation, they are infused with a glow of ancient magic, much to the suffering of those around them.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 02:37:39 am
I think I'll make it a 25% chance that the new ghoul is feral, though the odds of becoming a ghoul in the first place are low. That way overseers won't simply dump new migrant waves into the nearest irradiated dust storm. :P Non-feral ghouls will be able to work in your Stable as normal.

And the radioactive glowing ghouls to which you refer are out there...it's just that a ghoul won't normally become one unless exposed to an extreme radiation source. Newly ghoulified ponies won't emit radiation of their own.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 02:51:38 am
That reminds me.

Will there be tainted sprite bots?
Corrupted sprite bots that have an area of effect interaction that causes targets to bleed from their ears and eyes?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 02:59:39 am
There are already, but they and the other wild robots are not spawning for some reason. I won't have the time to figure out what's wrong until later though.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Urist_McGamer on December 09, 2012, 03:10:45 am
I think I'll make it a 25% chance that the new ghoul is feral, though the odds of becoming a ghoul in the first place are low. That way overseers won't simply dump new migrant waves into the nearest irradiated dust storm. :P Non-feral ghouls will be able to work in your Stable as normal.

And the radioactive glowing ghouls to which you refer are out there...it's just that a ghoul won't normally become one unless exposed to an extreme radiation source. Newly ghoulified ponies won't emit radiation of their own.
So Overseers would have to go to more complex lengths to weaponize ghoulification? Maybe something like putting each (preferably useless) migrant into a chamber with a radioactive source until they die or turn. Even if they go feral, you can still use them as combat fodder in your arena! Even modded features will be weaponized, but at what cost?
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 03:14:00 am
You're better off embarking in a savage or evil region and cage trapping the local ghouls for your arena than risking whole migrant waves in irradiated clouds. Even sane ghouls will be weaker than the average pony, though they can't feel pain and are immune to radiation.

I guess I'll put ghouls in as an objective for the large update.

Edit: I'll consider percentages that will make forcibly ghoulifying ponies feasible for interested overseers. :)

Edit2 for below: As well as bonuses to make the process worth it (Apart from the, you know, pony ghouls!)
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 09, 2012, 03:17:04 am
Exposing your ponies to rad clouds does have the horrible side effect of reducing their bones to piles of rotten ooze. Rather horrible image if you think about it.

New ghouls should be rare, but have a hefty bonus to their endurance and disease resistance, along with immunity, maybe even benefit, from rad exposure, making them a MUST HAVE for intensive aboveground salvaging. Maybe make them suffer a hefty agility penalty to off set it, so you have to provide them with some form of guard, otherwise, any native wild life them comes across them will have an easy meal.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 09, 2012, 10:41:37 am
Always had a soft spot for ghouls, myself (and I was always sad that I couldn't stop the Master from fucking up the Necropolis :c), so seeing them would be pretty cool. I can tell you now that I'll be trying at least one ghoul-only fort ;P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 09, 2012, 11:41:36 am
I haven't had much time to play lately, but I may post an update later. For now I just have a few comments on the mod.

I rather like the idea of having ghouls for aboveground work and guard duty.

What is the stack size for metal pellets? A 100 when they are found in a box, but what about when they are made? Can someone confirm that a stack of a 100 steel pellets will indeed find its way into somepony's quiver? I've read somewhere that quiver can only hold up to 90 items, but am not sure if this is true. In any case, consider having 2 stacks of 50 rather than one stack of a 100. I also think that producing pellets from metal bars should make 50 of them. Maybe even 2 stacks of 50. Pellets are small and weak, so the reaction should be pretty efficient.

I've got a sublime though: reverse-engineering. Say someone got a hold of some rifles, but no such luck with a schematics. He has a good weaponsmith and wants some quality bonuses. The answer is reverse-engineering. Take no less than 3 and no more than 10 of some item, no less than 4 and no more than 11 silk paper, disassemble the weapons / armour and make a schematics. The reaction should be lengthy. Maybe even split it into lengthy reactions that produce "partial schematics" and then a reaction to combine them. This would be prone to paralellisation, but would also need more overall work. Maybe this could only be made at a "reverse-engineering workshop", requiring some furniture and a terminal and the reactions itself would need a toolbox (preserved), lens (preserved), and battery (depleted).
The goal is to make reverse-engineering into a viable, but not preferred method for obtaining schematics. Viable items for reverse-engineering include most, it not all, the things for which schematics exist. Not all reactions need to require the same amount of input items. A combat helmet should be easier to figure out (and require 3 helmets) than an AMR (requires ten of them).

If you want some kind of filter for our suggestions as well as give us a glimpse of what's coming, consider adding some sort of //TODO list to first post.

Power Armours in FoE have healing potion and drug injectors and sometimes healing talismans. Wearing a Power Armour (and maybe a scorpion Armour to some degree) should give the pony a better healing rate and a "perk" that they can use to boost their combat effectiveness. Power Armours also have EFS and SATS. I'm not sure if this is possible to do and how to avoid bugs (soldiers took PA off, but kept its perks, or removed his "SATS" perk or whatever).

If you are going to have Dashite and ghoul citizens, you might as well throw in the rare donkey.

I keep getting wave after wave of feral dogs and I'd like some variety. Such as feral cats, sheep, cows, giant mantises and geckos.

I don't like the idea of suicide bomber Sprite-bots. I'd rather keep them and upgrade them with plasteel frame and a better pistol. I would only consider using exploding Sprite-bots if they blow up only when severely wounded / dying and there is a low chance of friendly fire.
EDIT: Or just, you know, do something creative. Keep them in (remotely operated) cages somewhere after the preliminary defence line. If a tough cookie or a building destroyer comes along, blow it up!
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: ender1200 on December 09, 2012, 02:37:13 pm

If you are going to have Dashite and ghoul citizens, you might as well throw in the rare donkey.

I'm pretty sure that all surviving donkeys have mutated in to some sort of a tow headed unintelligent beast. Same way cows have turned into Brahmins.

But you know what would be really hilarious? a super rare chance to get a sentient Brahmin as a citizen  :P
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Maklak on December 09, 2012, 03:06:57 pm
In Murky Number Seven there is a Donkey citizen, Grindstone. But that is just one donkey in a sidefic, so canonically they well may be extinct / mutated or there might be a pocket of them somewhere.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 03:21:40 pm
Version 0.88c is out with numerous fixes and adjustments in preparation for the larger update.

•   Test profession class: Assassin
     o   Stealthbuck, steel combat knife, combat pistol → assassin upgrade potion
     o   Assassin ponies will stealth and attempt to get close to their enemies when attacking.
     o   Assassins, Flamers, and Minigunners are mutually exclusive.
     o   Future versions will add instant-kill techniques against pony-type enemies.
•   Coal boxes now contain 3 coal boulders (27 fuel).
•   Coiled wiring now requires 3x frayed wiring to make.
•   Toolboxes are now components of the buildings that need them, not the reactions.
•   BB pellet boxes now have 500 pellets, in groups of 50.
•   Steel rangers have had their wealth trigger temporarily removed.
•   You can now make cloaks and socks.
•   Wastelander caravans may now bring coal, and slaver caravans boxes of medium caliber ammo.
•   Chain swords can now be made at the workbench.
•   Water can now be pressed from cactuses at the screw press.
•   Plywood now has a value of 1, and dismantling plywood furniture yields half of the boards originally used.
•   Nurse Redheart cooldown period reduced to 1 day (1200 time units)
•   The frequency of refuse objects from salvage has been reduced.
•   Disabled terminals now have a low chance of yielding RobronCo, Forge, and MAS processing matrices.
•   Pony teeth will no longer explode into dozens of pieces, but a few.
•   Numerous minor bugfixes.

As always, let me know if you encounter any issues.  :)

I'll have to get around to adding the features for the next update to the To-Do list...as reverse engineering is one of them. :-[ However, what I have in mind is quite similar to your suggestion Maklak, and you've mentioned a few things I haven't considered.

Wearable armor can't grant any bonuses, but I'm working on a solution to give power armor ponies various boosts.

The creature expansion is part of the Ministry of Peace arc.

The problem with sprite bots is that they're too fragile and small to justify upgrading them with improved armor and weaponry. As you've mentioned before, their antenna and wings are easily crippled, rendering them half-useless even with armor.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 09, 2012, 03:32:50 pm
Always had a soft spot for ghouls, myself (and I was always sad that I couldn't stop the Master from fucking up the Necropolis :c), so seeing them would be pretty cool. I can tell you now that I'll be trying at least one ghoul-only fort ;P

As do I. I keep seeing something like this:


1. Ghouls in there own heavly fortafied above-ground settlements, with good robots serving as the main defence.

2. Feral ghouls are placed in 3x3 underground chambers, isolated so that they do not rend eachother into tiny chunks. Snagging a Reaver or a Glowing one from the surface is a bonus. Ponies who have been sufficantly exposed to radiation get shoved into one of these chambers until they either turn or...well, if they dont, there not let out.

3. Non-ghoul ponies and damaged/crippled robots and livestock are sent down below to work in the industries and dig into the cavern layers. Slaves serve the first line of defence against the horrors below, with lucky survivers getting a chance for robobrainization.

Quote
I'm pretty sure that all surviving donkeys have mutated in to some sort of a tow headed unintelligent beast. Same way cows have turned into Brahmins.

Where was that said? Actualy, I can see them being akin to Point Lookout's Swampfolk on a bigger scale. You could have the largish "feel no pain and rages like crazy" big brutes, the actual normal-looking donkeys that has increased skills all around to set them apart from there stupid kin, and rare near-mindless alicorn-sized "Mules" that either come from the mating of a very unfortunate pony meeting a rapy donkey, or, according to them, the mating of one of the swamp donkey's foul gods mating with one of there worshipers. Either way, a semimegabeast-lever threat that can take anti-mechnine rounds to the face and can kick a power-armored ponies head off.

However, I would like donkey slaves, if only because there's no good reason not to have them. Even if there not ponies, I can see them being useful to have around: like earth ponies, they would have increases in most of the physical states, but donkeys would also have incredably "durable" personalities. Things like "sympathy" and "cheerfulness" get taken to almost pollyana-esqu levels while "anger" is nearly nonexistant." Best friend's get eaten by a radgator? Oh well, at least my legs have not been ripped off. Legs get ripped off? Well, at least my spine isn't broken." Of course, this nearly perfect laborer comes with a lack of a cuti mark and has the same penalties to skills as other slaves have, but there still useful in a place where your likely to be chainsawed in half by a unruly slaver.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 03:37:28 pm
I can't add non-pony citizens, as they would have to be part of the stable pony creature (which is exclusively pony). Otherwise ponies would be able to give birth to donkeys and such (at least the rare ghoul or pegasus foal would be semi-reasonable, given radiation exposure and equestrian genetics).

Edit: I've added a list of tentative features for the next update to the front page.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Maklak on December 09, 2012, 03:48:33 pm
Congratulations on the update, but I'm not sure about savegame compatibility, so for the time being I think I'll stick with 0.88 I want to see what's further down the technology tree. The downside is that you won't get feedback for the fixes from me.

Preventing ponies from giving births to donkeys pretty much settles it. Even making them the members of wasteland civilisation would face the same problems when they are asked about families in adventure mode. There aren't enough of them for their own civilisation. Slaves or occasional feral donkey ghouls might still work.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Pokon on December 09, 2012, 03:59:45 pm
On the new update: gening a world right now, going to see how good Assassins are.

On donkeys: Bugger. Maklak, pretty sure he cannot make donkey slaves convert if there not already in the stable pony creature, I think. Actualy, looking back, I might give the Swampdonkeys a try if Lycaeon is not going to, because Point Lookout was one of my favorite add ons and there's surprisingly few things in the swamps at the moment besides radgators and a few other nasties. 
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Graknorke on December 09, 2012, 05:04:26 pm
•   Toolboxes are now components of the buildings that need them, not the reactions.
oh nooooooo
I never actually found out how to make toolboxes, just salvaged them or brought them on embark.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 05:06:46 pm
They can be made just like any other tools at the metalsmith's forge.

I've added that to the general hints and tips.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Crazy Cow on December 09, 2012, 06:08:02 pm
Always had a soft spot for ghouls, myself (and I was always sad that I couldn't stop the Master from fucking up the Necropolis :c), so seeing them would be pretty cool. I can tell you now that I'll be trying at least one ghoul-only fort ;P

As do I. I keep seeing something like this:


1. Ghouls in there own heavly fortafied above-ground settlements, with good robots serving as the main defence.

2. Feral ghouls are placed in 3x3 underground chambers, isolated so that they do not rend eachother into tiny chunks. Snagging a Reaver or a Glowing one from the surface is a bonus. Ponies who have been sufficantly exposed to radiation get shoved into one of these chambers until they either turn or...well, if they dont, there not let out.

3. Non-ghoul ponies and damaged/crippled robots and livestock are sent down below to work in the industries and dig into the cavern layers. Slaves serve the first line of defence against the horrors below, with lucky survivers getting a chance for robobrainization.

That's a pretty cool idea; I was just planning on sticking non-Ghouls in containment until I could expose them to radiation. Holding onto all the feral ones would be a pretty nice touch.

In Murky Number Seven there is a Donkey citizen, Grindstone. But that is just one donkey in a sidefic, so canonically they well may be extinct / mutated or there might be a pocket of them somewhere.

You red MN7 too? It's one of the very few side stories I was ever interested in.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: P(ony)SI on December 09, 2012, 06:23:42 pm
Ugh, why the HELL are there so many ambushes?

There are about 6 raider/slaver ambushes everytime a caravan comes. Not to mention that I get about 7 thieves also.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Graknorke on December 09, 2012, 06:26:47 pm
Ugh, why the HELL are there so many ambushes?

There are about 6 raider/slaver ambushes everytime a caravan comes. Not to mention that I get about 7 thieves also.
Because Dwarf Fortress. That's just how the game works; nothing to do with the mod (unless it is?).
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 06:32:58 pm
I heard that if you embark close to an enemy civ site, they'll send more ambushes, so you might just be unlucky. Also, I believe wealth produced also influences ambush/siege frequency. Fortunately, raiders and slavers can't avoid traps, so a well-lined killing hall should do the trick nicely. :)
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 06:36:43 pm
I have detected 4 wild slaves in the first cavern layer in my new fort.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: P(ony)SI on December 09, 2012, 06:44:48 pm
I heard that if you embark close to an enemy civ site, they'll send more ambushes, so you might just be unlucky. Also, I believe wealth produced also influences ambush/siege frequency. Fortunately, raiders and slavers can't avoid traps, so a well-lined killing hall should do the trick nicely. :)
Well shit. Guess I'll have to cut down on salvaging.
Is there a way to make caravans spawn on roads? I built a nice road near my fort, but the caravans kept on spawning at the furthest point on my map.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 06:45:46 pm
Must've escaped through some tunnels. :D

I put them there so the slaver caravans can bring them, but with frequency set to 0. I guess that doesn't stop them from spawning, but even then, it should be very rare. Thanks for pointing that out, Replica, and let me know if it happens more often. :)

P(ony)SI, I think the caravan spawn point is preset or random. You may want to build a road to where they show up.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Crazy Cow on December 09, 2012, 06:46:59 pm
Finely spaced statues. As long as there isn't a 3x3 path except from through your road, the caravan will spawn there.
Title: Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
Post by: Pokon on December 09, 2012, 06:56:48 pm


That's a pretty cool idea; I was just planning on sticking non-Ghouls in containment until I could expose them to radiation. Holding onto all the feral ones would be a pretty nice touch.

Well, I would expose everypony, send that group into there own little sealed chambers, and wait to see if the ghoulification even worked. If it is feral, one could probably just keep the room sealed. (Actualy, the idea of a pony just turning into a feral ghoul in a hospital ward is one of the best mental images I have ever gotten from DF.)

On the topic of sidefics, I enjoyed Pink Eyes, but Misfit's and Guise of Chaos is good. Honestly, the latter needs more love, considering that it's at least as good as the already good Heros.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Maklak on December 09, 2012, 07:02:17 pm
Crazy Cow, not only did I read Murky 7, but I also dumped 30 pages of feedback (https://docs.google.com/document/d/11u6f5riEkpbsZjejWqh36_ZkmIN_X1bSC2rVR8Ju1iM/edit) on the author and made some pictures. (http://tbaransk.deviantart.com/gallery/) Sadly they didn't make it into M7 gallery, because I used things from MLP Vector Club and similar. I listed the contributors, but didn't ask for permission.

Red Eye is my most favourite character in the entire FoE universe, maybe except for Lacunae, so of course I've read a story about slavery in Fillydelphia.

More on topic, I had another idea: Flux Converter, a workshop which allows magically talented unicorns to recharge depleted batteries "off the horn". Flux converters are made cannon by Flim-Flam episode as well as the boat in Project Horizons. The workshop should require wiring to build, do not take up much space and be much less efficient than the Prismatic generator. There should be no reaction for a batch of 5 batteries and the job shouldn't be automatic at the Flux converter. This is to give the unlucky player, who has trouble getting a power talisman, another option to use technologies involving batteries. I'm not sure which skill should be used. Mechanics, maybe? Also, the reaction needs to take longer than the generator version and I can't see an appropriate tag in the RAWs. I know that Strand Extraction takes a long time.

I should have some time to play today. I got my first slave caravan lately and their wagon has some good stuff, including medium quality salvage.

The traders seem to spawn close to the same spot each time. I wouldn't recommend statues, because building destroyers will wreck them... Unless you make 500+ of them and wall off your entire embark, except for one spot.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 07:08:32 pm
That's a good idea Maklak. As there's no way to restrict reactions to unicorns only, I'll have it drop a boiling rock that's dangerous to earth ponies like the magic research reactions. It'll also tire out the unicorn worker for a while.

I've added it to the upcoming features. Thanks for the suggestion! :)
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: ZebioLizard2 on December 09, 2012, 09:05:30 pm
I was wondering if later on we could "Upgrade" or "Find" various different specifications of power armor. Like being able to add enchantments like the Eyes Forward spell, and talismans that would be able to regenerate the user inside, or strengthen them far more than the average armor.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Putnam on December 09, 2012, 09:35:36 pm
Not stuff like that specifically, but similar things may be possible if power armor isn't armor.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 09:41:07 pm
(http://i156.photobucket.com/albums/t33/Mattelus/jeez.png)
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Pokon on December 09, 2012, 09:46:32 pm
(http://i156.photobucket.com/albums/t33/Mattelus/jeez.png)

 :o
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Crazy Cow on December 09, 2012, 09:49:16 pm
Yay RNG glitches! I can't wait for a FB made of Bonfire or one of the evaporation syndrome rocks.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 10:07:37 pm
Yup...the RNG chooses from the set of available colors, including the ones for the cutie marks. :-\ I don't think there's a way to avoid this.

To Zebio: I'm working on an upgrade drink that transforms the pony into a power armored soldier, with different types possessing different weapons and capabilities (such as immunity to mild radiation). Unfortunately, I've run into a snag - unless the new power armored pony is wearing clothes over his armor, he's going to suffer bad thoughts and eventually tantrum. And being able to wear combat armor over your power armor is not a result I'm willing to tolerate. :P

It's going to be at least a week before I get the time to figure out a way around this problem (if there is one), among others. In the meantime, suggestions for this and anything else that could be included in the next version are welcome. :)
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Replica on December 09, 2012, 10:10:12 pm
So there are forgotten beasts with long and curly smiling flowers? xD
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Khenal on December 09, 2012, 10:11:38 pm
That reminds me of a possible(?) way around the problem of boots.  Four legs makes the game confused... so can you trick it by calling them forelegs and hind legs?  Let it think that forelegs are arms, though they are walked on, and make the foreboots act like gloves?
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 10:18:44 pm
Replica: Pretty much. :)

Unfortunately, the [STANCE] token that hooves have to make ponies stand on them also force them to act as feet, so they'll still accept boots. And glove-type clothing items will be worn by any bodyparts with [GRASP] - including the mouth and unicorn telekinesis.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Khenal on December 09, 2012, 11:00:35 pm
I am enjoying the picture of ponies wearing boots on their muzzles.  Is there a way to make Emergency Edible Boots?
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Neowulf on December 09, 2012, 11:06:46 pm
Can't you restrict learnable skills by caste? Like alchemy? Or better, pump operation. Rename the skill to Power Machine, restrict it to unicorns, and use it as the general magic skill. Pawn it off as screw pumps require power to operate, no more hand operating.
And a battery charger workshop can be slowed down easily. Two reactions, "Add Charge" that creates a small Crystallized Energy item that does nothing but sit there (like pages and chapters of research in the loosing is magic mod) and a "Charge Battery" automatic reaction that takes a depleted battery and a number of Crystallized Energy bits to create the charged battery.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 09, 2012, 11:20:28 pm
Khenal: Boots and horseshoes are made of metal, so probably not.  :P

Skills can't be restricted by caste (apart from learning rates), and all magic-related reactions that aren't gem-cutting do use the alchemy skill, which is off by default. You can enable it for just your unicorns so only they will run the arcane reactions. The hazardous arcane fumes are to deter turning alchemy on for earth ponies.

There's no need to slow down the reaction, as it will render the unicorn operator unconscious for a period of time (a spark battery is actually a large power source, according to the FoE canon, and so charging one will drain the average unicorn). Certain magically adept unicorn castes will be resistant, however.

I will go ahead and add the info about alchemy to the technology hints.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Replica on December 10, 2012, 01:08:14 am
(http://i156.photobucket.com/albums/t33/Mattelus/morbid.png)

That RNG problem really makes for some morbid combinations.

Seriously, it's three skinned cutie marks exoskeleton is sleek and smooth.

Edit: Grrr! This is the fourth time I've had to shut down and savescum due to giant cave spiders!
Those things kill everything in less than one nanosecond, I just had one slip through a crack that I hadn't noticed and it went on a total rampage throughout the stable, killing 40 ponies in two minutes.
Damn it to hell, an hour, two migrant waves, an almost fully constructed perimeter wall, a lucky wingless FB, 200 copper bars and an artifact tough leather cloak all down the drain!
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Lycaeon on December 10, 2012, 01:45:05 am
Oops...I apparently made the beast chitin giant radscorpions and cave spiders use too strong. I've gone ahead and hotfixed this as v0.88d. Now steel weapons should take them down.

Sorry about that. :(

Edit: You can fix this is current games by going to the insects file in your save folder and changing BEASTCHITIN_MATERIALS to TOUGHCHITIN_MATERIALS.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: ZebioLizard2 on December 10, 2012, 02:02:56 am
Is it possible we'll get machinegun grenade launchers with the eventual power armor  ;D?

Sounds good regardless though. Hope the issues get worked out!
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: ender1200 on December 10, 2012, 03:29:04 am
Is it possible we'll get machinegun grenade launchers with the eventual power armor  ;D?

Sounds good regardless though. Hope the issues get worked out!

You want your ponies using a weapon even Stealhooves was hardly capable of using without hurting his friends? well, have !!FUN!! with that.
Title: Re: Fallout Equestria: v0.88c beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 10, 2012, 04:42:29 am
I heard that if you embark close to an enemy civ site, they'll send more ambushes, so you might just be unlucky. Also, I believe wealth produced also influences ambush/siege frequency. Fortunately, raiders and slavers can't avoid traps, so a well-lined killing hall should do the trick nicely. :)
Well shit. Guess I'll have to cut down on salvaging.
Is there a way to make caravans spawn on roads? I built a nice road near my fort, but the caravans kept on spawning at the furthest point on my map.

*lights a cigar and takes a long drag* Now, what I'm going to tell you is going to be crazy... suicidal even. What you're going to want to do is build that road along the entire border of the map just to be sure.

(http://i156.photobucket.com/albums/t33/Mattelus/jeez.png)
Spoiler (click to show/hide)
Who's got my rusty horseshoe?
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Replica on December 10, 2012, 08:37:49 am
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Urist_McGamer on December 10, 2012, 03:26:46 pm
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Maklak on December 10, 2012, 06:19:55 pm
I gave my soldiers "Security shoes" as part of their uniforms that replace clothing and they wear them. In vanilla DF I also didn't have much trouble with boots and soldiers. You don't have to assign boots individually - my ponies pick four of them just fine. Socks may screw this up, however. Oh and of course they can't wear light horseshoes and security horseshoes at the same time.

Pellets are produced at the forge in batches of 25 from one bar. If you haven't already, change that to 50. It will be consistent with pellet crate and pellets are weak anyway. If someone isn't going the bone route, he is likely to need a lot of pellets anyway.

I have seen a stack of a 100 steel pellets in a quiver, so quivers are most certainly not limited in capacity to just below a 100 items.

My problems with opening cans of food and drink apparently ended when I moved a bar and a kitchen closer to the stockpile. Automatic reactions in DF have a range limit. That's just the way it is.

I'm not 100% sure, but I think bullets are reusable if they don't break the first time. It is just the name that changes.

I run Stonesense. It printed a lot of warnings about unknown items, but worked. The picture below is from a slaver ambush.
(http://tnypic.net/3im3v.png)

The music in-game stopped working for unknown reasons.




My fort continues.

Phew, I thought my save got corrupted, but I just screwed up the graphics settings.

Caps died despite my efforts to save her. Nerdie, her husband, became the new militia commander.

Textbook needs a rough gem to finish her creation. I normally have lots of them, but not this time. Hopefully my miners will dig something up soon. I even designated an additional tunnel close to where a cluster of gems was found earlier.

Short Bursts has become attached to his *pine riot shield*. Phew, whatever.

Puppy Smiles decides to go find somepony in charge to cry on her, because she was disgusted by miasma, caught in a snow storm, but worst of all saw a fly and was accosted by that terrible vermin. Poor thing doesn't get it, that we're fighting for our very survival here.

My miners decide that storing all kinds of items in bins is more important than mining. I tell them otherwise and disable their hauling. It helps.

Marble Statue and Tasty Scraps get hospitalised. It is those feral dogs again. Gypsum Casts is also in the hospital. Meanwhile Splint goes to carry a bag to a stockpile. I need more idlers for that!

A caravan is on the horizon. They wear the markings of slavers and DJ PON3, who has proven mostly reliable thus far, warned about them, but they don't look heavily armed. Surely they come here just to trade, otherwise they wouldn't have those wagons full of stuff. A casual inspection reveals that they don't have hidden soldiers in there, so they are welcome to the marketplace.

Textbook gets chased away from her workshop and wounded in the head by a feral dog, but quickly returns to waiting for her gem after a soldier deals with the threat.

Extra Caps goes to look over what the caravan brought. There is unsorted scrap, some of which looks quite promising, combat armour with gem decorations, ammo for rifles, fish, vegetables, thread, yarn and... three miserable-looking ponies in cages. Two Earth Ponies and a Unicorn. After a discussion with some of the more prominent citizens, we decide not to trade for slaves for ethical reasons, although it is a close tie. On one hoof slavery is a bad thing, those slaves wouldn't meet the standards to become citizens anyway and having "servants" around might rub some of us the wrong way. On the other, we badly need more hooves to work and by the looks of them, they would be better off staying here anyway. (( In reality, I traded for some of the things I wanted, except slaves, armour and ammo, but didn't get enough prepared food moved to depot by the time the caravan left. Also, both ponies qualified for trade were busy. Feral dogs are not as efficient money makers as I thought. Sure, they leave stacks of 15 meat, but lots of internal organs too and those are cooked into small stacks. Selling large stacks of Quarry Bush leaf roasts would be more efficient. ))

  Much to my surprise, when the slave traders were unloading their goods, another band of them came along heavily armed and started shooting. The traders said, those were from a competing company and that our security should be able to handle them.
  The ambush consists of 4 gunners with three combat rifles, lead by a lasher. They wear combat armour. I can't simply order civilians inside and close the door, because we're still trading. While they approach, they are shot at by the usual assortment of militia and stationary defences, while engaged by Shashing Hoof, one of our machete soldiers. A moment afterwards Sparkilng Clean, the new melee squad replacement, joins the fray.
  The Lasher pierces Sparkling Clean's barding, as if it wasn't even there, wounding him severely, without even getting a scratch in return. Smashing Hoof doesn't waste time. He blocks some bullets, scores a few hits and one of the attackers bites the dust. Most bullets simply plink off of the invader's armours, but some still strike and wound them.
  Another enemy is quickly knocked unconscious. Meanwhile Nerdie fumbles around in the armoury, getting dressed. His speed is greatly reduced by his crutch, but his determination is absolute. His wife, Caps, died recently and he doesn't want the same to happen to his daughter Textbook, who is standing outside talking about gems, with her desire to create something beautiful overriding even her survival instinct.
  Sparkling Clean, already severely wounded by the Lasher, gets shot in the head and killed. Now Smashing Hoof has to fight against 3 enemies. The slavers have a lot of ammo, while some of our soldiers begin tu run out of it. Not Lilly Butterfly though, she picked a 100 steel pellets we found in a chest.
  Smashing Hoof blocks or dodges many attacks, but some get through. He may be no match for their leader, but he still kills an unconscious gunner and goes after another, while still in pain from the lashes. In a desperate attempt to end the combat, he enters a marital trance, strikes true in the Lasher's rear right ankle and wounds it so bad, that the enemy leader passes out from pain. Our hero kills him quickly, them goes for another gunner, knocking him down and killing. The last remaining invader flees. We have won, but it still costed a life.
(http://tnypic.net/imfpz.png)

I station the BB squad north of the camp to fend off feral dogs. There have been some attacks by them on salvagers. 

We have too much work and not enough ponies. The layout of the vault is also not a good one. There is too much walking to get anywhere.

The marble layer had some chrysoberyls. Textbook is rescued. She made a rock salt drum and became a Great Stone Crafter.

On the tenth on June the water has finally thawed. It filled the cistern quickly and didn't overflow, so it worked just as intended. Shortly afterwards the slaver caravan left.

With the shortage of workforce around here, Fleur takes over the customs office, while Extra Caps will be a woodworker and a salvager. Fleur is going to focus almost entirely on paperwork.

Dogs die to small calibre bullets, but it wastes a lot of ammo.

A foal snatcher dies in crossfire.

Psalms became elected the overstallion. This changes little in the way the things are run around here.

A feral pegasus ghoul shows up and is killed.

The small calibre bullets are running out fast. There are 3 rifles in the camp and a few legendary marksponies. It may be a good time for an upgrade.

A pack of dogs is decimated by so many marksponies, that their shots look like submachinegun fire. Fights like this result in large puddles of blood, some bullets and casing all around it and the need to manufacture more ammo. Fortunately cremating remains has been delivering some potash and a caravan from the stable promised to bring saltpetre next time, so we just need to hold out.

Evening Prayer has given birth to an Earth Pony buck, Salt of The Earth.

Smashing Hoof clashes with a black radscorpion and they both retreat, wounded. The soldier goes to the hospital, but Splints is busy with all kinds of things.

I re-organise the military: 
  Nerdie and Smashing hoof get to be the only melee soldiers for now. They get combat armour, machetes and lots of shields. 
  Three best shooters: Trigger Happy, Short Bursts and Shadowdancer get rifles. They are to train melee combat in the barracks all the time and be only called upon in times of need. This is to conserve their ammo and hopefully to make them better in close combat when their ammo poaches run out.
  Psalms and Hail of Metal are going to patrol the perimeter of the camp with pistols.
  Lilly Butterfly, Prime Rib, Gypsum casts and Apple Pie will continue to train shooting with BB rifles.
  There is still no internal security, but there has been little need for a police so far. In any case the prison is ready.

We digged up a Stable-tec crate from the scrap the slaves brought. It had a Stable-tec processing matrix, a charged battery, a depleted chainsaw and four pipbucks.

Five new migrants have arrived. This includes two foals. They brought a Mr Hooves with them. Campfire Story joins Nerdie's squad.

The soldiers sure take their time figuring out and picking their new equipment. Psalms decides to buck it, goes to patrol the camp naked and stomps on some radroaches for good measure.

Campfire Story, the new machete soldier, dies to a radscorpion. All security is ordered to engage it, equipped or not. One radscorpion is killed quickly, but another one takes down Shadowdancer. It is shortly afterwards engaged with pistols and rifles. Meanwhile two pegasai ghouls rampage near the centre of the camp. They are killed of course, but damage some of the robots and turrets. One ghoul even emits some kind of radioactive vapours. As a last ditch effort the scorpion, who killed Campfire Story and Shadowdancer, charges Trigger Happy, but he shots it in the head and kills it. (( I think I won't assign new ponies to the melee squad for now. Too many of them die quickly. )) The radscorpions seem to have some kind of paralysing venom.
(http://tnypic.net/3fwj8.png)

Smashing Hoof is still at the hospital, but he has at least been diagnosed. There is so much to do around the camp, that even the foals are busy all the time.

Warm Blanket went to fetch Campfire's Story stuff. He was chased by a feral ghoul and killed before he made it back to the camp. The ghoul was taken down quickly afterwards, but not before wounding Prime Rib and pushing him into a pond. The recruit can't swim, but managed to crawl out anyway. Just when I thought we would be safe from wildlife, we're running out of coffins... again.

(http://tnypic.net/fzpr3.jpg)
Notice the red and green blood puddles around the camp. They are from packs of dogs and ghouls who died to massed firepower.

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Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Graknorke on December 10, 2012, 06:36:14 pm
Well.
That was sad. Too many deaths.

Says I who just burned everything down on his test save to figure out the mechanics.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Lycaeon on December 10, 2012, 09:04:42 pm
For now, the rigged sprite-bots are the only explosives planned.

Maklak, most of the vanilla buildings and their reactions can't be modified, so you're stuck with 25 pellets per bar. I've increased yield from pellet boxes to 500 (in stacks of 50), so that should compensate somewhat. Then again, developed Stables should be using medium caliber ammo, of which there are boxes in Ministry of Wartime Technology and other industrial crates found in medium-quality salvage and higher.

Bullets are reusable if they embed themselves or fall intact. It's a DF mechanic that I can't change, though I don't think it happens often.

You can choose to rehabilitate purchased slave ponies, making them pseudo-citizens rather than servants, but it costs resources.

Your description of your progress and the ambush was entertaining, as usual. :) The embark site has turned into quite the warzone. :o

Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Replica on December 10, 2012, 09:22:14 pm
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.

Fastest hat in Equestria.

God I love fimflam.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Maklak on December 10, 2012, 09:44:08 pm
The biggest problem with my embark is not that it is a warzone. It is that I overengineered a few things, built other things too far away and now I'm constantly on 0 idlers when I'm not even trying. This means I barely have enough ponies even for basic things and can't overstretch myself and do even moderately ambitious projects, like building a wall around my embark or putting a trap/airlock into the first cavern layer. Heck, I designated a forest for salvaging and my salvagers are busy elsewhere. I tend to fall into this trap with my forts.

My soldiers are re-using some of the bullets. I understand that this is an artefact from firearms using the mechanics provided by rifles and can't be fixed. I estimate that maybe 10% of ammo can be re-used, which isn't catastrophic. Especially considering the extra labour involved in picking it up.

I know I can build a pony resource centre and use a traction bench, some cloth and a few more items to make them into second class citizens. What I wrote was just fluff. Next time I'll try to get enough stuff to the depot to buy slaves.

I haven't tested this yet, but I think if I make bronze ammo (bronze being very cheap to get from scrap metal, I don't know why people bother with copper), pack it into a box and then open it, I should get no-quality steel ammo. The fix would be to only allow steel ammo to fill a chest, but that would be inconvenient for using miniguns.

Are there any plans for Stonesense graphics in some future edition of this mod? For simple things you need a png file with 32x32 sprites with magnetta backgrounds. For more complex things, like having ponies with proper skin and tail/mane colours, you need to layer several sprites one on top of another. This information is written in xml files. Some pony sprites were already posted in other pony threads, and I added ponies to my version of stonesense for 31.25 / 1.71.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Pokon on December 10, 2012, 09:57:41 pm
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.

Fastest hat in Equestria.

God I love fimflam.

I now want a bunch of musical raiders to show up.


"Well, lookie what we got here, brother of mine, it's the same in every town. Ponies with dry wells, skinny flanks, and not a drop of blood to be found~

Perhapes they're not aware that there's really no need for this dreary disrepair.

That the key that they need to be involved in the sweet slaughter you and I shall shaaaarrrrrrreeee."

Cue screaming.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Replica on December 10, 2012, 10:09:29 pm
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.

Fastest hat in Equestria.

God I love fimflam.

I now want a bunch of musical raiders to show up.


"Well, lookie what we got here, brother of mine, it's the same in every town. Ponies with dry wells, skinny flanks, and not a drop of blood to be found~

Perhapes they're not aware that there's really no need for this dreary disrepair.

That the key that they need to be involved in the sweet slaughter you and I shall shaaaarrrrrrreeee."

Cue screaming.

"Blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood" (https://www.youtube.com/watch?v=29q2ohh1CJo)
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Lycaeon on December 10, 2012, 10:43:55 pm
"Well, lookie what we got here, brother of mine, it's the same in every town. Ponies with dry wells, skinny flanks, and not a drop of blood to be found~

Perhapes they're not aware that there's really no need for this dreary disrepair.

That the key that they need to be involved in the sweet slaughter you and I shall shaaaarrrrrrreeee."

Cue screaming.

 :D

Maklak: What's the population of your Stable? Slaves should help to relieve the workload once you manage to get some.

The workbench will only accept steel ammunition for the medium-caliber boxes.

I'm not familiar with Stonesense or sprite art beyond the basics ???, so any work with them will have to wait until after v1.0.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Maklak on December 10, 2012, 10:52:29 pm
Population of my Stable is just below 50, but I increased the cap to 60. I don't want to go higher... for obvious reasons. If you subtract around ten soldiers, foals and the most prized specialists, there are maybe 30 ponies to do hauling and other general work. I once had a fort with around 80-100 population and 0 idlers too, but it had a massive metal industry and was building a wall around the embark, with dodge-me traps over it. In general when I see idlers I go: "OK, smooth this room and dig a room here and cut those trees and pick those bushes and make all kinds of things in workshops... this should do for now." Having some idlers is a good thing, though, for when there is an activity spike, like siege cleanup.

Hehe, you fixed and exploit before I thought of it.

Thought so. My advice is: don't bother then. Getting stuff working in the mod itself is much more important.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Khenal on December 10, 2012, 11:36:43 pm
Just had a raider thief (or snatcher?) show up and wreck my poor ponies.  He killed 8 with only an iron dagger before finally running off.  And then the tantrum spiral...
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Pokon on December 10, 2012, 11:59:56 pm
To bad Rainbow Dash wasn't around to take me in under her wing.

It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.

Fastest hat in Equestria.

God I love fimflam.

I now want a bunch of musical raiders to show up.


"Well, lookie what we got here, brother of mine, it's the same in every town. Ponies with dry wells, skinny flanks, and not a drop of blood to be found~

Perhapes they're not aware that there's really no need for this dreary disrepair.

That the key that they need to be involved in the sweet slaughter you and I shall shaaaarrrrrrreeee."

Cue screaming.

"Blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood, blood" (https://www.youtube.com/watch?v=29q2ohh1CJo)

Doing another part, for giggles.
Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Lycaeon on December 11, 2012, 12:21:16 am
Oh dear lord... :o

Edit: That gets me thinking. I may put some of these quotes and gameplay up on the first page under a Testimonials section. Does that sound agreeable to everyone?
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Khenal on December 11, 2012, 12:43:03 am
Sounds good to me.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 11, 2012, 12:48:51 am
Blow you horseSHOES off. No one wants to blow horses off. No one outside of a fetish anyway.

And make your pellets out of bones. No need wasting metal on a training ammo.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Pokon on December 11, 2012, 12:49:18 am
That sounds lovely, realy.

EDIT: The testamonial parts, not the horse-blowing.  :P
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Replica on December 11, 2012, 12:58:18 am
XD

Go for it.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: ender1200 on December 11, 2012, 12:44:23 pm
So after getting tired of seeing ghouls chase my Ponies around all the time, i desided to update to 0.88d.

I got a nice world at the second generation, and started a fortress in an untamed wilds area.
So far so good. My map has a river with a one level waterfall. I spoted some rad scorpions, but they are on the other side of the river and do not harras my ponies. That gives me time to work in peace 'till something spawns in my side. I allso got some radiated dust stormes, but by that point all my ponies were underground.
So far i haven't gotten very far. my diggers finished digging the entrance and some space for strage and industries. next step is to dig a dining hall, living quarters and offices. And start metal and salvege industry going.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Crazy Cow on December 11, 2012, 02:13:52 pm
The Stable of Gleeflickered has received it's last migrants today. Twenty ponies are all that are left; twenty ponies to repopulate the Wasteland and bring the magic of friendship back to life.
At least, we'll die trying to do that.
It's a pretty pathetic embark, to be honest. Black sand desert with no minerals and no plant life; teaches me to not pay attention to the pre-embark details. There's a magma pool in the second cavern, though, so I'm going to set up shop in there and scavenge what I can from the first layer. Besides the three melee soldiers I embarked with (swordsponies; I'm looking forwards to chainswords ;P) I've got three good Gunner candidates, and while nopony with magical talents managed to show up I got a good doctor, so I'm going to buy some slaves for him to practice on come Spring. With a decent population already I doubt I'll actually need them for anything.
Title: Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 11, 2012, 04:21:17 pm
I can't download the new update for some reason or another. Tried on two computers so I'm chalking it up to problems with the hosting, I'll try again later.

In other news, I'm creating my own personal entity. I've never really liked the whole vault dweller thing in any of the Fallout games, which is why New Vegas and Tactics are my two favorite games in the series since the characters have little to no connection with those bland holes in the ground. It's just far more interesting to me being a wastelander than some messiah from a vault. That's not to say I'm just modding wastelanders, my ponies are a paramilitary organization that do what the Steel Rangers should be doing, clearing the land and bringing order, cept that's a bit hard to do without all the power armor and miniguns. They're very much a 'scrounge and cobble together what you can and pray it works' type of civilization and I'm adding in more items to reflect that.

Now, someone that's used them, what can you do with raw ordinary bought and paid for slaves (besides cruel first hand weapons training). You have to rehabilitate them to get any actual use out of them, don't you?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 11, 2012, 04:29:40 pm
I've discovered some typo errors with the workbench file made when I removed the toolbox. The fixed version has been released as v0.88e, along with a raws only version for faster downloading. This should also fix any hosting errors present.

v0.88e is save-compatible with v0.88d: the only file you need to replace in your save raws is reaction_workbench.txt

To reiterate the changes made from v0.88.
Spoiler (click to show/hide)

As always, let me know if you encounter any issues.  :)

Indigo, you have to rehabilitate/fully enslave purchased slave ponies before they'll begin working for you. There will be a third option to convert them into robobrains in the larger update.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 11, 2012, 05:02:54 pm
wELL AREN'T YOU....... Well aren't you just the sweetest?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 11, 2012, 07:43:23 pm
My newest fort crumbles because of a black radscorpion eating everypony.  The logical response?  Embark in an evil area with my terribad military skills.  I see no way for this to go wrong.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 11, 2012, 08:07:37 pm
Something I have noticed is nearly every single pony that arrives has some some of military training. This is actually really nice. My entire fortress, with the exception of custom profession/named ponies, are easily drafted into the military, without the negative thought of drafting. Yes, there are a few who have no combat skills, they get to join the hauler/mason squads.

With the rock grinding reaction, is it a random chance to spawn any sort of gem, or is it based on the type of stoned used? I am preparing a MASSIVE rock grinding operation, and I wanna know if it's gonna be worth while trying damn hard to get a couple diamonds to make into Pristine Universal lenses for my magic research.

Also, which area has the highest ratio of valuable scrap? I'm figuring Untamed Wilds, but would it be worth it to try in Joyous Wilds or Terrifying, to try and get those delicious crashed skywagons and tanks, along with some terminals?


As for issues of native fauna wrecking yer base, you can try at embark to, well, cheat. If you get Makeshift, or better yet, Antique wood for your starting wooden tools, you can easily sell them back for a MASSIVE profit, and outfit your Stable with a couple turrets and War Protectoponies, along with plenty of supplies. Yeah, it's pretty cheap, but I swear by starting the game with four security turrets. Set them at the four corners of your base of operations, and any native wild life that scurries too close it gonna get lit up. Yeah, they are small caliber bullets, but they are enough to cause wild life to back away.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 11, 2012, 08:22:35 pm
@Kel the Oblivious:
Some civilisations just are like that. It probably means there was a war recently. This happens in vanilla DF too.

Rock Grinding takes 10 rocks and has small changes of making ores and gems. It doesn't care which rocks.

The manual says, that a high ratio of valuable salvage is in Savage and Evil areas. I just buy medium quality salvage from caravans and may eventually be able to start exploring the caverns.

Wealth doesn't help with defence much. My robots and turrets can barely stand up to anything. My legendary +5 gunners keep getting killed by ghouls and I have no replacements. I think that only danger room training elite melee squads is a viable defence.

@Lycaeon
SERIOUSLY, NERF THOSE FUCKING GHOULS. The moment one of them dies, another comes to my embark and they just zero in on my camp and rush in to kill, are very fast, and so durable that even medium calibre bullets don't do much to them. Even high quality bronze barding offers maybe 50% protection against them in melee. 
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 11, 2012, 08:50:29 pm
Kel: At the moment, advanced magical spells can only be used by a select few ponies, so it's not worth expending large effort on more than the basic-level spells over armor/weapon production and military training. Furthermore, certain enemies like the Unity Alicorns are magic resistant, so spells won't work on them.

High quality surface salvage shows up in evil and savage areas, along with plenty of ghouls and other dangerous wildlife. You'll want to be prepared before even embarking.

Maklak: What biome type did you embark in? You seem to be getting enough ghouls for an evil or savage region.

As for the ghouls themselves, a well-trained squad of 5 ponies with bronze armor and chainswords/saws should be able to take on three times its number of ordinary ghouls with only moderate injuries. I tested this myself after I nerfed their speed slightly. And gunners should fight from behind fortifications, not in the open. Ghouls can't feel pain, so they're not stopped by bullets unless hit in the vitals - melee weapons bleed them out much faster.

The only real dangerous ghouls are the glowing ones and reavers - these should not be engaged in melee unless you have a full steel-equipped squad.

However, I will probably nerf ghouls somewhat further - they are a bit stronger than what I envisioned them to be. Thanks for pointing that out!

Edit: Also, the basic robots you can purchase are civilian models. They're not really effective in heavy combat until you upgrade them (see the robots guide under workshops and industries).
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 11, 2012, 08:53:09 pm
Savage areas have some high quality stuff, though they tend to have a lot of the rad scorpions.  Evil areas have a goodly amount of high quality salvage, but also tend to have feral ghouls.  Evil savage areas have tons of the good stuff, but also have lots of ghouls and scorpions.  You can get lucky and find an evil area without the ghouls.  My current fort is evil, but I haven't seen any ghouls above ground yet. 
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 11, 2012, 08:59:41 pm
So, to the Savage Evil it is!

The only concern I have for above ground hazards are rad storms. They always seem to get at least one pony, no matter how hard I try. I have even had them spawn inside of my fortification aboveground. That one was horrible.

Provided ghouls don't radiate massive amounts of radiation, yet, I can handle them fairly easily. Once you get your metal industry up and running, it's a good idea to upgrade all machetes into chainswords, all hacksaws into chainsaws. Limbs flying everywhere. I have found that sledges and batons are completely useless against giant vermin. I watched a caravan guard beat a black rad scorpion for a season. Think was red all over, but still trying to attack him. Seeing as one good sting is enough to kill your pony due to venom, it's best to have bladed weapons against native wild life.

Against armored invaders, I much prefer the baton and sledge. Rattle 'em up inside that tin can boys!
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 11, 2012, 10:26:06 pm
The use of turrets is for early on, when your only threats are the wild life. Yes, turrets are next to useless against any armed force, but to keep those pesky rad scorps away from your camp at start, they are handy. They will scare off wildlife, and you can put them around your front gate to provide a stationary sentry against thieves and snatchers. Will do piss all most of the time, but I have seen them drop a bloatsprite from time to time
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 11, 2012, 10:34:57 pm
Bleh, accidentally saved just after the planned FTB attack, lost one riflepony to the FTB's poisonus gas but had no other losses or injuries.
Problem is, I now have a fey pony who demands three bones, of which I have only one available, and a whole horde of snatchers and thieves literally just outside the surface entrance.
Stationing the militia by the bridge while assigning my workers to construct serrated disc traps is the smartest course of action, but it doesn't always go very smoothly, in two current attempts I lost three soldiers, in the second attempt I lost one soldier, but had four crippling injuries.
Need to figure this out somehow, just gotta get lucky, might have to slaughter a pet or something.


Turrets are force multipliers and anti-trap avoiders.
Build a killing room with pits lining a bridge or catwalk, place your turrets behind fortifications where the enemy can't reach them, the turrets will fire and the targets will attempt to dodge them, resulting in them falling down the pits.
If you place them in towers protected by fortifications and walls they will act as sentries for you and chase of most wildlife and scare away uncovered raiders and snatchers.
An uncovered and unprotected turret is a bad turret.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 11, 2012, 10:46:37 pm
My fort continues.

  A feral Pegasus Ghoul attacks Lilly Butterfly. About half its hits are dodged or deflected, but he quickly bruises her flanks, torso and hind legs, despite her security barding. Her counter-attacks are feeble. Even a headshot with a masterwork *dog bone pellet* just dents the monstrosity's skin. It makes Lilly Very unhappy. Apple Pie and Psalms manage to get a few clear shots. Small calibre bullets tear through it, while steel pellets make bruises instead of just dents. Lilly gets some bruises on her forelegs, while the ghoul quickly accumulates more serious wounds. Lilly gets kicked in the head and killed, despite her =bronze security helmet=.   
  The ghoul goes after Apple Pie next, while under fire by Psalms, Gypsum Casts and a protectorpony. Apple Pie gets a bruise, and the ghoul moves on. The dense forest makes it difficult for the soldiers to aim. The ghoul manages to damage the robot's leg, but is finally taken down by a kick to the head by Psalms.
  Apple Pie gets promoted to lead the BB rifle squad.

The wastelander caravan arrives. They have a few guards.

On 19th of August the water freezes over.

The security uses up around 50 bullets killing two radscorpions and a feral pegasus ghoul. Shortly afterwards another ghoul shows up, as well as two wolves. I thought wolves were extinct by those feral dogs. They are chased around by an enraged feral ghoul.

The backlog of work is pushed back a bit. The ponies are salvaging and cutting wood again.

Plow has grown to become a Filly. She didn't distinguish herself in any way. She is briefly considered as a recruit, but Nerdie reminds us that newbies die quickly. Plow gets to be a farmer and do all kinds of odd jobs, like carrying things around.

Fleur goes to trade with the caravan. We get some metal bars, glass, unsorted salvage, wood, rope, another security turret, a dog, some drinks, a few spare barrels and buckets, a hunting rifle, barrel cactus seeds (there is a crazy idea for a greenhouse), all their anvils, some fish, vegetables, yarn, cheese, a splint and a few crutches, and a wheelbarrow. They get several antique barrels filled with internal organs of feral dogs, a copper shield, some old copper horseshoes, carved dog skulls and a few other unneeded things.  The price they offered for bone pellets was so low that it was better to keep them. They got a good profit and we didn't even have to offer any roasted dog meat to them. Hopefully they'll bring more things nest time. (( They brought a saltpetre block. It is useless. ))

A batch of coffins is finished and installed. Hopefully it will be enough for quite a while.

The new turret is positioned on top of the trash compactor. Hopefully it will give it a good spotting and shooting position, without endangering it and without being blocked by all those trees.

  A feral ghoul engages Hail of Metal. It gets shot by turrets and pistoleers and 12 small calibre bullets get stuck in it's body, bruising it all over. A protectorpony joins the fight and the ghoul is killed without a bruise on the robot or Hial of Metal.
  Meanwhile an Earth Pony Ghoul wounds Psalms and damages a sprite-bot on the other side of the camp.
(http://tnypic.net/images/nq1qv.png)

There is almost enough ponies who aren't busy now to make building a wall around the camp viable.

The merchants are embarking on their journey.

Another feral pegasus ghoul kills Prime Rib. The rest of security chases it and shoots at it. It wounds Apple Pie, but Nerdie comes to the rescue.

Another ghoul kills a sprite-bot and a merchant. There seem to be no end to their attacks. For every one we kill, another one arrives. Bulwark Defense, one of the caravan guards, engages two more of those monstrosities. Trigger Happy finally makes it into a shooting position where he sees the one chasing the now toothless and almost dead brahmin. It charges Trigger Happy instead and looses it's teeth in turn. Prime Rib shoots the ones that fights with a guard. Nerdie comes along and kills the one that fought Trigger Happy, while the guard finishes with his two.

We luck out on crates from salvage from the wastelanders as well as our local one. There are all kinds of them: unmarked, MoP, MoI, MWT, Ironclad and Robronco. They contained a Robronco processing matrix, Charged Batteries, Schematics for a flame-thrower, another Stable-Tec processing matrix, two engineering training hologems, flamer fuel, a minigun, three combat rifles, a terminal interface, a small and medium calibre ammo boxes, some ammo that's too large to fit in a rifle, another depleted chainsaw, some posters and a canister with healing potions. Jackpot. This brings us a step closer to building a terminal.

There are now enough rock salt blocks to begin the construction of the wall around this camp.

Eight migrants arrive, which brings the population up to 53. There is a second armoursmith and some promising soldiers among them.

A foalnapper is spotted and killed by Hail of Metal, who by now has reached maximum proficiency with firearms. Meanwhile two ghouls attack the camp. One is killed in crossfire after it emits some toxic clouds, damages a few robots and wounds a dog.

More ghouls come along. One of them wrecks a turret. Another kills Hail of Metal, then Smashing Hoof and severely wounds Apple Pie.

Gypsum Casts is promoted to pistoleers, despite lack of training. Fast Reloads joins the BB squad. Brass, Apple Leaf, Library Card and Herbal are going to form the new melee squad with chainsaws. I only have 3 of them, including a copper one, so Herbal gets a security baton.

Puppy Smiles is taken by a fey mood. She takes a tough carpace and begins construction. Disappointingly, she made a trumpet. On the plus side, she is now the most skilled leather worker.

Apple Pie just lies in the dirt, with nopony to move her to the hospital.

A stable caravan has arrived. Hopefully they brought some good stuff, like robots.

Two feral ghouls severely wound Nerdie. Meanwhile a Steel Ranger scout shows up. This means there's probably more of them. The wall is still unfinished and only the outer supports are mostly done. Fast Reloads rescues Nerdie, but gets wounded in the process. The scout gets stopped by a salvo of fire, but this buys the last ghoul more time. Enough to kill Fast Reloads. A sprite-bot buys Nerdie even more time, while the soldiers shoot. The freak is finally brought down. Another Earth Pony ghoul charges into the camp and is brought down.

Nerdie made it to the hospital on his own, but Apple Pie still lies in the dirt outside and gets thirsty. There isn't even a job to move her to the hospital, so my prognosis is bad.

Another Feral Pegasus Ghoul comes along. It damages the turret on top of trash compactor.

I buy most of what I wanted from the traders, including steel, most of their robots, except Mr. Hooves, leather, high quality salvage, saltpetre and other things. Even with selling most of our prepared food, there just isn't enough of it to buy over 70k worth of goods. Requesting those things in the first place has inflated the price by half.

The protectorponies are trained for war (I wonder if the upgrade reaction will still work for them). Four turrets are positioned on top of buildings to have better overview. More are planned for the corners of the wall and the entrance.

Colonel Brass throws a tantrum because he is missing one shoe, was drafted and lost a spouse recently.

A thief shows up, but is chased away. On the other side of the camp, a radscorpion crawls through the unfinished wall and is engaged by two ghouls. The now increased number of robots and a soldier or two shoot at the fight. The ghouls die and the scorpion retreats on the other side of the wall to wait for an opportunity to strike at the masons.

North of the camp two more ghouls disrupt the salvage operation, chase Caprice and walk into the leaving caravan. They kill Caprice and engage the caravan guards. Caprice was one of the best bonecarvers, a pretty good crafter and mason overall and one of my personal favourites. Fuck you ghouls! The caravan guards make short work of them.

A quick inspection of the hospital reveals that both Nerdie and Apple Pie have lost their ability to stand and are overall in a very bad condition. Nerdie has a ridiculous amount of suturing, dressing and setting bones ahead of him. Seven of his body parts are severely wounded.

Some feral pegasus ghouls are exterminating bloatsprites and sprite-bots. I order the ponies to stop gathering refuse from outside. About half of the wall is done. The ghouls chase around and wound some ponies who went to pick up equipment. Where the heck is what's left of my military when I need them? Ah, fighting off what's left of the bloatsprite invasion.

Oh, and someone asked. Both Apple Juice and Pesky questions are still alive and unharmed.

Current population is 49/60.

I have depleted chainsaws, charged batteries, and toolboxes, but can't recharege chainsaws for some reason. The stockpiles are right next to the workshop. Oh well, I'll use them depleted.

Pictures:
Spoiler (click to show/hide)

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I think I embarked in a relatively nice place, but it is still cold, there are radiation storms and all those ghouls. I have thousands trees on the map, but well below a 100 medium quality salvage, so this probably isn't a savage embark. 

Ministry posters and party helmets have value 0. Give them value 1 at least. Even rocks have value 1.

While it goes against FoE cannon and those FPS Fallouts, ghouls in original Fallouts were slow. Can we have them slower than an average pony? Oh and how do I recognise the type of a ghoul? Some emit clouds of radiation and some don't, but I haven't noticed any differences in names or descriptions. Did I mention how I hate those things? They are the prime cause of death in my fort.

u->m->q->search for "medium". There are a few reactions that look the same. This is also true for many other reactions introduced with this mod, including making pistols.

In the stockpiles depleted chainsaws and normal chainsaws look the same and are just called "chainsaw".

I finally figured out the finished goods stockpile. You have to enable "toys" and "tools" under type and only then deselect everything else and select all kinds of "(Tool..." and (Toy..." in Stone/Clay. It didn't work at first, because I skipped the first part.

What should I make out of 12 bars of steel? Security helmets?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 11, 2012, 10:51:45 pm
I'd vote for helmets. Seems the ghouls keep getting kills by hoof blows to the head.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 11, 2012, 11:34:46 pm
I definitely will look into slowing ghouls down further, though some of your problems are coming from your Stable's exposure - ghouls don't need to wander about long before running into your large surface operation. I'm not sure why there's no high-quality salvage with that volume of ghouls suggesting an evil biome...you may just be unlucky.

I'll give the posters and hats a value of 1.

Glowing ghouls are colored yellow and have "glowing" in front of their name. I re-checked the raws and confirmed that ordinary ghouls should not be emitting any radiation.

It's nice that you caught the duplicate reaction names - it's mostly the gunsmith forges, as I forgot to change the names of the reactions for the three different versions, as well as a few other buildings. This can be avoided through manual workshop orders, but I'll fix it in the next version. Thanks for pointing that out!

"Depleted" in the chainsaws is an adjective, though they should be rechargeable at the workbench. It may be another stockpile glitch. Depleted chainsaws are pretty useless, so I wouldn't use them.

And yes, given your circumstances, steel helmets would be the best investment.

Thanks for the feedback Maklak! :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 12, 2012, 01:21:42 am
In my previous fort I also had problems recharging chainsaws, despite having plenty of batteries and depleted chainsaws to choose from I never successfully charged any saws, so I never got to use them.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 01:35:00 am
Ah, well...it works in the current version at least, without the toolbox. ???

In any case, thanks for finding these issues everyone! Keep me posted if you find any more.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 12, 2012, 03:09:51 am
My unicorn adventurer starts with four shields. So do invading unicorn's.

Oh gods the shield wall shenaigans!
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 12, 2012, 06:14:15 am
If not depleted chainsaws, then what weapons should I use? I have 2 rippers and can only make the non-foregin weapons.

I normally have trouble with DF military if I don't danger-room (and sometimes even then), but usually it is the ambushes and sieges that are dangerous and the wildlife doesn't do much.

BB pellets are good only for scaring some of the less aggressive animals away, yet the hunters use them. This can't end well and some of my migrants died due to having hunting enabled.

Well, something sometimes emits small clouds when a ghoul is fighting my turrets.

I don't know how to check my biome after embark, but I'm pretty sure I wouldn't go to an evil or hostile place. I never do. I like nice places.

Maybe if I try a 6x6 embark next time, I'll be on average further away from hostile things. It seems that one the wildlife on the map is killed, DF spawns more immediately. It just so happens that in this mod it usually means Ghouls, Feral Dogs or Radscorpions. I'm not even sure what's worse: Leaving them alone to surprise me by attacking my camp or engaging and killing them, making more come immediately afterwards.

In my experience, it takes at least three soldiers to kill a ghoul "safely". Any fewer and there is a big risk of serious injury and death.

Oh and like I said earlier: You do not have to assign every horseshoe individually. Just, choose "security boots" in equipment, have enough of them around, make a uniform that replaces clothing and the ponies will figure it out. My soldiers do get four boots eventually, but it takes them a while to sort this out and fully upgrade. The merit of assigning horseshoes individually is that it skips the "figuring it out" phase. The flaw is that they won't upgrade when something better eventually becomes available.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 12, 2012, 09:55:03 am
My unicorn adventurer starts with four shields. So do invading unicorn's.

Oh gods the shield wall shenaigans!

Unicorns would make the best spartans and roman legionares.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 01:26:14 pm
You should be able to make chainsaws from a hacksaw, spark battery, mechanism, wiring, and a steel chain at the workbench.

The yellow clouds from turrets and other robots is the arcane electricity that is their "blood".

I'm going to add some more neutral wildlife to balance out all the hostiles...though in both Fallout 3 and the FoE, I don't recall any non-hostile wildlife. Everything out there wanted to kill you. :o

I've changed the note on the first page to reflect shoe types rather than specific ones.

As for the unicorn shields, that's going to have to remain for now...earth ponies need forehoof grasping. :P
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 12, 2012, 03:05:02 pm

I'm going to add some more neutral wildlife to balance out all the hostiles...though in both Fallout 3 and the FoE, I don't recall any non-hostile wildlife. Everything out there wanted to kill you. :o


Well, I think that in FoE there was a biggish porcupine-thing that showed up literaly once or so, but apparently was good eatings. Might have been a radpig or something, but still: Radcupines!
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 12, 2012, 03:58:49 pm
Fallout 3 had "squirel on a stick" and "iguana bites" as food items. i suspet that those cretures exist in the world, even if not encountered directly.
you can allso make the molerats relatively harmless, they were kind of a joke in the game.
FoE mentions becons severall times, and bacon comes from pigs.
Lastly you can put some birds especialy Ravens and voltures, these are animals that you can expect to see in the wasteland.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 04:04:28 pm
Radhogs, ravens, vultures, and buzzards are already in. I will consider the molerats though.

Just took a gander at my notes for new creatures. The first three were "bloodwings", "giant radigators", and "taint abominations".

Oh dear... :o
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 12, 2012, 04:50:37 pm
More general creature ideas:

Carrion: What happens when vultures eats tainted/irradiated flesh for generations on end? Probably some sort of razor-taloned brutish abomination that, surprisingly, would probably not be too aggressive.

Salamanders, Giant and otherwise: Some think that these things are either dragonlings that were mutated in the egg or iguana's that had something horrible happen to them over the course of the end of the world. Either way, there slightly smaller than a pony, skittish, and spit balls of fire at things that scare them.

Hiver: No one knows were the Changelings went after the bombs went off, but the Hellhounds have stories. Apparently, before the end, there queen rounded her hive together and had them build a massive hive underground, sutible for the further existance of the Changeling race. Alas, her plan failed to take into account the radiation that would leak from above.

Now, the decendents of these changelings dwell underground, wings shrunken and eyes wide and sensitive to only the natural glow they give off. Wild and brutish, there leaders can caste spells of radiation and mind-magic, and the drones are all sharp edges and serrated spikes, and the darkest of Hellhound tales speak of a few who still can transform into horribly powerful battle-shapes. Luckaly, they are limited to only the darkest caverns, and who would be so foolish to dig so deep into the bowls of the world?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 12, 2012, 06:15:47 pm
I got rifle schematics and enough combat rifles to switch everypony to them. 37 gunpowder should be enough to make sufficient medium calibre ammo to last a while. I made the gunpowder from what saltpetre, ash and potash I got from the stable caravan.

Two more ghouls come along. Fortunately they are taken down with no casualties and only minor damage to robots.

Most of the wall is finished. This should help keep the wildlife at bay. Unfortunately there isn't quite enough blocks for what I have in mind for the entrance.

The high quality salvage from the caravan had some crates. Mostly MoP, MoI, MoM and unmarked, but there is a MoA one too.

Nerdie made it out of the hospital and slowly walks around on his crutch. He is still beaten down, looks faint and has infections.

Strong Hoof is now a young adult. He will make a good squad leader.

I fix the ammo for squads after giving them rifles.

The chests contain some training hologems, computer pars, a stealthbuck, an AMR, pipbucks, party accessories, posters and a few charged batteries. There is also a healing potion and med-x canister. It may be enough to upgrade a Mr Hooves to Nurse... No, I still need a program for that.

Tho Earth Pony scouts arrive. One wounds Puppy Smiles, the other wounds Extra Caps. They have rippers, jumpsuits and apparently miniguns. This time the scouts escape when spotted, but Puppy Smiles gets attacked by two ghouls and killed. Extra Caps suffocates after meeting his scout. Meanwhile another scout makes it through a crack in the wall and is shot at. The ghouls are wrecking a sprite-bot, which emits sparks. Yet another scout shows up, tries to run away, but is sniped by Short Bursts. The one inside the wall is quickly taken down. Those guys aren't tough, but they sometimes get lucky shots. Another scout shows up, fires two of his bullets and runs away. The ghouls who killed Puppy Smiles are dead, I think.

Nerdie succumbs to infection. A war dog suffocates from wounds.

A Steel Ranger ambush! The plan is to let them wreck the robots and hide inside, behind the bridge. This includes the soldiers. Of course the first victim of this battle is my plan. Herbal goes to solo them, with a bronze security barding, one boot, a tough carpace hood and no weapon. Some others are tardy in getting inside. Amazingly the first of the attackers gets stunned. A second Steel Ranger ambush comes along. Herbal is quickly killed and the robots wrecked, offering little resistance. There are still ponies outside, but they have no hope of making it in. The Steel Raiders busy themselves wrecking the workshops and spraying the area with bullets. Meanwhile Dolphin gives birth to a boy, Clayfish. One of the enemy leaders makes it underground. We can't wait any longer. The doors are barred to buy us time and the lever for the main door pulled. Those inside the vault are safe. Those outside are chased into the corner of the very wall that was supposed to protect them and executed. Pickles manages to go up a ramp on the wall along with two kittens, but dies to their bullets. Oak Chair meets the same fate. Pickaxe and one of the kittens manage to make it quite far, but there is no ramp on the other side for them to escape and the Steel Rangers chase them along the wall and cut off any chance of escape, save jumping down. The kitten makes it down, wounded and stunned. Pickaxe dodges the bullets left and right, but can't do that forever and the Rangers are closing in. He deflects many of their minigun bullets with his shovel and manages to kill one of their leaders by cutting off his head with the shovel. Another Ranger engages, while the rest of them fire their miniguns. Pickaxe fights him, but can't pierce the second Power Armour with his shovel. Meanwhile the other group of rangers sort through the stuff in the salvage yard, while a radscorpion comes to annoy them. Pickaxe has earned 4 ranks in fighter so far. He manages to push the attacking Ranger down and stun him. Another one comes up, while the scorpion goes underground. Two more Steel Rangers charge Pickaxe and push him down, outside the wall, stunning him. The Ranger he pushed landed inside the perimeter and goes towards the ramp leading up the wall. The last kitten got up and is running away. Pickaxe regains consciousness and runs, all the while dodging minigun bullets and deflecting them with his shovel. His only two wounds from this fight so far are a smashed front hoof and a bruise on his torso. The radscorpion inside the camp was wounded by barbed wire and I don't know what happened to it afterwards.
(http://tnypic.net/9zml7.png)

Looks like Pickaxe will have to hold out for a while. He is in danger of running out of water, so maybe he should use his time to make himself a shelter with some workshops. Meanwhile the rest of us focuses on internal development.

Pickaxe gets thirsty. He refuses to mine and there are two scorpions close to him anyway. Would it be better to let him wither or die heroic death charging the Rangers? 

"My only remaining goal now to survive..." The population is 33, including Pickaxe, who is dead already. Maybe a raider or slaver ambush will show up and thin out the rangers... or a caravan comes, dies and leaves free stuff. For now we'll focus on furniture, industry, cooking and looking for magma. A new place for the smelters and smiths has been prepared, including a chimney for fumes, but it is useless without fuel.

(( #prospect all says there is magma up in the first cavern, but I don't see it. I'm not sure if the military can handle an expedition, but wood is badly needed. What choice is there, but to explore? ))

Some migrants have arrived before the ambush left. This sucks. They don't have any useful skills, except for a master weaver, though. None of them are any good in military too. Are they going to suicide run the Rangers? That's odd, the weaver stands on the edge of the map and doesn't move, while the others don't even show up.

Pickaxe is dehydrated and starving. Suicide squad time. He just stands there with "no valid target" after getting drafted. Well, I guess that's his choice. He was already very helpful in providing a suit of power armour once the Rangers leave.

Arablest, a leatherworker, has withdrawn from society. Ech, he needs bones :( I have a lot of them outside... Let's build a butcher and see what's available... A puppy did the trick. Arablest made a quiver. He will be making tough carapace hoods to reinforce the helmets.

The Rangers Still trot around, lazily wrecking some workshops. Pickaxe and the migrant just stand and get thirstier.

Even with no access to the surface, there aren't any idlers, but some work gets done. Most notably kitchen stockpiles are cleared from tallow and dog organs.

A Philosopher's garden, a Meeting Hall and a Stable-tec terminal are built. There aren't enough parts for more terminals.

Pickaxe dies of thirst. How anticlimactic.
(http://tnypic.net/0mlti.png)

A slave caravan has arrived. It tries to make it to the depot, while Steel Rangers engage it. Their hammerer dodges and blocks their minigun bullets and engages the Rangers. The caravan guards get hurt while getting only minor damage. The Steel Rangers run around, hitting those who get too close, but otherwise seem to be leaving. The caravan guard leader dances around with one of the last Rangers, with either of them unable to do much. The fight moves underground. It seems that one squad of the Rangers left, while the other went to the depot. The caravan guards are fighting and loosing. They manage to wound some invaders, but not seriously enough to do much.

An ambush of slavers attacks the lone and thirsty migrant on the edge of the map. When she runs away, more migrans spawn, including a protectorpony. The robot buys the migrants some time and most of them manage to get away from the slavers. A passing by Steel Ranger greets them with a minigun, as if to taunt them. "Welcome to Ponderplanned." The new immigrants try to run away, but the slavers spread after them and have the upper hoof. Too bad the Ranger didn't stay to fight them off after he shot the migrants.

The Three remaining Rangers are slowly wearing down the caravan guards. I'm not risking fighting the slavers until they're gone. A second slaver ambush is found. I'm going to wait it all out. A third slaver ambush. They are colour-coded: red, green and blue. The migrants have nowhere to run to.

Amazingly, two remaining caravan guards, who now have 2 shields each, but no weapons, manage to severely wound one of the Steel Rangers, who also lost his weapons.

Making a Stable-Tec terminal was a mistake. I can't really set it to train skills, because I don't have a way of recharging batteries. I don't have a soldier worthy of getting a pipbuck either. Some have legendary ranged skills, but all have pitiful melee skills. I don't have a Nurse robot yet, let alone anypony I need to heal.

Much of my problems with DF military come from it's "difficulty curve". By certain amount of wealth population and elapsed time a fort is expected to handle some threats. If someone stays on top of these expectations, everything goes sweetly and there are multiple legendary champions with dozens of kills each. If one doesn't, such as by not having good enough equipment, military skills and traps, soldiers will die and it will be more and more difficult to catch up. I think this is how it works.

Maybe I should make miner military? I'll have to see how good are shovels and power drills.

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Stuff

I find it a bit weird that using a terminal sometimes requires depleting a battery, even though making it in the first place used up a battery as well. I'm guessing this is mostly a way to slow down the training, otherwise it would be too fast.

Terminals and spell matrices aren't "extremely valuable" to me. 1k for a matrix or 8k for a terminal is the same as a few stacks of meals. I mean that as in "money" value, as said in the first post, not value to my fort.

You mentioned shotguns earlier. I think they could be a weaker version of miniguns, shooting steel pellets and requiring longer reloads. There could also be light machineguns with small calibre bullets and heavy ones with high calibre bullets (but those only for robots and tanks... Ultra Sentinel mini-megabeast? In PH it had a minigun and was tough.). A problem here is how this would interact with other battle saddles?
Mutually exclusive would give the option to upgrade soldiers relatively cheaply and early, but gimp them in the long run.
Could a minigun or flamer battle saddle replace the shotgun or machinegun one one and make them disappear? This seems to be a better option.

Biofuel refinery is going to make flamer fuel and not much else, I think. Please let it accept all kinds of oil and tallow as input... I have too much feral dog tallow.

Under options in the wood stockpile some things, like terminals and soda machines are repeated three times.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 12, 2012, 06:17:47 pm
How about geckos and wild bighorners?  Or centuars and floaters for some variety in the nasty areas?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 12, 2012, 07:03:34 pm
On robot miniguns: One could make something akin to a lazer blast luckaly, using interations (not perfectly, but the Wasteland mod has nifty robots that use them). Perhapes Gatling Lasers are the weapon of choice for such megabeast-sized threats as the aformentioned Ultra Sentinel?

Actualy, a laser turret would be one of my personal dream things. Just line the hallways with the things, regardless of whatever fires might start because of a stray shot.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 12, 2012, 08:21:59 pm
By the by, you can change the ammunition your hunters use in the military screen. Pellets have one use and one use only, as a training ammo. Using them against anything other than a bloatsprite is suicide.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 08:30:52 pm
Terminal training reactions don't actually drain the spark batteries - they're left charged after the reaction. It's just so there's a product so that experience is gained in the skill.

Value will be left as is...can't have a single terminal buying off a whole caravan now can we? :P

No small-caliber machine guns or shotguns (which can't be limited by range), as name interactions can't really be "replaced" once a pony has one. Battle saddles are mutually exclusive as each of them has a powerful unique role. In any case, Stables will have more than enough soldiers to wear them by the time they can be produced.

Tallow can indeed be converted into biodiesel in real life, so I'll have the biofuel refinery accept it along with alcohol, oil, and plant matter. Thanks for the suggestion! As of now, flamer fuel will be the only available product, though I have others in mind for later.

Certain salvage logs will be repeated as there are different varieties for different biomes. They're all considered "salvage", and so can be sorted as such.

I much enjoyed the narrative and battle, as always, Maklak. You can't say your embark isn't a war zone now. :)

As for creatures:

Changeling ghouls sound very interesting, even though they didn't show up in the original FoE (due to it being written before the S2 finale). I'll definitely hold onto that idea. Thanks Pokon!

Wild bighorners do show up in certain biomes. Centaurs are minor Taint abominations, and floaters are also on the list.

There will be stronger robots with stronger weapons (Once I figure out what's stopping robots from spawning). Unfortunately, energy weapons at the moment aren't much different from bullets as I didn't give them high temperature (Too much !!FUN!! on the surface). I do have ideas for making them different, however.

Work hasn't started on the large update yet. It's still going to be a week before I get the time. :( Further suggestions and bug reports are very much welcome in the meantime.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 12, 2012, 09:02:32 pm
I actualy thought of them closer to the Tunnelers of Lonesome Road, the freaky mutant's with the stupidly deadly attacks that could be seen fighting Deathclaws. So, yes, they would be living, but as semisentinent feral abominations with atrophied wings and mostly-sane queens with potent magical attacks.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 12, 2012, 09:26:05 pm
Thanks for the tip about hunters, but if I change them say to small calibre ammo, will they equip pistols and not BB guns?

> Value will be left as is...can't have a single terminal buying off a whole caravan now can we?
Value is fine, a terminal is worth more than a robot. It is just that the description in the first post says they are very valuable and attract attention. Technically true, but there isn't really a reason not to build one or five when they become available.

Maybe it is just bad luck, but I have more processing matrices than computer parts, plus stable-tec matrices are quite common. Oh well, maybe I'm supposed to find and dismantle damaged terminals, not just buy high and medium quality salvage from caravans and hope to luck out.
I can't find the reactions for dismantling terminals and soda machines, even though they are in-game. I thought I should have the opposite problem: scarcity of processing matrices and more than enough scrap electronic, but after thinking about it, those processing matrices are made of gems and therefore very resilient to time. Normal electronics isn't.

Looking over the RAWs again: (Some minor issues)

Vegetable cans produce stacks of 1 food and quite a few of them tend to drop from civilian crates. They are something of an annoyance: take a hauling job, then a job to open them, then to take them to a stockpile and cooking them makes for small stacks. Military rations produce 10 food, which is worthwhile. I would prefer to have rarer drops of vegetable can packs that produce 5 or 3 or so vegetables.

MoP crates should drop more splints than crutches. At least I would prefer it that way. Ponies can have multiple limbs broken, but they usually only get one crutch.

I think healing talismans don't do anything yet, but they sometimes drop. Come to think of it... a building that produces boulders that vaporise and boost healing rate of whoever used it? Kinda like Nurse Redheart and a Stable-tec terminal, but with less hassle.

Ministry crates should sometimes drop posters from that ministry.
MoM crate has MoP posters for some reason. I don't imagine Pinkie putting posters of "War? Death? We must be better. Do better." to liven up a party :P

What the hay is plasma pistol? I don't think I've seen one. Unless that's what the sprite-bots use. I guess the foals could use those for LARPing.

Wow... some crates are much more useful than others. Sure, I can always take more batteries and wiring, but they pale in comparison to the rest.

OK, so I take it there is no work-around for the confusing stockpiles repeating things a few times issue. Or repeated reaction in the manager. I don't like it, but I can work with it.

I try to make my descriptions of what's happening entertaining, but I thought it would be disappointing that I holed up and let those outside die, citizen, migrant and trader alike. FoE is all about stupid heroism and not calculations about who has to be sacrificed to let others live.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 09:53:47 pm
Dismantling terminals and soda machines takes place at the workbench. I will increase the prevalence of the monitors and interfaces that are the secondary components, or maybe include a reaction to manufacture them.

Good point on the vegetable cans and MoP crates. I will change them accordingly.

I've removed healing talismans for now, as they don't come into play until the Ministry of Peace arc. Good catch on the posters though...they were supposed to be Pinkie's classic "FOREVER" posters. That was such a small typo I didn't even notice.  ???

The plasma pistol's only use at the moment is to upgrade Mr. Hooves into Mr. Macintosh. There will be others once the energy weapons tree is expanded.

I try to make my descriptions of what's happening entertaining, but I thought it would be disappointing that I holed up and let those outside die, citizen, migrant and trader alike. FoE is all about stupid heroism and not calculations about who has to be sacrificed to let others live.

Fallout Equestria, the novel, was certainly about heroism and epic feats in the face of insurmountable odds. Fallout Equestria, the world, is the terrifying, and much less romantic, reality. ;)

As for irradiated changelings, I found a pretty good base concept for them:

(http://i.imgur.com/QAUus.jpg) (http://mistermech.deviantart.com/gallery/#/d5lngpz)

Quote from the artist, MisterMech (Who has a bunch of excellent FoE art): "As far as I figure, they are a lot more rare than the average feral ghoul and are thankfully more flimsy. What makes them quite dangerous though is a peculiar effect they have on creatures that are in close proximity. Exposure to this effect quickly starts to drain a victim of ALL emotion, leaving the poor soul complacent and apathetic to most everything around them. Not content to just devour all trace of emotion, the ghoul will then latch on to the uncaring host and procede to drain them into a lifeless husk. Fun times."

Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 12, 2012, 10:05:27 pm
Gods, that thing is horrifying. Time to up the security around all my underworld entrances.

Curse you and your mod, Lycaeon. I refuse to watch that damn show, but just so I can understand the importance of this that and the other, it's almost tempting.

Also, lasers are laughable. Against basic rad scorps, they always just bounce off the chitin and do nothing. Best thing Protectaponies are good for is a fairly decent melee combatant that can harass and annoy wild life that strays too close.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 12, 2012, 10:18:01 pm


As for irradiated changelings, I found a pretty good base concept for them:

(http://i.imgur.com/QAUus.jpg) (http://mistermech.deviantart.com/gallery/#/d5lngpz)

Quote from the artist, MisterMech (Who has a bunch of excellent FoE art): "As far as I figure, they are a lot more rare than the average feral ghoul and are thankfully more flimsy. What makes them quite dangerous though is a peculiar effect they have on creatures that are in close proximity. Exposure to this effect quickly starts to drain a victim of ALL emotion, leaving the poor soul complacent and apathetic to most everything around them. Not content to just devour all trace of emotion, the ghoul will then latch on to the uncaring host and procede to drain them into a lifeless husk. Fun times."

Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)


....Sweet mercy, why! Who! Gah!

....

Not sure if changeling ghoul or changeling tunneler is better...oh, wait.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 12, 2012, 10:22:02 pm
In the show, they're a type of hive-insect that can shapeshift into ponies, infiltrating and feeding off pony society like parasites. Their main source of sustenance is positive emotions, so I surmise any surviving hives in the wasteland would be starved to the point mentioned in the quote, even without considering radiation mutations.

Pokon, they'll probably be a subterranean creature, so some of the traits you mentioned will be included.

The protectaponies, sprite-bots, and other embark robots are civilian models. They don't start doing damage until they're upgraded. I may look into giving lasers a buff, however.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 13, 2012, 05:13:38 am
The Mechanic squad is cursed. Every single pony that has died so far has been a part of my... redshirts. Huh. How fitting.

Also, I have embarked in a TERRIFYING area, and it's actually pretty tame. Haven't encountered a single ghoul pony, although I keep getting status messages that they are raging.

Have you added deathclaws yet? Or geckos? Haven't seen a single one of them yet.

Edit: Nevermind, you renamed them Hellhounds, didn't you? Because OH GOOD GODS! I only suffered the loss of a fey fisherpony who was making some useless rock trinket and a protectopony, who gave it's life to save one of my Legendary scavengers.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 13, 2012, 09:18:39 am
Have you added deathclaws yet?
Edit: Nevermind, you renamed them Hellhounds, didn't you?

Eyup! Hellhounds are essentialy deathclows the same way that unity alicorns are super mutants. The lore of FoE connect them to a race of monsters from the show called diamond dogs. You say that you were attacked by them on the serface?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 13, 2012, 09:50:07 am
Value will be left as is...can't have a single terminal buying off a whole caravan now can we? :P

AS YOUR ITEMS ARE I CAN'T FATHOM YOU ENDING UP WITH THOSE GOODS
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 13, 2012, 10:46:05 am
Any chance for another method of procuring silk? Every embark so far I've lost a pony to a strange mood requiring a silk cloth, always before the end of the second spring.
Personally, I'd say change the name of the Biofuel Refiner to Chemical Workshop (a type of furnace, so the magma version is viable), make it require atleast 1 metal bar to make (for the extruder plate), and add a reaction to turn oil into Nylon or Polyester threads. Probably restrict it so the synthetic stuff can't be used for silk paper.

Also, what about a decontamination shower? Requires a water talisman, has 3 reactions. Decontaminate hits them with a syndrome that wipes out light radiation exposure, Bath gives them a happy thought syndrome (if possible), and a third reaction that tires them out but trains swimming.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 13, 2012, 11:54:29 am
Since when do we have oil in this mod?

Maybe adding [NATURAL] to the robots will get them to spawn. Maybe [MUNDANE]. That may already be in, don't know. I'm using my hard drive cable to charge my phone.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 13, 2012, 12:52:17 pm
Neowulf has some good suggestions, although if possible, I would prefer not to have too many workshops. Adding bathing reaction (that both clears minor radiation and gives a small boost) to the fountain seems appropriate. It already has swimming.

How about Beastlords civilisation from Fallout: Tactics? I think Buffalo would be appropriate. Give them tough leather barding, tier 1 melee weapons (no powered versions), maybe rifles and lots of dangerous monsters as pets and mounts: Manticores, (Black) Radscorpions, GCS, wolves or dogs, maybe even Dragons. They may trade with you or siege you. Yes, this civilisation resembles the elves from vanilla. If they trade with you, they sometimes bring exotic pets. Otherwise it's mostly cloth, food, leather, wood and salvage.

Wow, that changeling is scary please keep the worst monstrosities to evil end savage regions.

Indigo_Suprise, oil can be made out of synth reeds at the screw press, but I don't see it in my stocks ATM. Maybe the cooks used it.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 13, 2012, 01:37:44 pm
Haven't had a chance to build a fountain myself yet, so I didn't know it had a swimming reaction already. Probably should have checked the raws first...

A rinse off reaction added to it would do nicely. A simple way to cure minor rad exposure but not so effective people stop fearing dust storms.


And yeah, I was referring to oil as made from squeezing plants and used in making soap. Nylon and polyester are basically thin strands of plastic, and bioplastics can be made from oil, cellulose, even plain sugar.
And c'mon, who wouldn't want a discoball cutiemark stallion decked out in polyester silk garments. Even better if he's got gem encrusted artifact polyester silk clothes.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 13, 2012, 01:46:40 pm
A bathing reaction? We already have a way to do this without micromanaging a reaction. It's called a Dwarven Bathtub.

http://dwarffortresswiki.org/index.php/User:Uristocrat/Dwarven_Bathtub
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 13, 2012, 01:53:43 pm
Or, you know, DFhack 'clean all'...

Blood and dirt isn't as funny when it covers 2000 tiles and units, FPS tends to go fuck itself after some of the really big battles.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 13, 2012, 04:34:52 pm



Also, what about a decontamination shower? Requires a water talisman, has 3 reactions. Decontaminate hits them with a syndrome that wipes out light radiation exposure, Bath gives them a happy thought syndrome (if possible), and a third reaction that tires them out but trains swimming.
[quote a

Have to say, I like the general idea behind this, but the latter idea is probably impratical. Besides, if a pony is half-dead in some mildly irraditated water, chances are that he is doomed to death from a wandering ghoul or something.


How about Beastlords civilisation from Fallout: Tactics? I think Buffalo would be appropriate. Give them tough leather barding, tier 1 melee weapons (no powered versions), maybe rifles and lots of dangerous monsters as pets and mounts: Manticores, (Black) Radscorpions, GCS, wolves or dogs, maybe even Dragons. They may trade with you or siege you. Yes, this civilisation resembles the elves from vanilla. If they trade with you, they sometimes bring exotic pets. Otherwise it's mostly cloth, food, leather, wood and salvage.

I would rather have the Buffalo be a isolationist, tribal civ that would probably not be too unlike the one we see in the show. They might trade with you, but there as easily able to war with you. And while they would carry little armor or weapons, there bloody bluffalo and smaller creatures like Minotaurs have ended up being Semimegabeasts. They would probably just go into trances and start crushing mid-tier clad ponies underhoof.

.....Buffalo Ghouls for irradiated desert/plain's biomes? And, to further list all the other possible ghoul placements, Griffen Ghoul's get mountains and donkey's are in the icier biomes and such? (Could forseeably see them as being "more solid" than the other ferals, being as sturdy as they were in life as they were in death. Probably means keeping the modifiers the same)


Ahh, Equestria and it's many flavors of undead abominations.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 13, 2012, 06:45:12 pm
Synthetic silk is plausible, though it should be difficult to manufacture, perhaps requiring magical transmutation rather than chemical processes. I'll consider it. On the other hoof, decontamination ponds should do the trick as described, while RadSafe and RadAway are planned for a future update. Washing using a reaction isn't possible at the moment.

The robot spawning problem is not due to those tags, at least, and is going to need testing to sort out.

I will also consider a buffalo tribe, though more likely than not they will be hostile, as there's only one trade season spot left. Perhaps this concept of the Great Khans from DotRook's deviantart page (http://dotrook.deviantart.com/gallery/?offset=0#/d4t4wb9) would do:

(http://i.imgur.com/LsM4L.png)

The Great Khans were a raider tribe in New Vegas. However, I am wary of adding too many hostile civilizations (There are enough ambushes and sieges as it is), so let me know your opinions on this.

As for the irradiated changelings, they'll be a subterranean civ, so you don't have to worry about them until you breach the caverns.

I do like the idea of unique ghoul types for certain biomes, and will hold onto that idea for after ghouls are rebalanced.

Thanks for the great suggestions everyone! :D
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 13, 2012, 07:05:31 pm
//WASTELANDER'S FRIEND\\

A simple mod that is, in essence, a watered down version of the Wanderer's Friend. Like that mod, the core idea is to allow adventurers to craft basic items from the limited resources available to them.

Spoiler: Features (click to show/hide)

There are three files included in the mod; one with the reactions, one with several new items, and a copy of reaction_other.txt that will remove the 'make sharp rock' reaction. You can download it here (http://dffd.wimbli.com/file.php?id=7219). I also have an ASCII-friendly version of plant_standard.txt here (http://dffd.wimbli.com/file.php?id=7220) for those that want visible trees.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 13, 2012, 07:15:03 pm
Very nice Crazy Cow! As I won't be working on adventure mode until after v1.0, small additions like this are appreciated.

However, I still welcome feedback from those of you who do play adventure mode. Just because I'm not working on it doesn't mean I won't fix any issues found. ;)

Edit: I took the liberty of attaching the post above to an adventure mode section under Monthly Objectives.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 13, 2012, 07:18:03 pm
I'm working on it now ;P

EDIT:
Updated the Wastelander's Friend so that one small stone creates a stack of five sharp stones. I actually tried it and it's a huge pain to get ten stones in a position where you can craft with them.

EDITEDIT:
Turns out that I had an extra 's' in the wrong place and that adventurers created random ammo instead of sharp stones.

EDITEDITEDIT:
I also forgot to make the 'Make a leather quiver' reaction produce a quiver. Fixed it in 1.03.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 13, 2012, 07:41:47 pm
The great khans weren't too friendly, but they could be reasoned with and weren't very good fighters.  Once you add more chems, they'd be a good source of them.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 13, 2012, 08:18:47 pm
The great khans weren't too friendly, but they could be reasoned with and weren't very good fighters.  Once you add more chems, they'd be a good source of them.

Unskilled, but strong in this case. Yes, they are brutish, short of sight, and have little in the ways of armor or weapons, but goddam there's nothing scarier than a wall of flesh with a pair of small spears sticking out of it's head, besides a Raged-up wall of flesh with a pair of small spears sticking out of it's head charging at you at high speeds.

EDIT: Actualy, in hindsight, is there any plans for Minotaurs having something akin to a civ? I have issues seeing them as anything but large, unskilled fighters, but then they and the Buffalos would share a nitch. Unless they could share a civilzation,which would be interesting. Considering that they would be unplayable, it would not be that wierd, and the different body types can be excused considering they would not be wearing much in the way of armor anyway.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 13, 2012, 08:27:11 pm
Synthetic silk is plausible, though it should be difficult to manufacture, perhaps requiring magical transmutation rather than chemical processes. I'll consider it.
Please tell me hard to manufacture means like the workshop uses glass vials+a table+3 metal bars+1 mechanism, costs 5 jugs of oil and a pearlash, produces an intermediary "Lump of Biopolymer", and requites a fuel at each step. Because if you can't make it without getting a lucky terminal/hologem/ect... drop from salvage, then it's not worth it.



Actually, that's a decently expensive production chain and the intermediary lump would be usable for other crafting options. Like plastic crafts, plastic armor, plastic training weapons, plastic building blocks.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 13, 2012, 08:34:57 pm
I'm saving the last trade spot for a later civilization, so the buffaloes won't trade if they get in. No minotaurs though...they were rare even in pre-war Equestria. The few that have survived are all feral reavers.

And Neowulf, it'll go in a chemical lab (It won't require a terminal or any special salvage drop) along with the drug-making reactions when I get around to them. I've taken note of your reaction though. Thanks. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 13, 2012, 08:52:46 pm
Savageheart the spearpony is the first adventurer to fall to the Wasteland. After killing a dozen radrats or so and crafting some gear, she set off for one of the larger cities. One bandit ambush later her hoof is shattered and she can't stand, and a black radscorpion shows up and takes her out with a single sting. Bone spears, while effective against unarmored rats, can't do much to the armored carapace of a radscorpion.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 13, 2012, 09:46:10 pm
STUFF

Savageheart's story reminds me of the beginning of Fallout 2. The player started at a serious disadvantage and combats were brutal. You start off as a tribal with a spear and no armour. I didn't like it.

I'm pretty sure someone told me that there can be multiple caravans from multiple civilisations trading at the depot at the same time, so it is untrue that there are only 4 spots.

I Fallout 1 there was a band of raiders called Khans. In Fallout 2 there was an old guy who said that the Vault Dweller has killed them and that he was the last one and survived by hiding. In FNV suddenly there are Great Khans. Yet another reason to consider those FPS Fallouts a blasphemy.

My stance on Buffalo is that I would like a semi-reliable source of exotic pets to add to the arsenal of Robronco. A war black radscorpion as a protector may be able to save a scavanger from some minor threat or at least buy her some time. Of course I'll try to capture and tame my own, but I just don't know how many lives it will costs.

The beastlords in Fallout: Tactics were indeed hostile, but that game isn't cannon.



My fort continues.

  The two remaining caravan guards beat at the downed Ranger with their shields. Even through the power armour, they still manage to bruise and break bones. The two other Rangers just look over the inventory in the nearby barracks, probably assuming that their squaddie will handle it. Or maybe they just don't care, "out of sight, out of mind", as they say.
  Suddenly out of nowhere an enraged black radscorpion descends the ramp leading outside and engages the caravan guards! Most of it's attacks hit the shields, but it manages to get some hits on with its piercers, wounding them. Their counter-attacks just glance off the carapace of that overgrown bug. One of the guards bites it in a leg and wounds it. In retaliation it wrecks the pony's eye. Once the guards are dead, the radscorpion goes outside and the wounded Ranger crawls towards her buddies. If we survive this, it gives me a very crazy and dangerous idea.
(( Seriously, WTF? It looked almost as if the Rangers and the scorpion were in league. ))

A wasteland pony, who somehow survived up to this point, discovers another slaver ambush. Needless to say, she's on her own.

The Rangers are leaving. The radscorpion came back underground, ignoring the last Ranger survivor, who tries to leave. The bug gets cut to pieces by barbed wire protecting the door. Serves him right for killing the caravan guards!

The wounded Ranger manages to escape. Two of his buddies are still outside, so I won't risk opening the door. Menawhile, the chaotic fight outside continues. Some of the slavers seem to still dish it out among themselves (there indeed are different factions), or chase the last surviving migrants outside, but the worst of it is over. If it wasn't for the last two rangers, we just might risk mopping the rest up.

The last remaining friendly ponies are herded inside the walls by the slavers. The Rangers do nothing about it. The last survivor climbs the wall, much like Pickaxe did, and is shot. Even the foals and the last surviving kitten weren't spared. The Ranger leader just waits and watches. He knows we have to leave at some point.

Burrow restrictions prevent the ponies from mining new tunnels. Since the door is locked, it should be safe to disable the "civilians stay inside", at the cost of tons of cancellation spam.

I was wrong, some of the migrants survived up to this point. While two groups of slavers chase them, a third one has climbed the wall and shoots. A tactics I was hoping to adopt.

One group of slavers walks right next to a Steel Ranger and is ignored. One of the surviving migrants, Rolling Apple is a very agile mare. She outruns the slavers and dodges their bullets, but gets thirsty and is eventually chased in a corner and forced to climb the wall. Only one of her pursuers has any ammo left, so they chase her on the wall. She is thirsty, hungry, hurt in her leg and pursued. This can't end well. A second ramp leading up this wall will be a must. She manages to push one of them off the wall, but he just stands up. If it wasn't for the two Rangers, I would kill open the gate and order security to kill these bastards.

The liaison finally gets a chance to talk to Fleur de Lis. Surprisingly, she gets a promotion.

Rolling Apple gets severely wounded, but she jumps off the wall and manages to find a hiding spot, where she passes out. She then runs around scared, while the slavers go towards the ramp to torment her further. She desperately needs a drink. Meanwhile the two Steel Rangers walk over the barbed wire trap, immune to it's effects and towards the entrance to the vault.

Rolling Apple makes it outside, unseen by slavers, but she is insane with misery at this point. Even if she were to receive help, her prospects are bleak. She just stands her, babbling to herself. She lost her family and is barely alive herself. She may even be willing for her nightmare to end, but when the slavers eventually find her, she runs nonetheless. She doesn't manage to run far.

Salt of the Earth celebrated his first birthday today.

It is raining outside. This should wash away some of the blood. The two Steel Ranger bastards still guard our door. Perhaps we should have a secret entrance with an airlock?

It turned out, there weren't any carpenters alive left. Arablest, Evening Prayer, Textbook and Hive were told to do it. Nerdie's Ghost demands proper burial. He will be commemorated wit a memorial slab. Many weren't properly commemorated, but Nerdie is the only ghost so far. Some other works assignments get adjusted as well.

The two Steel Rangers get through the outer layer of my vault door. A quick inspection of the troops reveals that most don't have ammo.

Nerdie gets commemorated. 
(http://tnypic.net/a48qt.png)

Phew, I put new smelters and wood burners under the chimney. (( I know I don't need one, but I'm still building a chimney over the room with smelters and forges )) They tried to burn scrap for charcoal and do other unreasonable things, so I had to tell them to stop. (( Manager almost worked against me, but I caught it. I think they only wasted 1 salvage. ))

More immigrants arrive... straight into the group of slaver who killed Rolling Apple. Another mad chase begins. Some, however, manage to make it inside and begin working, as if nothing has happened. None of the nine arrivals are any good at anything useful, but two might make good soldiers. Meanwhile the Rangers are through the second layer of the door. The airlock to the caverns isn't ready yet.

Predictably, some of the invaders come back inside the camp and wreck havoc.

What little wood we have gets turned into charcoal, to make bronze, brass and bullets from scrap. Hopefully 4 stacks of 28 medium calibre bullets will be enough for some of the soldiers to restock.

After grinding through 30 rocks, the prospectors manage to find two gems. This isn't worth the time at this point, at least not without a small army of ponies with wheelbarrows.

The Steel Rangers eat through the last layer of our door, except for the big vault door (( A raised bridge. )), and apparently leave, content with the destruction they left in in their wake.

Some kind of ugly as hell monstrosity is detected in the lower cavern. As far as I know, it can't reach us and we have bigger worries.

The seemingly inexhaustible supply of dog tallow and internal organs got processed. The kitchens are cleared.

The medium ammo is scheduled for production, after smelting some scrap yielded lots of bronze and brass.

A wastelander caravan arrives, but we aren't ready to trade yet. They just mill around, far from the camp. The depot got wrecked by Steel Rangers and there is nothing for the traders here now.

The invaders finally leave and we can end the lockdown. There is much to rebuild. Six migrants survived up to this point. They look rather unhappy. Well, we did save them in the end, didn't we?

Headshots joins Apple Pie's squad. He gets a combat rifle despite the lack of skill. We don't have the time to play around with BB's now. Military Campaign joins the chainsaw squad and Bloody Pike joins the Ripper squad. The barracks are moved outside for quicker response. Bloody Pike is killed by a Radscorpion. Her body is found inside the camp, close to a gap in the wall. This is pretty odd. The scorpions kill Gypsum Casts too. Apparently the ponies are cleaning up too close to the monsters. I order the rifle squads to kill them. Headshots is the first to come, but he doesn't have any ammo! He gets killed. (( Damn, he had a CM of a rifle, those guys make glass cannons. )) Short Bursts and Apple Pie finish the second scorpion.

The merchants leave before a new depot is built. The camp and it's surroundings are cluttered with everything. There is so much work, that the important things barely get done. Despite this, the hole in the wall is fixed and traps are slowly installed at the entrance. A few cages with dead ponies in them were found. With every other crazy thing that goes on around here, this horribleness is dismissed as just another oddity. (( If the slaves in cages that slavers bring require food, these guys must have simply starved to death. ))

Some migrants arrive. Good, we need more ponies. There's eight of them total, with no foals. One of them is a pretty good jeweller. A few ponies get dizzy from exposure to a radiation cloud. 

In relative peace, most of the gate gets finished. Then a Ranger Scour appears, but is chased away by a protectorpony. I check my soldiers to see who should get the Power Armour. Psalms... is blind, it turns out. Well, I guess that earns him a promotion to military commander, then. Trigger Happy is given the Power Armour, but... it is made of copper, and there are no boots. So he just gets a bronze P.A. helmet, combat armour and security boots. Another Ranger scout appears, but flees.

I look over my stocks of toys and tools. I believe my problems with opening drinks and food stem from ponies carrying around bins with them. The "improved" hauling system is often too stupid for it's own good. I also discover that we indeed have an arcane terminal, so a gemcrafting station is built. I have 52 coiled wiring and they just keep coming... yeah, making the repair job use up 3 instead of 2 is a good idea. Hm... 16 useless aluminum platings. Is this supposed to be used for something? All robot upgrades use up steel plating (which should also be makable in a forge, if it isn't now). Plasteel plate probably can be melted down into bars. My cmobat rifle schematics is in a stationary bin, but apparently too far from a gunsmith's forge to make a rifle. Same with flame-thrower schematics. It seems that the only way to make this mod work is to make the vault horizontally compact, but use many z-levels. Then the items will be visible. Alright, schematics will get a stockpile close to the forges. Ladles, bowls and pestles have no use, right? Three Stable-Tec processing matrices and one Robronco. Good, I need one more computer part to see about upgrading robots. A room with a pasture, Robronco workshop, stockpile for upgrade drinks that takes from that workshop and stockpiles for the stuff needed to make upgrades should do the trick. If it takes too long, I can always lock a pony in ther and wait for her to get thirsty.

By my estimate, about half the cleanup is completed. The population is 53 and Pesky Questions is fine.

Outside:
At this point it is easy to see that I plan to have 3 bridge-operated ways outside: one long for traders, one shorter, filled with traps, and finally a quick one. Most of the workshops got moved inside to temporary locations.
Spoiler (click to show/hide)


Underground:
Spoiler (click to show/hide)


Hospital level:
Spoiler (click to show/hide)


The cavern airlock.
It is pretty much ready, except for traps and an optional section for stockpiles and web collecting workshop.
Spoiler (click to show/hide)

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Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 13, 2012, 10:47:56 pm
Idea. Make power armor only equipable through the reaction you have planned to turn a pony into a power armored soldier. Then Any other armor the pony wears is just added protection that's been strapped on. If the only way to use power armor is to be sealed in the suit, you can't wear two sets of power armor at once.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 13, 2012, 11:01:05 pm
Savageheart's story reminds me of the beginning of Fallout 2. The player started at a serious disadvantage and combats were brutal. You start off as a tribal with a spear and no armour. I didn't like it.
F2 was certainly subpar compared to F1, but I don't think it's because of the game's start. I actually liked being a tribal and getting excited about things like 10mm pistols; there was more to build up towards.

I Fallout 1 there was a band of raiders called Khans. In Fallout 2 there was an old guy who said that the Vault Dweller has killed them and that he was the last one and survived by hiding. In FNV suddenly there are Great Khans. Yet another reason to consider those FPS Fallouts a blasphemy.
Khans were the raiders that attacked Shady Sands, iirc, and by F2 they were dead and gone. There was a bit of resurgence in F2 at Vault 15, but they were put down by the NCR.
And yes, I hate the F3 line with a vengeance.

My stance on Buffalo is that I would like a semi-reliable source of exotic pets to add to the arsenal of Robronco. A war black radscorpion as a protector may be able to save a scavanger from some minor threat or at least buy her some time. Of course I'll try to capture and tame my own, but I just don't know how many lives it will costs.
Can't tame radscorpions of any kind.

The beastlords in Fallout: Tactics were indeed hostile, but that game isn't cannon.
A minor correction; the details of FO:T aren't canon, like the oil drums that explode on one level and other minor details. The general events of FT are canon, including the existence of the Beastlords. (FT is best Fallout game :3)


As for my own adventures, Hawkfortress the macepony and her friend Glove Lion the markspony have just slain a giant scorpion. The two were wandering about, killing wild animals for food and resources, when the terrain changed and a giant scorpion came at them out of nowhere. Hawkfortress ineffectively pissed it off with her copper club while Glove shot it with his hunting rifle; while Hawk did little more than glance off of its shell, Glove made some pretty good shots and ended up putting a medium caliber bullet into its cephalothorax. The tough chitin it left behind is really dense, though; raw, it knocked my speed down by more than three hundred points. After I made a pair of boots out of it the weight wasn't nearly as bad.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 13, 2012, 11:14:43 pm
Huh...apparently you can choose which caravan you wish to trade with if more than one arrives in a season. I'll keep that in mind. Still, a buffalo tribe is not a priority at the moment, so there's some time to sort that out.

Most mutated creatures can't be tamed, period, so no luck there. A black radscorpion is still just as deadly in a dodge-trap pit whether or not it's been tamed, however.

Untrained slave ponies do indeed need food and water, which is why I would train them as soon as possible (If purchased, of course).

Steel plating can be made as a tool. I did decrease the prevalence of aluminum plates (which have no use other than melting - I may remove them altogether), frayed wiring, and other refuse salvage (like the ladles) for v0.88e, so hopefully salvage overflow isn't a problem anymore. As for stockpiling, I advise making individual stockpiles next to workshops and have them only take the items (tool and/or toy) and subtypes (Ex: schematics for gunsmith's forges) the shops work with instead of a universal stockpile for all salvage products.

Very impressed with how the battle turned out, even though it ended badly, I got the mental image of slavers lining up hapless migrants against the wall of your fortress and executing them, along with a mare who, after losing her entire family, makes a heroic last stand atop the walls, dodging bullets and knocking off slavers until she goes mad with grief and lets herself get run down in the desolate wastes. :o

And in the aftermath the bedraggled survivors cleaning up the battlefield and securing the fortress for the next inevitable assault...scrounging together pieces of armor and bloodied weaponry for a makeshift militia...

At least the fortress looks secure now, the way you built it. Can't wait till you get some fortifications up with markspony patrols along its length. :D

Indigo: That's what would take place, yes, but I can't have power armor ponies wearing combat armor or security barding over their power armor (Which is what would be happening if a transformed pony wears armor).

Crazy Cow, at least the good thing with adventure mode is that you can get more than 2 companions. You're going to need them. Good fight with the giant radscorpion. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 13, 2012, 11:32:36 pm
After more hunting in the untamed wilds, the sun started to set and in a fit of temporary insanity, Hawk and Glove decided to go to sleep.
In the middle of the untamed wilds.
Hawk was woken by Glove's dying screams as a swarm of paradors ate him alive. Hawk tried fighting them, but with only three body parts there wasn't much she could do to hurt them, and once Glove died and the swarm turned its attention to her she fled into the night. During her half-blind running she ran face-first into a band of raiders. Disembowelment Scabmire the Master and his lasher minion both attacked at the same time, and thankful for an opponent she could actually hurt Hawk met their challenge.
This wasn't a good idea.
A lucky hit from the lasher broke her leg, and without being able to maneuver it didn't take long for Hawk to get herself killed.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 13, 2012, 11:48:37 pm
That's pretty much what happened the first time I ran into a cazador. :P

Taking notes on what happens to these less fortunate wastelanders for when I get around to adventure mode. Some balancing will probably be needed.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 14, 2012, 12:13:45 am
Actsearch the mud pony aims to succeed where her betters could not. While normally such presumptuousness from the lower caste would be crushed the moment it was discovered, she has proven herself to be quite resourceful.
She was hunting radrats (something which I think is going to be a staple of my adventurers from now on) when a pair of yao guai showed up to steal her kills. Like any mud pony, though, Actsearch was stubborn, and instead of fleeing and leaving them to their meal she took them on with nothing but a copper ripper. An hour of effort later, the two creatures lay dead at her hooves along with a dozen radrats. Wielding an *iron shiv* she made out of a yao guai femur and an iron horseshoe, she is continuing on her hunting spree, determined to gain more valuable equipment before attempting to take on the wasteland.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 14, 2012, 12:20:33 am
I took a look at the creature RAWs. Pretty much the only wild things even worth bothering with are Feral Dogs, Coyotes, Wolves, Mornitor Lizards, Pythons and Anacondas. The rest is either too small to count, grazers or not tameable. GCS, Cave Crocodiles and Dragons can't be pets anymore! There aren't even giant cats. And, just as Crazy Cow said, Scorpions aren't tameable.

This... is in line with Stable Dwellers not really being good at taming wild animals, but it is still disappointing. I was hoping to get a tame GCS, or a Cave Crocodile egg farm, or scorpion protectors or... something else fun.

Oh well, cage traps are still a viable means of defence until I get thousands of bronze bars to spend on weapon traps and robots are a suitable replacement for pets. I guess I'll get some dogs too. They are pathetically weak, but are cheap and can sacrifice themselves to buy their owner some time to escape.

Oh and by the way, during that lockdown I got a mental image of Steel Rangers, Slavers and Radscorpions bro-hoofing over all the misery each of them brings upon my ponies.

Do you have any hints for painless disposal of contents of cages? I'd rather recycle the cages than atom-smash them and releasing a scorpion or a disarmed and disrobed Steel Ranger is still a bad idea.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 14, 2012, 01:20:54 am
Do you have any hints for painless disposal of contents of cages? I'd rather recycle the cages than atom-smash them and releasing a scorpion or a disarmed and disrobed Steel Ranger is still a bad idea.

Build them, link them to a lever, isolate, destroy.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 14, 2012, 11:54:52 am
I remember why I hate adventuring now...
Actsearch died to the first two bandits she attacked. A lucky shot to her hoof stopped her from outrunning her opponents.
Again.
To hell with this; I'm going back to fortress mode ;P
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 14, 2012, 01:27:42 pm
Which is why I gave the explanation that any other armor a power armored pony wears is basically welded on. An in-game explanation for something you can't work around.

Fallout Tactics is indeed best game. Based on my limited play time and what I've read, I like Fallout 2 better over the first. In 2 I stopped after helping out ol' what's-his-name out of his slaver problems. In the first I stopped when my first party member died to rad scorps and I knew there was no way I'd be able to clear that place out by myself.

As for the Khans, people can always escape. You can see this with gangs in previous decades. One gang member shows up to town or neighborhood, suddenly there's twenty of them. It ain't too hard to recruit other people, and that's basically the explanation given for the Khans being around in New Vegas. Some escaped the massacre and started back up.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 14, 2012, 02:00:05 pm
As for the Khans, people can always escape. You can see this with gangs in previous decades. One gang member shows up to town or neighborhood, suddenly there's twenty of them. It ain't too hard to recruit other people, and that's basically the explanation given for the Khans being around in New Vegas. Some escaped the massacre and started back up.

No, you literally wipe every last Khan out in FO2.

You meet this old guy with a flamethrower that tells you that he is the last survivor of the original khans, and you kill him and his entire gang.
Also your name is Pat and you are new there.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 14, 2012, 02:54:46 pm
As for the Khans, people can always escape. You can see this with gangs in previous decades. One gang member shows up to town or neighborhood, suddenly there's twenty of them. It ain't too hard to recruit other people, and that's basically the explanation given for the Khans being around in New Vegas. Some escaped the massacre and started back up.

No, you literally wipe every last Khan out in FO2.

You meet this old guy with a flamethrower that tells you that he is the last survivor of the original khans, and you kill him and his entire gang.
Also your name is Pat and you are new there.

The great khan could be copycats, or simply a coincidance. The same way that if every memeber of the real life "hell angels" will deside to hang his motorcicle halmet and quit at the same time, you can bet that in less than a decade a new "hell angels" will form.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Graknorke on December 14, 2012, 06:09:51 pm
I keep severely underestimating radscorpions.
They seem to be either no problem at all or murdering the entire stable and getting titles. It's happened 3 times now. There's never an inbetween where one will bother a guard on the surface or anything, they're always in the middle of my dining hall injecting venom into everything.

New policy on wildlife is to kill all of it.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Putnam on December 14, 2012, 06:14:34 pm
I know I'm a bit late, but...

NV shared a lot of the dev team with 2 and even more with Van Buren.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 14, 2012, 07:23:36 pm
I keep severely underestimating radscorpions.
They seem to be either no problem at all or murdering the entire stable and getting titles. It's happened 3 times now. There's never an inbetween where one will bother a guard on the surface or anything, they're always in the middle of my dining hall injecting venom into everything.

New policy on wildlife is to kill all of it.
Getting sick of wild dogs myself. 95% of the time they're just annoying, but every once in awhile they'll get a lucky nip in and kill a couple ponies.
And they're so darn plentiful... My current fort is a year and a half in and my turrets guarding my wagon have netted over 100 kills. Yet every pack I kill is instantly replaced by another spawning at the edge.

Good eats though.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 14, 2012, 07:39:53 pm
Nothing to say here, but here's some artwork, courtesy from a girl at my school :3

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 14, 2012, 07:43:57 pm
Nothing to say here, but here's some artwork, courtesy from a girl at my school :3

Spoiler (click to show/hide)

A true work of art. You should commend her on her skills.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 14, 2012, 07:45:37 pm
That's a great pic.

And, speaking of annoying wildlife: radrats.  Why do my turrets not shoot them?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 14, 2012, 08:11:54 pm
For enemies in cages, I typically disarm them and let them out for military practice, either in an arena or behind some fortifications for gunners.

Regardless of the Khan's fate on the Fallout canon, the buffalo themselves haven't played a role in FoE either, so if they're in I'd rather link them to something Fallout-based, and the Khans make a good candidate. They're not going to be implemented anytime soon though.

I've changed the feral dog tag to [PET_EXOTIC] rather than [PET], as I think that's what's causing them to overbreed into the hundreds in some biomes. Black radscorpions are also spawning more than they should, but they're a bit more manageable than waves of feral dogs.

P(ony)SI: Love the artwork! I concur with Crazy Cow on commending the artist.

Minigun and flamethrower turrets only target dangerous enemies like radscorpions or hostile ponies. Minor wildlife like radrats, radroaches, and bloatsprites pass under their radar undetected. This is the same for battle saddles; ponies won't waste ammo on insignificant targets. Ordinary security turrets should shoot at them though...let me know if this isn't the case.

I think I have a good concept for power armor; it'll remain as wearable armor, but with each suit will come a under-armor upgrade potion that will provide the drinker with the power armor bonuses like minor radiation protection, enhanced strength, etc (Kind of like the recon armor worn by Brotherhood of Steel knights). Ponies who haven't taken the drink can still wear the power armor, but won't be very effective with it. Think of it as the Power Armor Training perk.

Steel rangers will wear power armor as part of their creature.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 14, 2012, 08:38:10 pm
My fort continues.

Bloody Steak, Evening Talks and Laurel get to be the new hammer squad. The chainsaw and ripper squads did quite a bit of sparring and in a year or so should be able to survive a real combat.

A few Steel Ranger Scouts pop up, shoot and flee.

  A caravan arrives and shortly afterwards there is another Steel Ranger ambush. The entrance isn't ready yet. Everypony is recalled inside and the traders are on their own. They race the Rangers towards the gate. Or rather the Traders race and the Rangers shoot miniguns at them. The caravan guards engage. While most ponies don't waste time in getting to safety, the soldiers are still having demonstrations or are picking up equipment. I order them to move inside. The caravan guards die quickly. Bloody Steak decides to disobey the order and charge the Rangers with a Kinetic Sledgehammer, shield and one boot. He is relieved from command for his stupidity, reconsiders and runs back to safety.
  The last of the melee guards buy the caravan some time, while the three gunner guards shoot the Power Armours with BB guns. A few Rangers are stunned, or get minor wounds. The BB guns are answered with miniguns... with predictable results. The traders with wagons make it inside, but those with brahmins spread out and run away.
  Three of the Rangers chase what's left of the traders around, while their leader and one lackey go inside and... they have [TRAPAVOID]? Not fair! How the heck can they be so nimble in those bulky armours? I wanted to capture and strip them, ugh. It seems that whenever I think of a way to cheese in this mod, you're a step ahead of me. Well, I have one final plan for The Rangers, but it requires a ridiculous amount of bronze menacing spikes, so I need to find magma first. 
  The Rangers roam free to wreck stuff and kill the remaining traders. I'm going to build another large door, encompassing the depot, so in the future we can still trade if something like this happens. Meanwhile Warm Smile is taken by a fey mood.
  Laurel and Evening talks somehow managed to get stranded outside and is so wounded that the Rangers don't even bother finishing them off. Oh well, the newbie soldiers die often. Some of the Rangers turn out to be quite severely wounded, but what do I have to throw at them? Two glass cannons, one blind and one semi-competent gunner and a bunch of newbie melee ponies. Even if this goes our way, there will be dead and wounded. Opening the gate is simply not worth the risk.

Fleur finally finds the time to talk to the diplomat. Ten combat rifles are ordered from the forges, but not all are made. They are surprisingly made out of steel and two ot them are above average quality. My Armourers are legendary, but my weapon smiths are beginners. Oh, and there aren't enough chainsaws and Rippers for the rifles I want my soldiers to get.

Warm Smile has made a perfect tsavorite(I2). Whatever that is. She is now a Legendary + 4 gem setter.

Fishing Rod and File Cabinet are told to train Armouring at the terminal. At least this won't waste any metal. A training session nest 5 XP. Meh. I may try later, but my hypothesis for now is that to gain good XP you have to make items that have quality.

Trigger Happy is outside, but... how? The door is locked. He has no wounds, but no ammo either, and his armour lacks boots and helmet. Looks like another good soldier is going to die. The Steel Rangers are inside and camping the Trade Depot.

Once the depot is destroyed (again), what's left of the trader wagons leaves and the Rangers proceed to wreck the barracks and the outer layers of the door. Trigger Happy tries to go inside, so I tell his squad to station where he is unlikely to meet the Rangers. He picks a few bullets and goes to "pickup equipment"... right to where the Rangers are. He fires three bullets, but they fire back, rendering him unconscious. He wakes up and the shooting continues. Amazingly, Trigger's rifle shots pierce the Power Armour. It may have something to do with him having steel ammunition. A headshot even knocks one of the Rangers unconscious.

Trigger Happy wounds another Ranger and the one shot in the head is still unconscious, but eventually he runs out of bullets and luck. After the Rangers are done wrecking the barracks, two of them charge past him, to wreck some doors. This may be a chance to recover the wounded. The two hammer soldiers are recovered, and Trigger Happy kills the unconscious Ranger. Then he naps on the floor, while the two remaining Rangers wreck the door to the trash compactor. This might be the tactics against them: give them some doors or a statue to damage and send the shooters to snipe them. Or drop a boat on them. Or perhaps a bridge. After some fiddling with the burrows, all three soldiers are recovered. The Stable Door gets quickly closed again.

Lauerel and Evening Talks are in the hospital and seem bugged. They occupied the same spot until I de-constructed the bed under them. Afterwards one was moved to another spot and may be saved. The other just stands there with "No job". I think the problem may be that they were both lying wounded in the same spot and both were taken to the hospital at the same time, by the same pony. This is the second time this happened.

The remaining Steel Rangers come back to wreck the outer layers of the vault doors. I let them.

I make the squad of Short Bursts inactive and tell her to install a Pipbuck. She just ignores it and does individual combat drill. (( I really hope SATS shows up in pony's description. I want to know if it was installed or cancelled or failed once the job disappears from the terminal. ))

  Just as the jobs inside get done and there are idlers, the Rangers leave. Good, now we can go outside and finish the gate. Just when the ponies go outside the wall, the last Steel Ranger appears and wounds Hive, the best plant gatherer. Civilians are ordered inside again. The Ranger rushes after them, so the lever is pulled again. Hive is wounded outside, while Apple Leaf is caught outside too. He fights with the Ranger. You know what? I'm tired of this. It is time we take the fight to the enemy! The door is open and all soldiers told to engage. If we can't take on one Steel Raider with what we've got, what chance do we have in the long run?
  The Ranger wounds Apple Leaf and... leaves? No, he goes outside, but comes back when Apple Leaf regains consciousness. After knocking Apple Leaf unconscious again, the invader heads straight for the now opened entrance. He knows that the door may close at any time and that he will be rewarded if he manages to kill us. It is on! The Ranger manages to wound Library Card in the leg, but is pressed by our Security: Brass, Strong Hoof, Bloody Steak and a Protectorpony chase him around, while the rifle soldiers provide covering fire. The Ranger accumulates wounds quickly and is taken down without inflicting any more harm on anypony. He leaves an iron chainsaw, steel power armour and an iron power armour helmet. The secret to fighting them might be overwhelming numbers. In any case, the ponies can go outside now. A victory!

Ah, I need Mechanics enabled to install SATS.

I have no idea how to replicate this, but Short Bursts took restocking on ammo to her heart. She has 12 recycled medium bullets and 5 stacks of 28 bullets. Once she gets that SATS and some defensive skills, she can just stand behind some meat shields and shoot without danger of running dry. Perhaps he should get Power Armour and a minigun once she installs SATS. Another good candidate is Brass, but he got so good with shields that he doesn't  even learn dodge from sparring.

A thief wounds Plow and runs away. We may need more beds at the hospital. An Earth Pony Elite Operative makes it inside the camp. Maybe the military should protect the workers? The Operative runs away. A raider tries to make it inside, but is caught by a cage trap. Lol. Another Ranger scout appears, wounds two ponies and runs away. An another. One of them even manages to sneak in the middle of the camp. Soldiers are told to go outside and deal with the problem. Jumpsuit is shot at by another one of them. Another one appears. Civilians are ordered inside. The military is told to engage. One of the scouts is wounded by a bighorner, but another Scout joins the fight and the bighorner soon dies. Compost gets wounded, but a Protectorpony clashes with them and distracts them.

While the protectorpony gets damaged by the wounded Scout, Brass joins the fray. After a few slashes with his =steel chainsaw= (And where the hay did he get it? Did recharging a chainsaw bump it's quality, or what?) Brass finishes the enemy with a buck to the head. He and the protectorpony engage the last enemy, before the rest of the troops even manage to show up. Another Ranger comes to the gate, but quickly runs away.
Brass fights the last remaining Scout and wounds him, but is stunned in return. The fight is joined by Bloody Pike and later Short Bursts. Bloody Pike kills the Ranger by hitting him in the head with the handle of his steel ripper.

What do you know, our melee guys seem ready. Well, except for the Sledgehammer squad that died. So that's it, civilians can go outside again, and the military is moved to train in the middle of the compound... An ambush, curse them!. Steel Rangers again. You know the drill: everypony inside.

The Rangers Follow some wasteland pony, who falls into one of my traps. Marble Statue is still wounded outside, but it is too late to carry him to the hospital now. Another Wastelander leads in a second Steel Ranger ambush. I'm not coming out now, except maybe just behind the gate to recover Compost. Marble Statue and some animals get killed by minigun fire, but otherwise the Rangers mostly mill around. Or rather one squad of them chases Jumpsuit around and the other just stands around the caged wastelander.

Jumpsuit is killed and a third squad of Steel Rangers comes along. Apparently what I thought to be wastelanders were their leaders. All three got captured in cages and the Rangers just walk around them, unsure what to do.
(http://tnypic.net/ikyos.jpg)

Short Bursts goes about installing SATS. Wow, he is slow. Inspection of his equipemnt reveals that Bronze Combat Armour weights 159. I check the other items and *Bronze Security Barding* weights 95, while a copper power armour 277. Those armours are very heavy, but the weight is probably worth the protection. It will slow the soldiers down a lot, though, especially gunners who don't train much strength. There was some kind of explosion at the terminal, but otherwise nothing happened. There was no announcement, and Short Bursts description hasn't changed. I'll try again.

Some migrants have arrived despite the danger. Well, sucks for them, but at least they are bugged and one of them stands on the edge of the map, far away from the Rangers. By the time he dies of dehydration, they might actually leave. I suppose this could be explained by migrants noticing the Rangers and deciding to retreat and wait it out, rather than take risks.

With all the wounded ponies in the hospital... Splint decides to attend a party. The number of idlers is increasing. I may start prospecting rocks after all... Or maybe just move some stockpiles around. Let's start with furniture.

Another ghost appears, probably from one of the dead traders. A slab is engraved for him. Meanwhile the new catacombs are finished and ready to be filled with coffins. The migrants decide to take their chances with the Rangers. It ends badly, but none have useful skills anyway.

Hm, another explosion when installing a pipbuck and... nothing. No announcement and Short Burst's description is still the same. I'll try again... Short Bursts was taken by a fey mood. she claims a mechanic's workshop, which was probably triggered by experience from trying to install those pip-bucks. This is useless as I want her to be a soldier anyway.

Trueblood joins Brasses squad. Hopefully this won't slow down their training much. Short Bursts needs rough gems. Too bad all were carved into spell gems and lenses. Additional room in the marble layer gets commissioned.

We prospect some more rocks and hematite is found as well as some gems.

Evening Talks dies of thirst. Well, she was bugged.

Short Bursts made a mechanism. He is now a Grand Master Mechanic and goes on a break. Maybe he will install SATS with his newfound skills. Oh, there's another ghostly merchant. I engrave a slab and order more slabs.

A few wolves get caught in our cages. The rangers leave and the hospital is emptied. A caravan arrives, but they bring no wagons, because the depot isn't ready yet.

Tasty scraps tries to tame the first wolf with some buzzard meat. He is watched over by a protectorpony. A foalsnatcher appears and is chased away by robots. The wolf isn't tamed. Tasty Scraps tries again.

A slaver ambush comes along before any of the important work is done... again. They have chainsaws. The military is stationed outside, while civilians ordered inside. Hopefully cage traps will thin out the invaders. Brass rushes into melee, while Short Bursts provides fire support. Too bad he didn't install that SATS. Short Bursts wounds them, so they drop unconscious and Brasses kills them with his =Steel Chainsaw=, leaving bloody smears They are destroyed in no time. A major victory! More soldiers join the fight and finish the last one.

Another ambush, this time slavers with revolvers. One has steel ammo. This is risky, but the soldiers engage. The slavers focus on a Sprite-bot, so the security can approach safely. Stronghoof is the first to arrive this time. He blocks some bullets and rips one of the slavers, than attacks another and claims the first victim of this clash. The fight is soon joined by Bloody Steak, Apple Leaf and Brass. Apple Pie shots in the melee from afar. The Sprite-bot is out of commission, but it served its purpose. Otherwise there aren't even any wounded. The last of them tries to escape, but Strong Hoof catches up to him.

One of the wolves is -trained-. Too bad I don't have feral dogs, woolfies are tame and the dogs rage. In any case the wolf is trained for war.

The depot finally gets rebuilt and the traders arrive. They have some salvage, wood, tough chitin and food. What we need is worth 1500, so we give the traders a big profit as a small compensation for not defending previous caravans. They leave happy.

A wolf has reverted to a wild state. That's OK, they are all still in their cages.

Eight migrants arrive despite the danger. There is a miner, a farmer a clothesmaker and a mechanic among them. Things are looking up. Well, unless more Steel Rangers come. Once the surface is manageable, the soldiers are ready for cavern exploration. Oh, and the gate got finished, but I haven't tested the bridges yet. Maybe I should add another one to close off the long route.

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Can you please make the Pipbuck reaction either 100% or pause the game when successful? Or change the description of the pony? I get tons of announcement spam and would hate to waste a pipbuck by missing an announcement and installing another SATS after one was successful.

All the bows and ladles in crates are a bif confusing, but maybe you could include normal toys and crafts in civilian crates instead? That way we will know what they are and that they are useless.

Training programs for the military have good in-fluff names, that are nonetheless confusing. You could change them to "Marksponyship (Archery)", "Gunnery (Crossbows)" and "Sniping (Bows)". That last one is useless in this mod AFAIK, so maybe remove it entirely.

Pressing oil out of Synth-Reeds produces useless "seeds" that aren't stored in the seed stockpile and aren't planted.

I haven't been successful in building a chainsaw in 0.88. You said it requires a mechanism, but AFAIK it doesn't and instead wants this: [REAGENT:E:1:TRAPPARTS:NONE:NONE:NONE][REACTION_CLASS:WEAPON_METAL] Whatever that is.

So, the minigun turrets won't detect or shoot minor enemies at all and I need to mix in some normal ones? Meh, I should still get either a battle saddle or a turret and maybe a flamer turret for the gate. I can buy more turrets, but upgrades need lots of gunpowder and steel, which I have few of.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 14, 2012, 09:13:48 pm
Steel Rangers have TRAPAVOID so they can't simply be neutralized with a couple of cheap cage traps. They're not supposed to be fast though...I'll lower their speed in the next update.

The (I2) tells the gem type (That one's a high-quality illusion gem) so you'll know which rough gems are required by which lens or hologem cutting reactions.

SATS doesn't show up in the pony's description (I'm working on a way to fix this), but you do get a reports announcement and a flashing pony if installation is successful. SATS in its current form is only used by ponies in close range combat.

Crates don't yield bowls or ladles (Those only come from salvage, and I've lowered their frequency for 0.88e).

I'll keep fluff names as is for now, and sniping/marksponyship (bows) is used by anti-machine rifles.

Good catch on the synth-reed oil...I forgot to make a name change in the reaction, so I fixed it for the next version.

WEAPON_METAL means the TRAPPARTS (mechanism) has to be made of a weapon-class metal like iron or bronze. It should be in the reagents list when you check the reaction in the workbench.

Much enjoyed the narrative as always Maklak. Thank you. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 14, 2012, 09:39:41 pm
Steel Ranger Scouts are pretty fast. Their Power Armour versions are about average speed. Oh, and they aren't wearing Power Armour boots, but I believe the goblins have the same problem. I just didn't expect them to have TRAPAVOID. Their squad leaders didn't have it, though.

Good to know about SATS. In that case Brass and Stronghoof are the best candidates for it.

Good to know about AMR's too. I already have one and was waiting for another to give them to my best gunners. You saved me a nasty surprise. This still sucks for me, though. If I don't want to train by burning expensive ammo, the only option is a Stable-tec terminal. Well, it is time to build a second anyway and I have the parts.

Up until today I didn't know mechanisms could be made out of metal, just rock. Good to know, with a magma or prismatic forge the process would actually be more efficient than using rocks.

You haven't clarified this:
> > So, the minigun turrets won't detect or shoot minor enemies at all and I need to mix in some normal ones? Meh, I should still get either a battle saddle or a turret and maybe a flamer turret for the gate. I can buy more turrets, but upgrades need lots of gunpowder and steel, which I have few of. I thought a turret keeps it's normal attack, but can switch over to its primary weapon if the need arises.

Would a minigun battle saddle be best used on a melee pony too? The Steel Rangers all seem to have chainsaws, rippers and kinetic sledgehammers.

Speaking of "Kinetic Sledgehammers", I think they should be renamed to "Super Sledge." http://fallout.wikia.com/wiki/Super_sledge
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Khenal on December 14, 2012, 09:43:08 pm
My normal turrets will shoot bloatsprites and radroaches, but not the rats.  I think it's something similar to ponies/dwarfs not going nuts on racoons and other "nice" critters that like to wander in.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 14, 2012, 09:47:07 pm
Well, if I have trouble with "nice" creature wandering in, I'll consider replacing the first row of cage traps with barbed wire traps. They can even kill radscorpions.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 14, 2012, 09:57:54 pm
Yes Maklak, minor enemies including feral dogs, bloatsprites, radrats, and other generally non-dangerous creatures that a single armored melee pony can handle won't be targeted by miniguns or flamethrowers.

Battle saddle ponies will rush into battle when reloading, unless they're in a ranged squad. Miniguns are actually more effective close up, so I would suggest them for melee ponies, unless you want to make a fortification-lined killing hall (They'll shoot through fortifications).

Super sledges were called kinetic sledgehammers in FoE.

Khenal: It's the [BENIGN] tag that does it...I've removed it from radrats for the next update. Thanks for pointing that out.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 14, 2012, 10:25:03 pm
Let me rephrase the question. If I were to upgrade a turret and place it in an isolated room, with a bunch of feral dogs in-lever operated cages, then pull the lever, it would just do nothing and get owned, correct? I wouldn't ever use it's normal small calibre bullet attacks? Also, do upgraded turrets loose some of their observation?
If the answer to any of those questions is "yes", then turret nests should have at least one or two normal ones to scare away animals. I thought I could just place a network of turret towers with one minigun turret each, but it is now evident that those nests should have 4 turrets each: minigun, flamer and 2 normal. That's a lot of turrets. The intent is to spot thieves and ambushes and repel  all minor threats.

Do minigun soldiers shoot through fortifications when they aren't adjacent to them?

Since I can't mass produce miniguns due to lack of iron ore and saltpetre on the map, I'll try to use them most effectively. At the moment I don't have a schematics and can only make one, so either Brass or Stronghoof gets it. This also makes giving them chainsaw rifle and ripper rifle, respectively, less useful as the upgraded rifles are weaker in melee then the weapons themselves.

Consider adding Saltperte 2% to rock grinder reaction, regardless if it makes any sense.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 14, 2012, 10:38:42 pm
Upgraded turrets have steel plating and can make a close-range "push" attack that can bruise and break bones. I know that last part doesn't make sense, but that's how DF works. I wouldn't worry about them. All turrets have the same observation skill, though sprite bots make better sentries for catching ambushes and thieves.

Miniguns need to be adjacent to fortifications to shoot through them. And minigun equipped ponies still need a melee or ranged weapon for when they're reloading.

Saltpeter for the grinding reaction would be nice...I'll add it in.

Edit: I believe flamethrower turrets can attack all enemies though, unlike the flamethrower battle saddle.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 15, 2012, 05:00:59 am
"Nice" creatures WILL be targeted however if you harass them with your soldiers.

New packs will begin to show hostility (job cancellations), and get targeted by turrets and robots.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 15, 2012, 12:09:28 pm
On the Buffalo Khans: It's enterly possible for them to be the Buffalo Khanate's for the sake of of quieting the arguments. Large, possibly marauding, and having a distinct culture from the rest of the wastes could have given them the time to evolve into something akin to a genuine force of plain/steppe brahman hide-wearing nomades, and besides, it would be odd if a single large gang got it's own civ.

Quote
Edit: I believe flamethrower turrets can attack all enemies though, unlike the flamethrower battle saddle.

They do, as the melted raiders on my vault's doorstep can attest.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 15, 2012, 01:38:32 pm
The buffolo's could play a bigger role on adventure mode than in Stable Mode.
for instace we can have them as a playeble race.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 15, 2012, 03:02:44 pm
The prismatic smelter reactions for smelting silver, copper, gold, and iron from ore only output 1 bar each. The other reactions for alloying from ores produce the correct 4 bars per ore.
Is that on purpose? Kinda hurts to make a prismatic smelter and only get 1/4 the bars from my gold nugget stock.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 15, 2012, 04:05:39 pm
Good point on that Neowulf. I've changed them to 4 bars for the next version.

The steel ranger revamp is complete. Only earth ponies will wear power armor, and will have three varieties; heavy gunners (the most common), demolitions experts with incendiary rockets, and close-quarters combat specialists. Dead rangers will drop power armored corpses that can be salvaged for damaged pieces of power armor, scrap, and ammunition.

Unicorn scribes will occasionally accompany steel ranger patrols, and, being well-versed in pre-war technology, can cast a shutdown spell that will temporarily disable robots. They are otherwise unarmored and rely on the rangers for protection.

Now onto ghoulified stable ponies. The new version will probably be ready in about a week.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 15, 2012, 04:45:54 pm
Good point on that Neowulf. I've changed them to 4 bars for the next version.

The steel ranger revamp is complete. Only earth ponies will wear power armor, and will have three varieties; heavy gunners (the most common), demolitions experts with incendiary rockets, and close-quarters combat specialists. Dead rangers will drop power armored corpses that can be salvaged for damaged pieces of power armor, scrap, and ammunition.

Unicorn scribes will occasionally accompany steel ranger patrols, and, being well-versed in pre-war technology, can cast a shutdown spell that will temporarily disable robots. They are otherwise unarmored and rely on the rangers for protection.

Now onto ghoulified stable ponies. The new version will probably be ready in about a week.

Neet.

Also, a idea to spice up the northern area: Crystal Ponies.

Or whats left of them, anyway.

In essance, the crystal empire was bombed, the crystal ponies, rather than being obliterated like they should have, reacted to the whole "balefire" thing like they did with the Crystal Heart's wave.

Basicly, think of transparent Glowing Ones, with the physical qualities of rock and probably with "sharper" (more deadly) bites and hooves where they have chipped from wandering blindly around in the north. "Crystal Ones" have a nice ring to it.

Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 15, 2012, 05:37:03 pm
Unicorn scribes will occasionally accompany steel ranger patrols, and, being well-versed in pre-war technology, can cast a shutdown spell that will temporarily disable robots. They are otherwise unarmored and rely on the rangers for protection.

Laser pistol interaction for unicorn scribes.

When they die, they could also drop an item called "fragmented/broken laser pistol" which could be dismantled for spark batteries (with a 50/50 chance of it being charged) and perhaps something else.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 15, 2012, 07:20:08 pm
Irradiated crystal ponies are a good idea. I'll stick them in the development list for later.

No laser interactions for unicorn scribes as of now. They're already going to be armed should they come to your Stable, and I'd like for them to be disarmed completely if caught in a cage.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 15, 2012, 08:13:15 pm
I can't wait for the next vanilla update. It'll be amazing to be able to clear out raider and boy scout forts.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 15, 2012, 08:14:30 pm
I'd like for them to be disarmed completely if caught in a cage.

...

Which they can't...

...

Because they are trapavoid...


....


Right?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 15, 2012, 08:30:28 pm
Oh, unicorn scribes won't have [TRAPAVOID]. Just the power armored rangers. I use the tag based on whether or not something's too strong or large to be trapped in a cage.

And Indigo...boy scouts? ???
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 15, 2012, 08:35:53 pm
Oh, unicorn scribes won't have [TRAPAVOID]. Just the power armored rangers. I use the tag based on whether or not something's too strong or large to be trapped in a cage.

And Indigo...boy scouts? ???

Might be SR's.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 15, 2012, 09:21:26 pm
Steel Rangers are the pony BoS. The BoS are just power armored boy scouts. It's my personal mission to kill them all.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 12:00:13 am
My fort continues!

Ham, Buried Treasure and Chalice form a new squad with security batons. Once they skill up, they are going to upgrade to hunting rifles and later AMRs. We already have 2 of those powerful weapons, but nopony is any good at using them.

The camp gets invaded by bloatsprites. Soldiers now train outside and engage them. Those things are fast and agile, so it is fun watching all the pursuits and missed shots.

Power Drill has entered a strange mood and claimed a Mason's Workshop.

We have a few prisoners of war, so of course there was a debate what to do with them. Overwhelming majority of us lost a friend or family member to their buddies. It is no wonder that an overwhelming majority wants some kind of execution. The decision is as sickening as it is practical: We give them a sporting chance by releasing them in the middle of the barracks and the soldiers get some training with enemies who can kill them. I fear that we are succumbing to the same kind of madness as the rest of this wasteland. Still, what would be a better use of them? Selling them to the slavers? (( I put an animal stockpile next to the barracks, which is also a pasture. The prisoners are pastured in the barracks. Simple. Efficient. Glorious. ))

A Wastelander caravan has arrived. Good.

One of the released Steel Rangers puts up quite a fight. He even entered martial trance. Ups. (( I can't disarm them for some reason. I have an active garbage dump and did d->b->c, d->b->d and k->d on the cages. )) Her marital trance ends quickly and she just tries to retreat from the onslaught. Not only is she good at dodging and blocking, her Power Armour blocks the blows that get connect... until Stronghoof stabs her in the tail with his ripper. It hurts a lot. After that there is a flurry of blows, she looses her chainsaw and is quickly killed. Not one of her counter-strikes connects.

A kitten wandering outside alerts us to the presence of a Raider. Well, let him come if he wants. Wisely, he chooses to escape, but not before wounding the kitten. Another raider comes and is caught in a cage. A third is scared away by a cat. (( I'm getting cats and letting them breed. FPS is getting lower anyway. They make cheaper spotters than sprite-bots. ))

The wastelander caravan arrives. We get all kinds of things from them: metal, salvage, wood, food, pets and ammo. In exchange they get a big heap of worn clothes and horseshoes as well as some crafts, barrels and prepared food. I guess some ponies in the wasteland are happy to wear even torn clothes.

Crab Apple is ambushed by slavers. Civilians are ordered inside. The slavers mill around and kill sprite-bots and kittens, so the military, except for the newest recruits, are told to engage. Strong Hoof is ahead of the others and gallops straight into a foalsnatcher. He barely even slows down the soldiers as he is ripped apart and shot in the head for good measure. 
Library Card and Stronghoof are the first ones to face the invaders who are still busy with a Sprite-bot. Brass and Bloody Steak are behind, followed by Trueblood. It is over quickly and none of the soldiers get wounded.

Prisoner executions commence and Ham gets his first kill. She smashed an unconscious pony's head with her steel security baton.

Some snatchers come and get caught in traps. A slaver ambush shoots some workers atop the wall. They have a hunting rifle, two revolvers and a kinetic sledgehammer. The security engages. Brass and Library Card are the first to be there. They pass the leader with a sledgehammer and charges their gunners. They kill one on their first pass and fight the rest of them. Their leader is the last one to die and there are no wounded on our part. Just as the soldiers head back, they trot into another slaver ambush. These guys all have chainsaws, combat barding and helmets, as well as lots of shields. Everything goes smoothly.

Power Drill finally begun his construction. He needed two piles of bones, so we had to kill some animals for him. (( To think that after all the feral dog attacks from a few years back, we would ever run out of bones. )) He took scrap metal, two pieces of tetrachedrite, two stacks of bone, a rough crysoberyl, two logs of wood and some chitin. This better be good. He made an artefact table worth 74400 caps.
(http://tnypic.net/j4wnb.jpg)

Moneybags makes our first =steel chainsaw= The material here was determined by steel chain, so as long as I only have steel chains, every ripper, chainsaw, and combat rifle with those upgrades will be considered to be made of steel. Also, the Workbench has been reserved for our most skilled mechanic. I will however, have to get rid of all the rippers and chainsaws not made of steel, just to be sure that only steel upgraded combat rifles are ever going to be made.

As the caravan leaves, the last of the prisoners are killed, who happen to be the Steel Ranger leaders. The caravan guards get a piece of the action too. After that the wolves are moved to the barracks "pasture", so they that they are watched if they get some stupid ideas. They are +tame+ and trained for war. Soon afterwards they are released to roam the Stable freely.

The gate fortifications are finished and a turret is positioned there, to act as a spotter. 

12 new migrants have arrived despite the danger. This brings the population up to 69, including 6 foals. 

Warm Smile has given birth to an Earth Pony filly, Indigo. This brings us to 70 population.

Evening Prayer had given birth to Fun Times, an Earth Pony Filly.

Brass tried to install SATS, but burned through 5 pipbucks with no effect. That's a total of seven. Graaaaaaa! Why can't thos stupid things work?

I finally manage to convince Brass to make a minigun potion. Immediately afterwards he goes to sleep. I lock him in that room. Get thirsty, you bastard! A Nurse Redheart upgrade potion gets made in adjacent room with a robot pasture. 

A caravan from home has arrived. They didn't have anything good except wood and scrap and not one of their pets was a robot.

Brass drank the minigun upgrade potion and... nothing happened. there was no announcement and Brass is flashing because he is a skilled mechanic and soldier, not because he drank something.

A Minotaur has come. It is very fast. Everypony is ordered inside and the levers are pulled, but not quickly enough. Power Drill, Strong Hoof, Cream and Clay Whistle are caught outside the vault gate, with the caravan. So is Bloody Steak. No, the lever is pulled too late! The Minotaur makes it inside the Vault! The gate protecting the Depot is closed. if we are going to die, so are the traders.
The Minotaur wounds Power Drill and charges Stronghoof. The caravan guards come to help. Stronghoof is stunned by the collision and the Minotaur punches him in the head and kills him on the spot. Bravery Rainblossom, a caravan guard is very seriously wounded, but crawls away. The rest of the caravan guards actually do most of the work and the beast accumulates wounds. A war wolf comes to help, bus she is punched so hard that she flies away with her spine broken. Not before she got a few bites of the monster, though. Even with her grievous wound, she still comes back at the Minotaur!
Two protectorponies join the fray and the sparks start flying. Bloody Steak does most of the damage with his =Steel Ripper=. I knew it was a good idea to order a few and restrict the workshop to the best mechanic save Brass.
The ranged soldiers are tardy and complain about lack of a valid target. Some are far away or decide to go to sleep. Too bad, but the beast is so fast that it is unlikely their shots would even hit their mark. On the other hoof, the only ranged caravan guard hits the enemy with a steel pellet in the head and stuns her. Too bad that wasn't a proper rifle. The beast quickly shrugs it off and continues it's relentless assault. The gunner is repaid with a broken bone. 
Libaray Card catches up with the crowd. She might be able to do something with her =Steel Chainsaw=. Every part of the Minotaur is at least bruised, while some are cut open, but it doesn't even slow her down. Cutting off a few pieces might do the trick.
The beast is slain as quickly as it appeared. It dies from a kick to the head by a protectorpony. Our security forces did most of the damage, while the caravan guards took most of it. That's fine by me. Stronghoof will be missed, and Power Drill as well as some of the caravan guards are wounded, but overall it could have gone a lot worse. The she-wolf has suffocated.
(( There are 15 pages of that fight. I won't even paste it. ))
(http://tnypic.net/eizvf.jpg)

During the fight, Brass gets thirsty and upgrades Mr Hooves to Nurse Redheart. Yay! Finally something that worked. My production of upgrade drinks is stranded by lack of barrels. In any case, Stronghoof was supposed to get a battle saddle, but now he is dead. I should test how it works (or doesn't work) for Brass.
Curiously, Brass is no longer visible in Dwarf Therapist.
(http://tnypic.net/z056n.jpg)

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STUFF

I looked at the weapon RAWs to figure the upgraded rifles out. Turns out, the material for the rifle is determined by the chainsaw/ripper and the material for those by the chain. There are some steel chains in the salvage, so as long as I don't make any chains myself and build every ripper and chainsaw that isn't steel into a weapon trap, or otherwise get rid of them (or forbid them, if nothing else works), I should be fine. I can get away with making all the other parts except the chain out of bronze.
Also, the mechanic's skill determines the quality of Rippers, Chainsaws, Recharged Chainsaws and Recharged Energy Lances, so it is best to set the Workbench profile to accept only highly skilled mechanics. Or have two of them; one for important things, the other for fixing wires and stuff.
I think these hints should be in Your manual.

Recharging Chainsaws and Depleted Energy Lances doesn't drop depleted batteries. Is this intentional? I imagine the energy is either transferred from the battery to the item, or the battery is replaced, and the depleted battery from the weapon removed.

Dismantling medium and large robots could drop steel parts. Just saying, plates don't bottleneck upgrading robots anyway.

I haven't noticed any self-repair in robots, but I haven't been looking very carefully.

Very young ponies should be renamed from foals to baby ponies, if possible. (As in G1 and "Baby Cakes")

I tried to scale down a picture of a Steel Ranger to make a sprite, but I failed. Oh well, it worked for a parasprite before.

Aha, I don't have to set a Stable-tec terminal on repeat to get Bow training, if I don't want to waste heavy ammo. Hunting rifles use Bow skill too! So does Spitfires's Thunder, which in this mod is not a minigun, but a better AMR. Therefore the progression is: Hunting rifle -> AMR -> Spitfire's Thunder (except it has no quality I think). The melee attacks on those weapons are the same and use mace, which is trained by security batons. It may be worthwhile to train with those for a year, so that elites are more resilient, should the enemy approach them. Enough glass cannons died on me.
If it isn't there already, Your manual should mention that Hunting Rifles and AMR use a different skill than the rest of the guns.
I would also like to be able to manufacture hunting rifles once I get AMR schematics.

Revolver uses... MISC_WEAPON. This is weird, but it could be used as training for a minigun battle saddle. Does having legendary +5 in misc object thrower help with battle saddles?

Ponies weight 70 kg with no variation. they should vary in size, so that select few can wield big weapons with one grip, while others not be able to use them at all. It works like that for Dwarves and Dwarf Therapist has a tab that helps with this. In the show and in all kinds of fanfics, the ponies vary in size.

Steel Ranger scribes should know a bunch of low-level spells, including healing. It would be annoying when not only do "Cans" shrug off most blows, but also regenerate yellow and red wounds like hydras. The Zebras used to target the Scribes first, if possible, for a reason. Or knights. According to Murky Number 7 Scribes stay at home and Knights wear combat armour and accompany Paladins into battle to help them with spells.

Stockpiles are frustrating in this version. For example I don't want helium and healing potions in the same spot, but can't separate them. The fact that some items, reactions and so on have duplicate names is also confusing. And if I want a stockpile for robot upgrades, what category are steel plates anyway?

I think you should increase the value of upgrade potions to a 100. Maybe that way ponies will drink them more often. As far as I can see, the best way to use potions is to lock a pony in the room with them. Otherwise there is no way to micro-manage battle saddles and precious robot upgrades could be carried away in some soldier's waterskin. No, I'm not denying my soldiers their waterskins.

Please consider ways to make installing SATS and battle saddles more user-friendly. I spent hours fiddling with this frustrating process. SATS didn't install despite 7 attempts and I don't think a battle Saddle did either. Would it work better, it the SATS reaction dropped more stones? Or would it just make it possible for other ponies to get upgrades for free. Maybe I should make a very small burrow and keep a pony at the terminal, so he can't outrun the upgrade cloud? I just don't know! Please please please make this as user-friendly as possible.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 12:38:55 am
I will go ahead and add the hints about the weapons materials and bow/mechanic skills.

I just checked the minigunner upgrade potion again...it still works, but the flashing symbol is obscured by the blinking that a drinking pony does. Your pony should now have "Minigunner" after his/her job name. I've increased the flash-tile duration for the next update so it's more apparent. The reports announcement takes place in the 'R' fighting screen.

(http://i.imgur.com/IHQFb.png)

Depleted chainsaws/energy lances don't have batteries in them.

I'll rename the foals to babies.

Battle saddles use the ranged weapons and throwing skills.

That's odd about the pony size...according to the raws their sizes should vary. Arena tests of the stable-pony creature also show size variation. This may be a consequence of multiple cutie marks during worldgen.

Steel plates are made of steel and so have no category. They're just considered a steel tool.

I'll increase upgrade potion values as well as separate some of the more vague components like canisters into different settings. I think the canisters are the only problematic category. I'm also changing the reaction names for different workshops so you can differentiate similar ones. Can you tell me which item name duplicates you've seen? (Apart from the salvage logs).

The upgrade drinks system is already 100% effective...just keep an eye out for the name changes. I will convert SATS to a program that can be used indefinitely once found. Unfortunately, the upgrade reactions result in a name change that removes ponies from Dwarf Therapist. I don't believe there's a way to fix this, but the number of ponies upgraded with power armor/miniguns/etc. should be low enough that it isn't too bothersome. In any case, those ponies will be in the military most of the time and won't need job management. I've edited the front page to reflect this.

Thanks for the input! I'm doing what I can to improve the playability, which is why yours and everyone else's feedback is valuable. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: tahujdt on December 16, 2012, 01:11:28 am
With MWDF, I discovered that added reactions don't count as having the proper materials unless they are in the same burrow as the workshop, whether it is active or not. That will apply here also.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 01:12:43 am
That's definitely useful to know. Thanks!
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 16, 2012, 02:00:51 am
Irradiated crystal ponies are a good idea. I'll stick them in the development list for later.

Here is an alternate concept for crystal ponies. Crystal ponies l, not being a part of equestrian were never bombed. Despite this fact the world around them turned into a hellish nightmare as civilizations collapsed and monsters filled the world. This have turns them to an extreme isolationist faction that keep itself safe sare with extremely powerful magic shields. As a civilization that was cut off the rest of the world for more than thousand years they have no modern technology, but they are the vast magic adapts in the world.

Crystal ones will be crystal ponies that were irradiated in the wasteland and can't return to the empire for this.

Edit: and another idea, if they can trade with player stable they treat salvage as vanilla elf treat wood, that is they blame technology for the apocalypse and will refuse to trade in it.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 16, 2012, 07:20:09 am
Oh, unicorn scribes won't have [TRAPAVOID]. Just the power armored rangers. I use the tag based on whether or not something's too strong or large to be trapped in a cage.

Oh in that case, nevermind.
I like laser pistols, in fact, I think I like them a little too much, but if we are supposed to be able to capture them then it's just not viable.


On an unrelated note, everything is going great in my fortress.
I managed to solve a very frustrating issue with marauding thieves and snatcher by placing a single obsidian block in the way, so it worked out great.
The bridge to the surface is all done, everything has been trapped and my entire little piece of cavern heaven is all sealed up tightly from cave spiders, scorpions and flying FTB's, it was a procces that I managed to narrow down to just the loss of one riflepony, an unicorn, so it was an acceptable outcome.

Now I am in the process of further securing everything and improving the life of my ponies, I am building a whole shitload of rooms for everyone complete with bed, cabinet, chest and smoothed walls as well as gearing up my militia with copper gear.
Copper gear is not much, but it's better than nothing, and it will at least begin to train their armor user skill which is going to be critical once I get steel gear, combat armor weights a metric ton and makes untrained ponies into walking metal punching bags.

Haven't had any problems with surrounding civs either, seeing as I have virtually nothing of real value, I haven't begun my scavenging industry yet (the only surface trees are on the far eastern side, and that's serious ghoul territory), but I'll get that running once I have prepared my militia enough to secure another cavern sector.
The goal here is to lock down all caverns completely, but with giant cave spiders, scorpions, ghouls and cave crocodiles roaming about that will prove to be an arduous challenge.

I'll get caps to show you guys once things are more up to speed, ain't got much to show right now, it's a work in progress.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 10:10:33 am
I don't think, I've even seen a screen like the one in your picture. Brasses title is too long to fit in a screen anyway. "Brass" Defensecrew Trustworhyglove Weaver militia... I assume the next word is commander. He is not in Dwarf Therapist and I should test him soon. It should be enough to tell his squad to kill a wolf or something. He is the fastest of them, so he should be there first and either shoot the battle saddle or not.
Maybe your way of changing titles doesn't quite work for ponies who already killed a few times and got one?
dfhack says his title is "Intricate `Brass' Defensecrew Trustworthyglove Weaver"

While you are right that military ponies disable their civilian jobs anyway, I still use Dwarf Therapist to monitor their training.

Who would be most effective at using a stealthbuck, if it even transfers? I only have one of them. Should I give it to Brass if he, in all likelihood, has a battle saddle?

According to Dwarf Therapist all pony sizes are 70 kg. It may be wrong, though and I haven't checked it in Runesmith.

I suspect that chainsaws are a little more deadly than the rippers.

> Can you tell me which item name duplicates you've seen?
I can't give you a name off the top of my head, but chainsaw / depleted chainsaw comes to mind.

When choosing what should share a stockpile setting, think about what people would want to have together. For example Party Hats, Confetti Cannons and Full Balloons should be "Toy-Party", while Deflated Balloons and Helium Canisters "Toy-Party-Depleted". Batteries should be split into "Toy-Batteries-Charged" and "Toy-Batteries-Depleted". You may not want them to be in the same stockpiles. Coiled wiring should also have a category for broken and fixed. And what the hay is "Toy-Junk"?

This is what I have for now.

I like Ender's concept for Crystal Ponies more than "Yet another kind of twisted and mutated beast", but I'm pretty sure Celestia would get their help during the Zebra War, with Cadence owing her so much, her husband being a Ministry Mare's brother inclined towards protecting others and all. Maybe just don't touch them at all and leave them as a mystery. History says there was a kingdom to the north ruled by a Princess :trollface:, but there's not a trace of it now.

Replica, scrap metal is an ore of brass and bronze. Get those (from ore) instead of doing things the inefficient way and smelting scrap directly. You should be able to get some magnetite from grinding rocks later.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 11:45:22 am
Either way, there should be an announcement in Brass's combat logs. Interesting that a title stops the name change from showing up...I'm going to have to mention that on the front page.

(http://i.imgur.com/PUFK6.png)

Assassin potions (stealthbuck) can't be used with battle saddles or power armor upgrades. They basically allow a pony to sneak when attacking. Next version will allow the pony to make an insta-kill against adjacent pony enemies with a cooldown.

Chainsaws are more deadly...rippers are pretty much a knife weapon.

I've taken note of those stockpile settings and will separate the ones I can. Helium can't be in Party though, as it's not made out of paper.

Interesting suggestions on the Crystal ponies. I've noted them down for later.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 12:20:26 pm
Maybe you could incorporate Solaris Inc into this mode somehow. That company was made up in "Pink Eyes" and sometimes pops up in other FoE fanfics. Solaris is a company that made all kinds of things, much like Stable-tec, but is known for constant quirks and failures of its equipment rather than "building it to last". What I have in mind is more along the lines of adding a Solaris Inc crate that mostly drops junk, but sometimes has useful things, not a whole new technology tree. Either way, I don't care much.

I was asking about a stealthbuck in 0.88, before it became part of an assassin's kit. I guess, I'll just give that to Brass and watch it evaporate with no effect.

I haven't tested Brass in combat yet, but it should be in the next update about what's happening in my outpost. I also hope to finally explore the caverns, but if something like another Minotaur comes along, we're screwed with the best soldiers gone. Oh and the work on the surface and in the fort isn't done, even without massive cleanup of everything around the fort.

I was thinking, if I should upgrade a second Mr Hooves to a nurse and I'm doing it. I can always get more of them later, and the bottleneck here are resources for upgrades.
I think the MAS terminals should be able to copy AI hologems to diamonds.

Stuff growing in my rooms gets irritating. In my next fort, I think I won't dig so much in the soil layer, unless I want a tree farm. The most logical design for a stable I've come up with, is central staircase surrounded by four rooms, that may have smaller side rooms.

I think I should explore spells and magical research next. That's about the last thing I haven't touched yet and it is year 205.

Oh and while terminals cost "just" thousands of caps, they have quality and buildings requiring architecture have hidden guality also. The value of the fort may indeed skyrocket.

I know you revamped the plywood already, but in 0.88 a floodgate requires 20 boards to make. Nothing in that workshop should need more than ten plywood, otherwise it gets counter-intuitive for the player. (I'm not saying if it makes sense or not)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 16, 2012, 12:49:55 pm
Replica, scrap metal is an ore of brass and bronze. Get those (from ore) instead of doing things the inefficient way and smelting scrap directly. You should be able to get some magnetite from grinding rocks later.

Scrap metal? Dafuq are yo-

Oh wait, I get it.
Scrap metal is that gem ore of which I have only like 50 units on the entire map, right?
Yeah that ain't much to count on, but I will be mining that out too once I have run out of copper ore, which is to say soon.

The only actual metal I got on the map is tetrahedrite, ore of copper.

Well, tetrahedrite and star metal.
Thing is, the star metal comes with two problems.
1. It is in very limited supply, I have more star metal than scrap metal, but even then that's not much.
2. Both tubes are hollow, if I mine as much as one z level down the tube, HFS will reveal, unleashing some scary fucking shit I spotted when cheat-prospecting.

And that kinda sucks, because both tubes are literally in the z level below my fort.

Process has to be,

1. Gear militia with copper.
2. Conquer caves, seal it off for safe roaming.
3. Scavenge as much steel shit as humanly possible.
4. Smelt steel gear and rearm militia with steel and gear looted from enemy civs.
5. Prepare militia through war and training.
6. Invade hell with ponies and robots.
7. Seal off hell.
8. Seal off surface.
9. Sip victory wine with Berry Punch and party forever.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 01:18:00 pm
Replica, are we playing the same mod?  :-\

Yes, scrap metal can be mined out as a gem ore, but that's not it's primary source.

You cut down trees. Lots of them. You make two stockpiles far away from each other: one for normal wood and one for salvage logs. The one for Salvage logs should surround a Salvage Yard and have wheelbarrows. You can even make it into 2 or 3 stockpiles, each with 3 wheelbarrows. Then you process the salvage at the Salvage Yard on repeat and get more scrap metal then you'll know what to do with. Your Workbench will provide you with even more scrap. Make charcoal from normal wood and build your smelter close to a stockpile that accepts scrap metal (and tetrahedrite, if you want). Then make bronze from ore. The best part is that salvage is a renewable resource, so you'll never ever run out of scrap metal. With magma you can even afford to train smiths on bronze. You can also make brass out of scrap. It is used for ammo production.

While bronze is very easily available, it provides only barely adequate protection against what you will have to face. In my experience a feral ghoul has about 50% chance to bypass a good quality bronze security barding. It still beats copper, though.

The rest of your plan I agree with. Once you get either a magma or a prismatic smelter, melt every piece of iron and steel you come across except chains. Also, with sufficient wheelbarrows and idlers, rock grinders can provide you with some magnetite. It won't be much and you'll drown in gems before getting enough to outfit your military in =Steel Gear=, though.

In this play-through I don't plan on even touching star metal. I did have a successful production of funobtanium in my past forts, so it's not that interesting to me.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 16, 2012, 01:31:02 pm
Wait, you get scrap metal from scavenging?
I must have missed that.

Still, to do that, I will still have to conquer the caves so I can actually get a safe scavenging area set up.

Nice catch though Maklak, this changes everything for my metal industry.
Everything.

Seriously, I was planning on leveling the entire map and building a complicated system of ramps and shit to get the damn wagons to stop spawning on the mountainside, but now that wont be necessary.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: tahujdt on December 16, 2012, 01:58:56 pm
If I start playing this mod, what modifications should I make to the bugged reactions? Are there any bugged reactions?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 02:10:25 pm
Some are confusing, but I haven't bumped into any bugged ones. If you find a reaction that's wrong, just report it in here, the author is pretty quick to fix bugs.

On second thought you might want to modify some reactions that require barrels to accept rock pots as well, but even that isn't necessary as you can make stone barrels. Their only downside it that they weight 40 kg.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 16, 2012, 03:05:20 pm
Snake Wild secretly caught his wife cheating on him a few days before they were supposed to get married in the stable chapel, before the holy shrine of Replica.
So he made her a custom hoof-crafted ring of the finest quality.

He came to my shrine one day before their marriage was to take place, proud as one could be and showed it to me.
He said "our love is like a semi-buried tank, you never know what hides under the surface".

(http://i156.photobucket.com/albums/t33/Mattelus/untrustworthy_zpsc8997240.png)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 05:58:44 pm
He said "our love is like a semi-buried tank, you never know what hides under the surface".

 :P

The mod in its current state is pretty bug-free. As Maklak mentioned, there are a few confusing reactions and technologies, but the guide in the first post should clear up most of them. Do let me know if you encounter any difficulties. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 16, 2012, 07:22:54 pm
I had the weirdest idea ever for a short fic after I had a frustrating problem with getting my soldiers to wear copper security boots.
So I sat down for 3 hours straight making up a whole phoney balloney story about my current stable, Musicalgrotto, and how it fell due to copper security boot related causes.
I'll link that shit someday, I thought it ended up being pretty funny, in a very grim and stupid sort of way.
But I don't want to publish it just yet, still got work on an unrelated chapter in the same story that I'd like to finish first.



Actually related however is that I really DO have issues with security boots.
I have manually assigned four boots to all my militia, and set them to replace their clothing, but they refuse to replace it and insist on training wearing socks and horseshoes.
Half of them replace their headgear for their helmets and half of them don't. They are all wearing their security barding like they should.

I'll probably figure it out tomorrow and I know for a fact that it is a DF game bug, but I figure that I might as well ask you guys for workarounds in case any of you have had the same issue as me.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 16, 2012, 07:28:54 pm
My current uniforms are:
1 Barding (security, combat or Power)
1 jumpsuit
1 Helmet (security, combat or Power)
2 Leather Hoods
1 Security Boots
1 Weapon
Varrying number of shields.

Replace clothing, Partial Matches
It works, but you need an active schedule. Move or kill orders may help too. In any case it takes up to two months for squads to figure out their inventory.

On an unrelated note, my Nurse Redheart just went Axe Crazy and killed two ponies. It is time to upgrade a flamer turret.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 07:36:42 pm
You don't need to assign specific boots, just "security boot" in the same menu as the specific shoes. Maklak pointed it out and it works just fine.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 16, 2012, 09:15:50 pm
Okay, something that I just want to double-check: Slaves do not form relationships until they are rehabilited. right?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 16, 2012, 09:18:57 pm
I don't think they should.
 
On a side note, has anyone seen Unity scouts/ambushes for v0.88e so far? I modified their triggers a bit and so far I haven't seen them in a Stable I'm running.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 16, 2012, 09:47:17 pm
I've heard that gremlins can and will become your mayor in vanilla if you change [PET_EXOTIC] to [PET] since all they do is sit in the meeting room and make friends. That should apply to all tame intelligent creatures.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 17, 2012, 08:35:23 am
My fort continues. A short update.

The medical Mr Hooves went crazy and killed the wounded Power Drill, then attacked Yellow Flower and fell unconscious. Sigh, the hospitals are one of the prime causes of death in Ponderplanned. The security was told to deal with the murderous robot before it gets to the dining hall. Ham got there first and bashed it with his -steel security baton-. It didn't do much, barely damaging the robot's case before Library Card got there with her =steel chainsaw=. She quickly pierced the hull and cut some wiring, spraying the area with sparks. After a few cuts she destroyed the robot's processing matrix, shutting it down. Yellow Flower wasn't saved.

The second Mr Hooves got upgraded to Nurse Redheart. Hopefully it won't go crazy this time. It is time for a flamer turret.

It seems that the ghouls and dogs have left us alone. There are some wolves, but those are quite docile and avoid confrontations. Well, eventually some vultures come at the gate and are shot.

The military is expanded. Vet Redheart joins the ripper squad. Scorpion Bolt becomes the chief of internal security and gets a BB rifle. Together with Radhog Scraps and Orange Juice, they are going to train gunnery. Cream and Orange form a second BB rifle squad and are going to be using up all those bone pellets to learn shooting.
Come to think of it, the only reason I have a Ripper squad is that I didn't have enough chainsaws when they got formed.

Before Silver Anvil manages to install the flame-thrower turret, it shoots flames at the vultures, but fortunately the pony is not in the jet of flames. The flamer turret is dragged into position and fires again, setting the snow-covered grass aflame. The conflagration spreads quickly, but so far nopony is hurt. A cat, whose legs were broken in the past, and never properly healed, tries to get inside, but the fires are cutting off his way. He makes it to a safe road. Also, the trees don't burn, but the grass does, leaving ashes.

A slaver ambush shows up. The military isn't given any orders. It is time to cleanse the heretics test the turret. Most of them get slowed down by the approaching fire. When the smoke clears, their leader is a pile of leather, metal and ash, while one of the invaders gets wounded and stopped in his approach by a normal security turret. The rest of them just mills around what's left of their commander. It would be a good time to mop up, but a second ambush comes along. I want to see this.
(http://tnypic.net/l6lkm.jpg)

As they chase a cat towards the gate, a third ambush pops up. Let's see how this ends. Only the first squad have ranged weapons. The cat is killed. The slavers who make their approach are met with soldiers shooting at them, because I forgot to pull a lever. It may be that the flames are only effective on the same level as the tower, as the slavers aren't set on fire.
(( Seriously, I expected more from this turret. It didn't do much except setting the grass on fire. ))

Some slavers get caught in cages, other get killed by Brasses squad to test his minigun. Library card is there first, blocking or dodging their shots. She enters a martial trance and begins cutting them with her  =Stel Chanisaw=. Before Brass even gets there, she is done with one of them and halfway through a second one. Brass sprays them with no-quality medium calibre bullets, which prove that his battle saddle does indeed work. Even his title in the reports screen changes to "Minigunner".

The fires spread on the outside of the wall, stopped only by ice or lack of grass. Shooting range is rebuilt and assigned for training to the new squads. The captured slavers are killed by the soldiers. The fortifications around the wall are finished. The second turret stays as it is for now. We are ready for the caverns. I haven't noticed earlier, but Library Card got wounded in her leg. This is bad, she was promising. She isn't infected, but she now needs a crutch and that will slow her down a lot. Since I intend to upgrade all chainsaw and ripper soldiers to improved combat rifles anyway, this isn't vary bad.

(http://tnypic.net/3gzz9.jpg)

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We have some plasteel plates, right? Maybe they could be used for robot upgrades to make them even more resilient. Either as an alternative potion to upgrade a Protectorpony or Mr Hooves, or as a "Tier 2" upgrade potion, that makes an already improved robot even tougher.

I have the feeling that having a minigun actually makes Brass less effective in combat. He hits his marks, but medium bullets kill slower than a chainsaw. It should improve his survivability, though. Still, 5 or so of ones like him would own.

I was wondering what weapons should I make and use at the beginning, so I think I figured that out by now. Hacksaws. Not because they are the best starting weapons, but because they are part of the best weapon progression.

0) Hacksaw -> Chainsaw -> possibly Chainsaw rifles, but those will kill slower than chainsaws. (Possibly miniguns too. These ponies should be the prime candidates for SATS.)
1) BB gun -> Combat Pistol -> Combat rifle -> Chainsaw Rifle. (A good path, but those mares need some dodge and shield training too, so it's probably best to alternate these two trainings. I haven't figured out the how of this yet, but one ranged per one or two melee squads, alternating their uniforms once a year, seems like a good idea.)
2) Security Baton -> Hunting Rifle -> AMR -> Spitfire's Thunder. (The baton part is just there to make the elite soldiers last longer in melee)
3) Combat Knife -> Ripper -> Ripper Rifle and possibly flamer upgrade. (This probably won't be as effective as the others, but sure seems !fun!)
4) Combat pistol + Battle Saddle upgrade: Only if I can mass-produce minigun battle saddles. Combat pistols will train misc object user. Once that's mastered, it's probably best to move on to chainsaw rifles.

Ranged weapons make heavy armour more viable as gunners don't have to catch up to the enemies quickly.

Has anyone figured out a sane way to give upgrades to soldiers yet? I pretty much have to remove a soldier from the squad (which is troublesome for commanders), assign mechanics to them, set them in the workshop profile, wait till they drop and pick equipment, then lock them in the upgrade room until they get thirsty. Or just watch them for signs of installing a pipbuck. Setting their squad to inactive doesn't cut it as they just go to individual combat drills. Then after the upgrade, I have to assign them to squads again and wait for them to re-equip.
Sigh. DF really lacks a few tags. The system would be much less cumbersome if it was possible for the reactions to interact directly with the creature performing a reaction, not by producing a haxy boulder or a potion. Also to be set to [ONCE], so that no one will do it a second time if successful. With just these two things, each basic spell could just have it's own terminal set on repeat and all unicorns would learn it.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 17, 2012, 04:39:35 pm
Huh.

A hill titan that breathed fire arrived exactly the same time as a siege from the exact same direction and it wiped out all but four unicorns before dying.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 17, 2012, 05:40:19 pm
A hill titan that breathed fire arrived exactly the same time as a siege from the exact same direction and it wiped out all but four unicorns before dying.
You lucked out :P
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 17, 2012, 06:47:13 pm
A hill titan that breathed fire arrived exactly the same time as a siege from the exact same direction and it wiped out all but four unicorns before dying.
You lucked out :P

If only I was just a little luckier.

They aren't doing anything and they don't care about my stable, but their siege is technically still active and I can't get rid of them.
The 4 of them are ridiculously powerful and can kill my entire militia without taking a single loss or serious injury.

I'm going to leave them up there and see what happens, maybe another siege from another civ shows up and the two attack each other.
Or maybe I'll just encase them in obsidian and make art out of them like in star wars once they begin to screw with my migrants and caravans.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 17, 2012, 07:07:01 pm
In other news, I think I have the best/worst doctor in the wasteland, a Unicorn with a cuti mark saying that she is a "master doctor". However, out of the ten or so ponies that's been sent into the hellhole I call a hospital, only one is alive and that little foal, now deemed "Stubbs" is missing a leg. However, she's also my fort's new hero, as she managed to catch a intruder and kick his teeth out, then spent few moments bucking his head in.

I think I am going to nickname her "Fran". Or perhapes "Stitchheart".
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 17, 2012, 07:36:10 pm
Or how about "Doc Slaughter" and enabling butchery on her?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Corai on December 17, 2012, 07:36:40 pm
In other news, I think I have the best/worst doctor in the wasteland, a Unicorn with a cuti mark saying that she is a "master doctor". However, out of the ten or so ponies that's been sent into the hellhole I call a hospital, only one is alive and that little foal, now deemed "Stubbs" is missing a leg. However, she's also my fort's new hero, as she managed to catch a intruder and kick his teeth out, then spent few moments bucking his head in.

I think I am going to nickname her "Fran". Or perhapes "Stitchheart".

Hello Friesden. I see you've found your way into Pokon's fort.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 17, 2012, 08:26:36 pm
I don't get what people's problems are with hospitals. They always work perfectly fine for me.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 17, 2012, 09:21:56 pm
Half the time my injured ponies decide they're perfectly fine where they are, and only move a couple blocks further away from my hospital if I try channeling under them.
The rest of the time my chief medical decides his life with nothing but diagnosis enabled is way too stressful, and stays on break for 2-3 seasons at a time.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 17, 2012, 09:50:07 pm
Flamethrowers can be blocked by shields, so they aren't a cure-all for invaders.

A plasteel-plated robot would be incredibly difficult to kill, which can be good, or horribly bad, depending on your luck. I'll consider it however.

A minigun battle saddle can kill more things than a chainsaw (Like an armored steel ranger), but the chainsaw is faster at killing weaker opponents. Minigun bullets do have the advantage in that they'll cripple and slow down most enemies. As of now a battle saddle is permanent, but you'll always have more soldiers than heavy weapons, so the difference is not much of a concern.

I know the potions upgrade system is complicated, but unfortunately it's the only 100% reliable way to give upgrades to ponies and robots. You don't need to assign mechanics to the soldiers to be upgraded however, as that's only for making the potion, not drinking it. They can be moved to their own squad, stationed in the potion stockpile, and taken off duty to drink. As for spell training, you can have one unicorn train at the terminal until you see the flashing symbol and the combat reports announcement. It should only take a couple of seconds, given that the reagents are all preserved.

Great narrative as usual Maklak! :)

Replica, were the 4 unicorns Steel Rangers? I can't think of slaver unicorns being strong enough to stand against a whole Stable. And are you using v0.88e? I'm testing out entity progress triggers at the moment and the rangers and unity alicorns are giving me problems. :(

Thanks for the feedback so far everyone!
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 18, 2012, 06:54:14 am
I almost always name my doc "Doc Painless" from how asinine the DF AI is with medics and breaks.
So it's "painless" because the patients never get the care they need, and with no anesthetics it might as well be best for them to just die of infection rather than get worked on by the complete morons I have for medical ponies.

Replica, were the 4 unicorns Steel Rangers? I can't think of slaver unicorns being strong enough to stand against a whole Stable. And are you using v0.88e? I'm testing out entity progress triggers at the moment and the rangers and unity alicorns are giving me problems. :(

Tile marked as "r".

Earth Pony:
"A vicious pony no longer bonded with nature, who takes fiendish delight in violence and cruelty towards others. This one appears especially crazed, with yellow sclera and bloody spittle foaming out from its mouth."

Unicorn:
"A vicious pony with a twisted horn, who takes fiendish delight in violence and cruelty towards others. This one appears especially crazed, with yellow sclera and bloody spittle foaming out from its mouth."

They are in a constant beserking state, are friendly towards each other, never flee from battle and kill everything.
They are armed with several shields made of iron and copper, silver and copper morningstars and spiked maces and copper and leather studded breastplates.

It's 50% my militia being incompetent fools and 50% rabies infected raiders being better than average, so I'll just wait it out.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 18, 2012, 12:24:26 pm
i'VE... I've had raiders like that before. They were one of the factors leading me to abandon that fort.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 18, 2012, 01:23:45 pm
i'VE... I've had raiders like that before. They were one of the factors leading me to abandon that fort.

Were the other factors flowers, smiles and friendship, or should I be worried about the next siege?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 18, 2012, 03:42:49 pm
The second Nurse Redheart robot went crazy and attacked the wounded Library Card. It was over before any of the other security even got to the hospital. Library Card got pissed and cut the robot to pieces with her =Steel Chainsaw=, throwing in a few kicks and even biting it. She didn't get any new wounds from the fight, but is still hospitalized from her previous wounds. Strangely enough, the robot "bled to death" this time. The stable citizens have risen serious concerns about future robot modifications.

Meanwhile the flame-thrower turret started shooting jets of flame at the other turret. I told the marksponies to deal with it from afar, but the attack on the turret was interrupted by a flock of buzzards and the soldiers targeted the birds instead. To make things worse, Arableast was caught outside the wall with the only way being by the turret. He run around a bit, but wisely avoided it. The turret focused mostly on the birds. Soldiers hit it multiple times with rifle bronze bullets, but it just fractured the robot's casing, not doing any real damage. It's flames didn't seem to do much to the Buzzards either, so it was something of a stalemate. It sometimes tried to torch the other turret, but turrets are immune to fire, it seems. Apple Pie walked on top of the wall to have a better shooting position, but wisely he stood outside the range of flames. He preferred shooting buzzards to dealing with the problem of the turret, though. I told the newbies to position themselves on the wall, but not too close to the turret. They all had pellets and this is a better training opportunity than target practice. ((25 XP per shot over 10 for target practice, I think.))
(http://tnypic.net/7ilvd.jpg)

Scorpion Bolt and Orange Juice came atop the wall, having steel and iron pellets, respectively. While medium calibre ammo just fractures the turret, the pellets simply glance away, but that's OK as long as the newbies don't run out of pellets and get stupid ideas about going melee.
After some shooting, Short Bursts finally managed to pierce the base, tearing apart the wiring and chipping the spark core. The area was filled with sparks. Orange, Radhog Scraps and Cream were late to the fight as another bullet from Trigger Happy hit the malfunctioning turret in the wiring again, making it burst into flames. Arablest survived the ordeal with no wounds.
((A robot bled to death again.))
(( I know that 5% chance of robots going haywire makes sense, but having this happen consistently is no fun at all. However, if I could guarantee that a flame turret or nurse Redheart will go berserk, I'd set up a shooting range and use it for target practice. Or if I could catch anything big in a cage, for that matter. ))

Prisoner executions commence. Looks like Brass has both a minigun and SATS. Good for him. Trueblood got wounded in the leg with an iron matchette by Razor Squirtcold, who put up quite a fight. With the next prisoner even Pesky Questions felt a surge of adrenaline. Otherwise there were no incidents.

7 New migrants arrive, including two foals. This brings the population up to 75. None of them are skilled at anything useful, except for Escort Mission who is passable with chainsaws and can join Brasses squad. Artillery Support joins Orange's BB squad, "just because".

A prismatic smelter and a prismatic forge are built. The smelter doesn't have a reaction to "melt a metal object", which is a huge disappointment. These don't require fuel, so are a boon, but don't replace the magma workshops completely.

The she-wolf gave birth to two pups. Good, it replenished the population and we may be unable to catch more for a while.

During an operation outside the wall to build a trap, as well as cut down trees, collect salvage and items from past combats, Warm Smile was shot by a Steel Ranger Scout and killed. Indigo got orphaned and wounded. A second Scout shot minigun at approaching Library Card, then run. A third killed a cat. A fourth killed another cat. There must be a pattern here. If so many scouts show up at once, then... Yet more cats discover a Steel Ranger ambush. Everypony is ordered inside immediately. Let the cats distract them for a while. They are quite agile and can dodge some bullets.

Trueblood and Escort Mission got caught outside. Well, too bad for them. The levers are pulled and the gate in the wall locked. Predictably, yet another Steel Ranger ambush shows up. The Rangers outside kill our two stragglers quickly and get under fire by a security turret. The experienced soldiers are told to defend the gate. Meanwhile a caravan arrives without their wagons. The bullets from the turret are utterly ineffective, but at least the Rangers don't fire back.
Psalms, the blind militia commander, manages to wound one with his first shot, then goes to "conduct a meeting". He quickly cancels the meeting, fires four more times, wounding another Ranger and goes away to "pickup equipment" with 12 more bullets still in his quiver. He is weird like that, but still very popular. Since the Rangers don't fire up the wall, the BB squad is told to take some pot-shots at them.
(( If I can build a trap that captures whole squads of SRs with a shooting galley behind fortifications above, that would be great training. ))

One of the ponies gets around to checking the cages after all this time and finds a slave who died of dehydration. Better late then never, I guess. Meanwhile the Steel Sanger seem to be leaving, so the alert is called off. Ah, no. Actually one squad left and the other went for the merchants. The ranged squads are positioned where they can take pot-shots at them.

Meanwhile Clay Fish entered a strange mood and claimed a craftpony's workshop. He took three logs and began mysterious construction. He made a figurine of the leader of our civilisation and instantly became a legendary wood carver. Too bad the wood is too scarce to make any use of his newfound skill.
(( He would be useful with a wood transmutation workshop. ))

Most of the Rangers turn out to be out of range for even glancing shots. They slaughter the traders, some of which are stricken with madness before they die. I take the risk in opening a gate to lure the Rangers closer to the wall, but after killing the traders, the Rangers just mill around. I think their leader died in the fight. We want to bury the bodies, but nopony is crazy enough to go outside now.

After over e year of trying to conduct a meeting with Psalms, a diplomat has left unhappy, but we are a corporate station now. Funny, but it happened during a cavern exploration expedition. Right afterwards a meeting happened anyway. In the caverns, no less, since Psalms was a part of the expedition to scout them. Oddly, the meeting was successful and we ordered some things, like tough carapace, salvage, robots, lye, charcoal, gunpowder and so on, but Psalms forgot to ask for saltpetre, magnetite and coal. Strangest meeting ever.

A magma pipe in the caverns is discovered. We got what we came here for. Unfortunately this is quite far away from the main staircase. There are some remains here, including quite dangerous creatures, like crocodiles. This place is not safe, to be sure. Some ghouls are also noticed, but strangely they don't attack. Heck, whatever rampages through here can handle even glowing ghouls, as one is smeared all over the floor.

Turns out we have enough baloons and stuff, so a party is thrown in the dining hall.

The cavern exploration is finished, except for the the NE corner, that is only accessible through a lake. This may actually work to our advantage, if we can expand the walled-off section. The military didn't engage anything and there were no losses. The mission was a success. A single kitten was lost in the cavern, but we aren't risking ponies to get it back. The place is too confusing and full of slopes.
Spoiler (click to show/hide)

Brass is called a "militia captain minigunner".

The Steel Rangers are still around.

A preliminary plans for the magma-powered factory are drawn. It is quite far away from the main compound, so it will have to include food and drink stockpiles, a second dining room, as well as a dormitory. A chimney to vent the fumes is also planned. ((Technically unnecessary, but come on. It's a chimeny.))

At the moment there are two worth-while projects: Walling off a section of the cavern for safe scavenging or scavenging and building a few things on the surface. Both need military protection and only one may get sufficient coverage. Ah, decisions, decisions. Of course the magma project will take a while as well, which may be good, because we are running out of stone anyway. Plus a part of it is going to be mined out in the marble layer. Wood and surface are going to be priorities now, I guess.
(http://tnypic.net/zcuca.jpg)

There is so much food and drink, that it is only prudent to stop farming everything except synth-reeds for clothes. Sadly, the caravans don't make it in here and we can't trade it away.

Library Card got out of the hospital. She doesn't have infection or a crutch, which makes her a good candidate to receive a minigun and SATS.

(( My FPS is down to 60. Not good. I may need to atom-smash a lot of trash. 20 FPS makes the game unplayable for me. I normally hit in in about 8 years and it is now year 6))

Outside:
Spoiler (click to show/hide)

Inside:
Spoiler (click to show/hide)

Hospital:
Spoiler (click to show/hide)

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STUFF:
I can't make plant fibre for some reason. It may be that I have no barrels... wait, I linked the workshop to only take from the wood stockpile, which obviously has no barrels, NVM then. OK, I told a barrel stockpile to give to the sawmill to and it can make fibres.

How do I make a plywood stockpile?

How do I make a plywood furniture stockpile?

Prismatic smelter has no reaction to "melt a metal object". The Prismatic forge turned out to be a gunsmith's forge that needs no fuel and can make scorpion Power Armour.

I can buy valley herbs and process them into valuable golden salve. I think this should be usable to make some chems.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 18, 2012, 04:17:09 pm
Gotta love those rabid raiders. :P

Maklak, berserking robots are supposed to be quite rare (As you mentioned, 5%), and only happening right after the upgrade or not at all. They're not supposed to go crazy if they're upgraded successfully to an ordinary version. ??? I'm going to have to take a look at the interactions again. Can you tell me how long it took for the upgraded robot to switch to berserk and if this happened to all of your upgraded robots? And did you use the Nurse Redhearts for healing before they went crazy?

How has everyone else's experience with the upgraded robots gone? Any problems? I didn't notice any problems in my own Stables, so the consistent berserking is rather odd.

You've managed surprisingly well against the rangers given your makeshift militia. :)

Plywood isn't currently sorted as a material, so that's a good point. I'll switch it to a stone stockpile for the next version.

Melting objects is a hardcoded reaction and so can't be added to custom workshops, though it's a good thing that the prismatic smelter doesn't handle all of your needs. I will be adding more useful reactions to the Prismatic Forge like riot shield and security barding forging.

Thanks for the feedback! :)

Edit: On the plus side steel rangers and the unity are showing up as expected, so that's one roadblock out of the way.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 18, 2012, 05:13:44 pm
So far I've only upgraded 3 robots and all of them looked normal at first glance. Nurse Redhearts were pastured in the hospital and the turret was pastured at the gate and that part went well. I think it took at least a month for them to go crazy. I don't know if I saved the game in-between, but I think not. I don't know if Nurse Redheart healed a pony before going berserk, but both times there were wounded ponies in the hospital.

Prismatic Smelter melts 1 bar of iron out of any ore. This is fine for scrap, but not natural ores of iron, so you might want to change it.
Still, with a rather reliable way to make iron and steel from scrap and limited gunpowder, I thing I should reconsider and switch from bronze to AP ammo.

I have a minigun, a barrel, three battle saddles, two ammo boxes, one of which has been sitting in a bin in a place that is no longer a stockpile and can't make the potion. Grrr. Also, I can initiate the reaction to "fill box with medium calibre ammo", but it stops, saying there aren't enough bullets. Maybe the soldiers took some steel ones with them.

I still don't know if flamethrowers have to be placed on the same level as their targets. Has anyone had any experience with weaponized dragons and nodded races?

Quote
A minigun battle saddle can kill more things than a chainsaw (Like an armoured steel ranger), but the chainsaw is faster at killing weaker opponents. Minigun bullets do have the advantage in that they'll cripple and slow down most enemies. As of now a battle saddle is permanent, but you'll always have more soldiers than heavy weapons, so the difference is not much of a concern.

In my experience bullets are good at wounding, crippling, stunning, etc, but melee weapons kill faster. I haven't used an AMR yet, though. I also don't routinely fight middle-to-endgame enemies, like Steel Rangers, Glowing Ghouls and Unity (no "goddesses" have shown up yet).

Quote
I know the potions upgrade system is complicated, but unfortunately it's the only 100% reliable way to give upgrades to ponies and robots. You don't need to assign mechanics to the soldiers to be upgraded however, as that's only for making the potion, not drinking it. They can be moved to their own squad, stationed in the potion stockpile, and taken off duty to drink. As for spell training, you can have one unicorn train at the terminal until you see the flashing symbol and the combat reports announcement. It should only take a couple of seconds, given that the reagents are all preserved.
After you pointed me in the right direction, I finally figured it out.
r -> "Library Card is fighting" -> "has installed SATS".
Add that to the manual. I can work with this, but it is still pretty obfuscated, unless you know exactly what to look for.

As for the battle saddles, I'm not taking chances. The soldier should make it herself and be locked in that room, alone. Unfortunately some ponies come to that room to grab some food. Maybe the dining hall is too far away.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 18, 2012, 05:18:09 pm
A stray sprite bot I had on sentry duty at my surface entrance just killed a steel ranger thief.
For about five minutes it became known as "Willtruth the stray sprite-bot" before it uncovered a raider ambush.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 18, 2012, 06:11:44 pm
A stray sprite bot I had on sentry duty at my surface entrance just killed a steel ranger thief.
For about five minutes it became known as "Willtruth the stray sprite-bot" before it uncovered a raider ambush.

I swear, I now have the mental image of a pony finding the spritebot,wrapping it's broken form with barbed wire, attaching it to a rope, and going into battle swinging the thing shouting "For Will Truth"!

....

I dont know why.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 18, 2012, 09:53:42 pm
Nope, that fort also ended because of the fort being too big to haul anything anywhere. Not enough migrant ponies were pouring in. And starvation and dehydration.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 18, 2012, 10:45:36 pm
@ Pokon. Hmm...

Nope, that fort also ended because of the fort being too big to haul anything anywhere. Not enough migrant ponies were pouring in. And starvation and dehydration.

Weatherpony Indigo_Surprise reports that the forecast for Musicalgrotto is, cloudy and dark with a chance for murder, rabies raiders, starvation and dehydration.
That sounds pretty great.

So I defeated a steel ranger raider ambush, in the battle on the side of the mountain (had to leave the entrance to rescue a migrant wave) I lost a grand total of 3 ponies and suffered 1 serious injury, the losses were immediately replaced by the migrant ponies who were all military specialists. I even had enough ponies to bolster the numbers of my third squad, Green Team to 7 (from 3).
I figured I could go up to the surface and haul all that ponyninte downstairs, pretty much every piece of equipment laying about on the mountain is better than anything my militia has, especially the iron combat armor the rangers carried around, I sent out everyone to pick shit up only to have 4 pegasus ghouls show up.
"Oh well, it's just 4 ghouls, I think my steel ranger raider murdering militia can handle them", so I send everyone out, all 27 of my soldiers, and they all die. Somehow.

I am trying to force my brain to figure out the logic process behind what happened, I can't quite connect how "rotting zombie > techno warrior of the post apocalypse sadistic scum of the wasteland".
But then, Lycaeons wasteland is really just a more child friendly and E rated Valikdu hell, so perhaps it isn't all that surprising.

Just got to figure out a way to get that sweet sweet ponynite...

Edit: Switched out misunderstandings.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 18, 2012, 11:32:21 pm
Huh...if there was a glowing one or two in the group its radburst could have crippled your ponies. Otherwise, if your militia was armored, that really shouldn't have happened. ??? Do you still have the combat log for the fight?

And steel rangers drop power armor, not combat armor, so those may have been slavers.

The good news is ghouls are due for a significant nerf in the next version.

Thanks for the feedback Replica! :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Pokon on December 18, 2012, 11:42:05 pm
If ghouls are going to get nerfed, could the population ratio for Glowing One's be tweaked upwords? I know they are a pain in the general rear, but I would not mind experimenting with ghoul-based defences.

Also, any plans for Canterlot Ghoul's to get a breath attack that mimic's the Pink Cloud? It just seems....right, and the necromantic ghouls themselves are surprisingly less of a drag to deal with without a expected flesh-rotting haze being exposed to your ponies every few seconds.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 19, 2012, 12:04:38 am
I think the ratios are fine. As for the Canterlot ghouls, they're canonically weak...in the novel, their strength was that they needed to be dismembered to be killed, except everyone was armed with guns, not machetes and chainsaws.

I figured out what was causing the robot berserking as well. Expect that to be fixed too, and refrain from upgrading your current robots unless you like surprises. :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 19, 2012, 01:04:01 am
D'aw, why are the ghouls being nerfed?

I checked the corpses again and you are right, they are not steel rangers, I am just a stupid ass.
I always get the "s" and the "S" confused, terribly sorry about that.

But I am at least proud to stand by my sprite bot, Willtruth, who did indeed murder a steel ranger thief before succumbing to slaver forces, I didn't get that wrong at least. :)

And no, I don't have the logs, I always savescum if the situation spirals out of my control, I know a game crippling scenario when I see one and while I respect players like Maklak who just keep on trucking regardless, I just don't have the time and patience to spare sudden losses anymore.
But I will try my hand at them later today again, so I'll update you on that.
This time around I am going to call my citizens in and station my full milita at the top of the mountain and wait them out to see if the outcome changes.
That radiation burst does do some pretty harsh damage, and in the last battle with them my copper armor didn't do anything against them, probably because it's goddamn copper, might as well be wearing bighorner wool socks and frilly dresses.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 19, 2012, 08:34:10 am
Thanks for the hint about all upgraded robots going crazy. Flamethrower turrets are going to be great for a shooting range with BB guns. I should even be able to recycle a lot of pellets by putting the turret right next to a wall and between channelled tiles. I can't seem to catch anything good in my cage traps. Maybe I should use a sprite-bot as bait?

Replica, don't use me as an example of perseverance. I lock my ponies up when I just see Steel Rangers on the map and maybe take pot-shots at them from behind fortifications. Still, if something reduced my population to 5 or so, I'd probably keep playing. This is a test run anyway and I pretty much learned everything except spellcrafting and theatre.

Like I said already, against ghouls you want at least bronze, which stops about half of their blows. You can make it directly out of scrap metal from processing salvage and be fuel-efficient.

I've noticed that the armours are so heavy that anything better than security barding slows even very strong and agile ponies to a crawl. I think this pretty much means that Power Armours shouldn't be made of anything short of starmetal, ever.

I should post an update in 5 or so hours. I managed to install three more SATS and one more battle saddle. All my veterans should probably get SATS, since pipbucks are fairly common.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 19, 2012, 12:13:47 pm
Replica, don't use me as an example of perseverance. I lock my ponies up when I just see Steel Rangers on the map and maybe take pot-shots at them from behind fortifications. Still, if something reduced my population to 5 or so, I'd probably keep playing. This is a test run anyway and I pretty much learned everything except spellcrafting and theatre.

Well hurp, thats why I am using you as an example.
I used to do that, but I don't anymore, and I respect players who do.

A stray sprite bot I had on sentry duty at my surface entrance just killed a steel ranger thief.
For about five minutes it became known as "Willtruth the stray sprite-bot" before it uncovered a raider ambush.

I swear, I now have the mental image of a pony finding the spritebot,wrapping it's broken form with barbed wire, attaching it to a rope, and going into battle swinging the thing shouting "For Will Truth"!

....

I dont know why.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 19, 2012, 05:05:19 pm
Another drawing, from the same girl. This one is something that we all know about: the stupid AI.
Spoiler (click to show/hide)
I had to use imageshack because tinypic wasn't working T_T
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 19, 2012, 05:50:08 pm
What's happening in that picture exactly? Are they trying to build a wall while the minotaur is there? If so why are they all mad and look like they're attacking?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 19, 2012, 05:56:48 pm
What's happening in that picture exactly? Are they trying to build a wall while the minotaur is there? If so why are they all mad and look like they're attacking?
The two military ponies are rushing in, without armor, towards a giant zombie minotaur. Think about that for a second.
The wall is finished, just that the unicorn is sitting on top of it, facehoofing.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 19, 2012, 07:11:47 pm
My fort continues.

Seven migrants arrived, despite the danger. The Steel Rangers left them alone, so the trapped section of the gate was opened to let the new ponies in.

Scorpion Bolt has given birth to a Unicorn buck, Pale Hide.

Indigo is very very depressed after her Mother's death. Maybe something can be done to cheer her up? She gets a room. That's about all that can be done for now. It doesn't help. Both her parents are dead and there is no one to take care of her. She is hungry, dehydrated and wandering around in the dining room. Poor thing.
Huh, somepony I don't know wanders around, looking suicidal. That's depressing, but nothing can be done about it. He might be one of the traders or outpost liaisons.
(http://tnypic.net/ib6t7.jpg)

The pellet recycler at the shooting targets works very well. If a pellet hits a wall, that is channelled underneath, the pellet is not destroyed.
(http://tnypic.net/qzl8v.jpg)

All citizens are submitted to GOAT and some labour assignments are shifted. 12 new soldiers are chosen to train wrestling in two-pony squads for a year. The goal is to have them spar and train dodge and armour user as well as some other skills, like kicking. Unfortunately this makes many ponies unhappy and puts a big dent on the already thin-spread workforce.
Joy of Science becomes the new executor. He gets Clay Sculpture to command. The rest of squads are:
Saber and Cherelee,
Marble Statue and Glass Shards,
Bright Future and Whip Lash,
Clay Pot and Plow
Traction Bench and Sophismat.
The Chainsaw and Ripper squads also got heavier armour: Combat Barding and Helmets, Combat boots for four of them, 3 jumpsuits and 5 leather hoods (made of heavy carapace or heavy leather) each. This will slow them down, but hopefully improve their survivability. All of them are also eligible for a SATS upgrade.

A wastelander diplomat has arrived. OK, whatever. Maybe somepony will find time to talk to her.

A caravan has arrived, but without their wagons. The Steel Rangers are gone and we forgot to open the trader gate. Gah :/
OK, forget that. They got ambushed by Steel Rangers. Again. We lock all gates. A second Steel Ranger ambush appears. There is supposedly a third ambush, but only a single Senior Paladin in a jumpsuit appears. Have they sent a diplomat or what? The gunners are sent to protect the gate. So are the BB trainees.

Trigger Happy managed to wound a Steel Ranger. The rest of the gunners took some pot-shots at Steel Rangers passing by our wall. Some of them were also killed by the caravan guards. Who the heck would make Power Armour out of copper, of all things?

Turns out, soldiers like to pick up glass vials filled with precious and heavy golden salve and use that as their flasks. Note to self: Never ever extract golden salve. I guess, I'll just have to dump those. I'm not having my soldiers walking around with 40 kg flasks.

A thief has stolen something from outside the walls. I don't care, the moment we go out to clean this stuff up, we'll get jumped anyway.

The Steel Rangers have left, so we can finally go outside. More Steel Ranger Scouts show up. The cook Fancy Pants gets wounded.

Some work on spells is started, but it depletes the batteries too fast, so we'll need a Prismatic generator to do this for real. Still, a few illusion spell hologems should be ready soon. As none of the Unicorns is particularly skilled at magic, only relatively simple spells will be prepared.

After switching some soldiers to combat armour, they walk much much slower.
(( I think the weights are too big. a pony weights 70 kg, security barding 100, combat barding 150 and power armour barding 250 and that's just the torso piece. Nerf! More of my theories on this below. ))

Bureaucracy had an accident while mining a chimney. She fell down and broke three of her legs.
((Oh well, the miners are so stupid, that I think this is going to be the last time I bother with chimneys.))

Some migrants have arrived despite the danger, which brings us above 80 population. Whoops.
(http://tnypic.net/kgjje.jpg)

Military Campaign entered a strange mood.

Library Card put the minigun potion in her flask and the Ripper squad all got SATS.




The "For The Will Truth" picture was funny, but that pony was naked and held the barbed wire her with bare and wounded hooves. Even most raiders aren't this crazy.

I rather like the picture of the Minotaur, although a Dashite got there somehow and I think those aren't implemented yet. Oh and I don't see this as "stupid", just soldiers doing their job with what tools they were given. Ah, I get it after the explanation. They could follow the order to go inside, but they insisted on attacking anything hostile they saw. Oh, and BTW, put some fortifications on top of that wall.

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You may have skipped this the last time, but I must say it again: Prismatic smelter only makes 1 bar of iron or any other metal out of ore, not four. This is OK for scrap, but not for magnetite. There should be a long list of "smelt magnetite", "smelt cassiterite" and so on, with proper amounts of bars.

Who the heck is "Stable Dweller?" The Baron /Duke? Should I promote Fleur to that position?

Hey, I can rename squads in this version of DF. I didn't know. The only problem is that my names are never quite so poetic as those DF makes up. Just "Chainsaws", "Rippers", "Rifles" and "Recruits 1-6"

I can't seem to find a reaction to produce combat armour anywhere, but I have a few pieces that seem to have been made at my fort and have quality. Could this originate from opening boxes of Combat Armour? I had at least one. In any case, I'd like to be able to make combat armour at the prismatic forge, preferably with no schematics. My head cannon is that not only can it heat things up to the melting point, using a sustainable magic reactor for power source, it is actually something of a small magical factory. While it can't make really complex things, like spell matrices, it can shape metal very well and if it can make Power Armour (without a blueprint!), combat armour should definitely be possible.
Besides it is a bit up the technology tree anyway and the ponies will still need security barding to survive the first few years until they luck out on some good salvage.

Power Armour and Scorpion Power armour should be producible only at the Prismatic forge. They need lots of complicated parts and that's more than you can make with hammer and anvil. For some reason I can't find the reaction for them now, but I've seen them somewhere. IIRC Power Armour can only be made out of steel and Scorpion Armour out of plasteel. Well, at least chains can be produced out of star metal.

I figured out that ponies who install SATS not only have it in their combat reports "r-> ... is fighting! -> ... has installed SATS", but they also blink cyan-blue mechanism symbol.

High tier armours should require cloth for padding. Dwarves make them out of steel, but modern combat armour is more like Brigantine than carpace. Power armours would also require a lot of padding inside and I think I've even seen it in fallout wiki somewhere. Instead of some cloth, the reaction could take 1-3 jumpsuits.

Consider making the Prismatic Forge 5x5 tiles to reflect that is is a small magical factory rather than a simple workshop.

Consider adding 2 steel mechanisms to reagents for power armours. They also should definitely need schematics, as they are much more complex than rifles. Of course those schematics could be reverse-engineered from Steel Ranger gear as well as found in crates.

I'd like to get the ability to copy schematics again. It shouldn't be difficult to do and sometimes you may want to produce things in parallel.

I was wondering if we could make plasteel chains, but I don't think it would work as chanisaws need chain out of WEAPON_METAL which Plasteel isn't, afaik. One solution would be to replace plasteel plates with plasteel prefabricate, that is forged into plasteel bars at the prismatic smelter and then can be used just as any metal. (Including making armour and chains for chainsaws.) (It would be a bit like finding nerfed starmetal strands in crates.)



I was wondering why the heck do my soldiers slow down to a crawl after equipping anything heavier than security barding, even when they have around 2k strength and agility and came to the conclusion that it may have to do a lot with armour user skill.
My ponies generally get so good with shields that they barely train dodge and armour user at all.
In 40d armour user decreased the effective weight of armour and it may still be the case: http://dwarffortresswiki.org/index.php/40d:Armor_user
High quality armour may add to armour user skill for that piece, making it lighter. In older versions of DF this bonus would be =Skillx1.8 +4= for exceptional and **Skillx2 + 5** for masterworks. At least it worked that way for weapon skills.
My combat armours usually have no quality, while my security barding is in general at least exceptional. My soldiers have 0, 1, sometimes 2 and in rare cases 3 armour user.

Security barding set:
vial and backpack: varies, but around 10 kg or less total.
jumpsuit  1x1kg,
security barding 1x95 kg,
security helmet 7 kg
tough carpace hood 2x1kg
security boot 4x2kg
chitin riot shield 2-4x1kg
weapon (chainsaw) around 6kg or (rifle + quiver) around 10 kg or less total.
TOTAL: Around 130 kg on a 70 kg pony. About as fast as wearing just clothes.

Combat Armour set:
Flask and backpack: varies, but around 10kg or less total.
Jumpsuit: 3x (1kg for wool, 3kg for Synth-reed, so 2 on average)
Combat Armour: 152 kg
Combat Helmet: 12 kg
Though Carpace Hood: 5x 1 kg
Combat boots 4x4 kg
leather riot shield: 2-4x 1kg
weapon(chainsaw): 6 kg or (rifle + quiver) around 10 kg or less total.
TOTAL: Around 210 kg on a 70 kg pony. Slow.

For Power Armour the breastplate alone weights 243 kg.

I believe the weight of the breastplate has something to do with MATERIAL_SIZE so reduce this if it makes sense. Personally I think the "too heavy to move quickly" should apply to Power Armour, but not combat armour.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 19, 2012, 07:31:01 pm
It takes a really crazy and insane mare to wrap a damn sprite-bot in barbed wire anyway.

Remember to remove all labors for your stable leader, or it will prioritize hauling rocks over talking to diplomats and liasons, but you already knew that.

Perhaps Lycaeon would consider upping the rate of which ponies gain armor user skill? At least for military CM caste specialists?
It seems to scale awfully slow compared to other military skills, and with all the combat you get it sounds strange that the highest you got is level 3.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 19, 2012, 08:53:12 pm
Great pictures everyone! :) Especially For Will Truth!

I'm aware of the combat armor and power armor weight issues, but it's more of a problem from low armor skill than the actual armor. A legendary armor user can move about easily even in power armor. I will be adding an armor training reaction in the next version, however. Thank you for the data on the armor weights...I'll look into that to see if I can make combat armor weigh less. :)

The torso piece weights are due to leg protection being combined into them. Also keep in mind that opening boxes of combat armor and power armor uses the mechanics skill, which determines the quality of the resulting armor. I've added that to the first page just in case.

I've already fixed the prismatic smelter bar yields for the upcoming update. You'll also be able to forge combat armor at the prismatic forge, which is already the only place you can manufacture power armor from the base materials. The only other source is from MWT or MAW crates. Next version you'll also be able to repair a suit of power armor from the pieces dropped by dead steel rangers.

The Stable Dweller is the vault's champion position.

Interesting note on the jumpsuit padding requirement. I'll look into adding that, as well as making the prismatic forge a 5x5.

The schematics for power armor are actually their processing matrices (Which can be found in crates, and are required to make power armor suits at the prismatic forge). Actually making the matrices yourself is a bit complicated, as gemstones are involved, so that will be delayed until a later update.

Plasteel can only be manipulated at the prismatic smelter and forge. It's not high priority at the moment, as there are still problems with stockpiling items made out of plasteel.

Thanks for the excellent suggestions and feedback! :D
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 19, 2012, 09:25:14 pm
What's happening in that picture exactly? Are they trying to build a wall while the minotaur is there? If so why are they all mad and look like they're attacking?
The two military ponies are rushing in, without armor, towards a giant zombie minotaur. Think about that for a second.
The wall is finished, just that the unicorn is sitting on top of it, facehoofing.

Are those supposed to be hacksaws in their mouths?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 19, 2012, 09:32:16 pm
What's happening in that picture exactly? Are they trying to build a wall while the minotaur is there? If so why are they all mad and look like they're attacking?
The two military ponies are rushing in, without armor, towards a giant zombie minotaur. Think about that for a second.
The wall is finished, just that the unicorn is sitting on top of it, facehoofing.

Are those supposed to be hacksaws in their mouths?
Yes.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 19, 2012, 09:44:18 pm
Well, it is strange to me too, but Hacksaws are this mod's replacement for Axes and they can be used for combat. In fact they are part of the best weapon progression: Hacksaw -> Chainsaw (-> Chainsaw Rifle).
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 19, 2012, 09:52:20 pm
Do you think I don't play the mod? Of course I know what hacksaws are!

And you were just one click away on the DF wiki of finding out for yourself what Armor User does in 2012.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 19, 2012, 10:15:12 pm
Do you think I don't play the mod? Of course I know what hacksaws are!

And you were just one click away on the DF wiki of finding out for yourself what Armor User does in 2012.

If you mean this, it is quite useless. http://dwarffortresswiki.org/index.php/DF2012:Armor_user I just hate it when people write "you are just one click away from the answer" or "I googled it up and its easy to find" without posting their links.

On second thought, woodcutting is also salvaging and it makes more sense to cut scrap to pieces with a saw than to chop it down with axes.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lightningfalcon on December 19, 2012, 11:20:58 pm
This... this actually exist.  A dwarf fortress mod about playing ponies who build magical nukes... eight months ago I was never involved in anything like this. 
And now that my initial astonishment is over, how playable is this mod?  Does it crash often or is it steady for the most part?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Corai on December 19, 2012, 11:26:12 pm
This... this actually exist.  A dwarf fortress mod about playing ponies who build magical nukes... eight months ago I was never involved in anything like this. 
And now that my initial astonishment is over, how playable is this mod?  Does it crash often or is it steady for the most part?

Seems pretty stable for me. I've yet to encounter a single screwup.

Also: How did you change the DF music on the start menu?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 20, 2012, 12:46:42 am
Hi! Hope you enjoy the mod. :) The only real bug at the moment is that upgraded robots go beserk after a couple of months, but that's set to be fixed soon.

As for the music, you go through data → sound → song_title.ogg (song_game for ingame music) and replace it with your own ogg file. You can convert mp3 to .ogg online.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 20, 2012, 04:08:16 am
Prismatic Forge is junk I tells ya!

Not to be rude, but I was under the assumption it was gonna be pretty much a magmaless magma forge in effect. Nope. It allows me to make the higher end stuff, power armor and guns, that will prove to be very useful, but not for what I need now. Was hoping to use it and it's smelter counterpart to effectively have a metal training shop. Make copper barding, melt down (Unless masterwork) repeat. Instead, I am stuck relying on the insane amount of Bit Coal I hauled with me (so 400+ boulders) to keep my metal crafting industry rolling.

I like how you NEED a Prism Forge to make power armor and print guns. However, it should have a lesser clone then, same requirements, that just counts as a Smithy, without all the spiffy stuff the full fledged Prism Forge can do.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 20, 2012, 08:34:03 am
Kel the Oblivious:
That would be Gunsmith's Forge / Magma Gunsmith's forge.

The prismatic forge is going to have some more reactions eventually. Personally I could use "forge bronze machanism" and "forge steel chain". Or "forge plasteel chain", if that would work correctly.

I just don't know how you managed to squeeze 400 coal into your embark. I can take about 50 with me. Any more and I would have to skimp on saltpetre, wood, food, drink, tools, seeds, thread, pony skills, anvil, or other stuff.

Lightningfalcon:
The mod doesn't crash, but there are lots of minor issues with balance, stockpiles, and so on. There is also some stuff that is cumbersome, but cannot be fixed, like the upgrade potions. This is pretty normal for a mod this size and I point out these things as I find them.

There are no magical nukes in the game, as far as I know, but there are some destruction spells. Getting spells is quite an involved process and requires 3 workshops with Arcane Terminals as well as all kinds of gems, so I'm not quite there yet.

I like the in-game song too. What is it's title?

Oh, and the robots going insane after upgrades can be used. A flame turret has short range, doesn't move and is durable. I plan to set one up some distance behind a fortification, channel around it to recycle pellets and have my BB trainees shoot at it. Actually, it would be even better to drop the pellets on a bridge below, sometimes retract it to drop them even further down, close it again to block the view of the turret and finally collect the pellets. What could possibly go wrong with this? On paper it seems even better than capturing a Minotaur in a shooting gallery using airlocks.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 20, 2012, 08:48:32 am
Sometimes when you embark, your starting wood items (Splint, buckets, etc) are made out of high quality salvage, making them antique. The wheelbarrel alone is worth 8000 embark points. Selling the full set leaves you with around 11000 points to spend. Avoid the bots, and you can end up bringing TWO wagons worth of supplies on embark. It's insane.

I just wanna see a Prismatic Forge that work like a regular forge minus the coal requirement. I am trying to avoid using the old stand by of magma for infinite power.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 20, 2012, 10:09:02 am
Menu theme is Wasteland Soul (https://www.youtube.com/watch?v=TnbPGqEqTIQ) by Miracle of Sound and ingame theme is Beauty Bleak (https://www.youtube.com/watch?v=ebF6Fqhq1P4), also by Miracle of Sound.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 20, 2012, 11:55:50 am
Do you think I don't play the mod? Of course I know what hacksaws are!

And you were just one click away on the DF wiki of finding out for yourself what Armor User does in 2012.

If you mean this, it is quite useless. http://dwarffortresswiki.org/index.php/DF2012:Armor_user I just hate it when people write "you are just one click away from the answer" or "I googled it up and its easy to find" without posting their links.

On second thought, woodcutting is also salvaging and it makes more sense to cut scrap to pieces with a saw than to chop it down with axes.

You want to be spoon fed? Here. Even though you found the link yourself, here. I cut out the part you wanted.

Armor User - related to how well a dwarf moves in armor, and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather clothes count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a kobold thief or predatory animals.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: tahujdt on December 20, 2012, 12:08:19 pm
Framerate improving idea;
 Remove all excess clothing, so just horseshoes instead of socks and horseshoes, and remove all non-armor clothing from all other entities. This is even bigger in vanilla, where each goblin bringing 15+ items really messed things up. Also, how close is the ASCII version to being done?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 20, 2012, 02:03:56 pm
The armor weights are straightforward and will be addressed...there's no need to argue over them.

The Prismatic Forge wasn't intended to be a replacement for ordinary metalsmithing, but I'll be adding reactions to it like combat armor, plasteel chains (for those sweet chain weapons), and plasteel riot shields. Basically useful objects...I don't want to go through and add every reaction for every metal that the metalsmith's forge has.
 
I'll look into cutting down surplus clothing. The ASCII version will be released alongside the next update.

Thanks for the feedback everyone! :)

Edit: Found a workaround for the socks. They'll be produced as an independent reaction in the craftspony's workshop, but won't be worn normally by Stable citizens.

Edit2: Cloaks will stay though...I want the option to make them out of leather, along with hoods.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 20, 2012, 02:51:36 pm
Performance and utility or ponies with socks?

I was going to say "isn't it obvious", but I honestly don't even know anymore with our fandom.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Neowulf on December 20, 2012, 03:17:48 pm
Doesn't the variety of wood and stone also attribute to lag?
I for one wouldn't mind seeing all the vanilla logs go, they seem so out of place in a fallout setting.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 20, 2012, 04:59:50 pm
Also, how close is the ASCII version to being done?

It is. Pick up my tree mod (http://dffd.wimbli.com/file.php?id=7220), toss it into the RAW-only download and it's perfectly playable.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: tahujdt on December 20, 2012, 05:09:17 pm
How does that work?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 20, 2012, 05:15:34 pm
It replaces plant_default.txt. Without it most of your trees will be blank spaces; with it they're just trees.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Putnam on December 20, 2012, 06:46:39 pm
This... this actually exist.  A dwarf fortress mod about playing ponies who build magical nukes... eight months ago I was never involved in anything like this. 
And now that my initial astonishment is over, how playable is this mod?  Does it crash often or is it steady for the most part?

Also: How did you change the DF music on the start menu?

It's literally just replacing dwarf_title.ogg with a different file called dwarf_title.ogg. Fortbent does it, and so does Deon's post-apocalypse.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 20, 2012, 07:33:29 pm
You want to be spoon fed? Here. Even though you found the link yourself, here. I cut out the part you wanted.

Armor User - related to how well a dwarf moves in armor, and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather clothes count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a kobold thief or predatory animals.

Like I said, USELESS. There are no numbers here, which is a regress from what was known about 40d. That is why I went through the trouble of digging it out. Numbers I can work with. Vague "it reduces encumbrance penalties of armour" isn't telling me much when I want to calculate the effective weight of worn items depending on Armour User and see where I should stop having speed issues.
Seriously, do you think "Armour user" for the current version wasn't the first place I looked?

I second the request to bump the learning speed of armour user and some other secondary soldiering skills on all ponies with military cutie marks. I would also like all military-minded ponies to have some bonuses to all weapons skills, not just their chosen ones. A fighter might like spears best, but should still be able to learn to use chainsaws or rifles faster than an average Joe. Do not bump shield user. It is fast enough already.

tahujdt:
There is very little clothing left already. Ponies have 4 horseshoes, a jumpsuit and a hood / hat. Invaders will generally have a weapon, a few shields, a body item, a head item and are usually barefoot. I don't see a problem here, or anything more to cut out for that matter. Hats and head wrappings are a bit annoying when all I want is hoods, but they are fine for variety.

Lycaenon and ponies in socks:
While I proposed socks, I had second thoughts about them, since it could lead to ponies walking around in a strange mixture of socks and horseshoes, which in addition to being weird would also endanger their hooves a bit more when they meet invaders. By your description, you have found the best of both worlds: ponies won't wear them by default, but I can still include them as part of my uniforms under security horseshoes, which is exactly what I wanted in the first place anyway. I can also make a lot of bronze security horseshoes and after a few years with no migrants, they'll become standard issue for civilians.

I don't plan on using Plasteel Riot Shields. AFAIK material for a shield doesn't matter (well, except for weight and maybe for setting it on fire, but if your pony is on fire, you have other things to worry about), so I make them out of low to medium quality leather. They weight less that way. Heavy Leather and Heavy Carapace are exclusively used for hoods, as they are about as good as low-tier metal. A helmet and 2-5 hoods should protect the head better than a helmet alone. I can use Leather Cloaks too, especially if they protect the hooves.

Plasteel is simply too scarce and good to waste it on shields. Especially with a density of 0.2 g/cm^3, which I think is a typo and personally I'd give it 3.5 g/cm^3 or anywhere from 3 to 5 g/cm^3. It would still be lighter than Steel, which has 7.8 g/cm^3 and therefore suitable for armour, aircraft, Scorpion Armour and so on. Duralumin has density 2.8 g/cm^3 and Plasteel should be heavier than that, but lighter than Steel, at least by my headcannon.

Neowulf:
Maph, the Masterwork Mod guy, wrote that having fewer leather, wood and stone types has improved his FPS by 25%, in combination with fewer clothes. FoE mod has already reduced the number of types of leather to about 5. However, wood is also salvage, and there are many kinds of salvage, so not much can be done here, I think. As for stone, I kinda prefer they way it is now. The number of types of gems could also be reduced, but I like it it the way it is now as well.



STUFF:

At some point we should be able to manufacture our own wiring out of copper and... plastic? silk thread?

While 70 or so spark batteries are plentiful for day-to day tasks, including magical research, at some point they become a limiting factor in mass-producing endgame weapons. It should be possible to manufacture them out of some types of gems and... wiring?
Otherwise I'd like a bunch of reactions to disassemble rippers, chainsaws, chainswords, chainsaw rifles and ripper rifles to get my batteries, wiring and scrap back.

> The schematics for power armor are actually their processing matrices.
Wait, those are preserved? I thought they are the equivalent of a micro-controller for the armour (CPU + Memory + Firmware + I/O), not a recipe for all the mechanical and hydraulic parts. A Power Armour should be the best armour overall (with Scorpion being a far second, but still better than combat armour) and you can go about as overboard on things they require as with battle saddles. They can require Prismatic forge, Steel (or Plasteel or Starmetal), 2 metal mechanisms, schematics (preserved, can be copied, can be reverse-engineered), processing matrix, jumpsuit (for padding), wiring, clear glass (for visor), battery, oil / tallow (for hydraulics), gems, Steel Ranger items and what have you, and people will still want to get them, if they are a considerable upgrade over combat armour.

If you want to give us the ability to manufacture Power Armour matrices, it should be at a specialised terminal and manufacture just the hardware, with firmware being copied. That is, the final reaction should take a working Power Armour Spell Matrix, some unfinished gem contraption and copy the spells, preserving the original matrix. This should be only possible to do once you have MAS terminals, I think. The Power Armours took years of work by experts to develop and a 100 pony stable shouldn't be able to just make them from base materials after a few years. Even Steel Rangers can't replicate Power Armour Matrices, I think. At the very least it should be a vary lengthy, time-consuming and complicated process and perhaps use up pipbucks or other things you can only get from salvage. Disassembling a working Power Armour for parts or reverse-engineering or whatever, should have a very high chance of preserving its Spell Matrix.

One more thing worth considering is to make all the endgame items producible out of plasteel (unless you want to cut it out) and starmetal, namely: combat armour, power armour, enclave armour, chainsaws, rippers, chain-swords, chainsaw rifles, ripper rifles and energy lances. For AMRs, miniguns and flamers the material doesn't matter as much, so steel is fine.

While you are at changing the prismatic forge, I think it should need two mechanisms to make as well, to reflect all the complex machinery. Maybe even require them to be metal. Your buildings in general need a lot of furniture and stuff, contrasting vanilla workshops, which usually just need one rock or wood.

How about a friendly Applejack Rangers civilisation that trades some terminal parts and other such stuff?

Any plans for Operation Cauterise and ambushes of pegasai in Scorpion Armour?

Scorpion Power armour should add a poison tail attack, if feasible.

Rage spell (illusion) adds OPPOSED_TO_LIFE to my ponies?! I haven't tested it yet, but are you sure it works correctly? Shouldn't it also change the ANGER personality trait? I have no idea about this, so forgive my ignorance. I just saw that OPPOSED_TO_LIFE is what makes undead attack everything but other undead.

I think paper stacks should stack. (That was a pun.) I made 5 trees into paper and then made some scrolls and with a shortage of bins the amount of items it generated is insane.

Party supplies (hats, cannons, balloons) should have a chance to perish when there is a party. They pile up from those MoM chests anyway. Some of this stuff should probably be producible out of paper, though.

I asked for plywood stockpile and plywood furniture stockpile, and you already said yes. I just want to add that my reason for wanting them is to have a stockpile for low-quality plywood furniture that takes from all other furniture stockpiles and is right next to my plywood workshop, so I can easily recycle low-quality furniture, while using the rest normally.
Also, no thing makable from plywood should require more than 10 of it. In 0.88 a Floodgate requires 20.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 20, 2012, 08:20:40 pm
I'm not taking any more suggestions for the upcoming version, as it's about 75% done and I will need to finish it before I leave for a trip this weekend. That being said...

I will add a bump to armor skill to the development list. The armory will have an armor training reaction too, which be be set on repeat to train ponies in armor faster.

The prismatic forge will be renamed MWT prismatic forge and be able to make all major furniture items, blocks, mechanisms, chains, trap components, and combat armor from steel or plasteel (No plasteel combat armor, however). The nice thing about plasteel chains is that chain-weapons take their material from the chain...meaning plasteel chainsaws...and combat rifle-type weapons take their material from the weapon...meaning plasteel chain rifles. Plasteel itself will be sorted as a stone.

I've already reduced the material variations to a minimum short of naming all ordinary wood types to "generic wood" and stone types to "generic stone", which would be impractical for this mod for various reasons. However, I have removed redundant clothing items from invader civilizations, and the two that remain (leather barding and head wrappings) will be burnable at the scrapyard.

Good note on the disassembling reactions. I'll try to add those in for this version at least, alongside the reverse-engineering.

Power armor manufacturing at the prismatic forge is only a placeholder as I haven't implemented talisman production yet (This applies to spark battery production as well). I will keep your suggestions in mind, however.

The Grand Pegasus Enclave is planned for after v1.0. Keep in mind that they didn't show up until 200 years after the Last Day, so there was plenty of time when they weren't around.

The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I've cut paper yield to 10 stacks instead of 20...that should help with the cluttering issues, and 20 stacks was more than necessary anyways.

The suggestions are much appreciated, Maklak. Thanks! :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 20, 2012, 08:31:14 pm
> I'm not taking any more suggestions for the upcoming version, as it's about 75% done and I will need to finish it before I leave for a trip this weekend.

Hey, I'm not asking for all those things to be implemented ASAP. I'm sort of brainstorming ideas and some of them may be stupid. For those that are good, just put them on a //TODO list somewhere and I'm happy.

> The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I don't want my enemies to become enraged. It increases their damage and adds 4 to their weapons skills and dodge. Is is also a part of why I hate feral dogs and ghouls so much. I want my soldiers to become enraged or enter marital trances. Well, unless it makes my enemy attack nearby enemies and causes a loyalty cascade. That I'll gladly take.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 20, 2012, 08:54:20 pm
> The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I don't want my enemies to become enraged. It increases their damage and adds 4 to their weapons skills and dodge. Is is also a part of why I hate feral dogs and ghouls so much. I want my soldiers to become enraged or enter marital trances. Well, unless it makes my enemy attack nearby enemies and causes a loyalty cascade. That I'll gladly take.
The rage spell doesn't make your enemies enraged. It adds OPPOSED_TO_LIFE and LIKES_FIGHTING (which will make it attack everything), NOT_LIVING (self explanatory), and NO_EXERT/NO_FEAR (also self explanatory).
Because of OPPOSED_TO_LIFE, the enemy's former friends will attack it. Dunno if it will cause a loyalty cascade after the spell wears off though.
Of course, seeing as the rage spell only lasts for 150 time units (1200 is an ingame day, for comparsion), it's not going to do that much.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 20, 2012, 08:56:56 pm
OK, sorry for the confusion. (That was a joke, as illusion spells confuse enemies.) I guess, I'll just make the spell hologem, teach it to a few Unicorn soldiers and see what will happen.

150 Frames is about the time it takes an average Dwarf (ponies are faster) to move 15 tiles or fire a crossbow once.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 20, 2012, 11:24:11 pm
The weight of Tough Carapace really screws over any use for it as a nice alternative to metal armor for light skirmisher squads.

Anything made out of it weighs more than it's steel counter part, and while I can't read raws to save my life, I am willing to assume it does not have nearly as good statistics as steel.

Hell, a cloak I found in adventure mode weighed something like 124 units. Due to this weight imbalance, I have taken to refusing all tough carapace sold by merchants, and have to screen new arrivals for "contraband" items that just weigh way too much.

I can understand having it's weight higher than even Tough Leather, but to make it completely impractical seems foolish.

I would suggest, at the very least, reduce the weight by half.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Putnam on December 20, 2012, 11:34:02 pm
[CRAZED] alone should cause attacking everyone, btw.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 21, 2012, 12:22:23 am
Nice catch on the tough carapace weights! It's actually supposed to weigh twice as much as ordinary chitin, but I accidentally copied over the weight stats when editing.

[CRAZED] causes loyalty cascades if used against your citizens (which can happen if the unicorn goes berserk), so OPPOSED_TO_LIFE will have to do for now.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 21, 2012, 12:23:31 am
I would suggest, at the very least, reduce the weight by half.

During my brief stint as an adventurer I found the same; tough carapace is too damn heavy to be of any practical use.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 21, 2012, 06:15:42 am
Meanwhile on the surface.

(http://i156.photobucket.com/albums/t33/Mattelus/giggle2_zpse614ca1e.png)
(http://i156.photobucket.com/albums/t33/Mattelus/giggle_zps51f1aec8.png)

Spoiler: Related (click to show/hide)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 21, 2012, 07:21:32 am
I haven't noticed any issues with Tough Carapace weight, but I only ever made hoods out of it and you are right. In 0.88 Steel has density 7.85 g/cm^3, while Tough Chitin has 8.930 g/cm^3, same as Billon and Black Bronze. As to how good it is, I'm not sure how to read all those numbers, but Steel, Plasteel and Starmetal are definitely better, while Iron and Bronze are better at some things and worse at others. Ah, some properties of Tough Chitin are copied from Copper and others I don't even know. Tough Chitin is therefore at least as good as copper in all things. If one were to translate this into a real-world material, its properties probably don't make much sense, but I don't know how to fix it.

The density and [IMPACT_ELASTICITY:200] are especially controversial to me. Normal chitin density is 1.425 g/cm^3 and it is about as elastic as bone. It is used for exoskeletons, such as crab shells. One funny thing that was in Gothic, but I missed in Fallout, was some guy figuring out how to cut chitin plates from all those Radscorpions and other overgrown bugs and rivet that into an armour that's reasonably light and about as good as junkmetal.
(http://images1.wikia.nocookie.net/__cb20080418004651/gothic/it/images/6/6b/CrawlerPlateArmor.jpg)

Nice drawing, Replica. That Unicorn Sawpony is a good training for your BB gunners. I have no idea where you got pellets made out of roots, though.

EDIT:
> [CRAZED] causes loyalty cascades if used against your citizens (which can happen if the unicorn goes berserk), so OPPOSED_TO_LIFE will have to do for now.
Come to think of it, I've never seen a pony go berserk. Melancholy and Stark Raving Mad yes, but not Berserk.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 21, 2012, 08:12:59 am
[CRAZED] causes loyalty cascades if used against your citizens (which can happen if the unicorn goes berserk), so OPPOSED_TO_LIFE will have to do for now.
Actually, I think the rage spell should have CRAZED and OPPOSED_TO_LIFE instead of NOT_LIVING, OPPOSED_TO_LIFE, and LIKES_FIGHTING. It makes it seem more like a rage spell instead of a "zombification" spell.
Besides, if the unicorn does go berserk, the aforementioned loyalty cascade is only part of the !!FUN!!.
...Wait a second. If your citizens can have a loyalty cascade, does that mean enemies can also have loyalty cascades?

Oh yeah Replica, that may be a sawpony, but it's holding a mace.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 21, 2012, 09:22:44 am
Oh yeah Replica, that may be a sawpony, but it's holding a mace.

Yeah well, you are a carrot.
Proceed to the kitchen for processing.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 21, 2012, 10:27:06 am
I have a quick question about magic. The manual says: "Most unicorns can learn only apprentice level spells, but there are a select few, listed here, than can learn the adept and master level spells for their specific school." I'm not sure how to interpret this:
a) All Unicorns can learn all apprentice level spells. The apprentice level Cutie Marks are just there to confuse.
b) All Unicorns are mudponies with horns and telekinesis. Only those with the right cutie marks can learn spells at all.

Out of 80+ ponies I have 2 Restoration apprentices, 1 Alteration apprentice and 1 Destruction apprentice. If a) then their CMs don't even matter. If b) Then those select few specialists will have to be highly prized and my choice of spells very limited, but on the plus side, maxing out my magic won't be anywhere near such a massive undertaking.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 21, 2012, 10:32:22 am
I was under the impression that unicorns need a CM to learn any magic at all.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: ender1200 on December 21, 2012, 11:55:14 am
I know Vanilla DF have some mythological creatures that do not exist, instead they are placed in the raw files so that Dwarves can engrave their images, as decoration. I think This trick can be used in this mode in so stable ponies will commemorate, events and sights from before the war. Stuff like extinct races and even historical characters such as the princesses and the ministry mares (by making a non existing alicorn princess race with "Celestia" and "Luna" as their only possible names, for example).
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 21, 2012, 12:31:48 pm
Speaking of engravings, could I make a request?

The engraved walls and floors look incredibly cluttery in the mess of larger forts, and that makes it hard to see things properly in large clusters of rooms.
I was wondering it it'd be possible to get an optional variant of engraved walls which are more uniform and clean as an alternative choice?
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 21, 2012, 01:22:06 pm
Nice picture Replica! :)

As I mentioned before, I accidentally overwrote the density values when editing tough chitin, and will fix it shortly.

As for spells, this is the progression breakdown:
All unicorns can learn apprentice level spells. Ordinary unicorns will only use their spells to attack.
Apprentice CM unicorns can learn better variants of the spells for their school, and can defend themselves as well as attack with them.
Adept CM unicorns can learn adept level spells for their school
Master CM unicorn can learn all spells

There are already mythological creatures and flavor symbols for engravings. For obscuring them, there's an option in the d_init file to make them start out smooth and uniform: [ENGRAVINGS_START_OBSCURED:YES]

Thanks for the feedback! :)
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: P(ony)SI on December 21, 2012, 01:36:47 pm
Oh yeah Replica, that may be a sawpony, but it's holding a mace.

Yeah well, you are a carrot.
Proceed to the kitchen for processing.
No, I'm a unicorn.

Also, would it be possible for the Pony Resources Center to be able to "stamp" cutie marks on rehabilitated slave ponies? I've noticed that slave ponies all have their cutie marks "burned away". Of course, you'd need quite a bit of resources for the rarer ones, and some shouldn't be able to be added at all.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 21, 2012, 01:48:18 pm
If you want to know where to train your ponies to, just deck several out in combat armor in Arena with differing levels of Armor User and send them to fight something, see how fast they move compared to an unarmored. There's no need for fancy mathematics when it can be solved with quick trial and error.

Also that picture is amazing.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 21, 2012, 02:14:29 pm
Pony slaves are actually a very rare caste of ponies (5k times rarer than an Apple or a Smiling Flower), so technically "burned out" is their cutie mark. The downside of this system is that under very rare circumstances a "rehabilitated slave" will be born to somepony, but you can blame the radiation and taint for that :P 

Indigo_Surprise:
There is no need for slow trial and error once things are down to a few formulas and the answers can be determined with just a few quick calculations and a surface plot. Besides... this discussion got pointless anyway. Either way it comes down to soldiers being so effective with shields that they don't train armour user and dodge.

Magic:
Oh well, looks like even with twice as fast cooldown for specialists, all Unicorns should still learn as many spells as they can. Too bad the known interactions (minigun, SATS, spells) aren't listed somewhere. I dread the thought of keeping a constant watch over my arcane terminal and constantly updating a table of Unicorns and workshop permissions. It almost drives me nuts with just SATS.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Lycaeon on December 21, 2012, 02:45:57 pm
I plan to make it so that once an ordinary unicorn learns an apprentice spell, he becomes limited to spells from that school, making a simple name-change enough to record what spells that unicorn knows. Apprentice-level unicorns and above won't have this problem. That should reduce the micro-management somewhat.

Also, ordinary unicorns will only use their spells to attack, and not while fleeing, so most will only utilize their spells in the military. Apprentice unicorns and above can defend themselves with their school's spells as well as attack.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 21, 2012, 03:07:23 pm
There are already mythological creatures and flavor symbols for engravings. As for obscuring them, there's an option in the d_init file to make them start out smooth and uniform: [ENGRAVINGS_START_OBSCURED:YES]

Thank you, I didn't know that.
Now I can triple my forts value and make everyone super happy about having large murals of ponies being murdered by ghouls and black radscorpions on their bedroom walls.

Earlier today I did an absolutely hilarious mistake.
I have recently begun to produce clear glass using the very meager amount of wood I have (because glass is awesome) and I figured I'd install some in some of the bedrooms so they'd have windows like in the stables.

Then I had the most amazing idea ever. Lava lamps...
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 21, 2012, 04:21:28 pm
Limiting spell schools is worse in some ways and makes for some tough choices. I guess I'll just have most ponies learn Restoration.

For some limitations of DF, there are no work-arounds. For now all I can do is to set one spell on repeat, choose all the Unicorns in the profile and remove them one by one once they learn the spell. Then move to the next spell. The only method I can think of that's not micro-managy is to set all spells on repeat and not care, but that way some unicorns won't get theirs and others will camp the terminal and do nothing useful.

Replica: Once you have a Kiln, that broken glass from salvage gets automatically melted into green and some clear glass at no fuel cost, but to have enough of it for projects, you'll still need to make some. I'm surprised you can afford it, though, with ash being useful for gunpowder.

Yes, lava lamps are a crazy idea :)
http://parallaxmlp.deviantart.com/art/Derpy-Loves-her-Lava-Lamp-270265125

In other news, training gunnery at a Stable-Tec terminal is surprisingly effective. I also got a "scrap hologem of binding" artefact, but can't use it to learn that spell. Also, I have spell hologems now and can learn spells. It is quite easy to go overboard on preparations and burn through batteries when doing research.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 21, 2012, 06:47:45 pm
I've no idea why rehabilitated slaves can't join the military. I have a caste in a custom race that has [TRAINABLE] and [PET] and I can put them into the military at will as regular soldiers.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Crazy Cow on December 21, 2012, 06:49:09 pm
I've no idea why rehabilitated slaves can't join the military. I have a caste in a custom race that has [TRAINABLE] and [PET] and I can put them into the military at will as regular soldiers.

It has something to do with starting out as members of the slaver civ, I think. Because they are in another civ before yours the game has a hard time finding them.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Replica on December 21, 2012, 08:01:40 pm
I think DF likes me now, things have been going unusually well as of lately.

Food is abundant, I have plenty of materials, items, gear and stuff to keep everyone happy and supplied for strange moods.
Engraving everything has made everyone super happy, I have 53 ponies (majority group) who are ecstatic, 49 who are happy and 35 who are content, I have no fine or unhappy ponies in my fort. Those who are content are mostly ponies who still haven't claimed a room or gotten a lover yet, and at this point I have more couples than I have rooms, so the future of the fort is secured with the amount of foals being born a year.
In terms of population I have reached the point where migrants are relatively infrequent, making surface defense less of an issue, I am considering just blocking myself off from the surface and leaving new migrants for dead, buuuut I kinda like migrants and I welcome the extra ponypower, especially since I need fresh specialist recruits for my growing militia.
Just now I also saw 4 ponies doing archery practice at the same time, I feel lucky just seeing one, 4 is just... wow.
And as icing on the cake, another titan showed up on the surface, a minotaur reaver, I tried taking it on but it just murdered everything I had, so I rewinded and left it on the surface, not even a season after it's appearance it uncovered a hidden ambush on the mountain and utterly murderized two squads of raiders, it is severely wounded so it is only a matter of time before another attack shows up for it to decimate before falling, and that makes the survivors easy pickings even for my shitty copper militia.

I'm going to try and ride my luck and see if I can conquer a piece of the 1st cavern layer so I can begin a proper scavenging industry, I'd like to try and follow Maklaks advice on the scrap metal which I so desperately need now that my copper ore has run out completely.
And hey, with any luck I'll find a water talisman, and that means infinite water, and that means scavenging farms ahoy down at the 3rd layer.

But luck can't run forever, I just know that something really bad is going to happen any second now, DF has a way of finding out about these kind of things, I don't know how Toady did it, but the game is goddamn telepathic, it can sense when things are looking up for you.

Another thing to mention before I pass out is my collection of Forgotten Beasts on the 3rd layer. :)
Today a new face showed itself, I can't see the newcomer right now, but I know that there are at least 4 FTB's scurrying around just outside my underground walls.
Every now and then they come close enough for me to see them, kinda like they come by to say hello and ask me how my stable is doing. It's neat.
Title: Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
Post by: Maklak on December 21, 2012, 09:03:50 pm
Well, good for you, but I agree. When it it too quiet for a long time in DF, one disaster or another is always coming.

My updated advice is that while bronze is cheap and OK for starters, you should try to get steel at least for weapons and helmets.

An OK way to do that is to buy steel bars and steel anvils from caravans, it should be enough for a few helmets.

Fortunately for good steel weapons you only need steel chains from salvage and charged batteries. Mechanisms and bars can be from bronze. Just remember to set your workbench to only accept your best mechanics.

Unless you have Prismatic smelter or magma smelter, the fuel-cost of steel is quite prohibitive. "Smelt scrap" has a 60% chance for an iron bar. Add that to the cost of making steel with no magma or prismatic smelter and you need on average 3.67 charcoal per steel bar.

I've never got that high a population in any of my forts. 60 I can manage. 90 I can cope with. 130 is just a big crowd for me. That many ponies can do a lot of things quickly, but the micro managment on pause becomes too tedious for me.

I think I really lucked out with my Minotaur. If it wasn't for the caravan guard meat shields, my soldiers wouldn't live long enough to score hits with their =steel rippers= and =steel chainsaws=.

My scouting party on the first cavern layer didn't encounter any resistance, but there were some ghouls lurking about and mutilated corpses of glowing ghouls and cave crocodiles. In general you should expect groups of ghouls, glowing ghouls and mirelurks. Whatever those are. I think it's those things from FNV that lived on shores and shoot blue stuff at you.

There is a stupid dwarf trick called "Forgotten beast zoo", where you wall off a corner of the lowest level cavern and FBs only spawn there.

Can anyone other than Lycaeon describe his experience with magic spells in this mod? After milling down hundreds of rocks I have about enough gems to produce most basic spell hologems.

I may post a fort update tomorrow. Nothing exciting happened, just normal progress.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 21, 2012, 11:23:39 pm
(http://i.imgur.com/J2byq.png?1)

Update: Fire and Steel
Final Part I of the Ministry of Wartime Technology

Lacking the spells and telekinesis of the unicorns, and the cloud-shaping and flight of the pegasi, earth ponies persevere through hard work and ingenuity, qualities that ensured their place at the foundation of pony society. So it was with the Ministry of Wartime Technology, which, under Ministry Mare Applejack, spearheaded the majority of Equestria's technological advancements during the war. From rockets and heavy machine guns to the renowned Steel Rangers, the Ministry's achievements embodied Applejack's hope that earth pony determination and strength would save Equestria. But in the end, it was not enough...

Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope everyone enjoys the new update!

I will be leaving on a trip this weekend, so when I return I will check feedback and release the second part of this update with the remaining features.

Credits for the Steel Ranger symbol go to Sirhcx (http://sirhcx.deviantart.com/)!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 22, 2012, 01:08:05 am
Yay! Delicious new version!

Sorry Searing Sword, your time for termination has come. You've been a good Stable.

Handled that forgotten beast like a boss. Only lost to civvies when it came bursting into the commons proper. Glad my militia trains just a floor up, right next to my central "Elevator" (Just a 3x3 stairwell.)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 10:35:56 am
I totally nailed it.
If there is one thing that is really really bad for old forts and stables it's new updates.

(http://denver.mylittlefacewhen.com/media/f/img/mlfw934_4ujP4.gif)

Musicalgrotto is now obsolete.
Time to start from scratch again.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Firehawk45 on December 22, 2012, 11:38:51 am
My ponys just got slaughtered, so nice timing for this update ;)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 11:39:05 am
Well, I'll stick with my 0.88 fort for a while, since I just got to learning spells. I'll just give you some feedback on the patch notes.

Does Power Armour training only work for Earth Ponies? It should. Yeah, (that was a joke) there is Stronghoof, but for the most part Power Armour is for Earth Ponies.

> Power armour training is mutually exclusive with ordinary minigunners, flamethrowers, and assassins.
If I'm reading this correctly you still get a minigun or other weapon with Power Armour training, so OK.

> Scorpion power armor training only provides minor attribute bonuses and no minigun, though ponies in scorpion PA are faster and more agile.
I agree with this. Is it mutually-exclusive with battle saddles?

> Refine (25) alcohol, (5) oil, or (25) tallow into biofuel.
> Biofuel may be converted to flamer fuel or coke.
> Flamer fuel can also be refined into biofuel, but at half the return.
25 tallow is too excessive. It should be 5 or 10. Even after a year or so of being besieged by feral dogs, I had maybe 150 tallow with 3 kitchens. This is especially true if one were to get 1 coke for 25 tallow.
Flamer fuel is a high quality (bio)fuel, so the conversion should be 100%, both ways. Also, you should need more stuff to make 1 flamer canister than to produce 1 coke, in my opinion. Otherwise it becomes feasible to equip most ponies with flamers... Heck, I could take 10 mudponies, make them into a squad called "The Burning Raiders", upgrade them with flamers and sent them on patrol around the camp.

> Virtual Reality Simulator
> Allows the use of military and engineering hologems to train
The Stable-tec terminal does this already, right? 

> New rocket launcher that fires incendiary rockets.
Sounds like a lot of !fun!, but I thought rocket launchers would fire projectiles that make exploding dust.

> Explosions are VERY !!FUN!!
Lol. Especially when there are friendlies around.

> Radiation exposure now has a low chance of turning exposed ponies into hostile ghouls.
Finally a good reason to have my ponies run away from dust clouds. I don't want my best armourer to turn feral.

> Chainsaws, rippers, and chainswords can now be disassembled at the workbench.
> Kinetic sledgehammers can be assembled and disassembled as well.
Energy Lances?

> New armor user training reaction at the armory.
Yay. This way I can have 10 or so Armouries and add all my soldiers to their profiles, so they'll train even when off-duty.

> Ordinary unicorns can now only learn apprentice level spells from a single school, determined by the first spell they learn.
> Apprentice unicorns can learn one additional school apart from their talent.
I'm not saying that I'm happy with this change, but it is in-line with the show. Few Unicorns are magic powerhouses, most just have telekinesis and a couple of spells related to their talent. This should be even more true when most magic was forgotten and it has to be re-discovered by Unicorns with hardly any background in magic. As for Apprentices, Magic Apprentice should still be able to learn all basic spells. 
The biggest downside is that now I need a terminal for every school of magic and I still have to keep track of who knows what as otherwise there is no stopping ponies from trying to learn what they can't or what they already know.
Still, looking at how powerful the spells are, there is enough reward in soldiers knowing them for all the micro-management pains.

> Terminal, soda vendor, and destroyed robot dismantling reactions moved to the salvage yard.
I approve. I was a bit perplexed by Salvage Yard opening damaged civilian crates and Supply Depot handling everything else.

> Ghoul strength, toughness, and natural skills decreased.
Good, although I think I can handle them better now that I know how to make chainsaws early... and keep those frenzied bastards out of my shed. (That was a joke.)
(http://images5.fanpop.com/image/answers/2851000/2851864_1341467523765.4res_285_300.jpg)

> Batteries, Canisters, Wiring, and Deflated balloons divided into separate stockpile categories.
If I have more minor issues with stockpiles, I'll let you know. It is all in the usage schemes and wanting to have the things that go into a reaction next to a workshop.

> The bug causing robots to berserk some time after a successful upgrade has been fixed.
If there remained a small chance of them going homicidal after some time, it would still be !fun! Such a chance should definitely be implemented for brain-bots, which I assume will be at least on-par with other security robots. After all our spiritual liege, master Red Eye, said this on the subject: "Once you abduct a pony against their will, remove their brain and put it in a mighty body of a powerful robot, the pony may be somewhat upset about it and use the new body to, kinda, enact revenge or something. So in fact the brains were only a middle layer between some AI and the actual motors - they handled image recognition, some memory, motion, balance, reflexes, speech, all the secondary functions while it was the simple AI that would dictate what is to be said, where to go, consume the abstract data of recognized images and actual meaning from processed audio and so on." (http://askredeye.tumblr.com/post/37900175771/what-do-you-think-of-robobrains)

> Redundant clothing items removed from all entities, and scrapyard burning reactions added for ones that remain.
If there was redundant clothing, I haven't even noticed.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 11:55:42 am
Does Power Armour training only work for Earth Ponies? It should. Yeah, (that was a joke) there is Stronghoof, but for the most part Power Armour is for Earth Ponies.

inb4 Crazy Cow bonehead bias jab.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 22, 2012, 12:07:23 pm
PA training works for both earth ponies and unicorns at the moment, but I'll probably change it to earth ponies only later. Scorpion PA training is mutually exclusive with all of the above and doesn't provide a minigun, as it was designed for use with energy weapon battle saddles (Which aren't in yet).

Actually, 1 unit of biofuel produces 5 units of coke, so it's 5 tallow per coke. I'll think about a 1 to 1 conversion ratio for biofuel/flamer fuel.

The military training reactions have been moved from the Stable-Tec terminal (Which is really only a placeholder for the Ministry terminals) to the VR simulator.

Exploding dust rockets were a bit impractical to mod in, so they're on hold for now.

Energy Lances require a bit more advanced technology than what is currently available.

See you all later! I'll be back next week, but in the meantime I'll be keeping track of feedback. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 12:09:22 pm
Replica:
Hey, the "Unicorn master race" has spells and two more grips. Earth Ponies have physical stat boosts and an adrenaline rush that has a debuff afterwards. They should have more things going for them and MWT is the answer.

> Actually, 1 unit of biofuel produces 5 units of coke, so it's 5 tallow per coke. I'll think about a 1 to 1 conversion ratio for biofuel/flamer fuel.
That pretty much solves my wood and fuel issues and gives me a reason to have lots of farms, as well as a use for over-abundant alcohol. It also makes me less determined to look for magma. The hauling effort included in having a magma factory is grater than having a biofuel refinery and spamming coke with this conversion ration. (I was never able to build a giant magma pump-stack before FPS death, so my magma factories are always far from the main fort.) Thanks.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 12:57:43 pm
Please, we all know that earth ponies are vastly superior to unicorns.

DF only respects strength, and earth ponies have it in ample supply.
Unicorn flimsiness and prissiness when it comes to blood and combat doesn't work well with the kind of meat chopping intense action the DF combat system has.

My new forts starting seven are going to be named after some of FO: Equestrias players.
The six lucky winners are Lycaeon, Maklak, Crazy Cow, Indigo_Surprise, Khenal and P(ony)SI.
Congratulations guys, you are now in the army, squad "Bay 12 Modding", prepare to get killed and resurrected repeatedly as I send you to fight black radscorpions.
I will use swords, Maklak will use axes (chainsaws, hacksaws, your favorite), Crazy Cow hammers (blunt and racist), Indigo_Surprise knives, and Lycaeon spears. Khenal and P(ony)SI will use maces.

If you are still around Lycaeon I'd like to ask a question.
We are nearing the version our little planned community game is aiming at, v1.0, and I was wondering when you had intended to get the GPEnclave in?
Also would it be possible to ask for robobrains and cyberdogs for v1.0? Just for us?
Me and Crazy Cow would love ourselves some more robot power, and you know how he feels about robots and dogs.
I already love you long time for the robots, but still, pretty please? :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 01:34:57 pm
Well, I'm planning on doing an embark in a haunted temperate sand desert because I've felt I haven't challenged myself enough.

Anybody want to be part of the pony squad? I can't guarantee you'll survive, however :P

We have:
Intricate Rhymecoast, the earth pony miner. Her cutie mark is a red cross and a stethoscope, so she will also be the doctor. Unfortunately, she can't be the chief medical doctor due to not having a horn.
Wing Bincreek, the earth pony mason/mechanic. His cutie mark is a forge, hammer, and anvil, so he will later become the jack-of-all-metalsmither.
Seed Soulsaffron, one of the axeunicorns. His cutie mark is a star surrounded by magic swirls, which means...he's a magic master! He will be the lucky stallion to be the militia commander.
Dell Peakpaper, another axeunicorn. Her cutie mark is a horseshoe and anvil. Because of Wing, she won't be able to use her talent unless he dies.
Raven Botherpoet, the unicorn farmer. His cutie mark is the same as Dell's, so nothing really special about him. He will become the chief medical officer, not because of any doctor skills, but just so that we can get the health screen up.
Sun Slapgrape, the unicorn carpenter/brewer. His cutie mark is an oak chair, which will make him an excellent carpenter. Unfortunately, we don't have any trees, so we will have to bring our own logs for the time being. One day we'll go to the caverns.
Armor Slipcreature, another earth pony miner. Her cutie mark is a smiling flower, making her the best candidate for expedition leader. She will also be the manager, broker, and bookkeeper.

I was extremely unlucky with the points system (only getting willow splints/crutches/etc), maybe because I got a magic master. I've sold a lot of the unnecessary stuff to make room for better stuff. Thankfully, our civilization has hematite available so we don't have to get iron bars, but no bit coal or lignite, so we'll have to make do with charcoal. Thank Armok that Lycaeon added the biofuel refinery.
I took 2 sprite-bots for the observational skills and moral support. Not enough points to get a turret, let alone a protectapony.

So, any takers? I'll show the personality screens later.

Fake edit: I see that Replica is doing the same thi-wait, I'm a macepony? FUUUUUUUUUUUUUUU-
And unicorns are better defensively. They can hold moar shields.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 01:42:15 pm
Dibs on Armor Slipcreature, the earth pony mare!
I get to be awesome and useful! And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :D

I'll give you guys the rundown once I have set things up a little, I am still a bit on the edge with the black radscorpions and irradiated dust clouds swirling around our little embark, but I have almost got everything important underground and there is plenty of rocks to go around for a perimeter wall, so as long as they don't attack prematurely we'll be safe.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 01:51:42 pm
And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :D
Joke's on you, I don't trade with the caravan unless it's absolutely necessary.
You're also a miner, so keep that in mind.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 22, 2012, 01:52:34 pm
I'll DL the new version once my current fortress dies off.

inb4 Crazy Cow bonehead bias jab.

Mud ponies need an exoskeleton of pure steel to come even with the master race. I don't need to say more ;P

Also, can I have Seed, P(oni)SI?

You honor me, Relica. I'll crush bones with racist furor! (Or die with racist furor; they're pretty much the same thing.)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 02:00:06 pm
Also, can I have Seed, P(oni)SI?
You asked first, so yes :D

I'll make your ponies' nicknames your usernames unless you want me to give you a custom nickname. Professions will be the same, unless you also want a custom one.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 22, 2012, 02:05:51 pm
Whatever professions you use to organize your military are fine. As for the nickname, make him 'Debesh Unnos,' if you please.

In other news I've rediscovered the value of low-quality salvage. When your map's ores are galena and tetrahedrite you need all the random steel bits you can get.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 02:17:33 pm
inb4 Crazy Cow bonehead bias jab.
Mud ponies need an exoskeleton of pure steel to come even with the master race. I don't need to say more ;P

Lycaeon is planning on making power armor earth pony only.
Where is your bonehead superiority now?

And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :D
Joke's on you, I don't trade with the caravan unless it's absolutely necessary.
You're also a miner, so keep that in mind.

That's cool, miners are also important, and kept safe at all times.
It's not like I will be mining star metal or lava ducts, right? Heh... heh... eh...?

And yeah, like Crazy Cow said, profession can be whatever, not going to force you to clutter the DFtherapist list if you organize professions the way I do.
But I'd really like to go with my username for my nickname, so go on with that. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 02:19:44 pm
> Please, we all know that earth ponies are vastly superior to unicorns.
(( Hehe, should we continue this? ))
Oh please, a bit more strength and damage won't do you much good unless you can survive a fight. Unicorns are vastly superior in defence. So much, in fact, that they don't even need to learn to dodge... or how to wear their armour properly.
(http://e621.net/data/sample/d2/11/d211b8cb8d66f2b6a62e90d2355f13c5.jpg?1307472558)
Besides, to have an army and any kind of advanced industry you need specialists and Unicorns make better ones, due to their ability to manipulate small objects. Mudponies are only good for farming, minig, hauling stuff and other menial work. ((At least that was the case in the other Pony mod, don't know about this one.))

In all seriousness, though, I haven't run into any issues with one caste of pony being so OP that the other is only good for cannon fodder.

> Maklak will use axes (chainsaws, hacksaws, your favorite)
No, they are only part of my favourite weapon progression. To truly be my favourites they need moar dakka:
(http://www.geekologie.com/2012/02/08/unicorn-ar15-chainsaw-1.jpg) (http://www.geekologie.com/2012/02/omg-ar-15-unicorn-with-attached-chainsaw.php)

If you want to rename a pony to replace one that died, I suggest you change the name to "Maklak2", "Maklak3" and so on, to keep track of them. That said, I prefer pony-sounding names and our user names make poor ones. If you name your ponies by their cutie marks or something, and tell us which one is whose, that works too.

Mixed-weapon squads work poorly. It seems to work best to have 2, or up to 4 ponies per squad, with the same weapons.

> In other news I've rediscovered the value of low-quality salvage. When your map's ores are galena and tetrahedrite you need all the random steel bits you can get.
Yep, I have 500 of scrap metal and prismatic smelter has a reaction to turn 1 scrap metal into 1 iron.

> Lycaeon is planning on making power armor earth pony only.
> Where is your bonehead superiority now?
Nowhere. Earth Ponies need Power Armour to be on-par with Unicorns. :P

> @Maklak Would you care to "volunteer" for one of the ponies in my haunted desert expedition?
I normally prefer to go to nice places. That said, if you give me a pony, I won't yell or anything.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 02:26:38 pm
And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :D
Joke's on you, I don't trade with the caravan unless it's absolutely necessary.
You're also a miner, so keep that in mind.

That's cool, miners are also important, and kept safe at all times.
It's not like I will be mining star metal or lava ducts, right? Heh... heh... eh...?

And yeah, like Crazy Cow said, profession can be whatever, not going to force you to clutter the DFtherapist list if you organize professions the way I do.
But I'd really like to go with my username for my nickname, so go on with that. :)
There's a lack of wood on the surface, so cavern exploration may be necessary for you. Star metal can literally go to hell and so can lava.
Sure, I'll do that. I don't even use Dwarf Therapist anyways :P

@Maklak Would you care to "volunteer" for one of the ponies in my haunted desert expedition?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 22, 2012, 02:29:12 pm
Don't forget magic, Maklak. It doesn't matter if you're covered in steel if I just implode your spleen before you get to me ;P

If you want to rename a pony to replace one that died, I suggest you change the name to "Maklak2", "Maklak3" and so on, to keep track of them. That said, I prefer pony-sounding names and our user names make poor ones. If you name your ponies by their cutie marks or something, and tell us which one is whose, that works too.

I'm fine with this, if you decide to go about doing it instead.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 02:40:00 pm
Spoiler: UNICORN SUPERIORITY (click to show/hide)

If you want to rename a pony to replace one that died, I suggest you change the name to "Maklak2", "Maklak3" and so on, to keep track of them. That said, I prefer pony-sounding names and our user names make poor ones. If you name your ponies by their cutie marks or something, and tell us which one is whose, that works too.

Mixed-weapon squads work poorly. It seems to work best to have 2, or up to 4 ponies per squad, with the same weapons.

Oh you can't die, you are "essential characters".
If you die the game is rewinded and the situation that caused it dealt with.

Just now this giant radscorpion attack had an amazing outcome that left everyone at high combat skills.
Thing was, P(ony)IS was killed just by the end, so now I got to re-roll and try again. I don't want to rename migrants, the only ponies who get to be renamed are our children.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 02:50:30 pm
Thing was, P(ony)IS was killed just by the end, so now I got to re-roll and try again.
Cavern exploration it is for you.

But seriously, use same-weapon squads. I'd suggest axes or swords for the first squad. A steel hacksaw in the hooves/telekinesis of a skilled warrior can kill a giant radscorpion.
Hammers/maces are not good until you meet up with inorganic enemies.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 22, 2012, 02:52:20 pm
Actually, my maceponies are doing pretty well against the radhogs of the surface. They'll be invaluable against the heavily-armored slavers; even steel chain weapons have a hard time cutting through combat armor.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 02:55:34 pm
Actually, my maceponies are doing pretty well against the radhogs of the surface. They'll be invaluable against the heavily-armored slavers; even steel chain weapons have a hard time cutting through combat armor.
Weaker enemies are vulnerable against all weapons. And really? My chainsaw ponies are very efficient in slicing up slaver ambushes.
And from my experience, piercing weapons (including ranged weapons) are the best against armored organics.

Oh, do corpses still rise in evil regions in this mod?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 03:08:58 pm
Thing was, P(ony)IS was killed just by the end, so now I got to re-roll and try again.
Cavern exploration it is for you.

But seriously, use same-weapon squads. I'd suggest axes or swords for the first squad. A steel hacksaw in the hooves/telekinesis of a skilled warrior can kill a giant radscorpion.
Hammers/maces are not good until you meet up with inorganic enemies.

Hey! I savescummed because of you!
If you didn't hug that wounded scorpion just before the fight was over we could all have lived on with awesome skills. >:I

No idea what you are on about the weapon squads.
I have had zero problems with my mixed-weapon squads, and in this case it is more out of flavor and giggles, I didn't want all of us to train the same weapon skills, I wanted swords and I wanted to give Maklak axes due to the way he fanboys over them all the time. Also maces aren't bad, they break bones through armor wielding enemies, and are handy against ghouls and eventually there will be lots of those showing up.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 03:17:02 pm
Hey! I savescummed because of you!
If you didn't hug that wounded scorpion just before the fight was over we could all have lived on with awesome skills. >:I

No idea what you are on about the weapon squads.
I have had zero problems with my mixed-weapon squads, and in this case it is more out of flavor and giggles, I didn't want all of us to train the same weapon skills, I wanted swords and I wanted to give Maklak axes due to the way he fanboys over them all the time. Also maces aren't bad, they break bones through armor wielding enemies, and are handy against ghouls and eventually there will be lots of those showing up.
Hmph. At least we're even now.

Maybe it's just my stupidity, but hammers and maces never worked for me against organics. Slashing weapons are pretty much the only ones that most effectively work on organics.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 22, 2012, 03:27:47 pm
So.... Has anyone else had thier ponies collecting lasers that a protectawhatever fired and defying the laws of physics?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Neowulf on December 22, 2012, 03:54:01 pm
So.... Has anyone else had thier ponies collecting lasers that a protectawhatever fired and defying the laws of physics?
All the time... They especially like going after bolts in half filled ponds on the surface in the middle of a siege, and if I don't let them I'm rewarded with a constant spam of haul failure messages.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 03:56:08 pm
Hey! You gave me a weapon I'd actually use!

Also I request that you issue me one of these before I go out again. I have a bum left eye, you see.

Spoiler (click to show/hide)

Also a stealthbuck would be nice. Nevertheless, I look forward to using my can opener to pry through some tin cans.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 22, 2012, 03:59:18 pm
They can't haul what they can't access (or you issue a blanket forbidding on everything out there so they won't bother.)

You knwo what, I'm not complaining. Nothing else makes sense anyway. I had a unicorn chopping black radscorpions in half and magic nukes are the theme of things.

Also: I have found that with the steel rangers fixed, it seems that it's much harder to gen a full 200 years because they hunt down and shoot everything that moves if it's bigger than a pony in wolrd gen. Last gen only got to 177 and that means most of the titans and other nasties were dead  :'(

@ Indigo_Surprise - Wouldn't something like Monohelm be better name? Like a mix of monocle and helmet obviously.... Actually now I want to draw such a helmet for a pony. WHY.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 04:03:44 pm
It's supposed to be a helmet and a monocle together. Easier to track than making another helm item by the name of monocle that for some reason is also made of metal.... And now your idea has intrigued me as well.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 04:15:00 pm
Splint:
Laser bolts do happen, but are pretty rare. You can toggle auto-forbidding bolts in the {o}rders menu.

> Unicorn Superiority:
Well, I'm glad you brought that up. You wouldn't have your legendary clothier, weaver and gemcrafter walk around outside, now would you?
Besides, Rarity is just one pony. Look at Canterlot guards. They are all either Unicorns or Pegasai, with no mudponies in their midst. Oh and their captain is a Unicorn. It may have something to do with his shield spell.
((Or were we supposed to stop this silliness already?))

In my experience edged weapons are great against weak stuff and can cut armour made of weaker material just fine. Blunt weapons wound, bruise, hurt and break bones, but kill slowly, other than headshots. That said, a mixture of all kinds of weapons should work fine.



You could add a reaction to make 2 stacks of 50 pellets from a bar to the prismatic forge, they don't have to be made at a normal forge. Well, unless that would open a way for easy metal replication. If it would, I'm against it. Still... those stacks of 50 pellets in chests must come from somewhere.

I'd like to have AMR chests rather than just AMRs. Include some ammo in them and make it so that only mechanics can open them. That way we can get some quality on those oversized sniper rifles, like we already do with armour boxes.

The manual for spells in 0.88 is misleading. There is no "Turn Undead" or "Horn Light" and the entire Conjuration School is missing.

In addition to having reactions to melt down ores into proper bar amounts at the prismatic smelter, I'd also like to process magnetite, haematite, limonite, bituminous coal and lignite BLOCKS. I'd also like to be able to use a Saltpetre block to make potash at the rock grinder. Traders sometimes bring blocks out of these materials. Of course, since you can make 4 blocks per rock, the yield should be one bar, 2 or 1 coal and 1 potash from those blocks, respectively.

Some of my civilians wear party hats on their heads. Lol. I want them to have =heavy carapace hoods=, but OK.

Remember how I whined about the lack of tameable dangerous creatures? I may have found a solution. Manticores! They are cannon, and they are not in the mod yet. They shouldn't be obtainable from traders, but if you set up cage traps, you may get a few and breed them. Taming them is possible as the medical researcher ghoul in Manehattan had a flock of them. So, to sum things up:
Weight around 500 kg, but anything in the range 250 kg up to 2 tonnes would work.
Tough hide and tough leather.
Flying. (Gets stuck on rooftops, like sprite-bots).
Poison tail, like Radscorpions. 
Rages and aggressive.
Pet_exotic, war_trainable.
Fast.
Immune to taint and radiation.
They should be pretty rare. One of them early on should be quite deadly and easily rip ghouls to shreds. A flock of them should be about as dangerous as a slaver siege.
(http://th03.deviantart.net/fs71/PRE/i/2012/144/0/0/man_eating_manticore_poster__clean__by_tygerbug-d50yn5k.jpg)

Oh, and bloodwings too. Both of these species should stick to savage areas, I think.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 22, 2012, 04:49:49 pm
First things first: Yess, new update! Yay~

Secondly, Does anyone else have unicorns who are sadistic with there magic? I have a few who are pulling teeth and such, and I have blind raider wandering around because of a assault on his eyes that broke them. Holy crap, would that be, like, exploding eyes or something?

Thirdly, on Unicorn Superiority: While the ability to hold several things at once and the option to go through a magical advancement tree is nice, it hardly matters what magical powers are on there arse mark if there skull is caved in by a earth pony raging everywhere. :P

Fourthly, things like the Manticore are coming around in the MoP arc, Maklak. Actualy, I have several ideas about Manticores: besides the typical one's seen in the show, Giant one's would be a interesting semimegabeast. Also, a original idea: Minicores! Something akin to a domestic cat mixed with a bat mixed with a radscorpian, these little guys are natures perfect vermin hunter and can hold there own against most critters smaller with a pony thanks to there necrotic sting!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 22, 2012, 04:52:57 pm
Mine tended to be pragmatists actually I have one named Sandy (Because she likes sandstone) Who always goes for disabling hits before a finisher.... Well, except for that raider... I didn't think Radscorpions could be cut in half by a sufficently pissed off unicorn.

ALSO: Blunt = worthless vs radscorpions it seems. Do they secrete something that makes them difficult to injure or is thier chitin just that tough?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 04:55:39 pm
Also, a original idea: Minicores! Something akin to a domestic cat mixed with a bat mixed with a radscorpian, these little guys are natures perfect vermin hunter and can hold there own against most critters smaller with a pony thanks to there necrotic sting!

There were chimeras in one stable in the original FoE and they took out it's population. Thanks, but I'm fine with cats and sprite-bots. Also, wouldn't necrotic sting cause everything to be poisoned with toxic blood and the ponies to rot and die? I know there is a syndrome like that.

Owl robots would be nice, but they are pretty much sprite-bots with 2 wings, so there may be not enough difference to have them.

Quote
While the ability to hold several things at once and the option to go through a magical advancement tree is nice, it hardly matters what magical powers are on there arse mark if there skull is caved in by a earth pony raging everywhere.

Well... a few of my soldiers died because they were stunned after something collided with them.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 22, 2012, 04:57:11 pm
New version, yay!  Also, can I have a spear of some kind instead of a hammer/mace?  I just like spears.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 04:58:47 pm
Asking again, does anypony want to be part of the desert expedition that I posted on page 49?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 22, 2012, 05:02:29 pm
I.... I might, not gonna lie. I'll have to dig and read on that.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 22, 2012, 05:05:02 pm

New version, yay!  Also, can I have a spear of some kind instead of a hammer/mace?  I just like spears.

(http://media.comicvine.com/uploads/8/85263/2287139-no_meme_rage_face.jpg)

Hey! You gave me a weapon I'd actually use!

Also I request that you issue me one of these before I go out again. I have a bum left eye, you see.

Also a stealthbuck would be nice. Nevertheless, I look forward to using my can opener to pry through some tin cans.

(http://i1.kym-cdn.com/photos/images/newsfeed/000/232/114/e39.png)

Goodnight folks.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 22, 2012, 06:13:16 pm
Oh, that's lovely ;P
I bet she only married Replica because he's easy to push around.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 06:16:39 pm
I may not like having a blunt weapon, but...
HELL YEAH! I'M A BUTCHER!
BLOOD FOR THE BLOOD GOD!
SCREW THE PRINCESSES, ARMOK IS MY GOD! *laughs manically*

(Armok help the stallion that marries me.)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 06:46:38 pm
I may not like having a blunt weapon, but...
HELL YEAH! I'M A BUTCHER!
BLOOD FOR THE BLOOD GOD!
SCREW THE PRINCESSES, ARMOK IS MY GOD! *laughs manically*

(Armok help the stallion that marries me.)

I will shit if you worship a deity of creation, generosity, charity, or sacrifice.

Egads! I've been R 63'd in the worst way! Even my phallic horn is gone! I wish I was the scavenger unicorn instead... Oh well, better get ready to become a baby factory and produce many foals which will more than likely end up dying in the middle of combat.

And our fight with the radscorpion is eerily similar to how I imagine myself fighting. Kicking a lot and biting when I get close enough.

If only scythes were already in the game. Death would have to be trained to become a legendary scythepony.

And now that I have everything downloaded and set up, I'm going to try out my new civ. They're also stable dwellers, but they came from an experiment stable. One where they were sent a shipment of harness and tack instead of jumpsuits.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 06:50:35 pm
Oh yeah, Indigo, you want to be part of my haunted desert expedition?
Only two people have joined, there's five spots left :\
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Neowulf on December 22, 2012, 06:52:35 pm
I've been messing around with the training reactions so you don't need a spark battery or boulder as a input-output item hack.
Pretty simple, just make a copy of a arcane learning syndrome boulder and remove the syndrome, rename it academic perspiration.

If anyone wants I can post the changes, so you don't have spark batteries with quality modifiers or hauling issues (I tried doing it because one fort had a major issue with heavy bins and slow battery hauling).
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 06:57:24 pm
Oh yeah, Indigo, you want to be part of my haunted desert expedition?
Only two people have joined, there's five spots left :\

*dons safari hat*
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:01:22 pm
Oh yeah, Indigo, you want to be part of my haunted desert expedition?
Only two people have joined, there's five spots left :\

*dons safari hat*
I'm assuming that's a yes.

Seed "Debesh Unnos" Soulsaffron (Crazy Cow) and Armor "Replica" Slipcreature (Replica, obviously) have already been taken, for your information.
...Wait. Seed is a unicorn, and male. Armor is an earth pony, and female. I'll shit bricks if they become lovers.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 07:06:09 pm
Well what am I?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:07:03 pm
Well what am I?
Oh, you choose.
My post with the positions is at the bottom of page 49.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 22, 2012, 07:12:26 pm
I would like to join in on the probably doomed desert happy fun joy exploration. Pony me as a unicorn, preferable, by the name of Silent Night.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 07:13:00 pm
Well what am I?
Oh, you choose.
My post with the positions is at the bottom of page 49.

I'll have to choose Sun Slapgrape for the horn and booze.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:15:59 pm
I would like to join in on the probably doomed desert happy fun !!FUN!! joy exploration. Pony me as a unicorn, preferable, by the name of Silent Night.
Fixed that for you :D

You'll choose a pony that you want from the post I made on the bottom of page 49. Seed (Crazy Cow) and Armor (Replica) have already been taken.

Fake edit: Sun's also taken by Indigo Surprise.
Indigo, do you want me to give you any particular nickname and profession name to your pony?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 07:22:23 pm
If you had a mechanic in the list I would. Wait. Profession name: Booze baron.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:24:10 pm
If you had a mechanic in the list I would. Wait. Profession name: Booze baron.
Wing Bincreek is the mason/mechanic. However, he is an earth pony.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 07:29:31 pm
If you had a mechanic in the list I would. Wait. Profession name: Booze baron.
Wing Bincreek is the mason/mechanic. However, he is an earth pony.

Switch to him immediately and name him Blue Lightning. Profession: inventor. 50 Urists to you if he also somehow becomes an amazing unarmed fighter in his winter years.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:32:26 pm
Switch to him immediately and name him Blue Lightning. Profession: inventor. 50 Urists to you if he also somehow becomes an amazing unarmed fighter in his winter years.
Request granted.
Him becoming an unarmed fighter might not happen though. We need fortifications too badly to put him in the military.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 07:38:17 pm
Switch to him immediately and name him Blue Lightning. Profession: inventor. 50 Urists to you if he also somehow becomes an amazing unarmed fighter in his winter years.
Request granted.
Him becoming an unarmed fighter might not happen though. We need fortifications too badly to put him in the military.

I didn't say he had to be in the military. The outside is a dangerous place.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 07:47:50 pm
I didn't say he had to be in the military. The outside is a dangerous place.
Dangerous is an understatement when you're in an evil area in this mod.
There are rolling clouds of heavily irradiated dust, which will blind, blister, and add horrifyingly low stat debuffs. There is also a small chance to become sterile, and a bigger chance to become a ghoul. The dust is so strong, it temporarily disables a Steel Ranger's rebreather for a LONG time.
And that's just the weather. There are a bunch of abominations that roam evil areas, which would make it suicide to not isolate yourself for a long time.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 22, 2012, 08:33:03 pm
I would like to join in on the probably doomed desert happy fun !!FUN!! joy exploration. Pony me as a unicorn, preferable, by the name of Silent Night.
Fixed that for you :D

You'll choose a pony that you want from the post I made on the bottom of page 49. Seed (Crazy Cow) and Armor (Replica) have already been taken.

I will take Raven, then.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 08:34:27 pm
I will take Raven, then.
Any nickname and/or profession name you want me to give him?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 22, 2012, 10:05:25 pm
My 0.88 fort continues.

((I forgot to copy a file from another computer and lost some of this log.))

On 16th October 206 the new immigrants are sorted.

Checklist was volunteered for an experimental training program. From now on her job is to learn gunnery at the terminal. Surely this can't be as good as going to the shooting range, but if it works reasonably well, it will give us an option to train those skills that otherwise require a lot of expensive materials to "learn on the job". Terminal training may also potentially help off-duty soldiers to learn faster. Checklist's first assignment was to spend ten days at the the terminal and report for evaluation. The results turned out to be very promising, so she was told to keep training. If the results of this short test are to be extrapolated, training at a terminal should actually be faster than at the shooting range, but she won't learn anything other than gunnery this way and for a full-scale training this would require multiple terminals and training hologems. Having a few Stable-Tec terminals assigned to soldiers and set to training on repeat is a good idea, though. ((25 XP per job at a workshop is good; she learns faster than the BB gunners and in April reaches 6 gunner after 6 months of training. BB gunners have 2 or 3 and they trained longer, but they also have some other combat skills on 0 or 1.))

Two more pairs of ponies are chosen for the military. Mirth and Apple Valley as well as Stone Pots and Big Questions.

The idea of having ponies train for a year with no weapons was questioned. I have decided that half of recruits will receive chainsaws to train with. This will both help them become useful faster and make the evaluation of hoof-to-hoof training easier. It may very well be that its benefits are meaningless and it is better to have soldiers train with their target weapon from the get-go, except without a shield. Chainsaws will be given to recruit squads 2, 4, 6 and 8, namely: Saber, Cherelee, Bright Future, Whip Lash, Traction Bench, Sophismat, Stone Pots and Big Questions.

Psalms, one of the longest-serving veterans and a very skilled dodger, is going to become the Vault Dweller (Champion). While he isn't quitting his job as military commander and a squad leader, his secondary task will be giving demonstrations to recruits to bring them up to speed. ((That didn't work all that well. I guess the Vault Dweller should be outside the military and have labours disabled.))

The gate is going to be changed a bit. There will be a catwalk over it. Since some ponies asked about it's safety, it will be protected by fortifications. Did they seriously expect me to design a catwalk with no railings over a dangerous area?
(http://tnypic.net/an6mn.jpg)

An underground live target shooting range and trap is devised, but that is for later. The magma factory complex is a priority.

Military Campaign has entered a strange mood and took over a craftpony's workshop. He grabbed some unsorted salvage, cloth, a marble block, a rough chrysoberyl, some brass and green glass. He made... a scrap hologem of binding. It is quite a beauty, but we can't use it to learn binding spell for some reason. Ah, I think it must be made of (Toy-Spell Hologems) material and not out of scrap. Well, in any case it is a nice model. Woodcrafting is not what we need here, though.

Speaking of spells, two are now ready to transcribe into hologems: Rage and Bind. Once that is done, Unicorns may start learning them. After checking the GOAT results, it turns out that only a hoofful of our hornies have outstanding magical talents. Psalms and Chalice have a knack for restoration, Evening Prayer for alteration and Saber for destruction. That's OK, though. With enough training all Unicorns can learn spells, they just won't be as effective at them. Fleur has chosen to prepare the hologems herself. ((Yeah, so it turned out that some of those are Earth Ponies.))

The cage trap close to the waterfall bears fruit: We got a few more war wolves. Some of the pups turned out to be fully domesticated.

Bureaucracy died of thirst right where she was. She had broken legs and couldn't move and got No Job. Nopony moved her to the hospital or gave her water. Stupid chimeny. Stupid hospital bugs.

Radhog Scraps has grown attached to a Steel BB rifle. Well, We'll see about that later. For now he can keep it, I guess. Quite a few more soldiers got attached to their chainsaws.

A caravan has come. Wisely they went by the road, arriving close to the entrance. They brought some food, cloth, leather, pellets, a dog and a protectorpony. Overall nothing too useful. We gave them a big profit as a compensation for their risk. On the bright side, Fleur talked to the liaison and we should get some good stuff next year.

A thief got caught in a cage trap by the entrance ans was executed. They were a good idea. A second raider thief shows up, scaring a few ponies, then runs away.

That's odd. After putting the minigun potion in her Flask, some time later Library Card has synthcola there, which would suggest she drank it. Yet she is still visible in Dwarf Therapist. The upgrade drink is not in Stocks either.

Detergent got imprisoned for violation of a production order. She was supposed to make two large gems, when we need those for magical research. Whatever. Two for one shouldn't make such stupid demands. Great, he wants even more large gems. I could burn illusion gems if I really wanted to, but I'm not going to. At least Fleur has the good sense to ask for bins and security helmets.

With some wood from the surface, there is finally a surplus of wheelbarrows. They'll be useful for magma workshop. There are also some idlers, so 150 more boulders are prospected for gems. The results weren't that impressive and we got barely enough to carve some lenses and hologems. The following research failed to produce anything useful. We are stuck with illusion spells for now.

Pesky Questions has withdrawn from society. He took over a craftpony's workshop. We had to kill a Brahmin for bones, but after that Pesky began his mysterious construction. He made a crown and became a great stonecrafter.

Since ponies tend to sleep at the hospital, more rooms are prepared. They were actually ready for some time and this was an oversight. Even more rooms are planned to be dug out once the magma complex is finished.

Brass and others complained about how heavy their armour was, so I let them switch back to security barding. They get to keep their steel combat helmets and boots. Hopefully no they will be able to move and fight faster.
((BTW, I just watched a history programme about plate armour not really limiting movements or slowing a knight down: http://www.youtube.com/watch?v=NqC_squo6X4))

A plan for how to most efficiently approach the problem of learning spells is drawn. There are 35 Unicorns out of 86 ponies, which is quite a staggering number. Every one of them is encouraged to try her horn at the arcane terminal, until she learns a spell. After that she is excluded, until the next spell is chosen.
((I'll still use a spreadsheet for this. The ponies blink a cage symbol after learning a spell and it shows up in their combat reports.))
((This actually turned out much less troublesome than I expected. I can leave a single spell at the Arcane terminal on repeat, check the reports window once in a while and focus on other things. Once a pony learns a spell, she is excluded from the terminal. The most time-consuming thing is selecting all Unicorns in the profile. DT->sort by caste helps with it. It would be great to have one terminal per spell or at the very least per magic school. Of course this method is only good for normal arcane terminals. I doubt any fort will need more than one MAS terminal.))

((Hm, FPS on my Sandy Bridge G540 computer is 55, while underclocked Core 2 Duo had it at 60. The game is starting to get sluggish. I may need to destroy some items.))

Fleur De Lis has been promoted to a senior director and demands nicer rooms. I guess it is time to engrave them. Bleh, those engravings are ugly. I'll check the init option to disable them and see what it does.

Radhog Scraps severely cripples a wolf with feral dog bone pellets. After he runs out, the wolf escapes and he wisely chooses to get more ammo rather than chase it.

Things are quiet. Almost too quiet.

Here are some malformed dumps from DT. It's snapshot doesn't work too well under WINE and I don't plan on putting together multiple pictures in GIMP, since this is not a true Let's Play. This is better than nothing, I guess. Come to think of it, military status is useful for labour assignments. I definietely don't want my soldiers to also be specialised in some jobs, like mining, woodcutting, masonry, crafting and so on.
Spoiler (click to show/hide)

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Annoying Feature: I get Earth Ponies with magic cutie marks. This should be changed.

I think Short Burst already has SATS and I had her burn some pip-bucks. This is much less important for the current version, but it would be helpful if "re-learning" a known ability was in the reports menu. Maybe it would work if the interaction didn't check for itself? There are lots of things: SATS, battle saddles, spells. At some point I am bound to miss a report and keep training it.

Since we already have rockets, why not robots/turrets with rockets?

I have 41 females and 44 males. When I glanced over the castes, there was no difference in frequency between genders. This should be changed to 2/3 females to better reflect the gender ratio in the show and in FoE.

> Hey Maklak, I don't know if you've seen this, but do you want to join my haunted desert expedition?
I've already answered that. Not really, but I don't mind much either way.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 10:30:41 pm
Hey Maklak, I don't know if you've seen this, but do you want to join my haunted desert expedition?

As a matter of fact, does anybody reading this want to join in on the !!FUN!!?
I'm thinking I should make an official thread in the community forts subforum to attract moar people.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 22, 2012, 11:13:04 pm
I will take Raven, then.
Any nickname and/or profession name you want me to give him?

Preferably, a doctorpony. Nickname "Head Orphaner".
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 11:15:45 pm
I will take Raven, then.
Any nickname and/or profession name you want me to give him?

Preferably, a doctorpony. Nickname "Head Orphaner".

Raven's not a doctorpony. He's just the CMO just so that the health screen can be enabled.
Intricate Rhymecoast is the miner/doctor, so if you want her, I'll give her to you instead.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 22, 2012, 11:23:06 pm
After a ton of mucking around, I finally got my custom civ to spawn in. Forgot to add in the tiny letters at the top of the file and it wouldn't let any civs get placed at all. That's fixed.

Started a new fort with this version. We'll see how Bottledlust will fare. Judging by the name, nothing is ever going to get done and there will be foals running around everywhere. I didn't get lucky AT ALL with my points. I had no scrap or antique crutches or wheelbarrows so instead of spending a huge chunk of cash on a single sprite bot, I opted for a ton of gypsum plaster since I can never find the stuff.

My initial seven ponies consist of two earth ponies and five unicorns. The earth ponies are one male and one female, all the unicorns are female except for two stallions. As always, unicorn introductions first. Thirty year old Persuade Mother, the short raw umber eyed yellow-green coated fern green maned architect. She's a miner currently but she'll be joining the ranks of my combat engineers. Custom profession of mine full of ponies who are all trained in masonry, operating siege equipment, architecture, and mechanics. Another interesting thing about her is that she likes the Wonderbolts for their radio broadcasts. Huh.

Next we have a twenty six year old uncolor coordinated cross between Rarity and Fluttershy. Turquoise eyes, beige body, green-yellow mane, and three cut diamond cutie mark. I say she's a cross between Fluttershy and Rarity because she avoids crowds, has very little linguistic ability and spatial sense. Unless a more capable miner shows up, she's stuck as a miner herself.

Then there's twenty-five year old Blossom Yellsilence. Brass eyes, brown coat, pine green mane. His special talent is clothesmaking. For now he's a carpenter/mason.

Droplet Charsplit. Male. Thirty-five. Copper coat. Lime mane and tail. Turquoise eyes. Cutie mark is a pair of leather boots so he's a leatherworker. He'll have to settle for being a farmer. He knew what he was getting into.

Rose Bristlesing is thirty-five as well. Her voice is deep and raspy so she's a smoker. Silver eyes, bronze coat, mane and tail are burnt sienna. Ceramic jug and pot is her mark, too bad there isn't any clay here. Hope she can get by with the pots and pans in the kitchen and still.

Now for our two dirt wranglers. The first is the very unfortunately named Honey Tanglemoist. She's twenty-eight, rusty eyed, ivory coated, and mane and tail that's lavender blush. She's meant to be a soaper, but now she's a wood cutter.

Last pony. Saffron Glimmerplague. He's the oldest at thirty-six. Cobalt coat, cinnamon mane and tail, brass eyes. His cutie mark is a scroll and quill and he's going to be the only pony in this troupe that will be able to perform his talen. He's the designated operations and logistics director. Just as well, cause he doesn't understand why mares don't want to talk to him.


Also I've noticed that when I scroll over certain ponies the Woodcutter profession changes between Woodcutter and Scavenger at embark. The Woodcutter ponies's cutie marks are here. Masonic square and compass. Three brilliantly cut gems. Bar of soap.

Okay, enough writing. Now to actually freaking play.

@P(ony)SI, Maklak edited his post for your answer. I have no idea why.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 22, 2012, 11:27:05 pm
@P(ony)SI, Maklak edited his post for your answer. I have no idea why.
...well, that explains why I didn't see it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 23, 2012, 12:37:24 am
Ok, quite a bit to address here. I'll work down the list for each issue, and will use this post as a reference for the next update. I'll also be keeping track of the various player-run Stables for feedback. :)

I should have expected stable citizenship eventually, so I'll accept my fate in Replica's fortress. A doctor as well...I look forward to not helping anypony at all. You especially can't blame me for my natural unicorn frailty. >:( But honestly, I'm highly enjoying the Stable so far and look forward to the inevitable shenanigans. :P

Replica: The Grand Pegasus Enclave will be after v1.0, as their technology tree is the focus of the Ministry of Awesome arc. Robobrains and cyberdogs will be in v0.93 for next week, along with the Talon mercenaries. The weapons system will also be revamped for the next update, so there's still some oddities like blunt weapons being weak against radscorpions.

I will not take any sides on the earth pony vs. unicorn debate, as both have their strengths. Earth ponies alone will be able to undergo power armor training, while unicorns have the benefits of their spells and telekinesis. Unicorns are better laborers for specialist skills such as clothesmaking, surgery, etc., while earth ponies are adept at earth related tasks like masonry and farming.

Huh...I thought I fixed laser collection, but apparently it's still happening, albeit rarely. That's something else I will need to look into. Thanks for bringing it up!

Neowulf: Good point on the spark batteries from training reactions. I'll change the reactions to produce worthless clouds instead.

Maklak: AMR chests for quality are a good idea, and so will be implemented. I'll see if I can work something up to convert blocks to 1/4th the yield at the smelter.

The creature expansion is part of the MoP arc (Which we're fast approaching). There are no Conjuration spells at the moment.

An interaction telling you that you've already learned a spell/ability would be useful as well.

The magical cutie marks to which you are referring to are actually specialist cutie marks held by both earth ponies and unicorns - it's just that unicorns get magical boosts along with them, while earth ponies receive physical boosts.

The new update allows armored protectaponies to use rockets, and has rocket turrets too...they're the only users of rockets at the moment.

I've consider gender ratios, though at most it's going to be for Stable ponies, as the wasteland has more or less an even distribution of genders.

I'm quite impressed at how well your Stable has weathered the horrors of the wasteland. :)

Many thanks to everyone for the excellent feedback! :D
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 23, 2012, 12:46:30 am
I will take Raven, then.
Any nickname and/or profession name you want me to give him?

Preferably, a doctorpony. Nickname "Head Orphaner".

Raven's not a doctorpony. He's just the CMO just so that the health screen can be enabled.
Intricate Rhymecoast is the miner/doctor, so if you want her, I'll give her to you instead.

Sure,then.

Quote
I've consider gender ratios, though at most it's going to be for Stable ponies, as the wasteland has more or less an even distribution of genders.

I would not, frankly. Equal opportunity insanity.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 23, 2012, 01:11:15 am
*tired and doesn't feel like editing out a bunch of other quotes*

@Pokon: Every mare has an equal opportunity to join the harem of her choosing.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 23, 2012, 01:15:46 am
Speaking of gender ratios, I think making them more accurate would just be a waste of time. It'll be a mostly cosmetic change, and applying changes would distract teh Lyca from adding more features; the stable pony file is about one and a half megabytes in size...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 23, 2012, 01:29:11 am
I can't sleep, so I'll post some stuff.

> I'm thinking I should make an official thread in the community forts subforum to attract moar people.
It it probably a better idea to start a community fort there. I keep spamming this thread with my fort and I began the trend, but I didn't really plan for so many updates. If we start posting many forts in here, this thread is going to become quite a mess.

Maybe I should even go back and add Next--> and <--Previous links to all my fort updates.
EDIT: Done.

I answered your question by editing my post above, not to spam the thread with short posts. I thought you'd see it, I should have known better the second time around.

> I'm quite impressed at how well your Stable has weathered the horrors of the wasteland.
I'm not. I didn't expect this many deaths. Besides, I'm in a relatively nice place.

Quote
Speaking of gender ratios, I think making them more accurate would just be a waste of time. It'll be a mostly cosmetic change, and applying changes would distract teh Lyca from adding more features; the stable pony file is about one and a half megabytes in size...

Caste frequencies are at the beginning of that file, with male and female versions next to each other. Less than 30 minutes of work.

New ideas:
Hourglass cutie mark: This pony is faster than normal and a Master of Alteration (http://www.dragon-mango.com/ponygame/colgate.htm) to boot. I didn't post a link to Dr. Whooves, because he is an Earth Pony.

Landmines: I don't know how they work, but they are in the Masterwork mod. FoE should have them too. My guess is that they are immobile pets that explode, but I may be wrong. They should be cheap, so we can spam them. If possible, they should be producible (in a small batch?) from gunpowder + metal. If possible, we should be able to disassemble them into gunpowder / explosives and scrap. The reaction should have a small (5%?) chance of blowing the mine up, so it should only be performed by slaves in isolated rooms. One downside is that this could lead to strange behaviours, such as invaders seeking mines and engaging them in melee.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Neowulf on December 23, 2012, 01:37:29 am
Here's the code, to save you having to gut it yourself.
I currently have it set to create 5 boulders so the training reactions are faster than normal use, you just don't get any fruits from the labor. Replace "[PRODUCT:100:5:" with "[PRODUCT:100:1:" to set it back.
Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 23, 2012, 03:40:58 am
The hell is celery none? I have been getting a lot of unusable extractable foods. None most of all. Had a couple different types, none of them usable for cooking reactions. Are they usable in baking and the like?

I think the laser bolt issue could partially be solved by having them have an incredibly low boiling point, but I don't know how well that would work for them as a projectile.



Two cents for your racist side debate: Mud ponys may not have magic or wings, but they are the ones who actually get off their asses and make new things. Yeah, power armor and weapons need magic, but I am sure if it wasn't an option, those little mud ponies would have found some other form of power to harness.

Unicorns have magic, pegasi can fly and cloud craft, mud ponies actually create new things.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 23, 2012, 03:51:28 am
As far as I'm concerned the debate isn't too serious and all three castes need each other.
EPs are resourceful, good farmers and workers.
Master Red Eye is an EP.
In http://www.mlprim.com/s2e/RoleplayingIsMagic-hi.pdf EPs get the most XP, which makes them a tempting option (but my gaming group still has 1 EP, 1 PP, 1 female dragon and the rest are all UPs). 

> Might even play it, were it set in FoE. I can tolerate cute, but it needs a good dose of grim to level out the overpowering sweetness of it all.
Here's FoE for you: https://docs.google.com/present/view?id=0AcokIqzJW7QSZGYzdzdjY2pfMGRubXd6amY4&pli=1
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 23, 2012, 03:56:37 am
Buh, ponies, a slow corruption. Reading the entirety of FoE in a few days was a bad idea.

I glimpsed over those rules a bit ago, looks like a fairly decent system, although a bit self contradicting at points. Still, can tell a good bit of work has gone into it. Might even play it, were it set in FoE. I can tolerate cute, but it needs a good dose of grim to level out the overpowering sweetness of it all.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 23, 2012, 03:58:06 am
Indeed. A little grimdark goes a long way to making something as saccharine as MLP bearable.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 23, 2012, 04:31:03 am
So, I was trying to make a stable that depends on making a bunch of oil to refine and fuel a steel industry, but couldn't find a way to press it from stuff.  It looks like Synth reeds are what we're supposed to use, but the screw press doesn't give me the option.  I also saw that Rock nuts and Weld are supposed to give oil through some means, but don't know how.  Am I derping (very possible, as I never did much with a food industry), or have I found a bug?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 23, 2012, 04:37:06 am
I think those need to be milled/ground into paste at a mill or quern, then oil pressed from the paste.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 23, 2012, 04:47:46 am
In my 0.88 fort I was able to press synth-reed into oil. I never saw the oil, but I think it was cooked. I just checked and I can queue the reaction on a screw press. For rock nuts you can mill them at a quern or millstone, then press the oil. Maybe you lack barrels or jugs or something. Or maybe you processed your synth-reeds into thread. Or maybe all your synth-reeds are tasked or inside containers that are carried.

I often bump into not being able to run reactions that should work, but I think this is a problem with DF and not the mod. It fixes itself after some time.

You can always make alcohol into fuel.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 23, 2012, 07:19:08 am
Oh, that's lovely ;P
I bet she only married Replica because he's easy to push around.

I believe she married him because of his stunningly good looks and earth pony earth ponyness.

Admit it, secretly, deep down, you love us earth ponies.

Seed "Debesh Unnos" Soulsaffron (Crazy Cow) and Armor "Replica" Slipcreature (Replica, obviously) have already been taken, for your information.
...Wait. Seed is a unicorn, and male. Armor is an earth pony, and female. I'll shit bricks if they become lovers.

Oh I see.

What do you say Crazy Cow?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 23, 2012, 10:19:45 am
Spoiler: Lemon Stable Report 2 (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 23, 2012, 11:43:42 am
In my 0.88 fort I was able to press synth-reed into oil. I never saw the oil, but I think it was cooked. I just checked and I can queue the reaction on a screw press. For rock nuts you can mill them at a quern or millstone, then press the oil. Maybe you lack barrels or jugs or something. Or maybe you processed your synth-reeds into thread. Or maybe all your synth-reeds are tasked or inside containers that are carried.

I often bump into not being able to run reactions that should work, but I think this is a problem with DF and not the mod. It fixes itself after some time.

You can always make alcohol into fuel.

It's definitely a bug.  In the new version, the reaction doesn't even show up in red at the press.  In .88, the reaction is there in red, even if I don't have any reeds ready.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 23, 2012, 12:08:39 pm
What do you say Crazy Cow?

That is absolutely adorable :3
Also, gypsum plaster has about zero advantages over wooden splints. As long as you have one you don't need the other.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 23, 2012, 12:28:09 pm

What do you say Crazy Cow?

That is absolutely adorable :3
Also, gypsum plaster has about zero advantages over wooden splints. As long as you have one you don't need the other.

Well damn...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 23, 2012, 12:55:59 pm
Good going, Replica. I'm enjoying this, although I must have missed the first update. It seems that overall you're doing quite well. You've managed to dig up a lot of space too, but didn't even mention miners. I especially like the early perimeter wall with a bridge and turret defences, but I'd move one of them closer to fortifications. There are some differences in style, as I like wider corridors and having input stockpiles right next to the workshops that use them, but other than that I like it. With so many farms you'll soon be swimming in food, especially if you buy some extras from the caravans for meals (I know it is cheesy, but for 10k+ caps worth of trading, lavish meals just work best for me.) Looks like you're going to have many less deaths than I did, which is good. Ah right, you savescum, but only for main characters, so not for nameless migrants.

Indigo_Surprise's layout I understand a lot less. It looks like a bunch of cellars accessible from the surface, there is a giant stone stockpile without wheelbarrows or workshops, which will be very hauling-intensive to maintain. I can see very large farms, but no workshops or dormitories. This is... very different from what I would do, so lets see how that goes.

A good advice for community forts that none of us follows is to write it as a dairy (with dates) from the perspective of one of the characters.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 23, 2012, 01:04:57 pm
Well, I made the official thread for the doomed expedition I have planned out.

Replica, I think that 3x3 bedrooms are a bit excessive; 1x4 usually works the most in balancing happiness and space, but whatever floats your boat.
Also, cute drawing you have there :D
And yay, apparently I'm in love with Maklak.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 23, 2012, 01:12:20 pm
Indigo_Surprise's layout I understand a lot less. It looks like a bunch of cellars accessible from the surface, there is a giant stone stockpile without wheelbarrows or workshops, which will be very hauling-intensive to maintain. I can see very large farms, but no workshops or dormitories. This is... very different from what I would do, so lets see how that goes.

A good advice for community forts that none of us follows is to write it as a dairy (with dates) from the perspective of one of the characters.

For that report, all I did was go over the few basic things I did right before hitting the hay. I have some masonry workshops in my stone stockpile now that are mass producing blocks, as well as a kitchen, still, butchery, and farmer's workshop in the food stockpile. That report was very, very basic since I didn't really get anything done. It'll be more fleshed out by the next report.

And I'm sure I'd get banned if I wrote from a character's perspective in this fort. I'll definitely write in the perspective of a citizen once I get my ranger civ up and working. Which probably won't be anytime soon.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 23, 2012, 01:37:07 pm
I have a group of raiders outside my fort playing soccer, seemingly.


To be exact, the tile set makes turrets look like colorful balls, and now it's being knocked around outside by a bunch of freaks with hammers. Frankly, I am surprised it's lasted as long as it has.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 23, 2012, 01:49:57 pm
What do you say Crazy Cow?

That is absolutely adorable :3
Also, gypsum plaster has about zero advantages over wooden splints. As long as you have one you don't need the other.

Wait, seriously?
Oh well, we are aiming for STELLAR healthcare here, I need to keep all of you in good shape so you can fight and have non-deformed children.
So I might as well get some gypsum in there, DF's medical system works in mysterious ways.

I am thinking about smoothing the entire thing so the hospital isn't just a cave with some beds and storage containers, we need clinically clean healthcare facilities in Lemon, only the best for the best.

Good going, Replica. I'm enjoying this, although I must have missed the first update. It seems that overall you're doing quite well. You've managed to dig up a lot of space too, but didn't even mention miners. I especially like the early perimeter wall with a bridge and turret defences, but I'd move one of them closer to fortifications. There are some differences in style, as I like wider corridors and having input stockpiles right next to the workshops that use them, but other than that I like it. With so many farms you'll soon be swimming in food, especially if you buy some extras from the caravans for meals (I know it is cheesy, but for 10k+ caps worth of trading, lavish meals just work best for me.) Looks like you're going to have many less deaths than I did, which is good. Ah right, you savescum, but only for main characters, so not for nameless migrants.

Indigo_Surprise's layout I understand a lot less. It looks like a bunch of cellars accessible from the surface, there is a giant stone stockpile without wheelbarrows or workshops, which will be very hauling-intensive to maintain. I can see very large farms, but no workshops or dormitories. This is... very different from what I would do, so lets see how that goes.

A good advice for community forts that none of us follows is to write it as a dairy (with dates) from the perspective of one of the characters.


First update is a few pages back, it mentions which one of the starting 7 became miners and who became scavengers.

As for design, well, I prefer large rooms and tight corridors early on because it speeds production up when everything is gathered in one place, later as my stables develop workshops and stockpiles become gradually more and more divided and heavily trafficked corridors are expanded.
Security design isn't final, 4 of the 8 turrets will be placed on a floor above so there are two rows of 4 turrets shooting simultaneously. In terms of performance it doesn't matter if a turret is one tile back or not, they can shoot past the other turrets and through the fortifications without issues.

And yes, meals are good trade.
But you gain more by making easy meals, especially if you are low on cookable food and you need quantity over quality.

And correct, I do savescum to save the essential ponies, but like you said, migrants don't get to be so lucky unless something absolutely critical happens that warrants a rewind.

Well, I made the official thread for the doomed expedition I have planned out.

Replica, I think that 3x3 bedrooms are a bit excessive; 1x4 usually works the most in balancing happiness and space, but whatever floats your boat.
Also, cute drawing you have there :D
And yay, apparently I'm in love with Maklak.

He is a hard stallion to love, very critical, but I'm sure the two of you will be happy together. :)
Also 3x3 bedrooms is the way to go. Space is not an issue, happiness is, and everyone get super happy when they get engraved 3x3 rooms with bed, cabinet and footlocker.
In forts where I actually care about giving my subjects rooms I go by this logic: Good rooms or no rooms.

Link us to the thread bro, I want to see how Seed "Debesh Unnos" Soulsaffron and Armor "Replica" Slipcreature do.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 23, 2012, 01:56:24 pm
Well, I made the official thread for the doomed expedition I have planned out.

Replica, I think that 3x3 bedrooms are a bit excessive; 1x4 usually works the most in balancing happiness and space, but whatever floats your boat.
Also, cute drawing you have there :D
And yay, apparently I'm in love with Maklak.

He is a hard stallion to love, very critical, but I'm sure the two of you will be happy together. :)
Also 3x3 bedrooms is the way to go. Space is not an issue, happiness is, and everyone get super happy when they get engraved 3x3 rooms with bed, cabinet and footlocker.
In forts where I actually care about giving my subjects rooms I go by this logic: Good rooms or no rooms.

Link us to the thread bro, I want to see how Seed "Debesh Unnos" Soulsaffron and Armor "Replica" Slipcreature do.

My subjects are still happy with 1x4 engraved rooms with a bed, chest, cabinet, and door. But, I might actually try the 3x3 strategy this time. After all, you need something to be happy about when you're in a heavily irradiated desert :P

Here's the thread. (http://www.bay12forums.com/smf/index.php?topic=120821.0) I'm not starting the game until all the mane seven are taken.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 23, 2012, 02:10:54 pm
No pony needs rooms! Luxury breeds weakness; communal shelter is more than enough to satisfy a pony's needs.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 23, 2012, 02:13:34 pm
No pony needs rooms! Luxury breeds weakness; communal shelter is more than enough to satisfy a pony's needs.
That's a good point, except happiness in this game does not cause a faster rust of skills and attributes.
And unhappy militia ponies are dangerous.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 23, 2012, 02:20:48 pm
No pony needs rooms! Luxury breeds weakness; communal shelter is more than enough to satisfy a pony's needs.

You are the whole reason I had to make rooms to begin with, the way Crazy Cow complained after Lemon was founded forced me to give her her own room or she would go, well, crazy.
Then I discovered their relationship and figured "eh, might as well make it extra nice if Replica is going to keep Crazy Cow cozy at night" and then I felt bad about the others not having rooms, so I built more rooms and here we are with a nice little hotel type of underground bunker where everything is poor and everyone has their own room.

I'll make another stable report later tonight, just for kicks.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 12:04:16 am
That forum server failure, ey chaps?

I had the worst nights sleep in weeks.
I keep dreaming that I am in this endless desert, the desert is completely flat and there is nothing in any direction, it is just endless desert, and it's incredibly hot.
I walk around for what feels like 10 minutes and wake up abruptly feeling completely drained and dehydrated.
I've had this dream twice tonight, the first time I woke up at 2AM and went downstairs to drink something, I drank just over half a liter of milk and half a liter of juice and then I went back to sleep only to wake up barely an hour later feeling dehydrated again. Hmm.

But anyways, might as well post what I remember from my last session now that Bay 12 is up and running again, it's not like I can go back to sleep again, I don't want to dream of endless deserts again, I like my 3-6cm layer of snow.

Spoiler: Lemon Stable Report 3 (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 12:19:17 am
That Death pony is pretty creepy.
And I might not be the fastest, or the strongest, or the most skilled, but by Celestia Above I am the happiest unicorn in the whole damn fortress!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 12:37:23 am
My female earth pony counterpart is turning out to be a right tough old bitch.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 12:55:45 am
And I might not be the fastest, or the strongest, or the most skilled, but by Celestia Above I am the happiest unicorn in the whole damn fortress!

Yes, the happiest and most frigid bitch in the whole fortress.
Y u no give me kids, Crazy Cow? I thought you loved me!
Is it my mane? No wait, I think I know what's going on here.
It's the nerve damage isn't it. You don't love me now that I can't move my hips as sensually as I could before.

My female earth pony counterpart is turning out to be a right tough old bitch.

Goddamn right you are, and you'll get even tougher now that we have an armory, barracks and cold steel coming in shortly.
Your bucking and stabbing sprees are the start of something beautiful, Indigo.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 12:58:38 am
Healing ponies, killing stuff, opening useful crates, and throwing parties.
That's the life of a butcher! ;D

And you know what? I'm happy with Maklak. I want lots and lots of foals with him!
Don't tell anypony this though. DON'T.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 01:02:22 am
Spoiler (click to show/hide)
Don't worry, I'm working on it. Just trying to get Lycaeon in bed so I can get myself a proper heir.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 01:11:33 am
Healing ponies, killing stuff, opening useful crates, and throwing parties.
That's the life of a butcher! ;D

And you know what? I'm happy with Maklak. I want lots and lots of foals with him!
Don't tell anypony this though. DON'T.

That's the spirit!
See Crazy Cow, P(ony)SI is okay wit-

Spoiler (click to show/hide)
Don't worry, I'm working on it. Just trying to get Lycaeon in bed so I can get myself a proper heir.

(http://images4.wikia.nocookie.net/__cb20120203192651/uncyclopedia/images/7/7e/Crying_derpy.gif)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 01:17:49 am
That's the spirit!
See Crazy Cow, P(ony)SI is okay wit-

Spoiler (click to show/hide)
Don't worry, I'm working on it. Just trying to get Lycaeon in bed so I can get myself a proper heir.

-snip-
REPLICA!
Don't tell anypony that I-
*sees sad face* :(

(Yeah, I'm trying to do an in-character perspective)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 24, 2012, 08:55:41 am
I liked your report a lot, Replica. I have a few comments:

That dream of yours sounds rather disturbing.

> Lycaeon getting angry and throwing Indigo out of the hospital for stealing soap.
Lol.

> The farmers were desperately needed
> More farms, 'cause farms are the best and I love farms and farms are great
 ??? I usually have massive food overproduction even with much smaller farm area than you. Still, it is very profitable to farm quarry bushes and you can use synth-reeds for oil, thread and synthcola anyway. Just... you know, you can stop farming for a while once you have thousands of food and drink.

> The fisherponies are a poor and unreliable source of food
Personally I don't even bother with them. They tend to go outside and attract the wildlife and I have lots of food anyway.

> Straw Styleclap, a pony with hunting labours enabled showed up in the wave, and immediately set about hunting the local black radscorpions
I've had the very same problem. BB guns are useless for hunting and nothing can be done about it. Now I pause when I see new migrants, go to Pony Therapist, read ponies, sort by migration wave, disable: hunting, trapping, fishing and bee-keeping and commit changes before all of them even show up on the map.

> It took him a couple of seasons to actually die, because that's how long it took for the black radscorpion to strangle his throat using his massive sharp pincers.
Heh, this probably means we could have taken the scorpions on. In my experience their most dangerous attack is their poison anyway.

> Maklak is wounded however, fortunately the wounds are minor and the worst thing he'll get out of it is a scar, presumably he'll be able to use it to his advantage when courting P(ony)SI, and scars also make good party talk.
Lol. Fun thing is, I have scars on my right hand from a dog bite. Yeah, many of my ponies have some scars or old wounds on them as well. Even my expedition leader is covered in scars.

> Which speaking of, immediately after Maklak recovered P(ony)SI threw Lemon's first party.
Lol. Thanks.  :D

> We greedily place this armor stand in Crazy Cow's bedroom for the moment, we still don't have a barracks for our squad so we might as well pamper her and keep her happy for now. 
Your ponies were trying to tell you something here. Loud and clear. And you still missed it. Just put that somewhere, make a room ad tell us to train there. You can relocate the barracks later.

> The pony "Death" which I have mentioned before gave birth to a beautiful healthy baby earth pony girl.
My Expedition leader is called "Dead". She isn't.

> Crates.
Do yourself a favour and do this now. Check what is the highest skill in mechanics in the outpost, and set that as the lowest acceptable at the Workbench and Supply Depot. Then update it from time to time. This will bump the quality of some items and will be of help.
Hopefully you'll get a pipbuck and a terminal soon.

I believe you now have enough ponies to give each of the main characters her own squad using that same weapon type. At the very least, sort all of us into squads by weapon type. 2 or 3 pony squads are preferable. How are we doing in terms of dodging, shield and armour use? What have we got in terms of armour? You're not having us run around and fighting things in clothes, are you?

> In weapon skills Maklak lies in the lead with 6 levels in axes followed by P(ony)SI 5, how he got this with only 4 kills is a mystery, but I don't question mysteries, I just accept them.
Well, you can go to the reports screen and see all those "hacks a dog with his hacksaw, bruising the bone." Or something. If you don't have barracks, this kind of weapon skill means he assisted in other ponies' kills.

> Archery Range
Only if you spam pellets. Since you have a lot of melee ponies, Shooting Range is not that essential. The fighters can hold the line, while BB ponies bruise and dent the skin, learning at a higher rate to boot.

> Gypsum Gunpowder Trade Agreement
Fixed that for you.

> Underground Pasture
Just tuck in the livestocks with all those chickens.
[Grumbles: Why can't chickens be war cave crocodiles?]

> Kennel for war dogs
In 31.11 you no longer need those. You set up a zone for pasture and animal training, go to Z->Animals and assign "Any trainer" and "War Training" where applicable. It is more micro-managy that just "Train War Animal" on repeat, but that's how it's done.

> More prepared meals in preparation for next caravan
AFAIK, Lavish meals work best in terms of everything. The stack size is combined from all four ingredients, each ingredient counts as a decoration with quality and the food itself has total quality. You'll get more value and need less space with lavish meals.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: tahujdt on December 24, 2012, 12:24:53 pm
Does anyone know how I could use the Dfusion embark plugin to choose which ponies I want? 'Cause right now it just bugs out whenever I try it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 12:31:32 pm
Don't be a Cheaty McCheatyface
Sorry, I don't even use Therapist. No idea how to help you ;S
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 03:10:12 pm
Christmas is over.
What a lousy christmas, I didn't know what to get my family so I offered a generous sum of money and they all got angry at me for trying to give them money on christmas.
It makes me feel bad that I got all these cool things despite not asking for anything and not having anything to give in return, that's going to nag me all the way til next christmas.

Oh wells.
I'll be making another stable report later, it's time to open all those neat gift crates!

Spoiler: Maklak (click to show/hide)

Don't be a Cheaty McCheatyface
Sorry, I don't even use Therapist. No idea how to help you ;S

Jesus, not even DFTherapist?
That thing is like, vital, to Dwarf Fortress.
It allows you to easy modify the labors of hundreds and divide your population into "migrant waves" (in order of arrival) which is great for assigning new arrivals.

I totally get if you don't use DFhack, that's defenitely a cheat, DFfusion is even cheatier. But no DFtherapist?
How do you manage 200 slaves using the ingame interface?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 03:16:38 pm
Christmas is over.
What a lousy christmas, I didn't know what to get my family so I offered a generous sum of money and they all got angry at me for trying to give them money on christmas.
It makes me feel bad that I got all these cool things despite not asking for anything and not having anything to give in return, that's going to nag me all the way til next christmas.

Oh wells.
I'll be making another stable report later, it's time to open all those neat gift crates!

Spoiler: Maklak (click to show/hide)

Don't be a Cheaty McCheatyface
Sorry, I don't even use Therapist. No idea how to help you ;S

Jesus, not even DFTherapist?
That thing is like, vital, to Dwarf Fortress.
It allows you to easy modify the labors of hundreds and divide your population into "migrant waves" (in order of arrival) which is great for assigning new arrivals.

I totally get if you don't use DFhack, that's defenitely a cheat, DFfusion is even cheatier. But no DFtherapist?
How do you manage 200 slaves using the ingame interface?

We have just learned why Crazy Cow likes teeny tiny fortresses.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 03:18:33 pm
Carefully.

We have just learned why Crazy Cow likes teeny tiny fortresses.

I think it's the other way around, actually. I don't like huge forts, so I never found Therapist to be worth it's weight.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 03:28:32 pm
We have just learned why Crazy Cow likes teeny tiny fortresses.

I think it's the other way around, actually. I don't like huge forts, so I never found Therapist to be worth it's weight.

Is that out of Dwarf Therapistfobia or is there some other reason behind it?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 03:47:55 pm
We have just learned why Crazy Cow likes teeny tiny fortresses.

I think it's the other way around, actually. I don't like huge forts, so I never found Therapist to be worth it's weight.

Is that out of Dwarf Therapistfobia or is there some other reason behind it?

It has to be because he's a fae. Something that does not think on the same level as humans and his magical. You have to know some kind of magic to learn how to assign labors without any other tool whatsoever.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 03:50:41 pm
We have just learned why Crazy Cow likes teeny tiny fortresses.

I think it's the other way around, actually. I don't like huge forts, so I never found Therapist to be worth it's weight.

Is that out of Dwarf Therapistfobia or is there some other reason behind it?

It has to be because he's a fae. Something that does not think on the same level as humans and his magical. You have to know some kind of magic to learn how to assign labors without any other tool whatsoever.

Or maybe he is just being a silly unicorn filly who doesn't think straight, and considers anything that even remotely helps make the game more managable and less of an eye sore to be a cheat and all tileset/therapist users to be "dirty" and "impure".
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:08:34 pm
I'm too elitist to use Dwarf Therapist :P
I don't think it's cheating (hell, I even used to use danger rooms), but I'm just too elitist for it.

Also, I started the game at Truthmists because I was tired of waiting. And I've updated the thread.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 04:20:40 pm
Not using Dwarf Therapist is like opting to use a black powder matchlock instead of a cartridge rifle.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:24:14 pm
Not using Dwarf Therapist is like opting to use a black powder matchlock instead of a cartridge rifle.
...no it isn't.
I can't get the hang of using my mouse to do stuff. I'd rather use the keyboard.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Graknorke on December 24, 2012, 04:25:03 pm
Not using Dwarf Therapist is like opting to use a black powder matchlock instead of a cartridge rifle.
It also makes your DF playing look more hardcore.
None of those smooth UIs no sir, only my pure text menus here.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 04:29:21 pm
Did you all grow up on DOS or something?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:31:35 pm
Did you all grow up on DOS or something?
No, but a CLI appeals to me more than a GUI. For me, typing commands takes less time than clicking something.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 04:34:30 pm
Did you all grow up on DOS or something?
No, but a CLI appeals to me more than a GUI. For me, typing commands takes less time than clicking something.

You put thinks in me head that make it go goo.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:36:43 pm
Did you all grow up on DOS or something?
No, but a CLI appeals to me more than a GUI. For me, typing commands takes less time than clicking something.

You put thinks in me head that make it go goo.

...So you're saying that operation P(ony)SI_CLI.exe has crashed Indigo_Surprise_logic.exe?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 04:39:05 pm
Indigo_Surprise has encountered an error and needs to be shut down.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:41:56 pm
Indigo_Surprise has encountered an error and needs to be shut down.
...
*reboot*
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 04:43:22 pm
Or maybe he is just being a silly unicorn filly who doesn't think straight, and considers anything that even remotely helps make the game more managable and less of an eye sore to be a cheat and all tileset/therapist users to be "dirty" and "impure".

I'm the only one here (it seems) that plays in ASCII. Make what you will of it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 04:45:53 pm
Or maybe he is just being a silly unicorn filly who doesn't think straight, and considers anything that even remotely helps make the game more managable and less of an eye sore to be a cheat and all tileset/therapist users to be "dirty" and "impure".

I'm the only one here (it seems) that plays in ASCII. Make what you will of it.

I would play in ASCII, but I dunno how.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 04:50:25 pm
I enjoy having as much information at my fingertips as possible, without outright cheating (DFHack or whatever it is). I need graphics and I need a spreadsheet.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 05:02:15 pm
Or maybe he is just being a silly unicorn filly who doesn't think straight, and considers anything that even remotely helps make the game more managable and less of an eye sore to be a cheat and all tileset/therapist users to be "dirty" and "impure".

I'm the only one here (it seems) that plays in ASCII. Make what you will of it.

What I make out of it is that you are like a stupid eagle.

You have amazing eyes that can read ASCII where my eyes roll back into their sockets and attempt to commit sepoku.
The stupidity lies in that you refuse to use DFtherapist, an incredibly user friendly and near vital tool that makes DF a googoplexonian times less tedious.

BUT WHATEVS, if you want to stroke your hand against a cheese grater while skiing down a rocky slope then you do that, ain't gonna judge you guys, it would be pretty fucking hypocritical considering my DFhack use.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 05:06:56 pm
I enjoy having as much information at my fingertips as possible, without outright cheating (DFHack or whatever it is). I need graphics and I need a spreadsheet.
I mean, I like graphics, but text-based interfaces are the most comfortable for me.

Replica, I don't get how something like adding a GUI makes DF "a googolplexonian times less tedious".

(A googolplex would be equivalent to 1010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
To think about how massive that is, if you wrote down all the numbers starting from one edge of the universe to the opposite edge, and the numbers were the size of a Planck space, it still wouldn't fit in the universe.)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 05:15:23 pm
I enjoy having as much information at my fingertips as possible, without outright cheating (DFHack or whatever it is). I need graphics and I need a spreadsheet.
I mean, I like graphics, but text-based interfaces are the most comfortable for me.

Replica, I don't get how something like adding a GUI makes DF "a googolplexonian times less tedious".

(A googolplex would be equivalent to 1010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
To think about how massive that is, if you wrote down all the numbers starting from one edge of the universe to the opposite edge, and the numbers were the size of a Planck space, it still wouldn't fit in the universe.)

It wouldn't sound as dramatic if I said "DFTherapist makes the game significantly less tedious". :P

But for comparison here are what the two interfaces look like.

Spoiler: Vanilla Ingame (click to show/hide)

Spoiler: Therapist (click to show/hide)

Just by looking at the options the two offer you get an idea what the big difference is and why I praise DFtherapist so much.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 05:17:39 pm
I absolutely despise continually going through lists when I shouldn't even have to. Dwarf Therapist lets you see the skill levels of multiple creatures at once, arranged how you want.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 05:21:09 pm
It wouldn't sound as dramatic if I said "DFTherapist makes the game significantly less tedious". :P

But for comparison here are what the two interfaces look like.

Spoiler: Vanilla Ingame (click to show/hide)

Spoiler: Therapist (click to show/hide)

Just by looking at the options the two offer you get an idea what the big difference is and why I praise DFtherapist so much.
I'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 05:30:49 pm
I'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.

Do you own a computer mouse?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 05:32:40 pm
I'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.

Do you own a computer mouse?

Yes.
As said before, I like graphics, but if I have to choose over a text-based interface over a graphical interface, I would choose the text-based one.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 05:38:05 pm
DF lets me change professions and see skills. I don't give a feth if there's a program that lets me do that more easily, tells me how much iron ore is on the map and gives me a blowjob at the same time; DF lets me do what I need to do, and that's good enough for me.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 05:38:12 pm
It wouldn't sound as dramatic if I said "DFTherapist makes the game significantly less tedious". :P

But for comparison here are what the two interfaces look like.

Spoiler: Vanilla Ingame (click to show/hide)

Spoiler: Therapist (click to show/hide)

Just by looking at the options the two offer you get an idea what the big difference is and why I praise DFtherapist so much.
I'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.

Really? You can disable all useless and dangerous labors from new migrants faster than I can with Dwarf Therapist?


DF lets me change professions and see skills. I don't give a feth if there's a program that lets me do that more easily, tells me how much iron ore is on the map and gives me a blowjob at the same time; DF lets me do what I need to do, and that's good enough for me.

HOW?! The vanilla UI is terrible. I'd have to sacrifice three virgins and chop the head off of a chicken to summon Satan to teach me to do that.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 05:41:15 pm
Really? You can disable all useless and dangerous labors from new migrants faster than I can with Dwarf Therapist?

I don't know because I've never seen you use The rapist before.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 05:43:53 pm
Second nature by this point. You assign roles to workers as they come (which comes down to disabling fishing and hunting, normally), then grab the nearest idler you can find if you need something new done. Hell, I don't even care about skill beyond metalworking and military ones; I disable miscellaneous and labor skill displays.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 24, 2012, 05:45:08 pm
> Did you all grow up on DOS or something?
As a matter of fact, yes, but I cheated using Norton Commander.

> Dwarf Therapist discussion.
Personally I use DT, but Telgin run Dawpick (http://www.bay12forums.com/smf/index.php?topic=96608.0), a pony community fort, without using that tool, ever. We had around a 100 of ponies. As far as I understand, the trick is to sort migrants, mooded ponies and maturing foals as they come. Then, when you need more of a certain profession, you check who is idling in the "U" menu and assign some of those ponies their new jobs. They skill up eventually. With enough discipline, this can work.
Oh, and Telgin played in the default tileset as well and he was a damn good overseer and game master (except a bit too much on the lenient side and giving in to unreasonable player requests).



I've never tried fishing in my reservoir. I don't really thinks it's worth it as caravans often bring 20 stacks of 5 radfish and mussels, but I may give it a try.

> It's not a bad idea to reassign some idlers to become fisherponies.

Thing is, I tend to run on 0 idlers almost all the time. There is always so much to do. Those things I can, I usually try to do efficiently. Except I'm a sucker for plant gathering.

> Why bee-keeping? Honey is nice once you begin to generate idlers, you just need a couple of colonies and then you can split them up and get endless honey, which again, is nice for food variety.

* I have no idlers to spare.
* Honey is value 1 and not worth the trouble, other than for RP.
* I must have exactly 1 bee keeper at all times, otherwise some idiot will just go to pick up some beehive at the border of the map, that has already been collected. He won't find it, so he will just stand there for a while. On the bright side, he may trigger an ambush and get killed.
* Even if I do have working beehives, I need some jugs to process the honey, which otherwise I could skip. Then I get wax, which is only good for useless crafts and jugs of royal jelly that the cooks refuse to touch and they clog up my food stockpile until I atom-smash them.
My experience with honey is limited as I only ever bothered in one fort, but it's not a good one.

> > Set profiles for the best mechanic.
No, seriously. Some reactions to open crates or make things at the workbench and supply depot use the skill mechanics and produce things with quality. For stuff like ammo boxes, armour crates, chainsaws and so on, you want this to be high. Hence my suggestion to profile those workshops to only accept your best mechanics.

> Military discussion.
Whatever works for you, I guess. I'm not that good at it anyway and a lot of my advice is second-hand "best practices". I've read that multi-weapons squads tend to give each other demonstrations for all their weapons skills, which slows down training. Also, since ponies of different skill levels tend to prefer demonstrations over sparring, it slows down skill gains even more. But I guess that's not even an issue without barracks.

> Giving us sets of iron or steel armor will only slow us down, and we need speed to catch up with the local pests.
You do have a point here, but I do not fully agree. Giving the soldiers barding will weight them down and bronze or copper is not sufficient protection against ghouls. However, helmets would still be nice. If a soldier is stunned or unconscious, the enemies will aim for the head and I've lost many ponies to broken skulls. Security helmets don't weight much and won't slow us down almost at all. For horseshoes we can keep the default copper light horseshoes for now.

> Maybe you are just sadistic like that, hacking one dog limb after the other without actually killing the dogs you go after.
Lol. Axes do chop off pieces and cause severe bleeding, pain and so on. In my experience they tend to be deadly, though. What weapons do your two soldiers with the most kills use? I would really like to know this as it may have some relevance for my own military.

> Shooting range IS essential, at least until I get fresh victims to train on.
Well, it is OK to have, but unless you have gunnery CMs, skill-ups from shooting targets will not be that great. You'll also need to burn through a lot of ammo, which means using BB guns and bone pellets, which means not equipping pistols and rifles early, because by then you wouldn't have ammo for defence.

> Gunpowder.
Once it becomes vital, you will want a lot of it. In my next fort I plan to buy all the ash, lye, potash, saltpetre and gunpowder I can, right from the beginning.

> Cattle, breaching caverns
> You should know that bro, you give me the impression of having geeked Dwarf Fortress more than I have, and I have played the shit out of this game.
This game is vast and we have different playstyles. Plus I still use magmawiki and tend to get rusty and forget things when I don't play for a year or so. In 31.16 / 31.18 I didn't need pastures. In 31.25 I was unhappy with grazers, so I butchered them on sight. That's why I never really bothered to learn stuff like, how big of a pasture I need for how many animals and so on. The most I can be bothered to do is to set up a pasture outside, put all my Brahmin and Bighorners there and forget about them. Or maybe put there a farmer's workshops and "a m r a c r a s r a S r" once in a while, but that's it.

I never really bothered to "train" cooks. With all the meals and tallow I get, they skill pretty fast anyway. I simply build 3 or so kitchens next to the food stockpiles, disable cooking of everything brewable, and occasionally set lavish meals on repeat.

You quite obviously have more experience on massive farming operations and cooking then me. I just never really needed it and it wasn't as interesting as constructions to me.

I think we all eventually hit the problem where playing this game requires out attention in a lot of areas, doing lots of different things, while the most fun we have is when the game is unpaused. Hence we begin to focus on certain areas and neglect the (in our respective opinions) less essential ones.

While I strongly dislike spreadsheets, for this mod I need one. There is just too much information to keep track on per-pony level. SATS, battle saddle, spells.

> Text versus GUI interface.
At some point I memorised the letters for commands to the level of not really wanting mouse for anything in this game. I got rusty since then, but overall I think the keyboard is the superior input device once you learn how to use it. Well, for most things anyway. GIMP needs a mouse.

I think you're being too hard on Crazy Cow. He plays the game the way he wants to and not needs to worry about external tools updating after a new DF patch.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 05:48:25 pm
It's all in jest, Maklak; I don't mind at all ;P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 06:04:11 pm
It's all in jest, Maklak; I don't mind at all ;P

Sorcerer!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Graknorke on December 24, 2012, 06:15:04 pm
Or maybe he is just being a silly unicorn filly who doesn't think straight, and considers anything that even remotely helps make the game more managable and less of an eye sore to be a cheat and all tileset/therapist users to be "dirty" and "impure".

I'm the only one here (it seems) that plays in ASCII. Make what you will of it.
No you're not.
I do too. I never got around to fixing the trees, but eh.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 07:40:32 pm
Hey, calm your tits guys, it's not a competition.
We are all equal DF players here.
But some are more equal than others *cough*

Spoiler: Lemon Stable Report 4 (click to show/hide)

>Weapons of the ponies who have the most kills?
Indigo_Surprise using kicks and teeth, and now recently her knife.
P(ony)SI using her security baton.

But that should be completely irrelevant for you as I have been sending them out mostly on pest control, and for wild dogs, radrats and radroaches you can really just use anything.
For black radscorpion dispatching I find that nothing is quite as effective as a steel machete early on, so if you want mixed squads but don't want to use all weapon classes then roll with hammers (super sledges) and swords (machetes, chainswords).
Maces are really just lighter and faster hammers and so are knives.
Good for speed and extra attacks, bad for stopping power.
...
Well, in my experience, I am sure you have some industrial acid alternative which works better for you. After all, you learn all the best tricks on your own after your own playing style.

>Idlers
Yeah, but you take a different approach and "cheat" your pop cap by limiting it.
My stables can get well over 100-150 after just a few days of playing and with that many workers you never have 0 idlers, there is just so many workers and so little to do after a while.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 24, 2012, 07:49:55 pm
Looks like you're off to a great start :D

As for my baton, have you found any silver yet? It's the best metal for blunt weapons.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 08:04:00 pm
Whoever chided us for not giving fort updates in diary format, I hate you. Because I had to work and tinker with my guerrilla civ to get it to work, because I've had this rummaging around in my head wanting to get out. This is written from the perspective of a philosopher pony recruit who has been sent out into the wastes. Who is also not accustomed to having paper to write his thoughts onto.

I'll be continuing more on this fort, because I plan on this character going through a gradual loss of sanity.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 08:08:45 pm
Nupe, no idea if there might be silver down there or not.
But looking at the density values I discovered that copper is actually the second most dense weapons material at 8.93 density as opposed to steel/irons 7.85.
So either I find silver for you guys, or your upgrades cap at copper security batons and super sledges.

Fakedit: Indigo, I liked it, nice and gritty.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 24, 2012, 08:12:50 pm
Hell... if the two of us are legendary miners give us power drills. Stone and flesh are the same thing, right? ;P

As for weapons material, there is no difference between the different material densities as far as effective blunt weapons go. Copper will crush bones just as well as silver.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 08:21:51 pm
Hell... if the two of us are legendary miners give us power drills. Stone and flesh are the same thing, right? ;P

Oooooo, Crazy Cow, you clever bastard.
Now I have to put our steel power drills to the test.
We'll see, you and me versus the black radscorpions. Might be interesting to see how it turns out.

Edit: lol, the first quick field test failed miserably.
You ran up to a black radscorpion and literally the first attack was the radscorpion stinging you and knocking you out with poison.
When I ran up to a scorpion it hit me and made me drop my steel power drill before I even had a chance to attack and the rest of the fight was just me kicking it while taking damage. xD
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 08:31:07 pm
Hell... if the two of us are legendary miners give us power drills. Stone and flesh are the same thing, right? ;P

As for weapons material, there is no difference between the different material densities as far as effective blunt weapons go. Copper will crush bones just as well as silver.

Well there's a slight edge to steel and silver compared to the other metals in blunt weapons. A slight but negligible difference.

*Realedit Thanks Replica. I had to dust off my philosopher boots to write like one. I wanted to write like a fresh faced recruit wanting to do good in the world, but once I saw that cutie mark I had to go with an identity obsessed philosopher.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 24, 2012, 09:08:28 pm
> > Idlers
> Yeah, but you take a different approach and "cheat" your pop cap by limiting it.
Well, yes. I pretty much feel compelled to limit the population growth to when I'm ready for it. Getting and setting up 20 or so migrants is a hassle, even with Dwarf Therapist. If they come too early, I don't have enough food, rooms and everything. Besides, population triggers invasions and I always need a long time to be more or less ready for them.

> Nothing really interesting happened combat or relationship wise, but our industries and infrastructure have improved somewhat.
Combat is fine, but I'm actually more interested in how other people do infrastructure, so it was entertaining anyway.

> We designated the construction of 3 barrack's, including armories and sleeping quarters for each.
I just set the same barracks for all squads and tell them to sleep in their rooms, but if your barracks are far apart, you get more coverage this way.

> Since space is limited we will be expanding our farms upwards, muddying the constructed stone floors will allow for surface plant farming on multiple z levels and save us a bunch of space. Plus it will look really cool.
OK, that's... something of a megaproject, but even if you needed those extra farms, wouldn't it be simpler to expand the walls?

Looking at the picture, I'd also change the northern wall of the tower on the first floor (with the ground being the 0'th floor) to fortifications. Your turrets will get some extra coverage that way.

Wow, that's some good salvage. I mostly just get low quality one from the surface.

> The thermal lance and one chainsaw were recharged, resulting in one *plasma energy lance* for Lycaeon and one *steel chainsaw* for Maklak.
:)

> Power talisman
This means prismatic smelter and access to steel at reasonable cost in fuel, but quite high price in scrap. PS has a reaction to produce 1 iron from 1 scrap and it can make steel, so good news.

> Pipbuck
Yay, SATS for everypony is just one Stable-Tec terminal away.

> combat rifle schematics
That's good or great news, depending on the skill of the best weapon smith. Because, you know... =chainsaw rifle=.

> Collect more scavenge and then melt excess steel items into steel bars and make armor out of it.
You don't have coal or magma and it will be more fuel-efficient to produce iron from scrap at the prismatic smelter.

> The Brahmin herd [...] seem to be completely unaffected by the irradiated storms, despite having been in the midst of them ca 15 times.
That makes sense, they survived and adjusted to the life on the surface.

> A wastelander caravan shows up, but the raised bridge caused the wagon to be left behind.
Yeah, I made that mistake more than once myself.

> VR simulator.
I'm surprised this thing has training programs for all kinds of smithing. They don't belong there, they should be at whatever terminal teaches other kinds of crafting.

> They seem to be mainly focused around ranged combat, so it looks like the Archery Range wont be as important after all.
Yes and no. A pony of mine learned 6 levels of gunnery in just as many months, while the BB ponies trained for about 8 months and got 2-3 in gunnery. The thing is, Checklist camped the terminal pretty much all the time, while those other ponies trained all kinds of things and used multiple targets. Besides, to use a terminal, the soldiers need to be off-duty and can do it one at a time. So until you can spam those VR simulators, they serve just a supplementary role for when the soldiers have their vacation from duty.

> The schedule is easier on us seeing as we have other duties to attend to other than fighting and killing, so every other month we are relieved from duty.
The soldiers not training half the time is rather excessive.

> Page Glitterspread is out hunting black radscoprions. He might as well be considered KIA.
Lol. This gives me a funny mental image of that hunter checking out through the gate and actually hearing and seeing the guards listing him as KIA. Then arguing with them, which they ignore.

> A full time mechanic profession is required now
An approach to mechanics, masonry and carpentry I often use is to profile the workshops for minimum skill of workers and enable these labours on many ponies. That way only the specialists will make mechanisms, open crates, build chainsaws, make furniture and bins. The others will just build walls and traps. It works well as long as you update the workshop profiles from time to time.

> Steel Helmets for 'Bay 12 Modding' squad (or Maklak gets even pissier about my way of doing things)
Lol. The way I see it, I don't get prissy. I just scratch my head over some things (for example, I'd like to see your Z screen after a year or so of this farming) and disagree / advice on others. I try to keep is civil. Funny thing is, while I may have some valid points, I make mistakes of my own, as evidenced by history of my fort that I posted here. It is even funnier that for some of those mistakes I wrote how to avoid them.

> Build a Bar in the meeting hall
Well, in this mod all a bar does is open sparkle cola and sunset sarsaparilla. It is not a bar at all. It just needs a stockpile for Finished Goods (type: tool + toy, material: stone/clay: unopened drinks) and a stockpile for barrels. In a public place you might want a Meeting Hall or a Theatre instead.




> Whoever chided us for not giving fort updates in diary format, I hate you.
Lol. Yeah, we don't get along. Other than that, a somewhat interesting introduction. I especially liked the perspective on slavers and other groups being either services or competition, sometimes both.

> Hell... if the two of us are legendary miners give us power drills. Stone and flesh are the same thing, right? ;P
Hehe. As evidenced by my signature, I did some research on mining organics. I think shovels are better than drills in this mod, though. Still, for miner soldiers, I'd definitely recommend weapons based on mining.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 24, 2012, 10:03:17 pm
> Whoever chided us for not giving fort updates in diary format, I hate you.
Lol. Yeah, we don't get along. Other than that, a somewhat interesting introduction. I especially liked the perspective on slavers and other groups being either services or competition, sometimes both.

While we may be mortal enemies, I was joking. Whenever someone suggests an idea that I like but hate myself for not thinking of it sooner, I usually say I hate them instead.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 24, 2012, 10:08:55 pm
Spoiler: Maklaklak (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 24, 2012, 10:53:52 pm
I'm enjoying this discussion of ours.

> But the point of the game is to not be prepared for what comes to maul you.
Well, it depends on the players. Some people like to go to evil savage glaciers and watch their entire populations die horribly before the first year. I like to build things and keep my population reasonably safe. It sometimes hurts me when I fail to protect my subjects.

OK, I'll try not to mention farms, cooking, or anything food related. I'm just interested in how this will turn out for you. I sometimes do some things just for flavour too, like my chimneys over furnaces. Which I totally don't plan on doing ever again.

> Noo, I don't want them to shoot out from the north side, because if I do that the enemy will be able to shoot back and wipe out the turrets.
I believe the enemy needs 10 or something skill in gunnery to even shot at you through fortifications. In the FoE mod I haven't yet encountered the problem of Steel Rangers, slavers or anyone else firing back at my walls, so your turrets are safe either way. I also like how you protected them with doors. Even with building destroyers inside your compound, this will buy the turrets more time. I think I'll go for hatches over ramps in Ponderplanned.

Oh, about SATS. A method that I tested on spells and should work for SATS in 0.92 is to allow everypony at the terminal profile, set SATS on repeat, then check reports screen and delete from profile everypony who installs it. Of course this method requires adding migrants as they come, but you won't need a spreadsheet to keep track of SATS. If I notice a pony camping the terminal for too long without effects, I'll assume she learned it or had her chance to do it and remove her also.

> I have coal and I could get magma if I built pumps.
Well, I salute you if you do this. I tried and failed before FPS death and it was crazy. Complex multilevel mining, 50+ grates, nickel pipe sections, iron corkscrews and other stuff. Maybe I over-engineered it, going for double-barrel, FPS conserving design, powered by a farm of water reactors. Now I tend to just build my metal processing close to magma instead and not even try.

> The idea was never to make them these pampered super warriors that laze about in the barracks for all eternity.
Hm, I tried civilian defence programs and part-time soldiers, but am currently leaning towards a full-time military, maybe with a short break once or twice a year until they skill up to heroes. A good reason for this is that soldiers disable their civilian jobs anyway when they get good enough. You can re-enable them when they're off-duty, but they'll just disable them again.

> Sometime though, you come of as very strong and critic to other players playstyles.
I am. I try to hold back and see what I can learn from what others do, but seeing something "done wrong" causes an emotional response in me. I know it shouldn't be so and you made some good points about it.

I tend to build generalised workshops at first (cloth + leather, for example), then expand and specialise them. While I strive for sensible design and efficiency, I tend to end up with a jambed mess anyway. For example some rooms in Ponderplanned are too cluttered, some are too far apart and others I just don't know what to do with. Turns out, big rooms with a cros-section in the middle don't work so well for me, so I'll keep looking for my "perfect" layout.

> Also keep in mind that I do many of my flavor decisions simply because I have such a big and planned out work force.
Ah yes. Some people say that having idlers means inefficiency, but after some experience with it I beg to differ. 10-20% idlers means fast response for activity spikes, like siege cleanups or dumping stone.

Oh, and you might want to try a minigun turret instead of one battle-saddle.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 12:20:04 am
Eh, it's alright.

Spoiler: 'ply (click to show/hide)

Also Maklak, sign yourself up for P(ony)SI's sick community stable (http://www.bay12forums.com/smf/index.php?topic=120821.0).
For shits and giggles.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 25, 2012, 10:36:24 am
> fortifications can't be destroyed either so you can build a type of "cage" containing one or more unreachable turrets.
I plan to set those up around my embark, but only have 1 turret ATM, after Steel Rangers wrecked the rest of them and one of the two I got after that went berserk.

> I don't really know how SATS or that works, but you sound like you've used it before.
> What can you tell me about it? Is it buggy or does it work well?
> Does the SATS reaction create drinks or does it change something by gas?

I haven't tested everything and I still play 0.88, but I can tell you some things I've seen. You select the "install pipbuck" at the Stable-tec terminal. It produces a cloud of gas. If installation is successful, the pony will blink a cyan mechanism symbol. Also, in the {r}eports there will be "Such and such is fighting" and when you enter it "Such and such has installed SATS".
As to how it works, according to "interaction_stable.txt" it boosts speed, agility and some mental stats by 15% for a 100 ticks. Lycaeon says it is only any good in melee. I think there is a 1200 tick cooldown after that. Still, if it works, the soldiers will get some benefit out of it.

> > Minigun turret.
> But I'll upgrade the turrets first on your recommendation.

It's not really a recomendation. I'm curious myself, how well it will work. It should be quite strong against dangerous opponents and ignore radrats and other weak creatures. A flamer turret just made a grass fire and not much damage to my enemies.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 25, 2012, 11:18:27 am
Merry Christmas everyone! I cannot understate my gratitude for the invaluable advice and support you all have provided. Your contributions have made this mod what it is today – an experience, one I hope will eventually become a fitting tribute to the story we’ve all come to know and love. :)

Now for the next set of feedback notes…

Kel: Hmm…processing carrots, celery, and radishes was a holdover from the original pony mod, and will be replaced once the new crop system is implemented for the medical technology tree. I’ll go ahead and remove it for the next version – thanks for the heads-up!

On a related note, the missing synth-reed oil refining was due to a typo in the reaction name, and will also be fixed.

Maklak: Noted the hourglass cutie mark for a potential alteration master. As for spawning creatures from workshops like landmines, it’s possible, but incredibly convoluted, so other new features will have priority.

Neowulf: Thanks for the suggested raws…what I plan for the training reactions will be similar.

As for the growing number of community Stables, feel free to post them in here…I find the various Stables to be entertaining sources of information on potential gameplay and balancing issues. I’ll be back later in the day to take a closer look at them. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 12:55:33 pm
P(ony)SI thread was deleted, d'aw, all that hilarity is gone now.
Looks like people don't like sexual innuendos and implied pony on pony relations, I was wondering how far we would be able to push our sick jokes before something happened. xD

>I haven't tested everything and I still play 0.88, but I can tell you some things I've seen. You select the "install pipbuck" at the Stable-tec terminal. It produces a cloud of gas. If installation is successful, the pony will blink a cyan mechanism symbol. Also, in the {r}eports there will be "Such and such is fighting" and when you enter it "Such and such has installed SATS".
As to how it works, according to "interaction_stable.txt" it boosts speed, agility and some mental stats by 15% for a 100 ticks. Lycaeon says it is only any good in melee. I think there is a 1200 tick cooldown after that. Still, if it works, the soldiers will get some benefit out of it.

If it's a gas, is it possible to assign X number of ponies to a 3x3 burrow over the workshop and have SATS installed for everyone simultaneously or does the gas only work for the user?

Oh yeah, by the way, I just figured out an easier, but slower alternative to pump stacking the water from the brook to create my tower farms.
I could always just loot a couple of water talismans instead so I can build water pumps which create a single 7/7 unit of water before having to be deconstructed, and the process can be repeated as many times as you'd like.
So all I'd have to do is rebuild a water pump a few times and then I'd have muddied constructed stone floors all over.


Merry Christmas everyone! I cannot understate my gratitude for the invaluable advice and support you all have provided. Your contributions have made this mod what it is today – an experience, one I hope will eventually become a fitting tribute to the story we’ve all come to know and love. :)

Hey, Merry Christmas to you too, and thank you for this amazing mod and all the sweet stuff you got planned out for the future, really, this is awesome, Kkat's FO:E couldn't be in better hands. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 01:11:50 pm
P(ony)SI thread was deleted, d'aw, all that hilarity is gone now.
Looks like people don't like sexual innuendos and implied pony on pony relations, I was wondering how far we would be able to push our sick jokes before something happened. xD

Just means we go light the second time around, but I will say given all the talk of baby shields, toxic clouds, cave-ins, lethal wrestling accidents, being shot with wooden bolts, crushed to death by giants and eye gouging unicorns of the elven realms, you'd think Bay12 could handle a few pages of shits and giggles bedroom humor (Which is equal parts :P  and :-\)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 25, 2012, 01:14:26 pm
P(ony)SI thread was deleted, d'aw, all that hilarity is gone now.
Looks like people don't like sexual innuendos and implied pony on pony relations, I was wondering how far we would be able to push our sick jokes before something happened. xD
Apparently rape jokes aren't allowed.
I'll make the reclaim later today, but I'll have to post it in this thread because I'm scared of the wrath of the toad.
I'm sorry to say that I will have to put the embark on indefinite hiatus if more jokes pop up.

Also, I was inspecting the raws of the Unity ponies out of curiosity, and I found this:
Code: [Select]
...
[SELECT_CASTE:PERSONALITY_MALE]
[CASTE_NAME:gestalt personality:gestalt personalities:gestalt personality]
[CASTE_TILE:'u']
[CASTE_COLOR:2:2:1]
[DESCRIPTION:The specter of a pre-war unicorn, now only a memory submerged in vats of IMP.]
[CREATURE_CLASS:GESTALT_PERSONALITY]
[POWER][IMMOBILE][NOT_BUTCHERABLE]
[WEBIMMUNE][PARALYZEIMMUNE]
[NOSTUCKINS][NOT_LIVING]
[NOBONES][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[GRASSTRAMPLE:0]
[PREFSTRING:terrifying tales and rumors]
...
Further inspection reveals that this...thing has a special body type with all body parts of DEFAULT_RELSIZE:0.
First of all, what is this thing supposed to be?
Second of all, does the DEFAULT_RELSIZE:0 make this creature immune to physical attacks? :-\
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 01:24:53 pm
I don't remember there being rape jokes. I do remeber talk of someone ending up minus thier built-in eye poker though. And a vibration spell that got thought into weaponization to cause earthquakes by accident. No rape jokes though.

No reason to be skiddish though, we'd just have to reign ourselves in on the innuendo and whatnot. Which is sort of possible. I think. Probably not but still, anything's possible.

EDIT: I won't lie, that thread did make me lean towards a journal I'd been keeping based on a Stable from the mod version before this one. Not sure if i really should or not but I'd be happy to share it on request.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 25, 2012, 01:35:17 pm
> On a related note, the missing synth-reed oil refining was due to a typo in the reaction name, and will also be fixed.
Lol, I've read somewhere that fixing a bug has about 7% chance to introduce another. It must have been something from fixing the "generic synth-reed seed" problem from earlier.

> Noted the hourglass cutie mark for a potential alteration master.
I would also make her faster overall (lower SPEED) and boost dodging learning rate. Kind of like Pegasai in the earlier MLP mod.

> As for spawning creatures from workshops like landmines, it’s possible, but incredibly convoluted, so other new features will have priority.
By all means, go for lower hanging fruit first. For us it is better to get a few simpler to implement features over one convoluted anyway. I've only pointed out the mines because I saw them elsewhere.

> P(ony)SI thread was deleted, d'aw, all that hilarity is gone now.
Ah, I was wondering why the link stopped working. I must have missed the sexual jokes, which is fine, because I'm not that fond of them anyway. BTW, has any of you noticed lag and bad gateway errors on bay12 forum?

> Looks like people don't like sexual innuendos and implied pony on pony relations, I was wondering how far we would be able to push our sick jokes before something happened. xD
Well then, it is good that we keep this thread clean enough of such things to avoid attracting the wrong kind of attention. After I got muted for 2 weeks, I've read the rules for this forum and they include "Do not discuss sexually oriented material." http://www.bay12forums.com/smf/index.php?topic=27009.0 That said, jokes about "when are we going to see foals from this married couple" and similar should be OK.

> If it's a gas, is it possible to assign X number of ponies to a 3x3 burrow over the workshop and have SATS installed for everyone simultaneously or does the gas only work for the user?
Judging from "inorganic_rune_stable.txt" [SYN_INHALED] [SYN_CONTACT] [CDI:TARGET:A:SELF_ONLY] it is a gas that only works for the user.

> Oh yeah, by the way, I just figured out an easier, but slower alternative to pump stacking the water from the brook to create my tower farms. [...]water talismans[...]
If you have such a talisman, that would work, except constructions clean mud from underneath. With your kind of workforce, I was actually expecting you to say "lots of buckets". Just imagine those colourful ponies slaving away by carrying water over catwalks with no railings and hoping they won't get shot at from outside the wall. It reminds me of flamer fuel refinery in Murky 7. The biggest downside of this method is the micro-management involved in setting up multiple pond zones. Other than that, I've successfully used it for a small farm in one of my forts.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 01:46:40 pm
> Looks like people don't like sexual innuendos and implied pony on pony relations, I was wondering how far we would be able to push our sick jokes before something happened. xD
Well then, it is good that we keep this thread clean enough of such things to avoid attracting the wrong kind of attention. After I got muted for 2 weeks, I've read the rules for this forum and they include "Do not discuss sexually oriented material." http://www.bay12forums.com/smf/index.php?topic=27009.0 That said, jokes about "when are we going to see foals from this married couple" and similar should be OK.

Oh shit! xD

>If you have such a talisman, that would work, except constructions clean mud from underneath. With your kind of workforce, I was actually expecting you to say "lots of buckets". Just imagine those colourful ponies slaving away by carrying water over catwalks with no railings and hoping they won't get shot at from outside the wall. It reminds me of flamer fuel refinery in Murky 7. The biggest downside of this method is the micro-management involved in setting up multiple pond zones. Other than that, I've successfully used it for a small farm in one of my forts.

That could also work, pretty good, now I have three different methods to accomplish my little project, nice.


Alright, but I get the gist, no rapey posts or sexual innuendos.
I'd suggest taking it elsewhere, but that wouldn't be the same, so we'll just have to tone it down, so go ahead and make a new stable with the same participants if you want.
Can't promise I wont obsess over Crazy Cow however. ;P

Meanwhile, have this.
Spoiler: Know Your Mares (click to show/hide)

EDIT: I won't lie, that thread did make me lean towards a journal I'd been keeping based on a Stable from the mod version before this one. Not sure if i really should or not but I'd be happy to share it on request.

Go for it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 25, 2012, 01:59:01 pm
Replica. You forgot to make a picture of me, even after all I've done...
loljk :P

Also, an idea.
Since the Unity spells are pretty powerful, what if the Magic Master or even one of the Adept spell school classes could "bounce back" the spell on the offending alicorn, causing some minor head pain and a temporary inability to cast spells.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 05:37:55 pm
Replica. You forgot to make a picture of me, even after all I've done...
loljk :P

I've had something in mind.

Spoiler: Lemon Stable Report 5 (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 25, 2012, 05:42:49 pm
Spoiler (click to show/hide)

Holy crap that is almost spot on. Very nice drawing Replica/Whoever drew that.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 06:00:18 pm
Spoiler (click to show/hide)

Holy crap that is almost spot on. Very nice drawing Replica/Whoever drew that.

Slowly but surely I am getting there.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 25, 2012, 06:09:47 pm
Good to hear things are going well. It seems that my power drill is serving me well; if we count it as a weapon skill I bet I'm one of the most skilled in our entire military.
I've got a lot of disease resistance, though; that's always good.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 25, 2012, 06:17:59 pm
And Indi is indeed shaping up to be a right tough old bitch. Still young, but who can ever love a bucking knife wielding kleptomaniac?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 25, 2012, 06:21:21 pm
I kill a giant radscorpion with Replica, smash in a snatcher's head, perform dirty surgery, and slaughter scootaloos.
That is truly awesome.

I'd like to make a request. Make my profession Dr. Zed.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 06:46:12 pm
Good to hear things are going well. It seems that my power drill is serving me well; if we count it as a weapon skill I bet I'm one of the most skilled in our entire military.
I've got a lot of disease resistance, though; that's always good.

Indeed, makes you less likely to contact STD's.

I kill a giant radscorpion with Replica, smash in a snatcher's head, perform dirty surgery, and slaughter scootaloos.
That is truly awesome.

I'd like to make a request. Make my profession Dr. Zed.

You are now Dr. Zed, the earth pony surgeon butcher killer mare.
Now I just need to find some microcline and build you your very own butcher shop/surgery room.

And Indi is indeed shaping up to be a right tough old bitch. Still young, but who can ever love a bucking knife wielding kleptomaniac?

Khenal can, and does, being your lover and all.
But since we are all so busy with everything there is just no time for love and children.

Honestly though, I am getting tired of this, I want grandchildren before I die, and to have grandchildren I need children, and to get those Crazy Cow needs to put out.
So tonight I am going to rearrange things, put our squad off duty and assign us to a burrow attached to the meeting hall and food stockpile.
It will have it's own rooms and well, and they will stay there until they marry each other.
I'll also have to pick out a waifu for Lycaeon.

...I am thinking Corai.

Corai? You up for surrendering yourself to Lycaeon?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 25, 2012, 07:16:16 pm
YES! SQUEE! I have no choice in the matter. The random number god decides all.

... Squee!


Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 25, 2012, 07:25:29 pm
You never said Khenal and I were lovers!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 25, 2012, 07:29:21 pm
Dr. Zed is in the town, baby!

It's about time that I marry talk to Maklak.
Corai, Lycaeon is probably the perfect stallion for you!
Replica, good luck with Crazy Cow :D
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 07:31:18 pm
YES! SQUEE! I have no choice in the matter. The random number god decides all.

... Squee!

Better pray to that god of yours then, because I've picked out the one unicorn mare who isn't married to hook up with Lycaeon.
Problem is, she has lots of friends, and has never spoken to Lycaeon before, so there is a large risk that she'll get a lover before the separate burrow is completed.

Cross dem tiny fingers of yours, kobold.

You never said Khenal and I were lovers!

I said that a billion years ago.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 25, 2012, 07:44:36 pm
In light of recent events, I'd like to make a couple of requests for the Stables posted in this thread:

Only single-player run and narrated Stables in the style of Maklak's and Replica's. No community-fort style diaries, and fewer posts solely related to Stables and Stable characters. This is to streamline thread chatter so I can better keep track of feedback for the mod itself. Besides, full community Stables would see better participation and quality in the community sub-forum.

Adhere to DF forum rules! This is very much a given, but one can never be too careful, so I ask that you all don't get too carried away while posting here. Needless to say I was very concerned with what happened in the deleted community thread. :(

Again, Merry Christmas and thanks to everyone! I'm still on my trip, but I'll be back on Thursday and hopefully will have the next version released by Saturday. :)

Now to catch up on what's been posted so far... ???
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 08:32:15 pm
Honest question then.

Should I tone any innuendos, stop messing around with the Crazy Cow x Replica joke and keep it strictly clean?

What we did in P(ony)SI's thread yesterday was just a sick way of seeing how far we could push things before it got all weird and awkward, in good fun.
I'd never even think of taking something like that so far in this thread, we knew it was wrong then (we gave each other hidden messages written in transparent text and everything) and would never do that kind of thing here, we wish only the best for this thread.

I mean, it's nice to have easygoing fun sometimes, but if it puts the thread at risk then it's just not worth it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 08:51:44 pm
keeping it light at worst should be passable. Because strictly clean is boring. Also, you sir, have put my skill at the pony to shame.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 25, 2012, 09:04:47 pm
I only managed to read the first couple of pages of the community thread due to lack of time, so I had to infer from the posts here how far it had actually gone.

In terms of your Stable so far Replica, in all honesty I find the shenanigans entertaining, and don’t believe they’re beyond the scope of what is allowed by the forum rules. That being said, I ask that we keep in mind common courtesy so things don’t get out of hoof. :)

This applies to community Stables as well…I greatly enjoy reading them, and would be upset to see another one lost due to ponies getting ahead of themselves. :(
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 09:34:05 pm
Oh dear, you were concerned after reading the first few pages of P(ony)SI's thread, I can only imagine what you would have thought of the final 5 which went way over the forum rules. xD

But I understand.
I'll continue with the jokes and jabs on the level I've kept in my Lemon reports, not to strict and clean, but not to dirty, because like Splint said, keeping it too square and clean is alright but kinda boring, especially since the stable reports take such a long time to prepare and would become overly boring if there wasn't some jokes and innuendos added here and there.
But if I go too far at any time, be sure to let me know and I'll get it cleaned out.

Also, you sir, have put my skill at the pony to shame.

What pony skill are we talking about here? :P

I am working on another report now, a shorter one related to the marriage project we talked about a few posts back, but I am also going to open up a bunch of crates and see if I can get one of the new workshops going, the RobronCo terminal is what catches my eye at the moment.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 09:38:00 pm
I can send you something I drew, to give you an idea.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 09:47:49 pm
I can send you something I drew, to give you an idea.

Well, go for it, shoot me a PM if you don't want to post it here.

But just so you know, I can't really draw ponies either, those are something I began to draw last summer, I come from 12 years of drawing soldiers fighting soldiers in cities, it's all new to me.
I can't draw ponies by free hand without at least some kind of example to look at, what I have given you guys are at least in part based on pony vectors and anyone can mimic an example image.

Fucking Edit:
Just discovered that Corai and Lycaeon have a 13 year difference, and to get married/become lovers they need to be within 10 years of each other.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 09:57:54 pm
Make me feel a little better then since I can sort-of freehand them. And liekwise, ponies are a massive departure from the very same. may as well post it in here since I enjoy being a show offy jerk no matter how much i suck.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 25, 2012, 10:03:01 pm
Hah. Princess Bubblegum.

Shame, Lycaeon was so nice. And cute.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Microcline on December 25, 2012, 10:04:17 pm
(flaming removed)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 10:10:54 pm
That's a little much don't you think? Granted we were idiots (A little bit on purpose) but come on, that's a little harsh. The mod itself is none of those things, it's simply based on a crossover of an equally messed up world. But really, comparing it to Obok and Goblin fortress when it was more a parade of jokes and threats to in-game characters is a little much.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 25, 2012, 11:02:13 pm
Make me feel a little better then since I can sort-of freehand them. And liekwise, ponies are a massive departure from the very same. may as well post it in here since I enjoy being a show offy jerk no matter how much i suck.

All artists must be self conscious angsty and call their own work shit regardless of what people say, that's how it works.

Hah. Princess Bubblegum.

Shame, Lycaeon was so nice. And cute.

Don't worry milady, I'll transfer your undying soul to some other witless unicorn mare.
With any luck I'll find someone closer to the young Lycaeon, it seems like all the good unmarried mares are taken.

Edit: Compliance.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 25, 2012, 11:12:28 pm
I find it disturbing that I was just mentioning you in tinychat and you posted.

GUYS. HE KNOWS.

.... Am I gonna die?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 25, 2012, 11:48:40 pm
My 0.88 fort continues.

The geothermal factory complex is mostly dug out, but there is a small problem. To route the magma where it's needed, we need to pierce the magma pipe and that's dangerous. A plan is devised to do that at minimum risk to ourselves, but it will take some time to dig. Meanwhile, the canteen and dormitory for the metalworkers are prepared.
(http://tnypic.net/1mmo7.jpg)

(http://tnypic.net/5uqby.jpg)

The wood from the surface proves very useful, since we were short on beds and bins for a while now.

I've observed some of the radioactive dust clouds for a while and it almost looks as if they were aiming for the centre of the camp, which also houses the outdoor barracks. One of them just took out the entire security, who were training outside. The guards all went to the hospital for a check-up and hit the barrels on their way back. It was nothing serious, just like last time and all the times before that, but this begs the question of how the life on the surface copes with it.
(http://tnypic.net/8tl6t.jpg)

Clay pot has given birth to a Unicorn girl, Pristine Barrel.

Our efforts on taming the wolves bear fruit. Lion Apple even copied some of his notes for the liaison, so that others from our home stable can make use of them. A few questions still remain unanswered, such as that of cross-breeding wolves and dogs, but for the most part we got the hang of it. To celebrate this, some stable citizens who are either important or go outside often, receive wolves, dogs and robots as pets and protectors.
(http://tnypic.net/j4kgc.jpg)

Some kind of monstrosity has shown up in the caverns. Our expedition installed a network of salvaged cameras and proximity sensors, so we know. With the airlock in place we should be pretty safe... The monster from the caverns went to wreck havoc in the restroom at the cavern access airlock. It is going to be sealed off and dealt with later.

17 new migrants have arrived. You have got to be kidding me. It will take some time to sort them out, but there is an Accomplished Mason, who's special talent is sniping, a great woodworker and an accomplished Armoursmith with a knack for destructive magic. They bring us up to 105 population. We won't say no to some extra workers and soldiers.
All in all, GOAT results weren't that impressive for this bunch. Socks is a legendary Dyer and will from now on be the only pony allowed to perform that job. Conflagration is a pyromancer and an accomplished armourer, but since Fishing Rod and File Cabinet out-skill him by a margin, his talents will be better used in the military. Boar Leather is a great carpenter, woodcutter, salvager and can even make crossbows, which we have no use for. Calm Aim is an accomplished mason and a great engraver. She also scored best at the sniping test. Due to relative importance of her civilian skills and her poor health, she is relieved from the military, despite her potential to wield an AMR. Catapult is also excluded from the military due to poor health, despite her being a competent gunner. As for the rest, there are two foals and some ponies who are only any good as recruits or generalists.

A radrat has somehow made it up the wall and behind fortifications. That's odd, but somepony is bound to deal with it eventually.

A preliminary survey of two-pony melee squads reveals that all of them learned very little. They know some dodging and the "wrestlers" can kick, but their skills are still very low and they haven't learned how to wear their armour at all. This is very disappointing, but lets wait and see what happens next.

Daggers joins the Ripper squad. It is his special talent after all. Other than that, 10 ponies are useless enough to become recruits, but due to the amount of civilian work at hoof, drafting them is delayed.

It is funny that in the beginning we had to push back wave after wave after wave of feral dogs and ghouls and now that we're ready for them, we are only "visited" by much less aggressive and dangerous wolves and radrats and an occasional thief, easily scared away by our cats. It is nice and quiet. Almost to quiet... a Steel Ranger ambush. Close the gates!

Cherelee, Cobbler, Calm Aim and Vintage Wine are in direct danger. Cherelee has armour and a =Steel Chainsaw=, but she is only a novice soldier and doesn't even have a shield. It was a deliberate decision, so that she learns to dodge and use her armour first. This changes little, as even with a shield, she wouldn't be able to stand long against a squad of Rangers.
Cobbler and Vintage Wine escape in the wrong direction, while Cherelee tries to intercept the ambush leader, who doesn't wear armour. If she is successful, she'll still die, but the ambush won't bother us. She narrowly misses him, then faces the rest of the Rangers who unload their miniguns at her. Their leader gives up pursuit of the other two unfortunate ponies and decides to finish her off instead. Her inevitable death buys our ponies enough time to escape and so far she is the only victim. Meanwhile a slaver caravan diplomat arrives. The quick gate is closed to buy us some time, in case the Rangers get close to the gates. The trader gate was closed too, but we open it just in time to welcome the wagons.
A second Steel Ranger ambush shows up, just as Vintage Wine manages to run through the wolf traps. Cobbler is cut off between two ambushes. Surprisingly, he out-manoeuvres them at the western wall, buying the slaver caravan more time. All ranged squads are told to go to the NW corner and take a few shots at the Rangers. Unfortunately the northern Ranger squad looses sight of Cobbler and decides to go for a juicier target: the caravan.
(http://tnypic.net/govyl.jpg)
Meanwhile the slaver diplomat got executed by Brass with the use of a minigun, SATS and a rage spell. I just don't know what went wrong... Mystery solved. Fleur De Lis has cast a rage spell on the slaver diplomat, for whatever reason, and it all escalated from there. At least 5 soldiers got a hit on him after that and there is now a large puddle of blood close to the armoury stockpile.
((WTF? He was supposed to be friendly. Why would Fleur cast an offensive spell on him? I wonder if the same thing will happen to those merchants who make it inside.))
(http://tnypic.net/10gnu.jpg)
The caravan guards counter-attack, but it is unlikely, they'll be able to do much against 11 Steel Rangers. Almost all the guards and only one Steel Ranger are killed. The caravan decides to pull back, right in front of their miniguns. After out-smarting his Rangers, Cobbler runs along the Eastern wall. He might be able to make it inside.
Daggers decides to go outside to "Pick up equipment". How many times did I mention that the rookies die first? Even better, he changes his mind and "goes to combat training"... with the Rangers. Apparently nopony taught him the difference between sparring and a real fight yet. He has all his gear on him, but no skill whatsoever.
It looks that Cobbler is going to make it. Daggers lasts longer than expected. A few of the Rangers did get wounded, and one is being trashed around by a slaver lasher. The slavers had two guards with revolvers, who get shot at with miniguns after emptying their quivers.
(http://tnypic.net/euc41.jpg)
Cobbler has trouble deciding, if he wants to make a run for the gate or simply run away. Flea, the slaver Lasher beating down a Ranger to the west is attacked by one of the Ranger Leaders, who has no armour and gets owned. This is a big favour as his death should pacify one Ranger squad. The other Ranger leader "trains" with Daggers and... holly molly, Daggers not only holds his own, but skilled up to 7 Knife user, 12 Fighter and 3 Shield User in no time. On the other hoof, so far he hasn't been successful in wounding his enemy with his =Steel Ripper=. Instead he opted to gore the Ranger leader in the torso with his horn, finding a weak spot, puncturing the steel armour, bruising the guts and muscle and stunning her. Unfortunately it didn't do much.
All the wagons and almost all the caravan, except for the guards who got killed, manage to escape. Cobbler decides to make a run for it. It would be a good time to sent the veterans and mop up, except a group of 8 or so Rangers just finishes their pistoleers to the north. Meanwhile, Short Bursts, who somehow got himself over 300 bronze and steel bullets, as well as some other soldiers, make it to the wall and begin firing. Daggers tramples his enemy over and over again, but it doesn't do anything besides stunning her for a few moments. This is ridiculous.
The group of Steel Rangers from the north is coming. Cobbler makes another run for the gate. Daggers continues his relentless assault and is now at 11 Knife User, 20 Fighter and 6 Shield User, but with very minor stat gains. If by some chance he lives through this, he gets SATS. More and more soldiers come atop the wall, but the BBs are just for training and even Short Bursts rifle bullets harmlessly plink off the Power Armours. The turret eventually manages to inflict two wounds after firing at least 50 times. 10 or so of them might actually be able to do something. While a Ripper should be able to pierce even Steel Power Armour, Daggers is unable to get through the Unicorn Ranger's shield wall, just as she is unable to penetrate his. It is a draw.
Well, it was a draw, but the Rangers to the North are beginning to activate their miniguns. For the time being they are methodically finishing off the wounded slavers, but Daggers will be next. Cobbler runs away again. Unfortunately the Rangers have the wounded slavers and Daggers in a line, which makes their task much easier. Minigun fire from so many of them is quite overwhelming.
(http://tnypic.net/desc5.jpg)
You know what? Screw this. If Daggers could hold out for so long and became a hero in the process, it may be the time to take the fight to the enemy. All rifleponies, sawponies, ripper ponies and security baton ponies with combat experience are told to engage the Rangers. 13 our ponies against almost as many theirs. There will likely be some losses, but if we can do this, it may mean a turning point for this war. Just as the order is given, and the Rangers are closing in on our hero, their leader bites Daggers in his hind leg, latching on.
Two Rangers were wounded and under active attack all this time. as it turns out, a bronze whip can break bones and cause all kinds of wounds, but it has trouble killing. A copper machete keeps getting deflected by an iron Power Armour helmet. Daggers get wounded in a kidney by a bullet that bypassed his shields and pierced his -iron security barding-. Shortly, even more bullets cripple him. He is unlikely to last long, as he is surrounded, tired and in pain, but he made it to 18 Knife User, 20 Fighter, 12 Shield User and 1 Armour User. Meanwhile the soldiers trickle through the gate. OK, maybe sending them wasn't such a good idea. Well, at least Short Bursts managed to wound and knock down one Ranger. Cobbler still cant decide if he wants to go for the gate or not and is getting sleepy.
Once Daggerses shield wall is down, he is killed in no time. The minigun bullets pierce his barding as if it wasn't there and he is finished off by a kinetic sledgehammer to the head. Now is a moment for a tough choice: Either call off the attack, close the gate and shoot at the Rangers or engage them at the risk of the security dying. The attack... is called off. Let's see, what good that will do. the Rangers focus on one of the last surviving Slavers, which would give our soldiers time to approach, if my order was different. Cobbler is screwed, as we close the last gate outside.
The squad with security batons gets upgraded to hunting rifles (unfortunately only no-quality ones, but at least they won't waste those precious AMR bullets) and told to defend the gate. A slave rifle pony gets killed by a minigun salvo, but he has served his purpose. He wounded a Steel Ranger and was left with just 8 bullets anyway. Both Short Bursts and Trigger Happy are now atop the wall and both have hundreds of bronze bullets. Looks like they can fire for a long time. For the time being, the spell training is suspended because of all the fighting. It seems that Socks has learned the rage spell and sat at the terminal for some time after that.
Nopony pulled the lever in time and Bright Future run outside to "go to combat training". He is greeted by a minigun salvo. It is a pity that the recruit doesn't even have a shield, but it was a deliberate decision to train dodging. He tries to flee after second burst, but falls unconscious. Well, his future wasn't as bright as he liked to tell us.
Corridor, a Steel Ranger under fire by Short Bursts and Trigger Happy, got multiple shot wounds and still tries to crawl away. The *bronze  bullets* make holes in him and break some of his bones, but he just refuses to die. Meanwhile the last surviving slaver, Flea the lasher, got pushed into the brook valley by a Unicorn Steel Ranger. Oddly, she didn't break anything and just got stunned. Not wanting to fight overwhelming odds on her own, she wisely retreats through the riverbed. The majority of The Rangers cluster around dying Bright Future in a way that would make that flamer turret very effective, if it hasn't gone berserk. They are sadistic and decide kill slowly, just under our fortifications, while our security shoots at them with BB guns.
(http://tnypic.net/k867u.jpg)
In the midst of it all, life goes on. Checklist enters a fey mood, claims a leather workshop, takes some tough leather, cloth and a plasteel bar and begins a mysterious construction. She made Amuseburden, a tough leather trousers worth 200k caps. Brass gets them. Chocolate Cupcake gave birth to Stat, an Earth Pony buck.
The new Hunting rifle squad makes it to the wall and joins the shooting. While Cobbler stands in full view of the Rangers, they ignore him, instead opting to just stand around and get shot. The one beyond the western wall slowly crawls away, leaving a trail of blood. He seems to have more of it than any pony should. Ah, he died finally, after his guts were spilled. A nice payback for Bright Future. Plus this means our best rifle ponies can now fire upon the other Rangers. the majority of those bastards run away, but two fall unconscious. We have won and the death toll was only two stable ponies and a dozen or so slavers.
(http://tnypic.net/ddyb5.jpg)
As the wounded Rangers crawl away, the gate is opened and the Chainsaw and Ripper squads commanded to engage. Bloody Steak gets there first, activates SATS and pumps himself with adrenaline. His =Steel Ripper= cuts through the Copper Power Armour more often than not and damages the bone and muscles. Cobbler is now sleepy, thirsty and hungry and still can't decide if he wants to come inside, but makes his dash once the Rangers are all dead or gone. 
Radfish replaces Cherelee, while Hot Iron replaces Bright Future. The rest of potential recruits are written down, but kept as civilians for now. There are also plans to end the Checklist experiment and give the terminal to Hunting rifle squad and Calm Aim. If He makes it to legendary sharpshooter with terminal alone, then screw his poor health and masonry, he gets an AMR to try and put some holes into those Steel Rangers.
On 10th June the water thaws, and Cherelee's body falls into a lake. She gets a memorial slab instead of a burial. She helped to save the lives of 3 other ponies. Daggers is also a hero.

Daggerses guide to being a hero:
1) Do something really stupid.
2) Survive.

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I ask again: let me make hunting rifles, once I have combat rifle plans. They are useful to skill up bows, or whatever they're called.

Unicorn shield wall rules. It seems that the only good way to pierce it is to overwhelm the Unicorn with a zerg rush.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 26, 2012, 12:10:07 am
Let me put it this way: you're already treading on thin ice by making a mod based on someone's long-winded rape/pedophilia/bestiality/guro fapfiction.  This is honestly the most disgusting thing I've seen on the forums, and I was around for Goblin Fortress and Obok Meatgod.  No one wants to hear about you mining a cartoon for young girls for masturbation material, and no one wants B12 to be associated with what you're doing.  It might be for the best if you moved the mod and any creepy succession games to another forum, as you're about one angry moderator away from provoking a blanket ban on ponies.

Microcline, I’m truly sorry you feel that way, for the words we choose in the heat of anger reflect ourselves...but not much more...

As does the time we choose to speak them.

And if you instead, as Replica implied, carefully selected those labels for the intent of incurring anger, then my sorrow only increases.

So I ask that you let reason prevail on this day of giving, and see that the story of Fallout Equestria is no more distasteful than that of Fallout itself, and is certainly not as you describe. To you, even, I wish a Merry Christmas! :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 26, 2012, 12:46:42 am
> It turns out that the coal box was just a bunch of baloney, or it was lost somewhere, because we found ourselves with no fuel whatsoever, no coal.
The coal box was upgraded to bituminous coal, so you must first process that into coke.

> chicken coops are poorly set up and need more nest boxes
How many are needed per chicken? I typically have 5 nest boxes in the whole fort and they are almost always empty, even if I have a few poultry.

> Another snatcher in similar condition is uncovered, Maklak, who is closest, drops his hacksaw and crosses the distance immediately [...] and gores the snatcher in the head using his horn.
??? Lol. Ah, this may be a uniform conflict. Miners and Woodcutters need one pickaxe / axe / whatever for their work and another for combat. This may be the issue here, but I usually don't run into such problems. He uses a chainsaw for combat and a hacksaw for cutting down scrap.

> Barracks map.
Personally I'd make the archery range bigger and to make targets 1 tile apart and to channel the remaining tiles next to them. That way you can recycle some pellets.

Ugh, that rot is a nasty business. I never had it in my forts, but heard tales about a rot syndrome transmitted by blood and killing whole settlements.

> forcing me to add another train armor user skill labor with every training session.
??? If you set it on repeat it should use the same "reagents" over and over again, as they are closest to the workshop. I'll have to see this for myself, when I go about upgrading the mod.

train marksponyship -> RANGED_COMBAT (Archery) - Don't bother. Period.
train gunnery -> CROSSBOW (BBs, pistols, combat rifles) - good stuff
train sniping -> BOW (Hunting rifles and AMRs) - you may want it later.
train heavy gunnery -> THROW (Miniguns) - it trains rather fast on its own when you have a battle saddle. 

Hehe, Maklak's endurance is second only to Lyceanon, who is pretty great in all stats. P(ony)SI has the lowest endurance. This is funny.

Overall I think I like Replica's reports better than my own.

I'm not joining the shitstorm over whether FoE is acceptable on this forum or not. It should be.
EDIT: Lol, I just contradicted myself.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Microcline on December 26, 2012, 01:11:10 am
Let me put it this way: you're already treading on thin ice by making a mod based on someone's long-winded rape/pedophilia/bestiality/guro fapfiction.  This is honestly the most disgusting thing I've seen on the forums, and I was around for Goblin Fortress and Obok Meatgod.  No one wants to hear about you mining a cartoon for young girls for masturbation material, and no one wants B12 to be associated with what you're doing.  It might be for the best if you moved the mod and any creepy succession games to another forum, as you're about one angry moderator away from provoking a blanket ban on ponies.

Microcline, I’m truly sorry you feel that way, for the words we choose in the heat of anger reflect ourselves...but not much more...

As does the time we choose to speak them.

And if you instead, as Replica implied, carefully selected those labels for the intent of incurring anger, then my sorrow only increases.

So I ask that you let reason prevail on this day of giving, and see that the story of Fallout Equestria is no more distasteful than that of Fallout itself, and is certainly not as you describe. To you, even, I wish a Merry Christmas! :)
Sorry about that.  I looked it up and what I was thinking of was the F:E fanfic Project Horizons (the content of the last succession game made it pretty easy to make that mistake).  Just keep the creepy-ass brony shit to a minimum and you'll never have to hear from me again.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 01:14:39 am
I was around for the (righteous, I have to admit) banhammer that crushed all pony discussion in the lower forum, so don't forget that Toady has a history against MLP.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 01:16:03 am
I thoroughly enjoy Replica's reports. I can't believe he likes my last one.

http://mylittlefacewhen.com/media/f/img/mlfw2883-Rainbow_Dash_leg_wiggle_1.gif
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 01:21:13 am
Let me put it this way: you're already treading on thin ice by making a mod based on someone's long-winded rape/pedophilia/bestiality/guro fapfiction.  This is honestly the most disgusting thing I've seen on the forums, and I was around for Goblin Fortress and Obok Meatgod.  No one wants to hear about you mining a cartoon for young girls for masturbation material, and no one wants B12 to be associated with what you're doing.  It might be for the best if you moved the mod and any creepy succession games to another forum, as you're about one angry moderator away from provoking a blanket ban on ponies.

Microcline, I’m truly sorry you feel that way, for the words we choose in the heat of anger reflect ourselves...but not much more...

As does the time we choose to speak them.

And if you instead, as Replica implied, carefully selected those labels for the intent of incurring anger, then my sorrow only increases.

So I ask that you let reason prevail on this day of giving, and see that the story of Fallout Equestria is no more distasteful than that of Fallout itself, and is certainly not as you describe. To you, even, I wish a Merry Christmas! :)
Sorry about that.  I looked it up and what I was thinking of was the F:E fanfic Project Horizons (the content of the last succession game made it pretty easy to make that mistake).  Just keep the creepy-ass brony shit to a minimum and you'll never have to hear from me again.

Alright Zimmerman.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 26, 2012, 01:25:10 am
Alright now Indigo, he had a (barely) legitimate reason. No need for any of that.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 26, 2012, 01:25:41 am
I don't get it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 02:03:29 am
Spoiler: Lemon Stable Report 6 (click to show/hide)

Spoiler: Maklak (click to show/hide)

I thoroughly enjoy Replica's reports. I can't believe he likes my last one.

http://mylittlefacewhen.com/media/f/img/mlfw2883-Rainbow_Dash_leg_wiggle_1.gif

You say that as if my word carries some kind of important weight around here. o_O

Edit: Compliance.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Microcline on December 26, 2012, 02:21:29 am
I was around for the (righteous, I have to admit) banhammer that crushed all pony discussion in the lower forum, so don't forget that Toady has a history against MLP.
I don't think he's necessarily against MLP.  I think he just realized that it's not worth his time to have to moderate the kind of shit that fandom tends to drag up.  He's not the only moderator to issue a blanket ban.  Even 4chan had to quarantine it.

Let me put it this way: you're already treading on thin ice by making a mod based on someone's long-winded rape/pedophilia/bestiality/guro fapfiction.  This is honestly the most disgusting thing I've seen on the forums, and I was around for Goblin Fortress and Obok Meatgod.  No one wants to hear about you mining a cartoon for young girls for masturbation material, and no one wants B12 to be associated with what you're doing.  It might be for the best if you moved the mod and any creepy succession games to another forum, as you're about one angry moderator away from provoking a blanket ban on ponies.

Microcline, I’m truly sorry you feel that way, for the words we choose in the heat of anger reflect ourselves...but not much more...

As does the time we choose to speak them.

And if you instead, as Replica implied, carefully selected those labels for the intent of incurring anger, then my sorrow only increases.

So I ask that you let reason prevail on this day of giving, and see that the story of Fallout Equestria is no more distasteful than that of Fallout itself, and is certainly not as you describe. To you, even, I wish a Merry Christmas! :)
Sorry about that.  I looked it up and what I was thinking of was the F:E fanfic Project Horizons (the content of the last succession game made it pretty easy to make that mistake).  Just keep the creepy-ass brony shit to a minimum and you'll never have to hear from me again.

Alright Zimmerman.
A young man losing his life because of America's long history of racism against African-Americans and a couple neckbeards getting insulted over the internet because of their inability to talk about a children's show about candy-colored ponies without bringing up dismemberment and rape.

Truly these two things are comparable.

Sorry about that.  I looked it up and what I was thinking of was the F:E fanfic Project Horizons (the content of the last succession game made it pretty easy to make that mistake).  Just keep the creepy-ass brony shit to a minimum and you'll never have to hear from me again.

Yeah jesus, that wont happen again, that was just us pushing it too far.

But is that it?
You read our messed up exchange in P(ony)SI's community game thread and used that as an excuse to go nuts in here?

In that case I apologize for it.
But you could have gone easier, been more polite about it, we'd have gotten the message anyway, we watch cartoons, but we aren't mentally dense because of it.
I apologize to all those not involved in that thread, especially the author of this mod.  He's worked some real mod wizardry here and doesn't deserve the shit I gave him because of what a couple of greasy mouthbreathers did with it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 26, 2012, 02:34:09 am
Well we didn't do anything with it (Except wait to be killed by ghouls and what have you,) but we did shoot a hell of a lot of jokes at each other based on freak occurances. No, let us all abandon talk of this, and enjoy being shot by insane protecaponies and sentry guns, and being mauled by ghouls!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 03:21:39 am
Edit: Compliance.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 26, 2012, 03:22:14 am
I respectfully request that all parties cease their arguments, and that Microcline leave the thread unless he has something useful to contribute to the mod itself. Nothing of value has been gained here today, and frankly, I am disappointed in those posters who have elected to make mountains out of molehills, pursuing each other out of spite.

And I will reiterate: Adhere to DF forum rules! I was not here during the whole MLP general discussion debacle, but I’m well aware of the tendency of the fandom to parade ponies where they aren’t wanted, and in ways that might be offensive. Let’s not perpetuate that stereotype as it happened in the deleted community thread.

Now for catching up on the posts I missed...and wow…what a mountain of posts it is. :o

Question to everyone: Radiation causing nausea…yes or no? I’ve noticed quite a bit of “greenery” among the various Stables, more than likely causing slowdowns over time.

Replica: Much enjoying the Stable so far…I’m quite impressed by the progress you’ve made! Glad to see I’m back on duty and kicking soap-stealing ponies out of hospital. Shame about the kills though - it’s too bad surgical skills can’t be put to good use in eviscerating vital organs in battle. The plasma lance will help though.

I am, however, not comfortable with getting into bed within anypony. :P

Upon reflection, the VR simulator should have hologems for melee weapons. I will go ahead and add these for the next update. The smithing reactions are there since I don’t know where else to put them…and the VR simulator technically can let you simulate *anything*.

Healing works like this: You designate a pony in bed for healing by building a Stable-Tec terminal nearby and having some other pony use the designation reaction a couple of times (Until the boiling cloud takes hold). At this point, the pony in bed will be “designated” and a nearby (Within 5 squares) healer will commence the healing interaction. Nurse Redhearts are much more effective healers than ordinary unicorns using the apprentice-level healing spell.

The problems with the armor training reaction have been noted and will be dealt with.

Still have no clue why black radscorpions are showing up more than usual though…

Indigo_Surprise: A very good start for a diary-format fortress. Looking forward to seeing how the adventures of Page Twinkletan turn out.

Maklak: Glad to see your Stable is still bravely chugging on. I’m hoping you could start anew once v0.93 is released, but that’s up to your discretion. You’ve done well enough holding off the older Steel Rangers…I’d like to see if you can do the same against the new and improved ones. :)

The use of the rage spell on that slaver diplomat was due to some out-of-date targeting tags I’ve mitigated in v0.92. I am glad to see the spell works well, however.

No hunting rifle manufacturing for now…you’ll have to do with the ones you can purchase off wastelanders.

P(ony)SI: The gestalt personality would be one of the many unfortunate unicorns who became part of the Goddess, with one becoming the “dominant” personality in worldgen. They’re inanimate entities that are immune to physical attacks, and don’t show up in invasions.

Unity spells can’t really be bounced back…however, I did forget to make certain magically talented unicorns immune to them. That will need to be added.

Again, thanks to everyone for your feedback! I really feel like I can't say this enough. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 04:32:25 am
Question to everyone: Radiation causing nausea…yes or no? I’ve noticed quite a bit of “greenery” among the various Stables, more than likely causing slowdowns over time.

Replica: Much enjoying the Stable so far…I’m quite impressed by the progress you’ve made! Glad to see I’m back on duty and kicking soap-stealing ponies out of hospital. Shame about the kills though - it’s too bad surgical skills can’t be put to good use in eviscerating vital organs in battle. The plasma lance will help though.

I am, however, not comfortable with getting into bed within anypony. :P

Upon reflection, the VR simulator should have hologems for melee weapons. I will go ahead and add these for the next update. The smithing reactions are there since I don’t know where else to put them…and the VR simulator technically can let you simulate *anything*.

Healing works like this: You designate a pony in bed for healing by building a Stable-Tec terminal nearby and having some other pony use the designation reaction a couple of times (Until the boiling cloud takes hold). At this point, the pony in bed will be “designated” and a nearby (Within 5 squares) healer will commence the healing interaction. Nurse Redhearts are much more effective healers than ordinary unicorns using the apprentice-level healing spell.

The problems with the armor training reaction have been noted and will be dealt with.

Still have no clue why black radscorpions are showing up more than usual though…

Radiation sickness isn't a serious problem for me, once the surface gets too "green" I tend to use DFhack to clean everything to conserve FPS once it starts to drop.
But you might want to consider lowering the rate of which affected creatures puke (if that is even possible), combat reports involving creatures affected by radiation sickness can be page upon page of "X retches. X vomits.", it's even worse if both combatants are affected, or if multiple affected combatants are involved.

That's alright, Corai is too old for you anyway, you can do better. :p

The Stable-Tec terminal does the same thing, but with different skills.
Consider making the VR train all combat skills except for physical skills, like armor user and crutch walking and the Stable-Tec terminal responsible for civilian skills?

5 tiles isn't much, that means I'd need multiple stable-tec terminals and nurse redhearts pastured or chained by the many beds.
What happens if there are multiple wounded laying in close proximity to each other?
Lets say, based on my hospital design, that the terminal is just left of the main entrance (T), and that there are two ponies laying in the two beds to the left (yellow, green).
The green pony is physically fine and is recovering well the natural way, but the yellow pony is severely wounded and perhaps even rotted.
If the terminal is then used to designate, will redheart (red cross) go for the closest pony or prioritize based on severity of wounds?

(http://i156.photobucket.com/albums/t33/Mattelus/blob_zpsb3a55c69.png)

What kind of problems did the armor training reaction have?
I noticed increases, and figured that the slow rate was because of the user being busy elsewhere or the job being cancelled over and over.
Was there something wrong with it?

They have a decently high pop cap (20-40, feral dogs have 30-60).
Could the problem be poor unit variety when selecting next unit to spawn?
High pop cap compared to weaker units?
Weaker units being exterminated early on, leaving black scorps as one of few spawnable units?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 26, 2012, 04:41:32 am
Black radscorpions seem to be the only form of life in my area besides very rare passes by wolves and mirelurks. Not that i'm complaining, since thanks to hem 1 unicorn with a machete and an appearently vicious hatred of scorpions has provided enough food and carapace to feed and clothe I think 30ish Stable Dwellers for a good while (Her habit of cutting off alot of legs leads to more chitin due to how the game handles these extra bits.)He has something like 19 kills and all but one are radscorpions.

On nausea: Meh. I could take it or leave it. it's a nice visual effect to indicate those who've been idiots and blundered into a cloud, but the combat reports are a bit annoying.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Valikdu on December 26, 2012, 05:31:15 am
Sorry about that.  I looked it up and what I was thinking of was the F:E fanfic Project Horizons (the content of the last succession game made it pretty easy to make that mistake).  Just keep the creepy-ass brony shit to a minimum and you'll never have to hear from me again.
Oh, how nice of you. "No, I didn't mean to insult you, I meant to insult all these other people!"

FYI, Horizons may be more sexualizaed than the original, but it's still not any of these things you've mentioned. You'd know this if you had actually read it, instead of cosplaying Cooper Lawrence.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 26, 2012, 08:55:50 am
I had a smarter way of putting it, but I forgot it before I wrote it down. Basically I think Microcline was more blunt than he should have been, but he is a symptom of the bad kind of attention, the deleted community thread has given us. I don't know what you did there exactly, but as one of you said, you were pushing your luck with sexual jokes. Well, that is frowned upon here and makes this mod and pony fandom look bad. Don't create an echo and the powers that be will leave us alone.
As far as DF mods go, I must admit that post-apocalyptic ponies are rather eccentric.



Replica:

What is the deal with the age difference between Coral and Lycaeon? Is there an in-game check preventing couples with big age difference from marrying? I didn't know about it. Not that it matters much to me, my ponies / dwarves are normally too busy to socialise anyway.

I think the smaller the burrow, the bigger the chance that they will *ahem* socialise. Telgin had a shack with just a bed, 1 tile of free space and a door for when he wanted ponies to marry. It worked. They could get their food and drinks outside the burrow without problems. I may be wrong, but I think they need to be in the same tile to talk.

> Our 20 units of fuel are gone and I have no idea where they went seeing as our steel chests still haven't been smelted down like I asked.
Smelting down things uses a lot of fuel unless you have magma workshops, but chests and anvils should work fine.

> I ordered crates to be opened at the supply depot, but we only have one [...] mechanic [...], and he felt like he had better things to do, like taking a break, eating, drinking, opening a single crate and then taking another break.
Lol, I know your pain. That's why I usually try to have 2-4 specialists in each field. It also helps when one of them dies.

> The liason goes melancholy, I can't believe Lycaeon ignored that poor sod long enough for him to contemplate life and grow depressed.
Yeah, this happened to me a few times too, but only in 0.34.11. On second thought, were you sealed off? If the traders or a diplomat can't leave, they may go insane because of it. By you writing about having a bridge closed later, I'm guessing this may be the case.

> I used DFliquids to place 9 obsidian walls around it, trapping the beast.
Yeah, that's pretty low. How do you even do that? Spawn 4 water and 3 magma on the same tile, or on the tile above? If you already did this, you might as well smooth the obsidian, carve fortifications in it and use the Minotaur for target practice :P 

> Maybe if I can figure out a way to alter age, I could make myself really old so that I die prematurely?
Runesmith could alter age, but last time I looked, the most recent version works with 31.25

> Oh yeah, wait, our first slaver caravan shows up, but the damn bridge was up, so they ditched their wagon.
You need an airlock that will keep the depot open. And maybe I should re-locate my own depot closer to the trader gate. Loosing trade due to ambushes is damn annoying.

> But you might as well place extras if you'd like, it's not like nest boxes cost god knows what in terms of resources.
Yes and no. They take up little space, but when I need 30 beds, 30 cabinets, 30 chests, 30 tables, 30 chairs, 30 blocks and so on, several times over, and only have so much uniform stone, 30 chicken coops are not a priority. Especially with my approach to food. 5 is a bit above the bare minimum and works fine when I don't let the hens breed.

30x25 is 750 pellets. I'd say it is about half a year worth of supply for training a small squad. I wouldn't use wood, though. Even wooden bolts aren't any good and pellets are weaker. Besides, you need all the wood you can get for beds, bins, barrels and charcoal. I went for bone pellets. Bones aren't useful for anything other than moods and pellets anyway. That is, if you can make it out of bone, like crafts, you can probably make it out of something else. Plus in 0.34.11 they rot after a few years anyway, so there is no point in hoarding them. Carving bone pellets is labour-intensive and unpony, but you get "free" ammo for training.

> Armour training issues.
Well then, make a stockpile for steel combat armours, helmets and boots right next to the point in the armoury where the pony stands. Make a stockpile for training hologems right next to VR terminal and stable-tec terminal. I don't think you need batteries anymore.

> > Train marksponyship -> RANGED_COMBAT (Archery) - Don't bother. Period.
> But doesn't Archery determine how accurate and fast the user is firing his ranged weapon?
> That's what the wiki tells me.
Well, that's why you want research, numbers and formulas for these things. According to this http://www.bay12forums.com/smf/index.php?topic=117284.0 all Archery does is a very slight decrease in enemy's chance to dodge. Gunnery does that too, is better at it and much more useful overall. That's why you want to learn other things at the VR terminal and let the Archery increase on its own through actual combat.

> Only criticism I'd have about them is how you don't use the "spoiler" BB code.
Please elaborate. I'm on the fence about using spoilers to cover large pictures. I'm against putting whole reports in big spoilers as that makes the text smaller.



> Radiation causing nausea…yes or no? I've noticed quite a bit of “greenery” among the various Stables, more than likely causing slowdowns over time.
Yes, I think. If those storms aren't annoying in some way, they might as way not be there. Besides, the wasteland is hardcore.

> Upon reflection, the VR simulator should have hologems for melee weapons.
Yes, I would prefer the trainings to be separated thematically. Military stuff together, crafting (including smithing) together and so on. It is simply intuitive.

Can I build a terminal in the hospital, assign it to a pony who has an old wound, but refuses to go to the hospital and set it on repeat, so that Nurse Redheart will inject her, or is it just for those in beds?

> Still have no clue why black radscorpions are showing up more than usual though…
Looking at the frequencies (which is all you can manipulate as a modder) they work fine for trees, but the animals seem to come in waves after waves of the same thing. It looks like a problem with DF to me. So far if I get dogs, I'll get more and if I kill ghouls, I'll get more and if all I have is wolves, I'll have pack after pack for a while.

> You’ve done well enough holding off the older Steel Rangers…I’d like to see if you can do the same against the new and improved ones.
If they can't fly or shoot me through fortifications, I'll manage. Otherwise I guess, I'll have to try and build a drowning trap.
One question, though. If the upgrade potions only come from chests that also contain full suits of armours, then what's the point of re-building Power Armours out of dead Steel Rangers? Well, besides hoping to get slightly better quality.

> The use of the rage spell on that slaver diplomat was due to some out-of-date targeting tags I’ve mitigated in v0.92. I am glad to see the spell works well, however.
Too well, actually. He died a death of 50 cuts and the rage made him stronger. If my military wasn't around at the time, I think he would kill a few ponies.

> No hunting rifle manufacturing for now… you'll have to do with the ones you can purchase off wastelanders.
Well, if I really want to, I can probably mod that in myself, copying the assault rifle reaction and modifying the product.

To make Scribes really annoying, they could have a spell to berserk robots, not just shut them down.

Oh and I think I may have solved another mystery. It has since been changed, but were stealthbuck and battle saddles mutually exclusive in 0.88? Library Card has put a minigun potion into her flask and it has disappeared. Unless she changed the flask for something else, leaving the potion elsewhere, which I don't think she did, she drank it, without getting a battle saddle. She does, however, have a stealthbuck. Hm, looking at interaction_stable.txt and interaction_mwt.txt battle saddles and stealthbucks aren't mutually exclusive. Oh well. Brass has one and that's all I need for this fort.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 10:54:13 am
Alright now Indigo, he had a (barely) legitimate reason. No need for any of that.

He's a prejudiced nobody that's trying to police a situation that not only doesn't need policing, but has no authority in policing. Purposefully shaking us down because of his own biases. The only difference is he doesn't have a gun.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 26, 2012, 12:00:28 pm
Indigo, do I have to ask you to leave the thread as well? I've requested that the bickering stop...please give that some consideration.

Healers will only heal one pony at a time...that is, the first one to be designated within its healing range. Due to the nature of interactions it'll always be the pony closest to the terminal (Apart from the worker), but it doesn't matter whether they're in bed or not. However, cooldown for Nurse Redhearts is only 1200 TU's, so once it wakes up you can heal the second pony as well. I'll consider increasing the range.

The VR simulator is for skills that require at least some sort of specialized environment. I'll consider creating separate types though.

Stockpiling of the combat armor can cause problems with the armor training reaction. As Maklak mentioned, creating an armor stockpile next to the armory will mitigate this problem.

Repairing broken power armor at the workbench yields a box of power armor. Dead steel rangers are basically another source.

Stealthbucks and battle saddles weren't mutually exclusive in v0.88. I think potions drunk from flasks may not have their effect, but in any case, it's safer to keep the potions in a restricted-access area so ponies don't use them unless intended.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 12:58:36 pm
First and foremost, I'm going to make sure my analogies are understood.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 26, 2012, 01:55:19 pm
First and foremost, I'm going to make sure my analogies are understood.

Unlike some people in this thread, I was around for the MLP thread getting locked, and I got the very unhappy experience of seeing a fun and innocent discussion banned because a few people decided to disregard forum rules and post stuff that was far from fun or innocent. So please do what Lycaeon asks and be polite, even if you don't feel you should have to.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 02:12:37 pm
First and foremost, I'm going to make sure my analogies are understood.

Unlike some people in this thread, I was around for the MLP thread getting locked, and I got the very unhappy experience of seeing a fun and innocent discussion banned because a few people decided to disregard forum rules and post stuff that was far from fun or innocent. So please do what Lycaeon asks and be polite, even if you don't feel you should have to.

I've made my point and we're not being attacked anymore, so stop worrying about me. I have no interest in being asked to leave here.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 26, 2012, 02:15:34 pm
Well, RELATED TO THE MOD  :P,
I have captured a earth pony ghoul reaver. Now, this reaver, which I shall, from here on out, call "Cuddles", has murderkilled five of my ponies already, including the only unicorn with a decent chance of learning any magic. Basicly, what I am asking is: can Ghoul Reavers stand up to, say, the average slaver siege squad? I want some enertainment, and having Cuddles rend apart some slavers would be fun if he has little chance of being crippled. Otherwise, I might just restrict his 'diet' to raiders and such.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 26, 2012, 02:29:13 pm
Is it a glowing reaver?  Do those even exist?  Either way, I'd put good odds on Cuddles against at least one squad of slavers.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 26, 2012, 02:41:41 pm
Is it a glowing reaver?  Do those even exist?  Either way, I'd put good odds on Cuddles against at least one squad of slavers.
Just a reaver, thankfuly :o. The stable with the Glowing One died a while ago, but I have a bit of a fondness for rabid undead ponies.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 26, 2012, 02:42:42 pm
Ghouls are colour-coded, they go from green through yellow to red. I've seen a few yellows and one red in the caverns, but given how much trouble I got from even the green ones, I didn't mess with the other colours.
How did you capture it? In a cage? Given how much Steel Rangers like to destroy buildings, if I had something like that, I'd leave them a little present, right next to my fortifications manned by rifleponies. It is one-use that way, but slaver ambushes aren't that hard anyway and 5-10 security can kill them with no losses.



Oh an by the way. I've sent this to Equestria Daily and Equestria Gaming. I hope nopony screams.

Hello,
I've occasionally run into people wanting a game of managing a pony settlement. There was even a post on Equestria Daily called "You are Princess Prince" a while a go and it got many answers. Dwarf Fortress is a game about building a town and repelling invasions, that is difficult to learn and even more difficult to master. There are several pony mods for it:

* Fallout Equestria http://www.bay12forums.com/smf/index.php?topic=118893.0 It is still not feature-complete, but quite playable. Most of the good stuff comes from pre-war salvage, there are slavers and Steel Rangers and lots of other stuff. It seems, as of now, to be the best pony mod overall.

* Loosing is Magic http://www.bay12forums.com/smf/index.php?topic=117374.0 This one strives to be somewhat show-accurate. It has apple industry, more crops than the base game, as well as cloud and rainbow factories. (No, not *that* kind of rainbow factory, the rainbows are made out of clouds.) At the moment it is somewhat buggy.

* Vadiku's Rampage http://www.bay12forums.com/smf/index.php?topic=95891.0 This is Pony hell and I wouldn't touch it myself.

* The first pony mod http://www.bay12forums.com/smf/index.php?topic=80240.0 is now outdated and doesn't have cutie marks, but is still quite playable. Loosing is Magic is it's spiritual successor.

EDIT: Link to EQD: http://www.equestriadaily.com/2012/01/discussion-you-are-now-princessprince.html
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 26, 2012, 03:01:11 pm
Ghouls are colour-coded, they go from green through yellow to red. I've seen a few yellows and one red in the caverns, but given how much trouble I got from even the green ones, I didn't mess with the other colours.
How did you capture it? In a cage? Given how much Steel Rangers like to destroy buildings, if I had something like that, I'd leave them a little present, right next to my fortifications manned by rifleponies. It is one-use that way, but slaver ambushes aren't that hard anyway and 5-10 security can kill them with no losses.



Oh an by the way. I've sent this to Equestria Daily and Equestria Gaming. I hope nopony screams.

Hello,
I've occasionally run into people wanting a game of managing a pony settlement. There was even a post on Equestria Daily called "You are Princess Prince" a while a go and it got many answers. Dwarf Fortress is a game about building a town and repelling invasions, that is difficult to learn and even more difficult to master. There are several pony mods for it:

* Fallout Equestria http://www.bay12forums.com/smf/index.php?topic=118893.0 It is still not feature-complete, but quite playable. Most of the good stuff comes from pre-war salvage, there are slavers and Steel Rangers and lots of other stuff. It seems, as of now, to be the best pony mod overall.

* Loosing is Magic http://www.bay12forums.com/smf/index.php?topic=117374.0 This one strives to be somewhat show-accurate. It has apple industry, more crops than the base game, as well as cloud and rainbow factories. (No, not *that* kind of rainbow factory, the rainbows are made out of clouds.) At the moment it is somewhat buggy.

* Vadiku's Rampage http://www.bay12forums.com/smf/index.php?topic=95891.0 This is Pony hell and I wouldn't touch it myself.

* The first pony mod http://www.bay12forums.com/smf/index.php?topic=80240.0 is now outdated and doesn't have cutie marks, but is still quite playable. Loosing is Magic is it's spiritual successor.

The ghoul (and it is a reaver) was knocked into a pit made outside the fort, but eventualy walked into the chamber that was connected to said pit, which is now sealed.

Also, Vadiku's Rampage is a bit of a mixed bag. It uses stuff from the original mod, like the cave ponies, but there are also some nasty critters inspired by Project Horizons and stuff. There's also a working rainbow factory, yes, that one with all the pony-pressing, and there's some other horrors like timberwolves and fel stalkers. Also, Tyranids.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 03:08:13 pm
Valikdu's Rampage was my faforite of the three before this came along; it's nice and grimdark and filled to the brim with shit that wants to kill you. The only problem I ever had with it was the fact that every update I needed to add caste tiles to everything to play properly ;P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 03:16:22 pm
Ghouls are colour-coded, they go from green through yellow to red. I've seen a few yellows and one red in the caverns, but given how much trouble I got from even the green ones, I didn't mess with the other colours.
How did you capture it? In a cage? Given how much Steel Rangers like to destroy buildings, if I had something like that, I'd leave them a little present, right next to my fortifications manned by rifleponies. It is one-use that way, but slaver ambushes aren't that hard anyway and 5-10 security can kill them with no losses.



Oh an by the way. I've sent this to Equestria Daily and Equestria Gaming. I hope nopony screams.

Hello,
I've occasionally run into people wanting a game of managing a pony settlement. There was even a post on Equestria Daily called "You are Princess Prince" a while a go and it got many answers. Dwarf Fortress is a game about building a town and repelling invasions, that is difficult to learn and even more difficult to master. There are several pony mods for it:

* Fallout Equestria http://www.bay12forums.com/smf/index.php?topic=118893.0 It is still not feature-complete, but quite playable. Most of the good stuff comes from pre-war salvage, there are slavers and Steel Rangers and lots of other stuff. It seems, as of now, to be the best pony mod overall.

* Loosing is Magic http://www.bay12forums.com/smf/index.php?topic=117374.0 This one strives to be somewhat show-accurate. It has apple industry, more crops than the base game, as well as cloud and rainbow factories. (No, not *that* kind of rainbow factory, the rainbows are made out of clouds.) At the moment it is somewhat buggy.

* Vadiku's Rampage http://www.bay12forums.com/smf/index.php?topic=95891.0 This is Pony hell and I wouldn't touch it myself.

* The first pony mod http://www.bay12forums.com/smf/index.php?topic=80240.0 is now outdated and doesn't have cutie marks, but is still quite playable. Loosing is Magic is it's spiritual successor.

Good call, Maklak.

I remember that You are a Prince/Princess game last year. I made three of those. A Tropico inspired banana republic, dwarven mountain ponies, and another I'm not even going to mention until the heat dies down, and only vaguely then. That game was fun, my sister came up with a sea pony kingdom and we got the idea in our heads that the Tropico ponies and sea pony kingdom would wage a muck war in the travel agencies of Equestria, each year the brochures would trash the other side progressively more and more. Good times, that.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 04:47:09 pm
I doubt EQD will post it, they are pretty strict and uptight about submissions now a days.

Spoiler: Maklak (click to show/hide)

I'll drop this off here, was going to stick it in today's stable report 7 but I don't really feel like playing DF right now.
Apparently this is what P(ony)SI and Maklak look like in Lemon.
Spoiler: P(ony)SI request (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 26, 2012, 05:41:28 pm
> The idea of wooden pellets isn't to use them as combat ammo, if I capture slavers, the last thing I'll want is my recruits shooting them in the head with steel BB pellets.
In my experience the pellets are already very weak and even with metal ones it takes 30+ hits to kill. If you still prefer wood, at least you'll get some use out of that legendary mooded woodcrafter.

Hmm... I had a problem with captured slavers a while ago. My solution was simple and efficient, but I do see the point of having a room with a hole in the roof to drop prisoners (building cage and linking to a lever is slow), and a 1 tile wide room above that, with fortifications. I have other projects to go first, though: magma factory and a pump operation gym to give everypony +150-300 in endurance and strength.

The picture is cute and I appreciate the effort. I might be able to do something like it in a few hours and drawing over somebody else's ponies, but I never bothered. They look happy. For reasons I don't want to say, but everyone can guess for themselves, I find the presence of that security baton somewhat disturbing.

I was thinking about sizes for creatures and came to 750 kg for Buffalo and just over 4 tonnes for a Cerberus. I assumed that ponies are 70 kg and multiplied that by the cube of the ratio of creature to pony size.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 05:44:30 pm
> The idea of wooden pellets isn't to use them as combat ammo, if I capture slavers, the last thing I'll want is my recruits shooting them in the head with steel BB pellets.
In my experience the pellets are already very weak and even with metal ones it takes 30+ hits to kill. If you still prefer wood, at least you'll get some use out of that legendary mooded woodcrafter.

Hmm... I had a problem with captured slavers a while ago. My solution was simple and efficient, but I do see the point of having a room with a hole in the roof to drop prisoners (building cage and linking to a lever is slow), and a 1 tile wide room above that, with fortifications. I have other projects to go first, though: magma factory and a pump operation gym to give everypony +150-300 in endurance and strength.

The picture is cute and I appreciate the effort. I might be able to do something like it in a few hours and drawing over somebody else's ponies, but I never bothered. They look happy. For reasons I don't want to say, but everyone can guess for themselves, I find the presence of that security baton somewhat disturbing.

I'm more disturbed by the implications of the chainsaw.

Have another diary page.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 26, 2012, 06:14:09 pm
> The idea of wooden pellets isn't to use them as combat ammo, if I capture slavers, the last thing I'll want is my recruits shooting them in the head with steel BB pellets.
In my experience the pellets are already very weak and even with metal ones it takes 30+ hits to kill. If you still prefer wood, at least you'll get some use out of that legendary mooded woodcrafter.

Hmm... I had a problem with captured slavers a while ago. My solution was simple and efficient, but I do see the point of having a room with a hole in the roof to drop prisoners (building cage and linking to a lever is slow), and a 1 tile wide room above that, with fortifications. I have other projects to go first, though: magma factory and a pump operation gym to give everypony +150-300 in endurance and strength.

The picture is cute and I appreciate the effort. I might be able to do something like it in a few hours and drawing over somebody else's ponies, but I never bothered. They look happy. For reasons I don't want to say, but everyone can guess for themselves, I find the presence of that security baton somewhat disturbing.

I was thinking about sizes for creatures and came to 750 kg for Buffalo and just over 4 tonnes for a Cerberus. I assumed that ponies are 70 kg and multiplied that by the cube of the ratio of creature to pony size.

One must wonder if a Ursa is lighter than it appears, because of it being semi-transparent and clearly not entirely made of "normal" matter.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 07:34:57 pm
Thats sick you guys, it's just a chainsaw and a copper security baton.
You better take it elsewhere and leave the Bay 12 forums or I get angry and call you neckbeards about it.

Have another diary page.

[snip]

Strange format you decided to go with, but it was nice, still loving the gritty style.

>Hmm... I had a problem with captured slavers a while ago. My solution was simple and efficient, but I do see the point of having a room with a hole in the roof to drop prisoners (building cage and linking to a lever is slow), and a 1 tile wide room above that, with fortifications. I have other projects to go first, though: magma factory and a pump operation gym to give everypony +150-300 in endurance and strength.

No idea to which room you are referring to.
The hole in my meeting hall is a mystery, I don't remember channeling the meeting hall or why I did it, but it does give me an idea for something I could do with my aquifer now that I think about it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 07:38:44 pm
Speaking of chain weapons, I can't make chainswords ;S
I have steel machetes, silver and copper chains and mechanisms, coiled wiring and charged spark batteries. I'm also incapable of making chainsaws, despite having hacksaws at hand. Anyone know what's going on? (The unicorn that made the one charged spark battery we have ended up unconscious, dizzy, nauseous and numb, and hasn't gotten better yet. Is this supposed to happen as some sort of mana drain?)

EDIT:
(He got better.)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 07:46:28 pm
What does this mean?

[REAGENT:D:1:TRAPPARTS:NONE:NONE:NONE]
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 07:47:06 pm
What does this mean?

[REAGENT:D:1:TRAPPARTS:NONE:NONE:NONE]

It requires a mechanism.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 08:17:57 pm
Thats sick you guys, it's just a chainsaw and a copper security baton.
You better take it elsewhere and leave the Bay 12 forums or I get angry and call you neckbeards about it.
GRAH! 911 cancer Amanda Todd Kony 2012!

Have another diary page.

[snip]

Strange format you decided to go with, but it was nice, still loving the gritty style.

As gritty as the irradiated sand in your boots. I'm doing a legitimate fort report tonight. It'll be a combination of personal diaries and reports. Not the upcoming report, I'm presenting the fort through these diaries and soon to come reports.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 26, 2012, 08:23:46 pm
I would prefer if even implied innuendos weren't made and lampooned, please. :( Let bygones be bygones and get on with actually important matters. Toeing the line in jest is still toeing the line, and I though I haven't forbidden passable content, I will if this continues.

Ghoul reavers aren't the unstoppable powerhouses of previous versions, but I'm sure they can destroy a slaver squad or two - they still need skilled steel-equipped soldiers to take down.

Though I didn't expect someone to submit the mod to EqD so early in its development, I've compensated in case it does happen to make it - there's now a tutorial section for DF in the first post. There would be pros and cons to an influx of new players, however unlikely, so I hope that makes enough of a precaution. I do appreciate the gesture however, so thanks Maklak. :)

Indigo, I find your fortress (It's not really a Stable, is it?) profiles quite the interesting read. Let's see if they manage to survive. :P

Crazy Cow, the reactions work, so it's possible that your workbench isn't close enough to one of the components (Likely the spark battery). Also, silver isn't considered a weapon class metal, so silver chains and mechanisms don't count. Charging up one spark battery knocks a unicorn out for about a week, as expected from the draining of that much energy.

Thanks for the feedback everyone!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 08:37:29 pm
Indigo, I find your fortress (It's not really a Stable, is it?) profiles quite the interesting read. Let's see if they manage to survive. :P

Oh no, it's a fort all right, technically outpost at the moment. They're part of a wasteland army, no Stable Tec affiliation whatsoever.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 08:51:08 pm
Spoiler (click to show/hide)
This is a universal stockpile literally three tiles away from my Workbench. It isn't an enormous deal; worst-case scenario is I just use the steel machetes instead of chainswords. It would be nice to figure this out, though ;S
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 08:54:23 pm
>Silver not weapons grade

Not sure if RAW complication or just misunderstanding

(http://i156.photobucket.com/albums/t33/Mattelus/notweapons_zpse79d6e72.png)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 26, 2012, 08:59:18 pm
Whoops! I forgot that copper isn't considered a weapon-class metal, as I thought it too brittle to be used for gunsmithing. You'll want iron, bronze, or steel. Sorry about that. In any case, chain weapons take their material from the chain used, not the hacksaw or machete.

Weapons-grade means it's allowed for use at the gunsmith's forge (To produce firearms and heavy weaponry) or the workbench (For chain weapons). The metalsmith's forge will still take DF vanilla weapon metals, though now that you've mentioned it, I really should remove silver as a weapon metal period.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 09:00:03 pm
Oh, okay! That's good to know ;P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: ZebioLizard2 on December 26, 2012, 09:26:07 pm
Kind of disappointed at how quickly things went downhill.

Glad to see the mods doing well with updates, can't wait for the next ministry arc!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 26, 2012, 11:00:09 pm
That report I said was coming? Nope. Took some weights to the eyes. Need sleep.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 26, 2012, 11:17:11 pm
Got some steel chains and bronze mechanisms out, and I can indeed make chainswords now. Might want to mention that somewhere in the OP, Lycaeon ;P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 26, 2012, 11:25:24 pm
Alright, I am getting sick and tired of this TV logic.
It's funny to joke about ultraviolence, but completely taboo to imply anything remotely sexually related? On the internet? In Bay 12 of all places?

Sounds legit.

By request then there will be no more shenanigans of that sort, nothing, nada, niente, ingenting.
Any jokes from other users will just be ignored, Crazy Cow is free from my jabs.

I just can't believe how strongly everyone feel about it, it's like talking about the holocaust, "Mm, uh oh, nuh-huh".
I am incredibly disappointed at how ridiculously hurt everyone got over something so trivial as light hearted joking, even when it is kept within forum guidelines.
So it is time to move on from it, all of you (even you Lyc, seriously, it's great to show some consideration like you do and not be entirely blunt about it, but we get the message).

But I digress, here is tonight's report.

Spoiler: Lemon Stable Report 7 (click to show/hide)

Now, I am going to round up all my reports (and perhaps Maklaks and the others) and gather them all up in one post for easy access.
Sick of backtracking through a page of hurr durring and nitpicking on something that happened days ago to find my last report every time I post this.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 27, 2012, 03:07:12 am
> Have another diary page.
The back-stories are entertaining, but the text is malformed. It would be easier to read if each pony had a list of name, CM and so on, separated by enters and after that a paragraph or two of text. Then an empty line.

> > Hmm... I had a problem with captured slavers a while ago. My solution was simple and efficient, but I do see the point of having a room with a hole in the roof to drop prisoners
> No idea to which room you are referring to.
I was referring to a room in my head. A design I came up with for prisoners is a 2 z-level deep room, with the upper part having a shooting galley behind fortifications and everything having enough bridges to make it safe.

I'm pretty sure, I've seen a copper chainsaw, so it is counter-intuitive that we can't make those. Not that I would want to anyway.

> The unicorn that made the one charged spark battery we have ended up unconscious, dizzy, nauseous and numb, and hasn't gotten better yet. Is this supposed to happen as some sort of mana drain?
It was discussed in this thread. I proposed a Flux Converter as a short-cut until you get Prismatic Battery Charger (or whatever it is called). Flux Converters were never meant to replace those, just provide an alternative if someone doesn't luck out on Power Talismans. Unicorns getting tired and EPs outright dying (I think) was Lycaeon's way of limiting this workshop's effectiveness. Charging a few batteries is doable if you need them badly, but for anything more you want Prismatic Charger. I don't know if it works that way yet, but another idea was that the rare masters in any school of magic will be less tired by charging a battery than an average Unicorn. Actually, make that a progression with Apprentices, Adepts and Masters each recovering faster, while the Magic Master can do this all day.

> I just can't believe how strongly everyone feel about it, it's like talking about the holocaust, "Mm, uh oh, nuh-huh".
Funny you should mention that. I got muted on bay12 for talking about history revisionism.
BTW, I'm a member of a pony forum that has very strict rules, including no gore, no clop, no wars and so on. While I got to about 40% warnings and think the moderators exaggerate, I appreciate that these rules keep that forum relatively clean of bad stuff.

Maybe I should apologise for that joke... nah, nevermind. I just don't want to discourage Replica from making more coloured drawings.

> The idea of saving extra steel pellets seemed pretty sound to me
Well, you could always assign only wooden pellets to your BB squad and hunters. I gave them bone and while they use up the metal ones they have, they only pick new ones made out of bone. That said, I don't really think metal pellets are worth saving. I just want to get rid of bone first, since it has smaller stacks. Oh and looking at Your ammo stocks, you only have metal ones left anyway. In any case, it will help just a bit.

> I check to see if the depot is still accessible and find that a tree has actually grown up right by the entrance, which blocked the path to the map edge, the tree is cut down. The problem was not related to my bridges from what I gathered.
I build 3-wide roads to prevent the tree problem.

It is strange that I had a few scorpions in Ponderplanned, but don't remember them as anything more than pests. The rest of you seem to hate them about as much as I do feral pegasus ghouls.

> AMR snipers
At the moment, I'm leaning towards giving them hunting rifles for starters, then upgrading them.

Do you have your rifle squad only do the shooting range or do they train in the barracks as well?

That's a lot of unopened boxes.

Overall you rather lucked out on salvage. You have the essential things.

> Now, I am going to round up all my reports (and perhaps Maklaks and the others) and gather them all up in one post for easy access.
I've already linked mine with <--Previous and Next --> but a master list might be an even better idea. When I wanted to check my character in your stable, searching this thread for "Lemon" did the trick.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 27, 2012, 03:40:43 am
Index of Stable Reports
(Updates gradually as thread is monitored)

Index thread linking to all stable reports since page 1.

If you have suggestions as how to improve the post, wish to point out a missing report/report that doesn't fit, or anything post related let me know.

Note 1: Not all stable reports are long, some are short and mention only a tidbit of something, others are in diary/narration format.
There is no biasing here, I've linked to anything that remotely looks like a stable report or part of it, any post in which a player mentions an event or his/her progress.
Posts that do not at least partly pertain to the progress of an ingame stable are not linked.
Everyone can post stable reports, and everyone who do will be linked from this post whether they like it or not.


Note 2: Question marks mean that the name of the stable is not known or mentioned (or that I missed it when scouring through the 64+ pages of the thread).
If you recognize your own post/report feel free to give me the name if you remember it.


Note 3: "Single Entry" means that there is no followup.
Stables with more than one entry are marked "Entry 1", "Entry 2," etc.


Note 4: You may link to reports posted in other threads, or other forums even, as long as they are some type of "stable report".
Those will not be searched for by me however, only posts in this thread are added automatically, you'll have to link outside threads and posts to me yourself.



Maklak:

Ponderplanned - v0.88 (Longer entries)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3843108#msg3843108)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3844063#msg3844063)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3846277#msg3846277)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3848595#msg3848595)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3851937#msg3851937)
Entry 6 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3856407#msg3856407)
Entry 7 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3864384#msg3864384)
Entry 8 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3868055#msg3868055)
Entry 9 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3870006#msg3870006)
Entry 10 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3873229#msg3873229)
Entry 11 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3875503#msg3875503)
Entry 12 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3878561#msg3878561)
Entry 13 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3882043#msg3882043)
Entry 14 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3885210#msg3885210)
Entry 15 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3888255#msg3888255)
Entry 16 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3896843#msg3896843)
Entry 17 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3902601#msg3902601)
Entry 18 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3923622#msg3923622)

??? - 0.95
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4022419#msg4022419)

Callgrow? - 0.30 (Longer entries)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4142767#msg4142767)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4143930#msg4143930)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4146273#msg4146273)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4172199#msg4172199)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4189806#msg4189806)


Replica:

??? - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3848045#msg3848045)
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3856037#msg3856037)

Musicalgrotto - v0.88
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3868020#msg3868020)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3879916#msg3879916)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3886097#msg3886097)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3893929#msg3893929)

Lemon - v0.92 (Longer entries)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3896145#msg3896145)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3897569#msg3897569)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3898587#msg3898587)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3900204#msg3900204)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3901916#msg3901916)
Entry 6 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3902773#msg3902773)
Entry 7 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3904716#msg3904716)
Entry 8 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3905220#msg3905220)
Entry 9 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3908225#msg3908225)
Entry 10 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3911435#msg3911435)
Entry 11 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3914062#msg3914062)

Pineapple - v0.95 (Community stable)(Different thread)(Longer entries)(Ended)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3923161#msg3923161)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3924132#msg3924132)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3927053#msg3927053)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3929694#msg3929694)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3948627#msg3948627)
Entry 6 (http://www.bay12forums.com/smf/index.php?topic=121259.msg3960695#msg3960695)
Entry 7 (http://www.bay12forums.com/smf/index.php?topic=121259.msg4011777#msg4011777)
Entry 8 (http://www.bay12forums.com/smf/index.php?topic=121259.msg4080437#msg4080437)
Entry 9 (http://www.bay12forums.com/smf/index.php?topic=121259.msg4103796#msg4103796)

Orange - v0.30 (Community stable)(Different thread)(Longer entries)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=124333.msg4140681#msg4140681)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=124333.msg4144491#msg4144491)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=124333.msg4155117#msg4155117)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=124333.msg4176606#msg4176606)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=124333.msg4180612#msg4180612)


Indigo_Surprise:

Bottledlust - v0.92(?)
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3896972#msg3896972)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3897762#msg3897762)

Pine - v0.92
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3900236#msg3900236)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3904052#msg3904052)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3906723#msg3906723)


Jacob/Lee:

??? - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3852163#msg3852163)


Crazy Cow:

??? - v0.88
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3844163#msg3844163)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3845643#msg3845643)

Gleeflickered - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3866426#msg3866426)

Cradleworth - v0.92
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3905995#msg3905995)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3906895#msg3906895)

Shieldsparkle - v0.98
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4084508#msg4084508)


Bacon Pants:

??? - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3844291#msg3844291)


Pokon:

??? - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3883399#msg3883399)


ender1200:

??? - v0.88
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg3866269#msg3866269)


gzoker:

The Sister Tower - v0.95
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4001269#msg4001269)

Bookfort - v0.98
Entry 1 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4116065#msg4116065)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4117013#msg4117013)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4118856#msg4118856)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4120263#msg4120263)
Entry 5 (http://www.bay12forums.com/smf/index.php?topic=118893.msg4121098#msg4121098)


tahujdt:

Talltower - v.95 (Different Thread)
Succesion Stable Thread (http://www.bay12forums.com/smf/index.php?topic=122801.msg4022663#msg4022663) (Ended)


Atomic:

Violencepage - v0.98?
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4098189#msg4098189)


Treason:

Glenslide - v0.30
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4159522#msg4159522)

Ancientbath the Brightness of Hope - v0.30
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4172174#msg4172174)

Lightningdear v0.30
Single Entry (http://www.bay12forums.com/smf/index.php?topic=118893.msg4192501#msg4192501)


Artstuff removed
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 27, 2012, 03:53:29 am
Spoiler: Maklak (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 04:11:17 am
I've added the Stable Index to the front page under the much belated Testimonials section. The effort is very much appreciated Replica...thank you. :)

Maklak: Haven't implemented different drain rates for magically talented unicorns yet, but I've noted your recommendations.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 27, 2012, 04:27:40 am
My 0.88 stable is called Ponderplanned.

> My rifleponies are geared with BB guns and train both in the barracks and the archery range. This is because of issues when not assigning a "home" barracks where they can peform non-archery practice.
I wasn't aware of any such issues, but I have mine train in the barracks anyway, because I want them to gain at least some defensive skills.

> I can't believe you have done 17 of those long reports, and how incredibly outdated your game version is.
Your first entry goes all the way back to page 19.
This is just my third serious fort since 2010. A several day test of wheelbarrows in 34.11 and loading other people's saves don't count. I usually don't jump to a new DF version as soon as it updates. I prefer to get to the endgame and play it until the inevitable FPS death. This is also my first serious game with a mod, previously I was just a part of a community fort with MLP mod 1.71 for 31.25. I am slow like that.

I'm impressed by the effort it must have took you to put this list together and it is good that it got linked in the first post.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 27, 2012, 08:06:10 am
Spoiler: Lemon Stable Report 8 (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 11:17:38 am
Replica, the random entry is entry 1 of Pine.

And Maklak, my copying from my notepad derped pretty hard. I did not feel like organizing it back into paragraphs. I'll take care of that naow.

Also I'm going to try and see if my former pony forum will take us in for political asylum. Then we can make all the jokes we want without being overt. Like we were doing here till the community watch guy started hassling us.

By the by, in the novel when slavers burned slaves' cutie marks off, did that remove their special talent as well or is it just a physical change?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 27, 2012, 12:05:42 pm
So far EQD and EQG haven't answered, but the mod got linked here: http://fallout-equestria.com/media/tag/Dwarf%20Fortress It is a rather obscure place, so don't expect a wave of new players.

> We finish constructing our MWT Prism Forge, and it looks incredibly interesting.
I don't really see a point to most of furniture reactions, but these look useful:
* Steel / Plasteel Chain (For chainsaws, rippers and chainsaw / ripper rifles. It will make them better than steel.)
* All kinds of ranged weapons.
* Large Serrated Plasteel Disk --- too bad that creatures you'd want to use it against all have TRAP_AVOID to not get caught in cages.
* All kinds of armours. I'm not sure if I like that combat armour comes in sets. I'd rather have barding, helmet and boots separately.
* All kinds of ammunition.
* Upgrade weapons.
* Steel pipe sections and corkscrews for magma-safe pumps.
A steel cage is OK for RP of keeping strong creatures caged, but I've never seen anyone using steel furniture.

What I would like to see:
* Forge 2 stacks of 50 pellets from weapon grade metal
* Forge 2 stacks of 50 AP pellets from steel
* Forge bronze mechanism
* Plasteel Combat Armour. (But you probably want to keep the bars for scorpion power armours, though)
* Plasteel Power Armour, but it would be OP.



> The soldiers actually use the beds when feeling sleepy, they leave training to sleep in the next room and return to training when they wake up, nice and effective.
Not only that, they also got chests and armour stands to store things in. All it lacks is small stockpiles for drinks and prepared meals and an ammo stockpile at the shooting range :)
Personally I just set up a weapon rack, make a room, tell them to train there and that's it. If I get too many messages about soldiers colliding, I give them a bigger room. But I like your setup better.

> So we can now build chainsaw rifles
I want one for my pony. Preferably exceptional and plasteel, but for now the *steel chainsaw* will do and there are much more pressing matters, like good weapons and security armour for every soldier. With good strength and agility, full security set of armour doesn't slow the soldiers much, even without armour user.

> Kitchens are like radscorpions, you can have a stinger with it's deadly poison or the sharp pincers that cut through pony flesh, but only together do you have a whole radscorpion. [...]
Lol. I'm curious about the bakery. In 1.71 for 31.25 we didn't even manage to get it to work. Overall with my approach to cooking, a bakery is not something I would want for my stable, but I'd like to see what you'll do with it.

> A wastelander caravan arrives, they settle in our brand new trade depot who has already been vomited all over.
I thought the green stuff was ghoul blood.

I like your explanation of buying stuff for barbed wire. Coral is a talented trader indeed.

> Everything needs to have mutant fish shell attached to it.
Hehe. I normally just atom-smash this stuff along with skulls. For arms and armour the value system takes care of upgrades. When decorations come into play a *<-bronze security helmet->* can be worth more than a =steel security helmet= and I don't want that.

> But as soon as I scroll away I get a job cancellation message saying that no boxes of rockets were available.
Yeah, I've run into something like this more than once. It usually settles down after a while and often has something to do with needed items being inside bins that are carried around.

> I only wish we could build swords made of bread. How cool wouldn't it be to send your militia against a giant radscorpion armed with baguettes?
Before they finally manage to kill it, their skill gains would be even better than with wooden weapons :P

> The flamethrower turret.
Pretty much the same thing happened to me, but the fire was outside. The burning grass was deadly, but the flames from the turret weren't. Was your turret on the same z-level as the scorpion? Did if fire more than once?
I'm surprised it turned that way for you. Normal turrets next to the flaming one, should be able to scare the scorpion away.

That's a lot of iron bars. You must have smelted all your scrap at the prismatic smelter. Why don't you make steel? No flux stone? With this kind of iron and charcoal, you should be able to equip the military just fine.



> And Maklak, my copying from my notepad derped pretty hard. I did not feel like organizing it back into paragraphs. I'll take care of that naow.
Notepad was my best guess. When you use notepad, save it to a file. Close the file. Then open it again. Then copy and paste. You don't run into the error with spaces between the lines that way.

> Also I'm going to try and see if my former pony forum will take us in for political asylum. Then we can make all the jokes we want without being overt. Like we were doing here till the community watch guy started hassling us.
I'm not that keen on sexual jokes. I can take some, but "all the jokes we want" is probably too much for me.
There was a pony forum that sort of splintered from bay12, but I forgot the link.

> By the by, in the novel when slavers burned slaves' cutie marks off, did that remove their special talent as well or is it just a physical change?
No idea how it works in the novel, but Master Red Eye said, it removes the compulsion to do things related to one's special talent. Kinda useful if a pony wants to blend in with a more-or-less civilised society and her CM is a severed head on a spear or something. http://askredeye.tumblr.com/tagged/cm
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 12:27:49 pm
>I'm not that keen on sexual jokes. I can take some, but "all the jokes we want" is probably too much for me.
There was a pony forum that sort of splintered from bay12, but I forgot the link.

Now I didn't say all the jokes we wanted, I said similar to those we were already doing.

>No idea how it works in the novel, but Master Red Eye said, it removes the compulsion to do things related to one's special talent. Kinda useful if a pony wants to blend in with a more-or-less civilised society and her CM is a severed head on a spear or something. http://askredeye.tumblr.com/tagged/cm

Excellent... Page Twinkletan's descent into madness can proceed as planned.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 12:55:06 pm
Welp, back from my trip!

Replica: Curious to see you haven't started engraving the bedrooms...then again, the labor is needed elsewhere. It's always a pain to engrave a large fortress.

And while it's jarring to have modded in an Overmare that gets elected...I didn't want to stray too far from the base mayoral position. Is that ok with everyone?

>Kitchens are like radscorpions, you can have a stinger with it's deadly poison or the sharp pincers that cut through pony flesh, but only together do you have a whole radscorpion.
 :P

The rocket turret upgrade requires 2 rocket boxes, and the workshop reactions are notorious for becoming available when only a fraction of the components are immediately nearby (With the remainder in stockpile limbo, as Maklak mentioned). ::)

Where are you getting the mutant fish shell? It seems to be an excessive amount if you need to start putting it on everything.

I made giant radscorpions and other major enemies [FIREIMMUNE], otherwise they'd just be melted down in an instant by flamethrower turrets.

What year are you currently in? It's lucky that you made it all the way to a prismatic forge without at least one ambush. ???

Maklak:
Being on the FoE site is well and good. EqD seemed somewhat prestigious for a mod that's only in beta. Thanks. :)

I'll add in the bronze mechanism, though I intended the prismatic forge to only work with steel and plasteel. No BB's, and the various armors are pre-determined in terms of their materials.

I nearly forgot about the bakery. It was the one building I didn't test, and now that I look back on it, its reactions seem rather excessive. I'll probably simplify them to a few or one type of bread along with the crop revamp.

Time to get cracking on the next update! I'll be removing copper as a weapons metal as well (Everything in Fallout was at the very least iron), so expect enemy civilizations to get boosted by this.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 02:21:52 pm
While we could slink into my friend's forum and hide out in the OOC section, I could make us a forum where we won't get harassed. No report is complete without shipping jokes.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 02:37:13 pm
I'm fine staying here, but if we move I'll follow.
In other news, everyone and his grandmother seems to be doing these things, so why not me?
Spoiler: Cradleworth, Year One (click to show/hide)
Spoiler: Screenshots (click to show/hide)
It's going to be an above-ground fortress with a popcap of thirty. Wish me luck, eh?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 27, 2012, 02:45:35 pm
Replica, the random entry is entry 1 of Pine.

Copy.

Also I'm going to try and see if my former pony forum will take us in for political asylum. Then we can make all the jokes we want without being overt. Like we were doing here till the community watch guy started hassling us.
While we could slink into my friend's forum and hide out in the OOC section, I could make us a forum where we won't get harassed. No report is complete without shipping jokes.

Appreciate it, but it just wouldn't be the same.
It wouldn't be funny to mess with Crazy Cow if he and the others weren't there to be all skittish about it, and plus, I'd rather not make separate stable reports on different forums, I am short on time as it is.
Just face it, we had a good run, it was fun while it lasted, but didn't work out and it is just time to let it go.

Spoiler: Maklak (click to show/hide)

Spoiler: Lycaeon (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 03:05:35 pm
Good luck Crazy Cow! :) Let me know if the ASCII needs tweaking anywhere (If you're using the prototype version).

Replica:
>Why isn't the reaction appearing as red if I can't do it, like it does for many of the other reactions?
It may be that when there are duplicate components the reaction will only need one to become "available". This can be mitigated by having stockpiles specifically for components next to the workshops, so you can double check whether or not you have enough for large reactions.

>Which has boosted my fish stocks considerably, and thus resulted in a disproportionate amount of shells.
Radfish don't give shells...so it must be some other critter. Do you know it's name?

>Latest report is registered at 10th Sandstone, 103.
Well, you did have some raider scouts show up, so it's probably not a matter of inaccessible enemy civs or something.

>But seriously though, could I request baguette swords? Just for laughs?
Sure. :P

>Copper is the best blunt material weapon aside from silver, and you are removing silver as well as a weapons material.
Whoops...forgot about that. I'll leave it in as a weapons metal for now. I was more concerned with the armor anyway.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 03:11:35 pm
What I'm proposing is that we all pack up and move to a new forum. Which means mod discussion and reports would take place there instead of here. You wouldn't need to make stable reports on each forum since we'd all be over there. Crazy Cow is coming if we all do. All we need is the OK from everyone else. If the locals don't approve of you, you either band together and form a separate society, which we're unable to do, or you pack up and head for greener pastures.

Having to censor creativity due to watchful hawks is no way to have fun
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 27, 2012, 03:22:36 pm
>It may be that when there are duplicate components the reaction will only need one to become "available". This can be mitigated by having stockpiles specifically for components next to the workshops, so you can double check whether or not you have enough for large reactions.

I see, well, I do have a robot components stockpile planned out, there is a room that has been dug out that I made after screencapping the fort.
I feared that it would be something like that, oh wells, not a big deal to hang myself over.

>Radfish don't give shells...so it must be some other critter. Do you know it's name?

The name of this mysterious and elusive shell providing creature is "Mussels".
A "Mussel" is a strange underwater creature that lives inside an exoskeleton (the "shell"), it's pulpy fleshy mass is very delicious and can even be eaten raw and is a delicacy when cooked with 200 year old pasta in the warmer mediterranean regions of the wasteland.

>Well, you did have some raider scouts show up, so it's probably not a matter of inaccessible enemy civs or something.

I sure hope not, I embarked right in the middle of a massive continent filled with the worst scum, it would suck to have all this cool gear and nothing to use it against.

>>But seriously though, could I request baguette swords? Just for laughs?
>Sure. :P

YES!! (https://www.youtube.com/watch?v=Iof5pRAIZmw)

>>Copper is the best blunt material weapon aside from silver, and you are removing silver as well as a weapons material.
>Whoops...forgot about that. I'll leave it in as a weapons metal for now. I was more concerned with the armor anyway.

Hey, just saying, do whatever, we'll roll with it.
Removing copper may actually be better in the long run, because like you said, it would buff civs overall.

What I'm proposing is that we all pack up and move to a new forum. Which means mod discussion and reports would take place there instead of here. You wouldn't need to make stable reports on each forum since we'd all be over there. Crazy Cow is coming if we all do. All we need is the OK from everyone else. If the locals don't approve of you, you either band together and form a separate society, which we're unable to do, or you pack up and head for greener pastures.

Having to censor creativity due to watchful hawks is no way to have fun

But I like Bay 12. :c
If the involved users are interested then okay, I'll show up and swing by every now and then if it is such a big deal to people.
But my home is Bay 12, my stable reports stay where they are and my main presence remains next to Lycaeon and his thread.
I really like the non-joke related feedback I get from doing these, the talks with Maklak and Lycaeon about choices I've made are interesting and I am learning crap I should have known ages ago.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 03:23:04 pm
What I'm proposing is that we all pack up and move to a new forum.
And wouldn't that just be what the hawks want?

A pony community fort here is far from impossible, and has been done very successfully numerous times before, as I'm sure you know. The DF forum rules don't prohibit ordinary shipping and creativity - we just need to keep in mind not to get carried away and we'll be fine.

I do appreciate that the option is available Indigo, however, I'll be keeping my operations here.

Edit: Same to below Crazy Cow, though I will open a mod thread there for posterity.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 03:35:14 pm
You know, guys, there's already a forum for us (http://mylittleponyforum.infodiscussion.com/).
Back when the Pony Threads were struck down by the great Toady One, we fled into the wilderness and founded mylittleponyforum.infodiscussion.com. They're all Bay12 bronies over there, and we've even got an 18+ section for people who really like their mature stuff. We could make a thread there for the FO:E mod and get a few new players besides.
(We even have a Skype group if you like that sort of thing ;P)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 03:53:54 pm
You know, guys, there's already a forum for us (http://mylittleponyforum.infodiscussion.com/).
Back when the Pony Threads were struck down by the great Toady One, we fled into the wilderness and founded mylittleponyforum.infodiscussion.com. They're all Bay12 bronies over there, and we've even got an 18+ section for people who really like their mature stuff. We could make a thread there for the FO:E mod and get a few new players besides.
(We even have a Skype group if you like that sort of thing ;P)

Works for Hulk.

I'll definitely be moving over there. Saves me from embarrassing everyone with a shoddy layout. Well not move-move. I'll still be here, though I only come here to watch this thread, Losing is !MAGIC! and to look at other mods. I've never even been to other parts of this forum besides the modding scene.

Also I don't subscribe to "If you do this then they win!" mentality. So long as both parties get what they want it's a win-win. For now I'm going to see if this other forum can handle me. I've been keeping my own stuff private, that's why I stopped updating Bottledlust.

Also I think another CO is going to have to take over Pine Outpost. More news at 11.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 04:16:14 pm
I'll see you there, eh? I'll put up an FO:E (http://mylittleponyforum.infodiscussion.com/t204-df-falloutequestria-v092-beta-fire-and-steel-phoebus-graphics) thread for us.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 04:22:57 pm
In which section?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 04:23:13 pm
I've made a thread in the general section under Canterlot, and will be keeping track of it as well. I wish you the best of luck Indigo! :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 04:26:32 pm
I've made a thread in the general section under Canterlot, and will be keeping track of it as well. I wish you the best of luck Indigo! :)

I'm in the thread right now!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 27, 2012, 04:46:30 pm
Yeash, everyone jumping ship for no reason. Why can't we all just get along and use the forum that, as already stated, has no real issues with us?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 27, 2012, 04:49:24 pm
Well. Would have reclaimed the embark, but a thunderstorm came and wiped out the modem. Internet withdrawal sucks T_T

+1 for moving into the pony forums. Made an account over there.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 04:54:28 pm
Yeash, everyone jumping ship for no reason. Why can't we all just get along and use the forum that, as already stated, has no real issues with us?

It's just... it's the same thing that happened with general pony discussion. I love Toady with all my heart, and he has his reasons, but if there are restrictions on the stuff we don't want to do there's always going to be this niggling little fear that if we step out of line we'll get crushed. We aren't jumping ship (I at least will still be here), but I'd like to be free to talk about stuff if I want to.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 04:54:53 pm
It's not a move Pokon - think of it more as an expansion of operations. I myself will be keeping the bulk of my activity in Bay 12, but I cannot in good faith refuse to consider those in the pony forum who may wish to (or already) play the mod. Plus, more feedback and suggestions are always good! :D

Edit: I've posted a link to the new thread in the first post.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 05:15:06 pm
Yeash, everyone jumping ship for no reason. Why can't we all just get along and use the forum that, as already stated, has no real issues with us?

It's just... it's the same thing that happened with general pony discussion. I love Toady with all my heart, and he has his reasons, but if there are restrictions on the stuff we don't want to do there's always going to be this niggling little fear that if we step out of line we'll get crushed. We aren't jumping ship (I at least will still be here), but I'd like to be free to talk about stuff if I want to.

Everything Crazy Cow said.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on December 27, 2012, 05:48:58 pm
I have been spreading word of this mod on the FoE site as best I can, even got a few ponies to download and play it, even if they have next to no experience with DF at all.

I would suggest keeping the thread mainly here, but perhaps moving some of the side discussions off to other sites, the ones that do not relate to the mod itself or fixing that bugs are present.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 27, 2012, 06:12:28 pm
Wow, looks like people adopted my e-mail style quotes, instead of BBcode. I find if funny :D

> I made giant radscorpions and other major enemies [FIREIMMUNE], otherwise they'd just be melted down in an instant by flamethrower turrets.
Riiiight... So let me sum up: We have weapon and cage traps, but they only work against weak and medium enemies, not the kind of stuff that's actually dangerous. We have flame-thrower and incendiary missile turrets that may not even fire against weak enemies and can't harm tough ones, but when the grass gets set on fire, or my ponies or traders are at the wrong place wrong time, they get torched. Oh and the same goes for flamer battle saddles. We have minigun battle turrets that are moderately useful, except they stop scaring away feral dogs and other minor threats. We also have robots that with enough resources can be made quite deadly, but we need to import the base versions from caravans. We also can't tame anything !fun!, like a GCS.
Well then, being this nerfed is somewhat disappointing, but hopefully the militia on the wall method can manage. There is also the possibility to spam bronze spikes, which aren't even at the prismatic forge. It feels a bit like fortress defence, but I guess the wasteland should be hard and if I want to play with sunshine and rainbows, there is "Loosing is Magic" for that. OK, end rant.
Would it be possible to leave the bullet attack on upgraded turrets, maybe except for the minigun?

> I'll add in the bronze mechanism, though I intended the prismatic forge to only work with steel and plasteel.
Thank you, but I must admit that in Fallout everything is made of steel. Bronze is durable enough and it doesn't rust much, so is a feasible replacement. I would also like bronze / steel / iron menacing spikes.

> No BB's
Why? I wanted to smelt 2 scrap into 8 bronze (or 3 into 12, forgot which one is it in Prismatic Smelter), then make 800 or 1200 pellets and be free to atom-smash bones. Or just let them rot and not slow down FPS by making hundreds of stacks of 5 pellets. If pellets are dirty cheap like this, everyone is free to use them for training. Now I need magma to make stacks of 25 pellets "for free".

> Removing copper and silver as wepons-grade metals.
I vote yes.
* In vanilla DF you'll usually get at least an ore of copper, so it is something of a fallback metal. In FoE your primary ore is scrap anyway, so malachite or tetrahedrite don't matter much.
* This outdated weapons research http://www.bay12forums.com/smf/index.php?topic=53571.0 shows that there is not that much of a difference between materials for blunt weapons, but steel wins overall. Copper is on the weak side and silver on the strong side.
* No more Steel Rangers in copper power armours.
* Bronze / Bismuth Bronze / Iron, Steel, Plasteel and !funobtanium! is still a good progression. With scrap, no one who knows about how easy it is to make at least bronze, will use copper for the military anyway.
* No more Copper chainsaws.
* On the minus side, it will make copper almost useless.

Consider adding a chance for bronze and brass bars if I just smelt scrap directly. It kinda makes sense. Oh and a rather low chance for steel.

> Craddleworth
Well, have !fun!. Looking at the embark screen I am slightly surprised by these things:
* No metal of any kind, but scrap will keep you covered anyway.
* Lack of skills for ponies. There is "Reverend Mother" the leader and one Battle-Brother. No mechanic, no metalsmith, no armoursmith, no weaponsmith, no framer / brewer / cook.
* Potash? Well, it is cheap, but I wonder what you need it for. Farming? Soap? (Lye is better) Gunpowder? (Saltpetre is better)

> I think the plasteel/steel furniture is a nice touch
Since at least one person wants them, I retract my objection. BTW, do all reactions have to be "flatly displayed" or can you make a "reaction tree" with sub-menus in custom workshops? Menus like at the forge would be nice.

> > For arms and armour the value system takes care of upgrades. When decorations come into play a *<-bronze security helmet->* can be worth more than a =steel security helmet= and I don't want that.
> Never say no to free stuff, especially now that value doesn't really matter.
But I want the value to matter. That way I can just assign "security helmet" to a squad uniform and they will upgrade without assigning them individual pieces. Steel is worth more than Iron and Bronze and quality bumps up the value too, so the system works. Decorations can screw it up and they are only good for those prissy Palladins anyway.

> We earth ponies don't really mind [living in a cave] though, but you know, gotta keep the unicorns happy and all.
Lol.

> And while it's jarring to have modded in an Overmare that gets elected...I didn't want to stray too far from the base mayoral position. Is that ok with everyone?
I'm OK with it. Maybe the overmare / overstallion should be Baron / Duke / King instead, but some stables have elections and having an overmare with no actual authority and "director" who runs things has a certain charm to it. If you decide to change it, I don't see a good name for the elected position. Voice / representative of the stable just sounds weird.

> New forum discussion.
Yes, http://mylittleponyforum.infodiscussion.com/ is what I had in mind. I may register there, but will probably stay mostly on bay12. "Expanding the operations" is a good way to think about it Lycaeon. I'm just not sure, you posted in the right sub-forum, but the moderators will probably take care of it. 

> I have been spreading word of this mod on the FoE site as best I can, even got a few ponies to download and play it, even if they have next to no experience with DF at all.
I may have recruited one person, but he hasn't played DF before, so for now I told him to use Lazy Newb Pack. I'll see how it goes.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 27, 2012, 06:38:23 pm
3rd Report of Outpost Pine.

Spoiler (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 06:48:18 pm
Spoiler: Maklak (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 27, 2012, 07:15:59 pm
I have been spreading word of this mod on the FoE site as best I can, even got a few ponies to download and play it, even if they have next to no experience with DF at all.

I would suggest keeping the thread mainly here, but perhaps moving some of the side discussions off to other sites, the ones that do not relate to the mod itself or fixing that bugs are present.

I intend to keep all of my efforts on the DF and pony forums for now, with all development activity preferably limited to this thread alone. Reading through discussions and Stables takes quite a bit of time. Also, Dwarf Fortress is a difficult game to get into, especially for a mod that's still incomplete, so players unfamiliar with the game may feel overwhelmed despite the tutorials I have up on the first page. All in all, expansion won't be a priority for a while.

I do however appreciate your efforts Kel. Thank you. :)

Maklak:
>Would it be possible to leave the bullet attack on upgraded turrets, maybe except for the minigun?
Not really, or else it would interfere with the turret's normal attack.

>I would also like bronze / steel / iron menacing spikes.
Sure!

>Consider adding a chance for bronze and brass bars if I just smelt scrap directly. It kinda makes sense. Oh and a rather low chance for steel.
Sorry, but the reaction is more of a complete breakdown of the scrap metal, so only the base metals are produced.

>Do all reactions have to be "flatly displayed" or can you make a "reaction tree" with sub-menus in custom workshops?
That can't be done for custom workshops and reactions.

> Decorations.
I don't think it's possible to stop weapons, armor, and some other items from being decorated.

Indigo:
Oh dear...well...hopefully they fell valiantly. Can't wait to see more reports though! :D

Edit:

>BB's
Very well then. I'll see what I can do.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Crazy Cow on December 27, 2012, 08:17:25 pm
Spoiler: Cradleworth, Year 2 (click to show/hide)
Spoiler: Screenshots (click to show/hide)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 27, 2012, 08:41:19 pm

Spoiler: Screenshots (click to show/hide)

Praise the foal-king!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Morhem on December 28, 2012, 07:14:51 am
Im new to mod, playing it for just second day, and just cant get myself to dive into mod's tech trees. And wow, we should totally have a wiki or smth for that, becouse first page's info is not enough 0_o.
Just a chicken coop and a smelter for now.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 28, 2012, 01:21:10 pm
Despite my 38 deg. celsius fever and having slept for a mere 5 hours after staying awake for 28, I felt like making this report different because I wanted to vary it a bit for today.
I wrote it more or less like a narrative from my point of view, if I were the pony named after me ingame and still led the fortress like I do as a player.
Obviously it is unlikely that I will write another report like this as it is impractical as fuck and time consuming, much of the content is flavor and fluff rather than strictly gameplay.

I hope you like reading, because it is 4400 words long.

(http://tctechcrunch2011.files.wordpress.com/2010/07/picard-facepalm-jpg-921c397606.png?w=300)


Spoiler: Lemon Stable Report 9 (click to show/hide)


Im new to mod, playing it for just second day, and just cant get myself to dive into mod's tech trees. And wow, we should totally have a wiki or smth for that, becouse first page's info is not enough 0_o.
Just a chicken coop and a smelter for now.

Yeah it's pretty confusing to get into at first.
Just remember, build a salvage yard, workbench and supply depot and divide all "non-woody" wood from the normal wood through custom stockpiles.
Do not use logs named "X-quality salvage log" for construction.
It is from the salvage logs where you get much of the tech needed to build the new workshops and items, so process all of those at the salvage yard and supply depot.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 28, 2012, 02:35:34 pm
I am apparently really bad at this mod. That's not a huge surprise, since I was never very good at DF in the first place, so it's not like I blaim Lycaeon or anything :P

It does seem like every fortress I make ends up getting conquered by Steel Ranger ambushes 2 or 3 years in. I'm starting to think maybe I'm being too overzealous with salvaging or something and getting them too early. The last time was just embarrassing; I got an ambush of steel rangers in the third year and managed to lock them outside the outer walls (they contented themselves with destroying a Wastelander caravan as it arrived) but one steel ranger thief with a rocket launcher had already made it inside. I figured my 9 knife ponies, 9 chainsaw ponies, and 9 chainsword ponies would be enough to handle him, but apparently I was wrong. He killed them all and ended up with only a bunch of brown wounds :P

Back to the drawing board. I'm thinking my next fortress is going to have a lot of walls and drawbridges, and my ponies are going to hide like cowards whenever anything threatening shows up.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 28, 2012, 03:07:23 pm
@Bremen Salvaging builds up wealth pretty quickly because of those steel items. Sell all excess weaponry, especially the steel barbed wires, to the caravans. You get more stuff from them if they get a lot of wealth from trading with you anyways.
Another note, DO NOT USE SALVAGE FOR CARPENTRY. Don't know if you've been doing that, but if you have, stop immediately. Temporarily forbid all your salvage items if you have to.
Also, melee weapons are suicide against some of the later game enemies. Raiders are perfectly acceptable for melee combat, and slavers are okay if your soldiers are badflank enough, but Steel Ranger ambushes and pretty much anything with interactions will make your Stable's brief existence Fun without adequate ranged weaponry.

And Replica, good read as always.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 28, 2012, 03:22:05 pm
@Bremen Salvaging builds up wealth pretty quickly because of those steel items. Sell all excess weaponry, especially the steel barbed wires, to the caravans. You get more stuff from them if they get a lot of wealth from trading with you anyways.
Another note, DO NOT USE SALVAGE FOR CARPENTRY. Don't know if you've been doing that, but if you have, stop immediately. Temporarily forbid all your salvage items if you have to.
Also, melee weapons are suicide against some of the later game enemies. Raiders are perfectly acceptable for melee combat, and slavers are okay if your soldiers are badflank enough, but Steel Ranger ambushes and pretty much anything with interactions will make your Stable's brief existence Fun without adequate ranged weaponry.

And Replica, good read as always.

I don't use salvage for carpentry... mostly. In my last fort I did have an accident where I forgot to link my normal wood stockpile to my wood furnace, but I fixed that (eventually). And I had actually just been looking at the raws and noticed that steel rangers and Unity trigger on wealth but not trade; I had actually been doing things backward, trading as little as possible for fear of getting my settlement noticed. I'm thinking next game I might set a pop cap (but not baby cap) of 80 or so, and keep a closer eye on created wealth to try to delay the big bads.

One big reason that my last fort fell is probably that I had just moved my 7 protectaponies to the entrance to the underground cavern. It seemed reasonable at the time that they'd be better at handling the radioactive ghouls while my military held the (surface) fort. Also, I discovered halfway through the last fort that you can make bone and wooden pellets (I guess I just assumed that, unlike bolts, they had to be metal) so hopefully I can do a bit more markspony training this time.

I do have one request, can someone write a guide on making use of the upgrade potions (particulary robot upgrades)? I'm not quite clear on how to best make use of them, so I've kind of been avoiding it so far.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 28, 2012, 03:28:40 pm
Very good read Replica, sorry about your fever. All the power to you for being a real earth pony and powering through writing all this. However I'm going to have to give you a brief lesson in writing. It's a unicorn, not an. The u in unicorn is really making two sounds the consonant y and long oo. A and an are based purely on sounds, not just the first letter of the word they're put next to. 'A' for consonant and 'an' for vowel sounds. More often than not a word beginning with a vowel has an initial vowel sound, but that's not always the case, especially with 'u'.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 28, 2012, 04:05:49 pm
Replica: Sorry to hear about the fever...I hope you get better soon! :)

> 4400 words long
Mother of God... :o

A fascinating read...I'm impressed at how you explained the various quirks and other minor bugs through the actions of your ponies.

> she was so hung over the next day that she couldn't figure out how to install ammo boxes to turrets anymore
 :P

> many parents took their little fillies and colt to play and cuddle with the yellow birdies.
A very nice touch there. Stuff like that is often ignored in regular community fortresses.

> it's okay to be innocent for the first few years of your life.
Even in the wastelands... :)

> she managed to trade yet another spool of wire, a lawnmower blade and a single barrel of low quality meals in exchange for all their wood, all their drinks, all their food (including fish which we don't need) and various assorted goods
A bit jarring, but you passed it off well. Oh the joys of the DF trading system. :-\

> and all we got are our hooves and mouths to work with, the sheer thought that he crafted this amazing statuette using just that is mind blowing.
The magic of the earth ponies is imbued in the crafts they make. :)

> 105 bars of fuel and 442 bars of iron.
I may need to lower scrap metal yields a bit. :'(

> But there is still much to do, such as actually covering the "airlock" to protect our trading partners from irradiated storms.
Your surface is becoming quite the complex there.

> We have been here since the founding of Lemon and we still haven't had any children... in fact, we haven't even married.
Maybe because somepony is too busy managing a Stable. :P

> Can you believe it? Out of 124 ponies not a single one of them knows how to bake muffins. Not one.
Well, muffins are a luxury in the wasteland.

> Also got to remember to open up those 56 broken civilian crates.
Damn Replica, you really lucked out on the salvage. :o The salvage yard should detect them however if they're in a nearby stockpile.

Bremen:
> It does seem like every fortress I make ends up getting conquered by Steel Ranger ambushes 2 or 3 years in.
An oversight on my part made the Steel Rangers resistant to steel medium caliber bullets, which shouldn't be the case. It will be fixed soon, but for now kinetic sledgehammers are your best bet. Chain weapons don't really perform well against the rangers, though after the next version steel and above should be effective.

I'm also annoyed that the maximum wealth trigger is 300k...this is too low given DF's ridiculous wealth values, such that Steel Rangers will begin ambushes 2-3 years in. I probably will make it a trade trigger, as that's more controllable than production, even though the limit is lower.

Development has been delayed a bit. :( New projected release date is Sunday.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 28, 2012, 04:08:02 pm
> I do have one request, can someone write a guide on making use of the upgrade potions (particulary robot upgrades)?
What you need to do is set up a restricted-access (With doors or burrows) room smaller than 7x7 with your potions-making workshops and their appropriate reagent stockpiles nearby. Inside this room, set up a drink stockpile that only accepts upgrade potions. Pasture all robots/chickens/dogs/slave ponies to be upgraded in that room. When you have a pony that needs upgrading, move him to that burrow.

What will happen is that the drink gets manufactured, then moved to the restricted access room by a hauler. Once the hauler is inside the room with the drink, set the doors to forbidden so the hauler is trapped with the drink. Eventually, he'll get thirsty, drink the potion, and upgrade a nearby creature. If it's a specific pony you want upgraded, set him to that burrow and let the hauler out once the drink is in the room. After the upgrade is complete, you can let the new robot/upgraded pony out. Keep in mind that:

•   Upgrade potions are located under Food → Drink (Plant) in the stockpile settings.
•   Forbid your ordinary drink stockpiles from accepting upgrade potions.
•   Power armor upgrade potions only work for earth ponies.
•   Scorpion armor upgrade potions also work for unicorns.
•   Robot upgrade potions upgrade basic robots.
•   Robot assembly potions have their target (chicken, dog, or untrained slave pony) in their name.
•   Ponies can only have a single self-upgrade (power armor, battle saddle, or stealthbuck), but can perform unlimited robot upgrades.
•   Self-upgraded ponies undergo a name change and flash for a couple of seconds.
•   Ponies need to have direct line of sight to the robots they're upgrading.
•   There is an announcement for the upgrade in the (r) combat menu in (pony/robot) is fighting!
•   Self-upgraded ponies no longer show up on Dwarf Therapist.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 28, 2012, 04:35:58 pm
> I do have one request, can someone write a guide on making use of the upgrade potions (particulary robot upgrades)?
What you need to do is set up a restricted-access (Preferably with burrows) room smaller than 9x9 with your potions-making workshops (With their appropriate reagent stockpiles) and a drink stockpile that only accepts the potions from the workshops. This is to make sure the potions don't intermingle with ordinary drinks. Pasture all robots to be upgraded in that room. Whenever you have a pony that needs upgrading, move him to that burrow and have him perform the reaction, then lock him in the room. Once he gets thirsty, he'll drink the potion and either upgrade himself or one of the nearby robots. Then you can let him back out. Keep in mind that:

Ponies can only have a single self-upgrade, but can perform unlimited robot upgrades.
Self-upgraded ponies undergo a name change and flash for a couple of seconds.
Ponies need to have direct line of sight to the robots they're upgrading.
There is an announcement for the upgrade in the (r) combat menu in (pony/robot) is fighting!
Self-upgraded ponies no longer show up on Dwarf Therapist.

Hum, possibly a stupid question, but what reaction do you mean when you say to have the pony that needs upgrading perform the reaction?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 28, 2012, 04:39:37 pm
It's the reaction to make the potion. I've edited that in and put a link on in the first post under Workshops and Industries.

I know it seems a bit complicated but once you have it up and running things should proceed smoothly. Upgrading ponies in the militia may take a bit more work though depending on your schedules.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 28, 2012, 04:55:27 pm
Very good read Replica, sorry about your fever. All the power to you for being a real earth pony and powering through writing all this. However I'm going to have to give you a brief lesson in writing. It's a unicorn, not an. The u in unicorn is really making two sounds the consonant y and long oo. A and an are based purely on sounds, not just the first letter of the word they're put next to. 'A' for consonant and 'an' for vowel sounds. More often than not a word beginning with a vowel has an initial vowel sound, but that's not always the case, especially with 'u'.

Intentional, I haven't used "a unicorn" in ages.
Doesn't sound entirely right and no one minds or notices the difference.
In fact, people often try to correct you when you write "a unicorn", happens from time to time on fimfiction.

Unicorns are a bunch of scum and dirtbags anyway, they don't deserve proper spelling.

Lycaeon:
> 105 bars of fuel and 442 bars of iron.
>I may need to lower scrap metal yields a bit. :'(
> Also got to remember to open up those 56 broken civilian crates.
>Ok...lowering civilian crate drop rate as well. Damn Replica, you really lucked out on the salvage. :o The salvage yard should detect them however if they're in a nearby stockpile.

Careful Lyc, my stable is a special case.
I have lots of iron to smelt, all that iron came from smelting iron, I have barely touched my scrap metal.
The fuel is about 70% or so from salvage, yes, but I have also been stockpiling bit. coal since year 1, I only just began the metal industry in year 3.
If you lower scrap rate based on my limonite smelting industry you'll only end up screwing Maklak and the others over, heh.

As for the civie crates...
They are slightly more frequent than normal civie crates sure, but I haven't opened any broken crates at all (because the option was red and only just now discovered how to work around it), the 56 crates were also hoarded.
And I mean, honestly, 56 crates after almost 4 years of constant salvaging?
Dunno man, I'll let you be the judge of your own mod, I am just saying, maybe there is just nothing wrong with the two rates. :P

>> Can you believe it? Out of 124 ponies not a single one of them knows how to bake muffins. Not one.
>Well, muffins are a luxury in the wasteland.

A luxury... truly befitting the *coughbakingindustrycough*.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 28, 2012, 05:00:16 pm
> Careful Lyc, my stable is a special case.
Yep...the crates made sense after I spent a moment thinking about it, and I didn't take into account ore production. I'll leave the values unchanged. Several version's worth of tweaking have made the system pretty balanced.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 28, 2012, 06:18:35 pm
With the upcoming cyberponies... do we have to crack open the skulls of innocent slaves? Why not some captured raiders or slavers? The brain is only used as a processor, isn't it? *

Also I agree with having enemies show up due to trading. After all, how is anypony supposed to know you have loads of prewar tech and salvage unless you trade it off?


*Nix that, there's such a thing as a Fallout Equestria wiki. I just got schooled.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 28, 2012, 06:47:03 pm
With the upcoming cyberponies... do we have to crack open the skulls of innocent slaves? Why not some captured raiders or slavers? The brain is only used as a processor, isn't it?

Also I agree with having enemies show up due to trading. After all, how is anypony supposed to know you have loads of prewar tech and salvage unless you trade it off?

The downside would be that five barbed steel wires are enough to hit the maximum trade progress trigger and end up with the Unity and the Steel Rangers fighting over who gets to loot your fort.

It does mean that you can live a more peaceful existence by keeping trading to a minimum, though.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 28, 2012, 06:53:04 pm
Well, Vaults- er, Stables tend to be meant to button up until the trouble's past...

Also: Between this mod and the actual story I went out of my way and actually got Fallout 3. Seems I was right to succumb to that particular urge.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 28, 2012, 10:17:22 pm
With the upcoming cyberponies... do we have to crack open the skulls of innocent slaves? Why not some captured raiders or slavers? The brain is only used as a processor, isn't it?

Captured enemies retain their civ loyalties and so will remain hostile even when transformed. I have my own thoughts on the matter, but it involves the convoluted creature spawning, so that's some ways off. For the moment, cyberizing slave ponies is the easiest way to introduce useable robobrains.

I went out of my way and actually got Fallout 3. Seems I was right to succumb to that particular urge.

It's an excellent game. I still have fond memories of blowing up raiders with the bloody mess perk.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 28, 2012, 10:30:45 pm
With the upcoming cyberponies... do we have to crack open the skulls of innocent slaves? Why not some captured raiders or slavers? The brain is only used as a processor, isn't it?

Also I agree with having enemies show up due to trading. After all, how is anypony supposed to know you have loads of prewar tech and salvage unless you trade it off?

The downside would be that five barbed steel wires are enough to hit the maximum trade progress trigger and end up with the Unity and the Steel Rangers fighting over who gets to loot your fort.

It does mean that you can live a more peaceful existence by keeping trading to a minimum, though.

I know have the greatest mental image.

Knight:"Elder, we have a report coming in from the town of Happyshivs."

Elder:"Oh, what of them?"

Knight:"They have....barbed wire."

Elder:".....Distroy them!"
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 28, 2012, 10:57:26 pm
>I still have fond memories of blowing up raiders with the bloody mess perk.

I still have fond memories of hitting every raider in sight with the Mezmetron and slapping slave collars on them and chopping up those I couldn't salvage into meat to sell to Tenpenny Tower. Slavery and Butcher Pete mods respectively.

>Captured enemies retain their civ loyalties and so will remain hostile even when transformed. I have my own thoughts on the matter, but it involves the convoluted creature spawning, so that's some ways off. For the moment, cyberizing slave ponies is the easiest way to introduce useable robobrains.

If only there was a way to butcher them and have the brain be part of the reaction.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 28, 2012, 11:56:01 pm
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 29, 2012, 12:15:51 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 12:18:49 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

This of course has the odd effect of making cheese makers and babies much more useful.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 29, 2012, 12:50:48 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

This of course has the odd effect of making cheese makers and babies much more useful.

Gah, now I want to make a custom civ of ponies with cyberponies as the ruling elite and soldiers with the fleshy ones existing only to either breed or be converted into robots.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 01:00:55 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

You know what? Valdiku needs fucking robobrains in his mod, that sounds just like something he'd love to be all over.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 01:20:19 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

You know what? Valdiku needs fucking robobrains in his mod, that sounds just like something he'd love to be all over.

No, you know what?
There needs to be a pony style Borderlands (Ponylands? :P) mod for this game.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 01:36:31 am
If only there was a way to butcher them and have the brain be part of the reaction.

Too bad you can't spawn new creatures out of a paper clip, some string and the brain of a sadist.

If only McGyver was here.

Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

You know what? Valdiku needs fucking robobrains in his mod, that sounds just like something he'd love to be all over.

No, you know what?
There needs to be a pony style Borderlands (Ponylands? :P) mod for this game.

More like Borderblands.
It's just wastelands where you shoot giant space rats and talk to crazy children who sleep with their eyes open, and we have both of those in post apocalyptic Equestria.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 29, 2012, 01:42:11 am
Then came the image of a dark factory where ponies' heads are cut open with a circular saw, tiny surgical instruments then disconnect the brain from the skull. The body is pushed into an awaiting meat grinder and the brain taken and installed into a robot.

It's called the RobronCo Assembly Forge. ;)

> Knight:"They have....barbed wire."

> Elder:".....Distroy them!"

That's exactly what I'm afraid of. I'll introduce a trade trigger for the Steel Rangers on an experimental basis. Unity alicorns are already population triggered only.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 01:43:08 am
More like Borderblands.
It's just wastelands where you shoot giant space rats and talk to crazy children who sleep with their eyes open, and we have both of those in post apocalyptic Equestria.
I don't see how robot invasions and alien element mutations would be bland, but okay.

@Lycaeon Speaking of barbed wire, why the hell is it so valuable in the first place?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 01:46:47 am
But sire, why not just lower the value of barbed wire?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 29, 2012, 02:01:01 am
> Speaking of barbed wire, why the hell is it so valuable in the first place?

The formula for trap component values is ((SIZE / 50) + 1) * HITS. Barbed wire has 20 hits...so on top of the fact that it's made out of steel...

Its high value is something I overlooked, so I'll have to reduce its hit number and size. Thanks for the heads-up! :)

And Replica, I'm just a modder. ??? Kkat would be a more fitting subject of praise, after all, the novel's the source of most of the ideas.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 02:04:02 am
>> Speaking of barbed wire, why the hell is it so valuable in the first place?

> The formula for trap component values is ((SIZE / 50) + 1) * HITS. Barbed wire has 20 hits...so on top of the fact that it's made out of steel...

20 hits? No wonder the Steel Rangers want to destroy us!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 02:27:43 am
HOLY CHRIST
That's 200 attacks with a steel grade weapon material in one tick for a trap loaded with just 10 of those!
No wonder you added trapavoid to many of the creatures, that is just insane!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 02:30:53 am
HOLY CHRIST
That's 200 attacks with a steel grade weapon material in one tick for a trap loaded with just 10 of those!
No wonder you added trapavoid to many of the creatures, that is just insane!
Exactly, that's why the Elder wants us gone. Such weaponry is DANGEROUS in the hooves of ponies.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 29, 2012, 02:32:10 am
I don't have the time to write much right now, but I'm still watching the thread. Replica's report was entertaining, if lengthy.

Since Serrated Disks and Spiked Balls have 3 hits, 20 hits is something of an overkill. Granted, those hits are just small cuts, but they can still chop a radscorpion to pieces.

(http://fc03.deviantart.net/fs71/i/2011/075/a/1/cyberpony_sheet_reference_by_percyfan94-d3btbb3.jpg) (http://percyfan94.deviantart.com/art/Cyberpony-sheet-reference-201241983)
On the subject of Cyberponies, like I mentioned, Master Red Eye said that one problem with them is that if you take some slave's brain and put it into a killing machine, it may want to enact some kind of revenge. I'd therefore like to be some chance for things to spin out of control, just like with defective AIs.

I was thinking about plasteel plates and I don't really see an in-fluff reason for them to exist, if their only use is smelting them down. Sompeopny made them in the first place for a reason. An in-crunch reason could be to force the player to build a prismatic smelter and a prismatic forge ho handle Plasteel. Maybe there could be some other way to handle this or a use for plasteel plates in upgrading robots or cyberponies. Either way, it is just a minor grievance. However... well, I just never saw plasteel in any FoE fiction and I think introducing it was a mistake in the first place.

On an unrelated note, I think the TRAPAVOID should be split into separate tags for cage and weapon traps. 
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 03:08:08 am
Steel doesn't leave "small cuts", steel leaves deep gashes gushing with blood.
200 attacks is a goddamned meat grinder.

Quote from: Wiki
Web or loss of consciousness

Trapavoiders become vulnerable to traditional traps when they are webbed or unconscious. One can take advantage of this, usually to cage the uncageable, by building traps in a silk farm or by building a constructed floor on top of a support and surrounding the area under it with traditional traps-- what is known as a cave-in trap.

UN-LIMITED... POWERRRRRRRRRRRRRRR!!!!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 29, 2012, 03:20:14 am

On the subject of Cyberponies, like I mentioned, Master Red Eye said that one problem with them is that if you take some slave's brain and put it into a killing machine, it may want to enact some kind of revenge.

I read that differently than you. I forget where it was, but it read to me like if the pony was allowed to fully control the machine it would enact revenge, but instead the brain is used for computing and an AI takes care of targeting and everything else.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 29, 2012, 03:38:33 am
Indigo_Surprise, you've read correctly. I just twisted his words for !fun!

Replica, you've just given me an idea for a fall trap with cages at the bottom. Other then that, just post rifleponies on the wall, put some cage and weapon traps around and hope for the best, but that's dangerous for my own ponies too, if they were to engage the Rangers in the wrong spot. But then if they do, they'll likely die anyway.

> Steel doesn't leave "small cuts", steel leaves deep gashes gushing with blood.
Judging by the edge size on barbed wire, those cuts are small.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 04:10:37 am
>> Steel doesn't leave "small cuts", steel leaves deep gashes gushing with blood.
>Judging by the edge size on barbed wire, those cuts are small.

Mak.
Maky Mak.
Maky boy.
By fellow player and Overseer.

If I cut you once in the arm with a steel blade I'll leave a cut, right?
Not that bad, you'll probably still be able to shoot a gun or swing a weapon with that arm.
But if I cut you 200 times, in 1 second...

And then, it's not really a blade either, it's a tiny ultra sharp barbed string.
If you swing your arm at a string like that you'll probably slice it clean off.

This video pretty much shows that ONE barbed steel wire trap would do, link (http://youtu.be/YnuRpHkg0H8?t=2m44s).
Imagine 10 barbed steel wires.



Lycaeon, milord, if you don't mind me asking, what is the status on the next version?

Just wondering because of that community fort I wanted to run, figured I'd do it now that I still have one spare week to go before school starts again.


Nevermind, I backtracked a few posts and saw "Sunday", so either sunday or sometime next week. Perfect. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 29, 2012, 04:12:48 am
My wasn't that wonderful fuel for my dreams/nightmares.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 03:17:30 pm
That was nice.

Anyways, a question. How effective are combat pistols (small caliber ammunition) against ghouls and glowing ghouls?
I'm planning on rising a certain Stable from the dead, one that has no trees to make combat rifles or anti-machine rifles, so I want to make sure that I won't screw myself over again.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 29, 2012, 03:35:22 pm
I won't comment on the stuff from earlier. I doesn't even matter that much.

The way I see it, barbed wire was supposed to cause lots of small cuts. It hits 20 times with [ATTACK:EDGE:10:100:cut:cuts:NO_SUB:10]. I can't find it now, but this is actually a piercing attack, which is effective against armour. I believe that changing this to [ATTACK:EDGE:30:100:cut:cuts:NO_SUB:10] or even [ATTACK:EDGE:50:100:cut:cuts:NO_SUB:10] will make the attacks edged instead of piercing and nerf barbed wire by a lot, especially against armour. I can't find a link that would confirm it, ATM.

> Anyways, a question. How effective are combat pistols (small caliber ammunition) against ghouls and glowing ghouls?
Ghouls don't feel pain and bullets just wound them and aren't that effective. You'll do more damage than with BBs and having some fire support is good, but to kill ghouls you want to have melee ponies.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 03:47:04 pm
>> Anyways, a question. How effective are combat pistols (small caliber ammunition) against ghouls and glowing ghouls?
> Ghouls don't feel pain and bullets just wound them and aren't that effective. You'll do more damage that with BBs and having some fire support is good, but to kill ghouls you want to have melee ponies.

I'm not worried about them not feeling pain. The main post says something to the effect of "Glowing ghouls are lethal in melee", so I was hoping combat pistols would be able to at least go through a glowing ghoul to damage their legs and cause brain injuries.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 29, 2012, 03:57:18 pm

I'm not worried about them not feeling pain. The main post says something to the effect of "Glowing ghouls are lethal in melee", so I was hoping combat pistols would be able to at least go through a glowing ghoul to damage their legs and cause brain injuries.

Do you, by perchance, have a Turret? Any sort of suppressive fire will chase away those nasty ghoulies. Also, Glowing Ones irradiate ponies that come within melee range, which means lots of vomiting and general disgustingness.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 04:00:27 pm
Do you, by perchance, have a Turret? Any sort of suppressive fire will chase away those nasty ghoulies. Also, Glowing Ones irradiate ponies that come within melee range, which means lots of vomiting and general disgustingness.

Turrets chase away ghouls? Interesting. How many turrets should I get?
Vomiting and general disgustingness isn't it. They give huge drops in all of the combat-centered attributes, which worries me.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 04:08:30 pm
Have some garbage you guys.
First signs of trouble are showing up, I give it 5, tops 8 more reports before doomsday.

Spoiler: Lemon Stable Report 10 (click to show/hide)

Turrets chase away ghouls? Interesting. How many turrets should I get?

Hundreds of billions of turrets.
Because turrets don't chase away ghouls, pretty sure that ghouls have NO_FEAR and LIKES_FIGHTING.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 29, 2012, 04:19:28 pm
Beginning of the end? Ha! The slavers and Steel Rangers only wish they could significantly harm the Stable of Lemon!
Make sure to savescum. If you've already done it, why can't you do it again? :P
Lycaeon is one unlucky pony, always getting wounded. :-\

Also, not sure if you've noticed, but I replied to dat PM.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 04:47:17 pm
Yeh I noticed, we'll be rolling out as soon as Lycaeon releases his new version. :)
Didn't mean to sound sappy about it, but that's what my posts and messages end up like when feelings of regret are mixed with, well, vodka.

I do still savescum, but only when something critical happens, the ambush went well and Lycaeon's leg wasn't important anyway, he still has 3 more to spare.
Wont savescum the community fort though, that just kills the fun and random effect of premature endings.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 29, 2012, 05:28:31 pm
> I'd therefore like to be some chance for things to spin out of control, just like with defective AIs.
Oh, you won't be disappointed. ;)

> I just never saw plasteel in any FoE fiction and I think introducing it was a mistake in the first place.
The novel heavily implied that there was a metal both stronger than steel and of lighter weight, enough for a power armor pegasi could fly in, and the catalyst for magical weaponry like the norvasurge rifles and plasma lances.

> I think the TRAPAVOID should be split into separate tags for cage and weapon traps.
That would be nice, but for the moment it's a single tag. I stick it on creatures I don't think should be caught in flimsy or even steel cages.

> The brain is used for computing and an AI takes care of targeting and everything else.
That is the case, yes, but the pacification programming wasn't always foolproof... :P

> This video pretty much shows that ONE barbed steel wire trap would do
Damn...it's not really that bad. It's just ordinary steel barbed wire...that happens to hit 200 times in an instant...

...

Yeah, I'll be lowering the hit count alright. :-\

> Anyways, a question. How effective are combat pistols (small caliber ammunition) against ghouls and glowing ghouls?
Maklak's got the right idea. At the moment, medium and high caliber bullets don't have the kinetic stopping power they should. I mean, a hit from a .50 cal decapitates limbs. That's something else I'm aiming to fix.

Replica:
> Lycaeon was amongst our wounded, he lost his lower left hindleg in the fight, ouch.
Spoiler (click to show/hide)

> The wounded all recover (this happens barely 15 minutes after the ambush), everyone return to their work as if nothing even happened.
Was this due to the Nurse Redheart?

> Crazy Cow's jumpsuit...
Oh dear... :P

> Fucking crazy, is what it is, can't believe our frail unicorns would be capable of doing such evil.
And we're still far from the Ministry of Arcane Sciences arc. ;)

Overall, another great read Replica. Can't wait until you get started on that community Stable. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 29, 2012, 05:51:30 pm
> >The wounded all recover (this happens barely 15 minutes after the ambush), everyone return to their work as if nothing even happened.
>Was this due to the Nurse Redheart?

I am 50/50% sure that the Nurse Redheart bot had something to do with it, yes.
In my experience, 4 medium-serious injured ponies with gaping cuts, severed legs and broken lower spines don't just suddenly walk up and wander off on their own after 15 minutes running at 100FPS.
I ran the reaction successfully at least once, but with it being a gas I filled the entire que with the reaction just to make sure, so it's possible that it fixed more than one pony.
That robot is either a miracle worker or my medical staff is just that good.
I'll be having more opportunities to test that in the upcoming fights though, but from what I can tell, it works, and works well.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 29, 2012, 07:01:36 pm
My plan to keep created wealth under 300k is working well, at least in terms of not getting destroyed by Steel Rangers. The downside is that trying to keep the value low really handicaps growth; I'm currently at 289k with 325k in exports, and I only managed to stay that low by keeping salvaging to a minimum. So I'm definitely looking forward to Steel Rangers being changed to a trade trigger.

I'm at 104 population, which is getting close to triggering them anyways, so after this next caravan comes I'll probably fort up for the winter and go crazy with salvage. Currently I have 29 high quality, 129 medium quality, and 13 ministry crates waiting for a christmas present opening frenzy. I'm hoping by the time the steel rangers get here I can greet them with a wall of miniguns.

One thing I discovered is that steel ammo is worth a lot, thousands per stack; if you're trying to keep your fortress value down, keep the ammo in boxes (or even fill medium boxes if you can) until you need it.

Edit: So, beneath lines of walls, fortifications, turrets, and moats, I've finally begun opening the treasure trove. Four foals in quick succession brought me over 110 pop, which I recall will trigger both the steel rangers and.. doh. That sudden disk skipping noise was me remembering Alicorns can fly.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 12:00:55 am
It's just that the maximum trade wealth trigger is only 30k. :-\ Hopefully that's high enough to allow for the trading of basic necessities, but otherwise you won't be able to trade for major goods like slaves and robots.

Would everyone prefer to make the rangers population triggered only?

> So, beneath lines of walls, fortifications, turrets, and moats, I've finally begun opening the treasure trove.
Let me know how it goes. I haven't yet seen a major late-game battle with the Unity apart from my own experimental Stables. :)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 30, 2012, 01:00:00 am
It's just that the maximum trade wealth trigger is only 30k. :-\ Hopefully that's high enough to allow for the trading of basic necessities, but otherwise you won't be able to trade for major goods like slaves and robots.

Would everyone prefer to make the rangers population triggered only?

> So, beneath lines of walls, fortifications, turrets, and moats, I've finally begun opening the treasure trove.
Let me know how it goes. I haven't yet seen a major late-game battle with the Unity apart from my own experimental Stables. :)

It will definitely mean you have to heavily restrict trading if you don't want the Steel Rangers to arrive, but that's not really a bad thing; trading is very powerful. Plus it makes it harder to exploit caravans by buying high quality salvage off them :D

As far as my game, I had something interesting happen. Some slavers arrived to trade, and triggered a slaver ambush. The ambushers killed most of the trade caravan, but appear to be friendly with my fort; they're hanging out at the trade depot, and my turrets aren't shooting them/my ponies aren't spamming cancellation messages.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 30, 2012, 01:14:03 am
> Would everyone prefer to make the rangers population triggered only?
Yes, preferably at 120 population. Well, unless you can make it that only their scouts show up early.

Did my proposed fix to barbed wire work? I think it is now a piercing weapon (steel-grade). It should be a cutting weapon, which means bigger edge.

> Some slavers arrived to trade, and triggered a slaver ambush. The ambushers killed most of the trade caravan, but appear to be friendly with my fort; they're hanging out at the trade depot, and my turrets aren't shooting them/my ponies aren't spamming cancellation messages.
Yeah, I'm confused by slaver caravans and slaver ambushes showing up at the same time and fighting each other. Why?

> the lucky winner was P(ony)SI who gets super excited whenever she hears "Go kill X!"
Lol.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 01:14:37 am
It's just that the maximum trade wealth trigger is only 30k. :-\ Hopefully that's high enough to allow for the trading of basic necessities, but otherwise you won't be able to trade for major goods like slaves and robots.

Would everyone prefer to make the rangers population triggered only?

> So, beneath lines of walls, fortifications, turrets, and moats, I've finally begun opening the treasure trove.
Let me know how it goes. I haven't yet seen a major late-game battle with the Unity apart from my own experimental Stables. :)



It will definitely mean you have to heavily restrict trading if you don't want the Steel Rangers to arrive, but that's not really a bad thing; trading is very powerful. Plus it makes it harder to exploit caravans by buying high quality salvage off them :D

As far as my game, I had something interesting happen. Some slavers arrived to trade, and triggered a slaver ambush. The ambushers killed most of the trade caravan, but appear to be friendly with my fort; they're hanging out at the trade depot, and my turrets aren't shooting them/my ponies aren't spamming cancellation messages.

Apparently the slave traders cut the slavers a bad deal and went out looking for revenge.

And to answer your question Maklak, slave traders and slavers are two separate entities.

Slavers have the baby snatcher token, which puts them in conflict with every single entity that doesn't also have that token.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 30, 2012, 03:39:27 pm
@Would everyone prefer to make the rangers population triggered only?


Preferably, yes. 80 ponies sound like a good number, enough that the rangers would still be a major chalange but not enough that the fort would be fully "mature".
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Bremen on December 30, 2012, 05:02:15 pm
I still kind of like the idea of Rangers being trade triggered and Unity population triggered. 30k is low, but it's something you can easily control; if you don't feel ready for the rangers, you only buy what you really need; if you feel prepared, or just want a fight, you can trade that barbed wire/extra combat rifle schematic for those nice steel bars and protectaponies.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 05:33:56 pm
This is report 9, but with a wall of screencaps instead of text.
Take it as you will, I am getting kinda tired with Lemon tbh.

Spoiler: Lemon Stable Report 11 (click to show/hide)

I still kind of like the idea of Rangers being trade triggered and Unity population triggered. 30k is low, but it's something you can easily control; if you don't feel ready for the rangers, you only buy what you really need; if you feel prepared, or just want a fight, you can trade that barbed wire/extra combat rifle schematic for those nice steel bars and protectaponies.

30k is NOT easy to control.
I sometimes get 30k worth of goods in less than 10 crates, and that's just scavenging, I am not even counting all the other operations you'd have to run.
If you are going to keep it under 30k in this mod you need to live like a true spartan, arm yourself like an elf, and let your ponies live in soviet union like conditions.

No, I say put a decently high pop cap on them.
Steel Rangers were only interested in Stable 2 because it was operational, and an operational stable has lots of ponies in it.
And by gameplay logic high popcap = decent fort and value.

Don't be afraid to ignore the wealth and popcaps, just scavenge lots, train a good militia and design a decent defense, you'll be fine.
Something I recently discovered (and even show in practice in the spoilers) is how the enemy is deathly afraid of AMR's, which have an insane range.
Chased away one large ambush of steel rangers and one small slaver siege with just two ponies armed with AMR's.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 06:02:42 pm
@ Replica. I've never even traded 30K away in my entire history of playing DF.

>"kick and push the shit out of everything using your metal hindlegs and floaty ball bits".

Sprite bot with truck nutz.

>Remember when black radscorpions where the cancer of everything? Yeah, not anymore.

If you see an Eldritch abomination every day, your mind stops being destroyed with inconceivable horror.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 06:29:42 pm
@ Replica. I've never even traded 30K away in my entire history of playing DF.

Funny, I was going to tell you "well you WILL if you trade away prepared food and barbed steel wire left and right like I do!" but looking at my exported wealth I am under 30k by just under 4k bits, and my imported wealth goes way over that.
DF NPC traders are the worst, do they even have any appraising skill at all or has Toady just not worked on the trading system?

But in that case 30k export limit for steel rangers is cheaty, I wouldn't even have steel rangers showing up and would very unlikely ever have them appear later on, I am self sustained now, I trade for extra surplus of food that I already have in large supplies.

I can stop trading with the traders whenever I want! I swear!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 06:33:58 pm
Nice report as always.

I support Rangers being population-based. The export thing will basically prevent you from trading, and when you're in an evil region, not trading will make your fort very boring very quickly. :/
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 30, 2012, 06:39:14 pm
I routinely trade in excess of 10k with a single caravan. 30k is nothing to me. I can easily trade that much with a stable caravan after a good trade agreement.

Replica, for the time being you can equip the lone sniper with a hunting rifle and medium ammo. Those use the bow skill. Then switch her to AMR when she skills up. Come to think of it, I should try AMRs myself, before I get too bored with Ponderplanned.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 07:15:43 pm
> Yeah, I'm confused by slaver caravans and slaver ambushes showing up at the same time and fighting each other. Why?
By design there are hostile slavers looking to invade your Stable for slaves, and friendly slave traders who would rather make a good profit off you. I consider hostilities to be due to rivalries between competing slaver guilds.

> As this happens a steel ranger thief with a rocket launcher is uncovered, he fires one rocket at a retreating wounded slaver and sets fire to the entire map.
Enemy ponies being able to set fire to the entire map: Yes/No?
Granted, it's just the rangers, but I was reluctant to give flame weapons to enemies for this very reason.

Excellent read as usual Replica. :) You can also burn those Ministry posters at the salvage yard for ash.

Due to concerns I'll be reverting Steel Rangers to population-triggered only at 110 ponies. The incoming Talon mercenaries should fill the gap....with flying gunners.

In other news, expect a release early tomorrow morning. The new version will be finished tonight, but I usually put in some time for stability testing, especially for new features like the Talons.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 07:38:59 pm
I'm vehemently against pop triggers for the Steel Rangers. Why would they care about 110 ponies in a slum? Think of their motives, they want technology. How are they going to find out about it? If they hear about a group of ponies selling off loads of valuables, they're going to start poking around. Having Unity as a population trigger makes more than enough sense, they want to make more of themselves so high populations will obviously interest them. Population alone doesn't interest the Rangers in the slightest.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 07:46:36 pm
Ok, trade trigger it is then. 30k of exported wealth should be only moderately difficult to avoid...you can always close up shop and turn away caravans. It adds a modicum of challenge that I feel the mod needs, and makes sense from an in-story perspective.

The population trigger remains though. No reason you should be able to avoid the rangers forever just by bottling up. :P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 07:54:23 pm
...Meh, I can live with it with the barbed wire fix.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 30, 2012, 07:54:35 pm
> Enemy ponies being able to set fire to the entire map: Yes/No?
I'm rather against it. I've seen enough !fun! with flamer turrets and rockets and I'd rather skip this part in future forts. It is not that I don't like the idea of flame-throwers and incendiary rockets. It is that end-game enemies have FIRE_IMMUE and DF handles flames poorly and the fires spread throughout the entire map. It just doesn't work for me, and so I prefer to stick with miniguns.

> Why would they care about 110 ponies in a slum?
As Lycaeon told us, there are three possible triggers for them: 300k wealth, 30k trade or any chosen number of population. While the population trigger may not make much-sense in-fluff, those numbers are ridiculously low in-crunch. A population trigger is a compromise, which I support. It is at least something that we can control, well, except for Replica.

> The incoming Talon mercenaries should fill the gap....with flying gunners.
Ah, so the Talons are unfriendly? I think they are going to be quite effective at crippling melee soldiers. In Nikodeng's mod Pegasai crossbow squads made for a good quick response force and flying enemies forced people to build moats around their forts. Also, Griffins make defending by closing the gate much less useful and if they have miniguns, they should be about as deadly as Steel Rangers.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 08:04:48 pm
>While the population trigger may not make much-sense in-fluff, those numbers are ridiculously low in-crunch.

Ultimately Dwarf Fortress is a simulation. I want my parameters as realistic and canon as possible.

Also I'll be safe as houses from the Talons. I already completely roof my above ground compounds.

Oh yeah, I've come across a rather strange erm.. situation. A sprite bot is attacking one of my soldiers. For some reason my entire stable keeps rushing out to this soldier, only to get interrupted by it (the soldier) and run away. She still has the regular 'e' symbol so she's not insane, but she only has two possessions now for some reason. Another weird thing, I can't order my military to kill either the sprite bot or this strange soldier. I just don't know. Another thing, this soldier also killed its commanding officer in a fight against a farmer who fell out of line. This same sprite bot was attacking that farmer as well...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 30, 2012, 08:15:09 pm
I think you have a loyalty cascade in progress. I've never experienced one myself, but that sounds like a loyalty cascade to me.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 08:19:03 pm
Botched kill orders are the bane of powerful places.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 08:27:12 pm
I'll keep the rocket launchers on certain Rangers for now until I work out a better explosives system.

> Ah, so the Talons are unfriendly?
The majority of the Talons were employed by Red-Eye, I believe. Gawd's company was the exception. They won't have battle-saddles (I was always skeptical of flying with a minigun on your back), but they'll be equipped with better weaponry and armor than the slavers. Griffons are also twice the weight of the average pony.

> Oh yeah, I've come across a rather strange erm.. situation.
Looks like a loyalty cascade. It comes from one of your ponies attacking another pony from the same civ and becoming tagged as hostile. One way to fix it is to isolate all involved parties and let them starve to death.

Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 30, 2012, 08:27:53 pm
DFhack also has a tool to fix those events I believe.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 30, 2012, 08:30:08 pm

Due to concerns I'll be reverting Steel Rangers to population-triggered only at 110 ponies. The incoming Talon mercenaries should fill the gap....with flying gunners.


Welp, this could only end well. Also, will be interesting to see if there ethics would ally themselves with the slave traders or the slavers proper.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 08:33:06 pm
DFhack also has a tool to fix those events I believe.

^^^^THIS^^^^

Good god if for no other reason keep this handy when you screw up a kill order. Normal FUN is fine and dandy, but loyalty cascades are horrible bugs that unless it was your goal, you have no control over and the killing won't end until everyone is either all on the same side or scattered so far apart they can't kill eachother, and when you're trying to keep a place running without bugs like this claiming lives, it's a lifesaver.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 09:06:59 pm
> As this happens a steel ranger thief with a rocket launcher is uncovered, he fires one rocket at a retreating wounded slaver and sets fire to the entire map.
Enemy ponies being able to set fire to the entire map: Yes/No?
Granted, it's just the rangers, but I was reluctant to give flame weapons to enemies for this very reason.

Isn't there an alternative type of effect you can use for your explosive interaction?
Fire is nice, but turning the entire map into a giant fertilized farm whenever someone decides to fire an RPG at you seems a little excessive.

Oh yeah, I've come across a rather strange erm.. situation. A sprite bot is attacking one of my soldiers. For some reason my entire stable keeps rushing out to this soldier, only to get interrupted by it (the soldier) and run away. She still has the regular 'e' symbol so she's not insane, but she only has two possessions now for some reason. Another weird thing, I can't order my military to kill either the sprite bot or this strange soldier. I just don't know. Another thing, this soldier also killed its commanding officer in a fight against a farmer who fell out of line. This same sprite bot was attacking that farmer as well...

Homicidal evil sprite-bot and and a really scary earth pony?

Here is what you do.
1. Get DFhack.
2. Use "liquids" command.
3. Place single block of magma on both units.
4. Surround them with water.
5. Unpause.
6. Enjoy this (http://collider.com/wp-content/uploads/han-solo-carbonite-image.jpg) and a loyalty cascade free stable.

But seriously.
Kill both of them, like the others said, if it spirals out of control you are done for, game over, the doors, the end.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 09:09:38 pm
I don't think it's a loyalty cascade. Based on what I've heard of them, the whole fort should erupt into civil war. This is just one pony and a sprite bot going at it. Also everypony else keeps trying to steal the other pony's clothes.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 09:12:14 pm
It only snowballs when someone kills the original traitor. You'd think that dwarves (And ponies) would be understanding of self defense cases at least, if it wasn't a kill order but just defending oneself from a tantruming/berserking pony/dorf.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 09:16:12 pm
I don't think it's a loyalty cascade. Based on what I've heard of them, the whole fort should erupt into civil war. This is just one pony and a sprite bot going at it. Also everypony else keeps trying to steal the other pony's clothes.

Trying to steal the other pony's cl- nah, too soon, Microcline will just get angry.

What Splint said.

Unless the earth pony fights back, your sprite-bot can, and WILL eventually kill the earth pony by pushing it in the head until it dies.
So kill them before they kill each other, and quickly.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 09:39:19 pm
I don't think it's a loyalty cascade. Based on what I've heard of them, the whole fort should erupt into civil war. This is just one pony and a sprite bot going at it. Also everypony else keeps trying to steal the other pony's clothes.

Trying to steal the other pony's cl- nah, too soon, Microcline will just get angry.

What Splint said.

Unless the earth pony fights back, your sprite-bot can, and WILL eventually kill the earth pony by pushing it in the head until it dies.
So kill them before they kill each other, and quickly.

That's the thing, I CAN'T. I already said I tried to make kill orders on them both, can't do it. Nothing shows up when I put the cursor over them and hit enter to issue the order. The order doesn't come up for either of them. Tried it on a radhog, works. I can't kill them.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 30, 2012, 09:43:41 pm
Use DFhack. Encase them in obsidian then mine the obsidian. It sounds like cheating, but would you prefer the stable to die because of a loyalty cascade?

>That's the thing, I CAN'T
You can't because they are part of your civ. Gotta kill them another way.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 09:44:39 pm
I don't think it's a loyalty cascade. Based on what I've heard of them, the whole fort should erupt into civil war. This is just one pony and a sprite bot going at it. Also everypony else keeps trying to steal the other pony's clothes.

Trying to steal the other pony's cl- nah, too soon, Microcline will just get angry.

What Splint said.

Unless the earth pony fights back, your sprite-bot can, and WILL eventually kill the earth pony by pushing it in the head until it dies.
So kill them before they kill each other, and quickly.

That's the thing, I CAN'T. I already said I tried to make kill orders on them both, can't do it. Nothing shows up when I put the cursor over them and hit enter to issue the order. The order doesn't come up for either of them. Tried it on a radhog, works. I can't kill them.

Use DFhack to solve your game breaking problem and then delete it when you are done.

It's not rocket science Indigo.

Edit: Yeah
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 09:46:39 pm
There's a fix/loyalty-cascade (or something to that effect) on hand; that'll confirm the problem as being oen as well. it saves you a soldier and prevents death by game coding hiccup.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 09:49:52 pm
Nope nope nope nope. I've locked them both outside, I'll just wait for them to sort it out.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 10:02:49 pm
Nope nope nope nope. I've locked them both outside, I'll just wait for them to sort it out.

Good luck with that loyalty cascade bro.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:03:54 pm
Nope nope nope nope. I've locked them both outside, I'll just wait for them to sort it out.
For the love of Armok, just get DFHack.
My community fort ended because of a loyalty cascade. Don't let it happen to you.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:09:44 pm
Oh yeah, they weren't trying to remove all of her clothes. No idea why she only has two things equipped. They were trying to repasture the sprite bot. Deleting the pasture fixed that.

As for the loyalty cascade, it won't be a problem. She'll just starve to death outside. Spritebot keeps bouncing off her armor. Absolutely no injuries. The environment will kill them soon enough you bunch of cheating hacks.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 30, 2012, 10:15:06 pm
>Fix loyalty cascade, a gamebreaking bug
>>Cheating hacks

Seems legit, bro. <3

Just make sure that the spritebot dies too.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 10:15:58 pm
>Fix loyalty cascade, a gamebreaking bug
>>Cheating hacks

Seems legit, bro. <3

Thank you for saying that for me. I was about to post very irritated and sternly worded things.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:19:36 pm
The hell are y'all getting so touchy for?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:20:13 pm
you bunch of cheating hacks.
http://www.thefreedictionary.com/cheating

You're confusing hacking with cheating.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 10:24:41 pm
My apologies. But like loyalty cascades to me are illegitimate forms of ending a fort unless it was intentionally engineered and bull-headedness to the obvious and less wasteful solution bothers the ever loving shit out of me to the point I say things that can cause trouble.

Corai's post thankfully prevented that from happening.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:30:36 pm
you bunch of cheating hacks.
http://www.thefreedictionary.com/cheating

You're confusing hacking with cheating.
Spoiler (click to show/hide)
http://www.urbandictionary.com/define.php?term=hack

Definitions 2, 7, and especially 10.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 10:31:25 pm
I would pay to see the look on Indigo's face when he reads:

The Sprite-Bot pushes the Earth Pony in the head, jamming the skull through the brain and tearing the brain!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:38:39 pm
I would pay to see the look on Indigo's face when he reads:

The Sprite-Bot pushes the Earth Pony in the head, jamming the skull through the brain and tearing the brain!

Spoiler (click to show/hide)

Pay me.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:40:06 pm
-snip-
http://www.urbandictionary.com/define.php?term=hack

Definitions 2, 7, and especially 10.
Definition 2: a person who is a professional at doing some sort of service, but does crappy work.
Definition 7: A political appointed flunky who either doesn't want to work or who is so stupid they can't work
Definition 10: (1) A person who has job so notorious to have faux experience and education they immediately qualify as a hack such as an aroma therapist, massage therapist, wedding planner, quantum physicist, self-prophicized shaman, sociologist adviser, color profiler or even those suspiciously expensive caterers.

I don't understand what you're trying to say ._.

@Picture Ooh, are we having a picture war?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:42:18 pm
-snip-
http://www.urbandictionary.com/define.php?term=hack

Definitions 2, 7, and especially 10.
Definition 2: a person who is a professional at doing some sort of service, but does crappy work.
Definition 7: A political appointed flunky who either doesn't want to work or who is so stupid they can't work
Definition 10: (1) A person who has job so notorious to have faux experience and education they immediately qualify as a hack such as an aroma therapist, massage therapist, wedding planner, quantum physicist, self-prophicized shaman, sociologist adviser, color profiler or even those suspiciously expensive caterers.

I don't understand what you're trying to say ._.

@Picture Ooh, are we having a picture war?

Then read all the examples on 10.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:43:08 pm
Then read all the examples on 10.
Definition 10: (2) Someone who couldn't get a job in the real world and overcharges for their self-employed services.

I still don't understand
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 10:48:24 pm
"I am not going to wear a lemon-chartreuse dress just because some hack said it was good for my aura."

You should use DFhack to fix your irreversible game breaking bug Indigo, it will be good for your aura.

@Picture Ooh, are we having a picture war?

No.
It's a "Wear sunglasses indoors in the middle of winter when posting pictures of ourselves on the internet" war.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:48:39 pm
Then read all the examples on 10.
Definition 10: (2) Someone who couldn't get a job in the real world and overcharges for their self-employed services.

I still don't understand

Moooore....
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:49:56 pm
Then read all the examples on 10.
Definition 10: (2) Someone who couldn't get a job in the real world and overcharges for their self-employed services.

I still don't understand

Moooore....

...Uh...
That's the last subdef under Definition 10...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:51:45 pm
"I am not going to wear a lemon-chartreuse dress just because some hack said it was good for my aura."

You should use DFhack to fix your irreversible game breaking bug Indigo, it will be good for your aura.

@Picture Ooh, are we having a picture war?

No.
It's a "Wear sunglasses indoors in the middle of winter when posting pictures of ourselves on the internet" war.

Picture was taken in June, two years ago.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 10:52:26 pm
Ok, that's enough now guys. I don't believe the distinction between the use and non-use of DFhack warrants an elongated discussion.

Now on topic, how would everyone feel about having non-robobrain robots made using a pet catalyst like a chick? The main problem with robot production is that creatures can't be spawned easily from nothing, and the convoluted method only produces half-functional creatures anyway. Chicks (Or some other reasonable pet creature) are in plentiful supply, so a few can be hand-waved away to be "transformed" into robots.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 10:55:06 pm
Methinks that chicks should be used for sprite-bots, and the brahmins and/or bighorners be protectaponies and Mr. Hooves.
Not too sure about security turrets though.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 10:56:40 pm
You'd be building the robots from scratch. Chassis, wiring, motors, AI hologems, etc will all be reagents to produce a potion that transforms the chick into the specified robot.

The only difference for the slave ponies is that robobrains require an actual pony brain.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 10:56:53 pm
Ok, that's enough now guys. I don't believe the distinction between the use and non-use of DFhack warrants an elongated discussion.

Now on topic, how would everyone feel about having non-robobrain robots made using a pet catalyst like a chick? The main problem with robot production is that creatures can't be spawned easily from nothing, and the convoluted method only produces half-functional creatures anyway. Chicks (Or some other reasonable pet creature) are in plentiful supply, so a few can be hand-waved away to be "transformed" into robots.

Isn't that what slave trader bought slaves are?

@PSI, I wanted you to learn the word through the examples, to learn by context. That's how I learned it. I only learned the actual meaning of the word when I went to try and find a definition just now, someone talentless that works purely for money and and not for the sake of creativity. I've always heard the term talentless hack, so I just use hack. Similar to calling someone a bastard even though they're really not someone born out of wedlock.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 10:57:58 pm
I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!

.... it would explain alot actually...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 30, 2012, 11:00:18 pm
The only requirements for the pet is that it's fast breeding and easily missed. The point is to actually assemble robots from scratch, with the pet being a minor catalyst that's hand waved away.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 11:01:54 pm
Oh we are just dicking around as usual.
We always promise to keep it down and not clutter the thread, but then we end up filling 5 pages with bickering.

But yes, totally, roll with chicks or any animal as the catalyst and have the reaction require plenty of parts and materials so you can't easily spam robots out.
Components don't have to be really rare, I think you should just need lots of them, like a whole boat full of wires, plates and other mechanic bits so that it takes some time to haul everything and then construct it rather than having 5 rare items serve as reagents.
Just mah thought.

Isn't that what slave trader bought slaves are?
Methinks that chicks should be used for sprite-bots, and the brahmins and/or bighorners be protectaponies and Mr. Hooves.
Not too sure about security turrets though.

He is talking about using an expendable unimportant unit as a catalyst to transform into a non-organic robot, like a security turret.
The chick in this case would become your new security turret because new units can't be spawned easily from reactions.
He suggested chicks because they are plentiful, breed really quickly and are basically redshirt egg laying expendables.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 30, 2012, 11:04:34 pm
Oh we are just dicking around as usual.
We always promise to keep it down and not clutter the thread, but then we end up filling 5 pages with bickering.

But yes, totally, roll with chicks or any animal as the catalyst and have the reaction require plenty of parts and materials so you can't easily spam robots out.
Components don't have to be really rare, I think you should just need lots of them, like a whole boat full of wires, plates and other mechanic bits so that it takes some time to haul everything and then construct it rather than having 5 rare items serve as reagents.
Just mah thought.

Isn't that what slave trader bought slaves are?
Methinks that chicks should be used for sprite-bots, and the brahmins and/or bighorners be protectaponies and Mr. Hooves.
Not too sure about security turrets though.

He is talking about using an expendable unimportant unit as a catalyst to transform into a non-organic robot, like a security turret.
The chick in this case would become your new security turret because new units can't be spawned easily from reactions.
He suggested chicks because they are plentiful, breed really quickly and are basically redshirt egg laying expendables.

Ahhhhhh. I see I see I see. A workaround to something that can't happen normally. Under normal circumstances I'd say only robots that actually have brains as procesors should be made from other creatures.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on December 30, 2012, 11:11:48 pm
I was just being funny about the brain thing...
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 30, 2012, 11:17:23 pm
>Loves Sprite-Bots
>Thinks Sprite-Bots is the best thing ever
>Loves Lycaeon long time for Sprite-Bots

I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!

.... it would explain alot actually...
I was just being funny about the brain thing...

(http://t2.gstatic.com/images?q=tbn:ANd9GcSfCloH16tzveHBDSVijtZLOhqKcLFC9czP2AOeqhCh-ENsfxv_91LKBLdS7Q)
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on December 30, 2012, 11:26:53 pm
Sprite-Bots are abominations created by a eldrich abomination in the shape of a pink pony to plague ponykind. Or, at least when they play polka music adorable little flying cupcakes of epic.

Sprite-Bots are beast. We need more of them. They make wonderful distractions for ghouls while the important things get underground behind twelve layers of steel doors.

Seriously though, they are actually pretty nice to have.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 30, 2012, 11:29:42 pm
What's so good about sprite-bots besides the observational skill? They just lead ghouls closer to my base.
Security turrets are much better imo.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 31, 2012, 12:11:20 am
I'll go ahead and incorporate robot production using chicks to...erhm...calibrate...each new robot in this version. :) The release will be slightly delayed.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 31, 2012, 12:53:21 am
A little live-fire testing never hurt anypony.  Might hurt a chick or two, but it's not like you weren't going to butcher them for food anyway once they grow :P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Pokon on December 31, 2012, 01:35:45 am
I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!

.... it would explain alot actually...

I suppose I have to be the first to say this:

Dr. Eggmare.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 31, 2012, 01:36:56 am
I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!

.... it would explain alot actually...

I suppose I have to be the first to say this:

Dr. Eggmare.

Not the first to think it though. Though he who dares, wins.

Also some interesting things about this current world of mine. The local wastelander sheriff is a ranger, very fitting. Also the local raiders are... lead by a goat demon.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on December 31, 2012, 01:38:35 am
I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!

.... it would explain alot actually...

I suppose I have to be the first to say this:

Dr. Eggmare.

Time to build a huge chicken coop called Sanctuary where all the chickens are turned into sprite-bots.
Evil sprite-bots.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Maklak on December 31, 2012, 02:26:12 am
Well, one downside I see with chickens it that they will drown the fort in eggs... Ah, I can just put all my nestboxes behind closed doors. Problem solved.
I'd rather use dogs or cats, which I want to have anyway. Cats are about as good for triggering scouts as sprite-bots, except they breed and if they're pets a pony gets unhappy when they die. Dogs can create a distraction for a pony to escape. Can one type of potion only target one type of creature?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on December 31, 2012, 02:28:10 am
Oh yeah, an update on the loyalty cascade. The soldier eventually bezerked and killed the sprite bot that's been harassing her. The caravan guards of my civ then put her down when she rushed the fort. Everything is fine now.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on December 31, 2012, 04:45:38 am
I'll go ahead and incorporate robot production using chicks to...erhm...calibrate...each new robot in this version. :) The release will be slightly delayed.

Spoiler (click to show/hide)

Well, it's new years anyway, a joyous night in which the whole point is getting drunk with friends and blowing up a small piece of your country to celebrate.
DF can wait 'til tomorrow, it ain't going nowhere. :)

Oh yeah, an update on the loyalty cascade. The soldier eventually bezerked and killed the sprite bot that's been harassing her. The caravan guards of my civ then put her down when she rushed the fort. Everything is fine now.

You fucked up, didn't you?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on December 31, 2012, 09:03:55 pm
> Well, it's new years anyway, a joyous night in which the whole point is getting drunk with friends and blowing up a small piece of your country to celebrate.
Thanks Replica. :) I wish a Happy New Year to everypony!

> Can one type of potion only target one type of creature?
Having it target chicks only is the most streamlined approach. In any case, if you manage breeding properly, you'll run out of robot components before chickens.

For this iteration of the RobronCo Assembly Line, you'll only be able to manufacture upgraded robots - the base robots aren't useful enough to warrant the necessary resources. The sprite-bot will be the only exception...the assembly line produces an armored sprite-bot that fires plasma bolts.

Robot components:
Chassis: Manufactured at the RobronCo Prismatic Forge. Advanced robots require schematics.
Motors: Can be scavenged or manufactured at the RobronCo Prismatic Forge.
Steel plating, wiring, and clear glass: Self-explanatory
Sensor Module: Sprinkled in moderate quantities among salvage as in Fallout 3. Excess can be taken apart at the workbench for scrap.
Processing Matrix: Found in Stable-Tec and RobronCo crates. There are advanced and basic versions. This will most likely be the limiting reagent for robot production, so I've also added copying reactions to the arcane and MAS research facilities; you'll be able to take basic/advanced hologems from the gemcrafting stations and duplicate the talismans. Robobrains and cyberdogs won't require them.

Most will also be dropped by destroyed robots.

I tried to make it so that all components can be found or manufactured by developed Stables, and any excess broken down for scrap. Needless to say it was a bit more than I anticipated when I started, so the release will be soon, but not today. The goal, if not for this version then for future ones, will be to enable fully developed Stables to produce robot armies limited only by their chicken industry.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Khenal on December 31, 2012, 11:03:38 pm
So much want.  Maybe I'll be able to handle bots better than a real militia :P
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on January 01, 2013, 08:00:58 am
Right, so, I settled in an Untamed Wilds region, things are going good...

And then I get "So and SO stops Blah, interrupted by Hacker"

Hackers are the nickname for my sawponies.

I check the unit list, and there, with an Opposed to Life tag, is one of my hacker ponies. Manage to kill it, no problems. But I am very confused, because there is no way he could have been exposed to Radiation to become a ghoul (What I assume this means)

A few month later, my Baton Boss did the same thing, and managed to kill a couple ponies along the way, again with no exposure to radiation.

What the hell is happening in my fortress?!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Lycaeon on January 01, 2013, 03:04:14 pm
Did one or both ponies by any chance get bitten by rabid raiders?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Replica on January 02, 2013, 06:43:51 am
So much want.  Maybe I'll be able to handle bots better than a real militia :P

ALL the wants.
With this new update I'll become the true king of Sprite-Bots, no longer will I be limited by my practical use of embark points and trade caravans!
There will be Sprite-Bots for EVERYPONY, I WILL HAVE SWARMS OF SPRITE-BOTS PATROLING THE WASTELAND!!
LET NO BLACK RADSCORPION GO UNCHASED, NO STEEL RANGER HEAD UNPUSHED!

Well so my newyears was pretty forgetfull.
When the memory came back I discovered that my USB was in an old shoe, my wallet in the refrigerator and that I had scribbled a silly amount of complete garbage.
Among the doodles though I found 4 somewhat interesting bits which I recovered, colored and fixed to some degree (except for the 1st picture which is left as it was).


By the way, we have all been accepted to the Everfree over at that forum.
Looks pretty dead and was seriously overhyped, but it's alright.
It's like we missed some kind of awesome party and showed up right at the end of it when everyone are about to wobble home and call cabs.
BUT, they should be cool enough to let us host whatever strange community game we want, so go for it.
Threads made there should be pretty safe to be linked here, considering that you need access to the Everfree to see the threads there, so Microcline wont randomly stumble across the Everfree against his will on his OCD "click-everything-I-see" trips around the forums and get salty about it.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Splint on January 02, 2013, 06:50:49 am
Jealousy of your arts. I has it.

And the part about the no head unpushed was priceless.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Indigo_Surprise on January 02, 2013, 03:01:53 pm
All of that art is priceless.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Kel the Oblivious on January 02, 2013, 03:03:43 pm
Rabid... Raiders  :o

Well, that would explain it. Thanks.
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on January 02, 2013, 03:12:26 pm
Awesome art, especially the first and second pictures.
Replica for pony president!
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: Corai on January 02, 2013, 03:13:54 pm
Replica. I believe what I said to Splint sums up my opinion on what you said.

Quote
Corai: WHY REPLICA.
Corai: WHY WOULD YOU DO THIS.
Corai: RAIDERS DON'T DESERVE THE HORROR THAT IS THE SPRITE BOT'S POLKA!
Corai: EVEN RAIDERS DON'T DESERVE THAT!

Oh, and the art. It is amazing.

Replica for pony president!

I agree! Replica for president!

And rabid raiders? I've never seen those before. Are they wild animals or part of the actual raiders?
Title: Re: Fallout Equestria: v0.92 beta (Phoebus Graphics)
Post by: P(ony)SI on January 02, 2013, 03:19:25 pm
And rabid raiders? I've never seen those before. Are they wild animals or part of the actual raiders?
"Rabid" raiders are marauders, raider ponies that have this in their description:
Code: [Select]
This one appears especially crazed, with yellow sclera and bloody spittle foaming out from its mouth.They also feel no fear and pain and are [CRAZED].
Title: Re: Fallout Equestria: v0.95 beta (Phoebus Graphics)
Post by: Lycaeon on January 02, 2013, 09:18:01 pm
(http://i.imgur.com/UK8Em.jpg)

Update: Feather and Flame
Finale of the Ministry of Wartime Technology

In the days of pre-war Equestria, before the land was consumed by balefire, Manehattan ponies living near the main RobronCo manufacturing plant talked about chickens. Specifically, the chickens that were being shipped in by the truckload from all over Equestria, on wagons big and small, all of which headed into the depths of the towering facility that was the symbol of the RobronCo business empire, before leaving empty. For a time, the subject of the missing chickens was the talk of Manehattan, but since nopony, or at least, nopony who talked, could access the plant, interest gradually waned. Little did they know that RobronCo's CEO, Mr. House, before he founded the company that would become the largest and most profitable enterprise in Equestria, discovered that the eccentric habits of chickens, when mapped onto a grid, were perfect for calibrating the arcano-behavioral pathways of the processing matrices that would form the core of each and every RobronCo robot. Though even he was unsure of why the processing matrices responded so extraordinarily to random patterns of clucks, pecks, and scratching, he wasted no time in capitalizing on this discovery. Of course, he made sure to keep a close partnership with Stable-Tec, the discoverer and main producer of the processing talisman technology, despite his dislike for Scootaloo, Stable-Tec's vice-president.

One little known fact: RobronCo also became Equestria's largest producer of feather pillows shortly before the Last Day.

Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I wish everyone a Happy New Year, and hope you all enjoy the new update! 

Credits for the robobrain image go to Darksorrow666 (http://darksorrow666.deviantart.com/)!
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 02, 2013, 09:32:43 pm
YES!

I'll love you forever when you make the ASCII version.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Graknorke on January 02, 2013, 10:02:28 pm
I shall be back tomorrow.
But before then, could someone explain how to store salvage crates and the other things prefixed with (tool), (toy) and whatever the others are; in a stockpile? I can't seem to find the stockpile selection where they fit.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Corai on January 02, 2013, 10:08:46 pm
Am I the only one who finds it agonizing to read the description? It's so odd. Am I the only one having this problem?

Spoiler (click to show/hide)
Sorry about the crop fail.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Graknorke on January 02, 2013, 10:10:36 pm
Am I the only one who finds it agonizing to read the description? It's so odd. Am I the only one having this problem?

Spoiler (click to show/hide)
Sorry about the crop fail.
I don't see that. It's all formatted fine for me.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 02, 2013, 10:11:06 pm
Graknorke: They are all sorted in Finished Goods, with Type being toy, or tool, depending on the type of item, and the prefix located under Stone/Clay, as shown here. It's basically a material type that allows stockpiling for custom categories.
Spoiler (click to show/hide)

This is located under Technology Tips and Hints in the first post, which is a useful resource if you haven't read it already.

Corai: Whoops! Looks like I made a mistake in the formatting. Sorry about that!
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Corai on January 02, 2013, 10:12:07 pm
It's like that for every single update post for me. All of them. Odd.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 02, 2013, 10:13:42 pm
I didn't take into account different resolutions when formatting, so I've gone ahead and fixed them for the update posts. Thanks for pointing it out! :)

Edit: Is it just the title blurb or the content of the changelogs as well?

Edit2: I'll go through and change all the formatting then.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Corai on January 02, 2013, 10:14:56 pm
Thanks for fixing it. And you're welcome.

-edit-

The entire posts. The lists look readable but they're affected too.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 02, 2013, 10:29:49 pm
Hell yeah!

Time to put good 'ol Lemon to rest.
We had a good run baby, but .95 is out and you can't compete with the production of Sprite-Bots, no matter how awesome your embark was.
Sorry babe, but there can only be one, make way for Pineapple.

I am going to set up a community stable in a while, anyone and everyone are welcome. :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Graknorke on January 02, 2013, 10:35:09 pm
Quote
All salvage and technology items are classified as either tools or toys, with item-specific material designations like (Tool-Unopened Crate),
     (Toy-Arcane Scroll), and (Toy-Spell Matrix) located under stone types in the stockpiles, allowing them to be sorted by item type.
The bit it doesn't explain is that it's finished goods. I was trying to stockpile them as stones.
Thanks.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 02, 2013, 10:43:59 pm
Ditto with Replica.
As much as I would like to revive Truthmists, I think the haunted desert fortress deserves to rest forever.

You raise me Pineapple, I raise you Valleygleamed, the sinister mountain expedition, lead by the Windy Sacrifice.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 02, 2013, 10:56:25 pm
I don't know about you chumps, but I'm going to wait for the testing and bugfixes before I start mine.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 02, 2013, 11:02:33 pm
I run a test Stable for every major update and its features (One of the reasons this release was somewhat late...I ran the test longer due to the upcoming community Stables). While this doesn't guarantee there won't be bugs, this version is relatively stable and any bugs that do show up should be minor.

That being said, I do appreciate feedback on anything I might have missed. :) Also, the robot manufacturing system is experimental and there may be component imbalances.

Edit: Oh, and I forgot to mention...I absolutely love the artwork Replica! :D
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 02, 2013, 11:40:38 pm
I don't know about you chumps, but I'm going to wait for the testing and bugfixes before I start mine.

No Timmy the Indy, you ARE the testers!

Seriously, we are the folks testing Lycaeons mod and giving him feedback, we try (keyword, "try" because we have been doing a pretty shit job at testing the very end-game industries and features so far, Unity balance might be completely haywire for all we know, not sure if any of us have stumbled across them yet) to seek out bugs and quirks that he might have missed during his own testing.
All our feedback counterweights one another so that game balance doesn't slide all over the place.

(One of the reasons this release was somewhat late...I ran the test longer due to the upcoming community Stables)
Edit: Oh, and I forgot to mention...I absolutely love the artwork Replica! :D

Oh, okay, much appreciated. :)
And thanks.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 03, 2013, 01:26:34 am
I was posting a reply, but closed the tab and lost it :(

I should post a final update to Ponderplanned soon. I lost a save and don't like reverting a few months. It is just too much work trying to remember what I did and what I didn't since that save point.

I like Replica's pictures, except for the flower one, but I like the robobrains better, I think.

> Specifically, the chickens that were being shipped in by the truckload from all over Equestria, on wagons big and small, all of which headed into the depths of the towering facility that was the symbol of the RobronCo business empire, before leaving empty.
I don't like this piece of fluff, but appreciate the effort in trying to explain-away a workaround for DF.

> Mr. House
Mr. Horse, as in Project Horizons 

> RobronCo also became Equestria's largest producer of feather pillows shortly before the Last Day.
Goose feathers are much better for this. Specifically not the long and hard feathers, but the small fluffy ones close to the body.

> AI hologem: scavenged from crates
Ah, so no copying those. This means, it is probably better to keep the basic versions and build upgraded ones from scratch to have more of them overall.

> Sensor module: scavenged
So many types of items used for a reaction that can only be scavenged means some will become bottlenecks, even with uniform drop rates.

> Spark batteries: scavenged
There are many uses for those and still no may to make them. They are still a limiting factor on producing advanced weapons, among other things.

> Note that this is an experimental system and will be tweaked in future versions after feedback is taken into account. More robots will also be added.
Well, hopefully there are no paradoxes in the number of items needed to produce or upgrade advanced version and the number of items scavenged from destroyed robots.

> Robot processing matrices can be copied at the arcane and MAS research facilities using basic and advanced hologems from the gemcrafting stations.
This is a specialised reaction and as such should, in my opinion, use only lvl 3 and 4 hologems and require either MAS or Robronco terminal. I would have to play the game to say if this grievance makes sense, though.

> Talon Mercenaries
A nice piece of fluff, but it is not clear enough that they are enemies and DF doesn't yet have mercenaries. There should be a sentence or two, that they are often employed to harass settlements or that they are not above raiding towns or something like that.

> Bones and vermin can now be grinded into bonemeal (a flux for steel) at the grinder.
Good idea. It gives me a use for them, especially on embarks without marble layers. The reaction should use more than 1 bone for a rock. Even feral dogs drop multiple bones. I wonder how much this bonemeal is worth and if it can be used to make blocks and furniture and mechanisms. (That was a semi-serious joke.)

> Steel ranger armor nerfed to become vulnerable to armor piercing ammunition and steel chain/kinetic weapons.
I'm against it. Their Armour is supposed to keep them alive. I've just devastated 3 ambushes of them in 0.88 with 3 soldiers and 3 rifleponies. I no longer need to dread them. They are about as much of a joke as slaver ambushes with a few skilled and well-equipped security ponies.

> Steel ranger trigger experimentally changed to trade wealth of 30k.
I like to trade, but the scouts are a nuisance and the ambushes can be locked outside. I should manage.

> Only earth ponies can receive power armor upgrades.
Good, except you just wrote, it was nerfed.

> Bronze added as a workable metal for all non-armor prismatic forge products.
I use bronze security armours, but by the time I have a Prismatic Forge, steel or at the very least iron, should be available from Prismatic Smelter. I suppose, I'll go for hybrid armours: Security barding for lower weight and combat helmets and horseshoes for better protection.

> (100) BB pellets can now be forged from a bronze bar.
I expected steel, but I'll take bronze. Thank you. Even metal pellets are a joke for anything other than training, but now we at least can spam them at low cost, which makes bones obsolete.

> Training reactions now produce inert clouds and no longer require spark batteries.
Good, now the terminals / VR simulators only need hologem stockpiles.

> Terminals require two charged spark batteries to build.
I want to have lots of terminals (up to 3 for some skills and one for each spell), so this further limits my power weapon production.

> Armor training simplified.
Good, the surviving soldiers of Ponderplanned got to 3 armour user at best and that skill is needed for those heavy armours.

> Increased yield of gems from rock grinding.
It may not make a lot of sense in-fluff, but in-crunch a lot of different gems are needed for arcane research, so now it should be possible to have all spell hologems without grinding thousands of precious rocks.

> Root processing removed from celery, carrots, and radishes.
Good, now they are on-par with other crops. Oh and having a plant produce 2 stacks of 5 leaves and roots in the old MLP mod was a total overkill.

> Barbed wire nerfed to decrease its value.
Hopefully also Contact Area was increased to 30 or 50 to change the type of weapon from piercing to slashing.

> Removed some unused plant drinks.
Well, at least most new plants are either cookable or brewable. Old MLP mod had a dozen of them only usable for dyes.

> Removed rocket launcher from armored protectapony
 :o Yeah, burning the entire courtyard and a few ponies because of a buzzard would be too much !fun! to be practical.

> Schematics and spell matrices stockpile categories split.
If you say so, but I didn't have any problems with this in 0.88
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 03, 2013, 01:36:19 am
Genetlemen, I present you the first draft of Pineapple (http://www.bay12forums.com/smf/index.php?topic=121259.0).
Come, come! Sign yourself up for what will potentially become the new Lemon of the wastelands!

> Training reactions now produce inert clouds and no longer require spark batteries.
Good, now the terminals / VR simulators only need hologem stockpiles.

Which they do.
See "Training Hologems", disable those for all other stockpiles and gather all your training hologems in a single stockpile near your training rooms for easy access.
Helps if you don't spread all your terminals around too much.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 03, 2013, 02:31:46 am
> I was posting a reply, but closed the tab and lost it.
I once did that for an update. Boy did it smart. :(

> AI hologem
You'll only need these for advanced robots. The RobronCo terminals already store the basic software for sprite-bots and turrets.

> Sensor module
I made the drop rates for these rather high, to the point where there's a reaction in the workbench to dismantle the excess.

> Spark batteries
You can now disassemble chain weapons for their spark batteries. Slavers and steel rangers will be bringing plenty of those. :)

> Well, hopefully there are no paradoxes in the number of items needed to produce or upgrade advanced version and the number of items scavenged from destroyed robots.
Destroyed robots drop less components than they were made with.

> This is a specialised reaction and as such should, in my opinion, use only lvl 3 and 4 hologems and require either MAS or Robronco terminal.
It's pretty specialized. The Arcane facility produces basic matrices out of basic hologems, and the MAS facility produces advanced matrices out of advanced hologems. Then again, I hadn't planned on introducing any talisman-making this early, so it's more of a placeholder system.

> Talon Mercenaries
They're not exactly finalized yet, so we'll see.

> Bonemeal
It's an economic stone and so can't be used to make furniture, and is worth as much as ordinary flux. It takes 2 bones/5 vermin to make; the new robot industries use a lot of steel so I wanted to make sure Stables had a reliable source of flux.

> Steel ranger armor
Oh you haven't seen the v0.9 Steel Rangers yet. ;) Their armor is part of the creature, so they don't suffer from the speed penalties imposed by power armor. Your citizens use a wearable version of power armor that's more durable and is put together from salvaged steel ranger corpses, along with an upgrade drink to confer the strength advantages.

> Now it should be possible to have all spell hologems without grinding thousands of precious rocks.
The increase was only moderate so I'll be keeping track of feedback to see if it needs another boost.

Thanks for the feedback Maklak! I'm looking forward to your first Stable in the new version...there's lots of new features to play around with.  :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 03, 2013, 02:44:16 am
I have a question.
What's the difference between an ordinary ghoul and a ghoul reaver?
From what I've seen in the raws, reavers just have a max willpower stat, which seems useless because ghouls don't feel pain or exertion.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Corai on January 03, 2013, 02:48:29 am
I have a question.
What's the difference between an ordinary ghoul and a ghoul reaver?
From what I've seen in the raws, reavers just have a max willpower stat, which seems useless because ghouls don't feel pain or exertion.

Fallout-wise, reavers have metal attached to them and are ALOT harder to kill. I think that applies to Fallout Equestria too.

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 03, 2013, 02:48:59 am
On average they are stronger, tougher, faster, and more skilled than ordinary ghouls. Where a good steel-clad soldier alone can take on several normal ghouls, a feral ghoul reaver can fight on par with multiple steel-equipped soldiers. Fighting them in melee is not advised.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 03, 2013, 02:56:54 am
Reavers scare me.  Multiple pount blank shots to the head with a tribeam rifle and the destablizer can't knock them down in a single VATS run. Also, just felt like sharing something since this is related to fallout.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 03, 2013, 03:02:49 am
The fucking Dunwich Building ate Dogmeat. I don't know what happened, nothing was tailing me, i grabbed him at the door and ran. I was then informed he died and when I went to take vengeance, there was no ghoul and Dogmeat's body was nowhere to be seen. That damned place ate my dog.

Ah, Bethesda and it's lulsy collision.

Dunwhich ate your dog alright, but it wasn't the ghouls who did it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 03, 2013, 03:06:13 am
I like to think the building decided to eat him, since, y'know, where the name came from. That place creeped me out tot he point I expected ghouls or something to come pouring out and I was more concerned with the building than the giant scorpion trying to kill me.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 03, 2013, 07:39:00 am
Ponderplanned, my 0.88 outpost continues.

I've lost some progress in the game, because I didn't copy the region1 directory properly. I ended up at the end of 2 Steel Ranger ambushes. This time Whiplash kills the last Steel Ranger, and gets a bruised lung in the process.

This time around Checklist makes not pants, but a tough leather dress and becomes a legendary leatherworker. Brass still gets it.

We find an Earth Pony in one of the cages and take him inside. He looks awful and his cutie mark is burnt away. We decide to make him a second class citizen. Ham goes about educating him in the ways of our stable. The new guy is scared and it doesn't work, so Tasty Scraps tries next. Checklist tries for the third time. She fails as wall and since the servant is getting thirsty despite standing on a drink stockpile, he is allowed to roam freely. I think they can only drink water.

Trumpet is now an adult. He would make a fine soldier, but his special talent is music. We could use a theatre and some entertainment in the dining hall, so he is told to compose some music.

Brass and Library Card become a Master Sawpony.

(http://tnypic.net/53f8j.jpg)
Another Minotaur comes along. Civilians are ordered inside and the gate is locked. Those things are fast, but fortunately he came from the south, which gives us some time. Everypony save for a war wolf and a war dog make it inside and the security is told to go over the gate and shoot at the Minotaur. The dog flies through a fortification and the Minotaur follows it. The Reaver then kills the wolf and stops in perfect view of the gate, as if to spite us. After getting shot a few times, it moves closer to the wall and under the fortifications. Then into the trader path. It continues moving around, making shooting it more difficult. Eventually he comes right where we want him: Over the cage traps and in view of the rifleponies. Unfortunately it doesn't fall unconscious, even for a moment.

Meanwhile a wastelander caravan arrives without their wagons. The Minotaur runs to intercept them. One of the merchants is slowly strangled to death. The rest of them die quickly. The gate needs to be opened to lure the Minotuar where we can shoot at it. It turns out unnecessary as the Minotaur finds a Steel Ranger ambush to play with. Needless to say, they are quite surprised. Good, maybe next time they'll think twice before coming here. They die in no time; Power Armours, chainsaws and miniguns don't help them much.

As we are luring it closer to the gate, the lever is pulled too late and the Minotaur makes it inside. All security, including trainees with no shields, it told to engage. The losses are going to be catastrophic and this may very well be the end of Ponderplanned. Ham is the first victim. He won't live to wield an AMR, which is a damn shame. He is almost followed by Marble Statue. Whip Lash wounds the monster with his chainsaw, but gets wounded himself. Saber kills the Minotaur ripping it's heart apart with his **Steel Chainsaw**. All in all the fight went quite well. Ham died, Marble Statue is severely wounded and Whiplash is wounded.



I quit for the day, then load. My save got corrupted and the best I can do is revert to a few months earlier one. This is quite an inconvenience, so I'll probably just play around with it and quit for good.

#clean all cleaned over 3000 contaminants and upped my FPS by 5%. This is the first time I used it in this fort.

I wall off the northern part of the cavern. It goes without any trouble, save for "trees" being in the way. Also, cutting trees in the caverns and on the surface at the same time is a bad idea: salvagers will go up and down the stairs too much, which wastes time.

A Steel Ranger ambush comes along. I order all battle-ready squads to engage. Oh, and the security baton squad got their AMRs, but with no skill to wield them and I forgot to assign them ammo. Library Card and Apple Leaf get there first and are greeted by minigun fire. Before the enemies are even engaged, a second squad of them comes along. A moment later, the slaver caravan shows up.
The Rippers prove to be quite effective at piercing Power Armours, but don't do much damage. Library Card just stumbles around, playing with her Stealthbuck and SATS and not landing any hits. Three rifleponies stand at the gate providing covering fire, while the AMR ponies run to the ammo stockpile. So far it seems that we can hold the ground against Steel Rangers.
Library Card joins the crowd where other ponies are fighting and attacks. Her **Steel Chainsaw** is often deflected by their Power Armours, but when it hits, it does more damage then the rippers. Vet Redheart falls unconscious. Meanwhile, a Stray Wolf bites an unconscious Steel Ranger, but can't get through. Brass finally makes it to the gate and sprays the Rangers with minigun fire.
Vet Redheart is still unconscious, while a Ranger is hammering her. Her Steel Combat helmet and 5 heavy carapace hoods protect her and he only manages to bruise her skin. The wolf continues being useless. Apple Leaf's ripper gets deflected more often than not. One of the wounded Rangers leaves his squad and goes for the caravan instead.
Apple Leaf and Library Card kill one Ranger each. One more wolf joins the crowd. The second squad of Rangers comes into a firing position. Brasses Minigun finally overheats and he charges into the fight proper.
The first squad of Rangers is killed, except for two of them. Vet Redheart is still unconscious and requires a diagnosis, despite having no wounds.
The escaping Ranger is pretty much done for by the caravan guards. It is time to fight the second squad. The last Ranger from the first squad is barely alive and has 24 pages of combat reports. Some of it is from the wolves, but the security can be sadistic too, when they want to.
This fight gets chaotic as the caravan enters through the gate, some ponies run around outside to fetch various items and the soldiers just stand around. The wolves and a sprite-bot engage the Rangers, with a predictable result. 
When the melee soldiers engage, 4 Rangers are quickly killed. Only 3 now remain: one, which I'm leaving to the caravan guards and 2 outside the western wall... scratch that, there are 5 of them close to the western wall. They get fired upon by AMRs and BB guns. The combat-ready part of security is told to go stand outside the gate.
The Steel Rangers approach the gate and are engaged. Meanwhile another squad of them shows up. When they approach the gate, they are attacked and killed. We have won against 3 squads of Steel Rangers! The key to defeating them were steel melee weapons and sufficient numbers not to get overwhelmed. The AMRs only managed a couple shots, but those that connected were quite devastating. As a reward, the slavers keep pouring into out trade depot. 

WTF? Why are the traders dying? Ah, Cobbler has cast a rage spell on one. Oh well, the game is unplayable at this point, but I'm still not finished with it. Hopefully the rage spell has been fixed, ans Lycaeon says. 

Escort Mission turned into a ghost. Screw that. Oh and apparently only most of the merchants were killed. Some of them survived, are no longer our enemies and can leave. Walling off a small section of a cavern goes rather smoothly, considering that there was no block stockpile around. The trade depot gets covered in miasma. Ponies in the hospital get thirsty with nopony to take care of them, while Scalpel goes to his room to stare at the wall and FPS drops to 45. There are also 3 slaves in cages, that I cannot pasture. They will die then.

I sent the security to hunt down some yellow ghouls in the caverns. Oh right, I also tell the ponies to salvage everything in the secured section of the caverns. Ah, screw ghouls. Two Steel Ranger ambushes and a caravan show up. The joint forces of caravan guards and a few security are more than enough to repel the invaders. AMRs hurt quite a lot and I think that they should be cost effective against anything with good armour, despite the bullets costing 3 times the resources for normal rifles.

Some of our soldiers like to tantrum for whatever reason. We try to introduce some slaves into the society by pasturing them nest to a special workshop and setting a reaction on repeat. One Earth Pony changed his colour to green, but otherwise nothing happened.



It is time to review the training progress.

After over a year of doing pretty much nothing other than sitting at a terminal, Checklist got to 10 gunnery and gained some minor stat increases. She accumulated 9875 XP at 25 XP per terminal session. Since high skill speeds up reactions at a workshop, she presumably learned faster towards the end of it.

The Security Baton squad trained for a while and got to 4-5 in Mace and 3 in Shield User. They worked on their skills for at least 2 years, so it's not that impressive. It would probably be better to just give them hunting rifles from the start, so they'd at least learn to shoot.

The first BB squad trained longer than Checklist and got to 3 gunnery and shooting as well as 2 dodge, but no shield or Armour User or melee skills whatsoever. The second BB squad got to 4 gunnery and 1 dodge. They had some armour, BB guns and shields. They were told to use shooting ranges as well as train in the barracks with the rest of the soldiers.

The wrestlers after over a year of training got to 0-1 Wrestler, 1-2 Kicker, 2-3 Fighter, 0 dodge and 0 Armour User. Except for one squad that got 0 Wrestler, 1 Kicker, 1 Fighter, 1 dodger and 1 Armour User. They had no weapons and shields. The idea was for them to train Dodging and Armour Use, so that later they can get Shields, which slow down training of these two skills. Wrestling was supposed to toughen them up too.

The rookies with chainsaws after a year of training have 1 Sawpony, 1-2 Dodge, 2-4 Fighter and 0-1 Armour User. Except for 1 squad who have 2 Sawpony, 0 Dodge, 2 Fighter and 0 Armour User.

Library Card is at 12 Sawpony, 1 dodge, 19 Fighter, 4 Kicker, 1 Wrestler, 3 Armour User and 11 Shield User after 3 or 4 years of training with Brass.

The Ripper squad is at 6-7 Knife User, 0 Dodger, 10-12 Fighter, 2-3 Kicker, 1 Armour User and 3 Shield User.

Cocnclusions:
VR simulator is great if you have the luxury of having a lot of them. It seems that only live combat beats it in terms of learning speed.

Having wrestler squads is useless.

Shooting ranges aren't enough to gain any level of skill, except for ponies with rifle cutie marks.

Having 2-3 Recruit squads doesn't work for the first year or two. On the other hoof, assigning a recruit to an existing squad brings her up to speed. It seems that forming 2-3 pony squads, then splitting them once they get to about 5 skill, making each of them sergeants, would work best. Oh, and they should have access to VR machine and armoury in their free time.



Since the Rangers turned out to be such a joke, I send the security to the caverns. For whatever reason a lot of ponies go there when I open the airlock. One of them is carrying chitin to tan. I guess they are just collecting remains and such.

A webbing FB kills a pony. The security is told to deal with it. In a tight space has a tremendous advantage, until faced from behind. It kills a BB pony and a dog, as well as manages to further wound Apple Pie, a gunner. It gets killed by a lucky hit to its body with a ripper that damages its brain.

A group of green and yellow ghouls is next on the kill list. Short Bursts and Brass engage a single yellow ghoul. It emits bursts of toxic radiation, making them Dizzy, Nauseous, In Pain and covered in blisters. Ranged weapons don't work because of the tight spaces in the caverns. Melee weapons mean the pony is instantly weakened. Well, at least armour provides reasonably good protection. Even multiple hits with a chainsaw are not enough. A green ghoul joins the fight, attacking Short Bursts. Brass fights with the yellow one, looses his teeth and accumulates wounds. Another yellow ghoul joins the !fun!, while Brass tries to retreat. A wolf comes along, but instantly gets sick. It dies and Short Bursts looses his teeth too. Both soldiers are killed shortly before Libary Card arrives to their rescue. She is engaged by 2 yellow and one green ghoul. She avenges her captain Brass and hits one of the yellows in the head with the blunt side of her chainsaw, killing it.
Bloody Steak shortly comes to her rescue, but the heavy radiation makes them both sick. Library Card falls unconscious after severely wounding the second yellow ghoul, while Bloody Steak goes to fight a green one, but is knocked out as well. Chalice is next to engage a glowing one. His AMR is useless at close range. Bloody Steak dies to a green ghoul. Chalice dies as well and the wounded yellow ghoul goes after the workers, but is killed by a miner who drills into its head.
Next, a green ghoul chases and wounds the workers. It wounds Psalms and is killed by an AMR shot in the heart. Meanwhile another yellow ghoul comes too close, but at this point there is nothing to throw at it.
Buried Treasure gets killed. There are fewer and fewer soldiers and they come one by one. A large group might have been able to handle this.
More and more ghouls come along, while the workers go to the cavern in heavy traffic. On the plus side, green and yellow ghouls can be caught in cage traps and there are some protecting the stable.

Well, I don't want to play anymore, so this pretty much concludes Ponderplanned. I didn't get rehabilitating slaves to work. (how far does one need to be anyway?) I also didn't get more spells and didn't make any serious tests of AMRs, but otherwise I think I touched pretty much everything. Oh and I skipped a theatre too.



"wagon wood logs" are accumulating in my stockpile for salvage. This looks like a bug to me. What can I do about it?

<--Previous (http://www.bay12forums.com/smf/index.php?topic=118893.msg3902601#msg3902601)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Royal Flush on January 03, 2013, 01:02:45 pm
*Appears out of the woodwork* Woohoo! New update!!

One small thing(and I just did a quick test of it to make sure it hadn't changed). As for the bonemeal reaction, there is a long-outstanding bug in DF that custom reactions involving bones do not honor stack size. IE, I just slaughtered two bighorners, two dogs, and two cats, and got a whopping three bonemeal out of it, despite there being 10-28 units of bone in each stack. There is a workaround to this, but it does add a central step that increases the need of ponypower. The reaction of making bone ammunition honors stack size, and ammo can be used as a reagent in reactions. It's pretty simple to change the reaction for bonemeal itself to require 10 units of bone ammunition, instead of the bones themselves.

I fudged this reaction into working for Valikdu's mod about six months ago(I meant it when I said it's a long-outstanding bug, it wasn't new then, either) for bone construction materials from information here (http://www.bay12forums.com/smf/index.php?topic=97350.msg2819735#msg2819735).

The modified reaction would simply change:
Code: [Select]
[REACTION:BONE_GRINDING]
[NAME:grind (2) bones to bonemeal (flux)]
[BUILDING:GRINDER:CUSTOM_B]
[REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
[SKILL:MASONRY]
to
Code: [Select]
[REACTION:BONE_GRINDING]
[NAME:grind (10) bone ammunition to bonemeal (flux)]
[BUILDING:GRINDER:CUSTOM_B]
  [REAGENT:A:10:AMMO:ITEM_AMMO_BOLTS:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
[SKILL:MASONRY]

This will make it so the reaction uses two bones, as intended, instead of two stacks of bones due to the bug. If you wanted to make it take more bones, simply take the number of bones you'd want it to use and multiply by 5.

For those who use bone pellets for training, it might get annoyingly micromanage-y but I'm unaware of any other work around, and careful stockpile use should be able to fix that. Set ammo stockpile to only accept lower quality ammo, and have a dedicated grinder take from there to grind bonemeal, and leave the higher quality stuff to be used by ponies for use, or some such similar thing.

Also, if I remember correctly, it doesn't require a world regen after changing the reaction in the raws.


Anyway, if I find anything else not working as intended in there, I'll be sure to pop in with what I find. I'm usually a pretty quiet tester until I find something I can identify the root problem of, so unless something big and obvious breaks, I probably won't be the most help there.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 03, 2013, 05:33:46 pm
Maklak:
Pony enslavement works but is a bit iffy; you need to spam the enslavement reaction, and given that you can't do that with rehabilitation due to the resource requirement, it's a lot easier to permanently enslave ponies.

Ponderplanned had a great run as the first significantly narrated Stable; you have my thanks for that Maklak, as well as enshrinement in the testimonials section. :)

Royal Flush:

Thanks for pointing that out. I hadn't thought of using ammunition as a measure of bone quantity. I'll go ahead and edit the reaction for the next version. :)

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Khenal on January 03, 2013, 07:15:58 pm
So, I appear to have a very lucky scavenger.  New fort, occasional irradiated dust clouds.  My scavenger decides to take a nap on the surface, and a storm blows in.  The irradiated dust literally blows around him, but not actually in his square.  He is currently still sleeping.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 03, 2013, 09:21:57 pm
So, I appear to have a very lucky scavenger.  New fort, occasional irradiated dust clouds.  My scavenger decides to take a nap on the surface, and a storm blows in.  The irradiated dust literally blows around him, but not actually in his square.  He is currently still sleeping.

He's a sweepy wittle pony scavenger.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 03, 2013, 09:41:59 pm
The ASCII version is up. It's an improvement over the prototype, but do let me know if there are any issues. :)

In other news, the next update will be centered on wildlife, from benign critters such as molerats to megabeasts like the star-spawn. Crops are also due for an overhaul in preparation for the Ministry of Peace drug system. I'm open to suggestions for new creatures (Primarily FoE-related, but I'll accept Fallout 3 as well) as well as other things you would like to see. The following are already on the list:

Bloodwings
Floaters
Taint abominations
Giant radigators
Balefire phoenixes
Nightstalkers
Molerats
Gecko
Chimera
Changelings
Manticore
Star-Spawn

Edit: Zebio: Yes, most of these came from the FoE wiki.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ZebioLizard2 on January 03, 2013, 10:00:14 pm
http://falloutequestria.wikia.com/wiki/Category:Creatures

Here's all the currently listed creatures recorded on the wikia.

Maybe a few more dangerous sea creatures as well, Irritated Sea(river) serpents and all that.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: tahujdt on January 03, 2013, 10:42:32 pm
Suggestion: Use the current slavery system, slightly tweaked, to make mercs. Might not work, but who knows?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 03, 2013, 10:59:16 pm
Here's the topic for Valleygleamed. (http://mylittleponyforum.infodiscussion.com/t209-df-foe-community-fort-valleygleamed)
Note that a) you must be logged in to view it and b) your account needs to have been granted access to the Everfree.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 03, 2013, 11:30:06 pm
Suggestion: Use the current slavery system, slightly tweaked, to make mercs. Might not work, but who knows?

That's.... yeah.... the Talons could come by and sell off a nonbreeding creature. Just like the slave traders, only no breeding of any sort. Monogendered creature like robots that attacks with some kind of ranged attack.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 03, 2013, 11:43:12 pm
The ASCII version is up. It's an improvement over the prototype, but do let me know if there are any issues. :)

In other news, the next update will be centered on wildlife, from benign critters such as molerats to megabeasts like the star-spawn. Crops are also due for an overhaul in preparation for the Ministry of Peace drug system. I'm open to suggestions for new creatures (Primarily FoE-related, but I'll accept Fallout 3 as well) as well as other things you would like to see. The following are already on the list:

Bloodwings
Floaters
Taint abominations
Giant radigators
Balefire phoenixes
Nightstalkers
Molerats
Gecko
Chimera
Changelings
Manticore
Star-Spawn

Edit: Zebio: Yes, most of these came from the FoE wiki.

You could consider adding some original FO creatures as well, or ask Valikdu on advice for what to add that would still be somewhat cannon or befitting cannon?
But really I am just saying this because I want Wanamingos and all their "???" bodyparts to be added really badly.

I am really looking forward to what you have in mind for the floaters, those things were wicked sick.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ender1200 on January 04, 2013, 03:24:20 am
Hey Long time no see. What did i miss? (Read throgh the archive) ...well, nevermind.

I was too buessy the last couple of weaks to really play DF, and i won't really have the time to do so soon, but once i get some free time ill come back with feedback and maybe even some stable reports.
I see that you are finlay getting in to the ministry of peace arc.
considering that this is a DF mod and so buffing the world of a wide verity of realistic wildlife is a good thing, and that we are sorely serching for animals that don't eat ponies, i would offer these two wikipedia entries for sources for animals:
List of animals in the Mojave Desert (http://en.wikipedia.org/wiki/Category:Fauna_of_the_Mojave_Desert)
and: chernobyl disaster effacts on natural life (http://en.wikipedia.org/wiki/Chernobyl_disaster_effects#Effect_on_the_natural_world)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 04, 2013, 01:32:34 pm
One note: I cannot help but wish for one version of the mod to be called "Slaves and Crystals". It seems fitting. :P

The ASCII version is up. It's an improvement over the prototype, but do let me know if there are any issues. :)

In other news, the next update will be centered on wildlife, from benign critters such as molerats to megabeasts like the star-spawn. Crops are also due for an overhaul in preparation for the Ministry of Peace drug system. I'm open to suggestions for new creatures (Primarily FoE-related, but I'll accept Fallout 3 as well) as well as other things you would like to see. The following are already on the list:

Bloodwings
Floaters
Taint abominations
Giant radigators
Balefire phoenixes
Nightstalkers
Molerats
Gecko
Chimera
Changelings
Manticore
Star-Spawn

Edit: Zebio: Yes, most of these came from the FoE wiki.

Creatures:

Biome-bound ghoul variations, IE Buffalo ghouls for deserts, Griffon ghouls for mountions, donkey ghouls for swamps, and Crystal Pony ghouls for the frozen north. Also, necromantic dragons, baby or otherwise, for evil biomes.

Necrosprites: Parasprites, but undead. Come in huge swarms in evil biomes, are a genuine threat thanks to being very fast and bite-y.

Bale Hound: They say that canines were resistant to radiation, and thats why they thrived after the death of there supposed masters. However, in dark places, dead dogs still walk the earth, now mostly leathery flesh and teeth and hate. Some say some horrid individuals are larger than others and still burn with balefire, but that's just a post-urben legend, right?

Screecher: Equestria never had a large feral cat population. To many creatures already lurked in there prime habitates, and the development of guns hardly helped. Now, however, thanks to a bit of genetic experimenting there and a bit of Flux here, the decendents of these disinfranchized felines have inhanced natural weapons and the ability to "screech" there prey into disoriantation. Luckaly, they are found only in forests.

Insane/Mutated pony: The wasteland is filled with the mentaly ill, but some are more mentaly ill than others. To crazy to be accepted in a Wastelander village and not crazy enough to end up a raider, these poor souls wander the wasteland. Some are paranoid wrecks that flee from the slightest noise while others are wild, animalistic frenziers who tears anything in sight in limb by limb. You might wish to caputure these poor souls and rehabilitate them, or you might find it fit to shoot them on sight.

Mutated ponies are often born in the places the bombs struck, and are horrible monsters. Often born without the ability to feel pain and often have a fleshy appendage or two growing somewhere it shouldent, they are often shot on sight. Beware the mutant, for those who are too far gone are little more than pony-shaped incarnations of the horrors of taint.

Zebra Robots: This might need a little work. Project Horizons mentioned some "Hunter-Stalkers" or somesuch that resembled Manticores, and the zebras, if we go by that, had cybernetic solders that were the result of cloning that are apparently still around to fight to the present day. There probably a thing of minor importance, but it would spice up the desert regions if there were "wild" robots that resemble varying wildlife. Feasably, they could be tamable.
(Bulky river-patroling Hippo-things? Giraffe-like constructs originaly used to assist in agriculture? Elephantine war robots with a set of cannon-tusks? One could go on.)

Semimegabeasts:

"True" Chimera: No one knows if this creature is the result of genetic mishaps or not, but few want to know in any case. A brutal creature with the heads of a goat, lion, dragon, and some say even a snake, they are brutal foes, able to unleash gouts of flame and poison unto those foolish enough to try to stop it and many of it's natural attacks are full of a horrible toxin. While they do not have any apparent connection with the creatures also known as "Chimera", the common line of thought is that they are some horribly mutated branch of those creatures or are created in the same way.

Balefire Drake: Many dragons slept during the end of the world. Some were changed, and these are the ones that were are talking about now.
Ranging from little bigger than a cow to the size of a house, these horrors are akin to other dragonic-derived creatures in that they are born from magicly effected dragon eggs. In this case, there generaly resemble corpselike dragons with glowing flesh and broken, sharp claws. The real danger is that they breath irradiated dragonfire.

And no, the rumurs that they hatch from balefire eggs is false. They hatch from regular dragon eggs, which are unfortnatly more plentiful.

Ultra-Sentinal: Heavy-duty cannons, huge, and a hate for life in general. No, it's not a Steel Ranger, it's worse. For under it's chasse of metal lies nothing but more metal. Did I mention the cannons and the hatred of all life?

Megabeasts:

Cyberdragon: Because the wasteland hates you. Not just your fort, but you in general.

Shade Abomination: Some say that the most horrible example of necromantic power lies in Canterlot. Others just sigh and agree. However, when you get the right old stallion drunken enough, sometimes he shivers and points his hoof north. To be exact, the frozen north.
Sometimes, when zebras are involved, death can die. While these semi-solid clouds of irradiated smoke and jagged crystals are probably not manifestations of Sombra, they are certiantly able to deal death. Some just claim that these creatures are just overpowered ghouls akin to the legendary Buring Ones of Hoofington, but others say that there is nothing under that cloud of semi-solid smoke then a set of crystal bones, eternaly ablaze with the fires of Tartarus and laughing as the sluagh away the flesh of ponykind with foul heat and nightmarish spells. Usualy, the bar closes before much more information could be get out of eyewitnessess, but the fact that these creatures do leave the north means that more information will probably be gained.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 04, 2013, 04:42:11 pm
Lots of great ideas here; I''ll definitely be implementing some of them. :)

Mercs: They can work, in the manner of the current slave ponies, but it'll be a bit complicated so I'll look at them later.

Wanamingos: Sorry, but they weren't really mentioned anywhere in FoE, and the irradiated changelings as a subterranean hive creature fill a similar role.

Biome-bound ghoul variations, Ultra-Sentinals, Cyberdragons, and some of the other suggested creatures in particular have been added to the list.

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ZebioLizard2 on January 04, 2013, 05:03:52 pm
Hmm, maybe some poison joke infected creatures? Combined with the bombs "radiation" They turned fluttershy into a tree, what other sort of nasty, monstrous things could they potentially make? Not to mention radiated poison joke alone by itself could potentially mutate into something interesting.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 04, 2013, 05:20:36 pm
Lycaeon: Glad to know! I had fun with some of them, and things like the Bale Hounds are just things that came to my head. Shame that the name "Hellhound" was already taken. :P

ZebioLizard2: Killing Joke would be hard to impliment, possibly harder than it's "normal" cousin. I would'nt bother with it, considering that there are already plant monsters planned for good (Everfree) biomes and theres enough things in there to screw with players.

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ZebioLizard2 on January 04, 2013, 05:55:27 pm
True enough I suppose, was mostly just wondering.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 05, 2013, 01:38:25 am
Just went over the RAWs for 0.95. I have lots of criticism, but I mean no malice. I simply propose improvements.

Lol, a pony doesn't have a lower body. Well, I guess it makes pants obsolete :P

I find it funny how all the robot parts are renamed. I think "camera" would sound better than "sensor lens".

Lol, there are Albatrosses and Penguins in their respective biomes. 

Feral ghoul reavers have Willpower always at maximum and NOPAIN. This is strange, there should be some variation for all creatures, even if just 4-5k.

creature_equestria_herbivores.txt: There is elk, but no moose. In any case, good to know, there are some herbivores. Oh, and no bunnies too. You know, to lighten things up. (That was a joke, referencing Mass Effect.) Ah, never mind; we have rabbits, except they have CHILD:1 which doesn't seem right.

Huh, GCS not only can't be tamed, but is immune to magic as well. It got seriously buffed.

> [Bloatsprite] often serves as popular target practice for bored wastelanders.
Lol. And not a good one as that, they are so fast that melee ponies can't keep up and so manoeuvrable that they get out of the bullet's path before it reaches them. Looking over that sentence again, I'd either cut out redundant "popular" or change it to "a popular".

Huh, The giant Radscorpion is immune to magic, immune to fire and weights 400 kg. This is almost as fearsome as a Minotaur. It also reminds me of a cart crab from UFO:Aftermath. (That was a joke.)

Sprite-bots have no variation in their stats whatsoever. Well, some should be less deteriorated and work better than others, even if the variation was +-20% but OK.

Hey, we got armoured sprite-bots. Their PETVALUE should be much above the basic model, but otherwise I like it. They will probably still loose all kinds of wings and antennas in combat, but at least they'll last that much longer. Due to their increased weight, they should also have higher SPEED or lower AGILITY.

Maybe the exploding sprite-bots should have a higher PETVALUE as well. I'll need to see how they work. If is just homes in on the toughest thing in sight and sets the area around it on fire, I'll be somewhat disappointed and opt for the armoured model. By the looks of that interaction, it seems to be firing something at the enemy.

Shouldn't all robots be immune to fire? Maybe just some of them? Or do they resist simply because they're made of steel?

Protectorpony has 3 interactions to fire lasers, with 300 TUs wait period. I don't understand why not simply 1 every 100 seconds, but it does explain why it fires in bursts and why it still engages in melee. It simply does not understand that what it does is a ranged attack. Ah, it has one pistol in the head and two external. Makes sense now.

Maybe toughness of Steel-plated robots should be increased.

Normal version of Protectorpony has Ranged Combat 4, Throw 4, Situational Awareness 0 and fires trice every 300 TUs. The enemy version has Ranged Combat 8, Throw 8, Awareness 4 and fires trice each 100, which is about as fast as 3 skilled gunners. The upgraded version has Ranged 6, Throw 6, Awareness 2 and fires trice each 200 TUs. I was wondering why this is so, but it probably reflects that the "savage" versions were military and stable workshops can't match them.

Wasn't the Armoured Protectorpony supposed to use a plasma caster for one of it's weapons?

Ah, so the manufactured and upgraded versions aren't the same. Manufactured ones have miniguns. Hm, and the minigun version doesn't have any other ranged attacks, which makes it less suitable for scaring things away from a distance. 

If Mr. Hooves has 4 Axe, then all versions of Protectorpony should have natural skill in kicking or something.

How come a Protectorpony has more Agility than a Mr Hooves?

Mr Macintosh looks good... oh, a flamethrower. Nevermind then. I'd rather not have it torch my ponies because of a buzzard or something like that. Well, at least the hostile versions don't have flamethrowers.

Robobrains' skills don't look that great compared to other robots, but I assume CAN_LEARN and SLOW_LEARNER let it improve over time, if it survives long enough. We get the minigun version, not a plasma caster one. On the bright side, it's minigun has range 20 instead of 10. I'd rather it had some backup weapon, but I'll take it. It shouldn't have 1500 agility, though. Not with a chassis on tracks. Overall this doesn't look that great, considering the trouble of keeping unrehabilitated slaves around.
Someone should definitely test pasturing robobrains in a danger room (made of plywood training spears). With any luck, they'll get dodge and some melee skills.
I thought they should be INTELLIGENT, but the wiki says CAN_LEARN and CAN_SPEAK are sufficient.
Maybe the robots should have NO_PHYS_ATT_RUST and NO_PHYS_ATT_GAIN.

I think cyberdogs and robobrains could use [PRONE_TO_RAGE:1].

Sprite-bots have 1000 Agility, while bigger, slower robots have more. This shouldn't be so.

Necromatic Sprite-bot lacks it's laser pistol.

Do various types of offensive interactions interfere with each other? If so, it may be prudent to limit the number of spells known to my ponies to just 2 or 3 best ones they can have.

Is there a problem in how various interactions work with each other? For example what happens when a pony feels a surge of adrenaline and activates SATS? Or when a mage casts two spells with similar effects, but varying power on the same target?

Wow, a basic turret fires every 30 TUs. That's quite a machinegun. I've noticed it fires quickly in combat. Too bad, it hardly ever seems to hit anything.

Flamethrower turret fires quickly too. Same with rocket turret. They fire faster than marksponies.

The cyberdogs look very promising, but I disagree with NOBREATHE. They can even be trained for war, but will not learn, contrary to robobrains.

Griffins have Natural Skill 8 in most kinds of fighting, while 5 in Dodge. You have got to be kidding me. They weight 175 kg. BTW, I like Griffin / Griffins, while you use Griffon / Griggons. Both forms are correct and we're both consistent, so OK.



"laughter" -> "cheerful nature".

"Likes ponies for their [PREFSTRING:enticing hindquarters]" *Snort*

"She has an architectural mind that would rival the likes of Buckminster Fuller." I don't quite get the joke, but my description would be much less imaginative. "She is skilled at designing buildings."

"She can direct a morter strike with extraordinary precision." I think you meant "mortar".

"Only after accomplishing something of note such as a masterwork creation can she be allowed to enter military service and other higher responsibilities." I thought this required an artefact, not a mere masterwork.

Personally, I'd merge carpenter and woodcarver CMs. There isn't any use for woodcarving anyway. Or at least, give them synergies.

"In her eyes gems are the most beautiful objects a pony can devote herself to." I think there should be a comma after "eyes". 

"A master alchemist, she possesses a fundamental understanding of alteration magic and its ties to the changing nature of the reality." Just "reality", without "the".

Creativity, Intuition, Linguistic Ability and Social Awareness do not rust for ponies. I'll take them, I guess. They mean more interesting decorations and faster learning of social skills, which makes more friends.

Ponies have lots of skill rate adjustments in the 80-120 range, mainly for social skills. I can't say I agree with all of them, especially [SKILL_RATE:INTIMIDATION:110:8:18:36], which is uniform across all nations and races.

Huh, it would seem that almost no attributes rust for Earth Ponies.

Hm, EPs have most military skill rates at 80%, while ponies in general have Armour User at 100%. There is a lack of consistency in skill rates. For example EPs have Clothesmaking 35, which, looking at the other numbers, I think is a typo and should be 85%. No other skill goes below 50% and I don't really see much of a pattern here. The old pony mod had those things consistently at 80% or 130% or whatever, here the numbers just look confusing and eclectic.

Unicorns don't even keep their skill rates to increments of 5. They have fighting skills at 104, which, in addition to their shield wall, makes them much better suited for the military. But then they are better suited for almost all labours where skill matters. They even have 124 for Shield, as if they needed it. I don't believe it even matters, weather a pony has 98, 100 or 101 learning rate; it is just confusing, so just round them to the nearest 5 or 10. 

EPs have Diagnose 110, and UPs 80. It is counter-intuitive, but well, there is often somepony with a medical CM in a stable anyway.

EPs are slightly faster and may have higher agility. OK, is legit.

The skill rates should be made into a google spreadsheet and posted as a link in the main post, because the rates matter a lot here and they aren't easy to guess.

Ah, so "skimrisher" is "wrestler". Mystery solved.

Oh, wow. CMs bring up some learning rates by 240 up to 300, which is about three times what other ponies get. No wonder, experts have such fast advancements in their fields. Too bad, I don't have this info in one place. It would help to decide on labour assignments. Pony Therapist takes stats into consideration, but seems to ignore skill rates ATM.

I would prefer to have more secondary skills. For example a cheesemaker doesn't even have milking or cooking. Soldier CMs only have 1 or 2 weapon skills and Fighter buffed to 240%. It would be convenient for them to be somewhat better than the average pony at using all weapons and they definitely should learn things like Dodge, Kick, Armour Use and Shield Use faster.

VIEWRANGE:60 This must be what makes snipers so effective.

Huh, some CMs denote supremely powerful individuals. There should at least be a list for those, just as there is for magic cMs. They even are Antimagic Adepts and have VIEWRANGE of a sniper.

In general, while the CM system is quite an accomplishment as it is, I think it needs an overhaul.



Raiders have [SKILL_RATE:INTIMIDATION:110:8:18:36], same as normal ponies. I would expect them to be better at it. But then, it doesn't really matter.

Oh wow, crazed raiders have blood that spreads their disease to other ponies.

Ah, so only rocket Steel Rangers are building destroyers now.

SRs have natural skill 5 at all kinds of weapons and 8 at shooting and armour use.

Their miniguns and rocket launchers have cooldown of 800 TUs, while everyone else has 600 TUs. This shouldn't be so, I think. Well, unless in this case 800 is actually better, but I'm pretty sure it isn't.

SRs have [TRAPAVOID][FIREIMMUNE][WEBIMMUNE] [NOBREATHE] [CREATURE_CLASS:ANTIMAGIC_APPRENTICE] OK, nothing short of menacing spikes, dodge-me traps with turrets behind fortifications and magma works against these guys, as far as static defences go. Or just lock them in a snaking path for a few seasons, then let them go.

Their Strength, Toughness and Endurance are not only beyond the range of what should be possible for a normal pony, but they have no variation here whatsoever. It may be justifiable with robots, but SRs are living ponies. I also think you did the wrong thing here for another reason. The PA potion multiplies things by 2.5, so just take the attribute ranges for EPs, multiply by 2.5 and cap at 5k. Problem solved.

I like to separate SRs into:
Palladins - EPs, heavy infantry, power armour.
Knights - UPs, magic support, combat armour. (Rare)
Scribes - UPs, workers / sciencetists / administrators, etc. Robes.
FoE and Fallout cannons are rather vague in this separation and hierarchies. I think Knight for soldier and Palladin for Lord is closer to FoE cannon than how I like to divide them. Still, I liked that part of Fallout: Tactics.

I think SRs should get military versions of robots as pets and sometimes bring them to the battlefields.

Slaves have [WAGON_PULLER]. Lol, I've noticed.

Even slaves have [SKILL_RATE:INTIMIDATION:110:8:18:36]. Well, I guess it works on slaves lower in the pecking order.

Slavers also have [SKILL_RATE:INTIMIDATION:110:8:18:36], even though they should be pretty good at it.

Dragons look very terrifying, especially with their range 15 fire breath every 50 TUs, which is over twice as often as rifles can fire. It doesn't have the same immunities SRs do, though.

Minotaur Reavers look terrifying as well, especially with their always 5000 Strength, 5000 Toughness and other high stats. They have [PRONE_TO_RAGE:1] (not all that often) and [PREFSTRING:tendency to rage], which I disagree with. I thought they were larger than 220 kg, but that's more than enough to kill a pony with a punch to the head or send a dog flying. I though they had low SPEED, but it looks like they are so fast simply because of their strength and agility.

Oh wow, those evil CMs are the stuff of nightmares.

These colour lists are useful. There used to be a female to male colour translator on the web, where I could type things like "Aquamarine" and get "Blue", a picture and RGB values, but it isn't there anymore. This list is not as good, but I can use it.

The other civilisations have no permitted buildings and reactions. It may eventually matter for adventurer mode. Or maybe if someone wants to play as wastelanders.



Assuming ARCANA_DRAIN is for Flux Converter, it is quite serious. One week of unconsciousness followed by one week of numbness, dizziness, nausea and 80% attributes. I ask again for this to be less severe for magical apprentices and masters. Well, unless [SYN_AFFECTED_CLASS:MAGIC_NOVICE] takes care of that already. Nausea will also make this workshop covered by vomit. Not that it matters much.

I've found this in arcane vapours: [CE_ADD_TAG:PROB:5:NOT_LIVING:OPPOSED_TO_LIFE:START:0:END:600]. It means EPs will not only go sick if affected by magic reactions, they also have a chance to start killing and possibly cause a loyalty cascade. That is quite a strong deterrent, but may be unavoidable if an EP hauler wanders by a hologem/lens stockpile. 

Plasteel still has density 0.2 g/cm^3, which is the same as Starmetal. Like I said, earlier, 3500 kg/m^3 would be saner here. Or just use (weighted) arithmetic means between steel and Starmetal for Plasteel's properties and round them.

I'd switch the effects for Generosity and Kindness around. After all Flutteshy had MoP and Rarity had MoI. It is counter-intuitive to build Rarity statuette into a hospital. Honesty and Loyalty look especially tempting to spam in high traffic zones and barracks, if this affects ponies around the one using the workshops.

Magmawiki is as uninformative as usual. It says that smelting scrap directly should always yield 4 bars of the first ore (or maybe 4 times 30% chance?) I guess, I'll need to conduct a test, by writing down my bars of metal, smelting 30 scrap and looking how many bars I have then.

Medium calibre and small calibre bullets have their own properties... ah, this must be for security turrets and miniguns and be identical to steel... Nope, medium calibre bullets have density 15 g/cm^3 and small calibre ones have 2.5 g/cm^3. No metals are even close to this. Haxy.

I'm wondering if having as many spells as possible is prudent. Paralyse and Bind cannot be used on the same creature and Paralyse is so much better than Bind, that it is probably best to just stick to Paralyse if it can be learnt. They might be used on different creatures when fighting a group of enemies, but in my experience ponies just lock on to one enemy and hit it with all they've got.
I can't quite decide if Time Dilatation or Time Stop is better. They are mutually exclusive and both leave the pony exhausted for 300 TUs. TD provides boost for 100 TUs, while TS provides great speed boost and near immunity for 20 TUs. I'm leaning towards saying that Time Dilatation is better, because it actually provides a net income of actions in those 300 TUs.
The entire school of destruction looks mutually exclusive. The basic spells only last 150 TUs, but only one can be active at any enemy. Sunder looks the best as it has the shortest list of immunities plus pain (as severe as from the specialised pain spell) is only one of a long list of effects. Implosion is the most severe destruction spell, but it only lasts 10 TUs, so Affliction may be better.
Rage and Disorientation are also mutually exclusive. Given my bad experience with ponies casting Rage on merchants and diplomats, I opt for Disorientation. Rage can lead to a lot of !fun! against groups of enemies, but has to be used correctly. Otherwise it will enrage and thus buff an enemy. Lycaeon says the problem of casting this on friendlies has been fixed, but it requires tests.

Does Steadfast Ward make the caster or the enemy 4 times more resilient? I may not read it correctly, but to me it looks as if it was buffing enemies.

If I understand this correctly, ponies will attempt interactions as often as they can. This means that for the same class of interactions it is better to have just the strongest one and not as many of them as possible.

Adrenaline rushes of EPs are better than SATS, so there may not be a good reason to have both. SATS even recharges longer. OK, without data indicating how the two stack and with finite pipbucks, my policy is to limit SATS to Unicorns only.

Wow, necromatic broadcasts really suck for those caught in them. Melee is not much of an option here, at least if a less severe effects of yellow ghouls and radiation storms are any indication. 

Ah, so the entire school of Conjuration is for Canterlot enemies.

I have no idea what the stuff in interaction_deathlands.txt does.

I like the "Disable robot" spell.

Oh wow. Power Armour potion multiplies Strength, Endurance, Toughness and Wilpower by 2.5 and adds 2k Recuperation (no disease resistance, though). It also adds a rebreather. I do not see a limitation to EPs, though. In any case, it is best to install this when most affected stats are above 2k, so it will boost them to 5k.

Scorpion Power Armour only multiplies Strength, Toughness, Agility and Endurance by 1.25 with no healing Talisman. Will do. It may be good for ranged Unicorns.

Miniguns fire as fast as they can for 400 TUs, while rockets and flame throwers no more often than 50 TUs.

Music (especially Octavia / Lyra / Vinyl), comedy and speeches are pretty good (10-20% boost), but only when performed by masters. It may be worthwhile to have theatres in high traffic areas and in the barracks, and have the right ponies perform. Those reactions use up music / jokes / speeches written on paper by the scriptorium. The basic version aren't worth bothering with, and they only give 2% stat boosts.

Further stages of radiation poisoning are quite OP and make a pony unable to do much more than slowly crawl to the hospital.

Mad raider disease is quite insidious. It is transmitted by blood and after a month gives the pony OPPOSED_TO_LIFE, among other things.

It looks like Explosive Sprite-bots don't explode at all (by making a dust cloud that kills them as well). Instead they cause bleeding on one enemy. This is disappointing, but at least it isn't too much !fun!. I believe this [CDI:MAX_TARGET_NUMBER:C:1] should be changed to 10. After all, many targets can be caught up in a blast, and you'd expect a sprite-bot exploding in the middle of an ambush to do damage to all nearby enemies. Maybe friendlies too.

It looks as if Apprentice can cast the same basic spell once every 288 TUs, Adept can cast it twice per 288 TUs and Master can cast it twice per 144 TUs, provided its effects have worn off during that time or there is a new target. For advanced spells, this increases to 1200 and 600 TUs, respectively. For more advanced spells this is even longer. It may be worthwhile to learn multiple spells from the same school after all, but this needs research in-game. The spells are scattered among at least three files, which makes it more difficult to understand, how the hay this works.

Restoration spells break the pattern of having the same interaction twice and just cut the time in half for each tier.

Parties are still crappy. They boost some stats by up to 6% and lower some others by 2%.

Ah, so Alicorn teleportation is just speed adjustment for a short time. Rather disappointing and it can make Alicorns attack faster. Well, the next version of DF is at least going to have separation between movement speed and actions speed.

Eviscerate spell doesn't seem to do much.

Gestalt cage is interesting. It works like Stasis field in Starcraft.

Telepathic assault doesn't seem to do much. Except is has a chance to cause OPPOSED_TO_LIFE. Telepathic barrage is much more powerful. A pony hit with telepathic snap is pretty much done for.




Lol. My uniform with 3 jumpsuits was fixed, now I can only assign one.

Coverage of both Security and Combat Armours was changed to 125%. Combat Armour has better Armourlevel and UBSTEP. Personally I'd keep Security Barding at 100% coverage, as there isn't much difference now.

The Scorpion Power Armour has been severely nerfed and it would seem worse than combat armour, except it is the only armour made out of plasteel.

"baked bad" was a joke in one MLP episode, where they came out inedible (except to Spike). I find this unsuitable as food name.
"cutlets" sounds too meaty for a food name. Well, unless IRL there are "soybean cutlets" or something.

Heh, hoods were nerfed and won't fit over any helmet. Having multiple =Tough Carapace hoods= per soldier was fun while it lasted.

I don't see a difference between a Security and Combat helmet. If anything, Security helmets are slightly lighter and better.

I don't see the point of items such as Octavia's Cello in item_memory.txt Ah, those are instruments for special musical pieces.

Hehe, now I can have socks and horseshoes as part of the uniform and get irritated scrolling the long inventory lists of soldiers.

There doesn't seem to be much difference between Security and Combat horseshoes.

There are all kinds of hologems, even for schools that don't have any spells to put in there. But then, this may be useful for copying spell matrices for robots.

Barbed wire got very severely nerfed. Too severely, in my opinion. It also continues to have piercing instead of edged attack, so may do fine against armour.
Lawnmover blade is a poor pony's serrated disc and has 3 attacks. Good to know.
The spiked ball has been removed. I used silver ones in my earlier fort. They were OK, but I can live without them. 

In item_tool.txt "meat cleavers" use AXE skill, while in item_weapon.txt "cleavers" use SWORD skill. This is inconsistent.

Sparkle Cola Rad invigorates for 1 day. That's almost nothing. How about a week? Masterwork music works for that long. This drink is quite rare and valuable.

What does CQC mean?

Ah, copying a robot processing matrix requires 3 basic hologems from different schools. Unless someone lucks out on gems, this can't be spammed from rock grinding alone. With advanced matrices this is even more problematic, but at least there is a way to do it.

It seems that the reaction to train armour user only requires steel combat barding and not helmet and boots.

Opening a box of Power Armour is much more involved now. It eats up a battery and a canister of Med-X plus a canister of healing potion. Installing those on veteran soldiers will be slow and micro-managy, including removing them from their squads to avoid a possible bug with drinking the potion from a flask. In 0.88 Canisters of Med-X and Healing Potions were quite rare, so this may be a limiting factor in PA upgrades.

Reactions for opening drinks at the Bar are AUTOMATIC. Good, one less thing to check once in a while.

Refining alcohol into biofuel uses 5 barrels. Same for oil. I hope this respects the stack sizes and does not simply use up everything in those barrels. There doesn't seem to be any "container" actually used for biofuel.

I'm still for 100% effective conversions between flamer fuel and biofuel.

Pellets for BB guns inside Pellet boxes have been changed to bronze. Well, at least it's consistent with Prismatic Forge, but it is now inconsistent with other ammo types. But then, IRL pellets are made out of lead or some weak alloy, so it doesn't really matter.

[REACTION:OPEN_CRATE_CIVILIAN]
[PRODUCT:16:1:TOOL:ITEM_TOOL_TOOLBOX:INORGANIC:ALUMINUM] I think toolboxes should only be made from weapons grade metals, such as steel. They need to be durable and strong.
[PRODUCT:4:60:AMMO:ITEM_AMMO_BULLET_SMALL:INORGANIC:STEEL] I think this was supposed to be 2 stacks of 30.

Wow, lots of crates got a chance of having Stable-Tec processing matrices, monitors and interfaces. Getting terminals from medium-quality salvage should be much faster now.

MoP crate lacks Fluttershy posters. Same for some other ministries.

I think Robobrains are inventions of Robronco or MWT, not MoM, but MoM crate has a chance for a schematics.

MWT crate again has a stack of 60 small calibre bullets instead of 2 stacks of 30.

Ironshod Firearms and Ironclad Industries crates don't have a crate with small calibre ammo, but seeing that in the mid and endgame people won't use pistols much, even for training, this may actually be a good thing.

I'd remove Plasma Casters from MoA crates and move them to MAS crates. MAS invented energy weapons.

I see that you've changed Plasteel plates to plasteel bars, but why are they in MAS crates? MoA would be more fitting.

I like it that MAS crates have so many high-quality gems.

I don't think there should be military ratios in MAS crates. Besides, they are full of good stuff anyway.

We get lots of coiled wiring and other robot parts from those crates.

I don't understand the "forge metal block (prism)" reactions, you can construct out of bars anyway... Ah, this could be useful for magma pumps.

I'd cull the number of reactions at prismatic forge by removing plasteel mechanisms and furniture. That metal is in short supply and it's best used for chains and Scorpion Power Armour anyway.

The reaction to produce robot motors is quite preserving for coiled wirings.

Steel plating takes 3 steel bars and chassises up to 5. Plus multiple motors and stuff. Those robots can be quite expensive.

I've just noticed that the Rock Grinder uses Masonry. That's fine, it will train that skill. I normally use a small army of masons, while restricting the masonry workshop only to skilled ones. that way I get quality furniture and constructions are built faster. Rock Grinder will help a bit to train the low-level masons to be ready for workshops.

I complained that vegetable cans make just 1 food and aren't worth the trouble to open them, but the fix produces 3 stacks of 1 food, which is actually worse for cooking. It means small stack sizes for that much more prepared food. Just give them a stack of 3 carrots or something and be done with it.

In the Energy Weapons arc there should be a magic pistol / plasma caster separation. A freaking Sprite-Bot needs a plasma caster to make, which is bigger than itself.

I don't think I've noticed steel and aluminium plates in crates. There is also no reaction at the prismatic forge to make aluminium plating. Have I missed something, or is there no way to get it? Found them in processing salvage. 

None of the robots use metal mechanisms, which perhaps they should.

Mr. Macintosh has the worst flamethrower of them all. It is still a fire hazard, and building it still requires flamethrower and 2 fuel canisters. I'd much rather just have the plasma caster fire a bit faster or two plasma casters, just for the heck of it.

Low-quality salvage has been severely nerfed. In fact we stand a good chance of getting nothing at all, not even scrap. Scrap and glass have also been nerfed in medium and high-quality salvage as well and some other drop rates have been changed. It may be a good thing; I had more scrap than I knew what to do with and enough glass to build a greenhouse by the time I stopped playing Ponderplanned.

What is [PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT] in the reaction to cremate body parts?

Well, it is good to know, that unlike anything else, Steel Plating <-> Steel Bar conversion is 100% efficient, but it shouldn't be.

I see that prismatic smelting reactions have been fixed to give 4 bars per ore. Since scrap is an ore of iron as well, this makes bronze obsolete as soon as we get a prismatic smelter. Good. On the other hoof, smelting scrap directly is now obsolete too. I can just smelt (from ore) the metal I need and get 4 bars instead of a 10-30% chance for 1 bar.

Prismatic forge is supposed to be pretty advanced, so how about we skip pig iron and make 2 steel bars directly from 2 iron and 1 flux stone? In 31.25 there was plenty of Flux, but mining drop rates have been nerfed by 3/4 without adjustment to steel reactions, so flux can now be a limiting factor in steel production.

You wrote earlier that SATS transfers were now going to preserve the pipbuck. They don't, so I can't simply install it on everypony, but I'll manage.

It seems to me that now installing a stealthbuck is not really worth the trouble. It uses up an upgrade on a pony and gives her a stealth ability to be used once per week, which isn't that great anyway.

Ah, I was wondering if kinetic talismans were used for kinetic sledgehammes. They are.

Repairing a suit of power armour just depletes a battery and recharging a chainsaw or energy lance uses up the battery. Counter-intuitive.

I think that reverse-engineering is too easy. With luck you just need 2 weapons, 2 paper and 2 silk paper. Having 4 weapons is a guaranteed success.

Personally I'd decrease the need for plywood for most items to 8 to give more incentive to use it.
The plywood training spear reaction has some trash attached to it. "SKILL:CARPENTRY]ITEM_WEAPON_DAGGER_TRAINING"
Speaking of which, just 2 plywood per spear is great for a danger room.

Heh, all robot parts have a healing rate of 1000. As long as something isn't severed, damaged robots should fully repair themselves over time.

There are no reactions to disassemble chainsaw / ripper rifles.



Idea: Have a set of reactions that take a metal mechanism, a combat / hunting rifle or pistol / revolver or AMR or Little Macintosh or Spitfire's Thunder (no chainsaw / ripper rifle) and produces the same weapon, using skill mechanics. That way we can put some quality on all those rifles from crates and enemies, while paying for it with metal mechanisms. Product material should be determined by the weapon.
Also have a set of "replace chain" reactions that takes a chainsaw rifle / ripper rifle / chainsaw / chainsword / ripper and a chain. It produces the appropriate weapon of the material from chain. The chainsaw / ripper rifles should use up a mechanism as well as a chain.
These reactions would use MECHANICS and be performed either at the workbench or some specialised "weapons maintenance workshop". This would mitigate the need to produce a lot of weapons to have them of good quality and thus the drain on spark batteries. Since some parts of old weapons may be rusted and a chainsaw typically uses many chains during it's lifespan, these reactions even seem legit.
For reactions where this actually uses the same amount of resources and more work than just forging a new weapon (combat pistol), have a chance to produce a mechanism from the same material as the mechanism used.

Maybe have something similar for "repairing armours" and bumping their quality as well.

Idea: Add reactions to disassemble ammo into gunpowder, brass and weapons grade metal. This is cannon in FNV and in Fallout tabletop RPG (although I can't find links to it now). The efficiency should be at 50-75%. The justification is that after some time you won't need all those low calibre bullets. Or maybe someone doesn't want to use AMRs. Or just convert some bismuth bronze ammo into steel version, with minor loss of gunpowder. This must only accept full stacks of ammo, same as filling an ammo crate. One reaction for each calibre and weapon grade metal is probably preferable.

I think there should be reactions to produce PA upgrade potions without the PA boxes. After all, some ponies will die wearing them and leave behind the armours. On the other hoof, it could lead to people using just the potions and combat armours, but that's unavoidable anyway.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 05, 2013, 04:28:41 am
I might as well insert the Everfree forest update at the end of the Ministry of Peace arc in memory of Fluttertree.

As always, I deeply appreciate the extensive feedback you provide Maklak. :)

> Feral ghoul reavers have Willpower always at maximum and NOPAIN
Good point on the variation, though with NOPAIN and NOEXERT the willpower stat is more flavor than anything.

> [Bloatsprite]
It's more due to their ubiquitous nature and general harmlessness. Moving targets make better practice.

> Sprite-bots have no variation in their stats whatsoever.
It's more streamlined to give them the same stats across the board. Minor variations won't have that much of an effect.

> Hey, we got armoured sprite-bots.
Whoops, forgot to change their PETVALUE and attributes (Like increased agility). Thanks for pointing that out.

> Exploding sprite-bots.
Their interaction is a chain one that links to interactions in other files, with the one in the creature being the initiation upon seeing an enemy. They end up exploding in a burning dust cloud that melts most creatures in range along with throwing them about.

> Shouldn't all robots be immune to fire?
Being made of metal renders them immune to fire.

> Maybe toughness of Steel-plated robots should be increased.
The steel plating makes them tough enough as is.

> Wasn't the Armoured Protectorpony supposed to use a plasma caster for one of it's weapons?
Nope, though its lasers are increased in strength over the base model.

> If Mr. Hooves has 4 Axe, then all versions of Protectorpony should have natural skill in kicking or something.
The protectrons in Fallout weren't designed to fight in melee, as their programming was rather simple.

> How come a Protectorpony has more Agility than a Mr Hooves?
Hm...hadn't noticed that. I'll change it.

> Well, at least the hostile versions don't have flamethrowers.
Yep...otherwise they'd torch the map as soon as they show up. A Mr. Macintosh is still useful for below-surface combat; you can station one in a trap hallway and have it take out enemies.

> Robobrains
You're right about the agility, as well as the NO_PHYS_ATT_RUST and NO_PHYS_ATT_GAIN.

> I think cyberdogs and robobrains could use [PRONE_TO_RAGE:1].
I think of them as having mental inhibitors to keep them controllable, so no.

> Necromatic Sprite-bot lacks it's laser pistol.
Their programming is out of whack, so they won't use them.

> Do various types of offensive interactions interfere with each other?
When a unicorn knows multiple offensive spells, she'll use them one after the other due to cooldowns. If two are spells that can't be used on the same enemy (e.g. bind and paralyze), she'll use one on one enemy and the other on another enemy. If they can be used, she'll use them both on the same enemy. In short, a variety of spells won't interfere with each other, though with the school restrictions an ordinary unicorn won't know more than a few spells.

> Is there a problem in how various interactions work with each other?
I haven't tested this in particular, though I believe the effects stack.

> The cyberdogs look very promising, but I disagree with NOBREATHE. They can even be trained for war, but will not learn, contrary to robobrains.
Both are good points; I'll made the necessary changes.

> Griffins have Natural Skill 8 in most kinds of fighting, while 5 in Dodge. You have got to be kidding me.
Each griffon is a highly skilled mercenary, so I gave them professional-level combat skills. In any case, they only wear combat armor and don't have the enhancements of Steel Rangers or Unity alicorns, so they shouldn't be very challenging.

> "laughter" -> "cheerful nature".
You're going to have to be more specific on that one. ??? Otherwise your description suggestions are good.

> Only after accomplishing something of note such as a masterwork creation can she be allowed to enter military service and other higher responsibilities.
It's anything that gets their name listed in the announcements (Like "so and so has created a masterpiece!). I think that triggers the game to fully recognize them as citizens.

> Creativity, Intuition, Linguistic Ability and Social Awareness do not rust for ponies.
I set all attributes to not rust, as this is difficult to counteract.

> Intimidation rates
I'll probably just remove the boost altogether.

> General skill rates
Earth ponies have penalties in anything that requires fine manipulation, like clothesmaking and surgery, but have bonuses to skills that are tuned with the earth or nature (like diagnosing living creatures). The odd numbers are from an old program I used to make the system. The cutie mark rates are relatively high as in MLP ponies are considered to be highly skilled in the area of their talent. All in all, the system does need an overhaul, but as it works well enough it's not a priority.

> Steel ranger weapon cooldowns
I increased the cooldowns as every Steel Ranger carries a battle saddle and they had enough advantages going for them.

> Their Strength, Toughness and Endurance are not only beyond the range of what should be possible for a normal pony, but they have no variation here whatsoever.
The attributes come from their power armor, not the base pony. The PA upgrade potion uses multipliers as that was the simplest way to get your earth ponies' attributes to similar levels. Also, the limitation to earth ponies is located in the potion, not the interaction, and scorpion PA is earth-pony limited as well (It's the fact that unicorns have to cut off their horns in order to wear the helmet).

> SR castes.
I'm following the FoE canon for this one. Knights are the ordinary earth pony soldiers while paladins are platoon and squad leaders.

> I think SRs should get military versions of robots as pets and sometimes bring them to the battlefields.
Invaders will only bring mount pets to the battlefield.

> Minotaur Reavers
Whoops...thought rage frequencies were increased by a lower PRONE_TO_RANGE number. I'll have to change them, though with the reavers at least it doesn't make much of a difference due to their already lethal ability.

> The other civilisations have no permitted buildings and reactions.
Most of them produce high-tech goods that wastelanders don't really have access to. Non-Stable civs already produce the items that matter, namely, weapons and armor.

> I ask again for this to be less severe for magical apprentices and masters.
Already on the development list.

> Plasteel still has density 0.2 g/cm^3, which is the same as Starmetal.
I'll go ahead and change this as well.

> I'd switch the effects for Generosity and Kindness around.
The effects are based on the actual buffs from the novel, with Fluttershy giving increased charisma and Rarity increased endurance.

> Medium calibre bullets have density 15 g/cm^3 and small calibre ones have 2.5 g/cm^3
The interaction's damage relies upon material density, as it's not an edged attack.

> Steadfast Ward
It's a self-buff interaction.

> Further stages of radiation poisoning are quite OP.
I went off this site (http://www-personal.umich.edu/~jmoilane/nuclear/Fallout.html) for the stages. Their severity is intended.

> Ah, so Alicorn teleportation is just speed adjustment for a short time. Rather disappointing and it can make Alicorns attack faster.
Except that there is also a complete skill penalty so they can't hit anything either.

> Eviscerate spell doesn't seem to do much.
You haven't seen it in action. ;)

> Security and Combat Armours
The LAYER value is also figured into the protection. Security barding is at 15, while combat armor is at 20.

> Sparkle Cola Rad invigorates for 1 day. That's almost nothing. How about a week?
Drink effects will come with the crop overhaul.

> What does CQC mean?
Close-quarters combat. It's for power-armor soldiers without miniguns.

> It seems that the reaction to train armour user only requires steel combat barding and not helmet and boots.
Didn't want too many reagents for the reaction.

> Biofuel
Testing showed that stack sizes are respected. I didn't include a container to reduce the micromanagement needed.

> I think toolboxes should only be made from weapons grade metals, such as steel. They need to be durable and strong.
Good point.

> MoP crate lacks Fluttershy posters. Same for some other ministries.
I kept posters in MoI crates so poster clutter could be managed.

> MWT crate again has a stack of 60 small calibre bullets instead of 2 stacks of 30.
Noted.

> I'd remove Plasma Casters from MoA crates and move them to MAS crates. MAS invented energy weapons.
Yes, but the MoA was the main user of them (See Grand Pegasus Enclave). MAS was more research and development; many of their inventions were made in collaboration with the other Ministries. Similar reason for the plasteel bars.

> I'd cull the number of reactions at prismatic forge by removing plasteel mechanisms and furniture.
I thought I'd include them for overseers who would like the variety. The clutter isn't that bad, really, as all the important reactions are on top.

> Those robots can be quite expensive.
It's not an end-game industry for nothing.  :)

> I complained that vegetable cans make just 1 food and aren't worth the trouble to open them, but the fix produces 3 stacks of 1 food, which is actually worse for cooking.
That's another good point...I'll go ahead and fix this.

> In the Energy Weapons arc there should be a magic pistol / plasma caster separation. A freaking Sprite-Bot needs a plasma caster to make, which is bigger than itself.
The plasma caster is the smaller plasma weapon. It's just called caster as there isn't a larger plasma weapon yet.

> I don't think I've noticed steel and aluminium plates in crates. There is also no reaction at the prismatic forge to make aluminium plating. Have I missed something, or is there no way to get it?
Plates are a tool you can make out of any metal at the metalsmith's forge. There's also a reaction to make steel plates at the RobronCo prismatic forge.

> What is [PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT] in the reaction to cremate body parts?
That produces fat from the base creature.

> Prismatic forge is supposed to be pretty advanced, so how about we skip pig iron and make 2 steel bars directly from 2 iron and 1 flux stone?
Good point as well. I haven't really looked at advanced metalmaking yet.

> It seems to me that now installing a stealthbuck is not really worth the trouble.
I haven't added the assassination special abilities yet.

> Repairing a suit of power armour just depletes a battery and recharging a chainsaw or energy lance uses up the battery.
It's to charge the repair talismans so the power armor can consume the steel bars that are the other reagents, while the depleted weapons use the spark battery itself.

> I think that reverse-engineering is too easy.
Given the rarity of the advanced weapons themselves, I'd say it's about right.

> The plywood training spear reaction has some trash attached to it. "SKILL:CARPENTRY]ITEM_WEAPON_DAGGER_TRAINING"
Noted.

> There are no reactions to disassemble chainsaw / ripper rifles.
No invaders bring them yet (except the Talons, but not many) so most of these will be made by you.

> PA potions
I'll introduce a reaction to repackage a suit of power armor into a power armor box, so it'll be possible to make new potions, albeit at rather hefty cost.

> Have a set of reactions that take a metal mechanism [...] and produces the same weapon, using skill mechanics.
> Also have a set of "replace chain" reactions that takes a chainsaw rifle / ripper rifle / chainsaw / chainsword / ripper and a chain.
> Add reactions to disassemble ammo into gunpowder, brass and weapons grade metal.
 :o These are all great ideas, and will definitely be added. You're right about the workbench getting cluttered...I'll probably separate it out.

All in all, these are excellent points, and shouldn't be difficult to implement across the board. Many thanks Maklak! I'm still looking forward to your next Stable. ;)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 05, 2013, 04:59:03 am
The plasma caster you guys are thinking of is the Winchester Model P94 (http://fallout.wikia.com/wiki/Plasma_rifle_%28Fallout%29), which is a heavy and bulky energy weapon in the original FO series and a battle saddle mounted variant in FO:E.
The P94, the plasma caster, is the larger plasma weapon of the bunch while the plasma rifle (http://fallout.wikia.com/wiki/Plasma_rifle_%28Fallout_Tactics%29) and Glock 86 Plasma Pistol (http://fallout.wikia.com/wiki/Plasma_pistol_%28Fallout%29) precede it in size.
Plasma Pistol > Plasma Rifle > Plasma Caster > Plasma Cannons

But then, it's just a name thing, is it really that important?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 05, 2013, 05:52:40 am
> The plasma caster you guys are thinking of is the Winchester Model P94[...] But then, it's just a name thing, is it really that important?
Yes, that's the one. I played Fallout 1 and 2 and even FNV had a plasma caster that was about the size of a traffic cone. Naming is somewhat important in keeping things consistent and not confusing. EDE in FNV didn't even have a plasma pistol, it had a laser pistol.

> > Sprite-bots have no variation in their stats whatsoever.
> It's more streamlined to give them the same stats across the board. Minor variations won't have that much of an effect.
True, but the RAWs would look less arbitary :P And like I said, some models might have fallen into more disrepair than others.

> > "laughter" -> "cheerful nature".
> You're going to have to be more specific on that one. Otherwise your description suggestions are good.
This is a PREFSTRING at the beginning of the big file with pony castes. "Likes ponies for their laughter" is valid, but "Likes ponies for their cheerful nature" sounds better.

Quote
> Do various types of offensive interactions interfere with each other?
When a unicorn knows multiple offensive spells, she'll use them one after the other due to cooldowns. If two are spells that can't be used on the same enemy (e.g. bind and paralyze), she'll use one on one enemy and the other on another enemy. If they can be used, she'll use them both on the same enemy. In short, a variety of spells won't interfere with each other, though with the school restrictions an ordinary unicorn won't know more than a few spells.
Let me put it this way: Lets say a Unicorn knows all 1st and 2nd tier spells in Destruction school. She casts "Pain", which lands. Now she can't use anything more powerful (like Affliction or Sunder) on that enemy, essentially blocking herself and "warding" her enemy against her more destructive magic. If she didn't know "Pain", she would use a stronger spell from the start. Unless there is a very long cooldown for better spells, it may actually be better not to learn the weaker variants. Destruction school is especially notorious for this, as only one spell can be active per enemy and "Pain" is the weakest. It is the same with Time Stop and Time Dilatation. Unless there is another cooldown after the exhaustion wears off, it is better to know just one of them.

> > Griffins have Natural Skill 8 in most kinds of fighting, while 5 in Dodge. You have got to be kidding me.
> Each griffon is a highly skilled mercenary, so I gave them professional-level combat skills. In any case, they only wear combat armor and don't have the enhancements of Steel Rangers or Unity alicorns, so they shouldn't be very challenging.
I think you said the same about Feral Pegasus Ghouls, the green ones. Well, people need to test it, but those Griffins scare me. It makes sense for them to be powerful, but in the RAWs they look scarier than Steel Rangers.

> > General skill rates
> Earth ponies have penalties in anything that requires fine manipulation, like clothesmaking and surgery[...]
I do not question this, but I'd like this to be more intuitive and consistent, like in the old MLP mod. 35 clothesmaking in particular looks like a typo. After all, in the show, Fluttershy made Rarity's dress with her hooves. In Murky 7 a pony with no horn is quite good at sewing as well. So is Calamity, IIRC.

> > Steel ranger weapon cooldowns
> I increased the cooldowns as every Steel Ranger carries a battle saddle and they had enough advantages going for them.
A squad or two of them firing their battle saddles is terrifying, but the point is, they are Steel Rangers. They are supposed to have enough advantages to overwhelm several times their number with inferior equipment. Their weapons should be better, not worse. That said, I didn't get much use out of miniguns anyway.

So, Unicorns are limited to Combat Armour (or over-equipping other armours, but without the benefits of their potions, if someone wants to cheat) and normal battle saddles. Well, with their shield wall and spells and faster learning rates, they are still not overshadowed by EPs, but I can't say for sure, who makes better soldiers.

> > It seems that the reaction to train armour user only requires steel combat barding and not helmet and boots.
> Didn't want too many reagents for the reaction.
Good, barding is the part that counts anyway.

> > I'd remove Plasma Casters from MoA crates and move them to MAS crates. MAS invented energy weapons.
> Yes, but the MoA was the main user of them (See Grand Pegasus Enclave). MAS was more research and development; many of their inventions were made in collaboration with the other Ministries. Similar reason for the plasteel bars.
Good point, although I think Plasteel would be invented by MoA or MWT, not MAS. 

> > What is [PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT] in the reaction to cremate body parts?
> That produces fat from the base creature.
Kinda gross. I hope they won't use this for cooking after burning down raider remains.

> > Repairing a suit of power armour just depletes a battery and recharging a chainsaw or energy lance uses up the battery.
> It's to charge the repair talismans so the power armor can consume the steel bars that are the other reagents, while the depleted weapons use the spark battery itself.
Ah, I haven't thought of that.

I think the Power Armour potions should provide flat boosts to stats, rather than x2.5 multiplier. I had a few ponies with over 2k strength or endurance and making them 5k is insane. On the other hoof, a weak pony should be strong enough to move around in a Power Armour, which does most of  the work for him. Flat increase, like for recuperation, just seem like a better idea to me. Power Armour has a strength of it's own that doesn't depend on the strength of it's user.

> > I'd switch the effects for Generosity and Kindness around.
> The effects are based on the actual buffs from the novel, with Fluttershy giving increased charisma and Rarity increased endurance.
Well... I guess the novel just had 6 buffs and 6 ponies and had to pair them up somehow. On a related note, there is some controversy on how the hay is Rarity an embodiment of generosity in the show. Fine, Rarity in the hospital it is.  ::)

> > There are no reactions to disassemble chainsaw / ripper rifles.
> No invaders bring them yet (except the Talons, but not many) so most of these will be made by you.
Well, I wanted to get some parts from those I make that came out low-quality, but since you're going for my proposals to "fix weapons with spare mechanisms" and "replace chains", disassembling the surplus rifles won't be as useful.

> All in all, these are excellent points, and shouldn't be difficult to implement across the board. Many thanks Maklak! I'm still looking forward to your next Stable.
Lol. I think I'll take a break for now. I told you some time ago, that I may burn out and leave. I'm still interested in the mod, just won't provide much useful feedback for some time.
If / when I get around to starting a community stable, it will not be in English, so you won't get much use out of it, but of course I'd still report any issues and proposals.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 05, 2013, 01:09:14 pm
But then, it's just a name thing, is it really that important?
I'll change the names when I introduce larger plasma weapons. For now it's more of a one size fits all deal.

> Unless there is another cooldown after the exhaustion wears off, it is better to know just one of them.
I'll go ahead and edit the casting restrictions for the deadlier spells then. The intention was for spells to not all be expended on a single opponent, which would be wasteful in group fights. Also, time dilation and time stop don't have this problem as their cooldowns are long enough that both can be used after another once the exhaustion wears off.

> I do not question this, but I'd like this to be more intuitive and consistent, like in the old MLP mod.
I guess I'll up clothesmaking then.

> I think the Power Armour potions should provide flat boosts to stats, rather than x2.5 multiplier.
Perhaps...I'll have to look it over again.

> Lol. I think I'll take a break for now.
All the same, I hope you enjoy the new version! :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 02:51:14 pm
Sweet Celestia, Maklak and Lyc have given me a ton of reading material for today. Just read through Mak's first book, and while I hate the wording I give my support for the ideas within. Of course I might just still be pissed from my dad banging on my door like a cop while I was in the shower.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 05, 2013, 03:10:48 pm
Sweet Celestia, Maklak and Lyc have given me a ton of reading material for today. Just read through Mak's first book, and while I hate the wording I give my support for the ideas within. Of course I might just still be pissed from my dad banging on my door like a cop while I was in the shower.

To sum it up and spoil the plot for you, in the second book the butler kills Lycaeons long lost cousin, steals the diamonds and escapes with his brothers friends wife, it has many strange plot twists that don't make much sense but is otherwise a good read.
It was given favorable reviews and ratings by people such as Yatzhee (who actually broke from his usual videogame bashing to give a good review of Mak's work ) and Hagard the major of America who said that "violences are happening" in Mak's book, analysts also claim that it may become a best seller by the end of the month.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 05, 2013, 03:14:23 pm
Proud moment today:


Everyone, let's remember Butteryfrost, the armored spritebot who knocked a griffons brain in but sadly fell to her...ceasing of function a few moments later.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 03:19:17 pm
Sweet Celestia, Maklak and Lyc have given me a ton of reading material for today. Just read through Mak's first book, and while I hate the wording I give my support for the ideas within. Of course I might just still be pissed from my dad banging on my door like a cop while I was in the shower.


It was given favorable reviews and ratings by people such as Yatzhee (who actually broke from his usual videogame bashing to give a good review of Mak's work )

Spoiler (click to show/hide)

Proud moment today:


Everyone, let's remember Butteryfrost, the armored spritebot who knocked a griffons brain in but sadly fell to her...ceasing of function a few moments later.

I'll drink to that.
http://www.youtube.com/watch?v=RTREkgasTvU

> Their Strength, Toughness and Endurance are not only beyond the range of what should be possible for a normal pony, but they have no variation here whatsoever.
The attributes come from their power armor, not the base pony. The PA upgrade potion uses multipliers as that was the simplest way to get your earth ponies' attributes to similar levels. Also, the limitation to earth ponies is located in the potion, not the interaction, and scorpion PA is earth-pony limited as well (It's the fact that unicorns have to cut off their horns in order to wear the helmet).

WHOA WHOA WHOA. Hold on there now. A piece of advanced equipment like that should be able to accomodate horns. Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.

> > Sprite-bots have no variation in their stats whatsoever.
> It's more streamlined to give them the same stats across the board. Minor variations won't have that much of an effect.
True, but the RAWs would look less arbitary  And like I said, some models might have fallen into more disrepair than others.

More disrepair than others and also reflects post apocalypse manufacturing.

> > General skill rates
> Earth ponies have penalties in anything that requires fine manipulation, like clothesmaking and surgery[...]
I do not question this, but I'd like this to be more intuitive and consistent, like in the old MLP mod. 35 clothesmaking in particular looks like a typo. After all, in the show, Fluttershy made Rarity's dress with her hooves.

In Apple Family Reunion we see a young Granny Smith sewing with her mouth, I don't think hooves can hold a tiny needle.

> > It seems that the reaction to train armour user only requires steel combat barding and not helmet and boots.
> Didn't want too many reagents for the reaction.
Good, barding is the part that counts anyway.

Not knowing how to strap your helmet on properly can blind you and get you killed. :P

>I think the Power Armour potions should provide flat boosts to stats, rather than x2.5 multiplier. I had a few ponies with over 2k strength or endurance and making them 5k is insane. On the other hoof, a weak pony should be strong enough to move around in a Power Armour, which does most of  the work for him. Flat increase, like for recuperation, just seem like a better idea to me. Power Armour has a strength of it's own that doesn't depend on the strength of it's user.

True, it's all in the servomotors.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 05, 2013, 03:20:40 pm
Its name will be remembered, in the halls of Sprite-Bot glory.

Rest in pieces, Butteryfrost.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 04:02:51 pm
Its name will be remembered, in the halls of Sprite-Bot glory.

Rest in pieces, Butteryfrost.

Oh shit, Replica. I didn't recognize you without your smartass parrot avatar.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 05, 2013, 04:16:23 pm
To sum it up and spoil the plot for you, in the second book the butler kills Lycaeons long lost cousin, steals the diamonds and escapes with his brothers friends wife.
Nooo...my cousin! :'(

> Everyone, let's remember Butteryfrost, the armored spritebot who knocked a griffons brain in but sadly fell to her...ceasing of function a few moments later.
Good to see robot manufacturing and griffons working outside of testing. :) Rest in pieces indeed.

>  Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.
Power armor was designed by earth ponies for earth ponies, and plus, unicorns don't really have the strength and toughness to make good Steel Rangers. :P
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 04:20:20 pm


>  Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.
Power armor was designed by earth ponies for earth ponies, and plus, unicorns don't really have the strength and toughness to make good Steel Rangers. :P

Balls to all that. The unicorns in At the Gala were buff as hell. And you can't say Shining Armor wouldn't be an unstoppable beast in power armor.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 05, 2013, 04:36:43 pm
Oh shit, Replica. I didn't recognize you without your smartass parrot avatar.

You can only be one pirate.

Balls to all that. The unicorns in At the Gala were buff as hell. And you can't say Shining Armor wouldn't be an unstoppable beast in power armor.

Its foam muscles.
Everyone knows that unicorn muscles are composed of marshmallows.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: tahujdt on January 05, 2013, 05:13:24 pm

> I think SRs should get military versions of robots as pets and sometimes bring them to the battlefields.
Invaders will only bring mount pets to the battlefield.
Actually, goblins bring trolls.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 05, 2013, 05:19:33 pm
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 05:29:39 pm
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!

In all honesty, when was the last time any of us played vanilla?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: tahujdt on January 05, 2013, 06:42:28 pm
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!

In all honesty, when was the last time any of us played vanilla?
I just started a vanilla fortress after being inspired by Erebor in "The Hobbit".
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 06:56:57 pm
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!

In all honesty, when was the last time any of us played vanilla?
I just started a vanilla fortress after being inspired by Erebor in "The Hobbit".

Is Erebor the dwarf kingdom? That entire sequence reeked of Dwarf Fortress.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ZebioLizard2 on January 05, 2013, 07:16:09 pm


>  Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.
Power armor was designed by earth ponies for earth ponies, and plus, unicorns don't really have the strength and toughness to make good Steel Rangers. :P

Balls to all that. The unicorns in At the Gala were buff as hell. And you can't say Shining Armor wouldn't be an unstoppable beast in power armor.

Knowing the Earth ponies at the time, the way the suit would work would probably block the magic from the horn itself, they'd be a beast..But have no magic. Of course they built it in a way that Unicorns couldn't wear it to begin with though, and it'd be hard to make some Jerry-rigged modifications without causing the overall structure of the suit to weaken.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 05, 2013, 07:56:32 pm


>  Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.
Power armor was designed by earth ponies for earth ponies, and plus, unicorns don't really have the strength and toughness to make good Steel Rangers. :P

Balls to all that. The unicorns in At the Gala were buff as hell. And you can't say Shining Armor wouldn't be an unstoppable beast in power armor.

Knowing the Earth ponies at the time, the way the suit would work would probably block the magic from the horn itself, they'd be a beast..But have no magic. Of course they built it in a way that Unicorns couldn't wear it to begin with though, and it'd be hard to make some Jerry-rigged modifications without causing the overall structure of the suit to weaken.

This part of the FoE mythos rubs me the wrong way.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 05, 2013, 10:23:26 pm
Strong Hoof was a Unicorn, who had a custom-made suit of Power Armour and a horn "compact" enough to fit inside the helmet. I think "Broken Steel", or whatever is the name of that gun porn fanfic about a giant mech Krogoth, also had a Unicorn in Power Armour. Other than that, I'm for PA training only being for EPs. Scorpion Power Armour should be Pegasan only, but allowing it for EPs is fine. Unicorns have enough things going for them: good skill rates, shield wall and spells. Maybe, just maybe, UPs could be able to use SPA, as it already has some structural weaknesses (like removable goggles), but I'm not sure about it.

In-fluff the problem with drilling a hole in the helmet to put a horn is that it no longer has 100% coverage; the horn is vulnerable. To counteract this, you'd have to make a steel cone, put that over the horn and screw it to the helmet. This might affect UP's magic. If MAS and MWT worked long enough, they would probably come up with gem-encrusted armoured power horn that actually amplifies magic as part of the design, but it never happened.

I don't quite get, why people complain about my posts being long. I only broke the 60 kilobytes per post barrier once during my stay on this forum.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 06, 2013, 02:53:33 am
In my Napoleonic model of Equestria's military, I've long had horned helmets as standard issue kit. It fills the role of a bayonet for the average musketpony, which is needed since ponies can't use bayoneted weapons on a battle saddle rig.

If you're worried about magic not being usable due to coned protection, simple fix. Widen the cone out to give the horn breathing room and cut off the tip of the cone so the upper part of the horn is exposed. The possibilities of pony combat has long fascinated me. With how enchanting works, it's possible to make firearms that don't need gunpowder, just lead balls fed by a hopper. Equestrian artillery would be COMPLETELY devastating. Combine enchanted magical shells with intelligence gathered by quick flying pegasi and you can launch devastating coordinated attacks without the need for radios.

I played the original pony Victoria 2 mod over the summer after the end of the first season, it was fin coming up for the pony equivalents of infantry, cavalry, dragoons, and how everything would work together. How does an earth pony reload a blackpowder weapon? I theorized a reloading system based on how the US military organized itself in World War Z, they fight around caches of ammunition and rifles with a team or reloaders. On the attack, ponies make their way to the front one row at a time. First fire, second moves up. Second fires, 3rd moves up, and so on. Meanwhile behind the regiment there are ponies busy at work reloading new rifles and moving munitions forward to keep pace with the lineponies. Ponies at the back get both of their rifles (one on each side of a battle saddle) replaced with a fresh reloaded one and wait for their turn to fire, weapons are constantly being reloaded to provide a continual rate of fire. The next evolution on this tactic is for the unit to adopt a more loose formation to allow freshly reloaded ponies to move directly to the first rank instead of waiting. Defensive and retreating maneuvers are also in my book of pony tactics but they all function similarly to the offensive model, relies heavily on well coordinated support and harmony.

After reading a bit of Fallout Equestria I instantly knew that mouth fired guns are dumbfucktarded. However my solution to it is a bit complicated, or rather more complicated than it needs to be. It's akin to the many strange gun patents of the late 1800s and early 1900s that never saw production or even the light of day. I didn't know how it would work exactly but the pistol would be strapped on the shin of a foreleg. In order to fire a pony would have to first extend their leg forward and then flex a shoulder muscle to fire. How this would work, I don't really know but it would solve nearly all instances of accidental misfire since two specific actions have to first be made that aren't done in normal walking or interacting. Not being equine I lack the necessary point of view needed to conceptualize a practical pistol. Well except for a pistol mounted on a pony's head and fired with a standard trigger bit, but that'd look silly. Also damage sensitive pony ears if gunpowder is the propellant.

I consider myself an expert in theoretical pony warfare, mostly since I haven't seen anyone else try to come up with tactics or hardware solutions from a pony perspective rather than force human concepts onto them. Except for Kkat. The trigger bit and battlesaddle are genius. I'm very confident I wouldn't have thought of them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 06, 2013, 03:12:13 am
I've always just pictured pony firearms to be specially designed for hoof/mouth operating.
Like, pistols and rifles would have larger grips and "levers" instead of smaller triggers that had to be pressed to fire the weapon designed that way to allow fully armored ponies (in modern combat armor that protects the entire face with a mask) to use firearms as well.
To me battle saddles have always been strictly for larger rifles and heavy weapons.
Pistols, carbines and smaller weapons would always be operated by hoof and mouth and carried around the neck in a shoulder strap of some type.
Ponies CAN stand on their rear legs fairly well in most forms of fiction and their strength would allow them to fire weapons effortlessly with one hoof/leg that our arms would need a steady grip to control, so human concepts aren't all that unthinkable.

But in truth unicorns would be the only race of pony suited to operate firearms at all, they don't have the same limitations as earth ponies and pegasi do and can operate practically any firearm, human or pony, with their magic.

The whole idea of pony weapons though is a bit like non-unicorn manipulation of items, picking up a cup with a hoof sounds great in fiction, but it is hard to imagine in practice, no matter how hard you try to.
Firing lines with reloading behind lines sounds alright, but it wouldn't work in smaller scale battles where ponies and weapons are scarce, and most battles have less than 100 participants in them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 06, 2013, 03:33:10 am
Indigo_Surprise and Replica:
Those are both good reads and examples that when you try to think too hard about Equestria, it stops making sense rather fast. That said, I like the idea of strapping a pistol to a hoof and a complicated trigger better than a mouth grip.

I remember one more issue. Since Lycaeon made a mistake in how PRONE_TO_RAGE works, I assume some creatures were supposed to rage more or less often. Feral Ghouls, Feral Dogs and Radscorpions could all be nerfed by decreasing their PRONE_TO_RAGE. Now they rage almost all the time, which gives them +4 Dodge and +4 to attack rolls, which is a big advantage. I especially imagine feral dogs to be somewhat less crazed and more like wolves. Even in packs, they are simply too small to berserk everything and expect to live long enough to breed. But then if someone captures and tames feral dogs, their rage becomes their advantage. It is also entertaining to watch a pack of feral dogs tear something else to shreds, as long as that's not one of my ponies.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 06, 2013, 03:36:46 am
On firearms: I remember reading something that did in fact have most weapons strapped to the foreleg with a separate trigger bit that they just needed to bite down on to fire. Most melee weapons were also addressed similarly. I forget how reloading was addressed.

Just felt like putting in my two cents on that.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 06, 2013, 04:17:05 am
Super soldier program (http://www.bay12forums.com/smf/index.php?topic=117154.0) in DMD.

Interesting quotes:

Right now I have a 1 tile barracks located directly beneath a Hatch which has 100 plump helmet spawn sitting on it.

When I pulled the lever, my Militia Commander took the hits, and gained ~1000xp in Armor User, +40 Toughness (to 1149) +20 Agility, and I forgot to check the strength beforehand, but I'm pretty sure that increased too.

AH HA! Quantum stockpile all your refuse/seeds/etc on a bridge over a series of bridges leading vertically downwards. Stand a dwarf on the one unerneath the top, open the top bridge. Move your dwarf down a level, open the next bridge. Repeat all the way down, then have a chain of minecarts to stockpile it back at the top.
Whatever method you use to load the stockpile, it's many drops for the price of one.

The thread is a couple of months old so you might have seen it before.
Think it could be used to train children at an early age? Or will 100 seeds cave their unprotected skulls in?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 06, 2013, 04:18:29 am
Probably kill them since I've had a severed finger shatter someone's femur.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 06, 2013, 04:21:59 am
So just elite soldiers then.

This method is faster and easier than using the armor user training reaction in the armory (I think, unless it was buffed in 0.95) and buffs physical stats as well.
Hmm, I want to try this in another stable and see how well it works out.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 06, 2013, 04:49:57 am
Buhahahaha.
I especially like the idea of a 4x4 barracks surrounded by locked doors, with a retracting bridge set on repeat, where whole squads can train. This is something, I'm definitely willing to test in my next fort. I just haven't figured out the entry/exit mechanism yet. A simple door won't work, but there was some idea about ramps.

Babies / foals are naked, therefore don't train armour user when hit and therefore don't gain stats.

Oh, and as stated several times in that thread, armour matters to avoid injuries, so mares should be excluded. Same as with Danger Rooms, really.

For people who feel less cheaty, you can just train the Champion / Stable Dweller to Legendary+5, then put him in an inactive squad alone, so he gives demonstrations to others.

Oh and aluminium coins work better than seeds, they are just need to be separated at the trade depot by a macro.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 06, 2013, 05:09:46 am
>Buhahahaha.
I especially like the idea of a 4x4 barracks surrounded by closed doors, with a retracting bridge set on repeat, where whole squads can train. This is something, I'm definitely willing to test in my next fort. I just haven't figured out the entry/exit mechanism yet. A simple door won't work, but there was some idea about ramps.

No, only one unit can be hit by falling debris per tile, the last unit to enter the tile according to someone in the thread, so that wont work very well.

>Oh, and as stated several times in that thread, armour matters to avoid injuries, so mares should be excluded. Same as with Danger Rooms, really.

Damn Maklak, I didn't take you for a sexist.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Corai on January 06, 2013, 05:11:42 am
Hey, DWARVES get ticked if their babies get killed on spears. Now imagine ponies, who are likely much more emotional, and have hooves, have their foals killed on spears.

Even ghouls will stay the fuck away from that mare.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 06, 2013, 05:13:28 am
Ninja'd by Corai. Ponies have that special rage that even gives dwarves pause so they can watch in envy of the anger fueled rampage.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 06, 2013, 05:30:47 am
> No, only one unit can be hit by falling debris per tile, the last unit to enter the tile according to someone in the thread, so that wont work very well.
That's why I want the room bigger, but that will need more objects and make the training slower. 

> Damn Maklak, I didn't take you for a sexist.
I've tried Danger Rooms before and learned to exclude females the hard way. They often give births, or carry babies with them or are followed by foals. Unmarried ones should be fine, though.

Also, with coins the babies, civilians and pets are safe an long as nopony drops anything else in the grinder, so excluding mares no longer matters. Stacks of coins of size 15 or less are weightless and therefore harmless.

I've found an explanation of why Dodge and Armour User train so slowly. http://www.bay12games.com/dwarves/mantisbt/view.php?id=3855#c23741 I think in next fort, I'll take 2 soldiers: Dodge 5 / Teacher 5 and Armour User 5 / Teacher 5 and have them train together with hacksaws. They should get weapon skills reasonably fast and start training defences.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 06, 2013, 05:45:54 am
Oh yeah, children, I forgot about those, because fruitless Crazy Cow relations and stuff.

But coins.
Why are aluminum coins more effective than seeds?
Will the seeds kill the children?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 06, 2013, 02:17:59 pm
I'm for rifle-sized firearms being hoof-held and mouth bit or lever triggered, with this image as a good concept:
Spoiler (click to show/hide)

As for legendary armor training, I'll add a product alongside the drink produced from unpacking a suit of power armor; an armor-training token that allows a pony to train armor-use to legendary in a single reaction. That way you can have the pony drink the power armor upgrade drink, then run the reaction at the armory to attain full power-armor capability. This will only be for steel power armor, as scorpion power armor doesn't have the speed penalties due to its light weight.

I'll also allow unicorns to wear scorpion power armor, due to the aforementioned structural vulnerabilities of the helmet.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 06, 2013, 04:00:00 pm
I'm for rifle-sized firearms being hoof-held and mouth bit or lever triggered, with this image as a good concept:
Spoiler (click to show/hide)

Now that's a proper weapon.

By the way, can anyone give me a rundown on all the trap immune creatures?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 06, 2013, 06:21:01 pm
I'm for rifle-sized firearms being hoof-held and mouth bit or lever triggered, with this image as a good concept:
Spoiler (click to show/hide)

Now that's a proper weapon.

By the way, can anyone give me a rundown on all the trap immune creatures?

A complete list
In other words, all the dangerous creatures to whom traps would be most useful for.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 06, 2013, 06:24:23 pm
I'm sure a bunch of spears linked to a lever can do the same job.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 06, 2013, 06:25:12 pm
I'm sure a bunch of spears linked to a lever can do the same job.
Sure, but where's the fun (and Fun) in that?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 06, 2013, 06:30:14 pm
Personally I'd be giggling like a mad man because of Steel rangers blundering into a blatant trap.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 06, 2013, 06:33:22 pm
Personally I'd be giggling like a mad man because of Steel rangers blundering into a blatant trap.
Personally, I'd be giggling like my pony in Lemon because of ghoul reavers being caught in webbed cages and put on display for my ponies to throw rocks at giggle at the ghosties.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 06, 2013, 06:36:44 pm
*sigh*

If only the [GNAWER] token worked as intended and not just for artifact cages.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 06, 2013, 08:54:43 pm
Personally I'd be giggling like a mad man because of Steel rangers blundering into a blatant trap.
Personally, I'd be giggling like my pony in Lemon because of ghoul reavers being caught in webbed cages and put on display for my ponies to throw rocks at giggle at the ghosties.

A goal of mine is to build a giant tower, reclaim, and then stock it with caged ghouls. Then, funnel magma down it. Insta-Hightower. Sure, there is little chance that I could get more than a few dozen ponies ghoulified currantly, and Celestia knows how it would work, but I know how to build towers and A PERSON COULD DREAM.

Unrelated to the mod, I wrote the first chapter of a F:E fanfic.http://www.fimfiction.net/story/74941/fallout-equestria-taking-life-by-the-horns. (http://www.fimfiction.net/story/74941/fallout-equestria-taking-life-by-the-horns.)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 07, 2013, 12:06:37 am
Good thinking about Power Armour training, Lycaeon. Removing a problem that leads to people looking for exploits is a very good way to discourage them from using exploits.

Damn it, I had another proposal, but forgot it.
Oh well, I'll go with: Un-nerf the BB guns. They eject their ammo with a strength of 2 (whatever that means) and are pretty much incapable of doing anything. It may be OK for training, but hunters also insist on using them. While their force should be less than a pistol and it seems about consistent with what you usually have in mind when talking about them, some old designs could rival hunting rifles http://en.wikipedia.org/wiki/Air_gun and I think a Stable would want them reasonably good.

I remember now, I wanted to talk about Prismatic smelter. While you added and re-balanced reactions to "make iron from ore" and so on, you did that the wrong way around. Those should be "smelt ... ore into bars" instead. That way ores will be processed properly, same as normal smelter AND scrap won't be a super-useful ore that gives 4 iron, 4 copper or 4 of some other metal.
While you're at it, please consider bumping the products of "smelt scrap" to at least guarantee an iron bar per job. Now from smelting it directly 10 times we get (on average) 20 bars, including 6 iron. Using scrap as ore guarantees 40 bars of whatever metal we want.
I believe these two suggestions together will re-balance scrap to be less OP, while still being useful.

> Scrap smelting should be a last alternative if your embark doesn't have iron, it shouldn't REPLACE iron vein mining. .__.
Wit the reaction to "make iron from ore" buffed to 4 bars it now does. It was previously at 1 bar, but would accept magnetite too. That's why the reactions should "smelt ore ..." and not "make metal from ore".
Also, scrap is not a bad ore IRL. It is collected, sorted and smelted. Besides, you want people to want to have a use for scrap, not just use some of it for scrap and leave the rest sitting around forever.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 07, 2013, 01:33:20 am
Good thinking about Power Armour training, Lycaeon. Removing a problem that leads to people looking for exploits is a very good way to discourage them from using exploits.

Damn it, I had another proposal, but forgot it.
Oh well, I'll go with: Un-nerf the BB guns. They eject their ammo with a strength of 2 (whatever that means) and are pretty much incapable of doing anything. It may be OK for training, but hunters also insist on using them. While their force should be less than a pistol and it seems about consistent with what you usually have in mind when talking about them, some old designs could rival hunting rifles http://en.wikipedia.org/wiki/Air_gun and I think a Stable would want them reasonably good.

On one hand, I love air guns. On the other, I just put in crossbows for my Irregulars in place of BB guns.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 01:57:41 am
Scrap smelting should be a last alternative if your embark doesn't have iron, it shouldn't REPLACE iron vein mining. .__.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 07, 2013, 03:02:15 am
> Un-nerf the BB guns.
Very well then.

> While you added and re-balanced reactions to "make iron from ore" and so on, you did that the wrong way around. Those should be "smelt ... ore into bars" instead.
Are you suggesting a renaming of the reaction? Smelting ore into bars is what they already do - I can't restrict them to not take scrap metal, as the stuff is considered an ore. I do see your point, however, and the available options; I can reduce the output of the ore smelting reactions at the prismatic smelter to 2 bars, increase the output of smelting scrap directly, or make scrap metal into an item that has a hard output of 2 iron bars and a randomized chance of the remaining bars at both smelters, but won't be considered an ore for direct smelting. What do you guys think?

> Scrap smelting should be a last alternative if your embark doesn't have iron, it shouldn't REPLACE iron vein mining. .__.
Regular metal ores were reduced in quantity, so scrap metal pretty much is the most common source of iron by design. There's certainly enough of it to go around even from low-quality salvage.

In other news, I'm considering adding a perk system a la Fallout 3 and the ones mentioned at the end of each chapter of Fallout:Equestria. Haven't thought of a source yet (Perhaps wasteland survival booklets from trader caravans?), but each pony will be able to learn a single perk that improves effectiveness in combat/trades/various other things. Different perks will be gradually added over multiple versions. Any thoughts on this?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Khenal on January 07, 2013, 03:34:45 am
Perks would be awesome if you can get them working.

Also, just found a bug in the normal smelter.  It has the reaction to make pewter bars form ore with a prismatic reaction, so no fuel or talisman needed.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 07, 2013, 03:37:41 am
When I see that perks might be added my first thought is: Awesome!
My second thought is: Ah hell, another potential upgrade potion fiasco.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 07, 2013, 03:45:50 am
Upgrade potions are only reserved for things that require large resource investments. In any case, I'm thinking it could take place though experience...say, radiation exposure giving a low chance of a radiation resistance perk, and combat over time leading to a damage resistance perk, and so forth. There may be some reaction-based perks, but I'd like to make the system as hands-off as possible.

Edit: Just checked the raws for the pewter smelting reaction, and the [FUEL] tag is there, so I'll have to take a look at it ingame later. It's nice that you got steel power armor though...moods rarely come out with anything useful. :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Khenal on January 07, 2013, 03:47:18 am
So... I just had an armorer get moody and make some steel power armor.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 07, 2013, 04:05:22 am
> > Un-nerf the BB guns.
> Very well then.
My general thoughts on guns is that they're fairly weak, but maybe I'm just spoiled by "broken" DF crossbows.

> Smelting stuff
What I had in mind for processing ores is to have something like this for every type of ore:
[REACTION:PRISMATIC_MAGNETITE]
[NAME:smelt magnetite ore]
[BUILDING:SMELTER_PRISM:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:MAGNETITE]
[PRODUCT:100:4:BAR:NONE:METAL:IRON][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
If this worked, it would solve all the problems. What you proposed has problems of their own:
> I can reduce the output of the ore smelting reactions at the prismatic smelter to 2 bars
In that case, magma is going to be a preferable option for ores other than scrap. It also won't solve the problem of scrap being super-useful ore of iron, copper and other metals.
> make scrap metal into an item that has a hard output of 2 iron bars and a randomized chance of the remaining bars at both smelters, but won't be considered an ore for direct smelting.
No easy brass and bronze that way and we need sizeable quantities of brass for ammo.

> In other news, I'm considering adding a perk system a la Fallout 3 and the ones mentioned at the end of each chapter of Fallout:Equestria. [...] Any thoughts on this?
1) Sigh, why is it always those blasphemous FPS Fallouts?
2) Another tough choice to make, in addition to only one school of magic.
3) Another column for the spreadsheet and more micro-management.
4) This could actually turn out kinda cool, but the ponies are already more powerful than Dwarves.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 07, 2013, 04:25:02 am
> My general thoughts on guns is that they're fairly weak
Their penetration is better than the DF crossbows, especially for the higher calibers, so I don't believe that's the case.

> What I had in mind for processing ores is to have something like this for every type of ore
Ah, that's reasonable. I'll also bump the iron yield of smelting scrap directly at the prismatic smelter. This still leaves the problem of smelting together scrap for large quantities of bronze and brass, but those metals don't provide major combat advantages.

> Sigh, why is it always those blasphemous FPS Fallouts?
The novel had them as well...it took aspects from both the FPS and the original versions.

> Another column for the spreadsheet and more micro-management.
Perks will be obtained through random, uncontrollable events like radiation exposure and so won't need micro-management. I think I'll also allow ponies to gain more than one...they won't be significant boosts in most cases and so can be stacked.

Thanks for the suggestions and the feedback! :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 05:03:20 am
So... I just had an armorer get moody and make some steel power armor.

Holy fucking shit are you serious?
The pony wearing that thing will be practically invincible!

In other news, I'm considering adding a perk system a la Fallout 3 and the ones mentioned at the end of each chapter of Fallout:Equestria. Haven't thought of a source yet (Perhaps wasteland survival booklets from trader caravans?), but each pony will be able to learn a single perk that improves effectiveness in combat/trades/various other things. Different perks will be gradually added over multiple versions. Any thoughts on this?

Reaction that gives a random perk that gives a significant buff to something perhaps?
There could be normal perk reactions that give say Sniper (increased view range or something), Pack Rat (increased strength), Stonewall (immune to being knocked out), etc and there could be a random one that could give a much better version of the normal perks.
For example, if Pack Rat buffs strength by 1.25, the random Pack Rat could give a buff of 2.0.
You'd risk giving a melee pony increased view range or good cooking skill gains for the chance of them being buffed by something else, a risk vs reward kind of thing, yes?
Random perk reaction could also have some "special" perks unavailable through normal guaranteed reactions, like a mutation perk that gives a pony a blade like horn, wings or something else.

> > Un-nerf the BB guns.
> Very well then.
My general thoughts on guns is that they're fairly weak, but maybe I'm just spoiled by "broken" DF crossbows.

That's not true, it's just that most creatures in this mod have better armor and protection than what you'd normally face in vanilla.
You/we have mostly been using BB guns and pistols for our ranged units, you even mentioned that in your own stable reports where you said you were reluctant on giving your soldiers combat rifles due to their mediocre gunner skill.
I assure you that good gunners and snipers are just as OP as vanilla dwarves with crossbows, you just need the right skills for them.

If you have a single legendary sniper you will be pretty much invincible, as long as you can provide ammo for it.
My own two newbie snipers in Lemon proved that when they almost murdered half a steel ranger ambush despite missing most of their shots.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 07, 2013, 05:33:32 am
> Perks.
Before this spins out of control, I propose that perks be relatively minor boosts. Such as no more than +250 to any stat; x2 or even x1.25 Strength is too powerful. I say, postpone the perks and do other things first. I imagine the perks would be rather labour-intensive to implement and balance anyway. In other words, I may welcome perks that are there for flavour, but not necessarily ones so good that I would be inclined to come up with ways to "farm" them. Speaking of flavour, AFAIK there isn't even a way to make them show up anywhere in the character sheet, they would just pop in {r}eports->"... is fighting", then disappear, leaving only their effects behind. I don't quite like that and may still be inclined to keep track of them.

> Gun discussion.
For the last 3 or so years I had 3 legendary ponies with *combat rifles* and =bronze medium calibre ammo=. They did manage to wound a few Steel Rangers and other ambushes, but 3 of my melee ponies at weapons and shield use 5-10 and with tier 2 steel weapons mopped the floor with them, as described in my last report. Pistols had about the same effect on slavers. They wounded, sometimes stunned, caused bleeding, but rarely were enough to kill. I had very limited experience with AMRs, but those few shots that hit their marks did cause some grievous wounds, so large calibre ammo may be more cost-effective than rifles, at least in some cases. 
In the caverns and against yellow ghouls I can't even imagine what would work. Melee ponies get sick instantly and ranged have to get close to fire and get jumped. Besides, bullets don't do much against things that don't bleed and don't feel pain.

My plan is still to get chainsaw rifles and one squad of ripper rifles for melee ponies, with fire support from AMRs. The heavy fire support get their power armours first, because they are more costly to train. 

EDIT:
> I can't find the salvage yard under the workshops menu. Any help?
Try furnace menu. I was confused by that too.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: NobodyPro on January 07, 2013, 07:43:54 am
I can't find the salvage yard under the workshops menu. Any help?

EDIT: While I was searching for the salvage yard, my woodcutter was torn apart by a large radscorpion. The guy who found his corpse is in love with a recent paraplegic and has a fractured skull.

As I typed that out, Esteemheaven (the large radscorpion) tore his way through my camp. My robots are wrecked, my little ponies dead, wounded or missing. Silky Rhymestorm, my last remaining stable dweller, bruised and broken, is running for the nearby hacksaw as the radscorpion chases him through the corridor.

He was picked up by his neck and gave one defiant kick before the thing pulled it off.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 08:55:50 am
It's a furnace.
Remember to also build the supply depot and workbench.

=bronze medium calibre ammo=

Yeah... I guess this ends that discussion.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 07, 2013, 09:21:06 am
> > =bronze medium calibre ammo= EDIT: Actually I think it was just * and not =.
> Yeah... I guess this ends that discussion.
No, it doesn't!
Bronze is a metal and ammo is a piercing weapon. Piercing weapons can penetrate 1 tier better material armour.
I often saw enemies (in copper armour) with about 10 rifle bullets in them, bleeding, crawling around unconscious with open wounds and broken bones. I even posted some pictures of those wounds in my stable reports. It took 50+ rifle shots by a legendary gunner to kill a Steel Ranger in copper Power Armour. Usually they didn't even die, but crawled away and off the map. Melee can kill rather quickly. Guns can sometimes help, but mostly suck.

EDIT: You know, I may have over-reacted. I've had fights with chainsaws dealing 2 pages of wounds before the victim bled out and of course the guy who made it to legendary from a dingle duel with a Ripper. The melee ponies swing their weapons about ten times faster than the gunners reload their weapons, so close combats usually just ends quicker. I checked. One of my gunners has 2 notable and 20 other kills, another has 7 notable and 23 others, the third one has 5 notable and 17 others. My best melee soldiers, after serving for about three years have 20 notable and 5 others and 16 notable plus 4 others, respectively. Another blinking melee soldier has eleven notable kills and 2 others. This means guns definitely do work and keep their users safeish, as long as there is something between them and the enemy.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 07, 2013, 11:28:05 am
Just means unlike some mods that over emphasis ranged combat this one still leaves some breathing room for close-assault troops to be useful. Hell even in vanilla I don't rely on marksmen to be more than fire support because of how resource intensive it is to raise decent shots. I will give the bb guns in this mod credit though: They may suck beyond all reason but they make for great training tools.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 12:33:48 pm
Fine, I will try the ranged weapons in my new stable again, with steel bullets, again, and see if they still kill things as well as last time, again.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 07, 2013, 12:42:35 pm
I say you wait until most of them are bleeding, on the ground, screaming for their mothers and Celestia to save them from their gunshot wounds and sic a bunch of psycho-fueled machete swinging Stable dwellers out after them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 01:01:53 pm
I say you wait until most of them are bleeding, on the ground, screaming for their mothers and Celestia to save them from their gunshot wounds and sic a bunch of psycho-fueled machete swinging Stable dwellers out after them.

Dunno man, feels like every time I send anyone against a mortally injured they always end up getting stabbed in the aorta or something.
It's uncanny how many fights I have lost over the years to enemies I thought were unable to fight back.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 07, 2013, 01:08:39 pm
You wait until they pass out then.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 01:49:22 pm
Doesn't matter if they are passed out, my units always find a way to hurt themselves one way or another.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 07, 2013, 01:54:55 pm
Clumsy your soldiers are clumsy. Also: it's coming, if I can get the damned pose right. To the rest of you, don't worry about it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 02:34:36 pm
This isn't as cool as Khenals artifact power armor, but I still think it's pretty badass.

(http://i156.photobucket.com/albums/t33/Mattelus/art2_zps6ac9a99c.png)

(http://i156.photobucket.com/albums/t33/Mattelus/art_zps03581e56.png)

Going to give it to a gunner of his own squad, he'll be the stable's "mysterious stranger".

Clumsy your soldiers are clumsy. Also: it's coming, if I can get the damned pose right. To the rest of you, don't worry about it.

Are you talking about the "thing" with the thing or are you being persecuted by Mexican bandits?
Do you need to borrow my revolver to engage them in a western shootout?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 07, 2013, 02:35:28 pm
Oh you'll see. This sin't the place to discuss it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 07, 2013, 02:43:03 pm
Hmm, hmm, not mexicans then.



Last thing I'd like to share before I hit the igloo.

The stable of Salttear "The Salty Tears" has a population of 112 and a military composed of 48 ponies, of which at least 35 are completely unarmed and unarmored.

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).

Spoiler (click to show/hide)

This is what it looks like when the same army returns triumphant with zero losses and a broken flank.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon 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 (http://code.google.com/r/splintermind-attributes/) 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 08, 2013, 12:18:15 am
> Dwarf Therapist.
He added that pretty quickly after I asked for it (http://www.bay12forums.com/smf/index.php?topic=66525.msg3928983#msg3928983), 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 08, 2013, 01:04:14 am
You don't have to mark the end of your joke with "that was a joke". :\
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ender1200 on January 08, 2013, 01:05:56 am
Will "bloody mess" be in the perk list?  ;D
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi 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...
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Kel the Oblivious 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Khenal on January 08, 2013, 01:42:17 am
Speaking of Super Sledges, what are the kinetic talismans for?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak 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. (http://www.bay12forums.com/smf/index.php?topic=118893.msg3928790#msg3928790)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Kel the Oblivious 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?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Kel the Oblivious 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica 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.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 08, 2013, 09:14:15 pm
> You can not imagine my anger when my Transmutation Adept was an Earthpony.
That's odd...there aren't supposed to be any adept class cutie marks that earth ponies can have, just apprentice-level ones. Can you let me know which cutie mark it was?

Apprentice-level cutie marks aren't magical talents, but career talents that also impart some magical ability to unicorns who have them.

Overall, the cutie mark system is in need of an overhaul; eventually I'd like to make it so that the cutie mark itself is enough to determine what role the pony will play in the Stable without having to resort to Dwarf Therapist. However, it's an endeavor that will take up an entire update or two when the time arrives. The current system is suitable for the immediate future, and, as mentioned, there are plenty of new features in development that take precedence.

> This is good use of the DF caste system, damn good use.
It's not quite there yet, but thanks. :)

Most skill penalties for combat and other skills on ordinary ponies are due to general difficulty modifiers; certain skills like surgery are learned slowly compared to skills like cooking. There are additional modifiers added based on ease of handling; unicorns get slight bonuses to skills that require fine manipulation, while earth ponies receive penalties to those same skills (For example, earth ponies make abysmal surgeons). On the other hoof, earth ponies receive large bonuses to earth-related labors like farming, herbalism, and masonry. I will put up a guide for all this after the next update.

Thank you all for the feedback! With it I'll know what needs to be changed when I get around to updating the system. :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 08, 2013, 09:44:11 pm
Here, have some artwork (images are big so right-click them and click View Image to see the whole thing).
Spoiler: Ponies in a cavern (click to show/hide)
Spoiler: Pony VS Demons (click to show/hide)
Yes, I know it's inaccurate compared to FoE and DF canon. She hasn't read/played either.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 09, 2013, 01:40:17 am
On Steel Rangers and robots:
I asked in the modding subforum, why goblins bring Trolls with them and it seems to come down to trolls being EVIL and goblins having USE_EVIL_ANIMALS. Therefore EVIL or GOOD could be used for robotic pets of Steel Rangers, but those are already reserved for ghouls in irradiated sites and everfree forest, respectively. Since it would look strange for SRs to bring ghouls or similar creatures with them, robots for SRs are rather out of the question. At least that's my current theory. 
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 09, 2013, 01:42:22 am
On Steel Rangers and robots:
I asked in the modding subforum, why goblins bring Trolls with them and it seems to come down to trolls being EVIL and goblins having USE_EVIL_ANIMALS. Therefore EVIL or GOOD could be used for robotic pets of Steel Rangers, but those are already reserved for ghouls in irradiated sites and everfree forest, respectively. Since it would look strange for SRs to bring ghouls or similar creatures with them, robots for SRs are rather out of the question. At least that's my current theory.

If only twas a way to bring animals from certain biomes.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 09, 2013, 01:47:35 am
Wasn't there a tag that allowed civs to bring exotic pets?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 09, 2013, 02:55:29 am
Oh god, yes. I lost a fortress to invasion. Good one. Reclaimed just with 7 ponies. And now i have a star.

And swirls too.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 09, 2013, 12:25:24 pm
I've found a piece of cheese that can help with those relentless assaults of ghouls and dogs during the first years. It has to be done separately for the surface and each layer of the caverns. http://www.bay12forums.com/smf/index.php?topic=121235.0
1) Capture stuff with cage traps.
2) Build the cages, link to a lever and release in some room where they won't bother you, preferably also where BB ponies can practice on them.
3) Those count towards the limit of wild animals on the map, blocking the entry of new ones.
I don't think this works for scouts, ambushes, sieges, FBs and Titans, but getting rid of at least some annoyances is still worth it.

Not that it has anything to do with the mod, I just thought, I'd mention it, since we already discussed the coin tosser training.

Lycaeon, I like your stable layout in picture in the first post. Please post more of it. I still can't decide on what layout I like, but yours looks like something worth mimicking.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 09, 2013, 03:05:22 pm
After doing some research on Unity... Why would they be attacking our stables exactly?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 09, 2013, 03:14:32 pm
The only thing I can think of is one of two things.

Gameplay and story segregation is one, just to give us another challenging enemy.

They wanna abduct unicorns for mutuating as two. but fuck if I know, since killed just as many would be counter productive.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 09, 2013, 03:19:37 pm
After doing some research on Unity... Why would they be attacking our stables exactly?

1. Foals are useful, either way: Earth ponies are slaves and Unicorns are simply new recruits into Unity.

2. They found out that there is a powerful pony town in there reach, and wish to distroy it before it becomes a threat.

3.Red Eye wants you gone. Or Unity itself hates you. Or perhapes, since you have slowly built up a arsanal of magics, technology, and ponies, they plan on wiping you and then using your stuff.

 If we start questioning why the Super-Mutant stand in's are attacking, then we might as well start wondering why grass grows.

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 09, 2013, 03:28:55 pm
Super mutants can't make babies and are fairly stupid. they do understand green crap makes mutants. therefore, we attack a place, kill some people, kidnap a few, and leave the rest so they have something to do when they get bored later. I mean sure, they figured out how to reload a minigun but evidently any jackass who never handled one before can figure that out.

Huh. maybe that's it... The Unity is just bored.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 09, 2013, 04:24:12 pm
That's the thing, based on the wiki Unity is incredibly intelligent and they only assimilate ponies who willingly come into their fold. They don't force ponies into assimilating since that causes every alicorn in the Unity to become pained from the forced transformation. It also doesn't say anything about only turning certain types of ponies either.

It boils down to there simply not being a reason for them to invade seeing as we're playing as vault dwellers and not griffons or any other nonpony creature that they want to subjugate.

As for being super mutant stand ins, they remind me more of the Dark Ones in Metro 2033 than Fallout's super mutants.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 09, 2013, 04:41:37 pm
Yeah but it's obvious who they're there to represent, just, y'know, smart. I just went with coming for the unicorns because it seems they have the same general problem: Sterile/one gender species and eventually there won't be anyone who'll come willingly without some form of coercion. or maybe they're just in dire straights or something. Fucked if I know.

I'm just going with the gameplay standpoint of them being a challenge though. I have yet to fight them or the steel rangers.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 09, 2013, 06:03:24 pm
Has anyone even seen the unity?

I had them in my list of hostile civs when I ran Lemon, the entry showed up towards the end of it before I retired it, but they never made an appearance.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 09, 2013, 06:23:21 pm
Has anyone even seen the unity?

I had them in my list of hostile civs when I ran Lemon, the entry showed up towards the end of it before I retired it, but they never made an appearance.

They do send kidnappers and thieves, if I am correct. Actualy, to be honest, the one time a group of them arrived in one of my forts they just hung out near the river and looked pretty until Steel Rangers arrived, and they pretty much pulverized eachother.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 09, 2013, 08:24:19 pm
> Wasn't there a tag that allowed civs to bring exotic pets?
The only available categories are GOOD, EVIL, CAVERN, and PET, all of which have extraneous creatures that would also be brought alongside the robots, so at the moment invader pets have been shelved.

> Oh god, yes. I lost a fortress to invasion. Good one. Reclaimed just with 7 ponies. And now i have a star.
Keep in mind that magic-using unicorns can die just as easily as ordinary unicorns. ;)

> Lycaeon, I like your stable layout in picture in the first post. Please post more of it. I still can't decide on what layout I like, but yours looks like something worth mimicking.
I no longer have the save for that one, and my current Stables are more haphazard. I've drawn out a reproduction here:
Spoiler (click to show/hide)
You can also refer to the Vault designs from Fallout. Though less efficient, the resulting multi-level Stable may be more aesthetically pleasing.
Spoiler (click to show/hide)

> After doing some research on Unity...Why would they be attacking our stables exactly?
I always believed it was for more unicorns to convert into new members - for a while Red Eye sent unicorn slaves to the Goddess in exchange for alicorn support for his operations, and slaves aren't the most agreeable bunch. While it may be true that unicorns can't be forcefully converted, imprisonment and psychological pressure (The green alicorns would be perfect for this) over long periods of time are enough to make them suggestible to conversion, especially considering that transformation into a majestic alicorn isn't that bad of a deal compared to the average pony's life in the wasteland (The whole loss of individuality thing wouldn't be mentioned, of course ;) ).

The only caveat is that they kill your citizens...but then again, there's no way to avoid that. Slavers do so as well.

> Has anyone even seen the Unity?
They only have a population trigger (Which is pretty high at 110 ponies) so they show up late, and even then they can get crowded out by other invaders. This is something I'm working on, so any input would be appreciated.

> The one time a group of them arrived in one of my forts they just hung out near the river and looked pretty until Steel Rangers arrived, and they pretty much pulverized each other.
Was that in the current version, Pokon? You also mentioned getting invaded by griffons, so details on both would be helpful (The Talons have similar triggers). Thanks!
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 09, 2013, 08:59:04 pm
Well of course slavers kill others, it's what they do. In Fallout 2 if you join the slavers you have to kill a whole bunch of armed guards to get at the cash earning slaves. That only got more and more difficult as it went along. Use shock and awe, overwhelming firepower to get others into capitulating. Happened to me once when a squad of slavers slipped through my walls. And then a titan came.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 09, 2013, 08:59:31 pm

> The one time a group of them arrived in one of my forts they just hung out near the river and looked pretty until Steel Rangers arrived, and they pretty much pulverized each other.
Was that in the current version, Pokon? You also mentioned getting invaded by griffons, so details on both would be helpful (The Talons have similar triggers). Thanks!

It was in a earlier fort, but I dont recall any reworking on them recently.

The Griffons, on the other hand went down somewhat hard. For whatever sadistic reason, they had bloody riot shields and ripper rifles. Luckaly, they....only killed half the stable before I had the "bunker" area sealed with most of the remainder inside it. Then,the loyalty cascade. ::)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 10, 2013, 12:48:51 am
Thanks for the layout, Lycaeon. I may incorporate some of that into my next stable. The Vault layouts in Fallout never made much sense to me, maybe with the exception of buildings in Fallout: Tactics. They are simply too small for hundreds of people. But then most games use level design that makes little sense.

In my Stable a Magic Master would be a prime candidate to assign as militia captain, stable dweller and train using danger room and coin tosser. But I'm not that lucky. In Ponderplanned I got a few healers or monks, some of which were EPs. There were fewer than 5 magically-inclined Unicorns in over a 100 ponies.

> Griffins
They scared me just from looking at the RAWs. And I think they start coming just at 50 population. They are a very good reason to get underground fast and use a raised bridge for an airlock.
> Oh you, [FLIER] tag?
Not just that, they are 3 times as heavy as ponies, have high combat skills and good equipment.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 10, 2013, 12:52:47 am
I always pegged the level design for vaults as only being an obviously very small portion. There are a bunch of inaccessible doors after all.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 10, 2013, 02:31:28 am
> Griffins
They scared me just from looking at the RAWs. And I think they start coming just at 50 population. They are a very good reason to get underground fast and use a raised bridge for an airlock.

Oh you, [FLIER] tag?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 10, 2013, 04:08:57 am
I had invaded by talons. And, eventually, my scavengers just sayed "Whatever", and continued to work in the open. Griffins just stay at the edge of the map, doing nothing. Im using current version.

UPD: Griffons strike again. My cat wondered into ambushing party at the edge of the screen, took a shot, fled anyway... and they just continued to stay here, clearly unwilling to take any action. Seem to be some problem with them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 10, 2013, 04:18:32 am
In my Stable a Magic Master would be a prime candidate to assign as militia captain, stable dweller and train using danger room and coin tosser. But I'm not that lucky. In Ponderplanned I got a few healers or monks, some of which were EPs. There were fewer than 5 magically-inclined Unicorns in over a 100 ponies.

Yea, I was, like, super excited when I saw that I have Magic Master right from embark. Forest is reclaimed thou. I have 16 ponies currently, and list of 300+ dead\missing. My sad, sad doctor is always busy with diagnosis, and sewing back legs, chopped by army of violent ghosts. He have a howling ghost buddy following him everywhere, by the way. Considering the only things he do is a little sleep, watching medical hologems, and tending endless wounded ponies, he is not living happy life. Hollywood should make drama movie about him.

And it seems I stopped getting support from Main Stable. No migrants. Pity.

Is there any actual way to say that civ is extinct/will go extinct after 3 waves of migrants? Its a little frustrating =(

UPD: Actually, nevermind it. I had 10 migrants a minute after this post, and even Alchemist (Alteration Adept) among them. Time for a MASSIVE ghost hunt.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 10, 2013, 06:49:13 am
I've decided to go ahead and play Adventurer mode in 0.95. Only the wastelander civilisations are playable as an adventurer, but that's OK. I genned a world and after 52 rejections and got one with 20 Wastelanders, some Slavers, Talons and Steel Rangers.

I went for civilisation Eashealing, because I rather like than name and looked over that map corner earlier. I chose Demigod of course. It took me 3 tries to get UPM. I went with:
Superior: Agility
High: Strength, Toughness and Endurance
Above Average: Recuperation, Disease Resistance, Focus, Willpower, Spatial Sense, Kinestetic Sense, Social Awareness (for 1 extra companion)
Average: Analytical Ability, Intuition, Memory and Empathy.
Low Patience and Linguistic Ability
Very Low Creativity and Musicality.
I got my starting skills as recommended by the tutorial:
Proficient: Sawpony, Shield User, Armour User, Dodger
Adequate observer, Novice Reder and Swimmer.

The name of my pony is Fence Stylefortress. His displayed speed is 964. The place is called "The Dunes of Flying". I have a bronze hacksaw for a weapon, 2 bronze shields, 2 irons shields, tough leather barding, rope reed fiver head wrapping, 4 iron light horseshoes, mottled leather waterskin with 3 water, tough carapace backpack with 5 salted radfish and an iron knife for butchering. Will do.

I walk into a house and talk to a gunner, Palisade Searchclench. We chat a bit and I ask her, if there are any problems around. Her answer is an ominous "Death will find you soon enough." She then tells me, she's bored and wants to be in some other place. I ask her to join me in my adventures and she agrees. There are a lot of ponies in the buildings nearby. I find a sawpony Heal Haresafe and ask her to join. I also find a gunner called Sanctuary Helpshower and ask him to join. He wants me to lead him to glory and death. 

The three of us find a river, but I can't walk into it and learn swimming. Strange. Oh well, there is a bridge. We find rows of bushes. This looks like fields for the village. There are thousands of Midnight berry bushes here. I pick up some rocks, which drastically reduce my speed. I settle for taking 11 quality sharpened diorite rocks with me for throwing at the enemies.

In out quest for something to kill, we find a flock of bloatsprites. Unfortunately they are too fast to catch up with. In fact my companions are faster than me with all those rocks. Throwing a rock at a the bloatsprites doesn't have the desired effect. Eventually we run them into a dust storm. Getting dizzy and even slower from radiation poisoning doesn't help our speed in the slightest.

We run into a bunch or radrats next. I throw all eleven rocks at them. One is wounded in a leg, but that's it. I pick up the rocks, remove them from my backpack, chase after them and get caught in more radiation storms. We travel east and find another river. The lag is starting to get terrible.

We pass by a protectorpony and find more fields with rows of bushes. There is another town. I talk to some locals and they ask us to kill some bandits to the south. It is so hot that all the water from my waterskin has mysteriously evaporated, but a river helps with that.

Night catches us outside, so we go to sleep. After some searching, we go near the bandit camp. FPS gets down to 12, so I try to save and reload. It helps a bit. A hammerpony greets us with "Prepare to die". I throw rocks at him and miss, but the gunners do a much better job. Ha, one of my rocks broke his bone! So does the next one and bullets from fire support. Somewhat anticlimactically, Heal Haresafe kills the badit with a single hacksaw hit.

After I loot the body, more ponies show up, whom I assume to be bandits and throw rocks at them. The rocks only seem to hit their mark when the distance is 10 or less. One of the bandits is wounded and runs away, while Heal Haresafe intercepts a swordspony and gets mauled. I rush to the rescue.

I duel one of the bandits, but my attacks are deflected by her bighorner wool cloak consistently. The teeth of the saw tangle in the fabric. Finally she makes a mistake, and I manage to cleanly hack off her hindleg. After that, the rest is quick.

After the combat and some looting, we sleep on the ground and go to the nearest town. It has shops, but the first one only had bag upon bag of midnight dye. A cabinet in another had such weird items as moulted leather scorpion PA boots, tough leather security boots and tough leather power armour boots. The ponies here sure like leather, but to each their own, I guess.

I try to sell all my spare weapons for coins, but the shopkeepers have no coins, so I just take some food from them and they don't object. I find something that looks like a castle, but is empty inside. The FPS is abysmally low and my adventurer moves once per 5s. The game is unplayable, so I quit. I was aware of lag problems in fortress mode, but wouldn't expect them in adventure mode.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 10, 2013, 08:57:34 am
Maklak, by the way, about militia capitan.
Every time I try to organize some kind of military, I fail in making them even a bit efficient, and in fact, just add work to my amateur-surgeons, and undertakers.

How do you do it proper?

Lets try to imagine, im trying to repel a raider force, 30 melee and 10 gunners.
How much soldiers do I need?
What armor works better? Weapons?
Whats the best way to train?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 10, 2013, 10:54:47 am
Training:Quick checklist: Based on this (http://www.bay12forums.com/smf/index.php?topic=106968.msg3177652#msg3177652).

Melee Weapons:

Ranged Weapons:

Armour:

Defensive architecture:
Other:


Spells guide here: http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710

Upgrade guide
In 0.30 dfhack and autosyndrome was introduced, so from then on some items can grant bonuses or special abilities. This is the list of them.


No matter what I do, I cant seem to get rid of that last list tag :( [/list]
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 10, 2013, 02:55:28 pm
Wow, THATS what I call an answer. Tnanks a lot, learned hellota new stuff, you cant just read on wiki!

I will put it to good use. My thoughts of army composition so far: 10 pony melee squad of unicorns with basic magic(I think it will be restoration, for better survival rate) in heaviest armor possible(Combat, I guess), maybe with Reapers, to max out shields.  Next, 10 pony ranged squad of mudponies, whatever armor, combat rifles for start, to support a first squad. To be upgraded to PA/w minigun.
And last, elite squad led by Magic Master, all magic users(already have destruction, and alteration adepts), to pummel occasional megabeast with implosions, and do other nasty magical stuff.

By the way, in alteration you mentioned only bind, is other really that bad? Time stop may be too much, but dialation, and paralyze?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 10, 2013, 05:31:04 pm
> Griffons
I think I figured out why they and the Unity behave erratically during invasions, and will fix it for the next version. The Talons also arrive at 80 population and are vulnerable to traps, so those two factors should make them manageable for decently defended Stables.

Thank you for the adventure mode feedback Maklak! It should prove useful eventually, though I'm not sure why you experienced lag issues. To my knowledge fortress mode doesn't have any significant lag problems that would transfer over to adventure mode. ???

Your general explanation for Morhem is excellent as well (I've linked it under general hints and tips in the first post), though I would like to point out that there's nothing to stop you from giving earth ponies SATS, as the combat bonuses from it and the adrenaline rush stack. The next version also eliminates the spell targeting issues, so unicorns will use all spell levels freely on the same targets.

Morhem, the spells Maklak mentioned are for ordinary unicorns. Your Adept CM unicorns can learn higher-tier spells like Time Dilation and Time Stop, which don't interfere with the lower level spells like bind and so can be learned together.

I will be releasing a mini-update soon with all of the fixes for v0.95 as well as early implementation of talisman research. While we're still far from the Ministry of Arcane Sciences arc, much of the currently available technology depends heavily on processing matrices and hologems, preventing Stables from taking full advantage of them without a reliable means of manufacturing talismans.

I thought I nailed down most of the lag issues in fortress mode, so if anyone continues to experience lag (Or any other problems), let me know with the details so I can pin down the source.

Thanks for the feedback! :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Morhem on January 10, 2013, 05:48:02 pm
Cant complain about lag in Fortress mode. Most of the time im playing at 90-100 FPS. Once the fortress became crowded, it dropped to 40-50, which is still playable. I also installed dfhack, for just one utility: "clean all". You may call it cheating, I call it +20 dps after each battle.


Also, for a few minutes tried Adventurer. Yes, the lag is severe, from 1k FPS it sometimes drops to 40 when you run fast into unexplored area with many items/trees. And as far as I remember, it was the same in vanilla.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 10, 2013, 09:52:41 pm
> I will put it to good use. My thoughts of army composition so far:[...]
That goes directly against my advice of small squads with the same weapon types and utilising military CMs to their fullest, but I'm curious how that turns out for you.

> By the way, in alteration you mentioned only bind, is other really that bad? Time stop may be too much, but dialation, and paralyze?
Magically inclined Unicorns are rare and even they can't learn all the spells, with the exception of Magic Masters. Ordinary Unicorns can only learn apprentice level magic and only one school of it. This used to be different, but they were nerfed. This is why I focused on the bulk of UPs rather than the exceptions. A typical fortress should get a few Apprentices and maybe even an Adept or two. The spells you mention are powerful, but out of reach for most.

> Your general explanation for Morhem is excellent as well (I've linked it under general hints and tips in the first post) [...]
There are still some grammar mistakes in my explanation, and you can't edit my posts for updates, so it might be better if you just copy (some of) that stuff somewhere. Other than that, thanks, I guess I should try to keep it updated and expand it over time, especially after the spell update.

I really have no idea what went wrong with FPS in my adventure mode. This was the first time I tried it and don't know if the problem is the same for Dwarf Fortress with no mods. In Fortress Mode the lag is typical, possibly lower due to fewer items.
> Also, for a few minutes tried Adventurer. Yes, the lag is severe, from 1k FPS it sometimes drops to 40 when you run fast into unexplored area with many items/trees. And as far as I remember, it was the same in vanilla.
Ah, so here's the answer. My computers are too slow to handle adventure mode.

I asked at the modding forum and apparently effects for similar syndromes are multiplied, at least for affecting speed, strength and the like. If this works the same for things like pain, then allowing lower and higher level destruction spells to run on the same creature is going to be OP.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 10, 2013, 11:58:49 pm
Considering OP... most players don't really make it that far... and hey... that OP Unicorn may well go berserk one day.

Your ultimate weapon and defender snaps, after losing a number of family/friends.  The ensuing massacre would likely put the population of the fort into the single digits if it does not have internal checkpoints and/or you have ghosts compromising those checkpoints...
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 11, 2013, 05:33:59 am
Since my military guide is linked in the main post now, I went ahead and expanded it. I should probably include additional sections for spells and other upgrades, so maybe I'll do that later. Please look over the current version and report any problems with it.

AP ammo could be renamed to FMJ ammo, I think. Either way this is not that important.

We could get a "Nurse" upgrade - a pony with interactions for friendly targets that boost healing, reduce pain and nausea, buff them with combat drugs and so on. The potion can use up (a battle saddle?), a healing potion container and a med-x container.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 11, 2013, 08:35:28 am
Good job Mak.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: gzoker on January 11, 2013, 09:47:32 am
This mod just made my day.
I'm so happy i could burst.
Thank you, thank you, thank you.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 11, 2013, 03:16:26 pm
I opened Grid Views->Preferences in Dwarf Therapist and looked at shapes. There are a lot of fun things there: Parties, Foals, Zebras, Unicorns, Steel Rangers, Pegasai, Soldiers and Mares.

On another note, the Auto-axes in F3 and FoE are disc grinders rather than chainsaws. Just saying.

I'm also having a heated dispute in the Dwarf Therapist thread about "Roles" and especially sorting by them being bogus.

> Grind 1 bone into bonemeal then have a pressing reaction to turn 2 bonemeal into the flux boulder? That should respect stack sizes.
The way I see it you're still using up 2 entire stacks of bone to make 1 flux, but try it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Neowulf on January 11, 2013, 03:51:28 pm
Did some raw tweaks before starting my latest fort, and it's working better than expected.

Completely removed all reaction reagent entries for charged spark batteries that included [preserve_reagent]. Fewer hauling jobs and failed repeat orders due to ponies tying up all my spark batteries while hauling a heavy bin up 3 levels to pick up one from a training area.

Changed the biofuel reactions to use 1/5th the raw materials to create a canister of biofuel, and balanced it out with 5x the canisters needed for fuel/flamerfuel reactions. Now my barrels of synth-oil [5] turn into 5 canisters of biofuel, instead of 5 barrels with 24 oil combine turning into 1 canister.
Could this be a fix for bones to bonemeal? Grind 1 bone into bonemeal then have a pressing reaction to turn 2 bonemeal into the flux boulder? That should respect stack sizes.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 11, 2013, 05:04:16 pm
I'm currently making a large flowchart that will incorporate all the major industries and areas of research. It's taking quite a bit of time, but the effort should be worth it for both current and future players.

Maklak: I've looked over the revisions, and have no problems with it. It's an excellent guide, and I'll go about incorporating it further into the first post at a later time. Your effort is much appreciated, thank you. :)

> Effects for similar syndromes are multiplied, at least for affecting speed, strength and the like.
It may be a bit OP, but given the rarity of magically adept unicorns I feel the overall benefits won't be significant.

> We could get a "Nurse" upgrade - a pony with interactions for friendly targets that boost healing, reduce pain and nausea, buff them with combat drugs and so on.
That's actually in the list for the second Ministry of Peace update, which will introduce the drug industry.

> On another note, the Auto-axes in F3 and FoE are disc grinders rather than chainsaws.
The distinction isn't that large, but I've noted it for later.

> I'm also having a heated dispute in the Dwarf Therapist thread about "Roles" and especially sorting by them being bogus.
I've read over it as well. I personally am not a fan of arguing over mod/utility creators over the direction of their work, as it is entirely their effort and therefore their judgement as to what should be done. In any case, it will be a moot point once I revamp the cutie mark system, as by then attributes will be matched to skill rates, and cutie mark descriptions at a glance will be enough to sort ponies without having to check Dwarf Therapist.

Neowulf:
> Bonemeal flux
The next version will have bonemeal made from bone BB pellets, which actually respect stack size when made.

> Spark Batteries
Whoops, I forgot to remove them from the other reactions that preserved them (Mostly the spell industry). Thanks for the reminder!

Gzoker: Thanks! I hope you enjoy the mod! :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 11, 2013, 07:30:17 pm
By the way Lycaeon, could you direct me to the gizmo that lets you fill spark batteries? Where it shows what effects it gives to which castes, why it knocks unicorns out and how it kills earth ponies.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 11, 2013, 08:57:45 pm
The Prismatic Generator maybe?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 11, 2013, 09:04:08 pm
The Prismatic Generator maybe?

That, but I want to know everything about it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 11, 2013, 11:32:41 pm
Prismatic Generator works flawlessly, but requires a Power Talisman, which are also used by Prismatic Smelters and Prismatic Forges. The building you're looking for is Flux Converter. I asked for it to be implemented as an early option to recharge batteries for people who don't luck out on Power Talismans. It is made cannon by Flim-Flam episode and the boat in Project Horizons.
Relevant files:
reaction_generator.txt (last reaction)
inorganic_arcane.txt (ARCANA_DRAIN to knock an UP unconscious for a week and debuff for another. ARCANA3_CONJURATION for poisoning)
I don't know how it kills EPs. Just use a Prismatic Generator when available. The Flux converter is meant to be a last resort when you absolutely need to recharge a few batteries.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: NobodyPro on January 12, 2013, 12:36:17 am
A migrant wave arrived in the middle of an irradiated cloud. I now have twenty nine of my 136 stable dwellers being treated for necrotic tissue and blood loss by the best doctors in the wasteland.

Should I expect any to ghoulify or are they just going to bleed and stink for the rest of their lives.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 12, 2013, 01:11:55 am
Prismatic Generator works flawlessly, but requires a Power Talisman, which are also used by Prismatic Smelters and Prismatic Forges. The building you're looking for is Flux Converter. I asked for it to be implemented as an early option to recharge batteries for people who don't luck out on Power Talismans. It is made cannon by Flim-Flam episode and the boat in Project Horizons.
Relevant files:
reaction_generator.txt (last reaction)
inorganic_arcane.txt (ARCANA_DRAIN to knock an UP unconscious for a week and debuff for another. ARCANA3_CONJURATION for poisoning)
I don't know how it kills EPs. Just use a Prismatic Generator when available. The Flux converter is meant to be a last resort when you absolutely need to recharge a few batteries.

No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive. I want to rig it to create spark batteries that can then be used as another fuel source in a custom workshop. Say take 30 idlers, send them off to be zapped and then there's fuel in a pinch.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 12, 2013, 02:57:45 am
> Should I expect any to ghoulify or are they just going to bleed and stink for the rest of their lives?
Ghoulification isn't common and only takes place with severe radiation poisoning. If they aren't ghouls by the time they reach your hospital then you're safe (Apart from the whole bleeding and necrosis thing :) ).

> No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive.
In that case, all you need to do is remove one or both boulder products. ARCANA3_CONJURATION is the one that kills the earth ponies, while ARCANA_DRAIN puts unicorns to sleep.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 12, 2013, 03:36:46 am
I've had hundreds of my ponies, enemies and animals breath in the fun times dust clouds... most of them fully recovered eventually, except for the select few that ended up having breathing problems and choked in their sleep. 

But then... if it is supposed to do more... ?  I havn't seen it.

Damned radscorpians seem to be immune to them... would be great if they took some damage. One of em can take out a pack of ghouls...  I seen it.  And each time they come over, they at least dispatch one of my many protectaponies or one of my walking food vessels.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: NobodyPro on January 12, 2013, 03:58:39 am
I have another problem. My supply depot isn't recognising any of the crates I have waiting in my stockpile. They're not forbidden, there's a clear path and there's plenty of them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 12, 2013, 07:51:33 am
I have another problem. My supply depot isn't recognising any of the crates I have waiting in my stockpile. They're not forbidden, there's a clear path and there's plenty of them.

Try giving the stockpile to your supply depot.

Stockpile > g > supply depot
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: NobodyPro on January 12, 2013, 09:44:38 am
*facepalm*
I boxed off the only two accessible squares of the workshop, twice.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Indigo_Surprise on January 12, 2013, 01:22:36 pm

> No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive.
In that case, all you need to do is remove one or both boulder products. ARCANA3_CONJURATION is the one that kills the earth ponies, while ARCANA_DRAIN puts unicorns to sleep.

http://www.youtube.com/watch?v=eYDkGJmSfy0
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 12, 2013, 03:38:51 pm
The flowchart is complete and may be found here (http://i.imgur.com/umRNg.png). It includes the new reactions from the upcoming patch. The front page version will be more modular to allow additions from future Ministries.

Let me know what you guys think! :)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 12, 2013, 04:10:35 pm
Maybe put... the building codes for the buildings?

Like:
Scavenge Yard
e-y

Not sure if needed, but it is something.

Also, the music at intro/worldgen is pretty nice.  The original in-play one gets grating.  Alternative is not too bad.


EDIT: Forgive my ignorance, since I have not been keeping up with DF stuff before now... but... what is the 1-100% thing in Dwarf Therapist?  I guess it has to do with the skills of each pony.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 12, 2013, 06:10:28 pm
The flowchart is complete and may be found here (http://i.imgur.com/umRNg.png). It includes the new reactions from the upcoming patch. The front page version will be more modular to allow additions from future Ministries.

Let me know what you guys think! :)

Ah, now this is very nice. I was putting off even approching the Magic system in fear of getting lost, so this should be very useful. :)

Also, as a note, one can get halarius combat logs in arena if you pit a Huskified creature up against a necromantic spritebot.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 12, 2013, 09:15:15 pm
EDIT: Forgive my ignorance, since I have not been keeping up with DF stuff before now... but... what is the 1-100% thing in Dwarf Therapist?  I guess it has to do with the skills of each pony.

Skill gain rate.
All classes have bonuses and penalties to various skills.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Pokon on January 13, 2013, 01:19:05 am
I am torn: I was thinking about either upgrading the Mr Hoof I have flying around to either a Mr Macintosh or Nurse Redheart, but I am unsure if there are any issues reguarding the latter's ability to heal. Is it worth the upgrade?

Speaking about robots, I was thinking about, when the chem industry comes around, the drug-distribution robots could be called Mr. Druggie. Roid Rage doesnt have the same...class. :P
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 13, 2013, 02:23:02 am
To me the flowchart is not that useful or clear, but I've noticed a few new workshops and reactions. Most notably expanded magic industry. I haven't noticed a way to make new batteries from gems, though. When I place workshops and stockpiles, I think in somewhat different terms from what is on the flowchart. I usually do this in my head, but for each workshop I care about the common reactions and input materials for them. The haulers can take care of the rest. I rather like the bows / arrows that go near a workshop, but don't touch it. This presents the idea what gets processed into what. Those arrows that pass through the workshops loose the information about what gets made into what. The big blob of crates in the middle is not that useful, Maybe just put a textbox there "Most crates are processed at the supply depot", then for things like talismans have the arrows originating from the crates and not the rectangle around them. I also haven't seen steel at the prismatic forge (Once again I ask for a reaction that skips pig iron: iron + iron + flux + coal -> 2x steel) Anyway, a flowchart for everything is a gargantuan task. It might be both easier to make and to read, if instead you had a series of flowcharts for each industry: One with salvage, one with weapon production, one with robots, one with magic and so on. This has been done for vanilla DF and the wiki has flowcharts for steel industry, glass industry and the things to do first after arrival, among others.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 13, 2013, 02:39:10 am
> Maybe put... the building codes for the buildings?
The building codes are subject to change, so the flowcharts won't have them for now.

> I was thinking about either upgrading the Mr Hoof I have flying around to either a Mr Macintosh or Nurse Redheart.
All indications are that it works. You set up the Stable-Tec terminal in your hospital next to the wounded, pasture the Nurse Redheart nearby, and run the designate healing reaction.

> I haven't noticed a way to make new batteries from gems, though.
Batteries are considered a basic talisman and so you'll be able to reverse engineer them as well.

> It might be both easier to make and to read, if instead you had a series of flowcharts for each industry.
That is exactly what I'm intending. The one above has all the industries in one image, but the front page version, when posted, will have chapters containing modules like this:
Spoiler (click to show/hide)

That way adding new industries like drugs and medicine will simply be a matter of another flowchart image.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 13, 2013, 04:13:41 am
I already know enough about this mod and reading RAWs to not need the flowcharts, but they should be helpful to others.
I like how you included the sources for raw materials. Stockpile settings hints would also be great so we can easily set up stockpiles for these things. There is already info on the front page and it works well, but it took me some figuring out to finally get it that I need to select Finished goods -> Type: Toy, Tool, Then what "materials" I want under Stone/Clay.
You missed the pasture with robots, chickens, dogs and slaves and a stockpile for upgrade potions on that flowchart.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 13, 2013, 06:44:07 am
I am torn: I was thinking about either upgrading the Mr Hoof I have flying around to either a Mr Macintosh or Nurse Redheart, but I am unsure if there are any issues reguarding the latter's ability to heal. Is it worth the upgrade?

I have used Nurse Redheart's about five times now and I know for a fact that it does something to speed up the healing process of severely injured ponies.
What exactly it does I can't say honestly, but it should work.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: ZebioLizard2 on January 13, 2013, 11:33:48 am
I am torn: I was thinking about either upgrading the Mr Hoof I have flying around to either a Mr Macintosh or Nurse Redheart, but I am unsure if there are any issues reguarding the latter's ability to heal. Is it worth the upgrade?

I have used Nurse Redheart's about five times now and I know for a fact that it does something to speed up the healing process of severely injured ponies.
What exactly it does I can't say honestly, but it should work.

It really does do something. Generally recuperation times with the Nurse generally are sped up from 1/4th to a staggeringly high amount. Had it done on someone that was near complete red, bleeding, battered, bruised, broken, three legs ripped off, and then with a bit of help from the nurse and a surgeon and he was perfectly fine right after. If continuing to baffle me how he walks with crutches.

So at worst, you'll get 1/4th of the recuperation you need, sometimes you'll get that miracle cure outta them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 13, 2013, 06:54:19 pm
> You missed the pasture with robots, chickens, dogs and slaves and a stockpile for upgrade potions on that flowchart.
There will be links provided along with each flowchart.

The Nurse Redhearts are indefinite use for now. Once the chem industry is implemented you'll need to replenish their supplies of Med-X and healing potion once a year.

Has anyone managed to get the robotics industry up and running? Though I'm not making any major changes to robot manufacturing this update, any information that could help me balance the components needed would be useful.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 14, 2013, 02:02:26 am
> The Nurse Redhearts are indefinite use for now. Once the chem industry is implemented you'll need to replenish their supplies of Med-X and healing potion once a year.

I prefer the system we have now, where it is assumed that a crates of chems / ammo / whatever, while not an infinite supply, last you for years on average and leftovers from destroyed robots are used to replenish the existing ones. At least that's my head-cannon explanation.

More in-crunch, it will be terribly inconvenient to watch this and micro-managy to keep at least one NR supplied at all times. I mean I try to make a stack of coins once a year and I often forget and skip years. This is why I'm against this.

> Has anyone managed to get the robotics industry up and running?
Sorry, not me. I'm sure someone will provide the information eventually.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 14, 2013, 04:52:03 am
I've used robots to some degree, and have the new industry up in a private stable I am running, but I still haven't gotten around to making any robots.
Virtually all the components come from high quality salvage, and the embark I have is composed almost entirely of medium quality salvage only, so I need to breach the caverns to begin testing on that part.

Edit:

I am compiling a list of all castes and their skill rates (not including attributes) and I noticed that some of the specialists have classes such as "[CREATURE_CLASS:NATURE_LORD]", "[CREATURE_CLASS:ANTIMAGIC_ADEPT]", etc.
What do they mean exactly?
I'm including them for now.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 14, 2013, 12:34:54 pm
Alright, so I pretty much have the entire earth pony race and castes done, all that is really needed is another quick runthrough to make sure that they are correct, figuring out what antimagic and earth apprentice/lord mean and then the unicorns and it's all done.
Also noticed that there are no pegasus castes for the stable dweller pony race, so we don't have dashite migrants like I previously thought we had.

I could post the earth pony skill rates tonight and update the post with the unicorn rates within the week, but I'd like to have your approval first, sire.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 14, 2013, 12:56:31 pm
I considered doing this myself. A good way would be to just have a table with EPs and Unicorns, then a sortable table with CMs, description, deltas from their race and "mics" (useful for things like what spells they can learn).

EDIT: Hey, I said I considered doing it, not that I'm doing it now or plan to do it in the next few days. I think I'll try to finish my combat guide first in any case. I've found lots of good info in this thread: http://www.bay12forums.com/smf/index.php?topic=97090.45
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 14, 2013, 02:16:57 pm
I considered doing this myself. A good way would be to just have a table with EPs and Unicorns, then a sortable table with CMs, description, deltas from their race and "mics" (useful for things like what spells they can learn).


Well, I was just going to post all that crap here as a post with multiple spoilers, but if you'd like you could go from there and the raws to make your own table.
Google docs is a suggestion for you if you are looking for an easily accessible and good format.
Whatever works best and is the most convenient for us all, I don't care if my work is rendered obsolete, I just want something to go by when deciding GOAT results.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 14, 2013, 03:44:26 pm
This may be bad manners... but I'm asking anyways: Is there an ETA to next update?  My last fort croaked recently...
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Graknorke on January 14, 2013, 03:56:25 pm
Well the last one only just came out. So probably a while.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 14, 2013, 06:48:14 pm
Replica and Maklak, while I am grateful for your efforts to create a list of castes, just bear in mind that the current system will be changed drastically when cutie marks get revamped. On the other hoof, the revamp is far on the horizon, perhaps months away...brainstorming castes, sorting skills/attributes, and writing out descriptions is a time-devouring task, but you know that already ;). A guide to the present would be helpful for a while, especially for newer players.

Thank you both! :D

> I noticed that some of the specialists have classes such as "[CREATURE_CLASS:NATURE_LORD]", "[CREATURE_CLASS:ANTIMAGIC_ADEPT]", etc.
They mostly detail interactions between specific pony castes/creatures and interactions like spells. For example, the ANTIMAGIC tags impart resistance to spells of that level, both from your own ponies and magic-using enemies like the Unity. The important ones are the unicorn magic classes, but those are already listed in the first post.

> Is there an ETA to next update?
In a day or two. It won't be a major update; the main features are talisman research/production (With some limitations...power and water talismans require additional resources that haven't been implemented yet) and fixes to the Talon and Unity factions so that they don't spaz out when they invade. Real life just hit me like a freight train so I won't be able to maintain the same pace of updates as before. :(
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 15, 2013, 01:43:40 am
Aware of that, either I'll abandon it and leave the job to Maklak once you revamp castes or I'll update it when it happens, depends largely on when it happens and how much time I have to spare then. The permanent end of school is just months away and after that my main focus in life will be to just get a damn job and my own apartment, so I am not entirely sure on how much free time I'll have available to juggle around or if I even play FO:Equestria by then.

But very well, I'll post the earth ponies later and see if I can finish up the unicorns as well, then Maklak can do whatever he wants with it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 15, 2013, 02:22:50 am
Hey guys, hold your horses. (That was a joke.)

I've only said, that I was considering doing a table with skill rates castes, not that I was making it. When I'm in the considering phase of something, it may still be months away. Besides, between recent additions to Dwarf Therapist, Replica's work in progress and a total overhaul in unspecified feature, as well as whatever else I'm doing at the moment, there is little reason for me to do it.

Another thing I'm considering is starting a fort after the next update. What's planned after the robot arc? Ministry of Peace? Combat drugs would be nice, but I can live without them. More creatures would be good, though. I've developed an aversion for feral ghouls and dogs from Ponderplanned, just as pretty much everyone else has an aversion for radscorpions.

Has anyone tested the "Rage" spell recently? Does it still affect liaisons, merchants and other friendlies?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 15, 2013, 10:54:59 am
Fallout: Equestria Pony Skill Rates (as of v0.95)
By Replica & P(ony)SI
Completed

List of every caste and their skill rates for the entire stable dweller pony race.
Also notes racial abilities, caste specific traits, percentual chance of getting X caste and caste cutiemarks.

Note 1: Percentage value is total increase/decrease from default RAW value of 100.
Second value is current RAW value.
Unfortunately I ran out of space, so RAW values are only listed for the races.
For reference however there is this:

-100% = 0 RAW
0% = 100 RAW
100% = 200 RAW


Note 2: To find a specific caste type in part of the description shown ingame using the find command (CTRL + F), you can also search by the caste's cutiemark as well if you for some reason would want to do that instead.
Included are also the caste names for those who would like to find it in the creature_pony raw file (only female variations listed, male variations are right below them and share same caste data however).

Note 3: Antimagic (Apprentice, Adept, etc) means (according to Lycaeon) that the caste has protection against magical attacks.
+ Telekinesis is not implemented yet, but it Lycaeon says that castes with + Telekinesis will eventually get more telekinetic graspers.
What earth apprentice/adept means is unknown to me as of now, but the unicorn special castes (cleric adept, esper adept, and so forth) mean that those castes can learn higher level spells which the other unicorn castes can't.

P(ony)SI's Magic Guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710) - Lists spells and creatures with antimagic.

Spoiler: Earth Pony Race (click to show/hide)
Spoiler: Earth Pony Castes (click to show/hide)
Spoiler: Unicorn Race (click to show/hide)
Spoiler: Unicorn Castes (click to show/hide)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 15, 2013, 11:03:10 am
Kinda weird to see that ponies are 'better' at intimidation then the baseline.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 15, 2013, 12:14:10 pm
> Kinda weird to see that ponies are 'better' at intimidation then the baseline.
I've already reported this and it will be fixed in the near future, along with EP clothesmaking.

Thank you for your good work, Replica. The caste list is especially useful. Now on how to improve it: 

> Note 1: Values are counted from the default 100%, so a raw value of 110 would be listed as 10% rather than 110%.
This is confusing. I prefer to have the +100 already there and not have to remember about it.

It would be more useful to have a table with EP and UP rates for all skills next to each other, like so:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 15, 2013, 01:35:38 pm
>This is confusing. I prefer to have the +100 already there and not have to remember about it.

Really?
Because I think showing a value of 100 for a skill that has no increase at all is confusing.
My table shows the percentual bonuses and penalties for the entire race and its castes, not the raw values, I figured it would be easier to figure out if I just mentioned the difference between the table and the raw values rather than include the raw values directly.
The only difference is that 100 anyway, so just think "the table lists consoler at 0%, that means that the raw value is 100".
If it's that big of a deal I'll just go through it again later and add the raw value next to the percentual values.

>It would be more useful to have a table with EP and UP rates for all skills next to each other, like so:

True, but setting that up as a forum post is a bit of a hassle, I could use the various BB codes to make something decent.
Eh, I'll see what I can do once I get the unicorn castes done, from there it's just overall format improvement and maybe detailed attribute/personality differences if I can be arsed.

Kinda weird to see that ponies are 'better' at intimidation then the baseline.

I think it's weird that many castes have wordsmith skill differences, it's not used for anything as far as I can tell.
Lyc did mention at some point that it is mostly a rework of the system he used for his previous pony mod, maybe he thought that it didn't really matter all that much and left it all in there, or maybe it's out of flavor. Beats me.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 15, 2013, 05:14:34 pm
Would it be okay if I list of cutie marks which are capable of casting spells, as well as being immune to other spells?

I'll also go ahead and post which spells can't be cast against specific ANTIMAGIC castes.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 15, 2013, 06:20:46 pm
> Fallout: Equestria Pony Skill Rates (as of v0.95)
Many thanks for this Replica...I've posted it up on the first page under pony skill rates. :) I've added you and Maklak to the credits section for your contributions to the mod.

> I think it's weird that many castes have wordsmith skill differences, it's not used for anything as far as I can tell.
Flavor, mostly, though some of the skills like poetry are used by the scriptorium.

> Nurse Redhearts
On Maklak's recommendation they'll be left as indefinite use. However, I'll increase the amount of drugs needed to initially make one once drug manufacturing is available.

> What's planned after the robot arc? Ministry of Peace? Combat drugs would be nice, but I can live without them.
The 2nd post on the first page has the features in progress for January/February. Creature expansion will come first, followed by the crop revamp and the drug system, then finally the Everfree forest as the finale for the Ministry of Peace arc.

> Would it be okay if I list of cutie marks which are capable of casting spells, as well as being immune to other spells?
I think Replica's working on that for the unicorn castes, and there's also the image under the Arcane Sciences in Workshops and Industries.

> I'll also go ahead and post which spells can't be cast against specific ANTIMAGIC castes.
The ANTIMAGIC tags are more fuzzy, as are the spells they are resistant towards (There are spells cast by your ponies and unique spells cast by enemies like the Unity), and so are likely to be edited more often.

Thanks everyone! :) This mod wouldn't be where it is today without your support.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 15, 2013, 06:30:25 pm
> I think Replica's working on that for the unicorn castes, and there's also the image under the Arcane Sciences in Workshops and Industries.

I thought Replica was only doing the skill rates.
Also, the image doesn't tell what enemies are resistant against which spells, which is what I'm working on.

> The ANTIMAGIC tags are more fuzzy, as are the spells they are resistant towards (There are spells cast by your ponies and unique spells cast by enemies like the Unity), and so are likely to be edited more often.

I can always link to the post and edit it once updates come out.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 15, 2013, 06:41:47 pm
Should you choose to do so, I'll put it under the Arcane Sciences section.

Thanks PSI! :)

Edit: ALICORN is the highest class of antimagic; they're pretty much immune to all the currently available spells due to the collective knowledge of the hive mind. You'll have to wait until the Ministry of Arcane Sciences arc for spells that can counter Unity magic...they'll be collective, increasing in strength with the number of unicorns available to cast them.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: P(ony)SI on January 15, 2013, 06:45:32 pm
While in the raws, I saw that none of the Unity alicorns have any ANTIMAGIC. I think they should at least have ANTIMAGIC_ADEPT.
EDIT: Oh sorry, didn't see that.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: tahujdt on January 15, 2013, 07:40:25 pm
Can you remove some of the useless castes, such as the comedians, animal trainers and fishers? It seems to me that a wasteland would have no use for such things. Also, some of the castes are redundant.






Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 16, 2013, 12:35:59 am
These are Stable ponies, most of whom have spent much of their lives in (relatively) safe environments insulated from the horrors of the wasteland. Not all of their talents are going to be useful, and there will be some that overlap to an extent.

The G.O.A.T. has positions for "waste management specialist" and "hairdresser", after all. ;)
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 16, 2013, 01:11:11 am
Can you remove some of the useless castes, such as the comedians, animal trainers and fishers? It seems to me that a wasteland would have no use for such things. Also, some of the castes are redundant.
It may be more accurate to imply that ponies with useless skills will not live long or go far in the wasteland... but they will still exist. 

Though, technically for stable dwellers, it is unlikely for them to have access to fishing pre-stable opening.  One can say the df version stable is gigantically huge with a huge aquarium where ponies could sit on their plots and leisurely fish.  I suppose pets and/or animal farm/wildlife reserve to train unirridated pets like dogs, cats and chickens too...
Ah yea... designed to open up between 100-200 years after the nukings and to bring civilization back into the world or something.
You can say this particular stable had a huge amount of time and resources put into it.

Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 16, 2013, 02:01:05 am
Littlepip's stable had an apple orchard (which is not the most efficient way of producing food), there was also something about a pegasai stable big enough to have weather in it. Stable-tec's excavation was very fast and I don't see the problem with a stable having a lake.

I've glanced over the manual for Neuroshima "rat" class (basically a bum who searches through other people's trash) and one of the methods of staying alive was to entertain others and be very good at it. Besides, one's job is supposed to be related to her special talent, but doesn't always have to be the case. In the wasteland or even in a stable with limited number of jobs needed and available, one sometimes has to pick bits and pieces from other skills or just do something entirely different and keep entertaining others as a hobby. Besides, Velvet Remedy was partly an entertainer. That said, I tend to have lots of classes I have little use for, like "smiling flowers" or "embodies the earth pony nature".

I don't have a problem with Nurse Redhearts needing more stuff to make. You'll need nor more than three of them anyway and the rest of resources can be spent on something else.

Replica, it would help to put things into perspective, if you added the relative frequencies for castes.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 16, 2013, 02:27:59 am
There is ALWAYS a need for fodderponies willing to do dangerous and/or mundane jobs to earn their keep.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 16, 2013, 06:27:50 am
Shucks Lyc, just doing what I can, I love this mod too much for my own good.
Actually wait, you can thank me by adding the bread sword to the bakery and hairdresser/waste management castes.
Just kidding. But not really.
Extra redundant classes would be pretty neat though, since all the classes are really awesome at what they are good at it would add to the challenge if we had more redundant classes to thin "useful" ponies out, that way you'd really prize fisherponies, smiths and such.
Not everypony can be awesome at something useful, right?

Also Lyc, I'd like to point out that the unicorn scavenger class doesn't have a bonus to woodcutting, it just has the axe and fighting bonus.

P(ony)SI @ I don't know glob about the specifics of antimagic or the other creature classes, all I can really do is mention which castes HAVE the tags, how they work against spells and such will have to be someone elses problem for now, so if you want to do it P(ony)SI I say go for it, I'll even link that stuff in the post for easy access and everything when you get around to it.

>Replica, it would help to put things into perspective, if you added the relative frequencies for castes.

I can tell you right off the bat that the castes with "special" abrevations (ie everything that isn't EARTH_F0 or UNICORN_F0) has lower pop rates than those with numbers, also ponies with social skill classes (conversationalist for example "loves talking to everyone and everything") have a higher pop than the other castes.
But fuckit, I'll add frequencies later.
Keep browsing that stuff, see if you can squeeze something else out of it.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Splint on January 16, 2013, 06:32:36 am

Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...

Personally I peg Stable 86 as the source of most Stable Dwellers in the mod and it being an over crowded mess by the time it opened, hence sending small groups out. Plus it's not on the list or appeared in any of the side stories as far as I know.

Perhaps it got an above average number of ponies jammed in it at the last minute or something.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Maklak on January 16, 2013, 06:44:30 am
Quote
Extra redundant classes would be pretty neat though, since all the classes are really awesome at what they are good at it would add to the challenge if we had more redundant classes to thin "useful" ponies out, that way you'd really prize fisherponies, smiths and such.
To me there are already a lot of redundant classes. A lot of them have "smiling flowers" or "embodies the Earth Pony nature" or other special talents I'm not quite sure what to do with. I value smiths, especially when I don't have any good ones yet and even more so after I've seen their bonuses to learning speed.

Quote
Keep browsing that stuff, see if you can squeeze something else out of it.
Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Replica on January 16, 2013, 08:07:10 am
And that's the unicorns done.
No idea what "+ telekinesis" means, but I included it anyway for the castes that did have it.
Now I just need to go through my lists and fix spelling errors and such, make sure that everything is neat, tidy and not looking like a pile of wank, then onto Maklak's suggestions.

>To me there are already a lot of redundant classes. A lot of them have "smiling flowers" or "embodies the Earth Pony nature" or other special talents I'm not quite sure what to do with. I value smiths, especially when I don't have any good ones yet and even more so after I've seen their bonuses to learning speed.

Heh Mak, neither of the two castes you mentioned are redundant.

Teachers > Very high teaching bonus = great drill sergeants, round all your teachers up and spread them out over a few squads, instant military academy, just add pony.

Embodies earth pony nature > Very VERY good farmer. With ten like those you can farm loads of food.
Personal favorites, lets me use ponies I'd normally use for farming to do other stuff.

There aren't that many redundant classes tbh, okay sure, the social skills classes are kinda useless, but there aren't that many of them, and much of everyone else have some skill that is practical either to your industry or military in some way or another.
Most of the "deep" classes, the philosophers and such, have teaching or student skills, which are good for the military.
There is one such caste for both the earth ponies and the unicorns which has the aspect of being an useless philosopher nutjob which actually turns out to be a cooler swordspony.
Now you have both caste lists, look them up if you are unsure.

>Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.

Spoiler (click to show/hide)

Sorry, but no.
I built a system like this for Sorcerer, and despite not being all that great I still made sure that I had all my cutiemarks sorted out neatly in a list for easy navigating in case he or anyone else wanted to find or change something.
Lycaeon on the other hand doesn't, and to have all the cutiemarks listed I'd have to manually scour through descriptor_color_cutiemark and match them with every single caste in creature_pony.
It's just way to much work and is not worth it in the end, so nyope.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 16, 2013, 01:02:44 pm

Perhaps giving the DF Stable a number?   There is always 1 stable in each worldgen, with different names, but essentially same everything else but leaders/gods...

Personally I peg Stable 86 as the source of most Stable Dwellers in the mod and it being an over crowded mess by the time it opened, hence sending small groups out. Plus it's not on the list or appeared in any of the side stories as far as I know.

Perhaps it got an above average number of ponies jammed in it at the last minute or something.
More like a mega-sized Stable with thousands of ponies and the mandate to repopulate and civilize Equestria after a certain amount of time.  Except, they are not as prepared as they should be.  Heh.

Quote
11253 Stable citizens (After 200 years)
I guess Stable population on average would be... 9,000 to 13,000?  Depending on what year you open up and stuff.  These numbers are from my latest world.

EDIT: Stable 86 seems as good as any number.  Anyone else got input on this?
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 16, 2013, 01:35:33 pm
Actually, the Stable entity is the entire Stable-Tec corporation, with individual sites being considered individual Stables with their own overmares (mayors), and all in established contact with Stable-Tec corporate leadership (Who show up in legends). While this comes into conflict with the established canon of individual Stables being on their own, with little to no contact with the others, setting up Stable entities like that would drastically limit migration (Due to the low populations of individual Stables) and leave no leadership positions like nobility (As the highest position would be the overmare).

> Actually wait, you can thank me by adding the bread sword to the bakery and hairdresser/waste management castes.
All in good time. :) The bakery reactions will come along with the crop revamp, and I can probably add more castes in the coming versions.

> Also Lyc, I'd like to point out that the unicorn scavenger class doesn't have a bonus to woodcutting, it just has the axe and fighting bonus.
Thanks for pointing that out. I've edited it in.

> + telekinesis
I have those castes marked for additional telekinetic graspers, but as that will require separate bodies it was delayed along with the other missing aspects of the talent system.

In other news, I'm removing lasers from the protectoponies, as I have not figured out how to stop ponies from trying to stockpile errant laser bolts. The laser bolts weren't really effective anyways (The protectoponies are more dangerous in melee), so there won't be much of a consequence to this. The sprite-bots will still have them, as they fire less frequently and so provide only a small amount of job cancellation messages.

Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Zangi on January 16, 2013, 01:57:54 pm
>Actually, the Stable entity is the entire Stable-Tec corporation, with individual sites being considered individual Stables with their own overmares (mayors), and all in established contact with Stable-Tec corporate leadership (Who show up in legends). While this comes into conflict with the established canon of individual Stables being on their own, with little to no contact with the others, setting up Stable entities like that would drastically limit migration (Due to the low populations of individual Stables) and leave no leadership positions like nobility (As the highest position would be the overmare).

Dang, there goes my idea on it.  Heh.  But when you lay out the facts, yea, guess that is how it works under DF.
Title: Re: Fallout: Equestria (v0.95 beta) Feather and Flame
Post by: Lycaeon on January 16, 2013, 01:58:13 pm
Version 0.95b beta has been released with numerous bugfixes and new features. Flow charts depicting the new and old industries will be added to the Workshops and Industries section in the coming days. The ASCII version has been delayed until tomorrow.

•   You can now research certain talismans, processing matrices, and spark batteries at the arcane/MAS research facilities.

     o   Requires blank data hologems, which can be produced from rough clear glass at the arcane/MAS gemcrafting stations.
     o   Produces a varying number of research data hologems.
•   Four research data hologems are required to turn a prismatic hologem (Made from diamond at the MAS gemcrafting facility) into a talisman design hologem.
     o   Performed at the arcane/MAS terminals.
•   Talisman design hologems are used at the arcane/MAS talisman forges to produce their talismans from varying combinations of arcane hologems.
•   This is another experimental system, so I will be collecting feedback to balance the gems required for future versions.
•   Fixed Unity and Talon mercenary invasion triggers. They should arrive and fight more consistently now.
•   Preparing a suit of power armor also produces a power armor calibration hologem allowing you to train a single pony to legendary armor user.
     o   Preferably the pony drinking the upgrade potion.
•   You can now repackage suits of power armor into boxes in case a power armor trained pony dies and you need to train a new pony for the suit.
     o   Unpacking it again for the training drink/calibration hologem will require new medical canisters.
     o   Scorpion power armor will also require new spark batteries.
•   Power armor manufacturing now also requires schematics in addition to the power armor processing matrices.
     o   Design notes may be obtained at the MWT prismatic forge by researching power armor boxes or broken power armor pieces for reduced yields.
•   Unicorn ponies can wear scorpion power armor.
•   Repairing frayed wiring, dismantling robot components, and building terminals have been moved to the electronics bench.
•   Firearms can be refurbished using chains/scrap parts and ammunition broken down for base components at the reloading bench.
•   Melee chain weapons can have their chains replaced at the workbench.
•   Refurbishing chain weapons requires steel or plasteel chains.
•   Scrap parts are no longer automatically processed into scrap metal.
•   Temporarily removed lasers from protectoponies while I try to figure out how to stop ponies from collecting errant laser bolts.
•   Opening ammo boxes now requires the mechanics skill, allowing quality levels.
•   The prismatic smelter now smelts specific ores.
•   Synthcola no longer considered an alcohol for the biofuel refinery.
•   Barrel cactuses now produce a wasteland water drink at the still.
     o   Water talisman fountains can produce an unlimited supply of this drink. (uses the brewing skill)
•   Spell targeting divided so that ponies will use weaker and stronger spells on the same targets.
•   Sensor modules can be manufactured at the RobronCo prismatic forge.
•   The bar and its reactions now use the brewing skill.
•   Bone BB pellets are now used to make bonemeal flux.
•   BB pellets have slightly improved penetration.
•   Bumped scrap smelting at the prismatic smelter to guarantee at least one iron bar.
•   Custom workshops have been sorted into categories, and workshops that exclusively use certain skills have those skills at the top of their reactions lists.
     o   Credits go to Meph for the concept.
•   Cyberdogs can gain skills but need to breathe.
•   Bumped clothesmaking to 60 for earth ponies, and removed intimidation boots from ponies in general.
•   Added woodcutting skill bonus to the scavenger talent.
•   Increased density of plasteel.
•   Removed radroaches and radrats from surface biomes, and radscorpions from subterranean caverns.
•   Increased yield of diamonds from the grinder for prismatic hologems.
•   Increased yield of gems from the grinder for basic hologems.
•   Power armor drink physical bonuses changed to static boosts.
•   Removed spark batteries from reactions that don’t deplete them.
•   Moved power armor repair to the armory.
•   Moved battle saddle crafting to the craftspony’s workshop.
•   Reduced the number of teeth belonging to generic creatures.
•   Perk system has been delayed until next version.

As always, enjoy the update and let me know if there are any issues!
:)

I will be heavily occupied by work over the coming weeks, so future updates will arrive at a slower pace.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 16, 2013, 02:06:30 pm
> Heh Mak, neither of the two castes you mentioned are redundant.
Well, OK, but I still don't want classes I have no use for whatsoever. Your stables are basically big farms, but I don't need more than 3 farmers. Well, maybe 5 so long as they are also haulers. My "smiling flowers" go into the military anyway - I have no other use for them and maybe they can cheer up the rest of their squads, or something. 
In any case, with so many castes, you'll always have overabundance of some and lack of others and giving us redundancy on top of that is itself redundant.

> > Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.
> Sorry, but no.
It is a good idea, but I can live without it.

> In other news, I'm removing lasers from the protectoponies, as I have not figured out how to stop ponies from trying to stockpile errant laser bolts.
So they're even weaker now? A good salvo from protectorponies and turrets could keep some animals at bay at least. And there weren't even that many laser bolts, at least in my experience. Do the protectorponies at least get a pistol, like the turrets? They should have some kind of ranged weapon.

EDIT: Oh, wow. An update. It looks good, but most of this stuff comes into play mid to late game, so I'd have to play for a few days to test it. I might have a look over the RAWs, but I have some other things to do first.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 16, 2013, 02:11:21 pm
Excellent, gives me a good reason to start a new stable going by the caste lists.
Things will either be insanely effective or horribly sluggish.

Solid copy on EP clothesmaking, intimidation bonus removal and unicorn scavenger, will get around to it later/tomorrow.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 16, 2013, 03:56:48 pm
Downloading, guess I can try to go long term.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 16, 2013, 04:08:37 pm
Good timing, I was just starting a new fort.

A couple things:
CLOTHESMAKING and GEMCRAFTING training hologems are both valid open crate results and can be copied with the new features, but have no use. I believe you forgot to add in training reactions for clothesmaking, dyer, weaving, cutgem, and encrustgem.
The same goes for the high society training hologem, but I have no clue what it would be used for.
A set of gems/reactions to train carpentry, masonry, stonedetailing, and the crafting skills would be nice.

The swim reaction in the fountain requires a boulder still, maybe make it require no reagents and produce a training boulder?
Also, the philosopher garden reactions just add flavor. Maybe make them training boulder producing as well?

I really suggest altering the biofuel reactions to use 1 oil = 1 canister as the base ratio, that way it respects oil stack sizes leaving only alcohol as a possible inefficient reaction.
5 tallow/1 oil/5 alcohol = 1 biofuel
1 flamerfuel = 5 biofuel
1 biofuel = 1 coke
10 biofuel = 1 flamerfuel

Scrap produces every normal metal except nickel, bismuth, silver, and gold. Silver and gold are easily added with a tiny chance, just assume some scrap includes old jewelry. And nickel/bismuth could be added with zinc's chance, just for completeness.


My new fort should be interesting, I learned a lot about getting robots upgraded and getting magic going with my last fort so fewer mistakes shall be made.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Indigo_Surprise on January 16, 2013, 04:46:19 pm

Also, the philosopher garden reactions just add flavor.

They train certain skills, what those skills are I don't know.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 16, 2013, 06:45:56 pm
The reactions are for concentration, situational_awareness (observation), and judge intent, but they lack products so they give no XP.
Reactions give XP based on the number of items created, which is why the training stone is needed for the hologem skills and armor training, it's a product that evaporates so you get the skill up but no item to deal with.

Just take a look at the reaction_armory.txt entry for train_armor_legend. It gives 1000 training boulders as a product per reaction. Same result as running the normal armor training reaction 1000 times, but in a fraction of the time.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 16, 2013, 07:00:56 pm
A question: What has been people's experiance with Hellhounds? I planning to try a Evil biome, and was wondering how others delt with them. Can they take out ponies in steel armor with there claws?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 16, 2013, 08:23:52 pm
> I believe you forgot to add in training reactions for clothesmaking, dyer, weaving, cutgem, and encrustgem.
That I did. I had another workshop in mind for them, but then forgot about it when planning out the training reactions. I also overlooked the Fountain and Philosopher's Garden when implementing the training boulders. Thanks for catching all this! :)

> A set of gems/reactions to train carpentry, masonry, stonedetailing, and the crafting skills would be nice.
Because of the expense of the required training simulators, the creation of hologems was reserved for skills valuable to the war effort or those specifically requested by the Ministry Mares (For example, the clothesmaking and gemcrafting hologems are found in the crates belonging to Rarity's Ministry of Image).

> I really suggest altering the biofuel reactions to use 1 oil = 1 canister as the base ratio, that way it respects oil stack sizes leaving only alcohol as a possible inefficient reaction.
These are good ratios. I've noted them down in the development list.

> Scrap produces every normal metal except nickel, bismuth, silver, and gold.
I only included metals that had military/technological uses (Aluminum will be used for manufacturing civilian robot models). Any trace metals would be lost in the smelting process.

> Can they take out ponies in steel armor with there claws?
Yep. ;)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 16, 2013, 10:19:36 pm
Workshops and Industries

Guidelines

•   Setting up your salvage industry should be your main priority, as the items gained from salvage will aid greatly in both early survival and the later development of advanced technology.
•   Numerous buildings require toolboxes. It is recommended you bring a number of these upon embark, though they can also be made at the metalsmith's forge and salvage yard.
•   Large quantities of coiled wiring are used by both buildings and reactions, and can be made from copper bars at the smelter should you run low.
•   Powered buildings require power talismans, which may be found in Ministry or Industry crates. They are rare, however, so use them wisely.
•   Advanced buildings require terminals, which can be constructed at the Electronics Bench.
•   Workshops that upgrade creatures (Indicated by parentheses in the reactions) require you to pasture or station that creature adjacent to the workshop before running the reaction.
          o   Don't pasture/station them inside the workshop, or they may become stuck when the reaction is run.
          o   Large workshops require the creatures to be pastured closer to the position where the reaction is run.
•   Due to bugs in the DF stockpiling system, workshops will only recognize reagents in stockpiles/workshops that are nearby and not in a different burrow. Plan your layouts accordingly.
•   All salvage and technology items are classified as either tools or toys in Finished Goods, with item-specific material designations located under stone types in the stockpiles.
Spoiler (click to show/hide)

Salvage Processing

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Resources

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Training

Spoiler (click to show/hide)

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Conventional Weapons and Armor

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Prismatic Manufacturing

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Robotics

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Arcane Sciences

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Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 17, 2013, 12:14:46 am
Because of the expense of the required training simulators, the creation of hologems was reserved for skills valuable to the war effort or those specifically requested by the Ministry Mares (For example, the clothesmaking and gemcrafting hologems are found in the crates belonging to Rarity's Ministry of Image).
Ahh, I see.

I only included metals that had military/technological uses (Aluminum will be used for manufacturing civilian robot models). Any trace metals would be lost in the smelting process.
Bismuth bronze is a weapon metal, and a nation at war probably wouldn't pass up an alloy that stretches the yield of bronze by 33%.
Nickel may not have a stock DF use beyond metalcraft fodder and nickel silver, but a nickel+steel alloy http://en.wikipedia.org/wiki/Maraging_steel is reportedly stronger/tougher than steel at the cost of it's edge holding ability. Could easily add it as an alloy better for armor but worse for edge weapons.
Gold and silver both have technological uses as well. They're both better conductors than copper, silver is used in RF devices and optics, and gold is of course used heavily for short chip interconnects. I don't think anyone would object to them being added as requirements for things like processing matrices and sensor modules.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 17, 2013, 03:41:40 am
> Biofuel rates
If I could make 1 biofuel out of 1 oil, I would just spam synth-reeds. Note that it takes 5 synth-reeds to make 25 alcohol, that makes 1 biofuel, but 1 synth-reed to make 1 oil. I would need to play to get a "feel" for this, but reducing the oil requirement per biofuel to 4 or 3 could be a good idea, because that way going through the screw press would be more efficient. Otherwise it is better to just make thousands of alcohol from all kinds of plants and biofuel from there. NVM, this was accounted for in Neowulf's proposal.
I disagree with so much tallow to make 1 biofuel. It takes a while to process it and the most I ever had was less than 200. All the alcohol the stable produces is fairly weak and it should take less tallow than alcohol to make biofuel. How much tallow should I need to make a flamer canister anyway? 50+ is too much. 10 is too easy. 20-30?
I would also prefer a better conversion rate between biofuel and flamer fuel canisters. Maybe not 1:1, but almost. Not that it matters that much, people will either use flamers and produce their own canisters or skip them and convert flamer fuel to coke.

> > A set of gems/reactions to train carpentry, masonry, stonedetailing, and the crafting skills would be nice.
Well, if not training holo-gems than some other kind of training reactions for crafting would be nice. Such as "waste 1 material, produce 7 evaporating boulders, learn skill 4 times as fast".

> Scrap produces every normal metal except nickel, bismuth, silver, and gold. Silver and gold are easily added with a tiny chance, just assume some scrap includes old jewellery. And nickel/bismuth could be added with zinc's chance, just for completeness.
I disagree with this. Firstly because those would only ever be trace elements. Secondly because you can make alloys out of ores at the smelter / magma smelter. With an "everything" ore, you could spam things like rose gold, which is ridiculous. Lycaeon likes patching up exploits like this.

How about moving all ammo-related reactions to the Reloading Bench? It would un-clutter the prismatic forge a bit... ah, right, you need fuel or other source of power to make bullets. Not a problem with Gunsmith's Forge, but Prismatic smelter doesn't need fuel.

Since skill gain depends on the number of items produced, copper / aluminium goblets is a good way to train up a munitions pony.

Philosopher's garden trains concentration and observer among other things, which seem to influence the number of XP gained from military demonstrations. I think observer also helps spot ambushes.

I know it isn't even remotely possible, but it would be great if coiled wiring could be built into floors and walls and transmit electric power and data. You could build things like a maneframe with 40 terminals.

EDIT: It would help if either the VR simulator or the Armoury trained Dodge.
Maybe we should get 2 upgrade slots: 1 for Power / Scorpion Armour, one for minigun / flamer battle saddle? But that would screw up the assassin class.

EDIT2: I updated the military training section of my guide.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 17, 2013, 06:02:44 pm
I disagree with this. Firstly because those would only ever be trace elements. Secondly because you can make alloys out of ores at the smelter / magma smelter. With an "everything" ore, you could spam things like rose gold, which is ridiculous. Lycaeon likes patching up exploits like this.
Billion, bronze, brass, electrum, and pewter are the only alloys listed as smeltable with ores only. Adding gold and silver to the ore probability would allow spamming scrap to billion and electrum, but would that really be overpowered since you lose out on the iron/copper/aluminum?
Also, I forgot about lead and platinum. Lead should be part of the ammo industry but the game thinks lead makes terrible metal for projectiles so there is no point. As for platinum, the only use I can think of would be as a catalyst in chemical reactions, though nothing particularly relevant.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 17, 2013, 06:50:50 pm
ASCII version is up. I made a few changes to switch the odd looking shrubs back to their ASCII forms, something I missed in the previous version. Enjoy! :)

> Biofuel conversion rates
5 tallow/1 oil/5 alcohol = 1 biofuel
1 flamerfuel = 5 biofuel
1 biofuel = 1 coke
10 biofuel = 1 flamerfuel

Neowulf's rates appear reasonable to me. I never intended tallow to be an efficient source of biofuel, merely an option for those overseers wishing to deal with excess amounts of it. The reduced yield of biofuel from flamer fuel is due to the need to concentrate biofuel to create a sufficiently flammable liquid, losing liquid volume in the process. My only caveat is the low oil conversion rate...I would rather not have a Stable's fuel needs be filled by a few plots of synth-reed. I'll play around with the numbers later.

> Well, if not training holo-gems than some other kind of training reactions for crafting would be nice.
I'll consider it, but the cutie marks for those labors are rather common as well.

> Adding gold and silver to the ore probability would allow spamming scrap to billion and electrum.
Making brass and bronze from scrap ore is already barely acceptable, and only because those metals have established uses. Scrap metal comes from the ruins of Equestria's cities, and so will contain the metals used in city and transportation infrastructure. Bismuth, gold, silver, and platinum are not among those metals.

> I know it isn't even remotely possible, but it would be great if coiled wiring could be built into floors and walls and transmit electric power and data.
A good approximation would be a large maneframe workshop that requires numerous terminals, coiled wiring, and other components. However, these maneframes would have very specialized uses, and while such uses are planned, we're still far from that stage in development.

> It would help if either the VR simulator or the Armoury trained Dodge.
Noted. I don't know why I didn't include it earlier.

> Maybe we should get 2 upgrade slots
At the moment the only way to know what a pony has is its name change. Maybe if Dwarf Therapist listed syndromes for ponies...but for now each pony can only receive one.

> I updated the military training section of my guide.
Thanks! :)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 17, 2013, 06:57:25 pm
This caste is racist, earth ponies are already at a major disadvantage skill gain wise and then this keeps popping up when I browse the castes.

Spoiler (click to show/hide)

Updated it earlier today with the new clothesmaking, intimidation and woodcutting minor changes.
It was just for the shared skills that you changed intimidation right? Or was it changed all across the board?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 17, 2013, 07:00:04 pm
It's a rare caste, and besides, what did you think Fluttershy was? ???

Intimidation is a shared skill...all ponies will have it at 100 unless they have a talent that affects it.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 17, 2013, 07:17:40 pm
...a big pegasus jerk?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 17, 2013, 07:46:51 pm
Encyclopædia Magika

DISCLAIMERS: Since I have collected every spell in the mod (future spells not included for obvious reasons), this contains spoilers. Read at your own discretion.
This only contains magic related information. It does not contain all offensive/defensive interactions used by creatures in the mod.
THIS GUIDE IS NOT COMPLETE. More will be added as time goes by.

Spoiler: "Basic" Information (click to show/hide)

Spoiler: Magical Cutie Marks (click to show/hide)

Spoiler: List of all spells (click to show/hide)

Spoiler: Gems (click to show/hide)

Spoiler: ANTIMAGIC Creatures (click to show/hide)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 17, 2013, 10:25:07 pm
Good job P(ony)SI, linked your post in mine for reference.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 18, 2013, 02:21:42 am
> My only caveat is the low oil conversion rate...I would rather not have a Stable's fuel needs be filled by a few plots of synth-reed.
1 Synth-reed already can be converted to 1 oil or 5 synthcola and the rates to convert them to biofuel are the same. Personally I'd rather go the alcohol route than the oil route in any case, because I need drinks anyway. You just have to keep the rare Sparkle Cola Rads away and that's it.

> > Well, if not training holo-gems than some other kind of training reactions for crafting would be nice.
> I'll consider it, but the cutie marks for those labors are rather common as well.
Good point. With the upcoming update to Dwarf Therapist they'll also be easy to find.

> This caste is racist, earth ponies are already at a major disadvantage skill gain wise and then this keeps popping up when I browse the castes.
Lol, I disagree. Besides, those are rare and the only good things there are: Observer, Diagnosing, Wound Dressing, Viewrange 30, Cleric Apprentice, Antimagic Apprentice.
I'd rather keep castes like this one than get a taste of your proposed hairdressers and other military fodder.
Besides, I could understand "Earth Pony wannabe", but "a racist jerk"? It is impossible to come to such a conclusion. 

Fluttershy was supposed to be an Earth Pony and Pinkie Pie a Pegasus, which would make a lot of sense. Granted, we wouldn't get the "Yay" and Hurricane Fluttershy, but there would be other jokes.

The magic guide is less than adequate. It doesn't say what spells are mutually exclusive. It doesn't even have durations and cooldowns, depending on who's casting it. That makes it even more incomplete then Replica refusing to put cutie mark descriptions along with caste descriptions in his caste guide and mocking me for even telling him to. Destruction spells lack their severity. With all this said, there is enough information in there for this to be useful, but there is much room for improvement. 

Wow, there's a lot of creatures with some level of resistance to magic. Too many in my opinion, but it won't make such a big of a difference. By the time anyone has spells, the security should be ready to handle such threats without them.

"Apprentice level ponies will just learn spells from their school faster." No, apprentice+ get progressively better versions of the same spells. According to Lycaeon they can also learn one additional school of magic, but I haven't been able to find how this works in the RAWs and didn't do any tests.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 18, 2013, 03:32:09 am
"Thank you Replica & PSI for volunteering to do something important that I myself can't be arsed to do at all!

Also I understand why you can't follow my every whim, after all PSI just posted his work and Replica has many other things to do aside from babysitting me and tending to his post!
I'm sure that they will gradually update and improve their posts as the days pass and maybe even implement some of my suggestions if I am not acting like a total dickwad about it!
But you know guys, consider my suggestions, I know that not all of them are good and understandably you don't have the time to scour through all the cutiemarks and the entire creature_pony file to implement my cutiemark suggestion, but that's alright, because if it bothers me all too much I could just do it myself and help contribute instead of being a bitch about it, right?"


I appreciate your feedback and all Maklak, but god damn, calm your tits. :\
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 18, 2013, 08:11:42 am
Quote from: Maklak
The magic guide is less than adequate. It doesn't say what spells are mutually exclusive. It doesn't even have durations and cooldowns, depending on who's casting it.
Yes, I can acknowledge that. I had only two days to make this, the first day being completely ruined because I didn't save the text.
...Mutually exclusive? Wha?
I would have posted the actual spell interaction, but it would end up cluttering the post.
Quote from: Maklak
Destruction spells lack their severity.
You're spellist! The guide doesn't mention any of the spells' severities, and you only focus on Destruction!

Quote from: Maklak
Wow, there's a lot of creatures with some level of resistance to magic. Too many in my opinion, but it won't make such a big of a difference. By the time anyone has spells, the security should be ready to handle such threats without them.
In this mod, all the creatures in which the spells would be most useful against are immune to it. Simple logic :P
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 18, 2013, 09:55:36 am
OK, Replica, I'm standing down. One of us should and I don't want this argument to escalate further. Besides, I can search castes by descriptions just as fine as I can by cutie marks. It is just that it would be convenient to have both.

> ...Mutually exclusive? Wha?
Hm... OK, I take that back. In 0.88 destruction spells were mutually exclusive and only one could run on a victim, so I argued that it isn't worth it to have Pain. By the looks of it, now each spell only checks if the same spell is running, so my bad.
Oddly, Bind and Paralyze don't even check if they are active for the same creature, so it would seem they stuck with themselves multiple times. NVM, I missed the tags. Both Bind and Paralyze have up to two variants and each of those variants checks for itself, so at most a creature can be under one each of: BIND, BIND_OFFENSE, PARALYZE, PARALYZE_OFFENSE.
Ah, "Rage" and "Disorientation" Illusion spells are mutually exclusive, but you probably don't want them running at the same time anyway.
Hm.., Steadfast Ward gives SHIELD_ADEPT, which means resisting most hostile magic. That's in addition to damage reduction. Nice.

Here's what info I'd find useful, using "Bind" as an example:
BIND and BIND_OFFENCE are copies of each other. They both lower Speed, Agility, Kinesthetic Sense and all Skill rolls to 50% for the duration of 150 TUs. Multiple binds can run on the same creature and they stack. 
A normal Unicorn (MAGIC_NOVICE) can do it once per 288 TUs at a range of 2.
Magic Apprentice and Alchemist (Alteration?) Apprentice, as well as Adepts in other schools can use one BIND and one BIND_OFFENCE once per 288 TUs, so in practice they will use both and pin down their target harder. Their ranges are 2 for BIND and 3 for BIND_OFFENCE.
Finally Alchemist (Alteration) Adept and Magic Master learn the strongest version. They can BIND and BIND_OFFENCE once per 144 TUs each at ranges of 3 and 4, respectively. This means they can chain-cast it and keep their enemy pinned.

For other schools of magic there is generally at least the restriction not to cast the same spell on the same target until it wears off, so ponies who could do that, will instead cast their spells on two targets.

> In this mod, all the creatures against which the spells would be most useful against are immune to it.
When the assassin class comes around, I predict that it will be able to hide and insta-kill up to a Spell Ranger from very close once a week, but the really dangerous things will be immune. Still, that is a nice, cheap upgrade for expendable line troopers.

I added a section on defensive architecture to my military guide.

When it comes to Time Dilatation and Time Stop, TD can be used once per 2 days and TS once per 7 days, so in practice they will both be used once per combat. One of them will be used, then EXHAUSTION effect will kick in, reducing the Pony's speed and 300 TUs from the beginning, the second spell will be used, again causing EXHAUSTION. I don't have much of a problem with it in case of Time Dilatation, because I think it pays for itself in terms of total actions during those 300 TUs, but TS only works for 20 TUs, then leaves the pony exhausted for almost 300. I still don't think TS is worth it.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 18, 2013, 01:03:11 pm
Current fortress... over 100 ponies now.  No mass die-outs due to starvation or dehydration this time around.

Random Highlights:
Got me a vampire pony.  She is my defacto carpenter of forever and ever alone... and I have so many ponies now.  Usually they die as fast as they come in, due to the above mentioned problems and/or plain ol invaders.
One of the stable caravans got ambushed and crushed at the edge of the map by slavers or something.
Minotaur boss finally breaks down one of my doors and curbstomps a pony trying to get outside.  Minotaur boss ends up fighting a Mr Hooves, they were practically equal... my +30 recruits made quick work of it while it had its attention on the Mr Hooves.  Before then, Minotaur Boss was doing the Benny Hill loop with some random pony outside.
Necromancer set fire to half the map.  It freed... and burned a buncha invaders that were in some cage traps.  The ambush, minotaur and the necro were all on the map at the same time.
I am the proud owner of +15 thieves/snatchers and roughly the same in invaders.  I don't know what to do with them.
I've bought 2 slaves and they've ended up starving or something before I remembered to do anything with em.  Well, I was half way to getting the 2nd slave out of the cage...
The dust cloud of barfings is more dangerous this time around or something.  Had one taking forever to do surgery/chop off infected skin from one of my more important ponies, rotting all over the body... still only scraping off the right cheek when she finally succumbs to infection.  I just only remember the pony deaths relating to this being caused by choking on their own vomit... cause ponies too busy dying in droves. (No water or food.)

I'm just waiting for something superbly catastrophic to happen anyday now... time to build up a stocked up bunker area.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 18, 2013, 02:39:31 pm
PSI, I'll put up your magic guide once I've completed the flowchart revamp of the Workshops and Industries. Thanks! :)

> You just have to keep the rare Sparkle Cola Rads away and that's it.
Certain drinks like sparkle cola aren't considered alcohol for the purposes of the reaction, so no worries there.

> In this mod, all the creatures in which the spells would be most useful against are immune to it.
It's more like an ordinary unicorn's magic is too weak to affect stronger creatures.

> Oddly, Bind and Paralyze don't even check if they are active for the same creature.
The two spell types and their offense versions do check for themselves, so each creature can only be affected by one bind and one paralyze at a time.

>  TS only works for 20 TUs, then leaves the pony exhausted for almost 300.
The dramatic speed increase lets the unicorn do much more within that time frame, but perhaps I'll increase it.

> Current fortress... over 100 ponies now.  No mass die-outs due to starvation or dehydration this time around.
Vampires and necromancers are disabled in the custom Equestria worldgen, so you're probably using the default Create World. That's well and good...though I may have to fast forward some parts of development if people want FoE-adapted versions.

I guess I should give slaves NO_EAT and NO_DRINK, so they can survive until you get around to turning them into robobrains. :P
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 18, 2013, 03:53:45 pm
> > Oddly, Bind and Paralyze don't even check if they are active for the same creature.
> The two spell types and their offense versions do check for themselves, so each creature can only be affected by one bind and one paralyze at a time.
I checked again and... yes, you're right of course. I missed the [IT_CANNOT_HAVE_SYNDROME_CLASS:BOUND] because I expected those to be lower. I partly fixed my previous post. Once I'm close to understanding how spells work, the system looks quite elegant.

I tried to look up more spells on the forum, but they were mostly things like "ice shards", similar to what you already have for destruction.

> >  TS only works for 20 TUs, then leaves the pony exhausted for almost 300.
> The dramatic speed increase lets the unicorn do much more within that time frame, but perhaps I'll increase it.
To me this is something of an all-or-nothing situation. The Unicorn will act once per 1-2 turns for 20 TUs and possibly overwhelm the enemy all by himself, but if not, you're looking at 280 TUs of partial vulnerability. This is a top-tier spell and most stables won't even get a Unicorn who can learn it or be willing to sacrifice all the resources (including a perfectly good Time Dilatation hologem) to make the Time Stop hologem. I was thinking more along the lines of reducing the exhaustion, but increasing the duration would be good too. For the effort it takes to get it, it should outshine Time Dilatation by far, especially that casting it once a week effectively means once per combat. Even if you were to bump it to 50 TUs, at most there would be one or two Unicorns per stable capable of casting this, and by the time a stable scrambles together the resources to get this spell, it won't tip the balance all that much in favour of ponies.

> I guess I should give slaves NO_EAT and NO_DRINK, so they can survive until you get around to turning them into robobrains.
In-fluff we can just pretend they are being fed scraps from the dining room :P
In-crunch it would be very helpful and it's not like unsorted slaves will eat and drink enough to make any difference. As of now, I can probably pasture them over grates over my reservoir and close to a food stockpile and they'll be OK while I spam the reaction to free them or wait for a pony to get thirsty and give them "a free upgrade". (That was a joke. In Doctor Whoves, Cyberponies are ponies who got a "free upgrade".)

> Books.
I don't know. On one hoof a library would be kinda nice and we already have paper, but it has its uses, if only for speeches, spell research and music. On the other once we have hologems, books seem kinda superfluous. On the third there are hardly any worthwhile books left after MoI is done with them. Plus as Lycaeon stated, crafting cutie marks get massive bonuses to learning rates anyway, which makes training of non-essential skills partly redundant. I abstain.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 18, 2013, 04:06:45 pm
Yeesh I'm slow...

Books.
Training hologems are pre-war technology, and as such only war relevant skills are found on them. But what about regular old books?
Using the hologems as a template, it would be simple to add pre-war books to salvage with a desk building to read them in and a paper based production chain to copy and create new ones.
New books could be created through a long process of writing research notes using the relevant skill (paper scroll + skill = 50% chance of a note), and maybe some "field work" reactions that create syndrome boulders to harm the researcher in a relevant way (100% chance of atleast 1 note). Once you have enough notes you transcribe them onto a blank datagem and get a book template hologem, which can be used at a printer building with paper stacks to make a usable book.

Have books cover every skill and reading them trains with 1 training boulder. Then change the hologem reactions so they give 5-10 boulders per reaction, being a superior training method for the limited skills they cover.


There is precedence from the games, and this way you have a reason to cover all the non-wartime skills like plant gathering, carpentry, and masonry.

PS: Calling myself slow because I've been debating whether to take the time and create a custom simulator building that requires all the different hologems to build and makes all the trainings available reagent/hauling free. Books can do the exact same thing, thematically better even, as a library.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 18, 2013, 05:28:06 pm
>Vampires and necromancers are disabled in the custom Equestria worldgen, so you're probably using the default Create World. That's well and good...though I may have to fast forward some parts of development if people want FoE-adapted versions.
Actually, I edited your custom Equestria worldgen to add in a very small number of those things.  And made the world gen more of the embarks I like.  Many Bothans diedtweeks and rejections to get it right.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Graknorke on January 18, 2013, 05:42:37 pm
Anyone know why skills like security baton and all that aren't showing up in my embark skill allocation?

I'm not really sure why it's showing up with default skills.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Wilde Card on January 18, 2013, 08:18:20 pm
I have a question, I started a Stable once and about one month in, the ground outside my Stable burst into flames. It started in one spot then spread outwards, I was wondering if this was the mod or something completely different?
But aside from that I'm loving this mod, I'm still getting used to DF and I thought I'd challenge myself with it and it's great :D
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Kel the Oblivious on January 18, 2013, 09:04:40 pm
I have found that Mr.Hooves are some of the best early game defenders around.

The four I took with me at start, due to the antique bug and brought a good sum of them.

This far, they have repelled three swarms of reaver ghouls, even killed a pair of Minotaur reavers on their own.

Worth the 1001 points to bring, without a doubt.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 18, 2013, 11:38:29 pm
I have a question, I started a Stable once and about one month in, the ground outside my Stable burst into flames. It started in one spot then spread outwards, I was wondering if this was the mod or something completely different?
But aside from that I'm loving this mod, I'm still getting used to DF and I thought I'd challenge myself with it and it's great :D
Laser fire has a tendency to start fires. Learned that the hard way one embark when it started me and my robots in the middle of a feral dog pack. Lost the entire embark to a grass fire before I had a chance to do anything...

Though I did see a random fire start in the corner of my freezing tundra fort after I started it back up from a crash. Nothing around it, just the snow in the topleft corner catching on fire for a little bit.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 18, 2013, 11:48:28 pm
> I have a question, I started a Stable once and about one month in, the ground outside my Stable burst into flames.
I didn't intend for lasers to cause fires. ??? Yours may be isolated incidents (It's not something I noticed in any of my own Stables), but let me know if it happens more often, with the details. Thanks to you and Neowulf for bringing it up!

> Anyone know why skills like security baton and all that aren't showing up in my embark skill allocation?
The security baton uses the mace skill, the ripper uses the knife skill, the chainsaw the axe skill, and the chainsword the sword skill.

> Books.
I'm aware of the library systems some other mods have, but I've always been skeptical of being able to level up by reading (Especially as there's no limit to this...you could get ponies up to grandmaster on reading alone). The training hologems work differently; they're programs in simulators that create virtual worlds in which ponies actively train the skill. There's precedent for this even in reality; medical simulation technology exists for surgeons, and flight simulators train military pilots.

Of course, it's not complete yet...I haven't implemented the medical simulator from the Ministry of Peace, or the neural interface talisman that will be required by all simulators.

Edit: In trying to solve the problem of lasers/turret bullets causing job cancellation messages, the only solution I've found so far was to disable fat as a stockpile setting in food. The messages aren't terribly inconvenient apart from the spam and the occasional distracted pony, but in case you get annoyed, having no fat stockpiles is an option.

The only downside is that your regular fat doesn't get stockpiled, but this shouldn't be too much of a problem...you can put your soap workshops near your butcher's shops. With this in mind I plan to reintroduce lasers in the next version.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Kel the Oblivious on January 19, 2013, 01:51:03 am
Hurpadurp, very delayed double post, ignore me!
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 19, 2013, 12:22:58 pm
I'm aware of the library systems some other mods have, but I've always been skeptical of being able to level up by reading (Especially as there's no limit to this...you could get ponies up to grandmaster on reading alone). The training hologems work differently; they're programs in simulators that create virtual worlds in which ponies actively train the skill. There's precedent for this even in reality; medical simulation technology exists for surgeons, and flight simulators train military pilots.

Of course, it's not complete yet...I haven't implemented the medical simulator from the Ministry of Peace, or the neural interface talisman that will be required by all simulators.
Skill books have been part of the fallout mythos since day 1. http://fallout.wikia.com/wiki/Skill_book
Granted in game they are one use items, but that's because items are instant use and you only have 1 character to upgrade skills with.

And there is precedence in real life for book learning skills up to insane levels of ability as well. It just takes time, determination, and a good set of books.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 19, 2013, 11:44:59 pm
The skill books didn't give appreciable increases either. ??? In any case, I will consider a book training system, perhaps one piggybacked off actual reactions so that by sacrificing the product, you create study notes that can help other ponies gain the same experience. It won't be a priority...many important skills are covered by the training hologems, while the cutie marks for the remainder are rather common.

Apologies for the delay on the updated workshops and industries guidelines...I'm feeling a bit under the weather so I hadn't gotten around to finishing them today as I'd hoped. :( However, I'm still taking feedback on the flowcharts (http://www.bay12forums.com/smf/index.php?topic=118893.msg3957453#msg3957453), as well as any other suggestions for features you'd like to see. :)

Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: ZebioLizard2 on January 20, 2013, 03:40:38 am
I'd like to see the ability to create chem induced crazed ponies.

Whether it be through genetic modification (Ala, FEV and rads and all that), or strong, chem based reactions.  Always wanted to do some Enclave sort of experiments in my own groups once in a while.  :D
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Wilde Card on January 20, 2013, 05:41:48 am
Another thing I've found, is occasionally I'll have notifications telling me that a Glowing Unicorn Ghoul is no longer enraged, I've scoured the surface and found no traces of it, so I assume that it's from the caverns. I haven't breached them yet, so I thought I'd point it out
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 20, 2013, 04:33:17 pm
> I'd like to see the ability to create chem induced crazed ponies.

Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.

> Notifications telling me that a Glowing Unicorn Ghoul is no longer enraged

That's a vanilla DF bug; certain cavern announcements will show up even with the caverns unexplored.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Graknorke on January 20, 2013, 05:28:49 pm
> Notifications telling me that a Glowing Unicorn Ghoul is no longer enraged

That's a vanilla DF bug; certain cavern announcements will show up even with the caverns unexplored.
If I remember correctly, there was an amusing tale once of someone who got an announcement whenever a new baby was born into a tribe living in their caverns.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: ZebioLizard2 on January 20, 2013, 08:28:19 pm
Quote
Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.

Cool, can't wait for that then.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 20, 2013, 08:43:12 pm
Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.


By perchance, could this involve a, dare I say it, Flux/Taint/IMP industry?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Wilde Card on January 20, 2013, 08:45:56 pm
Oh, all right then.
I just had another fire, but it started from a Spritebot's laser missing a Bighorner so that's probably the problem I had earlier
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 20, 2013, 10:10:28 pm
In my 0.88 Stable, I was having trouble with my elite soldiers camping the VR terminals, so I just built ten terminals.

I think salvage is just a tad overpowered.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 20, 2013, 11:41:31 pm
> By perchance, could this involve a, dare I say it, Flux/Taint/IMP industry?
Oh yes...IMP technology has a whole page on the development list to itself. ;) But its prerequisites (for one particular thing, you'll need captured Enclave pegasi) are part of the later Ministry arcs, so it won't be released in the near future. As we're still on the Ministry of Peace, there are plenty of other features that take priority.

> I just had another fire, but it started from a Spritebot's laser missing a Bighorner.
I've reworked the lasers; a quick test Stable with an embark of a hundred gatling laser turrets spraying in all directions for thirty minutes didn't produce any fires. Suffice to say I think I've fixed the problem for the next version. Thanks for the assistance! :)

> I think salvage is just a tad overpowered.
Can you provide more details? Depending upon the source and Stable age, a large amount of good salvage may or may not be unusual (Your case would make sense if your embark was in an evil/savage area and you bulldozed the surface/lasted a few years). I balanced salvage with the late-game opponents in mind, though it's not finalized (I haven't received any feedback on the Unity).
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 21, 2013, 09:46:03 am
Purple Alicorn snatcher visited my outside roof... +20 level 1-5 fighter ponies, a ton load of random dogs, a few protectaponies and mr. hooves.  A few months in game time of dodge ball action and +5 casualties on my side.  Its a huge difference... when the Mr. Hooves can mess with many of the more dangerous singular creatures from my experience.
I remember a green alicorn going away much faster, but don't remember the details.  Maybe a cage trap.

Also, skill rust, I hates it so much.  I cheated em out. (Granted, some of those numbers are more generous then the default, if I remember correctly.)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 21, 2013, 04:32:03 pm
Lycaeon:

I have a question: Do you have any plans on making the Steel Ranger's playable? If not, would you mind/care if I whip up a playable version of them and post them here?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 21, 2013, 04:55:02 pm
Pokon, but with all the research trees already in place and planned, we are pretty much already playing as Steel Rangers. Well, not quite, but you get my meaning. We get all kinds of technology.

I never tried arena mode. Or rather I did, spawned a bunch of creatures and a bronze colossus won. I think you could use it to test Unity.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: KingofstarrySkies on January 21, 2013, 05:08:40 pm
Just found this mod. Downloading.
Why?
I don't know. Don't really like the show, but, I feel like I have to..........Why?
UP YOURS, THATS WHY!
STOP QUESTIONING ME!
GO TO THE UNDERWORLD!
I need to be put in a smooth gold room, with enough food for days......God whats wrong for me.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 21, 2013, 08:51:28 pm
Just found this mod. Downloading.
Why?
I don't know. Don't really like the show, but, I feel like I have to..........Why?
UP YOURS, THATS WHY!
STOP QUESTIONING ME!
GO TO THE UNDERWORLD!
I need to be put in a smooth gold room, with enough food for days......God whats wrong for me.
Why?  Because ponies.  No shame in that, especially when you get to kill em.  There are also slave ponies, but I've no clue how to work that angle yet.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 21, 2013, 09:17:36 pm
The RNG has had its revenge upon me for cheating.

I forgot to bring a toolbox on embark, so I modded the salvage reactions to create one. My ninja gunner singlehandedly killed a necro siege (twice - it reanimated), and then a giant radscorpion waltzed through the door, cut my protectapony into two half-protectaponies, and killed 3 people while my ninja blasted it ineffectually in the back.

Cue tantrum spiral.
*Facehoof*
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 22, 2013, 12:03:37 am
Zangi, were your alicorns sprited correctly? (As in the colors corresponded to their description) I added sprites for them in the last update, but since castes can't be given their own sprites, I had to do it by profession. As you've mentioned, I decreased most of the skill rust rates, so they aren't too bad.

> Do you have any plans on making the Steel Ranger's playable? If not, would you mind/care if I whip up a playable version of them and post them here?
No plans...they're less viable as a civ due to their low populations. You're welcome to make them playable, though it won't be an easy task as many of the mod's features were built upon the stable pony raws.

> Arena mode
While arena mode works in a pinch (The current Unity was balanced from arena battles), it's not the same as a developed Stable with killing halls and a kitchen sink militia.

> Just found this mod.
Hope you enjoy the mod, King! :) While your citizens may be ponies, the bloodshed and death of the wastes should be familiar to you as any dwarf fort.

> There are also slave ponies, but I've no clue how to work that angle yet.
You can buy them from slave traders and incorporate them into your working population at the Pony Rehabilitation Center workshop. In this version they can starve to death, so try to convert them quickly!

> The RNG has had its revenge upon me for cheating.
Pretty sure part of it was the evil savage region you embarked in. ;)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 22, 2013, 04:36:00 am
In the fancy picture version, I've so far only seen the 'purple' Alicorns.  The ones that can teleport around, but don't really, instead choosing to ninja dodge everything like a kung fu master...  They like to ninja in from the roof, the bastards.  They were pictured green.

Also, necro siege, bringing Griffons.  Arses are breaking down my front doors.  So does the Alicorn, but with the hatches instead.  The necros are also bringing in tons and tons of former stable ponies, which my ponies end up putting in my coffins.  The bastards.

EDIT: Latest Alicorn Ninja ran through my base to the front doors, where a Steel Rocket Ranger Scout was literally blowing up my doors and ponies.  Though, it acts more like a long ranged flame thrower...  They faced off and... the ultimate showdown was inconclusive.  They both died.  I figure the Alicorn smoked up, while the Steel Ranger bled out...

I also have some permanently 'burning' migrant ponies who somehow survived and their clothes didn't set on fireare somehow still alive... and their clothes have not set on fire.  Waterfall project is a go.


EDIT 2:
> You can buy them from slave traders and incorporate them into your working population at the Pony Rehabilitation Center workshop. In this version they can starve to death, so try to convert them quickly!
Technically, this may be more useful if the population had a much lower default cap then the 200.  I am flush with ponies that I hand-wave into military/fodder/generic/dangerous/hauling jobs by the time I hit 100.  I am super inefficient.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 22, 2013, 11:31:20 pm
> They were pictured green.
That's unfortunate...but then again, the lone alicorns are forced to be the thief profession, which is limited to a single sprite. Hopefully the ambushes will have matched colors. Thanks for the info!

> Technically, slaves may be more useful if the population had a much lower default cap then the 200.
I can make them breedable if you guys want more slaves than the caravans bring.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 23, 2013, 06:07:19 am
> I can make them breedable if you guys want more slaves than the caravans bring.
I don't know. It's not like you need many of them anyway. And once reformed / permanently enslaved they will marry and have foals normally. And slave foals will still take years to grow up. And the mothers will frequently give births. With them (presumably) being raped all the time it makes sense, but this may lead to overpopulation of slaves and especially slave foals, which is a problem in itself.
The only reason to have many slaves is spamming robobrains and if someone can do that, he might as well produce other kinds of robots instead, including cyberdogs, Macintoshes and upgraded Protectorponies. 
I vote no.

BTW, I'm working on a Linux version of this mod. I'm trying to include as many patches and utilities as I can.
EDIT: Well, dfhack and its plugins worked save for stonesense, but Dwarf Therapist didn't see the game. More tests tomorrow.

> using spaces didn't help either because the symbols didn't align properly.
They align if you use the BBcode "table". Spaces only work inside "code".
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 23, 2013, 09:11:05 am

In other news, was sitting with the caste post yesterday night doodling around, I tried adding the raw values next to the percentages, but it only ended up looking stupid and confusing, using spaces didn't help either because the symbols didn't align properly.
Gonna toy around with it later and see if I can figure out a neat readable looking format just for Maklak. Maybe.

> Technically, slaves may be more useful if the population had a much lower default cap then the 200.
I can make them breedable if you guys want more slaves than the caravans bring.

Yes.

Free slaves for everypony!
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Splint on January 23, 2013, 04:54:15 pm
Yay picture! Just felt the need to make a comment on that.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: KingofstarrySkies on January 23, 2013, 07:21:08 pm
Ive noticed something about the mod.
ITS HARD AS BALLS.
I can't wait until adventure mod stuff is out in, as I personally like it more then fortress mode, And I can safelt say that ITS SOOO HAAAARD! Mostly because I see gunner and im like, "Mine!"
Then I get a revolver, go to a bandit camp with my gun and knife, and get horribly slaughtered by guys with sledge hammers.
Because YAY.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 24, 2013, 01:16:50 am
> I'm working on a Linux version of this mod. I'm trying to include as many patches and utilities as I can.
That's very kind of you Maklak...to say that I'm appreciative of this would be an understatement. :)

> Slave foals will still take years to grow up.
Good point...no guarantee the Stable will even survive eight years. I'll put the idea on hold for now.

> Replica
Love the picture, as usual. :) The next update's going to add more nasties so the swarms of radscorpions (and feral dogs) won't be as ubiquitous as they are now. Oddly enough, the floaters were only moderately difficult to create compared to some of the other finished creatures, and I'm only 1/4th of the way through the list.

> ITS HARD AS BALLS.
Adventure mode isn't optimized yet - I haven't developed a crafting system (analogous to fortress mode salvage and research), modified the interactions system for single pony use, added difficulty tags to many creatures (Which can lead to hilariously !!FUN!! encounters), or even looked at a whole host of adventure-only fluff like creature sounds and NPC lore. There's only so much time available to mod, so I'm focusing on fortress mode for the time being.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 24, 2013, 03:00:09 am
Migrants come, despite the danger.

+20 of em show up, just before a dust cloud.  ... Then, ghoul pack bears down upon em.  Surprisingly, 11 of em survived....

(Found out previous fort had no slave traders... so ditched it.  Plus, I got tired of necro sieges pretty quickly...)

The fast roaming ghoul packs really do a number on the traders and the migrants...  made my start pretty hard and annoying too, had to savescum to survive the first season.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 24, 2013, 05:44:41 am
Linux vesion seems to be working, but I haven't tested it thoroughly enough. It is quite a big file.

Link for 098c: http://dl.dropbox.com/u/71287918/FoE_linux_098c.7z

Older version:
Spoiler (click to show/hide)

Release notes:

This is an attempt at a Linux version of Fallout: Equestria mod of Dwarf Fortress. http://www.bay12forums.com/smf/index.php?topic=118893

This edition is based on the Linux version of Masterwork Mod. http://www.bay12forums.com/smf/index.php?topic=98196

Executable: I included the patched version from Masterwork Mod. It includes these fixes:
- Destroying a wall empties the wood stockpile.
- Marksdwarves won't use training bolts unless combat bolts all used up.
- Weapon Racks do nothing - The fix-armory plugin and assign-rack script that go with this patch are in the included dfhack.
- "Long patrol duty" thoughts accumulate from all squad orders, including training.
- Hospital zone does not respect cloth maximums.

To run the game type:
$ ./dfhack


Tools included:
1) Dwarf Therapist. I've included Splinterz v19.3 from the Masterwork Mod with all the libraries bundled with it.

2) dfhack 0.34.11 r2 (http://www.bay12forums.com/smf/index.php?topic=91166.0) The included version comes from Masterwork Mod and has some additional plugins bundled in, most notably for sorting stuff (http://www.bay12forums.com/smf/index.php?topic=118001.0). There is also stonesense, but it lacks sprites for all the creatures introduced in this mod, including ponies. 

3) Isoworld (http://www.bay12forums.com/smf/index.php?topic=70700) It lets you see a nice graphical representation of maps exported from DF legends mode. To get them you need to copy your save, abandon and enter the legends mode. 

4) JDwarf (http://www.bay12forums.com/smf/index.php?topic=110671) It supposedly can change skills, much like Runesmith used to, so it may be useful for testing stuff. It requires java 1.7 to run and refused to cooperate with java 1.6.

5) Quickfort (http://www.bay12forums.com/smf/index.php?topic=35931) Lets you build things from CSV files. A Windows versios from Masterwork Mod is included, but maybe it works.

6) Soundsense (http://df.zweistein.cz/soundsense/) This utility reads the game log and plays sounds according to what happens. You need to download the sound pack (http://df.zweistein.cz/soundsense/soundpack.zip) for it, which is 200 MB. The sounds are suited for Dwarves, but not really ponies.



Additional testing is required, but for me:
* There is no sound, because I don't have the right version of OpenAL.
* Stonesense refuses to load, but it is picky under Linux. Plus we lack Pony Sprites for it anyway. 


Troubleshooting
** Dwarf Therapist is problematic to run. By default a process cannot read the memory of another process. To work around this you can either:
1) Disable it, but this has the downside that any of your processes, including malware will be able to muck around in other processes memory:
$ echo 0 > /proc/sys/kernel/yama/ptrace_scope
Or make it permanent by setting ptrace_scope to 0 in /etc/sysctl.d/10-ptrace.conf
2) Run Dwarf Therapist as root.
3) Install it properly on your system and run DT from your GUI.

At least some of these are needed in addition to g++ and QT.
$ sudo apt-get install build-essential libglib2.0-dev libSM-dev libxrender-dev libfontconfig1-dev libxext-dev
$ sudo apt-get install qt4-qmake qt4-dev-tools
$ sudo apt-get install mercurial
$ hg clone https://splintermind@code.google.com/r/splintermind-attributes/ DwarfTherapist

If you have done this before, you can just enter the right directory and type:
$ hg update

To compile:
$ qmake
$ make -j3
$ make clean

Then copy Dwarf_therapist from the "build/release" to the main Dwarf Therapist directory.
Finally, and this should take care of "Unable to connect" problem for you: 

$ sudo make install
After This you should be able to run DT from your GIU without ptoblems. Since in PonyTherapist you already have a pre-compiled version, this is really the only thing you need to do on your system.

4) Use a script that launches DF in the background, similar to this:
Code: [Select]
#!/bin/bash
cd $(dirname "$0")/df_linux
./df &

sleep 10
cd ../dwarftherapist/
exec ./bin/release/DwarfTherapist

5) $ setcap "cap_sys_ptrace=ep" DwarfTherapist
This will allow the DwarfTherapist executable to ptrace other processes but will not turn off ptrace protection for the rest of your system.


** The included version is prepared to handle any executable (more precisely the checksum check was cheated to 0x42bfcce6 for Masterwork exec, so if you aren't using it, you might need to copy from "etc/memory_layouts/linux" the file "v034.11m.ini".

** If the game crashes, it probably isn't the fault of the FoE mod as it is very stable under Windows. You can try switching around the executables in libs.

** "whenever I try to build something ("b"), the game just crashes." Set [TRUETYPE:NO] in "data/init/init.txt". Also experiment with PRINT_MODE, ARB_SYNC and VSYNC. Depending on the system, various settings work best here and you might be able to get a minor FPS boost out of it.

EDIT:
I've decided to stick with the patched executable from Masterwork mod and DwarfTherepist 19.3 bundled with all the libraries. This should reduce the file size considerable. I should upload a new file soon and edit the release notes. Is there any feedback for this in the meantime?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 24, 2013, 06:23:48 pm
Looks good! My own experience with Linux is nonexistent so I won't be able to do much more than put the link up in the front post.

The link will be to your post (For all the troubleshooting info) and as I upload new versions I guess you can replace the raws in the linux file.

Many thanks for this Maklak! :D

> The fast roaming ghoul packs really do a number on the traders and the migrants...  made my start pretty hard and annoying too...
That's fairly reasonable in the evil and savage zones, though with the bulk of the upcoming creatures being evil/savage the ghouls should become somewhat diluted.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Khenal on January 24, 2013, 08:11:41 pm
Found something interesting.  Unicorn slaves run wild in the first cavern layer.  I can only assume earthpony ones do as well, but I'm only looking at unicorns in my unit list right now.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 24, 2013, 08:48:19 pm
Found something interesting.  Unicorn slaves run wild in the first cavern layer.  I can only assume earthpony ones do as well, but I'm only looking at unicorns in my unit list right now.

Huh. Actualy, that sounds like a feature to me. Former stableponies? Cavern-dwelling tribals? Excaped slaves living out a brutal existance in the caverns?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 24, 2013, 08:57:39 pm
Tried abusing the pit-a-damn-ghoul-in-a-hole-so-I-can-go-outside-safely trick.  Sent out +40 ponies on a massive deforestation effort.  Forgetfully, I dumped more stuff on top of the ghoul, sending it +10 floors further down in the process.  A pack of ghouls came out up top... and massacred my scavengers, only 21 made it back alive.  A few were turned into ghouls themselves thanks to the clouds. 

Good stuff.  Yet, there is still more fodder for the next catastrophe.  Though... at half the numbers... the effort is slowed significantly...

Also, ghoulified ponies don't seem to be candidates for burial?


Found something interesting.  Unicorn slaves run wild in the first cavern layer.  I can only assume earthpony ones do as well, but I'm only looking at unicorns in my unit list right now.

Huh. Actualy, that sounds like a feature to me. Former stableponies? Cavern-dwelling tribals? Excaped slaves living out a brutal existance in the caverns?
Obviously, the savages need to be made civilized.  It would not reflect upon us well if we allow them to skulk about like that.

EDIT: Talon Company... they ambush in both Autumn and Winter?  Did not expect to see em around...  only 2 casualties in that incident.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Indigo_Surprise on January 25, 2013, 03:08:07 am
@ Pokon I approve of civilizing the strange cutie mark burning tribals.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 25, 2013, 03:35:47 am
> Looks good! My own experience with Linux is nonexistent so I won't be able to do much more than put the link up in the front post.
> The link will be to your post (For all the troubleshooting info) and as I upload new versions I guess you can replace the raws in the linux file.

Ah, I was afraid, you'd say that. I just wanted to seed your Linux executable, so you can update the RAWs as needed, but fine. I should upload another version later today. After that I won't have access to my Linux computer for a while, so I won't be able to do tests.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 25, 2013, 11:51:46 am
> Unicorn slaves run wild in the first cavern layer.
That’s a side effect of the workaround I used so slave traders could bring them. They should be rare, however.

> Also, ghoulified ponies don't seem to be candidates for burial?
Are the ghouls still alive? You need a body for burial, though if they’re dead and you still can’t bury them, a slab might work.

> Talon Company... they ambush in both Autumn and Winter?  Did not expect to see em around
I set the hostile factions to be active all year, though I’m thinking about changing that. Do let me know if you’re only being attacked by a single faction - it could be crowding out the others.

> I just wanted to seed your Linux executable, so you can update the RAWs as needed.
That’s fine too. I linked to your post as it contained a lot of helpful advice, but I can make a DFFD upload later, as it’s just a matter of replacing the raws.

Thanks for the feedback everyone! :)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 25, 2013, 12:51:39 pm
>Are the ghouls still alive? You need a body for burial, though if they’re dead and you still can’t bury them, a slab might work.
Dead as in my little ponies don't run from it anymore.  You can tell that they are yours (or some other ghoulified pony) if their color is anything other then green/yellow.  And yes, I know that some of those turned ponies are mine.
I should probably look into the slabs, might have to dredge up the body from my dumpmass graveyard to figure who is mine.  Or wait till the next fodder gets ghoulified.  I don't think I want to spend the next few in-game months killing the thieves/snatchers/scouts I dropped in that hole... then bringing up a ton of named bodies.

>I set the hostile factions to be active all year, though I’m thinking about changing that. Do let me know if you’re only being attacked by a single faction - it could be crowding out the others.
Ah, so it is totally randomized.  Yea, I've seen each of em over the course of time, so it seems to be working fine.

Apparently I have not triggered the Steel Rangers or Alicorns after 5 years, cause the ghouls and sometimes the attackers kill some of the traders.  The rest of the traders decide to stop trading and/or turn around and leave.  An alternate form of scavenging at least.

And three ghouls can curbstomp a were-thing invader.  Might be the radiation fart that the yellow ones barf out that made it an easy kill.  I don't want my melee militia ponies to ever get near those if I have the choice. 
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 25, 2013, 03:56:26 pm
With the addition of two letters and removing one, my latest forgotten beast's cutie mark coloration works awesomely.

"The forgotten Beast Drink Unholypoison has come! A gigantic news with lidless eyes. It has three long, hanging tails and it appears to be emaciated. Its a ripped out tongue hanging from a hook skin is warty. Beware its poisonous bite!"

Change the skin description to "Its ripped out tongue hanging from a hook of skin is warty.", and now the forgotten beast has some graphic battle damage.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Morhem on January 25, 2013, 04:33:59 pm
*Removed becouse stupid*
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: the1337doofus on January 25, 2013, 04:45:29 pm
Dear Radscorpions, Protectaponies, carp, Sprite-Bots, and radigators;

 GO TERRORIZE SOMEONE ELSE. PLEASE.

Seriously though, I hate all those things I just listed. Stupid wildlife.... 10 ponies. All of them dead because of animals/robots listed. >:(
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 25, 2013, 05:13:32 pm
>  Radscorpions, Protectaponies, carp, Sprite-Bots, and radigators
And once you get some nice defences up, the wildlife migrations switch to buzzards, bloatsprites, wolves and other harmless creatures. The frequencies are OK, but the RNG is funny like that.  ::)

> Might be the radiation fart that the yellow ones barf out that made it an easy kill. I don't want my melee militia ponies to ever get near those if I have the choice.
In 0.88 a single yellow ghoul killed off my security who could mop the floor with 3 squads of Steel Rangers, with half of them not even showing up for the fight. The melee ponies were too busy getting sick to fight back and the ranged ponies were engaged and killed even quicker. I complained to Lycaeon that the radiaton sickness is so severe. The answer was "working as intended".

BTW, I updated the archive and description for the Linux executable, but it appears that so far no one cares, because all the people liking this mod use Windows.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Graknorke on January 25, 2013, 05:19:35 pm
For some reason I am massively terrified of starting a new fort.
I can't bring myself to do it.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 25, 2013, 06:56:01 pm
>BTW, I updated the archive and description for the Linux executable, but it appears that so far no one cares, because all the people liking this mod use Windows.
Give it some time.  It is going to take awhile for word to spread and it hasn't been Linux friendly since the beginning.



EDIT:
I find a dead pony as I check the gigantic water reservoir project.  No hostile for miles.
First thought, something stupid like dehydration or starvation from carrying heavy rocks around has killed her.
I check the body and see its my record keeper and job organizer, Applewax.
My Initial Reaction: WTF how you die?!
Applewax has died of Old Age.
Next Reaction: Wut?  How old was she and that other old pony that died?

Checking raws: [MAXAGE:60:120]
... Most my ponies are at the nice age of around 30-ish.  How unlucky.

EDIT2: I got around 10 slave ponies running around drinking my water and possibly even eating my food, maybe.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 26, 2013, 01:48:08 am
> Apparently I have not triggered the Steel Rangers or Alicorns after 5 years, cause the ghouls and sometimes the attackers kill some of the traders.
They're population triggered as well at 110 ponies. The alicorns don't even have a trade trigger, in fact.

> Radscorpions, Protectaponies, carp, Sprite-Bots, and radigators
A small, well armed militia and a few robots do much to help survival in the first few months. After that, defensive Stable design (Killing halls, etc) and careful scavenging should limit deaths even further.

> I complained to Lycaeon that the [yellow ghoul] radiaton sickness is so severe. The answer was "working as intended".
Upon reexamination I agree, but the next lower radiation level is too weak. I'll probably give them an increased cooldown so once they've used the radburst you'll be able to kill them safely.

> For some reason I am massively terrified of starting a new fort. I can't bring myself to do it.
Loss (http://dwarffortresswiki.org/index.php/DF2012:Losing) is not something to be feared, but embraced. Watching a fortress you've cultivated over many years collapse within the span of a month due to a myriad of insurmountable forces can be just as exciting, if not more so, than the process of building it up. At least, I like to think that's why some of you choose to embark in evil/savage regions and get mauled by ghouls. ???

> I updated the archive and description for the Linux executable, but it appears that so far no one cares.
I concur with Zangi; you should give it more time, seeing as even the mod itself is quite young.

> How old was she and that other old pony that died?
Migrants are derived from the worldgen population and so can be of any age.

> I got around 10 slave ponies running around drinking my water and possibly even eating my food, maybe.
They won't require food/water in future versions, but for now you can always convert them to enslaved laborers.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: ZebioLizard2 on January 26, 2013, 06:06:34 am
Shoot a group of radscorpions, swarms more come! Gah, it's like no matter what I do I can never keep the surface clean. Time to wall the world!
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Wilde Card on January 26, 2013, 06:33:47 am
Currently I have a possessed Potter and he's muttering about Insightorbs, help?

EDIT: Nevermind, it was just the name of the native gold bracelet he was making
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 26, 2013, 07:10:39 am
As far as I can tell, the surface (and possibly) the caverns periodically run checks to see if new animals / monsters should be spawned. If the map is empty, something will migrate in. If there are (two?) groups of animals, nothing more will come until they are gone. So no, you can't keep the surface clean.
On work-around, which should make it into my military guide, is to trap some animals / radscorpions / non-pegasus ghouls in some pit, where they will be out of the way and won't be seen. Keeping them in cages doesn't count, it has to be in the open. That way the game will think the number of animals is at their limit and won't spawn new ones.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 26, 2013, 03:45:58 pm
Currently, the flow chart doesn't cover the magic research system too well. I finally found out how to copy hologems, but that was through random experimentation.

Two questions:
1. Can you copy a computer matrix or other computer parts?
2. Is there a way to produce silk without breaking open the caverns?

Also, my military is 9 gunner CM ponies led by a magic master Unicorn. Can I give the unicorn Scorpion Power Armor?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 26, 2013, 04:05:24 pm
Well, I have a self-dictated challange for myself:

Going to try and remake the Society from PH. Every Unicorn is getting some stupidly noblish title, and every earth pony is going to be treated like garbage. Going to keep the fort low-tech, and with a focus on underground farming up in a freezing biome. Then, when the time is right, the single entrance to the massive undergound complex is going to be sealed with obsidian and everything outside can rot.

Then, let my unicorns live like gods. :P
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 26, 2013, 06:45:28 pm
> Shoot a group of radscorpions, swarms more come!
The next update will mitigate this with some (relatively) benign creatures for non-savage/evil biomes.

> Currently, the flow chart doesn't cover the magic research system too well. I finally found out how to copy hologems, but that was through random experimentation.
Hmm...can you elaborate? While the explanations and reaction lists haven't been added to the flowcharts (I've been admittedly lax in finishing the new Workshops and Industries guide :-[), I'm always looking for ways to improve transparency.

> Can you copy a computer matrix or other computer parts?
Not yet, but they're planned.

> Is there a way to produce silk without breaking open the caverns?
A chemistry lab that you can use to convert biofuel into synthetic silk will be included in the drug industry update. For now, however, the caverns are the only source.

> Well, I have a self-dictated challange for myself
While I can't speak on the viability of your endeavor, I wish you luck! ;)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 26, 2013, 07:19:19 pm
Actualy, on that note, any chance for a list of soon-to-be-added creatures?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Khenal on January 26, 2013, 07:22:41 pm
The slaver caravan also tends to have a lot of silk.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 26, 2013, 07:51:11 pm
There's an incomplete list somewhere in the thread, but I'd rather not spoil the newer creatures.

Indeed, the slave trader caravans also bring silk. Thanks for pointing that out!
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: KingofstarrySkies on January 26, 2013, 08:01:47 pm
I've noticed that this is retardedly hard. Im okay with this. However, whats up with the delay after a gun firing?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 26, 2013, 08:16:10 pm
Indeed, the slave trader caravans also bring silk. Thanks for pointing that out!

Why shoulden't they? If your going to bind ponies to your iron-shod will, you should do it in style.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 26, 2013, 09:13:28 pm
Plywood shields... what category of stock is it?  There is no plywood/stone under armor.

EDIT: Project Wall the outside.  Success.  3x3 map.  Cause gorram Steel Rangers.  Now, project roof it is a go.  Maybe I should leave children locked up outside so I wouldn't need to spend a month or two of dodge action, with many casualties...

Also, this one pony, sitting outside the wall.  I opened it to let him in.   Had to wait for him to come inside, despite me making him burrow inside.  He finally comes in.  Then when some other pony comes to close the wall in, he jumps right past him, outside.  Fine, stay outside.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 27, 2013, 02:19:44 pm
> I've noticed that this is retardedly hard. Im okay with this. However, whats up with the delay after a gun firing?
Are you referring to fortress mode or adventure mode? While adventure mode is difficult, fortress mode shouldn't be if you're playing cautiously. In any case, the normal guns aren't automatic due to the nature of ranged weapons in DF, but you can increase firing speed with the gunnery skill.

> Plywood shields... what category of stock is it?  There is no plywood/stone under armor.
It may be considered wood, though I'm not sure. I didn't account for plywood as an armor material.

Development is progressing, albeit slowly, as modding time is scarce these days. :( I'm open to bug reports and suggestions in the meantime.

Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: KingofstarrySkies on January 27, 2013, 03:53:44 pm
> I've noticed that this is retardedly hard. Im okay with this. However, whats up with the delay after a gun firing?
Are you referring to fortress mode or adventure mode? While adventure mode is difficult, fortress mode shouldn't be if you're playing cautiously. In any case, the normal guns aren't automatic due to the nature of ranged weapons in DF, but you can increase firing speed with the gunnery skill.

> Plywood shields... what category of stock is it?  There is no plywood/stone under armor.
It may be considered wood, though I'm not sure. I didn't account for plywood as an armor material.

Development is progressing, albeit slowly, as modding time is scarce these days. :( I'm open to bug reports and suggestions in the meantime.
Yeah, I meant adventure mode, as I enjoy that just a bit more.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 27, 2013, 08:02:28 pm
(http://i.imgur.com/9rOXuPZ.jpg)
HOLY BUGREPORT, BATMAN!

After installing my Scorpion PA on my "very weak" unicorn, I realized that he dropped down to that level in all attributes. The reason?
The training drink for PA changes attributes, not adds them. Luckily, I had saved beforehand, so nothing lost. You might want to change that to
adding the attribute.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 27, 2013, 08:52:52 pm
After rechecking the raws I've determined the problem; the first number zero in STRENGTH:0:500 is the percentage change...essentially setting the attribute to zero instead of not changing it (It should have been 100). The second number is the boost, but now that the attribute is zero only 500 is added, setting the final value to be 500.

I missed this as I normally set attributes by the percentage setting and not the boost setting. The correct value should be STRENGTH:100:500, which keeps the attribute the same and adds an additional 500 points. Fortunately this only really affects scorpion power armor, as the steel ranger power armor values are STRENGTH:0:2000, which sets the value to 0 but adds 2000 points, which is still pretty high (though not as high as I'd intended).

You can hotfix this by editing the power armor interactions in interaction_mwt.txt file in your save raws. Here are the edited raws to replace the first three interactions in the file.

Code: [Select]
[INTERACTION:INSTALL_POWER_ARMOR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:CQC power armor]
[CE_DISPLAY_NAME:NAME:(PA):(PA):(PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:2000:TOUGHNESS:100:2000:ENDURANCE:100:2000:RECUPERATION:100:2000:START:0]
[CE_MENT_ATT_CHANGE:WILLPOWER:250:0:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:0:0:1:FREQUENCY:1000:2000:START:0:END:900]

[INTERACTION:INSTALL_POWER_ARMOR_MINIGUN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:minigun power armor]
[CE_DISPLAY_NAME:NAME:Minigunner (PA):Minigunners (PA):Minigunner (PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:2000:TOUGHNESS:100:2000:ENDURANCE:100:2000:RECUPERATION:100:2000:START:0]
[CE_MENT_ATT_CHANGE:WILLPOWER:250:0:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MINIGUN_INITIATION]
[CDI:ADV_NAME:Reload minigun]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:load your minigun battle saddle:loads the minigun battle saddle:NA]
[CDI:TARGET:B:SELF_ONLY]
[CDI:WAIT_PERIOD:600]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:0:0:1:FREQUENCY:1000:2000:START:0:END:900]

[INTERACTION:INSTALL_SCORPION_POWER_ARMOR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:scorpion power armor]
[CE_DISPLAY_NAME:NAME:(scorpion PA):(scorpion PA):(scorpion PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:500:TOUGHNESS:100:500:ENDURANCE:100:500:AGILITY:100:500:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:1:0:1:FREQUENCY:1000:2000:START:0:END:900]


It's not a significant bug, as it only is detrimental for scorpion PA (which you can wear without the training potion), so I may not release a patch until later.

Thanks for pointing this out tahujdt! :)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: the1337doofus on January 28, 2013, 09:52:54 am
I've had a really, REALLY Fun time while playing this.
I had one fort almost fall to brainbots, but I managed to save it by keeping my miners inside the stable; 5 out of the original 7 died. That fort lasted about two years..... then everyone went stark raving mad, berserk, or suicidal. It was survived by a baby unicorn who eventually got kidnapped while in the.. "care" (meaning the baby was watching him run around babbling inside the food stockpile) of the last living adult. Good god, this mod seems makes the game 2x more sadistic and murdery than vanilla dorf fortress.  :o
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 28, 2013, 10:10:06 am
I made a temp fix myself by changing it to 1500, and leaving it at that. So, can I have my leader drink the potion a second time, or am I screwed?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 28, 2013, 10:45:15 am
You only get one upgrade per pony, so you're screwed. Runesmith doesn't even work for this version and I don't know if JDwarf can change attributes. Still, military training raises attributes, so they will get better eventually, just not as good as they should have been.

> What about modding an alternative drink for that pony to use?  Then changing it back?
Oh, in that case, remove the check if the pony already has an upgrade and see what happens.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 28, 2013, 10:56:22 am
What about modding an alternative drink for that pony to use?  Then changing it back?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 28, 2013, 07:57:11 pm
> So, can I have my leader drink the potion a second time, or am I screwed?
If fixing the interaction didn't fix the leader's stats (Perhaps it can't be changed once it's applied), then go to [INTERACTION:INSTALL_SCORPION_POWER_ARMOR] in the interaction_mwt.txt file, remove [IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE] from it, and have your unicorn drink the scorpion PA upgrade potion again. While I'm not 100% sure this will work, if it does it lets you avoid having to mess with other upgrade interactions or drinks to fix the problem.

For this, your values should be STRENGTH:100:1500, etc., so you get an additional 1500 points on top of the 500.

> I've had a really, REALLY Fun time while playing this.
Let me know if you encounter any issues. :)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Indigo_Surprise on January 29, 2013, 02:38:29 am
Have dust storms been removed? Unlike the suicidal people, I don't play in savage or evil areas so I've never had to deal with radiation storms. So my last two embarks have all been in calm surroundings, and there've been rad storms. If dust storms have been completely replaced, fantastic. Now I don't have to go to the scarier areas and I don't have to be pissed about worthless dust storm alerts taking my attention away.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 29, 2013, 10:08:22 am
Have dust storms been removed? Unlike the suicidal people, I don't play in savage or evil areas so I've never had to deal with radiation storms. So my last two embarks have all been in calm surroundings, and there've been rad storms. If dust storms have been completely replaced, fantastic. Now I don't have to go to the scarier areas and I don't have to be pissed about worthless dust storm alerts taking my attention away.

There is a way to deactivate the annoying alerts for bad weather, masterwork has a feature like that, but it also removes the alerts for digging hot/damp tiles and whatnot.
No idea how that works though, you could try checking it out and reverse engineering it somehow.

Got to warn you though Timmy, no alerts for radiation storms WILL kill you.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 29, 2013, 01:16:40 pm
Actually... the yellow/green clouds are like gambling... chance that it is only small/negligible injuries, ghoulification or eventual death by rotting everywhere.  That last one is a pretty decent way to train surgery...

Unless the radiation storms are something else.  Then I've never seen one.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: the1337doofus on January 29, 2013, 01:28:50 pm
Quote
Got to warn you though Timmy, no alerts for radiation storms WILL kill you.

^That. I turned off all alerts because I was getting tons of "Blah dust storm blah" alerts, and a very large cloud of radiation made it's way onto the map......it hit my wagon, which everyone was still hanging around.... everybody got rotted, knocked out for half the year, and eventually died of thirst.  :'(
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Indigo_Surprise on January 29, 2013, 01:46:57 pm
Missed the point entirely. I was asking if dust storms have been replaced entirely with rad storms. I hated alerts for dust storms since they don't do jack shit.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 29, 2013, 02:07:37 pm
Missed the point entirely. I was asking if dust storms have been replaced entirely with rad storms. I hated alerts for dust storms since they don't do jack shit.

No.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 29, 2013, 03:56:37 pm
Argh, what happened with me? I read through the whole thread, and now i can't get a decent embarking team. I'm trying to roll one for the last three hours, but no, not even a few good enough ponies. My rule of thumb isn't that strict, give me four useful from the seven and I'm good to go. Reading the skill learning rates was a mistake. With all those cutiemarks, stats, and personalities the team just can't get good enough.
I guess I have to take the worst trash of the wasteland with me, and make it work.
Oh boy.

Did the last update change the frequencies of the castes, or am i just unlucky with the embark lottery?

Also in my last stable i had an earth pony mare who couldn't drop her synth-cola barrels. She got stuck with hauling them every time she got a drink.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Graknorke on January 29, 2013, 04:28:14 pm
I haven't really found that it matters too much about the CMs unless you're already used to optimising them.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 29, 2013, 07:53:30 pm
> On dust storms
I can remove them if there's a general consensus, as I do see how the notifications would be annoying for an insignificant threat. You can also edit them out yourself by deleting the last interaction in the interaction_region.txt. file (This requires a world regen).

Removing the actual alerts is possible, but impractical for the reasons Replica mentioned.

> I read through the whole thread, and now i can't get a decent embarking team.
I agree with Graknorke, for the following reasons:
A) Ordinary ponies are perfectly capable of handling most labors (Some fine-manipulation and magic-based skills (http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300) require unicorns).
B) The wasteland is an equal-opportunity death dealer.
C) Valuable talents are rare, and even if they do show up, see B).

Red Eye got that much right at least...a Stable is built upon the cooperation of all, not the talents of a few. Even if some of that cooperation is forced labor. ;)

> Also in my last stable i had an earth pony mare who couldn't drop her synth-cola barrels.
Sounds like a vanilla hauling bug. You could try rezoning the stockpiles or putting her in a burrow.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 29, 2013, 09:14:10 pm
A question about magic.

I've seen two versions of spells in the raws: the normal spell, and an "offense" spell.
For example, the Bind spell has this:
Code: [Select]
[INTERACTION:BIND]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ENEMY]
...

While the offensive form of Bind only has this:
Code: [Select]
...
[INTERACTION:BIND_OFFENSE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
...

From what I see, the offensive form targets every creature, while the normal form only targets creatures with the [ENEMY] syndrome class.

Also, regular unicorns and apprentice-level unicorns that aren't apprentice level in the school (say, a restoration apprentice learning the Bind spell, an alteration school spell) will only learn the offensive form of the spell.
Apprentice level unicorns of the school (and adept unicorns not belonging to the school) will learn both the normal spell and the offensive spell.

Correct me if I'm wrong, but I think that the offensive spell will also target Stable citizens.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 29, 2013, 09:45:06 pm
The offensive version of each spell is coupled to [CDI:USAGE_HINT:ATTACK], meaning the unicorn will only use the spell against a target it's attacking, whereas the base version of the spell is used spontaneously against any ENEMY tagged creature within range. The end result is that ordinary unicorns can only use their spells to attack, while apprentice and above unicorns can also use their spells while fleeing.

The downside fun result of this is that unicorns will use their spells against their fellow ponies if they tantrum or go insane.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Pokon on January 29, 2013, 09:54:05 pm

The downside of this is that unicorns will use their spells against their friends and family if they tantrum or go insane.

Downside? I love Miss Insaneo, who is my forts version of Screw Loose. Sure, her entire family died and she is certant to die from radiation poisioning in the next few months, but in the meanwhile raider corpses are pileing around her.

Also, the "Seal the unicorns in" plan has actualy gone great. 67 ponies, with more than half of that being unicorns. The mud ponies are pretty much entirely underground, either farming or digging, with most of the surface already sealed off besides a strategic passage with a turret at the end of it.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 29, 2013, 09:56:14 pm
The downside fun result of this is that unicorns will use their spells against their fellow ponies if they tantrum or go insane.
Downside? All I see is fun on the horizon!

Being serious though, it only teaches you to take better care of your ponies.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 29, 2013, 11:32:36 pm
Waterfalls and Legendary Dining Rooms really do help.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Indigo_Surprise on January 30, 2013, 04:02:20 am
No, I like the dust. Just wish it wouldn't force my camera to look at them when they spawn.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 30, 2013, 06:22:03 am
> Dust
Wait, are you telling me there are two kinds of dust storms: Some do nothing and some are irradiated? This is confusing. At first I just ignored the storms altogether, but after a while I noticed that my ponies outside got sick, went to the hospital, but healed on their own on the way, then returned to their tasks. How does this work anyway? I'd like information about not savage and not evil places.

> The end result is that ordinary unicorns can only use their spells to attack, while apprentice and above unicorns can also use their spells while fleeing.
Ah, I didn't catch that one. Writing a comprehensive spell guide would be hard.

> The fun result of this is that unicorns will use their spells against their fellow ponies if they tantrum or go insane.
As far as bind goes, I want my tantruming or insane ponies restrained. Some other interactions are more problematic, like "Rage" (IIRC makes enemies Enraged, which means +4 to fighting skills and dodge), "Implosion" (as a punishment for tantruming) or, worst of all, a Flamer shot in a crowd, in the soil layer.

I once said that the VRS should train Dodge in addition to weapon skills. Actually, I'd like things like wrestling, striking, kicking and so on too. That could mitigate both the slow learning rate for them and inefficient demonstrations when those skills are low. The normal terminal could use teacher and student training.

I once made a 16 pump mist generator over my dining room. It took a lot of time to make, but by setting up social zones where the water goes, it helped to train some of the children in drowning swimming. A 4 pump one, powered by a dual wheel water reactor is not that hard to make.

Well, whatever I do, the soldiers like to go very unhappy from training or fighting. They get a thought from having a room, drink and food, but they normally eat out of their backpacks, so they don't go to the dining room. A mist generator over the main barracks outside or over the entrance might help.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 30, 2013, 08:11:12 am
If you don't want the camera to recenter on the weather then change the following line in the ..\data\init\announcement.txt file:
[STRANGE_CLOUD:A_D:D_D:P:R]   ->    [STRANGE_CLOUD:A_D:D_D:P]
If you remove the P too, then it won't pause the game either.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Replica on January 30, 2013, 08:15:47 am
>Well, whatever I do, the soldiers like to go very unhappy from training or fighting. They get a thought from having a room, drink and food, but they normally eat out of their backpacks, so they don't go to the dining room. A mist generator over the main barracks outside or over the entrance might help.

If you have uniforms set to replace clothing they will unequip all of their clothes even if they dont have uniforms to wear.
Gives them a crapload of bad thoughts.

Argh, what happened with me? I read through the whole thread, and now i can't get a decent embarking team. I'm trying to roll one for the last three hours, but no, not even a few good enough ponies. My rule of thumb isn't that strict, give me four useful from the seven and I'm good to go. Reading the skill learning rates was a mistake. With all those cutiemarks, stats, and personalities the team just can't get good enough.
I guess I have to take the worst trash of the wasteland with me, and make it work.
Oh boy.

Did the last update change the frequencies of the castes, or am i just unlucky with the embark lottery?

Oh hell, if you are going to try and roll it that way you might as well roll forever.
The castes only give bonuses, no penalties, so an earth pony who is a master mason is just as shitty with firearms as an earth pony who is good at cooking.
Think "caste gains are a nice bonus" instead of "good god, I cant make glass without glass making castes!", you wont lose much if you use someone else to do a specific job.

For the record, the social castes are very common (higher rate), the military and general castes are infrequent and the specialist castes (priests, mages, etc) rare.
So dont try to roll for 7 sorcerers, or you'll go nuts.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 30, 2013, 08:32:29 am
Well, if you feel like cheating, you could always look at the way slaves are turned into ponies, then mod in some reactions to get what you want. Otherwise, what Replica said. Make due with what you have and wait for migrants. Cutie Marks give *1.5 to *3 learning rates, but you can make due without them.

> Stable is built upon the cooperation of all, not the talents of a few. Even if some of that cooperation is forced labor.
Yeah, I have a problem understanding how CMs and Equestrian economy work together.
+ A lot of ponies get ice cream or something for a CM, but some ponies have to work in mines and factories for this level of technology.
+ Unless there is a way to influence CMs, such as often getting them for helping mom with her job, or better yet, there being a general 20 year plan for which souls with what talents will be needed and should be born, I just don't see how job demand and special talents can realistically be balanced.
+ Some ponies just have to do odd jobs and fill the holes, like the protagonist of "Welcome to Ponyville", or otherwise work in areas only loosely connected to their special talents.
+ Yet it all seems to work perfectly. This is almost as much of a mystery to me as Equestrian economy after watching Spike paying for so many things with what he got for one day of work.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 30, 2013, 11:05:54 am
I have fixed how to get all the CMs you want with dfusion.

Here's what you do.

Open the dfusion folder, then open the embark folder, the open embark.asm, which is an ordinary text file. I used Notepad++, but you can use anything you want. Change
Code: [Select]
.intel_syntax
mov eax , [esp+0x1C]
caste:
movsx ecx, word ptr[eax*2+0xdeadbeef]
race:
movzx eax,word ptr [eax*2+0xDEADBEEF]
ret
to
Code: [Select]
.intel_syntax
mov eax , [esp+0x1C]
caste:
movsx ecx, word ptr[eax*3+0xdeadbeef]
race:
movzx eax,word ptr [eax*3+0xDEADBEEF]
ret
This will let you get three diget number CMs. You still have to go through and count all the CMs to pick which ones you want. I'll post my countings later.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 30, 2013, 12:04:57 pm
Minor bug: there is a cutie mark missing in the cutie mark descriptor file.
Code: [Select]
...
[COLOR:CM59a]
        [NAME:three fleur-de-lis]
        [RGB:0:0:0]

(CM60a should be here, but it's not.)

[COLOR:CMWCa]
        [NAME:a cloud and sun]
        [RGB:0:0:0]
...

CM60 is a cutie mark that goes with the 60th caste, a social caste with the description: "Her natural charisma allows her to convince others easily."

EDIT: It also seems that the 60th caste uses DM60 ("burnt away", the cutie mark you see on slaves) from the evil cutie mark descriptor file:

Code: [Select]
...
[SELECT_CASTE:EARTH_F60]
[SELECT_ADDITIONAL_CASTE:EARTH_M60]
[SELECT_ADDITIONAL_CASTE:UNICORN_F60]
[SELECT_ADDITIONAL_CASTE:UNICORN_M60]
[SET_TL_GROUP:BY_CATEGORY:LEG_UPPER:SKIN]
[TL_COLOR_MODIFIER:DM60a:1]
[TLCM_NOUN:cutie mark:SINGULAR]
[TLCM_TIMING:ROOT:8:0:8:1]
...

Also, updated my magic guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710) with some information on learning spells.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 30, 2013, 01:13:38 pm
I was thinking a bit about posting, but here is a stable report about my first year. If it bothers anyone i will remove it.
Spoiler (click to show/hide)

Also when you only have the first two migrant wave and your starting seven, then you might want them to be special. Nobody cares about nameless faceless cannon fodder, and nobody wants to play with only those either. Of course, i understand that those less then perfect ponies/dwarfs can become the heroes i want them to be, but still why not start with interesting ones from the get go? Well it's my problem anyway, so don't worry about it.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 30, 2013, 05:50:40 pm
12 years in a evil savage area, hundreds of high and mid quality salvage logs processed, 25 stable-tec/10 robronco/7 MWT processing matrices, a half dozen power talismans.
And not a single MAS crate or processor.
My luck sucks...


Also, the cooking and conversation training reactions at the terminal will gladly take posters or any training hologem. I don't see any errors in the reactions.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 30, 2013, 09:04:34 pm
> The mud ponies are pretty much entirely underground, either farming or digging, with most of the surface already sealed off besides a strategic passage with a turret at the end of it.
Hopefully that's enough to let the migrants in. :-\

> Wait, are you telling me there are two kinds of dust storms: Some do nothing and some are irradiated?
There are four types of weather:
Dust storms: Occur in numerous areas, but apart from some temporary blindness and blistering don't cause permanent damage. Still fun to get caught in if you're in the middle of a fight.
Irradiated dust: Weakens or cripples victims for long periods of time, but survival rates are high.
Heavily Irradiated dust: High chance of ghoulification or death. Survivors are permanently bedridden.
Pink Cloud: Instantly kills most forms of life.

> No, I like the dust. Just wish it wouldn't force my camera to look at them when they spawn.
In the case of weather you'll get notifications for all clouds or none of them, so my options apart from removing dust storms are limited.

> I once said that the VRS should train Dodge in addition to weapon skills. Actually, I'd like things like wrestling, striking, kicking and so on too.
Added to the development list, then. I may consider teaching and student as well.

> Yeah, I have a problem understanding how CMs and Equestrian economy work together.
I always imagined that the cutie mark distribution of the Equestrian population adapts to social, economic, and cultural changes. For example, more young ponies would find themselves labor-based marks in response to an increasingly industrialized economy. There are also plenty of marks that lack an implied career or focus, giving their ponies some freedom to choose their purpose in life.

Or they can pull a Red Eye and just burn their marks off. ;)

> It also seems that the 60th caste uses DM60
I think I intended that caste to be a free spirit type.

> I was thinking a bit about posting, but here is a stable report about my first year.
Thanks gzoker! I always enjoy Stable reports (They're a great help in development, not to mention entertaining). Plenty have been posted in the thread before (A list is up on the first page, thanks to Replica), so yours are just as welcome. :)

> Captain Love, and Private Pine were very unhappy. They were ordered to charge a few batteries. A few weeks of unconsciousness will make them some good.
I like the way you think. :P

> Also, the cooking and conversation training reactions at the terminal will gladly take posters or any training hologem.
Thanks for catching that. There was indeed a typo in the cooking reaction, though the conversation reaction seems fine. Did all the reactions using the social skill hologem have the same problem?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 30, 2013, 09:23:17 pm
Lycaeon, I want to see if I got this correct for making spells.

First of all, you carve a lens out of a gem in the Arcane Gemcrafting Station, and you use that lens to make a hologram.
Then, you prepare a paper/silk scroll at the Scriptorium. You then make 4 more lenses at the AGS, and you combine that with the scroll in the Arcane Research Station to make a spell scroll.

You then take the hologram and the spell scroll and plug it into the Arcane/MAS terminal to make a hologram for a specific spell.
Finally, you take that hologram and plug it into the terminal again, making sure that your unicorn has the capacity to learn the spell.
Now you have successfully learned the spell.

Am I correct in all of this? This almost gave me a stroke trying to figure out.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 30, 2013, 09:50:11 pm
Here is the summarized production process:

Gemcrafting Station:
Clear glass → Clear lenses (Required for the Arcane Research Facility)
Rough gems → Arcane Lenses (Low, Mid, High, Pristine)
Rough gems → Arcane Hologems (Basic, Advanced, Pristine)

Arcane Research Facility:
Arcane Lenses, Blank Scroll, Spark Batteries → Arcane Scroll
     Advanced arcane scrolls also require a scroll of the next lower level.
     Advanced arcane scrolls require higher quality lenses or a large number of lower quality lenses.
     Lenses have a low chance of being broken by the reaction, which increases with lower quality lenses or advanced research.

Arcane Terminal:
Arcane Hologem, Arcane Scroll → Spell Hologem
     Advanced spell hologems also require a lower level spell hologem.

Spell Hologem → Learn Spells

You pretty much had it all down except for the hologem-making. When in doubt you can check the reaction in-game for the list of reagents. Just keep in mind that unicorns may have to run the training reaction multiple times before they learn the spell (Success is indicated by a flashing tile and combat reports announcement).

Edit to below: Got it, Neowulf. Thanks.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Neowulf on January 30, 2013, 10:01:38 pm
Thanks for catching that. There was indeed a typo in the cooking reaction, though the conversation reaction seems fine. Did all the reactions using the social skill hologem have the same problem?
Just conversation. I don't even have a social skills hologem (another testament to my bad luck, see as I have 7 arcade hologems...) so it really stands out.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: KingofstarrySkies on January 30, 2013, 10:35:07 pm
I'm considering making a story thread about his mod, like I am with th dragon ball Z mod.....Still thinking about it though.
Could always record it, but....I would need a recording software.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 31, 2013, 05:17:33 am
Slave Traders can sometimes be fragile in world gen...
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Maklak on January 31, 2013, 05:42:49 am
I'd like someone to do a test: Take a weak EP, feed it Power Armour upgrade potion, then assign him to military and see if his strength is increasing at all. I'm wondering if attributes are capped or not in Fortress mode.
If they are, then the cap should be att_cap = initial_value + max {initial_value, median_for_that_caste}.

Dust Storms: Keep them, I guess. They make outdoor military training more difficult in relatively benign areas.

EDIT:
Quote
we should remove the CMs that wouldn't normally show up. E.G., Animal Caretaker, which doesn't technically do anything at the moment. Also, some of the conversationalists, humorists, and psychiatrists. Any comments?
Replica wants even more of them :P
I'm against removing CMs completely, but changing the bonuses and manipulating frequencies is fine. I'd rather have a few ponies with nearly useless CMs than lots of clones.
Come to think of it, very frequent castes could be cloned and divided to have more CMs, but that may not be a good idea, as it would introduce more confusion.

Has anypony mined starmetal yet? It's only good uses at the moment seem to be security barding and chains for weapons.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: tahujdt on January 31, 2013, 09:27:07 am
I always imagined that the cutie mark distribution of the Equestrian population adapts to social, economic, and cultural changes. For example, more young ponies would find themselves labor-based marks in response to an increasingly industrialized economy. There are also plenty of marks that lack an implied career or focus, giving their ponies some freedom to choose their purpose in life.
That's what I was talking about, we should remove the CMs that wouldn't normally show up. E.G., Animal Caretaker, which doesn't technically do anything at the moment. Also, some of the conversationalists, humorists, and psychiatrists. Any comments?
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 31, 2013, 02:23:18 pm
Use them as haulers/fodder.  Effective removal done.

Not everypony has a useful talent...
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 31, 2013, 04:09:12 pm
Thanks Lyc. I'll put that in the guide later.

Don't remove the "useless" cutie marks. I don't want constant clones.

Dust storms should go unless they become more dangerous (unlikely).

I'd like someone to do a test: Take a weak EP, feed it Power Armour upgrade potion, then assign him to military and see if his strength is increasing at all. I'm wondering if attributes are capped or not in Fortress mode.
If they are, then the cap should be att_cap = initial_value + max {initial_value, median_for_that_caste}.
As far as I know, attribute initialization (setting the attribute values for creatures in the raws) and normal attribute gains are capped to 5000, but attributes can go higher than 5000 using interactions.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 31, 2013, 05:49:31 pm
Here is my second year. Again, if it bothers anyone i will remove it. (for legitimate reasons only)
Spoiler (click to show/hide)
********
A few pretty little pictures, and an ugly big one.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
********
My little orphan, Sister Tower
Spoiler (click to show/hide)
The mental picture of this little filly... she is calling her little brother her sister, because she doesn't know any better yet... she is traveling to an unknown place in this unforgiving wasteland with her family... then watching his father and her 'sister' torn apart in front of her... running off confused... her screaming-crying mother when is safe, then watching her going mad and slowly fade away... I wonder how much she understood from what was going on...

********
When the drug system will be implemented can we get something similar to what i did with the batteries? Morphine or something to knock out the really unhappy ones. Or a reaction to get really drunk at the bar. The unconsciousness could come from the alcohol poisoning to justify it.

This map hasn't got any high quality salvage(HQS), not even in the caverns. Can i get all creates from medium salvage, or do i have to trade for some HQS to get all tech trees?

Hehe wasteland, i saved one
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 31, 2013, 07:44:24 pm
> Slave Traders can sometimes be fragile in world gen.
There are only two slave trader civs at present, but I'll increase them to four.

> Dust Storms
I've decided to remove them. The Fallout and FoE canon make little to no reference to dust storms, so they are neither accurate to the setting or a useful challenge.

> That's what I was talking about, we should remove the CMs that wouldn't normally show up.
Your citizens come from the Stables, so their distribution is different from the that of the wastelanders. Maintaining a viable population within a closed Stable has its own influences upon the cutie mark distribution. For example, you'd need psychiatrists and entertainers to keep ponies sane despite their artificially cramped conditions, and numerous Stables maintained pet/livestock populations that would require the services of an animal caretaker. There wasn't that much to do, work or entertainment-wise (You could only watch so many re-runs from the Stable's limited book and film archives), so many ponies would probably have spent their days talking. This isn't even considering the various experimental Stables, which yielded ponies raised under abnormal or even outright alien conditions.

Hmm...migrants with odd cutie marks and talents from experimental Stables...that's another idea for the eventual revamp. :)

Gzoker
An enjoyable read. :) I'm especially intrigued by the modeling of your Stable upon a collapsed skyscraper and attached subway system.

> A little later she is holding the empty battery in the new flux converter, the gas comes... and nothing.
The gas-based reactions don't work 100% of the time.

> This map hasn't got any high quality salvage(HQS), not even in the caverns. Can i get all creates from medium salvage, or do i have to trade for some HQS to get all tech trees?
Unfortunately the Ministry of Awesome and Ministry of Arcane Sciences crates can only be found in high-quality salvage. While some should be found in the first cavern layer, in rare instances certain embarks will lack cavern salvage.

> I fear that her body is going to burn away with the next wave of raiders.
Are you sure it was the raiders that caused the earlier brush fire? They don't have anything that can start a fire...in fact, I'm trying to find and remove most non-Stable sources of fire.

> Well it seems that i can only assign the chief medical officer post to unicorns.
It was intended, though on second thought I should make the position open to all ponies.

> Our Elder Lion Transcribed and learned our first spell, the healing spell(tier1).
Yay! Just note that you need a Stable-Tec terminal to designate ponies in the hospital for healing (With the unicorn healer running the reaction within 2 tiles of the wounded pony).

> My little orphan, Sister Tower
 :(

> When the drug system will be implemented can we get something similar to what i did with the batteries? Morphine or something to knock out the really unhappy ones.
Probably.

Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 31, 2013, 07:59:08 pm
I think the brush fires come from the raiders. Anytime they spawn, usually the end of the seasons fires starts on the edge of the map. Then later i can see their XXleather bardingXX where the fire started. I have seen this in many different stables.
I thought they had flamethrower battlesaddles, but i don't remember where did i get that idea from. Probably somewhere around the beginning of the thread.

Edit: can i change somehow the soda vendors to give high quality salvage instead?
Edit2: I have seen the raider fire on multiple worldgens, and with different versions of the mod. (the previous one) I played around 6 forts stables and 100+ hours with that one.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 31, 2013, 08:45:02 pm
> I think the brush fires come from the raiders. Anytime they spawn, usually the end of the seasons fires starts on the edge of the map. Then later i can see their XXleather bardingXX where the fire started.
That's odd...has anyone else experienced this problem? It could be a bug with that particular worldgen, but otherwise I'm not sure.

> Can i change somehow the soda vendors to give high quality salvage instead?
Since your caverns are bugged you can change [REACTION_CLASS:SALVAGE_HIGH] to [REACTION_CLASS:SALVAGE_VENDOR] in reaction_salvage.txt in your save raws. Next time, however, I recommend using DFhack to check the caverns for salvage or embarking in an evil or savage region.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 31, 2013, 09:15:10 pm
> I think the brush fires come from the raiders. Anytime they spawn, usually the end of the seasons fires starts on the edge of the map. Then later i can see their XXleather bardingXX where the fire started.
That's odd...has anyone else experienced this problem? It could be a bug with that particular worldgen, but otherwise I'm not sure.
Oh this is not intended?  I see raiders coming in ALL the time, with their clothing on fire and what-not.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Graknorke on January 31, 2013, 09:21:42 pm
IDE: The raiders salvaged and rebuilt washing machines for their clothing, but the electrical components are always done wrong and it ends up setting their clothes on fire.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: gzoker on January 31, 2013, 09:25:39 pm
Maybe some of their body parts got the wrong temperature. Or they burst into flames like Twilight when angry.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: P(ony)SI on January 31, 2013, 09:38:24 pm
The raiders seem to have correct body temperatures.

I played adventurer mode one time, and I got ambushed by raiders.
One of them was set on fire. I inspected the blazing one, and found that he had a "firewood" shield. I assume this is the cause of the flames.

I tried looking in the raws for firewood; I can't find anything, but it still seems to exist.
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Lycaeon on January 31, 2013, 09:48:36 pm
> One of them was set on fire. I inspected the blazing one, and found that he had a "firewood" shield. I assume this is the cause of the flames.
That may explain it. Firewood is a burning product from the bonfire workshop, but I overlooked that it could be used as a wood by certain entities. However, it's been in since the beginning of the mod, and I've never noticed raiders burning before, so more details would be helpful.

Were the burning raiders thieves or ambushers?
Were the burning raiders crazed or normal?
Was it only raiders who burned, or other visitors?

In the meantime, I've removed firewood. Given the accumulation of bug reports, I plan on releasing a small update soon. Thanks for the helpful feedback everyone! :)
Title: Re: Fallout: Equestria (v0.95b beta) Feather and Flame
Post by: Zangi on January 31, 2013, 11:49:39 pm
Most times, firewood shield.  Though, I've seen !! clothing, without the shield.  Might be the shield expired and spread before I checked up on it.

It only occurs with the raiders.  Unsure if they are the gibbering kind or not.
Ambushers have revealed themselves with fire, but... I don't think it is as frequent.  It is usually the sieges that light themselves.
Never with thieves, though, the map sometimes mysteriously lights up.  Unsure on that point.  Though, shields are not in their loadout I believe.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 01, 2013, 01:42:04 am
Version 0.95c beta has been released with numerous bugfixes. The ASCII version has been delayed until Saturday.

Note: 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.


•   0.34.11 SDL binary patch (http://dffd.wimbli.com/file.php?id=6741) applied.
•   Added a few of the new wasteland creatures that have been developed.
•   Added AI hologem copying to the talisman forges.
•   Added training reactions for gem encrusting and clothesmaking.
•   Added high society training reactions.
•   Added training boulders to the fountain and philosopher’s garden.
•   Fixed power armor attribute bug.
•   Reduced purple alicorn dodging skill.
•   Removed the woodcutting skill from salvage.
•   Reduced robot movement speed and returned lasers to protectaponies.
•   Unconverted slave ponies no longer need to eat or drink.
•   Reduced radigator size.
•   Fixed bug where lasers would set grass on fire.
•   Reduced severity of radscorpion venom.
•   Increased the number of slave traders.
•   Fixed bug where raiders brought burning firewood.
•   Removed ordinary dust storms.
•   Increased duration of Time Stop.
•   Biofuel reactions have been rebalanced.
•   Doubled cooldown for glowing ghoul radiation burst.

As always, enjoy the update and let me know if there are any issues! :)

I'm still quite occupied by work, so development pace has not yet picked up.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Corai on February 01, 2013, 01:55:17 am
I would like to ask a question regarding slaves. I haven't been able to find an answer in the thread. How exactly do you enslave or rehabilitate them? I haven't tried rehabilitating them, but enslaving I have. And it does not work. I've ordered it, i've pastured the slave in the workshop while the order was happening, it doesn't appear to work. Am I doing something wrong?

Oh, and is the reaction supposed to destroy the workshop after a few dozen uses?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 01, 2013, 02:05:59 am
Pasture them next to the workshop and set the reaction on repeat. I just tested it myself in the new version and it works after some time, without any workshop deconstruction (Not sure how that happened in your Stable).
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Replica on February 01, 2013, 02:16:53 am
•   Reduced robot movement speed and returned lasers to protectaponies.

Does this apply to Sprite-Bots too?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Corai on February 01, 2013, 02:19:17 am
Pasture them next to the workshop

Does that mean next to, as in outside of the workshop? As I've been pasturing them inside the workshop. Apologies for being an idiot, i'm just making sure.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 01, 2013, 02:22:27 am
•   Unconverted slave ponies no longer need to eat or dink.

Indigo cancels typing, taken by strange mood.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 01, 2013, 02:23:39 am
Replica...I'm sorry... :(

(Speed has been halved, so it's not a large penalty. Robots were moving too fast in any case.)

And yes, Corai, adjacent to the workshop, but not inside.

Edit to below: Anytime! :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Corai on February 01, 2013, 02:29:54 am
Thank you for answering my question Lycaeon. That has cleared up quite a bit of confusion for me.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Replica on February 01, 2013, 02:35:35 am
Well crap, thats going to sting when I update to the new version, their only real combat advantage was their speed really, now they will get less opportunities to dodge and make counter attacks in addition to moving slower, so I'd assume that they are not quite as valuable as sentries and patrol units anymore.
Whatever you think is best though.

Another question. This.

•   Reduced severity of radscorpion venom.

What does that mean exactly?
Is radscorp venom still lethal and instakilling or is there a chance for stung ponies to survive the venom?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Corai 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt 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!
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon 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 (http://www.bay12forums.com/smf/index.php?topic=118893.msg3928790#msg3928790). I'm looking forward to seeing what you cook up. :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Corai 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak 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".
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 01, 2013, 08:40:23 pm
Is there a way to make Nurse Redhearts and healing spells heal infections?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: ulrikk 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?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 03, 2013, 04:13:38 pm
I just finally had some time to play your mod, you did an amazing job. Now I miss the magical part when I play Post-Apocalypse :D. And it gave me a lot of ideas and changed a few important design decisions, so while I work for another release of Post-Apocalypse, your mod and Plump's Fallout 2 let's play are a great inspiration for new ideas and stuff :).
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 03, 2013, 06:58:18 pm
Gzoker: The report was quite enjoyable, especially the harrowing depiction of the deathlands, so thanks for that. :) As Maklak mentioned, you can bring toolboxes on embark or make them at the metalsmith's forge.

> Are there candy rations in Mom Creates? They should have some.
No, but there will be Party Time Mint-als. ;)

> What are those wooden and stone platings by the way?
Only steel and aluminum plates have uses, so don't make the wooden and stone ones. I overlooked restricting the plating material.

Maklak: Transformation causes the pony to adopt the physical attributes of his/her new form, but only for the duration of the transformation, so a temporary transformation for healing doesn't make any changes. I'm pretty sure transformations don't affect interaction upgrades either, but I haven't run any tests yet.

> The position of CMP should be open for all ponies.
Whoops...I forgot to open it to earth ponies in the last patch. :-[ I've noted it in the development list. You can fix this by removing [ALLOWED_CLASS:MAGIC_NOVICE] under [POSITION:CHIEF_MEDICAL_DWARF] in the entity_default.txt file, though this requires a world regen to take effect.

> 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.
Good idea. I'll add a reaction that converts three boulders of scrap metal into a makeshift toolbox.

Deon: Thanks! I'm glad it was an inspiration, and look forward to seeing the new Post-Apocalypse. :)

I finally finished the new workshops and industries guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3957453#msg3957453) with flowcharts. Let me know what you guys think, especially if you have suggestions on how it could be improved to make it easier to understand! :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Graknorke on February 03, 2013, 07:00:28 pm
Huh, I wondered why a load of ponies couldn't be assigned to a position where their medical skills would be useful.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 03, 2013, 07:56:16 pm
Idea: Why don't, with the upcoming Dashite migrants, you add the ability to make stuff out of cloud? That would be a great way to create cheap bins and such. Maybe have the "Cloudwalker's Workshop" produce a gas that is fatal to non-pegasim or whatever.
Second idea: Can you make the salvage reactions that create chests create bins instead? 'Cause that would make handling the influx of frayed wiring so much easier.
Next, I might be making a mod plugin to add the Enclave as a playable civ. Anybody interested?
Finally, a quote:
Quote
"Pegasuses are awesome."
"Pegasi."
"Yeah, them too."
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 03, 2013, 08:25:22 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.)
Which makes me think, can we have MoP crates give soap> Pretty please with cupcake sprinkles on top?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 03, 2013, 09:00:22 pm
Cloud bins... I imagine hundreds of announcements about somepony who tries to grab one but can't as it keeps falling through its hooves.
I would like soap too, because I could retire my butchers. Ponies killing puppies to make soap from their fat is like cupcakes to me.

On second thought, can you change pony ethics to not allow any butchering? I'm not serious on this one, it would make the whole bone and leather industry void, and there are many good arguments against it.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Putnam on February 03, 2013, 09:13:09 pm
You can't.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 03, 2013, 11:30:38 pm
The Grand Pegasus Enclave is part of the Ministry of Awesome Arc, along with their cloud shaping. I wrote the development list in chronological order, so events like the Enclave invasion and the Unity schism that happened late in the novel will be added late...which is well and good, as they have supporting tech trees (like working energy weapons) that need to be implemented first. In short, the current late-game enemies and technologies are mid-, or even semi-early-game, in the grand scheme of things.

Another way of looking at it - the Ministry of Awesome and Ministry of Arcane Sciences crates are half empty as they are now. ;)

If you do decide to add playable Enclave:
To start, I recommend using the Stable Pony raws as the baseline, replacing [CREATURE:PONY_STABLE] and other cosmetic raws with the [Enclave's] 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]).

As for bins, you can make them out of plywood at the plywood workshop or out of stone at the stone foundry (Though stone bins are quite heavy and shouldn't be used unless necessary). I once almost changed crates to yield bins instead of chests, so that's still up in the air depending on whether you guys want it or not.

> Which makes me think, can we have MoP crates give soap?
I will consider it, though soap isn't one of those things that lasts decades after the apocalypse. ???

> On second thought, can you change pony ethics to not allow any butchering?
Not really, but in any case, meat eating is quite prevalent in post-apocalyptic Equestria.
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 04, 2013, 01:49:43 am
Blargh... Bloodwings, like homing missiles.  Only 2 ponies died to em.  The first was the chief medical officer.  The one after was the replacement chief medical officer.  Well, not like they had done any work.  Its just the principal of the thing.

@Removing woodcutter from the salvage yard thing.  That was previously a pretty great way to get masterwork stuff...
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 04, 2013, 06:22:39 am
Oh, i had the impression that soap has an unlimited shelf life like honey if kept right. Google says i'm right. If it doesn't get dissolved in something it shouldn't go bad. It still loses its scent after a while, but i would say that's not a real concern in the wasteland.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Demdemeh on February 04, 2013, 01:43:57 pm
...is there a chance for stung ponies to survive the venom?

Not if your hammerpony expedition leader is injected in the head.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 04, 2013, 03:40:54 pm
I've just got an idea about antidotes and combat drugs and posted it in my Post-Apocalypse thread, you could use the same mechanics.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 04, 2013, 04:20:12 pm
> I've just got an idea about antidotes and combat drugs and posted it in my Post-Apocalypse thread (http://www.bay12forums.com/smf/index.php?topic=106269.msg4004498#msg4004498), you could use the same mechanics.

Well, Sparkle Cola-Rad should probably remain what it it now. Other than that, this is both a funny and tedious idea.

Tedious because with the two currently possible ways to give interactions: evaporating boulders and drink, there is some fiddling with workshop profiles and doors to make the right dwarf drink it and I need a spreadsheet to keep track of things.

Funny because imagine SATS + Buffout + Psycho (gives 50% physical resist) + Spells / Adrenaline Rush at the beginning of a combat.

I dislike the Antidote idea. It would have to be permanent to be any good. But then even permanent antidote wouldn't be that overpowered, seeing as FBs would probably still overrule it and Radscorpions aren't dangerous by mid-game.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 04, 2013, 04:25:06 pm
My drugs are food, so you could just put a food stockpile with drugs in your barracks and make sure they are a bit far from general area so that common ponies don't eat the drugs.

Why would an antidote have to be permanent?
If it's half a year long and produced from plants, then just mix it in your food ration or again in your barracks. It will be also useful for adventure mode (and it will end much faster because adventure mode ticks =/= fortress mode ticks).

Do you guys have no cazadors or poisonous weapons? Well I need it because I have cazadors and also tropical mosquitos which sting a lot.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 04, 2013, 07:08:56 pm
I already use the interaction mechanics you described for some of my spells, but ecountered a few issues when trying to modify them for drugs. At the moment there’s no way to have an interaction run out after a set number of “uses”, so the two options are:

An autoinject interaction that runs out after a period of time: You won’t know when it expires, and it can do so before it’s used if the subject never enters combat. Mixing it into the military food supply as you mentioned can work, but could be problematic with addiction penalties (Something to deter overseers from drugging their citizens up to the gills ;)). There's also no way to tell which soldiers are using which drugs, so you can get instances of soldiers consuming drugs they already have.

A permanent autoinject interaction: You don’t have to worry about it running out, and can control which soldiers have it, but not having to refill it seems cheaty. :-\

We do have poisonous creatures like the radscorpions and paradores, but as Maklak mentioned they're not particularly dangerous compared to some of the later threats.

> Oh, I had the impression that soap has an unlimited shelf life like honey if kept right.
I’ll add it in then. Thanks to you and tahujdt for the suggestion!

> But then even a permanent antidote wouldn't be that overpowered.
Not if it’s a Rad-X autoinjector that makes glowing ghoul radiation harmless. ;)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Trunnwildcat on February 04, 2013, 07:31:57 pm
How hard would it be to implement this into a tile set?

(http://desmond.imageshack.us/Himg600/scaled.php?server=600&filename=demopich.png&res=landing)
Spoiler: Critter List (click to show/hide)
What you see here is a small mod that will overwrite most of the pony creature files in your game. The result is that every caste of every creature has a unique tile, so you can tell who you're looking at, either in your own fortress or in your enemy's attack force, at a glance.
DFFD link. (http://dffd.wimbli.com/file.php?id=6398)


EDIT:
Now made obsolete; these are in the main download.

I ask because I really like the way the vanilla tiles look and my laptop chugs when i run anything bigger.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 04, 2013, 08:00:18 pm
Do you mean implementing a vanilla ASCII tileset? Individual creature tiles like the ones you linked are already present in the ASCII version, but it uses Taffer's tileset.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Trunnwildcat on February 04, 2013, 08:35:06 pm
ya I just don't know how to go about it
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 05, 2013, 12:53:38 am
I already use the interaction mechanics you described for some of my spells, but ecountered a few issues when trying to modify them for drugs. At the moment there’s no way to have an interaction run out after a set number of “uses”, so the two options are:

An autoinject interaction that runs out after a period of time: You won’t know when it expires, and it can do so before it’s used if the subject never enters combat. Mixing it into the military food supply as you mentioned can work, but could be problematic with addiction penalties (Something to deter overseers from drugging their citizens up to the gills ;)). There's also no way to tell which soldiers are using which drugs, so you can get instances of soldiers consuming drugs they already have.

A permanent autoinject interaction: You don’t have to worry about it running out, and can control which soldiers have it, but not having to refill it seems cheaty. :-\

We do have poisonous creatures like the radscorpions and paradores, but as Maklak mentioned they're not particularly dangerous compared to some of the later threats.
If you allow a creature to use interaction on others of its kind (ponies) along with itself when entering combat, you can just have some kind of combat medics. That's how I am going to roll with it. And since it's a "pack" of drugs, multiple usage is not an issue. Let's say, an opened drug pack expires after half a year. Now again this is all arbitrary and can be balanced, and I ran a few tests and so far it works not so badly. I decided not to have penalties for drugs and just to make them more expensive through a more complex manufacture process.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 05, 2013, 01:00:17 am
I don't like the idea of upgrades expiring after some time. I'll always forget to replenish them. I try to make one coin stack per yer and always have gaps in my forts. So I prefer expensive to expiring. Besides, miniguns are already forever and they take 14x28 bullets to make. I think of it as an average supply of ammo to last a few years, that's being reloaded behind the scenes and scavenged from dead ponies. Like those minigun Steel Rangers who don't drop minigun ammo.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 05, 2013, 05:47:27 am
Second Stable report.
Spoiler (click to show/hide)
I have to admit i savescummed once with the first artifact, as the iron Scorpion Armor boot was less then satisfactory, and more like annoying. I hate artifact boots, and ponies even need four of them. The iron power armor sounds badass, but i have no idea what to do with it. It goes into the vault this time. Maybe later i can open a box of power armor, and forbid the one i get from that.

Brother Kindness has almost identical personality to Brother Cactus. They are more alike than they would like to be.

Edit:removed something that no longer applies:D
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 05, 2013, 10:00:34 am
Well, you would need a population of 140 to get full scale attacks from every enemy....  no wonder, I've never reached that population and now that I've limited my own pop... but then, the other triggers, I've already overblown em.  The trader one can sometimes be a bit more tricky due to round the clock attacks, but it'll get done eventually unless you metagame it, completely stop after a point/only trade off stuff you get from attackers/dead merchants.

Currently one enemy is purely based on a population trigger.

EDIT: Also, slave traders for some reason have not shown up my last 2 games.... yet, embark showed them as there...
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 05, 2013, 12:59:17 pm
If you want to make some soap that doesn't seem out of place, check out the Underhive mod, with its boxes of "alcohol disinfectant". Seems like you might find that in a MoP crate. Maybe you could add a contact syndrome to soap that would work like a magic bandage.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 05, 2013, 01:02:59 pm
Also, I will be starting a succession/community fort using DFusion to get the following ponies.
1 planter
1 Butcher
10 gunners
1 smith
3 logistics ponies
1 magic master
And others.
If you want preliminary ponying, then pick one. The Magic Master is mine, though.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 05, 2013, 02:08:58 pm
Here is that secret mod I was working on...

The Stable-Tec Cryopod
While investigating how to best preserve pony life, the Stable-Tec Corporation briefly investigated cryogenic freezing. However, the project was scrapped after it was deemed inefficient. You can, however, still find experimental chemicals in Stable-Tec crates.

http://dffd.wimbli.com/file.php?id=7375 (http://Here) is the download.

This mod adds a "Cryopod Packager" workshop, a cryopod creature and some cryogel chemicals. You can currently freeze your ponies for 10, 20, and 30-year periods. The cryopod creature is only a modified spritebot, so if someone wanted to create a better one that would be great. Follow instructions on the DL page to install. Feedback and comments welcome!
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 05, 2013, 02:50:29 pm
Dude, that idea looks amazing, how did I not think about it after playing Neo Scavenger? Could I use your idea with a credit? :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 05, 2013, 04:10:47 pm
Of course. If you make a better creature for it, send it along. Also, I need to add more timings. Currently, it takes on barrel of gel for every ten years. Balancing is still in progress.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: KingofstarrySkies on February 05, 2013, 04:29:25 pm
Here is that secret mod I was working on...

The Stable-Tec Cryopod
While investigating how to best preserve pony life, the Stable-Tec Corporation briefly investigated cryogenic freezing. However, the project was scrapped after it was deemed inefficient. You can, however, still find experimental chemicals in Stable-Tec crates.

http://dffd.wimbli.com/file.php?id=7375 (http://Here) is the download.

This mod adds a "Cryopod Packager" workshop, a cryopod creature and some cryogel chemicals. You can currently freeze your ponies for 10, 20, and 30-year periods. The cryopod creature is only a modified spritebot, so if someone wanted to create a better one that would be great. Follow instructions on the DL page to install. Feedback and comments welcome!
dude.
Thats freaking epic.
Think you could make it for vanilla as well, or does it already work like that, or.....
I enjoy mix and matching mods, and this would be a needed one for me.
Still its a !!FUN!! Idea......
But can we use them as weapons?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 05, 2013, 05:59:47 pm
Trunnwildcat: Replace your init.txt file in your data/init folder with the init.txt file from a vanilla DF download.

Deon: An alternative could be another upgrade of the Mr. Handy; Mr. Pharmy, which administers drugs to surrounding soldiers when brought into combat, but otherwise can’t fight or be killed easily. Requiring multiple drug canisters to create, it won't need refills, but can only affect a few soldiers at a time (So more Mr. Pharmy's would be needed for a large militia). That would also reduce micromanagement as Maklak requested.

Gzoker: I'm liking the sound of this religious Stable with population control verging on Inquisition levels of efficiency. :) A larger font for the next one would be appreciated though, along with some screenshots. ;)

Zangi: What’s your population at right now? Have you received Unity ambushes? Any feedback on this will help with the invasion balancing, especially if you feel there are too many attacks going on. How long did those two Stables last, and were they both in this version? Slave traders have a population trigger of 80 and high wealth/trade triggers, so you may not have lasted long enough to trigger them, or it could be a problem with that particular worldgen. Is anyone else not having their slave traders show up?

Tahujdt: Making disinfectant “soap” from alcohol can work. :) Good luck with the succession fort! I’ll take the planter, please.

The Stable-Tec Cryopod is an excellent concept, and is also backed up by the FoE canon (Though I believe it used stasis fields rather than cryogenic freezing). I’ll go ahead and integrate it into the next version. Thanks Tahujdt! :D
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 05, 2013, 06:41:13 pm
> The iron power armor sounds badass, but i have no idea what to do with it.
Assuming you got barding, just assign it to a soldier in the equipment list. You may assign individual equipment to soldiers. You don't have to forbid anything. It is better if you pick a soldier with 5+ armour user for this.

> The Stable-Tec Cryopod
I don't see what the big deal is. I mean we already have robobrains. Cryopod just trades a citizen for an ineffective robot.

> An alternative could be another upgrade of the Mr. Handy; Mr. Pharmy, which administers drugs to surrounding soldiers when brought into combat, but otherwise can’t fight or be killed easily.
I like the idea of combat medic upgrade better, but Mr. Pharmy would work too, if assigned as a pet to a squad captain, except for the "can't fight and is killed easily" part. While a Nurse Redheart can (inefficiently) fight, Mr. Pharmy is assumed to be deployed to the battlefield. Well, unless I'm just supposed to pasture a few of them in the barracks.

> Soap from alcohol.
Can you just use synth-reed oil or something similar? If you want alcohol soap, it should be distilled and concentrated first, much like biofuel is, I think.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 05, 2013, 07:01:07 pm
I should've phrased that better...the Mr. Pharmy would be difficult to kill, but won't be able to fight.

The Cryo (Or Stasis) Pod freezes the pony in suspended animation for years, decades even. Though seemingly impractical, (Given that most Stables don't last that long) ponies in stasis don't require food or drink, tantrum, or suffer many of the problems that living, breathing ponies do. It's a convenient way of removing heavily wounded, troublesome, or even excess citizens from the picture, eliminating their upkeep without actually killing them (Which runs the risk of angering your other citizens). It's also a great roleplay mechanic. ;)

Alcohol is commonly used as a disinfectant...the soap is just a gimmick that lets it be used as such ingame.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: KingofstarrySkies on February 05, 2013, 07:09:10 pm
Here is that secret mod I was working on...

The Stable-Tec Cryopod
While investigating how to best preserve pony life, the Stable-Tec Corporation briefly investigated cryogenic freezing. However, the project was scrapped after it was deemed inefficient. You can, however, still find experimental chemicals in Stable-Tec crates.

http://dffd.wimbli.com/file.php?id=7375 (http://Here) is the download.

This mod adds a "Cryopod Packager" workshop, a cryopod creature and some cryogel chemicals. You can currently freeze your ponies for 10, 20, and 30-year periods. The cryopod creature is only a modified spritebot, so if someone wanted to create a better one that would be great. Follow instructions on the DL page to install. Feedback and comments welcome!
Not working for me, It sends me to something called here.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Putnam on February 05, 2013, 07:10:14 pm
Copy+paste the link, someone got the URL and the text for it backwards :P
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: KingofstarrySkies on February 05, 2013, 07:28:05 pm
GUYS
I GOT A PONY NAMED SATIN
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 05, 2013, 07:49:00 pm
This is amazing. Halfway through spring and my hammerponies have already racked up two pages of feral dogs.  :D

The spawnrate for dogs might be a tad excessive, but my military is halfway to legendary and I have ten barrels of canine meat, so I'm not complaining.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 05, 2013, 08:07:27 pm
Glad you enjoy it! :) I thought I introduced enough new creatures in the last patch to mitigate the dogs, but apparently not. :-\
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 05, 2013, 08:25:55 pm
Oh, on closer inspection I somehow have v0.92, so that explains things.

Shall be upgrading shortly.  :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 06, 2013, 02:11:23 am
The spawnrate for dogs might be a tad excessive
Technically, the spawn rate is as fast as you can kill / capture all of the roaming 'monsters'.

>Zangi: What’s your population at right now? Have you received Unity ambushes? Any feedback on this will help with the invasion balancing, especially if you feel there are too many attacks going on. How long did those two Stables last, and were they both in this version? Slave traders have a population trigger of 80 and high wealth/trade triggers, so you may not have lasted long enough to trigger them, or it could be a problem with that particular worldgen. Is anyone else not having their slave traders show up?

Current fort, my population is 50-ish, but my wealth is +600k.  My trade is roughly...  15k.   I should have hit the progress trigger for wealth a few years ago.
The fort before, I abandoned it early or something I forgot why.  Might've been the version change.

Yea, capping my fort population and looking to only expand it by grabbing slaves and stuff. (This may be an interesting thing to support, not like you need to expand any resources to add slave ponies once you jump past 50/80 population.... the migrants will just keep on coming if there is room.)
Population management for me goes to hell once things explode past 50.  Plus, I get into, "ok, +20 of you mooks can die at a time without a problem" mode.  And the idlers...  so many of em, I do not like that.  It is when I start doing reckless things, because I got the numbers.  Endless Gravestones 
I at least end up having around 10 important ponies that I coddle, but yea, the rest can get stuffed in a coffin.  (I'm pretty horribad at setting up a military.)

EDIT: As for my older forts, having nearly round the clock ambushes/sieges is pretty annoying, especially if I want to try to trade or do anything above ground. (But then ghouls were a huge part of that problem... forcing me to stay underground for multiple seasons.)
You could probably set it so each separate enemy entity, have 2 active season's each.  So you are less likely to get back to back attacks from the same enemy.  I want to suggest winter as a 'breather' season.  Plus, I suppose you'll have to balance the whole thing to fit in more late game entities.
I guess this is a perspective of a player who has never really succeeded in making even a half-way decent military force, ever, in DF playing history....
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 06, 2013, 03:47:32 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".

Habajagobija... YES! Although I don't know if we'll be able to embark on giant trees, or if they're intended only for Adventurer mode.

>This mod adds a "Cryopod Packager" workshop, a cryopod creature and some cryogel chemicals. You can currently freeze your ponies for 10, 20, and 30-year periods. The cryopod creature is only a modified spritebot, so if someone wanted to create a better one that would be great. Follow instructions on the DL page to install. Feedback and comments welcome!

!!!!!!!!!!!!!!!!!!!!

>It's a convenient way of removing heavily wounded, troublesome, or even excess citizens from the picture, eliminating their upkeep without actually killing them (Which runs the risk of angering your other citizens). It's also a great roleplay mechanic.

I've been wanting to turn those same types of ponies into statues for a long time. Huh........ Turn them into cryo creatures... Then.. PASTURE THEM! Fantastic!
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 06, 2013, 05:34:42 am
Lycaeon: I remove the spoiler tags then. There will be screenshots next time.

tahujdt: Can you unfreeze your ponies, or is the change permanent?
Also, can I be your chief of security? Or a squad captain if you don't do justice.


Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 06, 2013, 06:29:45 am
> tahujdt: Can you unfreeze your ponies, or is the change permanent?
It lasts 10, 20 or 30 years, which, with the lifespan of an average fortress is pretty permanent.

I finally looked over your updated workshops and industries guide. The text advice looks good. The flowcharts are somewhat hard to follow. It may be a fault of the program, you're using.

Why not merge Fountain and Water Pump into a single workshop?

I rather liked training a lot of skills at a standardised Stable-Tec terminal and now this is being progressively separated into more things. VRTs are a nice addition for military skills, but I still think metalworking skills belong elsewhere.

The medical simulator / MoP terminal (that I would rather not have and just train medical skills at the Stable-Tec terminal) should include a reaction to designate healing. That way you'd only need one type of terminals in the hospital.

As of now, you can't refubrish Little Macintoshes and, more importantly, Spitfire's Thunders to give them the Masterwork quality they should have in the first place. I'm not sure if this is by design or omission; those weapons are quite powerful as they are now, especially in the hooves of legendary soldiers, where quality matters less.

Has anyone had a bug where drinking an upgrade potion from a waterskin didn't give the upgrade?

I think that Star Metal can only currently be used for security barding and chains. How about adding some sort of "Advanced Power Armour" to the design list? According to Project Horizons NMN had a Starmetal Armour, but the metal is much better suited for weapons as it tries to absorb the souls around it, so encasing a pony in it is probably not a good idea.

How about some way to remove a no longer wanted upgrade from a pony. Is this even possible?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: ulrikk on February 06, 2013, 09:52:39 am
This mod is awesome!  :D

...but I have some problems with food production. I even had to slaughter my dogs to feed the populace. Imagine ponies slaughtering their cute little doggies and then eat them? Gruesome. I suspect that I haven't used the right settings on the farm plots, because I get way too little food for 15 plots and 6 farmers. I just set one crop per season, is that the correct way to farm in this mod?

And thanks a million for creating this mod. It's so much fun, and a bit heartbreaking at times. When a dwarf dies I go 'whatever. That stupid little git had it coming for being so increadibly STOOPID!' But when a cute pony dies it takes a little bit of my heart with it. They are precious. I find myself checking the units dialog every three minutes to see if there are any nasties out there, trying to eat my cute little scavengers. Maybe I'm taking this a bit too far...  ::)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 06, 2013, 11:06:14 am
This mod is awesome!  :D

...but I have some problems with food production. I even had to slaughter my dogs to feed the populace. Imagine ponies slaughtering their cute little doggies and then eat them? Gruesome. I suspect that I haven't used the right settings on the farm plots, because I get way too little food for 15 plots and 6 farmers. I just set one crop per season, is that the correct way to farm in this mod?

And thanks a million for creating this mod. It's so much fun, and a bit heartbreaking at times. When a dwarf dies I go 'whatever. That stupid little git had it coming for being so increadibly STOOPID!' But when a cute pony dies it takes a little bit of my heart with it. They are precious. I find myself checking the units dialog every three minutes to see if there are any nasties out there, trying to eat my cute little scavengers. Maybe I'm taking this a bit too far...  ::)
For food, can you fish?  Or is that not ideal either?   
Anyways, from my experience.... I would go for Sweet Pod/Cave Wheat farming.  They are the most reliable, but, you'll have to process and cook them before you can eat them.  Plus, both can be brewed.  I forgot which yielded more crops over the long term.  Or maybe it was only one of em that does yield more.  You really only need 1 farmer and don't give the farmer too many jobs.  A single dedicated farmer could handle a good bit of farm space by themselves if that is their only job.  Plus, I think they yield more crops or something of the like.

As for myself, I tend to usually have a huge meat industry... but I can actually tone that down and downsize/free up a large part of my population, considering what I've learned.

Your stance on 'cute pony'... I don't know how they can be more attachable then a dwarf...
Also, Bhramin Wool Table.  Damn you dwarvesponies.  Damn you and your demands.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Replica on February 06, 2013, 11:25:40 am
This mod is awesome!  :D

...but I have some problems with food production. I even had to slaughter my dogs to feed the populace. Imagine ponies slaughtering their cute little doggies and then eat them? Gruesome. I suspect that I haven't used the right settings on the farm plots, because I get way too little food for 15 plots and 6 farmers. I just set one crop per season, is that the correct way to farm in this mod?

Farming takes a longer time in Lycs mod.

But try growing multiple plots of Synth-Reeds and Sweet Pods 3 out of 4 seasons a year early on and expand with plots of other crops later on if you want variation.
Might take some time before you get farming going in full swing, so it helps if you have something to help supplement food til then, like fish and wildlife.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 06, 2013, 12:47:59 pm
I like Synth reeds because they can be cooked, brewed, processed into oil and processed into fiber, but if you value efficiency then quarry bushes are the way to go, you just need bags. Quarry bushes also make for large stack sizes, good for trading with caravans. You do not set crops to grow in just one season. Have the same farm plot grow the same crop for as many seasons as possible. On season change, when another kind of plant is to be grown in a farm, any leftover crops are removed and you really don't want that, considering that the time it takes for the plants to grow has been increased.

My usual way of feeding my population is buying food from the caravans and selling them prepared meals.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 06, 2013, 12:50:23 pm
Firstly, thanks for the feedback. Secondly, I will be working on a more mundane (but still, in my opinion, muchly needed) project next. The teacher in my boring old Comp Tech 1 class has taken pity on me, and he lets me work on my own computer projects. I will have it done by next Tuesday at the latest.(Yay! PT conferences! Three day weekend for me!) Thirdly, I got the inspiration for the cryopod from the FoE version of "War Never Changes". Look it up, but be warned. It contains much more subject matter than the original FoE. On a scale of one to ten, with Dora the Explorer being one, Animaniacs three, FoE being 7, and Fafhrd and Grey Mouser a ten (above this is erotic literature in a logscale) the this would be an 8.5. Still a good read, but just warnin the young'uns in our audience.

So far, the fort is progressing uneventfully. I want it started off before I pass it on. I will post screenshots later today or tomorrow afternoon.

EDIT: I ask for the disinfectant because my ponies seem to be extremely vulnerable to infections. Is that intended?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Pokon on February 06, 2013, 05:44:37 pm
I got bored, so I made some crappy things for Arena. Cyborgs, or at least a thrown together attempt at them. Comes in three flavors: minor (think Red Eye), scout (think Blackjack, but with built in stealthbucks), and assault ( think Deus). Blarg, might make genuine interactions for them for fort mode, but for now...
Code: [Select]
[INTERACTION:INSTALL_MINOR_CYBER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE][IE_ARENA_NAME:cyborg]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_NAME:improved]
               [CE_PHYS_ATT_CHANGE:STRENGTH:200:400:TOUGHNESS:200:400:ENDURANCE:200:400:RECUPERATION:100:200:START:0]
[CE_DISPLAY_NAME:NAME:c:c:c:START:0]
[CE_ADD_TAG:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

[INTERACTION:INSTALL_SCOUT_CYBER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE][IE_ARENA_NAME:steath model cyborg]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_NAME:sleek cybernetics]
[CE_DISPLAY_NAME:NAME:s:s:s:START:0]

[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:STEALTHBUCK]
[CDI:ADV_NAME:Infiltrate]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET:B:SELF_ONLY]
[CDI:VERB:activate stealthbuck:activates stealthbuck:NA]
[CDI:WAIT_PERIOD:10000][CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:ENDURANCE:100:1000:RECUPERATION:100:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:180:START:0][CE_ADD_TAG:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NO_CONNECTIONS_FOR_MOVEMENT:NO_SLEEP:NO_PHYS_ATT_GAIN:PARALYZEIMMUNE:START:0]

[INTERACTION:INSTALL_HEAVY_CYBER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE][IE_ARENA_NAME:brutal cyborg]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_NAME:bulky cybernetics]
[CE_DISPLAY_NAME:NAME:H:H:H:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:600:1000:TOUGHNESS:600:1000:ENDURANCE:100:2000:RECUPERATION:100:2000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:50:START:0][CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:FLAMETHROWER_INITIATION]
[CDI:ADV_NAME:Reload flamethrower]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:ready rocket:readies the rocket battle saddle:NA]
[CDI:TARGET:B:SELF_ONLY]
[CDI:WAIT_PERIOD:600]
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 06, 2013, 08:03:35 pm
Is anyone else not having slave traders show up? :-\

> Farming in general.
A crop revamp is coming up, so expect most of the currently available crops to be replaced with new ones. Synth-reeds will be kept, though.

Zangi: I made no changes to slave traders apart from increasing the number of civs, so I'm not sure why they aren't arriving at your Stable.

> As for my older forts, having nearly round the clock ambushes/sieges is pretty annoying, especially if I want to try to trade or do anything above ground.
Noted. I was already thinking about making winter a breather season, but spacing invasions from the same civ by a season makes sense as well. Making a Fortress Defense mod certainly wasn't my intention. ;)

The feedback is appreciated Zangi! :)

Indigo: From the available screenshots, at the very least I could simulate the twisted metal wreckage left behind by collapsed skyscrapers.

Maklak: Thanks for looking over the guide! :) The flowcharts are more to show relationships between different workshops and their products...the text descriptions should be enough to fill in the gaps. Not sure how I can make the flowcharts easier to read apart from color coding them, but that's not something I have the time for.

> Why not merge Fountain and Water Pump into a single workshop?
The water pump produces an actual 7/7 tile of water when the reaction is run once and the workshop deconstructed. The fountain produces wasteland water drinks, bucket water, and swimming training.

> I rather liked training a lot of skills at a standardised Stable-Tec terminal and now this is being progressively separated into more things.
The way I see it, advanced training hologems like surgery and combat trainers require specialized hardware to run. Stable-Tec for civilian skills, Ministry of Peace for medical skills, and Ministry of Wartime Technology for military skills should be sufficient. I gave smithing skills to the MWT since it was largely responsible for weapons and armor manufacturing.

> As of now, you can't refubrish Little Macintoshes and, more importantly, Spitfire's Thunders to give them the Masterwork quality they should have in the first place.
That was an oversight on my part. Thanks for pointing it out!

> I think that Star Metal can only currently be used for security barding and chains.
Star Metal in its current form is a placeholder...I haven't developed the unique technologies that will revolve around it.

> How about some way to remove a no longer wanted upgrade from a pony. Is this even possible?
Replacing an upgrade with another is possible, but quite complicated, so it's low priority.

Ulrikk: Thanks! Others have already discussed farming (The help is appreciated! :D), but I'll add that eating meat is quite prevalent in post-apocalyptic Equestria.

Tahujdt: Not sure what you mean by the computer project, but good luck with it all the same! :)

> So far, the fort is progressing uneventfully. I want it started off before I pass it on. I will post screenshots later today or tomorrow afternoon.
Looking forward to it! :)

> I ask for the disinfectant because my ponies seem to be extremely vulnerable to infections. Is that intended?
Ponies have low disease resistance compared to dwarves. If this is problematic I'll increase it, but methinks Stable citizens would have weakened immune systems due to generations of living inside a sterile environment.

Pokon: Cybernetics are part of the Ministry of Peace arc, so I'll keep some of those in mind. Thanks! :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 07, 2013, 07:05:59 am
A while ago I complained that I cut all my gems at the jeweler's workshop and couldn't produce any lenses and hologems. Well, the Fallout Mod (http://www.bay12forums.com/smf/index.php?topic=122578.0) has a reaction to "uncut gem". While it can help un-make the kind of mistake I did, it has a much more important application. With un-cutting gems, you could buy them from the caravan and then use them for arcane research. Even with improved gem drop chances from grinding rocks and a small chance from MASc crates, importing gems is still going to be a good idea with all this talisman copying and so on. The correct place for this reaction is of course the Arcane Gemcrafting Station.

[REACTION:TINKER_UNCUT_GEM]
   [BUILDING:TINKER:CUSTOM_U]
   [NAME:uncut gem/junk]
   [REAGENT:A:1:SMALLGEM:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:ROUGH:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]

> > Why not merge Fountain and Water Pump into a single workshop?
> The water pump produces an actual 7/7 tile of water when the reaction is run once and the workshop deconstructed. The fountain produces wasteland water drinks, bucket water, and swimming training.
This explains what they do, not why you need 2 different workshops for this. Still, I like to embark close to a brook and prefer to rely on reservoirs rather than water talismans, so I don't care either way. Water Talismans are just nice for the hospital when you have no sources of water on the map.

Oh and the Fallout Mod I mentioned has a lot of creatures, so you might want to copy and edit some of them to cut development time on MoP arc.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 07, 2013, 11:11:01 am
This explains what they do, not why you need 2 different workshops for this. Still, I like to embark close to a brook and prefer to rely on reservoirs rather than water talismans, so I don't care either way. Water Talismans are just nice for the hospital when you have no sources of water on the map.
I, personally, prefer to embark on an aquifer because the infinite pure water is worth the lack of stone.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Morhem on February 07, 2013, 12:25:14 pm
Guys, which civs supposed to appear in civ list prior to embark? All in "Factions" section, or just some of them?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 07, 2013, 01:07:15 pm
Guys, which civs supposed to appear in civ list prior to embark? All in "Factions" section, or just some of them?
Stable
Steel Rangers
Slavers
Slave Merchants
Unity
Raiders
Wastelanders
Talon Company

... I think that is it.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 07, 2013, 01:17:24 pm
Guys, which civs supposed to appear in civ list prior to embark? All in "Factions" section, or just some of them?
The raiders won't show up like the kobolds, but they are there. Everyone else should be on the list. Use the advanced worldgen, if you have problems. Actually use that anyway, because some stuff is missing from the standard worldgens. Pink clouds and such if i'm not mistaken.

I'm playing a big, overcrowded stable for fun, survivor style. On a beautiful day a minotaur reaver showed up. All my cats, and kittens were pastured outside for an early warning system. After a few month of yakety sax he killed only one cat, then a bunch of migrants showed up. Two of them bugged out traders. He caught one of them and teared off its hood. He is using it as a weapon ever since. Now that tons of metal infused muscle can't kill an unconscious kitten. LOL.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Morhem on February 07, 2013, 01:17:59 pm
So, the raiders is missing in 3rd world in a row then =\

UPD: Im using "Equestria" preset, is this what you mean by advanced worldgen?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 07, 2013, 01:32:22 pm
So, the raiders is missing in 3rd world in a row then =\
Huh, I'd have to go home and check on that.  Technically, there are 2 separate raider civs.  I know for sure one of em are basically the Kobolds of FO:E... but can't recall what the other is right now.

When you gen a map, export the information when it asks and check the population/sites folder.  It should show 2 separate numbers for Raiders.  Its a much more accurate way to figure if they are still around or not I suppose.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 07, 2013, 06:25:03 pm
> With un-cutting gems, you could buy them from the caravan and then use them for arcane research.
The reason I’m opposed to this idea is that it doesn’t make sense to be able to revert small cut gems to an uncut state. Lens-cutting already produces small gems as a side product, making a loop possible if I introduce small gem conversion.

I’m pretty sure caravans also bring rough gems, so I will see if I can force them to bring those only (Seeing as gem “cuts” are moddable).

If all else fails, I can re-increase the yield from rock grinding. I believe the current amounts are sufficient, but any feedback from a Stable with a mature arcane industry would be helpful. :)

> This explains what they do, not why you need 2 different workshops for this.
The fountain is a 3x3 decorative tile workshop, while the water pump is a 1x2. The pump’s smaller size lets it be built more easily over a pit so that when it’s deconstructed, the water goes straight in, instead of spreading around as it would on a larger patch of ground.

> Oh and the Fallout Mod I mentioned has a lot of creatures, so you might want to copy and edit some of them to cut development time on MoP arc.
It's more the complexity of some of the creatures from the novel that's slowing me down rather than the number of them.

> Guys, which civs supposed to appear in civ list prior to embark?
As Gzoker mentioned, all factions but the raiders will show up on the civ list prior to embark. The raiders are hidden until they actually send thieves and ambushes to your Stable. You can also go down the list of civs in Legends Mode to confirm the presence of each.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: BaronVonClop on February 07, 2013, 07:42:25 pm
Is there some kind of trick to how many points you get at Embark, or did I hit a bug?

I've just embarked on a high savagery, heavily forested spot with a brook, and I go to set up my starting equipment only to be handed over 10,000 points. Even after giving my ponies all 10 skills, 400 units of drink and 11 of every type of non-meat available, I'm sitting at 9134 points to spend. It's a little silly to be able to embark with enough food/drink to last easily the first decade or so, so I figured I'd report it in case it's a bug.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Graknorke on February 07, 2013, 07:45:31 pm
Chances are you got some starting equipment made from salvage. It happens.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 07, 2013, 09:04:30 pm
BaronVonClop: it's a bug of the game, not the mod. Anyway, you don't have to spend them all, but if you have little OCD like me, then buy tons of gold bars, and build a giant pony statue:P Or buy 3000 colored rocks and make pixel art.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Morhem on February 08, 2013, 06:23:12 am
Yes, its becouse on embark you got antique stuff, and sold it. Im actually ruthlessly exploiting this.. unintended feature.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Demdemeh on February 08, 2013, 09:50:28 am
Maybe I'm just terrible at DF, but with the decreased efficacy of farming, I almost don't feel able to survive (especially on an aquifer embark) WITHOUT the extra points. Military just doesn't seem feasible on normal embark points.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 08, 2013, 10:27:42 am
Normal embark points are not enough to take robots, but enough to survive. I use plant gathering for additional drinks. At the price of a few logs and scrap you can make bronze serrated disks to sell to caravans for food, as well as make equipment for the early security. With all the feral dogs and other animals sending wave after wave, you'll also have a lot of meat.

Gzoker, I don't make potash. I need beds, bins and barrels. I order saltpetre from the caravans instead. Disassembling small calibre bullets will also help with gunpowder a bit. Oh and burning trash at the salvage yard makes some ash for potash too. Gunpowder isn't abundant for me, but I get by.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 08, 2013, 04:34:15 pm
I played a few short lived stables in the last few days, and I have a suggestion. Could we have a concentrated gunpowder item, say 'a barrel of gunpowder', what we can't make normally, but we can order from the caravan. Processed in a workshop it would yield five (or ten) bags of gunpowder, so we had a little more supply, and we could make more ammo. If it had more instances like salvage do, then we could import more then 4 of it. Thats more than 20 (or 40) bags per year. In the endgame we will need a lot of bullets. Thoughts?

My small stables always have a problem with producing potash. After around the third year i use up all my resources on the map. On a 2x2 map there are not enough trees to keep up with production.

Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 08, 2013, 08:54:11 pm
> I go to set up my starting equipment only to be handed over 10,000 points.
Yep. It’s a side effect of making items out of salvage (Which is something you don’t want to do ingame, since it skyrockets your wealth and triggers earlier attacks). I may just remove the value of high-quality salvage entirely, as it’s easy enough to buy despite its worth.

> Maybe I'm just terrible at DF, but with the decreased efficacy of farming, I almost don't feel able to survive.
As Maklak mentioned, a combination of hunting and trading will satisfy your food requirements (Farming chickens and brahmin also works), while a source of fresh water provides a drink supply.

> I played a few short lived stables in the last few days.
Mind telling what ended your Stables? For development reasons. ;)

> Could we have a concentrated gunpowder item, say 'a barrel of gunpowder', what we can't make normally, but we can order from the caravan.
That’s something I’m working on, but getting traders to bring custom items is tricky as they’re diluted by ordinary goods. Maklak’s above points are good. I also plan on introducing a plant burning reaction for reliable ash production, to be coupled with a wasteland crop that grows fast but only produces thread.

Thanks for the feedback everyone! It's been really helpful in balancing the next version! :D
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 08, 2013, 11:09:44 pm
To answer your farming question, this is what I do. On embark I bring 9 seeds of every plant that isn't just dye or that you have to process to make edible. I then have my miners make However many 3x15 rows as there are plants for the Spring. As your fort gets bigger you'll expand into these empty spaces. My rows consist of 3x3 patches, which is why I bring 9 of each seed. Each row will focus on only one plant for the most part. You can't grow all plants year round, so pick a plant that grows in multiple seasons. Next row do the same until you're out of three-four season crops and fill up the blank seasons with other seeds.

This applies to underground crops as well, and be sure to floor off the ceiling of your surface farms and connect them directly to your food stockpile with up/down stairs (elevators) to minimize hauling. I'm the King of Crops, my forts always live on plants only like proper ponies, with the occasional bit of emergency meat. Also I tend to bring up to 80 cheap plants and drink to eat on until crop production gets going. Always embark with a farmer too.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 09, 2013, 12:10:09 am
Lycaeon: i wrote a short summary, but i'm a under a bit of medication and my brain is a bit fuzzy. So please excuse me if something is not clear enough.

So first thing to note, i have experience using the military, both ranged and melee.

I made a basic underground design for a small stable, and I was trying to find the most pleasing aesthetics for it. In the mean time I was experimenting with aboveground defenses for fun. So I played the same embark four times redesigning the underground and changing things around above and watching how it unfolded. Saving them wasn't the point.
I armed my civilians with combat rifles in every stable i could, and they used bronze ammo. They didn't got any armor and they didn't train. I tried to get as much wealth from salvage as I could(~1.000.000). I also prevented the wild life from coming to my site, as i trapped a large radscorpion behind a stone door. Archery targets are like honey to them; [BUILDING_DESTROYER] is easy to exploit. I had to do this because bloodwings are bear sized flying badgers, only there is more of them. With a small militia you have no chance against them, and I think wild life should be more manageable at the stage of the stable when you actually care about it. Later there are more interesting enemies, and legendary axeponies butcher anything anyway. Burrowing underground against everything is just boring, even if it's more realistic to run than to fight. So I think there should be a lot fewer of them at every one time.

My stables died mainly to raiders. First stable's militia was using simple melee weapons and bronze security barding. Fortifications were a simple wall with a bottleneck. Six ponies aren't enough against three ambushes, and sledgehammer and four shields are deadly combination for a crazy unicorn. Blocking every bullet is nonsense. Civilians were useless.
On second try I used a dodge me trap with with four turrets. They couldn't shoot fast enough, a lucky raider got in, killed everyone.
The third died to a minotaur reaver. Simple wall with a door on it. It got through, killed everyone. It wasn't the one with the hood, but the one after it. :) The raiders took their time, and didn't come to that stable.
Number Four died to raiders again. My militia were the same ponies as in the first stable, and they did better this time. Still, six melee ponies aren't enough to hold a stable against raiders. One got wounded, then another, and another, and one by one they ended up in the hospital. Then the raiders just walked in and killed the civilians, then the resting soldiers.

I don't know, guns don't seem to really work with low skill. Every bullet gets blocked by shield wall. Then the hostiles get in close and end it in a few hits. I'm aware that I should use guns from behind fortifications, (i almost always have sniper towers around the map) and wait for lucky hits, but most of the time i run out of ammo sooner then my enemies die. Then i just sit on my thumbs again, and wait for them to leave. Again, burrowing down is boring. I think the game is most enjoyable when you are not sure about the outcome of a situation, and you can decide both ways.

Also, ponies kick hard. I have read more than a few combatlogs, in which the enemy (not the ones with shields) died in less then three kicks. Now i always give my future military commander 3 kicking, 3 dodging and 3 teaching at embark. They are quite good against feral dogs and smaller wild life even without a shield or weapon.

Maklak: i played around in ten or so worlds since i found this mod, there wasn't a single time i could order saltpetre or found an embark that had it. Grinding rocks for it is not an option. Mining too much decreases fps like crazy, so i have to limit how much i dig around. An obsidian farm is too much hassle in the first few years, and eats up fps too.

Indigo: Yeehaa, another farmer. :D
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 09, 2013, 02:24:31 am
> To answer your farming question, this is what I do.
Good advice! :)

> I had to do this because bloodwings are bear sized flying badgers, only there is more of them.
Agreed...I will lower their numbers in the next version. I'm starting to see a trend where making something just as deadly as it was in the novel is usually not a good idea. :-\

> My stables died mainly to raiders.
I'd forgotten about the multi-shield problem. :( Upon reconsideration, I'm going to remove shields from raiders, wastelanders, and slavers. They weren't present in the novel, and they certainly weren't intended to block rifle fire and flamethrowers. I will leave them in for Stable ponies and the Talons, however.

With that and the reduced number of attacks, the hostile civilizations should become manageable in open combat (Weapon and cage trap hallways were and still are highly effective, but I suppose you didn't use them for your Stables)

The feedback is much appreciated gzoker! I haven't had the time as of late to run Stables outside of testing new features, so reports like this allow me to make small but essential improvements to gameplay. :)

I hope you feel better soon!
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 09, 2013, 03:14:05 am
By the by, Ly, what version had other entities with multiple cutie marks? I'm making a custom entity that's a conglomerate of slavers, raiders, and wastelanders. I'm going to need other cutie marks for flavor within my own castes.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 09, 2013, 07:48:47 am
Are you sure you can remove shields now? A few versions back I tried to remove shields from entity, and they still used default shields.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 09, 2013, 11:38:22 am
>> I had to do this because bloodwings are bear sized flying badgers, only there is more of them.
>Agreed...I will lower their numbers in the next version. I'm starting to see a trend where making something just as deadly as it was in the novel is usually not a good idea. :-\
Reducing their numbers to 1 or 2 at most will probably help a lot.  Thems really fast compared to radscorpians and can fly, so that makes em the number one non-ghoul danger.  Unlike Radscorpians, they can and will run down any pony it chases.
I'm just glad that by default, they try to run away, unless they get into a rage...  Also, they kick protectapony arse.

Are you sure you can remove shields now? A few versions back I tried to remove shields from entity, and they still used default shields.
If they still use shields, what about reducing the number of 'grips' on those ponies?  At least they won't carry 2-4 shields in that case.  Not as OP as Stable Pony shield wall... but the enemies have numbers and are replenished every season, while your ponies, once injured.... well it can be permanent and/or long lasting.



Also, slave converting fortress is finally a go, 31 normal ponies and +8 random slave ponies waiting for me to set-up the resource center thing. 
I totally lowered the trigger for the slave merchants on all 3 counts.  Might be limiting my own population frelled something up, cause I had Talons knocking on my door and I think they have similar triggers.
Clarification: That was in previous games, no slave merchants, but yes talons.

EDIT: Also, can't seem to butcher caged bloodwings/wild animals.  Totally forgot if this is a DF thing or something in FO:E.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 09, 2013, 04:12:30 pm
> What version had other entities with multiple cutie marks?
Well, the non-Stable ponies have cutie marks already...they're just nonfunctional. Only Stable ponies have diversified talents; the early version of the mod (v0.71) just copied these over to the other civs, so there aren't any slaver or raider specific talents.

> Are you sure you can remove shields now? A few versions back I tried to remove shields from entity, and they still used default shields.
Hm...I wasn't aware of this. I will check if this is the case in the current version - if it is I will use Zangi's suggestion and reduce graspers for non-Stable ponies. Thanks for the heads-up! :)

> Also, slave converting fortress is finally a go
Glad to hear it! :)

> Can't seem to butcher caged bloodwings/wild animals.
Untamed animals need to be killed first and put in a refuse pile. The wiki (http://dwarffortresswiki.org/index.php/Butcher) has some more info on this.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 09, 2013, 07:06:25 pm
I know how to mod creatures. I just prefer to adapt something someone else has already made than make my own. Not so good at coming up with new things, better at expanding on existing ones. Which is why I wanted to know which version gave nonstable ponies their own cutie marks.

I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Pokon on February 09, 2013, 07:28:46 pm

I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.

Pretty sure those were removed for, realy, taking up space in the RAWs. I suppose if they were playable, they would have more marks, but at the moment they just dont need them.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 09, 2013, 07:35:49 pm

I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.

Pretty sure those were removed for, realy, taking up space in the RAWs. I suppose if they were playable, they would have more marks, but at the moment they just dont need them.

I know exactly why they were removed. Nevertheless, I want them so I can start on my own custom ponies.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Putnam on February 09, 2013, 07:56:02 pm
Just copy horses...
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 09, 2013, 08:36:45 pm
Raiders and slavers still have their cutie marks at the bottom of each creature:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:LEG_UPPER:SKIN]
[TL_COLOR_MODIFIER:DM1a:1:DM2a:1:DM3a:1...etc...
[TLCM_NOUN:cutie mark:SINGULAR]
[TLCM_TIMING:ROOT:8:0:8:1]

The list of marks itself is in descriptor_color_cutiemark_evil.txt.

It was the hundreds of castes that were causing the lag problems, so without them, the marks work like any other appearance modifier.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Destyvirago on February 09, 2013, 10:13:54 pm
Just copy horses...

I think the Ponys in F:EQ has body size 70000 for adults, the same as humans in DF. Griffons have 175000
Large Radscorpions have 80000 and Giant Radscorpions have 400000

Giant Radscorpions are large!
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 10, 2013, 02:15:48 am
Hmmm....  I probably wasted a ton of I don't know what trying to convert ponies not right next to the slave converter.  Much trial and error.
Slaves are friendly with each other, due to packing em together... but none of em progressed pass friend during the rehabilitation process.

What is the difference between an enslaved and rehabilitated pony?  It really is not apparent, other then cost and words at the bottom.
... I can butcher the converted ponies.

Confirmation on former slave ponies of both rehabilitated and enslaved eventually being able to join military once they get good at something.

Also, its a miracle... a child born a few years in while more then double the cap.

EDIT: It is a glorious day for the slaves.  One of em became Expedition Leader after the first was shot and killed outside... in a not so epic one sided shootout, where she knocked away 4 bullets before getting riddled in the stuff by a buncha wastelanders for some reason.

I'm pretty sure I didn't piss em off?  Sure, I didn't bother to trade with em the last year or 2... and they did send a diplomat the year before...  But yea, they are camping outside with a campfire right now.  I guess I have been holding one of their werething citizens for the past few years...
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 10, 2013, 03:02:34 pm
> Un-cutting gems.
Hm, I was pretty sure, I never saw a rough gem brought by the caravan, but the wiki says "The majority of these gems can be brought by and requested from the dwarven caravan, in both cut and rough form.", so maybe I just missed it or the stable caravan lacks something in the RAWs. Exploits with cutting lenses and un-cutting gems could be removed by removing cut gems from Arcane Gemcgrafting Station reaction products for lenses and hologems. I intend to look at Caravans, Liaisons and gems some more.

> Plants to ash.
I wanted the reactions to turn plants into wood from Nikodeng's mod, but this works too. We won't get charcoal, but we'll get lots of ash to make gunpowder out of. It will also be a good sink for all those Dimple Cups, I keep getting from weeding the soil layers.

> Shields
Overcoming a Unicorn Shield wall is frustrating and needs power in numbers, but removing shields completely from enemies already weaker than the local wildlife would make them too trivial. If anything, remove their riot shields, so they only get the smaller varieties and can be torched.

> Gzoker:
I played Ponderplanned, a 0.88 Stable and pistoleros / rifleponies are OK as support, but need some meat shields to keep them safe. Either use Unicorn melee ponies with at least 3 Riot shields or robots as bodyguards. Either way the ranged ponies can wound, cause bleeding and pain and make the job of melee ponies easier, but are fragile, just as you wrote. Some training in Shield Use and Dodge, for example by an Elite Stable Dweller, can do them a lot of good.

I have an 0.95c embark, but haven't played with it yet. I should do so soon. I didn't get any good CMs except for a weaponsmith, accidentally trained a pony in Blacksmithing instead of Metalsmithing and didn't luck out on embark points.
EDIT: Hmm, 3 Bloodwings came around on day 3. Those things are fast and are killing Carp. I don't even have any weapons. Not good. This embark is also quite poor in everything.

EDIT: I like the new sorting and separation of workshops in the build menu.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Pokon on February 10, 2013, 06:38:01 pm
Well, today is a good day for the....actualy, it's not a good day for anyone.

The Talons arrived while some Wastelanders were trading, and my only reliable trade partners got obliterated as I had my ponies flee into the underground. Only 3 out of 21 (Which used to be over 70, but then !!ponies!!) dead, so thats decent enough. I mean, one of the ponies was a unicorn who could have been trained in magic, but what can one do?

On that note, I have a Hellhound problem. Anyone know how many show up on average underground?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: P(ony)SI on February 10, 2013, 08:41:21 pm
On that note, I have a Hellhound problem. Anyone know how many show up on average underground?
2-4, underground. 1-3 above ground.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 10, 2013, 11:38:25 pm
Zangi: > What is the difference between an enslaved and rehabilitated pony?
Enslaved ponies have weaker stats and [FLEEQUICK].

> I can butcher the converted ponies.
I don't know what to make of that...it shouldn't be possible according to the Stable pony ethics, but as long as the slaves still perform labors I'm fine with it as an unintended feature.

> Confirmation on former slave ponies of both rehabilitated and enslaved eventually being able to join military once they get good at something.
Yay! :)

> A child born a few years in while more then double the cap.
The DF population cap is rather unreliable in stopping births/migrants.

> But yea, they are camping outside with a campfire right now.
A civ can become hostile if a diplomat or too many caravans die on your map.

Maklak: I'll be brainstorming gems as well, but for now I'm against converting small cut gems back to rough gems.

> We won't get charcoal, but we'll get lots of ash to make gunpowder out of.
You can get charcoal (coke) from the biofuel refinery, so ash was the main resource chokepoint.

> Removing shields completely from enemies already weaker than the local wildlife would make them too trivial.
At the moment only the Talons have riot shields, and having any shield at all (even a buckler) protects from flame attacks. Though I'm more inclined towards removing their shields (They already have the numbers advantage, and there are no shields in the novel), if that's not possible I'll give them fewer grasps and/or bucklers.

Pokon: Were the !!Ponies!! due to fire or some other reason?

> On that note, I have a Hellhound problem. Anyone know how many show up on average underground?
More than intended, actually. Wildlife population is one of the things I'm editing for the next version.

Thanks for the input everyone! :)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 11, 2013, 02:21:26 am
>> I can butcher the converted ponies.
>I don't know what to make of that...it shouldn't be possible according to the Stable pony ethics, but as long as the slaves still perform labors I'm fine with it as an unintended feature.

Sadly, the parts are not edible... and sent to my refuse pile, even the bones...  I had a buncha non-converted slave ponies go crazy after a slaver caravan got ambushed.  Albeit, the Talons were camping em hardcore.
Apparently, these particular ponies don't have a place in my coffins.

... I should remember to try out butchering a converted pony next time they go crazy.  And I'll have to eventually experiment with assigning a converted pony to one of my 'superior' stable ponies.

EDIT: Basically like a bodyguard pony, especially if the converted pony ends up having to follow the stable pony like a pet.  Well, I'll train em up before I do assign.

>> A child born a few years in while more then double the cap.
>The DF population cap is rather unreliable in stopping births/migrants.
Not a bad thing really, cause most of the administrative and noble positions can only be given to non-former slaves... old age and accidents do happen...
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 11, 2013, 10:15:04 am
My slaver caravan won't bring slaves. They haven't brought much of anything, though, so I'm still hopeful.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 11, 2013, 10:31:14 am
My slaver caravan won't bring slaves. They haven't brought much of anything, though, so I'm still hopeful.
They come during the springtime, you sure you triggered em yet?  Their icons are 's', opposed to 'w' of the wastelanders.


Also, kinda hilarious having wastelanders come in riding on bighorners...  more meat and bones for my industry.  Totally need more bones to bring my slaves up to military status...  I barely have a military as is.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 11, 2013, 11:11:41 am
My slaver caravan won't bring slaves. They haven't brought much of anything, though, so I'm still hopeful.
They come during the springtime, you sure you triggered em yet?  Their icons are 's', opposed to 'w' of the wastelanders.


Also, kinda hilarious having wastelanders come in riding on bighorners...  more meat and bones for my industry.  Totally need more bones to bring my slaves up to military status...  I barely have a military as is.
Yes, I know.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 11, 2013, 11:32:42 am
A report from initial first months of a stable in a "nice" location.

The "Ambusher" trick didn't work out for me and I don't even have a BB gun.
Huh, I only have one male, Servitor.

12 March 
The Bloodwings left us alone... for now at least.
The militia is formed. Sunny (Armour User 5, Teacher 5) becomes the militia commander, while Dodger (Dodge 5, Teacher 5) and Dolphin (Axe 5, Teacher 5) join her. They don't get any weapons yet; our only hacksaw is to be used for cutting down some trees and salvage.

14 March 
Two Bloodwings approach the camp. The metal industry isn't even up yet! All I can do is give each soldier a shield and hope for the best. Miraclously... the Bloodwings leave. 

Good news. There was a useable steel hacksaw inside some garbage pile. The soldiers can use that.

18th March
Charcoal production has begun. Checklist becomes the resident clerk.
Bloodwings come dangerously close to the camp again. One of them rages and attacks a cat. The security is told to cancel their dodging demonstration and engage. The civilians are ordered underground. Strawberry runs away, chased by the Bloodwing. Those things are fast. The Bloodwing is chased away, so we call off the alert, but that's too soon; it comes back. The monster is engaged. It collides with Dodger, knocking her back. It manages to severely wound Dodger's leg, but is engaged by Dolphin with the steel hacksaw and she cuts off it's left arm. Sunny joins the fight and bashes the Bloodwing with her shield. This turns the tide of battle, but we'll still need a hospital.

24th March 
Dodger is moved to a makeshift hospital and Anvil was told to diagnose her. Anvil procastenated for a few days, as she is not easily moved to pity, so Servitor was chosen for the role of CMP instead. As if out of spite, Anvil finally went to diagnose Dodger. All the civilian ponies were told to help in the hospital. While Dodger waits to be healed, the rest ot the soldiers waste their time waiting for a dodging demonstration that won't happen.

27th March
The healing of Dodger progresses. The bloodwings leave and two falcons come along instead.

6th April 
Anvil was doing all the healing for Dodger, so she is now the CMP.
Dolphin and Sunny got bored waiting for Dodger, so they're having a Wrestling demonstration instead.

8th April 
Apparently... Anvil can't make bronze hacksaws out of bronze bars and charcoal and needs refined coal. Maybe she just failed to notice somepony moving the bin with charcoal. She can make helmets just fine, but not hacksaws. What the hay? OK, this is not a bug, just an unintended feature of the "improved" hauling system. The bin with charcoal was moved and so the job of forging hacksaws was cancelled. Nevermind.

16th April 
Dodger just needs a crutch and a dressing now, but nopony seems to care... ecept for the other soldiers who decided to wait for Dodging demonstration instead of training Wrestling, which did pretty much nothing.

26th April 
Dodger finally leaves the hospital. Anvil did a lot of good work on her and now only her fat remains cut open and there is no infection. This leg should heal on it's own eventually. Well, except for the nerve damage. Unfortunately her crutch slows her down. The dodging demonstrations resumes soon afterwards, but the soldiers don't pick up their new bronze security helmets.

18th May 
The soldiers learn Dodging pretty quickly through Dodger's demonstrations, but not Hacksaw or Armour use. There are some Radhogs around, but nothing dangerous.

1st June
It is now Summer. Dolphin leads an axe demonstration. The soldiers have full security uniforms now, except for the horseshoes, but they refuse to wear them.

9th June
Dodger and Dolphin Sparr. Afterwards Sunny and Dolphin Sparr. All the ponies have 90 learning rate for Dodging for some reason. It is bad as it is.

19th June 
Armour use demonstration. The soldiers wear their Barding just fine, but refuse to wear helmets. I think this is because their hoods prevent them from it. Lyceaon, I know you nerfed the hoods to prevent the exploits with wearing too many, but surely wearing just one with a helmet would be fine? I mean some civilians are using hoods and there is no way to wear helmets other than "Replace clothing." They get two leather riot shields each.

2nd July 
Dodger's leg is healed, apart from the neve damage. The soldiers are wasting their time with fighting demonstration. There is too few ponies and too much work. The first residential complex is designed. 

6th July
Yay, migrants. Only 3 of them, unfortunately. The military is fine for now, so we get a salvager, a miner and a generalist. Two of the new arrivals are males. One is a Unicorn, Stethoscope and becomes the new Chief Medical Pony.
Scrap ore is mow scarce and despite processing lots of low quality salvage and some medium, I have few of it. If I didn't have a serious shortage of normal wood and charcoal, I'd heave a serious shortage of ore. Plus I'm using it efficiently and making bronze.

19th July
With a second salvager, the operation becomes that much more efficient. The radhogs come dangerously close to the salvagers, but fortunately back out before I have to call in security.

1st September 
Autumn has come. A biofuel refinery is built and used to convert some of the excess tallow into biofuel and fuel for the furnaces. Bronze Serrated Discs are commisionned for trade.

7th September 
A flock of 6 Bloodwings come around. I don't think the Security can handle this many without losses. I watch them, ready to evacuate civilians inside if need be and tell the ponies to build doors.

8th September 
Checklist runs right into the swarm of Bloodwings, enraging some of them. The civilians are ordered inside and the Security ordered to engage. Checklist escapes, but Anvil is slowed down by the load of ore she was carrying. The security is told to kill the Bloodwing chasing after her. She is the one with the best cutie mark around, as evidenced by the fine bronze weapons and armour the soldiers got. Sunny joins the fight and starts hacking a Bloodwing to pieces, but Anvil is badly hurt, bleeding and 2 more Bloodwings have smelled the blood and are coming to finish her off. Sunny Kills a Bloodwing, but Anvil bleeds to death shortly afterwards. Damn it, why her? The Security quickly mops up the two remaining Bloodwings. Servitor becomes the new Weapon and Armour smith.

15th September
Dodger is in the hospital... again. Apparently the fight with Bloodwings didin't go as well for him as it did for Sunny. The two remaining Bloodwings make a circle and attack the camp from the other side. Civilians run inside. Dolphin engages. Sunny is waken up. These things are dangerous one on one, because they will often get a first strike, knock over a pony and beat on her, but are no match for hacksaws. The remaining mosters are delat with without losses. 

24th September 
No more Bloodwings for now. There are Falcons in the sky, so it is safe. New ponies arrive. Four of them, including a foal.

16th October
Stethoscope is relived from most of his duties so he can better deal with his patient, Dodger, who is starving. Totem is told to make some ivory / horn / hoof crafts for the caravan.

19th October
The soldiers get the first three rooms to make them happier. Two Radhogs kill Strawberry. The security is ordered to kill them in return. One the remaining Radhogs are killed, three new ones come on the other side of the river. Dodger gets out of the hospital, but is very unhappy about his wounds. 

25th October
Some vultures steal our meat from the outdoor stockpiles, but there is so much of it that it doesn't matter anyway.

7th November 
Sunny is in the hospital and she will need a Crutch as well. The security is turning into cripples.

14th November
The vultures have stolen so much that we must move the food production and storage underground.

17th November
A caravan and the outpost liaison have arrived.

Depleted batteries have value 0. It should be more. Same with fried wiring, empty party baloons and ministry postes. 

The soldiers caught up in each other's skills a bit, but didin't progress much otherwise. Their highest skills are at about 6 and they barely have any shield user. I barely saw any sparring at all.

I should probably make some soap next. It won't help Sunny, as she already has an infection, but it should be usefull nonetheless. Oh and the rooms are ready for beds.

I have some scrap ore to spare, but it will disappear quickly the moment I switch from bronze to iron / steel.

TL;DR:
* Bloodwings are the new Feral Pegasus Ghouls, only there's more of them.
* Radhogs can rage and kill too.
* Hoods over security / combat helmets should be allowed. It is only a minor exploit, but a moderate inconvenience during the first months of an embark, before there is enough metal, cloth and leather to set uniforms to "Replace clothing". Ponie will almost always wear something on their heads and that often means a hood.
* Some items have cost 0. Even stones cost 1 bit, so this shouldn't be the case.
* Ponies have 90 learning rate for Dodging. This skill improoves slowly as it it, it shouldn't be nerfed further.
* So far I haven't been able to trade rough gems with a caravan, except glass.
* Broken glass has way higher value than normal glass.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 11, 2013, 11:58:07 am
Gonna have to agree, the nerfed learn rates really are troublesome.  Probably more so with rust rates.  But yea, I've had 4 ponies training in my military for the last 5 years, they are only level 2 dodge and armor user now.

I guess, as it is now... you have to jump the hurdle of low skill before things get easy.

Advanced fort of +10 years, biggest issue to happiness is rotting light horseshoes and jumpsuits.  Really huge unhappiness modifiers when the clothing finally breaks apart.  At least the waterfall project does its job.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 11, 2013, 12:47:10 pm
To all of those who asked about the succession fort, sorry. My biology teacher gave us this huge test a week ago, and I did awesome. The problem was, I was the only one who got a good grade. The teacher decided to throw out the tests and give us another one. So I had to study for that one. Here's something to tide you over.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Wilde Card on February 11, 2013, 01:47:04 pm
I have a problem with crates, in some Stables the crates work fine but in other ones, the option to use crates rarely if ever shows up, I'd just like to point that out.
I'm not sure what it could be though, my Stables are generally always in the same biome while I'm getting used to things so I can't really help with that
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 11, 2013, 01:54:06 pm
I put my fort here (http://www.bay12forums.com/smf/index.php?topic=122801.0). Please feel free to ask for a turn.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 11, 2013, 02:56:54 pm
I have a problem with crates, in some Stables the crates work fine but in other ones, the option to use crates rarely if ever shows up, I'd just like to point that out.
I'm not sure what it could be though, my Stables are generally always in the same biome while I'm getting used to things so I can't really help with that
Would need more clarification on this... what kind of crates do not work?  Are you trying to use...  I think it is Workbench (is it?) to open the crates?  You'll need a toolbox to build the Workbench.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Demdemeh on February 11, 2013, 04:37:17 pm
So I finally got an embark I'm fairly successful with. I've lost a few ponies to violence (one hunter migrant immediately suicide rushed a radscorpion, and I've had two feral pegasus reaver ghouls charge into my base before walling it off) from wildlife, but I've had even more births. I punched through the aquifer, my farms are chugging along nicely, I have a variety of tame animals and a beginning to chicken farming. I have biofuel flying up, and a functional scavenging strategy.

All this in a savage, evil biome, where irradiated dust clouds fly through every season.

I guess all I needed was more pressure.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 11, 2013, 07:36:26 pm
I have a problem with crates, in some Stables the crates work fine but in other ones, the option to use crates rarely if ever shows up, I'd just like to point that out.
I'm not sure what it could be though, my Stables are generally always in the same biome while I'm getting used to things so I can't really help with that

You get crates from salvaging medium or high quality salvage logs in the salvage yard, and you open them at the supply depot. If you have a finished goods stockpile set to allow everything that could cause problems. Anything hauled won't show up on the reaction lists in the workshops. So if a pony tries to haul around ten heavy creates in a metal bin it takes forever, and you won't have access to them in the meantime.
If you use burrows, then make sure to include both the supply depot and the part of your fortress where you store the crates. Even if you have only a one tile burrow someplace else it can mess with the custom reactions in the modded workshops.
Other problems can be an inaccessible supply depot ( it has only two walkable tiles ), or a forbidden workshop and/or crates. Anything pathfinding related, closed doors, messed up stairs/ramps.


You have to be a little more specific, but my bet is on the burrow one.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Replica on February 11, 2013, 07:42:43 pm
Finished the pony skill rates guide, it wont be updated for a while.
Once castes are revamped I may or may not do it all over again using some fancy table in google docs.

Updated the pony skill rates post with percentage values (chance to get each caste, as calculated by P(ony)SI) and cutiemarks (for EVERY caste, again, courtesy of P(ony)SI).
Also added is the RAW value next to the percentage values for the two races and shared skill gains.
There was unfortunately not enough space to do this for every caste however, so castes don't have RAW values listed.
Also they look messy, deal with it, nothing I can do about it.

So yeah, merry 12th of February Maklak and a happy new 13th to you.

Also, Lycaeon, if you could also credit P(ony)SI for it in the OP... no big deal, but it'd be a polite thing to do.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 11, 2013, 09:25:26 pm
Zangi:
> Sadly, the parts are not edible... and sent to my refuse pile, even the bones. Apparently, these particular ponies don't have a place in my coffins.
Do you mean slave pony corpses are not sent to your refuse pile? I don’t think the game considers them to be part of your civ, so they’re not candidates for burial, nor do they produce ghosts.

> I think it is Workbench (is it?) to open the crates?
It’s the Supply Depot, which is pretty important, as the products of salvage comprise half of the mod’s features. I’m thinking about removing the toolbox requirement though.

Maklak: Looking good! :) I’m aware of the bloodwing problem and will fix it in the next version.

> Hoods over security / combat helmets should be allowed.
Good point. I don’t know why I didn’t allow that in the first place.

> Scrap ore is mow scarce and despite processing lots of low quality salvage and some medium, I have few of it.
I’ll take a look at the numbers.

> Depleted batteries have value 0. It should be more. Same with fried wiring, empty party balloons and ministry posters.
Zero value was intended to prevent inflation by quality levels, but I guess I’ll give them a value of one.

> The soldiers caught up in each other's skills a bit, but didn't progress much otherwise. Their highest skills are at about 6 and they barely have any shield user.
Default training in DF isn’t as effective as it should be. I personally prefer equipping my ponies with training weapons and pitting them against captured creatures, or using a danger room in emergencies.

> Ponies have 90 learning rate for Dodging. This skill improoves slowly as it it, it shouldn't be nerfed further.
Noted. I’ll return it to normal in the next version.

> So far I haven't been able to trade rough gems with a caravan, except glass.
Hmm…I haven’t commenced my own tests yet, but I may just give rock farming yields another boost.

> Broken glass has way higher value than normal glass.
Also noted for fixing.

Thanks for the feedback! :)

Tahujdt: Good luck with your new exam! The terminal readout certainly looks interesting.

Wilde Card: Gzoker’s explanation is pretty much spot on. The DF stockpile AI is finicky, so I usually just build related workshops right next to each other and their stockpiles.
 
Demdemeh: Good to see somebody surviving out there. :)

Replica: Much appreciated! :D I'll be changing the base dodging rate from 90 to 100, but apart from that there's still no plans for a revamp in the near future.

And I did forget to credit P(ony)SI…thanks for reminding me. :-[
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Wilde Card on February 11, 2013, 11:57:00 pm
>If you have a finished goods stockpile set to allow everything that could cause problems. Anything hauled won't show up on the reaction lists in the workshops.
I shall never let my crates be hauled again, ever. Thanks

I had collected:
9 broken civilian crates
3 normal civilian crates
1 explosive crate
1 Ministry of Image crate
4 Ministry of Peace crates
6 Ministry of Morale crates
5 Ministry of Wartime Tech crates
4 Ironshod crates
4 Stable-Tec crates
and 5 RoBronco crates before I thought to ask here :P

> ...provided the stockpile's near your Supply Depot
Even better! Cheers
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 11, 2013, 11:58:37 pm
He means they won't show up while they're being hauled. When they reach their destination stockpile they'll be available again, provided the stockpile's near your Supply Depot and not in a different burrow.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 12, 2013, 12:57:49 am
I have just noticed that i can't make biofuel from alcohol, if it's stored in pots. I guess this is not intended.

Edit: Also, the rock grinder workshop's 'grind rocks into sand' reaction puts sand in every kind of storage item(coffers, glass box), not just bags.
One of my unicorns, the one i wanted to make my ultimate badass military commander lost her horn. A raider shoved her down a ramp and she fell on her head, and her horn shattered. I wanted to make a display case for the lost horn (nice addition for the arcane research center), so i made them grind the rocks into sand on repeat for a clear glass box and a few windows. The first item my ponies grabbed was a plasteel coffer, then the brand new glass box. Now almost everything is filled with sand.
It's fitting by the way. Just imagine a long forgotten stable where ponies slowly withered away, and left their belongings covered in the dust they once were.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 12, 2013, 11:29:46 am
One of my unicorns, the one i wanted to make my ultimate badass military commander lost her horn. A raider shoved her down a ramp and she fell on her head, and her horn shattered.
A cruel fate for one so promising.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 12, 2013, 05:06:57 pm
> I have just noticed that i can't make biofuel from alcohol, if it's stored in pots. I guess this is not intended.
It's not. I'll enable containers other than barrels in the next version.

> The first item my ponies grabbed was a plasteel coffer, then the brand new glass box. Now almost everything is filled with sand.
Hm...the reaction has the [BAG] token, so it should only be using bags. I'm going to have to double-check this. Does the kiln still use sand in the other containers to make glass?

Thanks for pointing these out! :)

> A raider shoved her down a ramp and she fell on her head, and her horn shattered.
I didn't know that was possible. :o
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 12, 2013, 06:28:54 pm
Replica and P(ony)SI, thanks for updating the caste guide.
It could use the info that these castes have special properties:
* MUSICIAN (Needs a Note and not Composition to perform Music, making the process much more efficient. Increased buffs to listeners, from *1.02 to *1.10 in some attributes for a week. Can also play Vinyl's, Octavia's or Lyra's music, with the appropriate artiffacts, which give *1.20 boost for a week.)  Castes: EARTH_FMUS, EARTH_MMUS, UNICORN_FMUS, UNICORN_MMUS
* COMEDIAN (Needs a Note and not Composition to perform Comedy, making the process much more efficient. Increased buffs to listeners, from *1.02 to *1.10 in some attributes for a week.) Castes: EARTH_F56, EARTH_M56, UNICORN_F56, UNICORN_M56
* LEADER (Needs a Note and not Composition to perform Speech, making the process much more efficient. Increased buffs to listeners, from *1.02 to *1.10 in some attributes for a week.) Castes: EARTH_F55, EARTH_M55, UNICORN_F55, UNICORN_M55, EARTH_FMAS, EARTH_MMAS, UNICORN_FMAS, UNICORN_MMAS, EARTH_FCAP, EARTH_MCAP, UNICORN_FCAP, UNICORN_MCAP
These "inspiration" bonuses don't stack with each other and only one can be active at any moment, but building a theater in the barracks and in some high-traffic area should be worth it for any overseer with some spare paper. If your noble is a leader, it is also climatic to have him perform occasional speeches. Of course you have to use workshop profiles for this.

> > The soldiers caught up in each other's skills a bit, but didn't progress much otherwise. Their highest skills are at about 6 and they barely have any shield user.
> Default training in DF isn’t as effective as it should be. I personally prefer equipping my ponies with training weapons and pitting them against captured creatures, or using a danger room in emergencies.
I know, I'm just trying to find a good training method. Some people manage to get legendaries after a year of training. Well, I don't.
One thing you could do to counteract this is increasing learning rates of Dodge and Armour User for all ponies and even more for security castes.

> > So far I haven't been able to trade rough gems with a caravan, except glass.
> Hmm…I haven’t commenced my own tests yet, but I may just give rock farming yields another boost.
If rough gems can't be bought from caravans (I think it is so, but am still testing this), then you could also consider:
* Removing [PRODUCT:50:1:SMALLGEM:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] from Arcane Gemcrafting starion to prevent a loop.
* Adding the reaction to uncut small gems to Arcane Gemcrafting Station, so we can use gems from the caravan. If you don't like the idea, uncutting large gems would work too, but would be more expensive and less efficient.
I need a lot of stones for furniture, blocks and other things, so I'm stingy with spending it on rock grinding.

Since silk is needed for advanced scrolls and arcane research and even after opening the caverns it is quite scarce, would you consider modding in Silk Roses from Loosing is Magic?



Another chunk of an update:

After clearing an 80x80 square from trees, low and medium quality salvage, and making bronze maybe 3 or 5 times (9-15 scrap ore), I'm left with 20 scrap ore. Converted to bronze this is about 80 bars (and some things take up to 3 bars to make), but when my biofuel refinery is up and running, this will barely be enough for a few steel weapons. I may have to resort to smelting Galena into bronze to save on scrap after all. Still this is only my first half-year. In 0.88 I had 500+ scrap ore after 5+ years of collecting it, so maybe time and clearing all the surface will give me more.

I guess trees are sparser here than the last map. Maybe 4 times sparser. Deforestation of the whole 4x4 embark seems possible within the first two years, while normally I can't do that at all.

I modded the permit on hood to be 28. This allows for a security / combat helmet, and a head wrapping, but not a Power armour helmet. You want to make this at least 20 to allow for most helmets to fit under hoods.


11th  February
Servitor is the Expedition Leader for some reason and the Liaison follows him around. There is so much to do, that they can't find any time to talk.

Dodger and Dolphin are Sparring. The current military skills are:
Sunny   4 Axe, 3 Dodge, 5 Fighter, 5 Armour User, 3 Shield User, 0 Crutch Walker
Dodger  2 Axe, 5 Dodge, 4 Fighter, 1 Armour User, 2 Shield User, 3 Crutch Walker
Dolphin 6 Axe, 2 Dodge, 4 Fighter, 2 Armour User, 2 Shield User, Not Invalid.

I don't even know how to check this, but I think that Security Barding and normal horseshoes leave some part of the legs exposed. A lot of military ponies get nasty cuts on their hooves.

26th February
A raider thief comes along. The security is told to deal with him. They are wearing their helmets now. He managed to escape. Oh well, at least nopony got hurt. It pays off to have cats as an early warning system.

28th February
Another thief and some Radhogs. No big deal.

1st March.
A rather uneventful year has passed. The current military skills are:
Sunny   4 Axe, 4 Dodge, 5 Fighter, 5 Armour User, 3 Shield User, 1 Crutch Walker
Dodger  2 Axe, 5 Dodge, 4 Fighter, 2 Armour User, 2 Shield User, 3 Crutch Walker
Dolphin 6 Axe, 2 Dodge, 4 Fighter, 3 Armour User, 2 Shield User, Not Invalid.
I guess this training method doesn't work that well. Next time I'll try (1 Axe, 5 Dodge, 4 Teacher) plus (1 Axe, 5 Armour User, 4 Teacher).

18th March
27 migrants arrive, bringing us to target population of 40. Two of them are foals and most of them aren't good at anything useful. Only a few of those ponies are quite skilled. There are also some potential soldiers, including gunners.

Heh, got myself a Red Eye clone. "His natural charisma allows him to convince others easily." and a burnt away Cutie Mark.

It will be a while before I sort these guys out and re-organize the army. Unfortunately the teacher squad hasn't progressed much and isn't ready for their intended role. This also means relieving Servitor from enough duties so he finally speaks to the liaison and I can try to order rough gems, which was one of the purposes of this Stable. The other was testing a method to train military.

On the plus side I have 3 sheriffs (Star and Sabers CM, View range 40), a gunner and 2 unopened packs of pellets, so I'll get some ranged support at last.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 12, 2013, 07:14:52 pm
I find it strange that some ponies can have a spear cutie mark, but Vault Dwellers can't make any weapons that use the spear skill.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: P(ony)SI on February 12, 2013, 07:27:23 pm
I find it strange that some ponies can have a spear cutie mark, but Vault Dwellers can't make any weapons that use the spear skill.
Power drills count as spear-type weapons.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 12, 2013, 07:53:14 pm
Right, but those are... well... drills. You can't upgrade them like you can machetes, hammers, hacksaws, et cetera. There's even a "jagged spear" weapon in the raws with an "energy spear" upgrade, but it's not manufacturable.

It just seems strange.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 12, 2013, 08:00:20 pm
>> The first item my ponies grabbed was a plasteel coffer, then the brand new glass box. Now almost everything is filled with sand.
>Hm...the reaction has the [BAG] token, so it should only be using bags. I'm going to have to double-check this. Does the kiln still use sand in the other containers to make glass?
They use up the sand from the coffers and boxes at the glass maker's workshop without problems. I can only make pearlash at the kiln which is glass related, and smelting the glass shards, but those are work fine.

>> A raider shoved her down a ramp and she fell on her head, and her horn shattered.
>I didn't know that was possible. :o
She dodged away a kick to the wrong tile, then fell a z level. Her horn got severed from the impact, and before I could put it in a display case it rotted away >:(

I have scarcely used the theater yet. The main reason I'm avoiding it is because a buff for one week seems too short. It's plenty long for a fight, but most of my fights occur unexpected, and I can't tell the enemy to wait until I get my military buffed and ready. Trying to keep them buffed all year around would require an abysmal amount of micromanagement, and I have to pay attention a lot of things already. Ponyhell, even managing to get all of my ponies near enough to get buffed is a pain in it self, as my barrack isn't just a big room with everything shoved inside. (Standing on the wrong side of a wall seems incredibly funny to some ponies when they get a station order.)
Leaving it on repeat would just eat up the resources without any control of efficiency, and buffing up a bunch of idlers who do nothing is just a waste.
So does anybody have any experiences with them? I would like to hear a few opinions before i suggest any change.
(I would be a lot happier if it used the bigger cost, less micromanagement philosophy.)

Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 12, 2013, 08:56:16 pm
Maklak: Demonstrations train skills very slowly unless the demonstrator has high teaching skill and the observers have high student skill. Sparring is faster, but requires two-pony squads, otherwise the soldiers will start a demonstration instead. Note that this is for melee skills...your gunners require the usual archery ranges. The armory is an alternative for training armor user, as is the VR simulator for other combat skills, but the latter takes quite a few resources to set up.

> One thing you could do to counteract this is increasing learning rates of Dodge and Armour User for all ponies and even more for security castes.
Caste-specific dodge/armor rates will have to wait, but I can increase the base rates.

> Gems
My thoughts are that if the [GEM_SHAPE:X] and [STONE_SHAPE:X] are removed from an entity then it won't be able to cut its gemstones. I haven't gotten around to testing it, however, as I'm still modding creatures. If this doesn't work, I'm sticking to increasing yield rates from rock farming.

> Since silk is needed for advanced scrolls and arcane research and even after opening the caverns it is quite scarce, would you consider modding in Silk Roses
Artificial silk synthesized from biofuel is on the development list.

> After clearing an 80x80 square from trees, low and medium quality salvage, and making bronze maybe 3 or 5 times (9-15 scrap ore), I'm left with 20 scrap ore.
Tree sparsity certainly has a role, but I'll be increasing scrap yields in any case.

> I modded the permit on hood to be 28.
Noted.

> A lot of military ponies get nasty cuts on their hooves.
I think that's more due to horseshoes not being very good protection in the first place. Security barding covers all parts of the body except for the head and hooves.

Thanks for the feedback Maklak! :)

Mura: The energy lance (A magical plasma weapon found rarely in military crates) uses the spear skill, and is quite devastating. The power drill uses the mining skill.

Gzoker: I did mean the glassmaker's workshop. Thanks for checking! :)

> I have scarcely used the theater yet.
The current theater and its buffs are outdated and need a revamp (With longer durations as you mentioned).

Edit to below: Oh yes, combat and ripper rifles also use the spear skill, though no enemy civs use energy lances. The lances you get from the crates are depleted, so you need spark batteries to recharge them.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zangi on February 12, 2013, 09:40:04 pm
Mura: The energy lance (A magical plasma weapon found rarely in military crates) uses the spear skill, and is quite devastating. The power drill uses the mining skill.
I believe scavenging gets you steel pitchforks and sometimes rarely depleted energy lances.... and some enemies, forgot who, bring in energy lances too...
Combat rifles I think are also considered spears.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 13, 2013, 03:45:34 am
> Demonstrations train skills very slowly [...]
When I embark with skill 5 / Teacher 5, 0 Student, demonstrations train skills just fine. That's how my soldiers got their Dodge and Armour Use up. There are still problems with it, though, such as demonstrations for Striking and Wrestling when those skills are Dabbling. I've also seen a Gunnery demonstration once. My soldiers in 3 pony squad will often have a demonstration for a pretty low skill, such as shield use, with one of them skipping it and doing an individual combat drill instead.
I just had a strange thought: I can assign all new soldiers except BB gunners to the main squad, then put a bunch of training orders with fewer of them in mind than I have now and see how that works. In theory they only should attend weapon skills demonstrations for weapons they use.
My gym pump is almost ready, so I'll have my soldiers train pump operation to give them a civilian labour and no unhappy thoughts from going off-duty as well as an attribute boost.

> > One thing you could do to counteract this is increasing learning rates of Dodge and Armour User for all ponies and even more for security castes.
> Caste-specific dodge/armor rates will have to wait, but I can increase the base rates.
My opinion is that the slow learning rates for Dodge and Armour Use are a bug of DF (I even posted a link to mantis somewhere in this thread) and buffing their learning rates to counteract this is a good idea. Training the Champion in Armour Use at the Armoury and Dodge at VRS and having a Power Armour Use token is already a step in the right direction as otherwise Legendary soldiers will only have a few points in those.

> Theatre
Well, with what I know now, I would pick a LEADERSHIP pony for my noble (trader, book keeper and manager), make a bunch of speech notes at the scriptorium, store them next to one or two theaters and once in a while schedule a masterwork speech in all my theaters. Of course they would all be profiled to accept only one pony (or all ponies with LEADERSHIP). The soldiers don't just benefit from those buffs before combat. A higher Strength or Agility means higher Speed and faster sparring sessions, for example.

> Spears
Good point that the Stables don't make any spears, while having spear CMs. Of course in-game this is not a big problem as you'll get plenty of steel pitchforks from salvage and the occasional energy lance.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: tahujdt on February 13, 2013, 09:53:03 am
The masterwork speech works only once in a while. Can you up the stone production so it has a better chance of applying?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 13, 2013, 02:28:42 pm
> The masterwork speech works only once in a while. Can you up the stone production so it has a better chance of applying?
Well, you could queue up the reaction two or three times. It will waste more paper, but has a better chance of working.

Speaking of revamping inspiration bonuses: I'd change parties from 1% per pony to 5% per pony (max *1.3 for 6) as a quick fix and it would make them very worthwhile, especially in the cramped barracks. This is much better than anything else, but you do need lots of resources for a party. Besides, helium canisters use up and you can't just make more of them, unlike paper. Maybe have a special ENTERTAINER castes who are better at parties and comedy.




I sort out the military.
Ranged: Short Bursts (UPM), Star Saber (EPM), Bronze Star (EPM), Silver Star (EPF).
Melee: Shield (EPF, Hacksaw), Shadowdancer (UPF, Knife), Fencer (Child, Matchete), Pike (UPM, Pitchfork), Lance (EPF, Pitchfork)
I set two train orders for each month: Train 4 minimum, with non-pitchfork soldiers preferred and train 2 minimum, with Pike and Lance preferred. We'll see how that works.
The BB gunners are set to train in pairs at the barracks and are assigned metal pellets.

5th April
The Diplomat has left unhappy, just as I reassigned some labours and could find some time for him.

10 th April
Short Bursts leads a Dodging demonstrations, while being almost Novice in it.
Dodger (Dodge 5) leads a dodging demonstration for Dolphin (Dodge 3).
Sunny (Dodge 4) organizes a dodging demonstration for Shadowdancer and Pike. 

16th April
Strawberry becomes possessed and claims a mason's workshop.

20th April
4 Bloodwings come around. They migrate too close to the camp. Civilians go inside, soldiers keep on training. Hm, none of the BB squad has any ammo and most soldiers lack shields, While Shadowdancer hoards like 7 of them, but has no weapon. This doesn't look good. Oh right, and we're still short by 7 Bronze Security Bardings and Helmets and some shields. To make things worse, two of the best trained and equipped soldiers are crutch walkers.
Two of the Bloodwings leave, but two charge Shadowdancer. I order one of them to be killed and let's see how it goes. Shadowdancer (with a knife and lots of shields) and Short Bursts (with his BB gun and no ammo) get there first. The Bloodwing is, of course, enraged. Is is surrounded and Dolphin is there. Good.
The fight is rather chaotic. Bronze Star is severely hurt in a hoof and at best is going to join the cripples. He kills the monster, bashing it in the skull with the butt of his BB gun. At the time it was pretty badly hurt by Dolphin. The second Bloodwing is massacred by Shadowdancer and BB ponies. 

Strawberry made a grate.

22nd April
The two other bloodwings leave, so it is safe to go outside again.

I have 10 idlers. Time to start some project.

I think I also need a second mechanic.

---

Ugh, the save got corrupted and the backup is from 1st March, before the big migrant wave. I don't feel like going that far back, so I'll abandon this game. Well, two months may not seem too far apart in game time, especially this early, but I did a lot of designations and sorted a big migrant wave. This is my second playthrough with this mod where a save got corrupted. I don't remember this happening with the base game, but it could be the fault of dfhack or not closing Dwarf Therapist in time or other things. Oh well, I should start another game sometime.

Some of the new soldiers managed to get 1 Dodge from demonstrations, so embarking with it is definitely a good idea. I've also seen some sparring, but overall it looked as if everypony was just doing what they felt like at the moment. The current stable layout isn't really working out for me. Well, it kinda works, but there is lots of wasted space. I'll try something else next time.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 13, 2013, 04:34:17 pm
I've played several (short-lived) Stables without dfhack or Dwarf Therapist and experienced no corruption, so it's probably because of one of those.

Had some Fun recently. Three ghouls and a black radscorpion were in cages in my dining room. The traders came; I figured I'd sell them. Forgot about the bug where hostiles in cages are released from their cages when traded. One of the ghouls bit the radscorpion's tail, kicked it in the head, and beat my military to death with its corpse while the other two ghouls slaughtered the traders.

This was about the time I abandoned.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 13, 2013, 08:13:36 pm
The problem with the theatre is twofold; boiling rock syndromes are only 50% successful (No matter how many rocks are produced), and the durations for the resulting buffs are too short. Right now it's more of a flavor building than anything. This also applies to parties and other reactions that produce attribute bonuses, so I plan to address all of them together in a later update.

Maklak, I meant multiple squads with only two ponies in each will spar with their chosen weapon, training both faster than demonstrations can. I found this thread (http://www.bay12forums.com/smf/index.php?topic=108443.0) to be a good guide.

I've never had a save corruption before, so I can't give you much advice there. ??? Has anyone else experienced this problem?

Mura, were you sure that was a black radscorpion? I renamed them to large radscorpions a couple of updates back. Interesting point on the ghouls using corpses as weapons...I'm going to need to remove their graspers.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 13, 2013, 08:25:53 pm
Yup. I only upgraded from 0.92 in the last few days.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 13, 2013, 08:49:00 pm
Ah, ok. As long as it wasn't in the current version it should be fine. :)

As for current development progress, I've separated the prismatic forge's reactions out into a MAW forge dealing with scorpion power armor and plasteel items, from the old MWT forge that will keep regular power armor and steel items. That frees up some space for magical weapon engineering in the Ministry of Awesome arc. The stasis bay is done as well; it will require a stasis talisman and Ministry of Peace terminal, after which you can produce a stasis potion from a bed, clear glass, and a spark battery. The potion will turn the drinker into a stasis pod for the requested duration.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: gzoker on February 14, 2013, 04:00:38 am
So, the stasis bay turns ponies into a stasis pod. When the effect is over and they turn back, will they heal all their wounds and missing limbs like were creatures? That would make it a really slow auto-doc. :D Is a workshop like that even possible? inception, dun, dun, dun...
How fare stasis pods in a fight? I imagine, if they are nigh indestructible they will have other uses then making a pony take a nap. Like scouts around the map or bait in some elaborate trap. I have so many questions, but i would rather wait and experiment myself. Still, possibilities flash before my eyes and my curiosity rise.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 14, 2013, 05:02:58 am
Lycaeon, I used 2 pony squads in Ponderplanned and it didn't work out. In 6 months (or was that a year?) of 2 pony recruit squads there was almost no improvement. My 3 pony squads worked slightly better. Since I maintain a military guide for this mod, it has fallen upon me to explore alternative methods of training. Demonstrations might be the way to go, because when they work, they work great. It may just be that I need instructors who have never seen combat to boot-camp the recruits. My search for a military training method that works continues. It is frustrating when people write things like "Make squads of 2, get legendaries in a year or two" and I can't replicate those results.

I just made a new embark in 0.95c and lucked out on antique items. I've taken ridiculous amount of items with me, including 25 Sprite-bots. If I wanted hardly anything else, I could have squeezed in 75 of them. There are some feral dogs close to my embark. I want to see a combined salvo from 25 sprite-bots, 10 turrets and 7 protectorponies.

I could almost memorize what workshops in 0.88 did what. Getting more and more workshops confuses me. Previously I would put the same workshop in a few places and use it for different purposes. This mod just gets richer and richer with every update, but complexity isn't always a good thing. Have a look at this post and the next one: http://www.bay12forums.com/smf/index.php?topic=122415.msg4022883#msg4022883
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 14, 2013, 06:05:55 am
In preparation of making my latest custom entity and the ponies that are going to populate it, it became apparent to me that I would have to study the method Lyc's used in making the stable ponies. When you look through creature_pony initially it's just an unnavigable incoherent mess. However after looking through and making a note of where everything is placed, it makes complete sense to me. I'm posting my notes here for anyone else that wants to look through and know how to read through this unique (at least to me anyway, was completely foreign) way of stringing together multiple castes.

Spoiler (click to show/hide)

Good lord once you actually get in you can just see all the different possible variations of ponies, their own individual attributes, skill rates... really complicated. Mine will be using a similar structure, though I'm going to try and move things around to make it easier to read, and to not take up as much page space.

And if anyone's wondering, my entity is a conglomerate of slavers, raiders, and wastelanders that seek the reformation or destruction of all other slavers and raiders to make the wastes a better place for all.

The raiders bring with them a large number of highly undisciplined potential canon fodder. Raiders will usually have a debuff associated with their cutie mark, such as 'a plate of rotten vegetables' will bring with it a -100% penalty to farming. Raiders in general will more than likely have decreased social skill rates as well. You have two options in dealing with raiders. First, you can either drill them until they become disciplined, which will alter their personalities (by changing their caste), and make it to where they'll be far less likely to go go rampaging through the stable whether bezerking or simply throwing a tantrum (which they will do often with their high anger and liberalism. Disciplining them will also significantly reduce the duration of their breaks. The alternate method is burning their cutie mark off, which will both pacify them and eliminate their debuffs. Going back to my plate of rotten vegetables example, if you don't need a soldier but you really need a farmer you might want to take this pony's identity away and shove her/him off to work. This second method carries a risk with it though. The act of burning a cutie mark off is intensely traumatic. When the procedure is over they have a 20% chance of becoming OPPOSED_TO_LIFE, so you'd have to be sure to keep your oppressive military around in case something goes wrong. Surprisingly, raiders have a fairly good understanding of how the pony body works and will be more plentiful than the more skilled wasteland doctors. Now there's finally a reason for DF's healthcare system to be completely neglectful.

Slavers are a bit better out of the box than raiders. There are fewer of them and they'll have castes that give bonuses to the skill rates of animal training, appraisal, judge of intent, record keeping, slavers in general are geared more toward administrative roles.

And lastly, the wastelanders. Wastelanders are the bricks and mortar of a fort's industries and infrastructure and are decent enough soldiers should one decide to go down the 'pinish or purge all raiders' line and burn off all of their cutie marks.

And with that I'm off to bed.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Morhem on February 14, 2013, 06:40:41 am
Guys, I have trouble understanding something. I made an uniform for my squad, combat armor + weapon + shield.
They have no trouble equipping armor itself, weapon and sheld, but completely ignoring helmets and horseshoes. They are checked in equipment screen. What seem to be the problem?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Deon on February 14, 2013, 06:43:03 am
Did you set it to "replace clothing"? Most likely current hoods and footwear do not allow them to wear armor.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Morhem on February 14, 2013, 07:04:58 am
Thx for the tip, and sorry, I will try to ask less stupid questions, and read more manuals from now on =P

It was the case, I did not know about this option. Unicorns, however, still not equipping helmets - is there a special helmets with a horn sockets, or they have to rely on wrappings and hoods?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 14, 2013, 08:44:04 am
Indigo_Surprise, I do not like your changes. I'm especially against "will bring with it a -100% penalty to farming." Maybe 50 or even 30 learning speed for a skill I could understand, but not 0. That said, whatever works for you.

> Helmets and Horseshoes.
Both UPs and EPs can wear all helmets, even Power Armour, to Lycaeon's discontent. What you describe is just the result of how layers and permits work in DF. Ponies wear horseshoes, jumpsuits and a hat / head wrapping / hood. Hats can't be worn over a helmet at all, unless you decrease their layer size to 8 or increase the permit of helmets to 10. Hoods can't be worn over helmets, unless you increase their permit to at least 15. In 0.88 this wasn't a problem, but my ponies wore a helmet and 5 tough carapace hoods, so Lycaeon nerfed it. The unintended result is that you usually can't wear a helmet without setting the uniform to replace clothing.

The horseshoe issue is intentional. You can't wear two sets over one another and the only known fix is to replace clothing and add "security horseshoes" or whatever to the uniform. You might want to add socks too, while you're at it.

Personally I just use "over clothing" for the first year or two, then change to "replace clothing" once I have more than enough of everything I need for the uniforms.



Ah, I know why I played in the year 110 last time. I cancelled the worldgen at some point.

Got lots of Wastelander Civilisations, some Talons, some Steel Rangers and a Unity fortress. Not that I plan to play that long.

Hm, didn't get a good combination of CMs the first time. Aborting and embarking again. "Little soil" and "Shallow metal" would normally disqualify a site, but it is heavily forested at least and I can make Flux out of bones. Cutie Marks are even worse, but hey, I got antique quiver, splint, crutch and wheelbarrow. At least I can cash in :) 
I take two soldiers this time: A Sheriff (1 Axe, 4 teacher, 5 Armour User) and a Philosopher (1 Axe, 4 Teacher, 5 Dodge). Civilians include: A leader, a CMP, a Farmer, a Miner / Mason and a Salvager / Carpenter. 
The supplies are ridiculous:
Hacksaws + Bronze Barding and Helmets for the two soldiers.
141 Oak logs for beds, bins, barrels and charcoal. 
20 granite blocks for workshops.
20 marble for making steel
100 saltpeter (600 gunpowder is enough for 36000 small or 16800 medium or 5600 large calibre ammo.)
Some animals.
10 security turrets
7 protectorponies
25 sprite-bots.
I couldn't take any of the advanced tools and toys from salvage, but what I have provides me with ridiculous initial resources and safety from animals.

Hm, the map is not as forested and not as flat as I would like it to be. Other than that: I have chalk layers, which is Flux. The "Shallow Metal" turned out to be Limonite, an iron ore and there's lots of it. Magma is not that deep below the surface. Variety of gems isn't that great, but it never was in any of my embarks in this mod. Everything is frozen despite the spring, so I have to pay attention and not place workshops and stockpiles over ice. All in all a great embark.

After doing dome designations, a pasture and ordering dogs and protectorponies to be trained for war, I unpause the game. A barrage of laser shots scares away the dogs, but causes only minor wounds. Well, except one of them, that Charges Vet Whitecoat who was training a Protectorpony. One Protectorpony kills a Feral Dog with a lucky shot to the head. The dog who was stupid enough to approach the ponies is beaten down by protectorponies. The dogs just refuse to learn. Another dog charges the entrance. The dog manages to wound a bighorner and do some damage to a turret, but is beaten down. The bighorner it wounded, bit the dog's paw off, then caved in it's head with a kick in return.

Blaze and Meditation are drafted into security, but left at inactive for now.

Wow, with abundant resources this feels like a completely different game. With 10000 embark points I could have taken 75 Sprite-bots. Or better yet, almost a thousand cats.

6th Granite
A feral Dog gets pwned by 5 sprite-bots. Everypony gets their very own War-trained Protectorpony as a bodyguard. Huh? Those idiots pastured several security turrets in the same spot, I make adjustments. 

23rd Granite
The water is thawing... Damn, a part of the wood stockpile is over ice and I loose a few logs.
More and more dogs are killed by the sheer volume of robot fire.
I tried #digvx on the limonite. It resulted in me spending the next 10 minutes fixing mining designations. I'll only use normal #digv from now on.

11th Slate
The barracks are built. The soldiers are told to train.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 14, 2013, 03:37:48 pm
@Maklak I haven't made any changes. You can't change something that hasn't been done yet. It's all in development.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 14, 2013, 07:41:08 pm
Hoods will allow helmets in the next version. :)

Gzoker: The pods are not indestructible; if an enemy shatters the glass cover before the duration is up, the pony inside will die.

> When the effect is over and they turn back, will they heal all their wounds and missing limbs like were creatures?
Yep. I felt it was a fair trade-off for being able to pasture stasis pods in some sort of storage chamber. On the other hoof, the minimum interval is five years, so stasis is not an easy means of restoring crippled ponies. As a Ministry of Peace invention, it was probably used to keep severely injured ponies alive for treatment.

Indigo: Good luck with your entity! :) I won’t be touching my caste rates for a while apart from some small changes…plenty of other features to address first.

Maklak: Your new embark looks good, though I'm still a bit annoyed at the sheer number of embark points antiques provide.

> I used 2 pony squads in Ponderplanned and it didn't work out.
I see your point there, and will give armor use and dodging the necessary boosts. Thank you for your tests! :)

> This mod just gets richer and richer with every update, but complexity isn't always a good thing.
Each of the current buildings either has a unique gameplay/story function or divides a pool of reactions that would be too large for a single workshop. An example of the former would be the stasis bay, while the MAW prismatic forge would be one of the latter. I try to streamline things where I can, but I intend each Ministry and industry to have its own zone within a typical Stable.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 14, 2013, 08:59:05 pm
My current embark has no trees whatsoever. No coal, either, from what I can tell.

So despite having ores of every metal, ridiculous technology, and several power talismans, I can't forge weapons, because I can't find a prismatic metalsmith's forge in the workshop list.

 ???
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 14, 2013, 09:26:20 pm
If you mean a prismatic version of the vanilla metalsmith's forge, there isn't one available, as I can't simulate its menus in a custom workshop. You can, however, convert alcoholic drinks, oil, and animal tallow into coke at the biofuel refinery, which should provide enough fuel once you begin farming.

On that note, I'll add the base machete, sledgehammer, and hacksaw, among other essential items, to the MWT prismatic forge.

Did you obtain the technology from salvage logs brought on embark? ???
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 14, 2013, 10:07:00 pm
No; there's salvage logs aplenty. I literally cannot make a depot large enough to contain all of my salvage logs. Unfortunately, there are no vanilla trees, and damned if I'm burning the salvage for charcoal.   :P

Thanks for telling me about the biofuel, though. Now I have something better to do with all that dog tallow than tallow pie.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Valikdu on February 15, 2013, 12:27:37 am
So I walk into this thread, and...

convert animal tallow into coke at the biofuel refinery

...[YAY]ING GENIOUS!!!

Seriously, I just walked in and immediately saw an awesome idea. Lycaeon, you're a visionary.

um... Do you mind if I make the same thing in Rampage?

On that note, I'll add the [...] hacksaw, among other essential items

Why do they call it a hacksaw, anyway? :crazy:
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 15, 2013, 12:49:05 am
Go for it Valikdu, but the the biofuel refinery in particular was Deon's idea, so credit him instead. :)

'Hacksaw' is parlance for a general-purpose utility saw.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Valikdu on February 15, 2013, 01:04:19 am
But it doesn't hack! Hacking is what I was doing with the knife just before!

(http://images6.fanpop.com/image/polls/1132000/1132833_1350787250222_160.jpg?v=1350787261)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 15, 2013, 01:09:15 am
Oh, it does that too, though the chainsaw's a bit better at it. ;)
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Iceblaster on February 15, 2013, 01:34:18 am
Does the current version support adventure mode, or does it only support fort mode right now?
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Maklak on February 15, 2013, 04:18:16 am
> Does the current version support adventure mode, or does it only support fort mode right now?

It doesn't prevent you from playing adventure mode as a wastelander, but all the good stuff is fortress mode only. I played adventurer mode for a few hours in one of the previous versions, but FPS got to about 5 seconds per step, so I quit.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zakarii on February 15, 2013, 07:46:01 pm
So I just had a pony with the medic cutie mark arrive... Without a head. She immediately dropped her hat and began walking slowly towards my outpost. The thoughts screen did not offer a description of her head but only noted that 'Her neck is gone.'. The health screen displayed that she could not breath and had lost her vision. She walked about fifteen tiles before dying from suffocation.

Hmm.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Pokon on February 15, 2013, 07:55:24 pm
So I just had a pony with the medic cutie mark arrive... Without a head. She immediately dropped her hat and began walking slowly towards my outpost. The thoughts screen did not offer a description of her head but only noted that 'Her neck is gone.'. The health screen displayed that she could not breath and had lost her vision. She walked about fifteen tiles before dying from suffocation.

Hmm.

....

What.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Zakarii on February 15, 2013, 08:15:04 pm
Yeah, I was going through and checking all my new migrants cutie marks to figure out what to do with them and I noticed something odd about the wife to the philosopher that had just arrived:

Spoiler (click to show/hide)

I have no idea what this even means.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Mura on February 15, 2013, 08:23:40 pm
It means she has a double chin. It's rude to stare.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 15, 2013, 11:05:32 pm
Iceblaster: As Maklak mentioned, adventure mode is available, but I haven't modded in any support for it yet.

Zakarii: :o Oh...wow...now that's disturbing...

I've heard of instances where migrants arrive with missing limbs and other injuries from worldgen, but this is the first time I've seen it. Apparently the game considers the neck a severable body part but forgets that the head is connected to it. Fortunately it's a rare occurrence, so this walking headless pony should be your last. :)

Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Indigo_Surprise on February 16, 2013, 04:45:58 am
Yeah, I was going through and checking all my new migrants cutie marks to figure out what to do with them and I noticed something odd about the wife to the philosopher that had just arrived:

Spoiler (click to show/hide)

I have no idea what this even means.

I would have flipped my shit if I saw that in my own game.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Pokon on February 16, 2013, 07:02:41 pm
Yeah, I was going through and checking all my new migrants cutie marks to figure out what to do with them and I noticed something odd about the wife to the philosopher that had just arrived:

Spoiler (click to show/hide)

I have no idea what this even means.

I really want to make a joke regarding the fact the husband might be the wastelands own Herbert West and the wife was carrying her head under a arm.
Title: Re: Fallout: Equestria (v0.95c beta) Feather and Flame
Post by: Lycaeon on February 17, 2013, 08:19:42 pm
(http://i.imgur.com/OwLOsWn.png)

Update: Life Goes On...
Part 1 of the Ministry of Peace

Life is fragile. A bullet to the head, a knife to the throat, or just a few brief minutes under the surface of a pool, are all it takes to end it. Life is fleeting. Insects die within hours, plants within months, and ponies within years…few last the century, and none the millennium. But in the depths of apocalypse, among the ashes of perished millions and under very real threat of extinction, life strives undaunted. Pain it endures, as it crawls and scrapes for food and warmth. Lethal radiation it absorbs willingly, devouring it for the promise of newer, better forms. Even in the pink-stained ruins of Canterlot, beasts still roam, no longer alive, but not yet dead. For in the end, life is the flame that burns brightest in the dark...

Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope everyone enjoys the new update!

Credits for the image go to MoongazePonies (http://moongazeponies.deviantart.com/art/Philomena-251365721)!
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Mura on February 17, 2013, 08:30:31 pm
Sweet!  :) Is there a game-balance reason why the Stasis Bay won't work on converted slaves, or is it a limit of Dwarf Fortress's programming?

In other news, got my entire military wiped by a Mr Macintosh. Were they supposed to be able to take on six professional combat-armored soldiers simultaneously?
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 17, 2013, 08:52:25 pm
The Stasis Pod uses a transformation syndrome, but converted slaves are already transformed so it won't work for them.

Military robots have steel plating that blocks steel edged weapons and medium caliber bullets, but anti-machine rifles can pierce it easily. While most robots will have an unarmored portion, like the glass domes on the robobrains, I neglected to include one for the Mr. Macintoshes. I've noted this down for fixing - thanks for pointing it out! :)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Mura on February 17, 2013, 09:31:21 pm
Happy to help polish the mod!

Yeah, the one I fought strangled a new mother to death while her baby kicked it ineffectually for multiple pages (the Unicorn Baby Cherry Fluffsun feels a rush of adrenaline! x5). Then it snapped my executor's neck with a single laser bolt while decapitating-slash-grappling the other melee soldiers, tanking their steel chainswords.

So, basically, right now it's a Bronze Colossus with buzzsaws and lasers.  :P
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Indigo_Surprise on February 17, 2013, 10:23:39 pm
Yeah, the one I fought strangled a new mother to death while her baby kicked it ineffectually for multiple pages (the Unicorn Baby Cherry Fluffsun feels a rush of adrenaline! x5). Then it snapped my executor's neck with a single laser bolt while decapitating-slash-grappling the other melee soldiers, tanking their steel chainswords.

So, basically, right now it's a Bronze Colossus with buzzsaws and lasers.  :P
Mother of God.....
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: gzoker on February 17, 2013, 11:37:16 pm
Yay, new version. now the embark message is a lot more ominous :D
"...You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the Mr. Macintosh robots get hungry..."
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 18, 2013, 08:01:46 am
Ah good, an update :)

I like the introductory part about life thriving and using the environment, including magic contamination, to it's advantage.

>  Increased variety of wildlife.
Hm, looking for tameables...
Balefire Phoenix: Falcons on steroids :D
Nightstalker: Wolves with stealth and poisonous bite.
Gecko,  Golden Gecko: Better than canines.
Molerat: Bigger, but less skilled than canines.
Well, there's nothing overpowered here, but cage traps and taming can still be worthwhile.

> Hydroponics Farm: Cultivates [...] 1-2 plants per seed, or 3-6 if potash is used.
This is fitting, but I would have to see the reaction duration and compare it to normal farming. Regardless, it makes no water no soil embarks more viable.
It may be faster than farming, but either produces small stacks or consumes potash. I guess I prefer normal farms, but this could be viable with burning plants to ash.

> Chemistry Lab: [...] Synthetic silk can be produced.
Good. This can help with early moods.
Wow, it needs 5 biofuel to make 1 silk. This is definitely not for mass production, but will work for moods.

> Grass no longer catches on fire from flamethrowers and rockets, giving these weapons greater flexibility in surface combat.
Great.

> Polished gems may now be recovered at the arcane gemcrafting stations, opening caravans as a possible source of rough gems for arcane research.
Good, I haven't fully tested this, but I don't think I saw Rough Gems at the caravan or outpost liaison.
Looking at the RAWs, making lenses and hologems no longer has a chance to produce polished gems and the reaction to convert polished to rough gems has 60% efficiency. There are no exploits here, such as using jeweller to polish gems, then roughing them to train gemcutting.

> Hostile ponies only have two graspers. Steel Rangers have no graspers.
> Non-unicorn ghouls no longer have graspers.
Wait what? Why? How does that even work?
So now we get to keep the Shield Wall and the enemies don't? In 0.88 even my rather inept military was able to stand its own against green ghouls and slavers. Once the security skilled up, those enemies weren't a threat at all.
I found prolonged duels with Unicorns or just overwhelming sompeony's shield wall with the volume of the attack to be funny.

> Mr. Hooves has a 5-tile range cleaning interaction for friendlies.
I use "Dwarven Bathtubs", but OK. I'd also add this interaction to Nurse Redhearts. They are usually pastured in the hospital and will clean the patients and doctors that way.

> Hostile civilizations now skip at least one season between attacks.
Well, it's nice to get a breather once in a while.

> Dodging can now be trained in the VR simulator.
Good, this will greatly help combined with demonstrations.

> Civilian, MOP, and MOI crates now yield aluminum bins instead of chests.
Fine, but I used the chests to furnish my rooms and even aluminium bins are still heavy.

> Reduced the number of plywood boards needed to make plywood items.
Good. This gives us more of a reason to use plywood. I usually just forgot about it.
Oh wow, there are 10 plywood per a log of wood. 5 are needed for bed or bin and 4 per barrel. This is great! On the downside, dismantling plywood furniture now yields only 40% of the used plywood, but this is still very efficient and a must for any fort.   

> Earth pony dodge learning rates increased to 130, unicorns increased to 100.
Good, EPs are better at some military skill now.

> Base armor learning rates increased to 110.
110 won't do much, but we'll take it.

> The chief medical officer position is open to earth ponies.
Good.

> Value of salvage logs reduced.
Their high value made sense, but OK, this reduces the severity of antique embark exploits. It also allows us to buy the logs cheaper from the caravans, but the prices weren't a barrier there anyway.

> Increased scrap metal yields from salvage.
Good. More scrap doesn't hurt us anyway. It just sits at the salvage yard and doesn't even clutter it, because all the reactions there are nearly instantaneous.

> Hoods can now be worn over security helmets, but not combat helmets or larger.
A reasonable compromise. Now we can wear our first uniforms over clothing (well, barding and security helmets) and once better armour is available, other things that make up uniforms are common.
Wait, what about hats? I checked the RAWs and we still can't wear hats and helmets, so the "over clothing" issue remains. Well, you could move hats to the cover layer and increase their permit to 15, so they can be worn over security helmets as well.

> Minigun turret firing speed increased.
Okay. Better static defences.

> Bloodwing size and cluster number reduced.
Those things weren't even that hard to kill. Just dangerous to civilians.

> Removed leather from small creatures such as chickens.
I don't care much about mottled leather anyway. I get tough leather and tough chitin from the caravans.

> Fixed bug where rock grinding filled other containers instead of just bags.
Lol.

> The biofuel refinery will now take alcohol from all containers.
Good. I never have enough wood and prefer rock pots to rock barrels. Pots are lighter.

> Posters, frayed wiring, depleted spark batteries, and junk have a value of 10.
That's a bit on the high side for what's basically junk to anypony except stables, Steer Rangers and the like.
EDIT: The following items still have value 0, which should be at least 1. 
inorganic_descriptor.txt: PARTY_DEPLETED, PAPER, NOTE, SCROLL_BLANK,
inorganic_misc.txt: COAL_BONFIRE, FIREWOOD
There's also creature parts, plasma and arcane vapours that have value 0, tut that's OK.

> Dwarf Therapist updated.
Ah yes, there is a v20 now, but I didn't get to try it out yet.



> In other news, got my entire military wiped by a Mr Macintosh. Were they supposed to be able to take on six professional combat-armored soldiers simultaneously?
> So, basically, right now it's a Bronze Colossus with buzzsaws and lasers.

It reminds me of this picture: (Of an Ork titan from WH40k)
(http://www.irondogstudios.com/images/tater/tater-concept12a-bg.jpg)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 18, 2013, 11:20:11 am
I can't wait for some adventure mode content. its already fun, but still, I can't WAIT for some more stuff.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 18, 2013, 04:20:15 pm
> So now we get to keep the Shield Wall and the enemies don't?
I didn't intend any of the enemies to have shield walls, so with two graspers they'll have one weapon and their usual shield. It was more of a problem for raiders in any case, as they should be easily beatable with a basic militia. The Steel Rangers don't need graspers given their armor and heavy weaponry; having shields would make them overpowered.

> Wow, it needs 5 biofuel to make 1 silk.
It's a placeholder until I determine a reaction chain for mass production.

> I'd also add this interaction to Nurse Redhearts.
Will do...not sure how I missed that. Guess I wanted to give the Mr. Hooves bots a useful purpose so they're not simply a stepping stone towards upgraded robots.

> Well, it's nice to get a breather once in a while.
Not exactly - each enemy civ skips a season, but since there are five of them they alternate with each other. Fortunately, two of the seasons only have raider attacks (Until the late-game, when Unity shows up), and with the shield changes they should be easy enough to defeat.

> Fine, but I used the chests to furnish my rooms and even aluminium bins are still heavy.
Upper tier Ministry crates still yield steel and plasteel chests, so you're covered there. ;)

> Wait, what about hats?
Hats over helmets doesn't make sense to me, so no. Hoods are better protection in any case.

> That's a bit on the high side for what's basically junk to anypony except stables, Steer Rangers and the like.
10 is the minimum value apart from 0 as these items are considered to be toys. I'm half-inclined to change them back to 0, given that they're basically worthless for survival (Which is what traders would be interested in).

Thanks for the feedback Maklak! :)

> I can't wait for some adventure mode content. its already fun, but still, I can't WAIT for some more stuff.
Adventure mode will have its own development arc considering the number of features that need to be ported over from fortress mode. I can't give you a timetable though as there are several updates worth of content lined up for fortress mode, some of which (Like the chem system) will be useful for adventurers.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 18, 2013, 04:54:08 pm
little note, I love the music in this mod. Imma need a name and a download, cause dat shit is like crack for your ears.
EDIT: I mean the title music.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 18, 2013, 07:08:54 pm
The names and youtube links of the title songs are in the first post under the Credits section.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 18, 2013, 08:38:29 pm
An article about scrap furniture got linked in the Fallout thread. I just want to share it here.

http://www.dvice.com/archives/2010/10/furniture-made-1.php

(http://www.dvice.com/sites/dvice/files/styles/blog_post_media/public/images/minefurniture1a.jpg)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 18, 2013, 08:46:27 pm
I can haz explanation of telekenesis?

Right now, in the rawa it says that magic master unicorns have +99 tele. What's that supposed to mean? Does it mean they have 100 tele grips? How?
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 18, 2013, 10:27:31 pm
So, how can abuse Use my water talisman to give me water?
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 18, 2013, 11:21:38 pm
> An article about scrap furniture
Interesting. Guess you really can make furniture out of the scrap that litters the wastes. :)

> I can haz explanation of telekenesis?
All unicorns have two telekinetic graspers. The notes in the raws were placeholders for my original plan to give magically talented unicorns more graspers, but it turned out five was enough.

> So, how can abuse Use my water talisman to give me water?
The fountain is the building you want. Other buildings of interest you may want to check out are listed in the Workshops and Industries Guide in the first post.

Edit: ASCII version has been released with corrected vermin tiles.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 18, 2013, 11:36:45 pm
Thanks.
Also, feral dogs are now my mortal enemy for the rest of time.
My god damn hunter was torn to bits.......
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 19, 2013, 08:23:31 am
Always disable hunting with this mod. Hunters will only ever pick BB guns and they are a joke. BBs can be used for training or just some fire support, but on their own they will barely even dent or bruise the skin with metal pellets and much of the wasteland wildlife won't simply run away from your hunter, but rather rage for the +4 bonus, charge and tear her to shreds. 

I asked Lycaeon to un-nerf BB guns and he said yes. I've noticed some changes in item_weapon_ranged.txt, but BBs are still at [SHOOT_FORCE:2] and [SHOOT_MAXVEL:50]. I guess I'll just mod them myself to [SHOOT_FORCE:50] (Joules?) and [SHOOT_MAXVEL:300] (m/s?) and see what happens.

I think that if you can make a 4.5 mm BB gun, making a higher calibre one is not that much more difficult and the best Air guns were on par with 1800s gunpowder rifles and the Stables would figure out pretty quickly that they want weapons that can wound at least, not just dent the skin. http://en.wikipedia.org/wiki/Airgun

I'm aware that the counter-argument is that pistols should be enough of an upgrade to make the player want to switch, despite the higher cost, but there is still some space between the pistols and the nerfed BBs we have now.

Another possibility would be to default hunters to combat pistols and allow bringing combat pistols and small calibre ammo on embark. That way hunters become more viable and the BBs are still available for low-cost training.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 19, 2013, 09:20:34 am
Note: Cyberdogs should be war-trainable.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 19, 2013, 01:23:05 pm
I would like to recommend that energy weapons just use an ordinary ammo type, but they are called "spark pack-powered bolt" or whatever. Maybe the gun ejects the drained battery after each shot, and we can assume that the ponies recover them and recharge them.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Deon on February 19, 2013, 01:40:49 pm
The ejection speed of the drained battery is extremely fast, I must say :D. It hits people across the screen.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 19, 2013, 03:21:09 pm
I imagine there are some problems with energy rifles. Such as temperature of ammo and reusing stuck ammo. The closest thing I can imagine to an energy weapon, other than an upgrade with interactions is Gauss gun: Ammo is made from a bar and charged battery (possibly depleting it) and contains a syndrome transmitted by blood. The damage of the bullet is at least on par with an AMR and the syndrome is a destruction spell.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 19, 2013, 03:34:08 pm
I try so hard to play adventure mode......
ITS SO IMPOSSIBRU
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Pokon on February 19, 2013, 06:00:57 pm
I just had the most horrible/wonderful idea for the megabeast to end all megabeast:

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Deon on February 19, 2013, 06:34:51 pm
It will emit only in a small radius around it.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 19, 2013, 06:36:46 pm
> BB guns
I didn't get a chance to test improved airguns, so I'll work on adding them in for the next release. I can't do much with pistols as adding small caliber ammunition would allow Stable citizens to make bullets without gunpowder.

> Cyberdogs should be war-trainable.
That they should. Thanks for pointing that out! :)

> Energy weapons.
I've mulled over several options, none of which are perfect:
- A glob shooting interaction akin to the ones used by robots and miniguns. They're crippling weapons though, and don't have the desired effects of energy weapons like disintegration and melting. One possibility though is giving the globs high temperature so that they set the victim on fire should they get stuck.
- A glob shooting interaction coupled with a ranged interaction that imparts the melting/disintegration syndrome to victims wounded by the glob (Through a blood contact tag). This is a convoluted method that won't work 100% of the time, due to enemies already covered in blood also being targeted, difficulties in pairing the glob and syndrome interactions, and so on.
- A ranged weapon that uses plasma charge ammunition that explodes into boiling plasma upon getting stuck in the victim. The ammunition may boil prematurely though from being handled by your ponies.

The melting from plasma contact is a must, otherwise plasma rifles would be no different from conventional ranged weapons.

There were no gauss rifles in the novel, and anti-machine rifles pretty much fill their role in combat.

> I try so hard to play adventure mode...
Can you provide information on the problems you're having? (Like what tends to kill you the most). It will help me identify what areas need fixing when I get around to adventure mode.

> I just had the most horrible/wonderful idea for the megabeast to end all megabeast.
The current late-game technologies are mid-, or even semi-early-game, in the grand scheme of things.
Another way of looking at it - the Ministry of Awesome and Ministry of Arcane Sciences crates are half empty as they are now.
;)

Thanks for the feedback everyone! :)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: KingofstarrySkies on February 20, 2013, 10:14:48 am
Well, usually, ill take ONE bullet, and suddenly im fucked. its pretty much always the bandits, as they all have shit that can kill me fast. all it takes it ONE missed shot, and then blam! im n the floor being swordraped by a bandit.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Deon on February 20, 2013, 10:23:52 am
Get more followers!
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Splint on February 20, 2013, 11:45:09 am
Meatshields only do so much when the game treats a handgun or rifle like a crossbow and makes it take forever to let you fire another round. Maybe opt for melee instead? At least then a missed hit might not lead to instant death.

You know, unless you get shot. Then you'll black out and it won't matter what you're using.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Deon on February 20, 2013, 01:20:32 pm
A lot of agility and high weapon skill, and you shoot like from a machinegun.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 20, 2013, 07:31:04 pm
Two questions: First, did you ever do a Stable-tec arc? Second, how about not trying so hard with energy weapons? It's been tried before, and no-one wants you to strain yourself trying to think of a workaround. Unless you can figure out what makes ammo break on contact, and apply that. I also have a modding question: What are the raw values that govern ranged weapon speed, range, and velocity? Lastly, a suggestion: Change the plural of Med. Cal. ammo to (n) bullets in a clip, or something. I'ma work on a couple major mods for this, one of which is something that is really needed to have a nice-looking Stable. 
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Deon on February 20, 2013, 07:53:52 pm
The range is the same for all weapons, the speed of shooting is determined by the speed and ranged/weapon skills of the gunner and velocity is determined by weapon raws.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 20, 2013, 09:41:09 pm
Adventure mode is going to need its own set of reactions to improve survivability, because at the moment it pits wastelanders equipped with basic plate armor and machetes/revolvers against enemies a Stable citizen would face with full security barding and chainsaws/combat rifles.

> Did you ever do a Stable-tec arc?
Only Ministry arcs so far. While a Stable-tec arc would be interesting, most of the upcoming major features are affiliated with one or more of the Ministries.

> How about not trying so hard with energy weapons?
No worries – brainstorming the above options was the extent of my work on them. There are plenty of other additions that take priority, some of which you guys are definitely going to like. ;)

> What are the raw values that govern ranged weapon speed, range, and velocity?
Deon answered this well. Apart from damage, modded ranged weapons can’t deviate much from the vanilla crossbow. Despite this, I’m pretty satisfied with how the pistol, combat rifle, and anti-machine rifle work.

> Change the plural of Med. Cal. ammo to (n) bullets in a clip, or something.
Ammo does sound strange as a plural, so probably bullets, then.

> I'ma work on a couple major mods for this.
Looking forward to them! :D I enjoyed implementing your previous mod - the stasis pods now have a metal hull, glass dome, and a sleeping pony inside that dies should the dome be shattered. They can also be lined up in nice, orderly rows in enormous sleep chambers...putting away all those unwanted migrants.

Thanks tahujdt! :)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 21, 2013, 04:48:38 am
Well... this has nothing to do with this mod and with ponies, but if you want to play adventurer so much, there is a post-apocalyptic scavenger simulator.

http://bluebottlegames.com/main/node/21

* Fights almost always end badly for you and wounds are a serious problem.
* Hypothermia is a serious issue - get some clothes, light a fire and drink the yellow corn syrup.
* Write down crafting recipes outside of the game when you find them. (Or use the wiki: http://neoscavenger.wikia.com/wiki/Combining_Items )
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Zangi on February 21, 2013, 12:22:11 pm
I was thinking that the stasis thing would be good for nobles, then... remembered that I still need the bastards to be my diplomats. 
Also, added the appointed by mayor thing to them, cause they are prone to crazy or death in my fortress...

Turned the skill decay off once again and lowered price of slaves.  Turned back on their eating and drinking.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Iceblaster on February 21, 2013, 12:51:55 pm
Allowing you to play as a slaver company would be great fun. You would be able to cage imigrants(the ones that someone deems worthless) and could sell them to caravans for profit. Don't know how much coding it would take for you to code it, but it seems awesome(in theory)

If you are unable to read it, let me know... I am terrible at wording stuff, I just write it how it comes out.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Zangi on February 21, 2013, 02:07:41 pm
Allowing you to play as a slaver company would be great fun. You would be able to cage imigrants(the ones that someone deems worthless) and could sell them to caravans for profit. Don't know how much coding it would take for you to code it, but it seems awesome(in theory)

If you are unable to read it, let me know... I am terrible at wording stuff, I just write it how it comes out.
Ah, actual slaver?  Doing it to migrants is way too easy... and meta.  Plus, you are doing it to your own ponies.  It would make more sense to enslave the hostile ponies and griffons you cage up...
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Pokon on February 21, 2013, 03:21:15 pm
Allowing you to play as a slaver company would be great fun. You would be able to cage imigrants(the ones that someone deems worthless) and could sell them to caravans for profit. Don't know how much coding it would take for you to code it, but it seems awesome(in theory)

If you are unable to read it, let me know... I am terrible at wording stuff, I just write it how it comes out.
Ah, actual slaver?  Doing it to migrants is way too easy... and meta.  Plus, you are doing it to your own ponies.  It would make more sense to enslave the hostile ponies and griffons you cage up...

Why not both? No self-respecting slaver is a cheesemaker, after all.

Actually, a "Fillydelphia Slaver" faction would be fun to play around with. Only one on goodish terms with the Talons, so you get to have a bunch of armed griffon guards flying around when they are "trading". Slavery as a industry is coupled by a early ability to produce high-tech goods, but lacking in the high technology front besides a access to cybernetics. Of course, the civ would almost certiantly be led by a "Alicorn" creature that fights its way on top akin to how demons and others do.

Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 21, 2013, 04:53:22 pm
Whenever I run the executable, I get a Blue Screen 'O Death (TM). Any thoughts? I don't get it from running .95c, or vanilla. What init changes did you make?
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 21, 2013, 04:55:44 pm
I've just found a thread with some ranged weapon research that can be helpful to rebalance the ranged weapons, especially BBs.

http://www.bay12forums.com/smf/index.php?topic=115448.0
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 21, 2013, 05:01:50 pm
Tahujdt: While I'm confounded on how that could happen, here are the changes I made apart from the raws:

A new song_title.ogg file (Loaded with the .exe, so a possible culprit)
A new Dwarf Therapist (Unlikely the cause, as it's loaded separately from the .exe)
Changes to the tileset (Also unlikely)

The exe file itself was also changed, but that was in 0.95c.

I would also try downloading it again.

Has anyone else experienced this problem? ???

Zangi: Do you feel the skill rust rates are too high?

Iceblaster: I do have plans for expanding the slavery system, but none for creating a playable slaver faction.

Maklak: I'll take a look at that, thanks!
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 21, 2013, 05:05:20 pm
While I'm confounded on how that could happen, here are the changes I made apart from the raws:

A new song_title.ogg file (Loaded with the .exe, so a possible culprit)
A new Dwarf Therapist (Unlikely the cause, as it's loaded separately from the .exe)
Changes to the tileset (Also unlikely)

The exe file itself was also changed, but that was in 0.95c.

Has anyone else experienced this problem? ???
If these were issues, would replacing the exe with one from vanilla solve the problem? What sort of changes did you make to the .exe in .95c?
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 21, 2013, 05:07:58 pm
I used a binary patched version that fixed a few of the vanilla bugs, but the mod will also work with the vanilla executable. Let me know if that fixes it, so I can re-upload a version with just the vanilla exe.

Edit: After looking up this problem it's possibly the new song_title.ogg file I added. Try deleting it and seeing if it works. The patched exe is not likely the culprit as it worked for you in 0.95c. Your OS and hardware/memory may also be involved.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 21, 2013, 05:58:03 pm
Bug research update: Deleting the entire data folder and replacing it with one from my vanilla game seems to fix the problem. Maybe the song is the problem after all. ( It's a small bug after all, it's a small bug after all, it's a small bug after all, it's a small, small bug.)

Probably no-one else has reported this bug because they're all too busy trying to stop their computers from BSODing.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Maklak on February 21, 2013, 06:00:35 pm
The previous song_title.ogg rocked. I actually liked it when the game bugged out and it was playing during gameplay. This new one... has two halves: The first one sounds like some sad lullaby and the second part is what this file used to be. The halves mismatch even to me and I have low musicality. Change it back.

I haven't played 0.98 yet. I have a very nice embark in 0.95c.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 21, 2013, 06:02:05 pm
I believe it's more of a memory issue, as the opening song file is rather large and is the first thing opened by the executable. I've also experienced no problems in running multiple test Stables on the new version.

I will release an updated version reverted to the original song shortly.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: tahujdt on February 21, 2013, 06:02:15 pm
Update: song_title.ogg is most definitely the problem. I don't play with music on anyway, so no big deal.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Lycaeon on February 21, 2013, 06:17:46 pm
Version 0.98b has been released with the original title song and several minor bugfixes.

Thanks for your help tahujdt! :)
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Zangi on February 21, 2013, 10:47:20 pm
Zangi: Do you feel the skill rust rates are too high?
Skill rust just pisses me off when my ponies' 1-2 year hiatus from X job is finally resumed.  I am that inefficient with my fort.  Don't take it as a review representing everyone else.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Maklak on February 22, 2013, 03:45:16 am
I haven't noticed any problems with skill rust. If anything, I think it is already slower than in vanilla. My ponies are either specialists, in which case they will get to use their skill at least once per several months or generalists (for things like butchering, threshing, pressing, furnace operating and other jobs that don't influence quality) in which case I don't care much about their skill level.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Wilde Card on February 23, 2013, 02:27:17 am
My Legendary Mooded Engraver just engraved a wall...
"Engraved on the wall is an exceptionally designed image of cowardly pegasi"

I wonder if the Enclave will ever find it, and what they'd do :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Iceblaster on February 23, 2013, 11:39:26 am
My Legendary Mooded Engraver just engraved a wall...
"Engraved on the wall is an exceptionally designed image of cowardly pegasi"

I wonder if the Enclave will ever find it, and what they'd do :P

They would find that guy and shoot his/her face... 37 times... and then toss him/her into a pit of ghouls.
Title: Re: Fallout: Equestria (v0.98 beta) Life Goes On...
Post by: Putnam on February 23, 2013, 12:21:53 pm
I guess I'll just mod them myself to [SHOOT_FORCE:50] (Joules?) and [SHOOT_MAXVEL:300] (m/s?) and see what happens.

Considering that the vanilla values for crossbows are much higher in both cases, I highly doubt that those values are in metric.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Maklak on February 23, 2013, 04:52:15 pm
> BB guns.

How SHOOT_FORCE and SHOOT_MAXVEL work is explained in this post (http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892). Basically for the kind of small projectiles we get in this mod, the only value that matters is SHOOT_MAXVEL, so increasing that is the thing that can un-nerf the BB guns.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on February 23, 2013, 06:05:05 pm
My Swordsmaster can parry bullets.

Please don't fix this.  :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Putnam on February 23, 2013, 07:52:48 pm
My Swordsmaster can parry bullets.

Please don't fix this.  :P

Can't be fixed, thankfully :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Iceblaster on February 23, 2013, 10:32:38 pm
My Swordsmaster can parry bullets.

Please don't fix this.  :P

Can't be fixed, thankfully :P

This swordmaster is the ultimate badass
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 24, 2013, 02:01:08 am
So I just finished season three…and oh my…there are so many ideas…but so little time to implement them all. :o The Ministry arcs will continue as planned, but here and there I’ll include single updates dedicated to the recent episodes. Fortunately, the mod is not locked to the backstory of the novel (Some of the mod content has already expanded beyond it), so development will also take into account alicorn Twilight when the Ministry of Arcane Sciences arc arrives.

Any and all suggestions are welcome. :)

> Skill rust
I have no plans to change the rates, but thanks for letting me know they work well enough.

> Engraved on the wall is an exceptionally designed image of cowardly pegasi
If you have any more images you’d like to see I’m all ears. :)

> BB guns
Thanks for the posts Maklak. I’ll play around with the numbers, but the majority of the work comes from testing them in the arena.

> My Swordsmaster can parry bullets.
Gotta love the curveballs DF mechanics throw sometimes. :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Pokon on February 24, 2013, 02:37:32 am
My Swordsmaster can parry bullets.

Please don't fix this.  :P

I have the mental image of a unicorn with a sword blocking every single shot from a Steel Rangers mechine gun with effortless little spins.

Thank you.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Graknorke on February 24, 2013, 09:27:08 am
I have the mental image of the sword being a lightsaber.
It makes most thing way more interesting.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on February 24, 2013, 11:14:00 am
I have the mental image of the sword being a lightsaber.
It makes most thing way more interesting.
I can haz a plasma sword?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 24, 2013, 07:09:07 pm
You can haz. :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on February 24, 2013, 07:39:38 pm
I have good news, and I have bad news. The good news is that my new workshop is functional. The bad news is that as of yet it is totally useless. Fun!

Also, I think some "Ministry of X poster" workshops are in order, so we can paste posters on our walls and stuff.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 25, 2013, 12:02:11 am
Good to hear, well, at least the functional part. :) I'll probably be able to do more with it once you're finished.

I also like the idea of placeable Ministry posters and other aesthetic decorations as workshops. It'll require some fiddling with the tileset, but I'll see what I can do.

Thanks tahujdt! :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on February 25, 2013, 01:53:47 am
Ms Nurse Redheart just healed a ghost. It went numb for a week and kept falling over the whole time. The ghost in life was a caravan guard, who (along with all of my male dogs) was melted away by a Mr. Macintosh. He has bad luck with the Hooves family.
By the way, does anyone need a therapist?
Spoiler (click to show/hide)
My little addition in the spirit of the Ministry of Peace.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Wilde Card on February 25, 2013, 03:36:34 am
Is it normal for one of my ponies on embark to have a "burnt away" cutie mark?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on February 25, 2013, 03:59:06 pm
I had that once too. He'll be fine.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Graknorke on February 25, 2013, 04:16:07 pm
I would probably prefer a therapist noble to get shouted at than it being a pony who gets changed every month.
That way citizens can talk to someone who actually knows how to make people feel better.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Khenal on February 25, 2013, 06:06:23 pm
Does anyone else keep having their civilians shot in the head by random wild spritebots?  It happens just often enough to be obnoxious...
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on February 25, 2013, 06:30:02 pm
I think of Wild Spritebots as population control.

If worse comes to worst, you can always send out the snipers.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 25, 2013, 09:13:55 pm
> Ms Nurse Redheart just healed a ghost. It went numb for a week and kept falling over the whole time.
Interactions can sometimes target ghosts, though that case is interesting because the Nurse Redhearts only target ponies with a wounded syndrome tag. Perhaps ghosts retain syndromes they possess at the moment of death?

> By the way, does anyone need a therapist?
That's a useful position...I'll slip it into the next version. Thanks for the suggestion! :)

> Is it normal for one of my ponies on embark to have a "burnt away" cutie mark?
There are several castes with it, yes. You can check their description for more information.

> Does anyone else keep having their civilians shot in the head by random wild spritebots?
I've only seen it once, but I usually keep my ponies inside. If it's too problematic I'll consider weakening the lasers, but normally they just bruise a part of the body.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on February 26, 2013, 12:09:02 am
>Spritebots
After years of trying to build an outside camp for my slaves i had to give up. These little pests are worse than anything in the mod i have encountered yet. And I have seen things, man! If they doesn't outright headshot my boulder carrying slow as hell ponies they maim them. Half my population has a broken upper spine. In more then one instance they kept the traders out from my depot for whole seasons, so i didn't get to trade. In the novel they were just as annoying to the wastelanders as they are to my stable ponies, but they didn't kill a single soul.(IIRC) So let's keep the annoying part, and scale down the deadly guerrilla fighting a little. I wonder why the Watcher didn't take over the whole wasteland yet...

Lol, stupid idea: let's make a giant sprite-bot megabeast.
Do we have supercharged ghoul/alicorn megabeasts?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: ulrikk on February 26, 2013, 10:00:16 am
> Does anyone else keep having their civilians shot in the head by random wild spritebots?
I've only seen it once, but I usually keep my ponies inside. If it's too problematic I'll consider weakening the lasers, but normally they just bruise a part of the body.

Spritebots are the eagle eyed snipers of the wasteland. They prefer to execute their victims with a precisely aimed neck shot, breaking the spine and leading to instant death. They are very, very, very, very, very lethal.

Err... what do green glass shards do? I can't seem to work out what to do with them. :/
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on February 26, 2013, 10:21:58 am
>Err... what do green glass shards do? I can't seem to work out what to do with them. :/
Your ponies can make raw green glass from them, sometimes raw clear glass. It's automatic if you have a kiln.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 26, 2013, 05:40:08 pm
> Spritebots
Noted…I’ll edit them so that they only fire their lasers at enemy-tagged creatures.

> Do we have supercharged ghoul/alicorn megabeasts?
Glowing ghouls are technically supercharged ghouls, but the super alicorn would work well as a semimegabeast. Thanks for the suggestion! :)

> Green glass shards
You can also refer to the Workshops and Industries Guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3957453#msg3957453) if a particular aspect of the mod doesn’t make sense.

On an unrelated note, here’s an awesome wallpaper for the Ministry of Arcane Science by brisineo (http://brisineo.deviantart.com/art/MAS-Wallpaper-352575846).
(http://i.imgur.com/Oy3kdy1.png)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Khenal on February 26, 2013, 05:41:59 pm
Oh good, I'm not the only one who has a growing hate for the things, heh.  Saving that wallpaper, it's pretty sweet.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on February 27, 2013, 02:04:54 pm
Been keeping yourself busy, eh Lyc?
New version looks shiny...

What's with all the sprite bot rage?
Everyone knows that sprite bots are "useless", "easy to kill" and "dumb", everyone except for me have been saying that all along.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 27, 2013, 07:01:03 pm
Welcome back Replica! :D

I've been busy as ever...not much time to mod, but I still get some work in here and there to string together like for the last release. :)

I take it that what makes pet sprite-bots so useful for frightening wildlife also scares off friendly traders.

Just finished up landmines. Since they're non-pet creatures, they can be deployed without the need for chickens. The HE mine is devastating against normal enemies, while the pulse mine disables robots and Steel Rangers. There's also the potential for spell mines in the future. :) I'm not, however, sure if I want to dive into drug manufacturing just yet. There are more than enough pony upgrade interactions, and I have another concept I'd like to develop first. Perhaps a dual-Ministry update is in order.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on February 27, 2013, 07:47:30 pm
Will zebra alchemy come along with the drug-making update? I was going to recommend using the brewing skill for chemistry, since alchemy's already taken for the magic tasks. Maybe trapping, or animal caretaking, since both are mostly useless.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 27, 2013, 08:01:41 pm
Zebra alchemy is part of the zebra arc, which is some ways down in the development list. Chemistry will indeed use the brewing skill. :)

Though drug-making may not be in the next update, I'll still include the new crop system.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on February 27, 2013, 08:47:51 pm
I just had a large radscorpion sting through a power armor helmet. HOW!!!!!???!?!?!?!?!?!
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: the1337doofus on February 27, 2013, 11:06:43 pm
........ I just caged a taint abomination.
1) Is that one of those Sh*t monsters from hightower in FO:E, Project horizons?
2) Please, please tell me it's trainable for war.  :D
That is all.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 27, 2013, 11:59:21 pm
Thanks for bringing up the radscorpion issue...their size gave their attacks greater penetration than I intended. I've made a note to fix this.

The taint abominations are from the original novel, not Project Horizons. They're opposed to life, so you can't tame or train them, though they should be fun to pit against disarmed prisoners in your Stable's arena. :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on February 28, 2013, 09:38:20 am
What is zebra alchemy about? Who is going to be able to use it and how?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Amorack on February 28, 2013, 04:13:18 pm
The taint abominations are from the original novel, not Project Horizons. They're opposed to life, so you can't tame or train them, though they should be fun to pit against disarmed prisoners in your Stable's arena. :)

So they're the things Littlepip ran into in the Old Olneigh hospital? And along those lines, is it going to be completely canon to the original, or were you planning on adding things from side-stories? Awesome mod by the way :D
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: the1337doofus on February 28, 2013, 04:15:46 pm
Do you want to know what trying to trade your caged animals without following proper training protocols does to a fort? It doubles the Fun!  :P

(Seriously though, releasing your collection of 5 feral ghouls, 3 taint abominations, and a cave floater while tons of ponies are hauling things is a bad idea. Bye bye, GleamDeath stable.)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on February 28, 2013, 06:35:13 pm
Replica: Zebra alchemy will include everything from brewed potions that permanently alter the drinker, to black magic such as the soul jar and necromancy (Comprising the as of now empty conjuration school)…so enough features to merit a full arc.

Amorak: Thanks! :) While development follows the original novel, it’s not locked to the canon; elements from seasons two and three like irradiated changelings and crystal ponies will eventually be added, as well as side stories that improve gameplay. Any and all suggestions are welcome for consideration. :)

> So they’re the things Littlepip ran into in the Old Olneigh hospital?
Pretty much.

the1337doofus: It’s easy to forget until the first time it happens. :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on February 28, 2013, 08:26:39 pm
Happened to me, too (three glowing ghouls and a radscorpion). Next time, trade the cages that the creatures are in instead of the creatures themselves.  ;D
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Atomic on February 28, 2013, 10:39:04 pm
Been playing this for a while. After a few FUN stables, the third serious one was called Violencepages.
Spoiler (click to show/hide)

Can someone explain to me how to effectively install SATS (or how the installation works with the terminal/job assignments)? It's a bit confusing.

There is a ghost that won't go to rest. I don't think it was ever a member of the settlement (I checked around many times) and I can't find a corpse or engrave a memorial. It always claims a coffin too, yet remains around.

Also, is it normal for demons to become leaders? I looked at the local talon merc civilization and it is led by a brute of steam. According to legends, in the year 3, he (Direct Drillleader) fooled the civ into thinking he was "Lord the Beast of Adventure" and immediately ascended to company commander.

Wonderful mod, I can't wait for more updates.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on February 28, 2013, 10:58:51 pm
Demons can become leaders in any civilization with the right entity tags. This is also true in vanilla DF.

My Stable, "Horrorgod", is holding out quite well. We've only had one pony go insane, and fewer than twenty deaths in five years. I credit this to my legendary chainsword squad of two, who between them have beaten back seven ambushes and never suffered any injuries (to say nothing of forgotten beasts, reaver packs, brainbots, and berserk protectaponies) without so much as power armor.

Somepony drank my only Assassin Upgrade Potion before I could stockpile it, and I still haven't figured out whom. This could prove a challenging whodunit.

Just now starting on arcane research. It took a while, since I have no sand for lenses and am still getting used to the workshops. Fortunately, I have a pony with a cutie mark for magic; I'm gonna load that sucker's brain up with eldritch secrets until they come out his ears.

As a side note, the slave traders still haven't brought me any slaves. It's kind of weird.

Breached the second and third caverns recently. They're almost empty; no salvage and only the occasional tree or spider. Also acquired Star Metal. Doop be doo.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Iceblaster on March 01, 2013, 09:14:46 am
I cheated and gave myself max embark points(Copy EQUESTRIA params and 'e'dit them and change embark points) and gave myself what I thought was a years worth of supplies and about.... 7 protectaponies... my incompetence shined that day
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Zangi on March 01, 2013, 10:49:22 am
I cheated and gave myself max embark points(Copy EQUESTRIA params and 'e'dit them and change embark points) and gave myself what I thought was a years worth of supplies and about.... 7 protectaponies... my incompetence shined that day
I'm guessing you didn't roll lucky on the antiques either?  But that was nerfed anyways wasn't it?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Deon on March 01, 2013, 10:50:58 am
Do you have a problem where people store shots of creatures in the food stockpile? I cannot get rid of plasma bolts being stored there.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on March 01, 2013, 11:23:00 am
Before I forget, here are three full scale pics I drew while I was away.

Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Zangi on March 01, 2013, 11:26:20 am
Before I forget, here are three full scale pics I drew while I was away.


That 2nd pic... looks like Enclave propaganda.  Nice stuff.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on March 01, 2013, 11:59:03 am
Awesome pictures Replica. What is that thing between the tentacles on the first one?  :P
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Iceblaster on March 01, 2013, 12:11:11 pm
Before I forget, here are three full scale pics I drew while I was away.


Replica, Good job on the pics.

I cheated and gave myself max embark points(Copy EQUESTRIA params and 'e'dit them and change embark points) and gave myself what I thought was a years worth of supplies and about.... 7 protectaponies... my incompetence shined that day
I'm guessing you didn't roll lucky on the antiques either?  But that was nerfed anyways wasn't it?

I am just incompetent in my placement of bots, but I don't care, I just throw things at bad things until it dies anyway
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 01, 2013, 01:16:23 pm
Atomic: Thanks Atomic! :D I always enjoy reading Stable Reports; I don’t have the time nowadays to play a Stable outside of testing new features, so reports help me catch balance issues and other problems I may have overlooked.

You got unlucky in the cave breach…floaters should only appear in the second and third layers, though they may have climbed up to the first level. If it happens more often, I’ll restrict them to the third layer.

> Pandemic of floater sap.
I’ll see if I can make it disappear faster in the next version.

> Raiders.
Odd…they’re normally easy to defeat with a trained and well-armed militia. It could have been a fluke in this case, or your ponies needed more training.

> No migrants came during this entire time of several years.
I think the exported wealth is reported by the Stable caravan, though the number of deaths you suffered may be a factor.

> SATS.
Run the installing reaction with a pipbuck at a Stable-Tec terminal. SATS is one of those few installations (The other being slave rehabilitation) that depends on the boiling cloud, and so is only successful about half the time. Should the worker obtain it, he’ll flash a different tile for a few seconds and a note will appear in his combat (r)eports in the fighting message.

> There is a ghost that won’t go to rest.
Most likely a deceased member of the Stable caravan (They can’t be memorialized). I suggest deconstructing the claimed coffin and rebuilding it to see if the body shows up, but if not your other option is to install DFhack and use its ghost removal function.

> I looked at the local talon merc civilization and it is led by a brute of steam.
Those griffons sure do love being led by hidden monster figures don’t they? :P

Mura: As far as I know, it’s impossible to trade hostile creatures that are caged, whether it’s the cage or the creature itself that’s traded. Both result in !!FUN!!. Then again, your Stable could always use an arena. :)

> Somepony drank my only Assassin Upgrade Potion before I could stockpile it.
If you check your citizens list that pony should have the title “Assassin” after their name. As of now the potion only allows the pony to stealth when attacking or fleeing.

> The slave traders still haven’t brought me any slaves. It’s kind of weird.
In rare instances the slaver civilization fails to obtain the slave pet, though I’m working to fix this.

> Breached the second and third caverns recently. They’re almost empty.
The lower caverns are undeveloped, but they’ll be home to irradiated changelings in the next update or so. ;)

Iceblaster: I think it’s more how you secure your embark site in the first few months than the amount of supplies you bring. One of my earlier Stables collapsed as my ponies spent too much time hauling supplies from the wagon…right as a pack of ghouls strolled nearby.

Zangi: Antiques only give around 2,500 points now.

Deon: Replied in your thread. :)

Replica: The drawings are amazing! :D I especially love the detail in the first one, with the broken soda vendor and other bits and pieces of salvage scattered about.

> What’s that thing between the tentacles on the first one?
No idea…I certainly didn’t mod in anything that looks like that. *whistles*
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Deon on March 01, 2013, 01:29:36 pm
I would suggest you to look at material values of skin, fat, muscle, bone, chitin etc in Fallout Mod. I've added melting and boiling point, and heat and fire damage are much more realistic now. Your skin and muscles will actually melt if the heat is too high, and undead will die in magma.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 01, 2013, 01:44:00 pm
Good to know. Thanks for the heads up! :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Iceblaster on March 01, 2013, 03:12:46 pm
Yeah I guessed that was it... so im bringing a ton of wood along with me on my next embark so I can wall in a spot for a compound, I'll report back with the end product, may get a screencap
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on March 01, 2013, 07:34:54 pm
Quote from: Nobleattack, "The Noble Attack"
"Engraved on the wall is a well-designed image of a balefire radiation by Beach Crater."

Clever girl.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Indigo_Surprise on March 02, 2013, 02:40:33 am
>Looking forward to them!  I enjoyed implementing your previous mod - the stasis pods now have a metal hull, glass dome, and a sleeping pony inside that dies should the dome be shattered. They can also be lined up in nice, orderly rows in enormous sleep chambers...putting away all those unwanted migrants.

Or placed in certain hallways and in important ponies' offices.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Atomic on March 02, 2013, 03:36:01 am
Yeah... at that time my military was trained but not very well. I know what I'm doing in DF nowadays (been playing for a few months), but I've done only a dozen or so forts (longest lasting was volcano tundra embark for 9 years that died to the circus, sort of deliberately) that I haven't given up on quickly. I'm unsure of what the best way to train military is. Right now I have squads of 3 that are always training with a min. of 2. I throw them in the arena with captured things occassionally, or have them shoot at more experienced enemy blockers.
Maybe I breached the second cave layer first by accident actually (although it isn't blank. There's plenty of salvage). Maybe I was unlucky. I wouldn't put it past that. First two stables I tried both died to robobrains within 2 years. I've seen several beefy things down there, military protectaponies, ghoul reavers and glowing ones. I think the problem I had with floater sap was due to the lack of doctors mostly.

I played for another two years.
Spoiler (click to show/hide)
I'm really bad at this.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 02, 2013, 02:14:53 pm
I just discovered that fireballs still set grass on fire regardless of the ignite point, so Steel Ranger rockets will be replaced with flamethrowers and rocket turrets removed in the next version.

> Image of a balefire radiation
Nice catch on that typo.

> Or placed in certain hallways and in important ponies' offices.
Of course. :)

> I’m unsure of what the best way to train military is.
I arm my soldiers with training weapons and good armor and pit them in an arena against unarmed prisoners. There’s also the VR simulator, but it can only train one skill at a time.

> A wood artifact table and wood artifact bracelet are still on fire.
Sucks that burnable artifacts stay lit forever. You could try pumping some water over it or building a water pump nearby should you find a water talisman.

> I’m really bad at this.
I don’t think so…your Stable’s lasted quite a while despite the dangers the wasteland has thrown at it, while making for an entertaining read.

Thanks for the report Atomic! :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 02, 2013, 03:32:13 pm
I don't think that slaveless slavers are a rare bug. All my .98 slavers have had a surprising lack of slaves. Maybe give them a trade good that lets you do a reaction and turn a chicken into a slave pony.

Edit: giving them a diplomat might work better. At least then it would be easier to tell when they don't have slaves available.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Atomic on March 02, 2013, 07:15:42 pm
>slaveless slavers

Every slaver caravan that's showed up for me in v.98 has had at least 3 slaves with them.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 02, 2013, 07:46:19 pm
> Slaves
I reduced the wild slave population in the last update as part of the creature edits, so that's the likely cause. I will switch it back, but for now here's the hotfix:

creature_slave.txt
Change [FREQUENCY:1] to [FREQUENCY:0] and [POPULATION_NUMBER:5:10] to [POPULATION_NUMBER:100:200]. This requires a world regen to take effect.

Giving slave traders diplomat and merchant positions is a good idea, however. Thanks for the suggestion and feedback! :)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Drago55577 on March 02, 2013, 07:50:44 pm
This mod is amazing.
What's that song in the title, though?


Yay for being back on Bay12 again!
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 02, 2013, 07:52:55 pm
Welcome back! :)

The song in the title is Wasteland Soul (http://www.youtube.com/watch?v=TnbPGqEqTIQ) by Miracle of Sound. It can also be found in the credits section of the first post.

Edit to below:
Thanks! :) Certain creatures are restricted from arena mode, though I'm not sure what you mean by rocket ammo.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Drago55577 on March 02, 2013, 07:58:15 pm
Probably my favourite mod yet. There's things missing in arena mode though, or i'm bad at looking. I havn't been able to find rocket ammo.

Time to start a military bunker :p

Edit to above:Under weapons, there is one titled [MATERIAL] Rocket Luancher, i can't find the projectile that is used with that gun. Oh, what's the [MATERIAL] Steel Ranger Corpse (rocket) that i can spawn in Arena mode?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: KingofstarrySkies on March 02, 2013, 08:07:35 pm
Welcome back! :)

The song in the title is Wasteland Soul (http://www.youtube.com/watch?v=TnbPGqEqTIQ) by Miracle of Sound. It can also be found in the credits section of the first post.

Edit to below:
Thanks! :) Certain creatures are restricted from arena mode, though I'm not sure what you mean by rocket ammo.
dammit that song is awesome.
I need a mp3 of that. And a mp3player. oh wait, i haz android.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Treason on March 03, 2013, 05:24:12 am
Let me just say that I initially saw the MLP mod and thought to myself "oh, hell no."

Then I stumbled across this mod while eyeing the Fallout mod (always been a fan of Fallout since it's beginning) and thought to myself "Fallout and My Little Pony?  Oh, hells no!"

Then, one day I was bored and actually opened up the mod's thread out of morbid curiosity.  Then I found the link to Fallout:Equestria and discovered that, hey, it's passed off of a fanfic, something else that I usually avoid like the plague.  Thankfully, I was in open state of mind (read: bored out of my skull) and clicked the link to read the story, first, to get some background before installing the mod.

A week later, and all my free time outside of work and essential necessities of life, I finished the Book of Littlepip, and it is now one of my favorite stories and this mod is my prefered DF mod to play.  Good work to you, for sucking in an converting another non-believer with your work!

So far, I think I'm getting a handle on how to get things accomplished.  This mod has been far more difficult than I had previously thought.  Numerous destroyed embarkments and Stables (mainly due to abandoning).  I'm still learning what makes the best salvaging industry (still have not figured out what skill, if any, the salvage yard and supply depot use [outside of the reactions clearly marked]) and squealing with glee when I pop open a crate and discover those oh so precious talismans.  Then I scream in frustration from how the Wasteland is hell-bent on killing me.

Seriously.  The world of Fallen Equestria hates your guts far more than anything in vanilla DF.  My current stable is built on a haunted glacier (for the scrap quality increase) and I noticed that above ground wildlife doesn't pop up (to include ghouls.  Lord, those things are harsh).  I dug down into several layers deep of ice (love building my Stables in it for the added value of carved ice) and hit layers of obsidian!  One of my initial ponies was even a Necromancer with some decent physical states, so I thought I'd be set up pretty well.

That's when the cloud of irradiated dust popped up.  I thought it was going to pass me by from how it was moving, but then off course, it switched directions RIGHT as it neared.  I activated the piddling little meeting space I had carved out bellow and they all managed to get inside right as the cloud came and friggin' STALLED above the entrance.  About that time, everyone of my ponies developed the munchies and grew a desire for lungfuls of irradiated air.

My Necromancer will soon be traveling to the other life they've studied for so long (cloud touched them and they immediately started rotting).  So will another of my ponies.  One took a lungful and turned into a ghoul before their flesh could even begin to rot.

Lesson learned:  Abandon all hope, ye who enter the Wastelands of Equestria.

Update: First wave of imigrents brought a cleric with them (yay!).  Of course my luck didn't hold.  Caravan shows up and so does no less than 5 clouds at once..caravan dies and my ponies rush outside again to plunder the leavings.  While outside, 4 MORE clouds spawn in the friggin' middle of the map and cover everyone.  My cleric is now down and dying as are 4 more.

Update to the update:  This map absolutely delights in spawning necrotic clouds of radiation RIGHT in the middle of the map above my entrance.  I've lost 5 more ponies, now.  Once the rotting syndrome sets in, there is no saving them :(

On a lesser note, all the clouds that drift through are playing murder on the hidden raiders.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: SHAD0Wdump on March 03, 2013, 05:57:03 am
I just wanted to pop into here to say something you've probably heard dozens of times now... But to the modder.

You have fused DF, Fallout, And MLP into one bastard child of a mod. Well done.

I am serious, this idea reeks awesome.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 03, 2013, 11:14:39 am
Probably my favourite mod yet. There's things missing in arena mode though, or i'm bad at looking. I havn't been able to find rocket ammo.

Time to start a military bunker :p

Edit to above:Under weapons, there is one titled [MATERIAL] Rocket Luancher, i can't find the projectile that is used with that gun. Oh, what's the [MATERIAL] Steel Ranger Corpse (rocket) that i can spawn in Arena mode?
No projectile. [Item-Heavy Weapon] is a material that is used to designate tools. These tools are used in interactions that will give the creature in question a rocket-launching natural attack. Steel Ranger corpse (rocket) is a tool that has a reaction to disassemble it, giving you a chance to find some broken power armor and a rocket launcher tool. You can use a rocket launcher to make a rocket turret. They are due to be phased out in the next version, though.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on March 03, 2013, 11:39:48 am
Heh, you hear that Lycaeon?
Your mod is so interesting that it converts nopones and antipones into FOE fans.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 03, 2013, 03:56:10 pm
If you haven’t already, I highly recommend reading the first post, especially the Tips/Hints and Workshops and Industries Guide. The technologies developed from salvage will aid greatly in the in both the early survival and later prosperity of your Stables.

Drago: Tahujdt’s explanation is spot on. In short, there are materials used solely for allowing custom tools and toys to be sorted in stockpiles as this image describes:
Spoiler (click to show/hide)
The custom items are used for ingame buildings (e.g. power talismans are required for the power generator and prismatic workshops) and reactions (e.g. miniguns are used to upgrade security turrets to minigun turrets or for minigun battle saddles to equip your ponies). Certain reactions produce upgrade potions, which take effect after being drunk by a thirsty pony (To upgrade either the drinker or a nearby pastured creature) and are described in the Workshops and Industries Guide.

Treason: Glad you enjoy it! :D While the mod has come a long way since the first release, it’s only encompassed half the features from the novel, so it’s only going to get better.

> Still have not figured out what skill, if any, the salvage yard and supply depot use.
If no skill is listed (Either at the top or next to the reaction), the reaction has no skill and any idling pony will perform it. This avoids giving the products quality levels, which skyrocket your Stable’s value, making enemies invade sooner and trading much easier. If it starts pulling ponies intended for other jobs, you can directly assign a worker so only he will perform it.

> My current stable is built on a haunted glacier and I noticed that above ground wildlife doesn’t pop up.
Freezing locations don’t have much wildlife at the present. Fortunately, the subterranean caverns are quite full of nasties waiting for your dig teams. :)

> This map absolutely delights in spawning necrotic clouds of radiation right in the middle of the map above my entrance.
Evil regions aren’t called the deathlands for nothing. ;)

SHADOWdump: Thanks! :) What I love best about DF is the extreme flexibility it affords to modders…greater than any other game I’m aware of, allowing the recreation of such exceptional settings as post-apocalyptic Equestria.

Replica: I can hardly take credit for adapting an excellent story. Even the mod as it is today wouldn't have been possible without the support of you and others, so you all have my thanks and appreciation. :D

I’ve entered another busy period in life, unfortunately, so the next major release will be delayed. :( In the meantime, I'm always open to suggestions for new features and balancing improvements.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Treason on March 03, 2013, 05:01:56 pm
Lycaeon, the mod is still awesome despite it being a work in progress.  Everything awesome is usually a work in progress.

As for the status of my fort, I'm now kinda of fond of the clouds.  I set up a covered area at the entrance to my fort top side so the clouds don't leak in.  Every single thief and snatcher who has wondered into my area has succumbed to them and either died through massive necrosis or turned into ghouls and killed off their fellows before running.

I can't wait to see when a siege shows up and dies to the environment.  It reminds me of some old forts I had in older DF versions where I'd set the temperature so low that unless you dug down immediately after starting on a glacier and stacked everyone on top of one another, you'd died of frostbite in under two weeks.

Udate: Stable bit the dust.  A random forgotten beast showed up with steel body parts, wings and deadly dust.  Can't get close enough to the thing before it throws everyone back with dust-spam and when it closes, nothing has any penetration power on it.  While everyone in the stable is running around like mad, trying to get back to the central stairway, the ghouls outside the underground perimeter were having a field day.  Everypony died.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 04, 2013, 01:22:11 pm
Lycaeon, the mod is still awesome despite it being a work in progress.  Everything awesome is usually a work in progress.

As for the status of my fort, I'm now kinda of fond of the clouds.  I set up a covered area at the entrance to my fort top side so the clouds don't leak in.  Every single thief and snatcher who has wondered into my area has succumbed to them and either died through massive necrosis or turned into ghouls and killed off their fellows before running.

I can't wait to see when a siege shows up and dies to the environment.  It reminds me of some old forts I had in older DF versions where I'd set the temperature so low that unless you dug down immediately after starting on a glacier and stacked everyone on top of one another, you'd died of frostbite in under two weeks.

Udate: Stable bit the dust.  A random forgotten beast showed up with steel body parts, wings and deadly dust.  Can't get close enough to the thing before it throws everyone back with dust-spam and when it closes, nothing has any penetration power on it.  While everyone in the stable is running around like mad, trying to get back to the central stairway, the ghouls outside the underground perimeter were having a field day.  Everypony died.
You might have wanted to use anti-machine rifles for penetration.

EDIT: Lyc, will we get ghoul migrants? That would be awesome. If that isn't planned yet, I might develop it myself.
DOUBLEEDIT: My surface fort got decimated by a feral minotaur, and then the slaver caravan took care of it. That was embarassing. I didn't have a military because all of my soldiers were training in a black-ops facility underground. Quick question: Steel security barding vs. combat armor: Which is better for a light sniping squad?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 04, 2013, 07:35:05 pm
> A random forgotten beast showed up with steel body parts, wings and deadly dust.
Sometimes you just can't beat the randomness of a good old vanilla generated indestructible megabeast. :P As tahujdt mentioned, anti-machine rifles would probably be able to kill it.

> Will we get ghoul migrants?
Yes, along with the Dashites when I get around to them. :)

> Steel security barding vs. combat armor: Which is better for a light sniping squad?
Security barding is lighter than combat armor, so your ponies will move and shoot faster. Can't say if that's a good thing though, given the tendency for snipers to rush into melee after running out of ammo. Steel combat armor can block non-steel medium caliber bullets.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on March 04, 2013, 08:13:27 pm
By the way, are starmetal veins supposed to lead to hell? 'Cause mine didn't.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Pokon on March 04, 2013, 08:32:18 pm
I tend to find that Forgotten Beasts and Titans are quite fun to keep around in this mod if/when you can catch them, even moreso than in vannilla. It's fun to think of them as unique taint mutations or robots or whatever and to enjoy the feeling of keeping a lobster made of rock salt in a little panic room to greet the slavers.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 04, 2013, 08:42:50 pm
> Starmetal
They're supposed to, or at least they did the last time I breached. Your vein's opening may be deeper down - you can check with DFhack's "reveal hell" function to make sure.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 04, 2013, 10:42:40 pm
Are AMRs enough to punch through Steel Ranger armor? If so, how frequently? How about alicorns?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: KingofstarrySkies on March 04, 2013, 10:57:52 pm
So, I was thinking: (I yes, I've read the damn story. I know that theres not many of 'em.)
Why can't we have pegasi ponies?
It would be nice....and still make sense.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Putnam on March 04, 2013, 11:04:02 pm
So, I was thinking: (I yes, I've read the damn story. I know that theres not many of 'em.)
Why can't we have pegasi ponies?
It would be nice....and still make sense.

...does it not?
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: KingofstarrySkies on March 04, 2013, 11:07:56 pm
whats that supposed to mean?  ???
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 05, 2013, 01:43:00 am
> Are AMRs enough to punch through Steel Ranger armor? If so, how frequently? How about alicorns?
If you find they can't punch through something, let me know. ;) They're pretty much the equalizer of the wasteland, able to kill the strongest enemies in the game at the cost of significant resources (Both to train accurate snipers and manufacture large caliber ammunition). Though shielded alicorns were immune in the novel, your Stable citizens don't have the options of ambush or a cleverly placed memory orb.

> Why can't we have pegasi ponies?
I plan to add Dashite migrants (Pegasi exiled from the Enclave), but they'll be rare (I still haven't figured out a frequency yet).
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Zangi on March 05, 2013, 10:08:24 am
Perhaps about... 1 to 50 chance...  1 to 100 may be too much?  Middling ground being about 1 to 80, that is a DF transition population number I believe. 
Assuming that a number of players here cap there fort before 50 and may or may not let in more later.  Either way, I figure a good number is ideally 1 per fort, if you stick to the story... but for gameplay, you could ease it, but there'd be a lot of Dashites in worldgen if you do... heck, given the population, it is still a lot. 

There will of course be the odd dashite being born... (You know the mother has been seeing somedashite somewhere...)

There is a lot of people asking that same question lately.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on March 05, 2013, 11:25:03 am
On the question of pegasi migrants, i think they shouldn't be dashites. The population of our civilization comes from the stables sealed before doomsday, and pony genetics makes it possible for two earth ponies to give birth to unicorns or pegasi - think Cakes. So the pegasi migrants could be the odd genes showing up, growing up in a stable, having non flying related cutiemarks but similar to those that the other two pony race have now, then come to our stable same as them, with their wings and frequency as the only difference.
...Of course a dashite could join to any caravan on their way to our stables, but then we are more like wastelanders then stable ponies. I have a similar opinion on ghoul migrants, they are not a thing that naturally borns in a stable. Maybe we should play as the wastelanders(?), or give the dashite caste(s) to them. They could come as caravan guards and it would be more story like that way.
edit:curse those 'e's
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Zangi on March 05, 2013, 12:51:55 pm
On the question of pegasi migrants, i think they shouldn't be dashites. The population of our civilization comes from the stables sealed before doomsday, and pony genetics makes it possible for two earth ponies to give birth to unicorns or pegasi - think Cakes.
*snip*
Think of the cakes father... with a shifty nervous explanation that he is unsure of.  (Though, the last time I watched it, might have been a youtube animation edit.)  And yea... DF genetics does work like that explanation.  So whichever.

And... you are right.  Dashites and ghouls are more of a wastelander thing.   Dashite and Ghoul slaves!    Also, if ya really like, throw a Pegasi stable into the 'story'.  Their numbers should still be on the low end.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 05, 2013, 01:16:29 pm
On the question of pegasi migrants, i think they shouldn't be dashites. The population of our civilization comes from the stables sealed before doomsday, and pony genetics makes it possible for two earth ponies to give birth to unicorns or pegasi - think Cakes.
*snip*
Think of the cakes father... with a shifty nervous explanation that he is unsure of.  (Though, the last time I watched it, might have been a youtube animation edit.)  And yea... DF genetics does work like that explanation.  So whichever.

And... you are right.  Dashites and ghouls are more of a wastelander thing.   Dashite and Ghoul slaves!    Also, if ya really like, throw a Pegasi stable into the 'story'.  Their numbers should still be on the low end.
Pegasi stables were all built in mountains above cloud level. The Enclave opened them already.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Splint on March 05, 2013, 01:18:42 pm
Does seem odd that ALL of the pegasi not in the enclave that survived were in those only though... Seems a bit like a hole there in the story to me. You'd thinka regular control stable would have had some included if only for the sake of genetic diversity.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 05, 2013, 01:27:28 pm
Does seem odd that ALL of the pegasi not in the enclave that survived were in those only though... Seems a bit like a hole there in the story to me. You'd thinka regular control stable would have had some included if only for the sake of genetic diversity.
Pegasi were exclusively in pegasi stables because they needed room to fly, which an underground stable couldn't provide. Hopefully, in this next version, what with the climbing and whatnot, flying pathing will be fixed and we can have pegasi who don't glitch out.

Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Splint on March 05, 2013, 01:38:45 pm
Seems like that would put a stake through pegasi residents for a stable dweller civ, unless there's latent genetics put to work at some point or whatever is the origin for the mod's ponies had some thrown in to see if they'd snap due to being almost completely groundbound in the Stables. Dashites would make sense for waster civ members though, as said.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 05, 2013, 01:40:58 pm
Maybe there were latent genetics that didn't come into play until after the stable was sealed. Such, pegasi, of course, wouldn't learn how to fly, so that would be an in-fluff explanation for pathing bugs.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Zangi on March 05, 2013, 01:42:15 pm
Does seem odd that ALL of the pegasi not in the enclave that survived were in those only though... Seems a bit like a hole there in the story to me. You'd thinka regular control stable would have had some included if only for the sake of genetic diversity.
Pegasi were exclusively in pegasi stables because they needed room to fly, which an underground stable couldn't provide. Hopefully, in this next version, what with the climbing and whatnot, flying pathing will be fixed and we can have pegasi who don't glitch out.
But... the stables were all about experimentation.  So it would not be too far-fetched for some Pegasi to be put in a hole with the land ponies.  Or on their own in a hole, either/or.  [The poor bastards... which could end up with them being weak flyers, technically.  Unless the hole is really big, which can also happen.]
It is a balance of gameplay and the story of the world ain't it?  (I don't mind either way, just being the otherside of the issue here.)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: tahujdt on March 05, 2013, 01:44:06 pm
Unless the hole is really big, which can also happen.
I built a stable like this once back in .95, with giant skyscrapers and apartments carved out of the living stone. Looked really nice, too. I had a running river thanks to a water talisman, and various buildings and stuff.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Crazy Cow on March 05, 2013, 02:38:57 pm
re: pegasi
I would think that any pegasi in a Stable would go batshit insane due to the lack of room to fly; just my headcanon, though. I wouldn't mind the odd pegasus immigrant getting handwaved as dormant genes or somesuch.

As for my own selfish self, it's been two months since I played DF and this mod. The obvious thing to do is install the Matrix tileset, the latest ASCII version, and play a zero-point embark with a dead civ. I'll record the whole thing for you guys.
Spoiler: RULES (click to show/hide)
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: KingofstarrySkies on March 05, 2013, 02:51:13 pm
So, SLIGHT PROBLEM.
Hellhounds keep ambushing....SOMETHING down in the cave layer (Which I can't see)
so, every few seconds, the game gets paused and my camera is dragged down by like twenty z levels.
This is annoying as hell.
EDIT:
It has stopped, but still.....this was a very irritating 20 minutes.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Pokon on March 05, 2013, 02:57:02 pm
re: pegasi
I would think that any pegasi in a Stable would go batshit insane due to the lack of room to fly; just my headcanon, though. I wouldn't mind the odd pegasus immigrant getting handwaved as dormant genes or somesuch.

As for my own selfish self, it's been two months since I played DF and this mod. The obvious thing to do is install the Matrix tileset, the latest ASCII version, and play a zero-point embark with a dead civ. I'll record the whole thing for you guys.
Spoiler: RULES (click to show/hide)

This has to have a thread for itself. May Celestia help you.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on March 05, 2013, 05:11:08 pm
Rule 5: embark in a Terrifying biome and settle the caverns.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on March 05, 2013, 05:20:08 pm
Doublepost. How do I make wood powder for paper in my .95 fort? I can't seem to find it in the workshop guide.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: gzoker on March 05, 2013, 05:26:44 pm
Pegasi stables were built above the clouds, and those were gutted by the enclave. Still, some featherbrain might have chosen the wrong direction at doomsday, and instead of flying up, they fled into the depths of a stable. They could have direct descendants, or the dormant genes could have produced pegasi underground, but being born to a dashite just feels wrong. Well, pegasi will be rare either way, and  with the broken pathfinding they will only be slightly stupider version of mudpony, who will charge through the walls and gets stuck on the top of buildings.
If you have ever seen an apple tree you will believe me that stables with orchards have enough space for flying. Maybe not for the aerial stunts, but for a horizontal wing stretching at least.

Crazycow, it will be easier than you think, depending on the site you choose.

Okay, i had to write this post two times, and this second version is a lot shorter then the first. Damn you crtl+r for the lost information.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 05, 2013, 07:37:45 pm
> Pegasi
I'm liking gzoker's suggestion, with the occasional Stable pegasus arising from pony genetics rather than Dashites from the Enclave. Being restricted in a ground pony Stable would certainly explain their less than competent flying skills, like tahujdt suggested. Dashites would work better as a rare wastelander caste in any case. This will take quite a bit more work than I had originally planned, though, with the necessity of giving pegasi their own cutie mark pool.

Crazy Cow: Welcome back! :D I advise you to wait on the new Stable, as I plan on releasing a bugfix update soon.

KingofstarrySkies: Thanks for the heads-up! I've gone ahead and fixed the stealth problem for the next version. :)

Mura: Wood fibers are made at the sawmill, requiring a wooden log and a large pot for the reaction.

Thanks for the feedback everyone! :)

Edit to below: The powder is the fibers.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Mura on March 05, 2013, 07:42:53 pm
Right, but the reaction says I need wood powder as well to turn the fibers into paper. How do I make the powder?

EDIT: That's weird, then- the reaction still can't be queued. I've got plenty of fibers and everything...
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on March 05, 2013, 08:50:41 pm
re: pegasi
I would think that any pegasi in a Stable would go batshit insane due to the lack of room to fly; just my headcanon, though. I wouldn't mind the odd pegasus immigrant getting handwaved as dormant genes or somesuch.

As for my own selfish self, it's been two months since I played DF and this mod. The obvious thing to do is install the Matrix tileset, the latest ASCII version, and play a zero-point embark with a dead civ. I'll record the whole thing for you guys.
Spoiler: RULES (click to show/hide)

The dead walk again!
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Lycaeon on March 06, 2013, 12:19:51 am
Version 0.98c beta has been released with numerous bugfixes and new features.

•   DFHack and plugins implemented. Credits go to peterix, falconne, and others. This is a major upgrade to the gameplay of the mod, so let me know if you encounter any issues.
     o   Search function (http://www.bay12forums.com/smf/index.php?topic=118001.0)
     o   Furniture planning (http://www.bay12forums.com/smf/index.php?topic=121858.0)
     o   Automaterial construction (http://www.bay12forums.com/smf/index.php?topic=119369)
     o   Filter animals for pasturing (http://www.bay12forums.com/smf/index.php?topic=119575.0)
     o   Mouse functionality (http://www.bay12forums.com/smf/index.php?topic=119575.0)
     o   Resume suspended constructions (http://www.bay12forums.com/smf/index.php?topic=122395.0)
     o   Citizen monitor and happiness overlay (http://www.bay12forums.com/smf/index.php?topic=123279.0)
•   Landmines can be found in military crates and deployed at the armory as a potion that requires chickens for assembly. Pasture them at chokepoints for maximum effect.
     o   The HE mine is devastating against organic creatures, and can also be assembled from explosives and a sensor module at the workbench.
     o   The pulse mine permanently disables enemy robots and power armored soldiers without killing them.
•   New therapist noble you can appoint to meet with disgruntled ponies.
     o   Credits go to gzoker for the concept.
•   Slave traders will now bring slaves more reliably.
•   A merchant will now accompany slave trader caravans.
•   Steel ranger rockets replaced with flamethrowers.
•   Rockets and rocket turrets removed.
•   Cyberdogs can now be trained for war.
•   Military robot armor plating has been weakened.
•   Sprite-bots will only shoot lasers at enemies.
•   Radscorpion stinging penetration reduced.
•   Unicorn horn piercing penetration reduced.
•   Floater goo evaporates faster.
•   Ammo plural changed to bullets.
•   Hellhound stealth attacks fixed.
•   Updated Dwarf Therapist.
•   Numerous minor bugfixes.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 06, 2013, 12:28:06 am
DFHack Guide

•   Menu Support
     o   Workflow (http://www.bay12forums.com/smf/index.php?topic=118872.0) streamlines the work management process.
          •   [Alt-J] pulls up information on the current job in a selected workshop.
          •   [Alt-Q] pulls up the settings for the highlighted job (See link). First asks to enable workflow if you haven't already.
          •   [Alt-Y] pulls up the inventory monitor and workflow status screen (See link).
     o   Automaterial construction (http://www.bay12forums.com/smf/index.php?topic=119369) enables rapid selection of materials for building constructions (walls, floors, fortifications, etc).
     o   Pasturing assignment (http://www.bay12forums.com/smf/index.php?topic=119575.0) adds filtering options for pasturing animals.

•   Advanced Search
     o   [TAB] allows you to search for items in stocks menu.
     o   [ S ] allows the filtering of names/professions in the unit menu.
     o   [Q]/[W] allows filtering in the trade menu.
     o   Press [Alt-Shift-N/R/T/Q] on unit screen to sort by name/migration wave/profession/squad.

•   Siege Engine Targeting
     o   Pressing [Alt-S] while selecting a siege engine enables advanced targeting and the loading of custom items.

•   Quicksave
     o   [Ctrl-Shift-Q] quicksaves your game.

•   Miscellaneous
     o   [Alt-C] while selecting a stockpile copies its settings for zoning a new stockpile.
     o   [Ctrl-M] Browse mechanisms linked to a lever.
     o   [Alt-O] Browse rooms belonging to the same owner.
     o   [Alt-M] Guide minecart path.
     o   [Alt-K] Assign highlighted weapons rack to a squad.

•   Mouse Support (Delayed)
     o   Left click on units/workshops/items etc to bring up the corresponding menus.
     o   Move the camera by clicking the edge of the map.
     o   Clicking on one location multiple times will cycle through: (q)uery building, (v)iew units, loo(k), view i(t)ems, with the cursor placed at that location.
     o   Right click to cancel your selection.

•   Furniture Construction Planner (Delayed)
     o   Pre-place furniture by pressing [P]. Once the corresponding furniture becomes available, it will automatically be built.
     o   Use the menu options to select materials and quality levels.
     o   Clear selections with [Shift-C].

•   Resume Suspended Constructions (Delayed)
     o   Press [Alt-R] to resume all suspended constructions.
     o   Suspended constructions have a yellow X overlay while paused.
     o   Unsuspended constructions which were suspended again have a red X overlay while paused.
     o   Planned constructions have a green X overlay while paused.

•   Citizen Happiness and Activity Overlay (Delayed)
     o   The current amounts of [tantruming/unhappy/content/happy/ecstatic] ponies are displayed in the bottom left corner.
     o   Press [Alt-F] to open the menu listing the activities of your citizens.
     o   Activities are listed in percentages.
     o   Further information may be found here (http://www.bay12forums.com/smf/index.php?topic=123279.0).
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 06, 2013, 02:00:22 am
Yay new version... Should I get it, or wait until my awesome stable to inevitably fail at the elf drowning trap... I mean the happy happy fun time swimming pool for elves
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 06, 2013, 03:09:02 am
Dfhack, it freezes up my computer for minutes (not mod specific). Is it enough if i copy over the new raws into the previous version, then gen a new world, or do i have to copy something else too?

Other than this Yay! for the update.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 06, 2013, 11:10:50 am
The raws themselves are fine, dfhack is nonessential.
Title: Re: Fallout: Equestria (v0.98b beta) Life Goes On...
Post by: Replica on March 06, 2013, 02:31:13 pm
•   Sprite-bots will only shoot lasers at enemies.

Please don't tell me this means what I think it means...

They CAN still push skulls in? Right? RIGHT?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Crazy Cow on March 06, 2013, 02:55:06 pm
New version? I'll just start over; I was only a few months in in any case. Turns out that as long as you don't get attacked by anything nasty for a bit this is remarkably easy. The main difficulty will probably be that I don't understand the endgame stuff at all ;p
Spoiler: New Rules (click to show/hide)
I love how organized everything is, by the way. The new workshop configuration is particularly awesome (and the only really different thing I've noticed so far, besides a few critters ;p).
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Graknorke on March 06, 2013, 03:09:36 pm
:} I shall only play with the Matrix tileset and its color scheme.
Good luck with that.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 06, 2013, 04:50:25 pm
:} I shall only play with the Matrix tileset and its color scheme.
Good luck with that.

"I...I don't even see the code. All I see is unicorn, earth pony, pegasus..."
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 06, 2013, 05:30:41 pm
I am about to go and muck around with the raws and attempt to create a mutated pony with a second horn, any tips on how to do this as i'm not very familiar with modding
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Graknorke on March 06, 2013, 05:36:28 pm
mutated pony with a second horn
(http://images.wikia.com/mspaintadventures/images/c/c7/Rose_eyebrows.gif)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 06, 2013, 05:49:41 pm
mutated pony with a second horn
(http://images.wikia.com/mspaintadventures/images/c/c7/Rose_eyebrows.gif)

Oh dear lord that wording...
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 06, 2013, 06:45:19 pm
Currently, I'm trying to create a [CRAZED] med-bot that can inject syndrome-causing substances... but the game is being rather grudging in recognizing it as a "thing".  In some menus (but not all) it's named "nothing", and it seems to be partially immaterial.

Eh, I'll get it sorted out.  :P
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 06, 2013, 07:10:38 pm
Gzoker: You can remove DFhack without any problems.

Replica: It means their lasers will only be used against enemy-tagged creatures. Sprite-bots can still push skulls in, and indeed, they’ll be doing more of that now. ;)

Crazy Cow: Good luck! :) Some of the end-game technologies may be confusing without the help of the Workshops and Industries Guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3957453#msg3957453), but you should be able to figure out most of them by comparing the workshop components and reaction reagents listed ingame. I definitely advise reading the Guide to Upgrade Potions (http://www.bay12forums.com/smf/index.php?topic=118893.msg3908663#msg3908663), however.

Iceblaster: Modding new creatures is quite complex, but modifying an existing one is easier. You can start with the PONY_MUTATED creature in creature_slave.txt. Find the [BODY:QUADRUPED_PONY:TAIL_PONY:etc.] for the male and female unicorn castes and insert an additional UNICORN_HORN bodypart. Don’t forget to add TELEKINESIS_BASIC if you want the unicorns to use telekinesis (That particular creature doesn’t have it).

Mura: The Nurse Redheart is a good template for that. Go to creature_equestria_robots.txt, duplicate (And rename) the NURSE_REDHEART creature, and remove the NORMAL caste. A syndrome for Med-X injection used by the CRAZED caste is already there for editing.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 06, 2013, 07:39:18 pm
Thanks, Plus if it works, I'll post the raw for it.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Pokon on March 06, 2013, 09:00:04 pm
You know, once we have drugs, crazed drug dispensing robots will either be fantasticly amusing or horrifing. Or both.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 06, 2013, 09:44:38 pm
Lycaeon: I was trying to make something that was basically an incomplete Redheart chassis welded onto a Protectapony, but apparently calling for more than one full-blown body type in the same raw makes for trouble. I may simplify as per your advice.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 07, 2013, 02:07:00 pm
The ASCII is labeled as .98b on DFFD. Isn't it .98c?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Crazy Cow on March 07, 2013, 03:25:56 pm
@Lycaeon:
Advice considered and disregarded. That would be cheating ;p

@Graknorke
It's really not that bad. The color scheme is pretty wonky (red and brown only exist as shades of yellow), but it's all pretty readable after you get past a few quirks.

Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 07, 2013, 06:24:53 pm
Mura: New body combinations often require editing in the body.txt raws, so it’s easier to edit new creatures using existing body types.

Tahujdt: It’s 0.98c. I forgot to change the version number.

Crazy Cow: Just know that robot upgrade potions require a base robot, while assembly potions require a creature (Noted in the name of the drink) nearby when ponies drink them. Landmines, for example, require chickens near the drinking pony. I suggest a room containing a stockpile for upgrade potions as well as a pasture for creatures to be upgraded.

The story is nice, but the screenshots could be zoomed in more. It’s difficult to tell things apart with the matrix tiles at that distance. Also, are you sure you didn't find any ammo in those MWT crates? It should be more common than the combat rifles.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf on March 08, 2013, 01:31:31 pm
Trying out 98c, though I'll probably stop after a couple years to try out some chemistry lab additions.

Going to try out adding some reactions to expand out the nylon/polymer chain a bit.
Purify polymer feedstock from (5) biofuel: 5 biofuel canisters -> 1 Polymer feedstock canister
Purify polymer reactant from lye: 1 lye -> 10 polymer reactant canisters
Synthesize nylon: 1 polymer feedstock canister + 1 polymer reactant canister -> 1 nylon thread
Synthesize polymer mass: 1 polymer feedstock canister + 1 polymer reactant canister -> 5 Bakelite globs (wax reaction class material)

Bakelite globs could also be usable as an ingredient for some robot parts.


Yeah it's not actually very realistic (the reactant should really be distilled wood alcohol processed with a silver catalyst, and the ratios are way off), but lye makes a wonderful renewable yet limited ingredient.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 08, 2013, 01:54:43 pm
Instead of the pulse mines disabling them, could you make it so they will turn into a creature that we can kill to drop a PA box? Because it seems to me that disabling a Steel Ranger then removing his armor would make it less likely to be damaged.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 08, 2013, 02:14:37 pm
Just lost a fort in an evil region.

Literally everyone was outside when a "cloud of pink cloud" descended. Ponies were coming down with Ebola-like symptoms, oozing blood from every medically plausible location and more. The last survivor, my militia captain, bled to death about twenty seconds after the dust dispersed. She was miserable, having just seen her only friend and foal die horribly in front of her.

I love this game.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 08, 2013, 05:03:39 pm
oozing blood from every medically plausible location and more.

Oh god... my imagination made me think of something disgusting..... ewwww
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Graknorke on March 08, 2013, 05:33:11 pm
oozing blood from every medically plausible location and more.

Oh god... my imagination amde me think of something disgusting..... ewwww
That's ebola for you.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 08, 2013, 06:26:38 pm
Good to hear about the new version. I especially applaud the UI enhancements from dfhack plugins. I don't like it that robots got nerfed even more, but maybe that's because I hardly even got to robot upgrades and spells once, so I've never seen the (over)power of 15 or so upgraded robots. That few months with around 50 robots and turrets in that fort on my other computer was pretty fun, though.

Nylon for 5 biofuel and 1/10 lye is expensive. I don't really see the point of even including the lye. All it does is it makes the production chain more complex and longer, without really putting a bottleneck on it. I can just process 10 ash into 100 reactant rather than into some gunpowder and have all the reactant I'll ever need. It is the biofuel that makes things expensive anyway. 1 biofuel is 5 tallow or 1 (processed) plant and I can use those for fuel as well.

> Instead of the pulse mines disabling them, could you make it so they will turn into a creature that we can kill to drop a PA box?
Oh, but think of the possibilities. The way thing are now, you can zap the Rangers in some secluded spot, arm your militia with training weapons and BBs and let them have a field day, without any risk of injury. The only downsides I see are designing and building the trap, no defensive training apart from weapon skills for parrying and rendering at least part of your fighting force useless until they're done with their training.
Plus the mental image of ponies taking SRs prisoners and using them as training dummies, making a deafening noise on their "cans" until they die is about as evil and slower than making a bonfire under a disabled SR to cook him alive, like in Project Horizons.

BTW, are mines one-shot wonders or do they reset? Do they chain-react if pastured close together? They seem like a nice addition at the end of the corridor filled with cage and weapon traps.

Wow, an I thought the kind of dust storms that got removed from the game was pretty annoying. Yeah, I've noticed that too. I like to build my compound in the centre of the map and that seems to be the place where all the dust storms were headed.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf on March 08, 2013, 06:59:29 pm
Nylon for 5 biofuel and 1/10 lye is expensive. I don't really see the point of even including the lye. All it does is it makes the production chain more complex and longer, without really putting a bottleneck on it. I can just process 10 ash into 100 reactant rather than into some gunpowder and have all the reactant I'll ever need. It is the biofuel that makes things expensive anyway. 1 biofuel is 5 tallow or 1 (processed) plant and I can use those for fuel as well.
I have thought that myself, but it's kinda for game balance. Silk is supposed to be hard to come by, and biofuel is really easy to mass produce actually. 1 biofuel = 1 silk cloth after a couple reactions would just be too easy.
I was thinking about not doing the bakelite glob reaction and making the nylon reaction produce 4 globs of bakelite as a byproduct. The nylon thread is the main product and the globs are the leftover inefficiencies of the process, polymer that wouldn't extrude nicely.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 08, 2013, 07:02:57 pm
Iceblaster: whatever you're thinking, real Ebola is worse. You bleed from literally everywhere, as your clotting abilities are destroyed and every blood vessel in your body becomes microperforated. Bad as that is, it isn't usually the direct cause of death- the sheer amount of tissue damage caused by the virus leads to entire organ systems becoming necrotic within weeks of infection.

... I have an idea.  :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 08, 2013, 07:30:32 pm
The dust clouds are one of the reasons I actively enjoy embarking in evil areas despite the propensity of failed Stables.  My current is in a sinister desert and when my first slaver caravan showed up, my first raider siege followed them into the area.  The merchants got inside and I sealed off my gates with everyone down below.  A few weeks passed and then I started getting combat messages.  Turns out a pair of military protectoponies wandered into my desert and started assaulting the invaders.  They took out 4 of them with laser shots before engaging in melee and that's when the irradiated cloud of dust rolled right over them.  Military protectaponies are barely scratched; invaders are down with fractures, body-wide open blistered weeping into the desert air and sun and irradiated grains of sand working their way into the open wounds and throats.

Without lifting more than a hoof to shut the gates, my siege is lifted.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: KingofstarrySkies on March 08, 2013, 07:51:37 pm
Iceblaster: whatever you're thinking, real Ebola is worse. You bleed from literally everywhere, as your clotting abilities are destroyed and every blood vessel in your body becomes microperforated. Bad as that is, it isn't usually the direct cause of death- the sheer amount of tissue damage caused by the virus leads to entire organ systems becoming necrotic within weeks of infection.

... I have an idea.  :D
Oh dear armok.....
Your a genius.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 08, 2013, 09:05:36 pm
Neowulf: Biofuel to nylon conversion probably won’t be that complicated (I dislike long reaction chains for base resources – that’s one reason why I kept the vanilla metalworking reactions), but I will keep some of your steps in mind. Thanks for the suggestion! :)

Tahujdt: The EMP from the pulse mines destroys vital circuits and other systems in the armor, so some repair is still necessary. The disabled Rangers should also be good for training, as Maklak mentioned; the EMP reduces their strength, speed, skill etc. to zero across the board, but they’re still very durable.

Mura: Pink cloud is flesh-meltingly fantastic, as was your description of ebola.

> I have an idea.
 :o

Maklak: In the end I couldn’t ignore the extra functionality DFHack brought to the game. The mouse query utility alone was invaluable.

> I don’t like it that robots got nerfed even more.
Military robot plating could block steel chainsaws and medium caliber bullets (The Mr. Macintoshes were pretty much invulnerable), so I weakened it slightly. This isn’t finalized however...I will look at the values again for the next version.

> Mines
Mines are one-use only, but there’s usually one in every military crate. I haven’t added their stealth capability yet, so enemies will home in on them. They don’t chain-detonate, but even one mine is pretty devastating, especially in an enclosed room or hallway.

Treason: The wasteland is an equal-opportunity provider of terror and agony. ;)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Pokon on March 08, 2013, 09:42:56 pm
Just lost a fort in an evil region.

Literally everyone was outside when a "cloud of pink cloud" descended. Ponies were coming down with Ebola-like symptoms, oozing blood from every medically plausible location and more. The last survivor, my militia captain, bled to death about twenty seconds after the dust dispersed. She was miserable, having just seen her only friend and foal die horribly in front of her.

I love this game.

You know what would have been funny?

If the pink cloud in this version converted ghouls like radiation does, and she turned into a sentinent necromantic ghoul.

Quote
Iceblaster: whatever you're thinking, real Ebola is worse. You bleed from literally everywhere, as your clotting abilities are destroyed and every blood vessel in your body becomes microperforated. Bad as that is, it isn't usually the direct cause of death- the sheer amount of tissue damage caused by the virus leads to entire organ systems becoming necrotic within weeks of infection.

... I have an idea.

Was it bad that my first thought was "Welcome to Hoofington!"

Actually, a flesh rotting virus that turns ponies into a sort of semi-liquid sludge monster would be nice, just oozing acidic pus all over the place and just being a general nusence of existance.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 09, 2013, 12:49:29 am
Iceblaster: whatever you're thinking, real Ebola is worse. You bleed from literally everywhere, as your clotting abilities are destroyed and every blood vessel in your body becomes microperforated. Bad as that is, it isn't usually the direct cause of death- the sheer amount of tissue damage caused by the virus leads to entire organ systems becoming necrotic within weeks of infection.

... I have an idea.  :D

I want one of these for every foal in every stable!
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 01:08:39 am
Ideas, or Ebola?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 09, 2013, 08:19:20 am
Why not both?
 
 Anyway, I know we get ghouls from irradiated dust and pink cloud, but do we get sentient ghouls?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: KingofstarrySkies on March 09, 2013, 10:26:46 am
Why not both?
 
 Anyway, I know we get ghouls from irradiated dust and pink cloud, but do we get sentient ghouls?
ideabola.
The next drug to hit the market.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 09, 2013, 01:10:18 pm
What I was thinking was, maybe add a "reboot PA" job that would take a pipbuck and whatever the fried SRs drop and produce a PA box. Does that sound better? Because there is plenty of evidene for that to work in the novel. Also, since PA is supposed to have a pipbuck built in, then PA soldiers should have SATS. 
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 09, 2013, 03:51:20 pm
> Also, since PA is supposed to have a pipbuck built in, then PA soldiers should have SATS. 
On this I agree.

But I wouldn't want to have to use up pipbucks to fix power armours. I like pipbucks... wait, 100% chance of upgrade on a PA potion versus 50% on pipbuck. I can see how that could work out for me.

> Despite how implausible it is, why not let us find an undetonated me gaspellbomb in Ministry of Peace Crates... rarely of course.
1) Implementation problem
2) What good would it be? To kill the entire map and everything in it? To disassemble it and use the parts for arcane research?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 09, 2013, 05:10:38 pm
Despite how implausible it is, why not let us find an undetonated me gaspellbomb in Ministry of Peace Crates... rarely of course.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 06:55:06 pm
My Ebola-spewing deathbot no longer causes the game to crash.

Now, to make it stop dying in one hit to everything...  :-\
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 09, 2013, 07:15:04 pm
My Ebola-spewing deathbot no longer causes the game to crash.

Now, to make it stop dying in one hit to everything...  :-\

When you finish it, mod it onto the security turrets and post it, I want it :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 07:20:46 pm
Thank you.

On the one hand, I don't want to make it too Stable-killingly hardcore. On the other, I don't want to make it be too easily dealt with.

Getting decapitated by an albatross definitely falls into the latter category.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 07:32:58 pm
Holy-

My error log is up to fifty kilobytes. From this project alone.

Gonna take awhile.  ::)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 09, 2013, 08:47:24 pm
> Do we get sentient ghouls?
Turning your ponies into sentient ghouls is planned, but not a priority, as ghoulification doesn’t provide many benefits other than immunity to radiation and pain resistance. Most ponies ghoulified by radiation became feral in any case.

> Maybe add a “reboot PA” job that would take a pipbuck and whatever the fried SRs drop and produce a PA box.
I’ll consider it, but the current repair and recovery system works well without the extra steps.

> PA soldiers should have SATS.
Good point. I’ve noted it down for the next version. :)

As of now power armor training is more complicated than I intended, so I may revamp it as a transformation, eliminating the need for separate training reactions and wearing the armor pieces.

> Why not let us find an undetonated megaspell bomb in the Ministry of Peace Crates?
You’re going to have to wait until the Ministry of Arcane Sciences arc. ;)

> My error log is up to fifty kilobytes. From this project alone.
I’d say creature editing is the most complex aspect of DF (Unless you get into weird interaction chains). My robots use custom material and body templates, so you may encounter problems if you try to mix them. If you post the error logs I can take a look at them.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 08:54:33 pm
Thank you for the offer, but it's mostly just saying one thing over and over: tissue layers not found. I already have [BODY_DETAIL_PLAN] files for the creature, and they contain tissues and tissue layers, and the creature file references them, but something isn't clicking.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 09, 2013, 09:56:14 pm
Here's the short summary on how creatures are constructed:
Spoiler (click to show/hide)

I recommend using the templates found in body_robot and body_detail_plan_robot, as they already reference the necessary tissues, and are somewhat different from the ones used by ordinary creatures. Looking at the various robots should give you a good idea on how these templates are put together.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 09, 2013, 10:45:11 pm
I figured some of that out already, but your post helped me realize what was going wrong. Thank you- that kind of information is hard to find, even on the wiki.

So, I no longer get literally fifty error messages on loading the creature in the arena. Phew. Now I just need to, you know, make sure the syndrome actually works, and then the polished raws can be posted.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 09, 2013, 10:53:48 pm
I figured some of that out already, but your post helped me realize what was going wrong. Thank you- that kind of information is hard to find, even on the wiki.

i'd better fix that, then
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 09, 2013, 11:10:26 pm
Good luck! :) Also be aware that robots don't have a MATERIALS template, as their materials are defined in the tissues in tissue_template_robot.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 10, 2013, 12:35:02 pm
I know it's been pointed out, but I feel compelled to underline the point again:

BBs suck.  They're not even decent against unarmored, relatively weak animals.  In the ammo menu, disable BBs for hunters and give them small caliber or even medium if your swimming in the stuff.  Removing the hunting labor from the pony you want to hunt will have them drop the BB gun, then re-enabling will cause them to grab up an appropriate weapon.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 10, 2013, 01:00:32 pm
> In the ammo menu, disable BBs for hunters and give them small caliber or even medium.
Really? In my experience they still had BBs, but picked the wrong kind of ammo for them and sucked even deeper. Can someone else confirm this?

Not that hunting in this mod is a good idea anyway, even with rifles. The wildlife just rages and charges the gunners.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 10, 2013, 01:36:23 pm
I know it's been pointed out, but I feel compelled to underline the point again:

BBs suck.  They're not even decent against unarmored, relatively weak animals.  In the ammo menu, disable BBs for hunters and give them small caliber or even medium if your swimming in the stuff.  Removing the hunting labor from the pony you want to hunt will have them drop the BB gun, then re-enabling will cause them to grab up an appropriate weapon.

Really?
Does this work?

Because this changes everything for hunting in non-ghoulish biomes.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 10, 2013, 01:57:15 pm
I know it's been pointed out, but I feel compelled to underline the point again:

BBs suck.  They're not even decent against unarmored, relatively weak animals.  In the ammo menu, disable BBs for hunters and give them small caliber or even medium if your swimming in the stuff.  Removing the hunting labor from the pony you want to hunt will have them drop the BB gun, then re-enabling will cause them to grab up an appropriate weapon.

Really?
Does this work?

Because this changes everything for hunting in non-ghoulish biomes.

Disabling BBs in the ammo menu and replacing it with small or medium caliber will cause your hunters to drop the BBs in their quiver (eventually) and seek out said ammo.

They will not be able to use it, as they still insist on making use of the weapon they're holding (i.e. BB guns).

Disable hunting from said hunter in their labor preferences.  They will drop their quiver of ammo and the BB gun.  Remember to forbid any BB guns to prevent their use.

Re-Enable Hunting after they've dumped the useless stuff.  If you have set them to make use of the other ammo in the ammo menu, they will grab a quiver, attempt to fill it with small/medium/whatever and then seek out an appropriate weapon that makes use of said ammo.

You will then have a hunter hunting with a bit more power behind them.  As was pointed out, though, the wildlife is still deadly but I've had a hunter I nurtured up to Great skill manage to regularly hunt down large radscorpions with a steel combat rifle and medium caliber ammo.

Too bad I had to abandon the fort.  My arch-nemesis showed up (Random Forgotten beast made of insane material and using deadly dust) and wiped my Stable..again...
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 10, 2013, 03:10:38 pm
I am back from my exodus to Space Station 13 and now Im back... Hmmm yes no Megaspell... Oh yay I get my ebola shooting laser turrets sooner or later... AWESOME BODY MAKING TUTORIAL...*Iceblaster.exe has stopped functioning. Searching for solution*
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 10, 2013, 06:18:40 pm
> BB rifles
I plan to introduce a stronger air rifle in the next version.

> Replacing ammo
This is valuable advice…I’ve attached in the Gameplay Hints and Tips in the first post. Thanks! :)

On an side-note, brisineo’s put up another awesome terminal background (http://brisineo.deviantart.com/art/MOP-Wallpaper-357400636), this one for the Ministry of Peace.
(http://i.imgur.com/GcSQHx4.png)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 10, 2013, 07:57:42 pm
Cool, hope the author feels great that his work is being sponsored on this forum.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 11, 2013, 01:42:56 am
I know it's been pointed out, but I feel compelled to underline the point again:

BBs suck.  They're not even decent against unarmored, relatively weak animals.  In the ammo menu, disable BBs for hunters and give them small caliber or even medium if your swimming in the stuff.  Removing the hunting labor from the pony you want to hunt will have them drop the BB gun, then re-enabling will cause them to grab up an appropriate weapon.

Really?
Does this work?

Because this changes everything for hunting in non-ghoulish biomes.

Disabling BBs in the ammo menu and replacing it with small or medium caliber will cause your hunters to drop the BBs in their quiver (eventually) and seek out said ammo.

They will not be able to use it, as they still insist on making use of the weapon they're holding (i.e. BB guns).

Disable hunting from said hunter in their labor preferences.  They will drop their quiver of ammo and the BB gun.  Remember to forbid any BB guns to prevent their use.

Re-Enable Hunting after they've dumped the useless stuff.  If you have set them to make use of the other ammo in the ammo menu, they will grab a quiver, attempt to fill it with small/medium/whatever and then seek out an appropriate weapon that makes use of said ammo.

You will then have a hunter hunting with a bit more power behind them.  As was pointed out, though, the wildlife is still deadly but I've had a hunter I nurtured up to Great skill manage to regularly hunt down large radscorpions with a steel combat rifle and medium caliber ammo.

Good damned advice, gotta make sure to try that out properly sometime.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 11, 2013, 01:45:24 am
I've received permission, Iceblaster. :) If there's one thing that astounds me about the pony fandom, and the FoE fandom in particular, it's all the works of art they produce on a near-constant basis.

On that note, the next update will arrive in around a a week and a half. I feel we've stamped out enough bugs and other issues to finally move the mod out of the beta stage, though I'm still uncertain about Unity invasions and other late-game events (I'm hoping to get a chance to play a long-term Stable myself sometime in the next week). Your suggestions are very much welcome in the meantime!

I also discovered that flamethrowers have reverted to setting grass back on fire, despite the raws, so I'll remove flame weapons from the Steel Rangers permanently.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 11, 2013, 04:45:12 am
The wasteland should have fireproof grass  :P ,wait if you could mod that then we could have all the rockets and flamethrowers that we want.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 11, 2013, 10:42:14 am
Fireproof grass... Hmmmm
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 11, 2013, 11:25:49 am
> Do we get sentient ghouls?
Turning your ponies into sentient ghouls is planned, but not a priority, as ghoulification doesn’t provide many benefits other than immunity to radiation and pain resistance. Most ponies ghoulified by radiation became feral in any case.

....  Slave pony ghoulification project.  They will be my front line defense.

If you can make it so when ghouls 'die' in a non-combat way... they become feral...
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 11, 2013, 12:20:23 pm
So I was playing Adventure Mode, (I always play a wastelander sniper named Deadshot Calamity), and I got a task to go kill a unicorn bandit leader. Simple enough. But then I get there and discover no less than three alicorns. There might be more, but by then I was turned around and running away.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: KingofstarrySkies on March 11, 2013, 03:48:20 pm
So I was playing Adventure Mode, (I always play a wastelander sniper named Deadshot Calamity), and I got a task to go kill a unicorn bandit leader. Simple enough. But then I get there and discover no less than three alicorns. There might be more, but by then I was turned around and running away.
HAH!
"Dum di do, going to slay some band-"
"Sup."
*runs like fuuuuuuck*
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 11, 2013, 04:19:15 pm
Actually, the one I was hired to kill was the only non-alicorn in the camp. Ironically enough, he's a slaver. 
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 11, 2013, 04:51:46 pm
Actually, the one I was hired to kill was the only non-alicorn in the camp. Ironically enough, he's a slaver.

Hey look its Red Eye and his gangly gang of alicorn freak friends.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 11, 2013, 05:45:20 pm
I just found a power talisman and a statuette of Fluttershy in a single Ministry of Peace crate.  This isn't the first time I've found her statuette (even if it's the only one I've seen so far) but I cannot help but think this does not bode well.  Still hasn't passed the Autumn mark of my first year.

As to the flammable flamethrowers, I should point out that the Mr. Macintosh robots you keep ALSO have this fiery habit.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 11, 2013, 06:52:36 pm
> Flammable grass
I think grass flammability is hardcoded. Even grass I set to be made out of metal still caught on fire. No matter…I’ve already phased out rockets, and flamethrowers are more of a secondary weapon.

> If you can make it so when ghouls ‘die’ in a non-combat way…they become feral…
Ghouls are technically still alive, despite their appearance, so death is still death for them. The odds of sentient ghoulification happening from heavy radiation exposure are too low to be reliable.

> The one I was hired to kill was the only non-alicorn in the camp. Ironically enough, he’s a slaver.
Maybe you could find what legends mode says about him. :)

> Mr. Macintosh flamethrowers
Flame weapons and robots are still available to your citizens as you can control their use, unlike an invading army that sets your map on fire each time they arrive. I recommend pasturing Mr. Macintoshes in a stone killing hall, so they’ll only be able to set enemies on fire.

Thanks to Putnam’s newly released DFHack script, the following features are now possible and will be included in the next update:
•   Wearable battle saddles
•   Functional power armor
•   SATS and stealth-capable pipbucks
•   Gas masks

Any suggestions for wearable items that impart a bonus or special ability are welcome! :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: KingofstarrySkies on March 11, 2013, 07:12:35 pm
hmmmmmm.
Pipbucks for adventure mode?
Perhaps SATS for that as well. Also, what does power armor do, then?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 11, 2013, 10:40:00 pm
Zebra infiltrator cloaks.

Speaking of which..any hope we'll see a zebra cast as possible immigrants?  They wouldn't even need cutie marks.  Maybe a boost to doctor skills, brewing, herbalism, alchemy and martial combat skills (striking and kicking).
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 11, 2013, 11:08:00 pm
Thanks to Putnam’s newly released DFHack script, the following features are now possible and will be included in the next update:
•   Wearable battle saddles
•   Functional power armor
•   SATS and stealth-capable pipbucks
•   Gas masks

Any suggestions for wearable items that impart a bonus or special ability are welcome! :)

What Putnam did is so amazing that no one has realized how amazing it is yet.
Bay 12 has advanced from the medieval age into the clockwork "magical hats and pants of swag" age of Putnam.

Now we you figure out its limitations.


If by this:

•   Wearable battle saddles

You mean wearable minigun battle saddles, wearable flamethrowers and so, then there is your answer to energy weapons.
Wearable laser pistols.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 12, 2013, 12:09:00 am
> Adventure mode
Not quite yet...adventure mode is going to need an entirely new set of reactions that I don't have the time to create.

> What does power armor do, then?
Increased strength, toughness, endurance, and recuperation, coupled with a built-in rebreather and radiation resistance. Previously these effects had to be applied separately from the actual armor, but now they'll be added when the armor is worn.

Similarly for battle saddles, once a pony wears one he'll be able to fire its weapon, be it a minigun, flamethrower, or novasurge rifle (Once added). This does away with the formerly used upgrade potions, and as an added bonus allows ponies to switch their saddles.

All in all it makes for a much more efficient system.

> Zebra infiltrator cloaks
Not until the Four Stars crates are added in a future arc. ;)

> Zebra migrants
Not possible, I'm afraid, as all migrants belong to the same pony creature.

> Wearable laser pistols.
Indeed, though I still need to figure out how energy weapons will work.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 12, 2013, 01:12:49 am
> Zebra migrants
Not possible, I'm afraid, as all migrants belong to the same pony creature.

Wha? Unintentional slip?
Zebra castes are possible, you know they are.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 12, 2013, 01:28:52 am
Oops...it's possible, but would allow for oddness like ponies giving birth to zebras and visa versa. I am, however, working on a potential alternative.

Edit to below: It would prevent zebras from breeding, but wouldn't stop ponies from giving birth to zebras. Any zebra migrant that arrives at your Stable would be shown to have pony parents in legends.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Corai on March 12, 2013, 01:32:49 am
Oops...it's possible, but would allow for oddness like ponies giving birth to zebras and visa versa. I am, however, working on a potential alternative.

Spoiler: Shenanigans (click to show/hide)

Wouldn't adding the [STERILE](please be the right tag) tag prevent the zebras giving birth to ponies and vice versa?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 12, 2013, 01:47:13 am
Crap forgot about that, that's no good.
Wont be much good for dashite's either, imagine giving birth to a pegasus who has already been exiled from the Enclave, with brand and all.
What a shame.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 12, 2013, 02:05:50 am
Gzoker suggested earlier that the occasional Stable pegasi could arise from pony genetics, with a lifetime of Stable confinement explaining the notoriously bad DF flying AI.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 12, 2013, 04:48:00 am
> Syndromes from worn items.
Great news for many mods out there. The upgrade potions were cumbersome and gave me a headache. This will also mean no more bronze power armours. It even can work for those syndromes that have a long cooldown, I think, by having cooldown syndromes that prevent the same kind of interaction after it refreshes.

So now PA can be special barding that only gives bonuses to EPs, Pipbucks / Stealthbucks can be special horseshoes and battle saddles can be cloaks with armour tag that prevents them from tearing apart after a few years.

> Zebra migrants and interbreeding
If anything, give the zebras their wastelander civilisation or add them to slave castes. Interbreeding with Dashites and ghouls would be bad enough.

Oh and I couldn't resist posting this picture:
Spoiler (click to show/hide)


Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 12, 2013, 04:52:17 am
And yet I do find the little mutant adorable.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 12, 2013, 09:28:43 am
The little bugger could probably be considered adorable no matter what splashes of color it is... maybe.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 12, 2013, 11:44:11 am
>Power armor
Oh yay I can start my Steel Ranger camp... Steel Ranger outcast camp and have the power armor work :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Atomic on March 12, 2013, 05:17:43 pm
Upgrade potions are very tedious.

Another stable report from Violencepage. This one's pretty long, covering spring 209 to later spring 211:
Spoiler (click to show/hide)
That's so far, in 211. I should come up with pictures sometime so you can all laugh at how horribly and lazily designed it is.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 12, 2013, 07:14:34 pm
I read your synopsis, Atomic.

Fear.  Fear the Dust-Bearing FBs!  FEAR.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 12, 2013, 08:42:52 pm
Maklak: Testing will be necessary, but your summary covers what I had in mind. I may classify the syndrome materials as leather, since metal can be melted down and stone armor isn’t stockpiled properly.

Upgrade potions will be phased out entirely when workshop autosyndromes are introduced. They’re inconvenient, yes, but served well when there was no alternative.

Zebras will most likely be a friendly civ, as you suggested, trading potions, charms, and other exotic items.

Cute picture! :)

Atomic: Love the Stable report! :D Lasting a full 11 years through multiple sieges and forgotten beasts is quite the achievement!

> He is an 87 year old hardened badass teaching a 12 year old and a 15 year old
Now I’m imagining a male Granny Smith teaching foals how to stab things. XD

> Unicorn horns
I reduced their penetration in the latest version.

> Deadly dust forgotten beasts
I’m still unsure if it was a good idea to leave them in, despite their random nature leading to all sorts of unexpected !!FUN!! If there’s one advantage to robots, however, it’s that they’re immune to all the nasty syndromes the FB’s carry.

> Glowing ghouls
They’re strong, but they have a long cooldown on their radiation burst. I suggest using a single pony or guard dog to deplete it first before sending in a squad.

> Assassin
Their only special ability at the moment is cloaking while attacking or fleeing.

> A check of the population gives us…20.
 :o

> After chasing a few ponies around near the walls, the alicorns just…leave.
They took one look at your demolished Stable and left (Actually, I’m trying to fix this problem, so thanks for the feedback!).
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 13, 2013, 04:33:27 am
That was an entertaining read, Atomic. It doesn't really need pictures, but could use being divided in paragraphs.

I'm starting to think that having a small squad of Unicorn gunners or snipers with most of the stable robots assigned to them would be a good idea. That way they probably won't get too close and the robots can take care of things for them.

As to Unity behaviour: Ilaris strikes again! (Ilaris is from Red Eye's tumblr (http://www.deviantart.com/users/outgoing?http://askredeye.tumblr.com/post/17085456262/mech-station-submitted-greetings-here-is-a))
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 13, 2013, 09:11:38 am
>Alicorn Behavior
XD Now I need to check out that tumblr, check out Asklilpip(which has absorbed my tumblr time recently)

>Zebras will be friendly
Im not sure if this is cannon but there should be a nonfriendly Leigonairre faction who believe that 'Ponies are evil and should die' while the friendly ones 'Wish to heal the ponies, even if it means death by their own people'
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 13, 2013, 05:07:54 pm
Thanks for the tumblr link Maklak…I wasn’t aware of that one. :)

I feel discussion of zebras is a bit early given where we are in the FoE timeline (We haven't even gotten to the Enclave yet), but here's a hint:

Caesar’s Legion (http://dotrook.deviantart.com/art/Foe-Horizons-Factions-Ceaser-s-Legion-275793618)

I'm still taking suggestions on possible bonus-granting armor and weapons, as well as anything else you'd like to see in the next version. :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 13, 2013, 05:27:30 pm
Power hooves? I'm not sure what is possible with Putnam's new scripts, but it would be awesome if we had a weapon for unarmed(wrestling) ponies.

That tumblr link is going to take away a day from my life. Thanks. :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Graknorke on March 13, 2013, 05:57:01 pm
From looking at Putnam's Fortbent thread, there's no way to create a syndrome to increase the punching power of a creature.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 13, 2013, 06:02:40 pm
From looking at Putnam's Fortbent thread, there's no way to create a syndrome to increase the punching power of a creature.

There is a way to increase strength, which is more related to wrestling as a whole.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 13, 2013, 06:47:22 pm
If it could give a natural attack like the battlesaddles will - if i understood that post correctly - then it would be better. Just imagine them ponies  using power hooves with their mouthes:

The unicorn punches the raider in the left hindleg with her power hoof shattering the bone!
The unicorn's teeth takes the full force of the impact, and it's shattering it!
The unicorn loses hold of the power hoof.
The unicorn now looks ridiculous.
The raider laughs madly.
The unicorn dies from embarrassment.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Pokon on March 13, 2013, 07:07:24 pm
Thanks for the tumblr link Maklak…I wasn’t aware of that one. :)

I feel discussion of zebras is a bit early given where we are in the FoE timeline (We haven't even gotten to the Enclave yet), but here's a hint:

Caesar’s Legion (http://dotrook.deviantart.com/art/Foe-Horizons-Factions-Ceaser-s-Legion-275793618)

I'm still taking suggestions on possible bonus-granting armor and weapons, as well as anything else you'd like to see in the next version. :)

Well, the first things on the top of my head are stealth cloaks and (possibly) shameny/blessed garb that lets normaly not magic-y creatures do magic-y things. Like, say, give a Earth Pony the creature classes needed to preform basic magic and such. Again, both pretty zebra related. As for weapons....what about Highlander Claymores that give bonuses to endurance? :P

Ooh, what about finding a strange "Bejewled Amulet" rarely in Image/Arcane Science crates that do all sorts of fun things when a unicorn gets a hoof on them?

"The Great And Powerful Overseer has gone stark raving mad!"

"The Starspawn is surprised by the Overseers ferocity!"

"The Starspawn's Major Constilation flys off in a arc!"


Hmm...

Phoenix Talisman? Total regeneration is actualy doable in DF, and there's probably a way to limit a curse to equines.

Perhapes it causes them to morph into a "PONY_RAMPAGE" creature with a super hard organ part that functions for all the major organs that also instigates the regeneration reaction?

On a second note, we could have some megabeasts of sorts. Considering the seeming theme, rouge regenerating superponies and armored, hostile gun-toating cyberponies could fill in semimegabeast slots.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 13, 2013, 07:09:56 pm
> I'm still taking suggestions on possible bonus-granting armour and weapons, as well as anything else you'd like to see in the next version.

Pipbuck: horseshoe, protection-wise equivalent of either combat or Power armour.
Stealthbuck: same
This limits those items to military squads, but that's where you want them anyway. There are some possible oddities with how many a pony would equip and how they are going to work with other horseshoes. Pipbucks should be for front left hoof and stealthbucks for front right hoof only. This may solve at least some problems. They should also have higher value than masterwork plasteel horseshoes.
Invisibility cloak: a cloak would wear down and we have stealthbucks anyway.

Battle saddle: leather armour item that can be worn instead of a cloak. Exactly one fits over all armours and has low coverage (20, with no UBSTEP, LBSTEP?). Variants: minigun, flamethrower, (rocket?,) medical, (shotgun?). If you want them to tear down and use up (simulating depleting ammunition in a way), make them in the form of cloaks that will wear down. In any case we should be able to select "material" type in the squad equipment.

Shotgun battle saddle: gives 4 interaction that shoot ~10 pellets once per 200 TUs. Takes a box of pellets and ~4 gunpowder to make, as well as a battle saddle and 4 "shotguns" (made from 1 steel bar each, no schematics for early production). Shotguns could also be attached to rifles. This type of battle saddle would be "poor pony's minigun" and should take less resources to make, be devastating against weak opponents and glance off tougher ones and be meant as a transition upgrade before miniguns.

Power armour: barding, only EP's get the bonuses. We still get the Armour User training token.
Power armour helmet: gives the rebreather property to EPs.
Scorpion Power armour: like SR PA, but works for all ponies.
Battle saddle upgrades should be orthogonal to power armours.

Little Macintosh, Spitfire's Thunder and any other "unique" weapons can give bonuses to users.

Magical weapons can give interactions too, but that would mean no ammo for them. I suppose that's OK, if making them in the first place uses up batteries and they shoot pellets (that is they shoot pellets like BB guns to make them be ranged weapons, but in practice give interactions every 100 or so TUs that are much more powerful than bullets).

There is no point in assault rifles having "rapid fire" (actually something similar to miniguns) because that wouldn't use up ammo, but there is a possibility of having "rifle with under-barrel shotgun" (has interaction that fires ~10 pellets at the target once per 200 TUs) and "rifle with under-barrel fireball grenade launcher" (sets stuff on fire at range once per 200 TUs). Of course those weapons would require additional resources to make, just like the chainsaw / ripper rifles do. They should be weaker than the battle saddles. "Rifle with under-barrel shotgun" should take ~100 pellets, ~1 gunpowder, 1 shotgun and 1 rifle to make.
All upgraded rifles should of course be subject to "refubrish" or whatever the quality upgrade reactions are called.

Hunting rifles and AMRs could improve VIEVRANGE to 30 for those who don't have it higher, but I've never had any problems with this anyway, so this isn't worth the time to implement.

Kinetic sledgehammers / power batons: A shock with electricity interaction?
Other tier 2 melee weapons: A bleeding interaction?

I don't think Power Hooves are possible. Well, maybe as a bonus to strength or kicking or a short range interaction. Ponies already kick quite strong and wear metal horseshoes by default, which is probably as good as it gets.

Ministry statuettes: grant a bonus to whoever happens to be carrying them. (Either as easter egg or actually the same thing that the workshops perform, meaning two figurine stockpiles that take from each other in a busy place would trigger this a lot.)

A magical Tier 2 Riot shield that gives you a shield spell that is weaker than the Unicorn version, but stacks with it. A battery and a (kinetic?) (shield?) talisman would be required to make this shield. I know this isn't cannon, but makes sense. Production of shield talisman should require shield spell hologem, possibly preserved in the reaction. It could give you SHIELD_ADEPT too. Effects of 2 or more of these don't stack.
Shield could also be one of the effects provided by "Advanced Power Armour" from Starmetal.

Gas mask + goggles: a "hood" item that either tears apart (or doesn't), gives a degree of protection from the dust storms and is easier to (mass) produce than helmets. Heck, if protection-wise those would be the equivalents of tough leather hoods, I'd recommend them for civilians too. These should stack with security and combat helmets, but not Power or Scorpion.

Backpacks / flasks / quivers shouldn't provide bonuses and interactions because we don't have control over who wears which ones of them. Same with jewellery. Well, I suppose it would be OK for adventure mode.

Special helmets for Unicorns (Power Horns, equivalents of combat helmets protection-wise) could grant them additional spells. Of course they would have to cost a spell hologem and a battery to produce and that makes them insanely expensive as even normal spell hologems take a lot of time and gems to produce.

Starmetal sutures, splints, crutches and dressings could have some funny properties as an easter egg.




I've noticed that the Linux version is missing. Maybe I should update it, although we should get a new version of this mod soon, so it may be better to wait.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 13, 2013, 11:53:07 pm
Holy crap that’s a lot of suggestions! :o

I’ve noted most of them down, but I won’t be able to include all of them in the next release due to time constraints.

> Power hooves and unarmed weapons
Not practical I’m afraid, as unarmed combat doesn’t use items, and syndromes can’t add physical attacks. Power armor does increase strength, which is useful for heavy kicks.

> Zebra items
Zebra cloaks and talismans (Think Xenith’s bloodwing talisman that gave her wings) are planned for later along with the rest of the zebra technology tree.

> Spell amulets
Great suggestion! Infusing talismans with spells would allow novice unicorns to cast magic otherwise limited to the highest level unicorns. :D

> Phoenix talisman
While feasible, this seems a bit overpowered to be added just yet.

> Megabeasts
A few more are planned, yes.

> Syndrome boots like pipbucks and stealthbucks
I haven’t done extensive testing yet, but it should be possible to equip different boots on the same pony.

> Battle saddles
My plans are pretty much as you mentioned, though multi-pellet shotguns are impossible with the current interaction mechanics. Materials will be tricky…I intend to classify syndrome armors as leather so they can be sorted in stockpiles and the military screen while disallowing melting. There are a lot of leather types in the materials screen, though, so choosing specific armors may be faster.

> Power armor
Also as you mentioned. Power armor will be classed as leather too (This won’t affect their durability, just their location in the stockpiles). You can wear battle saddles on top of the armor.

> Unique weapons give bonuses
Already on the development list.

> Magical firearms
Solely magical firearms aren’t practical as ponies will rush their enemies in between shots. Ordinary firearms with underslung secondary weapons is quite the creative idea, though sorting syndrome weapon materials will be more difficult.

It’s not possible to increase viewrange, unfortunately.

> Kinetic sledgehammers/power batons
Transmitting syndromes requires piercing the enemy, so only edged weapons can have offensive bonuses.

> Ministry Statuettes
That would require the statuettes to be converted into clothing.

> Enchanted shields
Interesting, very interesting.

> Gas mask + goggles
Several other items will have radiation protection, so this won’t be necessary.

> Star metal
Oooh boy…you don’t want to know what I have planned for star metal. :P

> I’ve noticed that the Linux version is missing
I had no idea how to integrate the Linux version with DFhack, so I removed it. :(

Many thanks to everyone for your awesome suggestions! :D

Rest assured I’ve made a list of these items and will work on implementing them, if not in the next release, then in the following ones.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Atomic on March 14, 2013, 12:11:38 am
>paragraphs
Yeah.. I took these notes as I was playing, so all the events are on separate lines. I'll make sure to make it clean in the next one. The robots are a nice idea, but when I go into preferences for each pony it says no work animals are available. I still have yet to encounter any surface megabeasts (i think all the dragons died in world gen, but as i recall there are still 1 or 2 star spawn left). I need to check legends again.

>battle saddles
Couldn't we get Calamity's battle saddle, the AMR version of a battle saddle?

Also, how are you planning to add irradiated changelings? Are they going to be like vampires, semi-megabeasts, or just ordinary creatures?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 14, 2013, 03:36:28 am
> Couldn't we get Calamity's battle saddle, the AMR version of a battle saddle?
Calamity had hunting rifles, I believe.

> multi-pellet shotguns
What about having 10 or so interactions to shoot pellets with [FREE_ACTION] that are all blocked with coresponding syndromes?

> Spell amulets
I suggested helmets because you can't control amulets in military equipment. A Power Horn of <spell> would have a talisman and a battery attached to it. Otherwise wands could work too, but use up grips as weapons do. There are wands in G1 after all. Shields could work for this as well.
Ah, I think what you have in mind is not a single Adept / Novice spell, but rather a bunch of spells to make any Unicorn on-par with a Master of some school of magic. This is OP and should be expensive to make.

> Solely magical firearms aren't practical as ponies will rush their enemies in between shots.
That's why I suggested that magical firearms are really BB guns that also shoot laser bolts at the enemy. This idea is ridiculous for many reasons, but on the plus side, the ponies won't rush the enemy. On second thought there must be a better way to do this.

> > Ministry Statuettes
> That would require the statuettes to be converted into clothing.
To be worn constantly yes, but some version of that script allowed for hauled items to give their syndromes. This is what I had in mind. Nopony would get the bonus on a regular basis, but the interaction would occasionally fire up. Either way this is not that important.

> Ordinary firearms with underslung secondary weapons is quite the creative idea, though sorting syndrome weapon materials will be more difficult.
Ah, I see why it wouldn't work now. A chainsaw rifle is made from the same material as chain and has an extra chopping attacks. A rifle with an under-barrel weapon would have to be made of "shotgunium" to give the user a "spell" syndrome. My bad.

> > I've noticed that the Linux version is missing
> I had no idea how to integrate the Linux version with DFhack, so I removed it.
The one I provided previously already had dfhack and at least some of the UI plugins. It had an outdated Dwarf Therapist, though. Here is a bit of advice: when you want to make a Linux version and in doubt, rip off Masterwork Mod. I did.

I should upload something later today.
EDIT: On second thought dfhack just updated and some plugins may not be compatible wit it. I also have trouble getting the newest dfhack to work and finding an up-to-date Linux standalone Dwarf therapist.

EDIT2: I updated it, but if anyone wants to use it, it is better to compile your own version of Dwarf Therapist. http://dl.dropbox.com/u/71287918/FoE_linux_098c.7z No update notes this time around, all I changed since the last Linux version are the RAWs, a few additional plugins and Dwarf Therapist 20.4
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 14, 2013, 04:47:05 pm
> AMR battle saddles
The armor piercing large caliber rounds can’t be replicated by interactions.

> Changelings
Here's what I have in mind for them, though they may be delayed in light of the new DFhack release:
Spoiler (click to show/hide)

> What about having 10 or so interactions?
A creature with multiple interactions will only perform one at a time (The protectapony lasers is an example of this).

> Amulets
I’m thinking a headpiece that has low layer size so it can be worn under helmets. Similarly, pipbucks and stealthbucks will resemble socks so they can be worn under boots.

Most amulets will be single spell, transcribed from the appropriate spell hologem at the arcane/MAS terminals. Multi-spell versions like the alicorn amulet will most likely be unique MAS crate drops similar to Spitfire’s Thunder and Little Macintosh, but even rarer due to the already low MAS crate salvage rates.

> Magical firearms and secondary weapons
I’ve archived this idea for later development, as it’s going to need a bit more work.

Thanks for the suggestions Maklak! :)

I’m going to spend the next few days looking over DFhack r3; the numerous scripts and plugins it adds each hold new possibilities for the expansion of the mod. Autosyndrome alone will phase out the bulky upgrade potion system, and some of the other changes affect features planned for the next update.

Falconne mentioned he will be updating his plugins soon, so I’m not too concerned about leaving mousequery and the happiness monitor behind.

All in all, it’s an exciting time to be a modder! :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 14, 2013, 05:18:26 pm
In my last post I've provided a Linux version of 098c that seems to be working. I just embarked, #prospect'ed and used DT to switch around some jobs, nothing fancy, but encountered no errors.

Curiously the r3 of dfhack doesn't display the prompt on my Linux Mint 13, so I just had to switch back to r2 of dfhack.

Oh wow, the first post underwent some heavy editing. I should probably look at it.

> > What about having 10 or so interactions?
> A creature with multiple interactions will only perform one at a time (The protectapony lasers is an example of this).
Ah right, I've noticed Protectorponies firing in short bursts, not all the lasers at once. They don't have the FREE_ACTION, though, so I was hoping it would allow firing up multiple emissions at once. Guess not.

> > Amulets
> I’m thinking a headpiece that has low layer size so it can be worn under helmets. Similarly, pipbucks and stealthbucks will resemble socks so they can be worn under boots.
Lol. This could work, but don't forget to add steel-grade protection with maybe 30-50% coverage to pipbucks. In FoE those things are almost unbreakable.

> Multi-spell versions like the alicorn amulet will most likely be unique MAS crate drops similar to Spitfire’s Thunder and Little Macintosh, but even rarer due to the already low MAS crate salvage rates.
Well, in any case it's probably best to start with single-spell, Unicorn only (EPs can wear, but don't get the interaction),
Apprentice level only or maybe Adept at most.

> I’m going to spend the next few days looking over DFhack r3
I hope it will be fruitful :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 14, 2013, 05:41:05 pm
Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)

Love and happiness are the main exports of all my stables.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 14, 2013, 05:44:29 pm
Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)

Love and happiness are the main exports of all my stables.

I can vouch for this except for in Pineapple. That place is.... Less than promising on the salvage front.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: P(ony)SI on March 14, 2013, 06:53:03 pm
Love and happiness are the main exports of all my stables.
But Replica, terror and death are much more profitable!
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 14, 2013, 06:58:45 pm
Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)

Love and happiness are the main exports of all my stables.

I can vouch for this except for in Pineapple. That place is.... Less than promising on the salvage front.

Who said anything about salvage? ;D

Love and happiness are the main exports of all my stables.
But Replica, terror and death are much more profitable!

Still I prefer to import vengance and export love.
Even those scum, the steel rangers, deserve SOME love.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 15, 2013, 01:22:15 am
> Oh wow, the first post underwent some heavy editing. I should probably look at it.
It's not much, just a DFhack section and some new tips.

> They don't have the FREE_ACTION, though, so I was hoping it would allow firing up multiple emissions at once.
FREE_ACTION technically can be used multiple times, but the DF AI refuses to do so.

> Well, in any case it's probably best to start with single-spell, Unicorn only (EPs can wear, but don't get the interaction).
Amulets will be in a separate update due to the sheer number of spells and associated reactions. The framework is in place though - only one amulet can be worn at a time, under a mask and helmet. A unicorn wearing an amulet for a spell she already knows can cast it twice as often.

> Love and happiness are the main exports of all my stables.
Love and happiness won't get you very far in the wasteland. Bullets and explosions, however...

> Even those scum, the steel rangers, deserve SOME love.
You'll get your chance. ;)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 15, 2013, 12:46:47 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?

EDIT:Also, the plural of standard ammo should be rounds, i.e. "medium caliber rounds", "small caliber rounds". Also, will we ever get real AP ammo? Or is steel AP ammo the best we'll get?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 15, 2013, 12:50:55 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})
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica 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.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 15, 2013, 02:21:27 pm
.... ATM machine?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak 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?!
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf 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.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon 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
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak 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?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Deon 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica 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.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster 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*
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf 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?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 16, 2013, 05:38:36 pm
> Power Hooves
Ah good, so we could have Power Hooves as weapons, except for oddities, such as holding them with mouths and horns. One big merit of Power Hooves I see is that they would train the skill they use pretty fast, so we can have instructors learn either Striking or Kicking fasts and then make demonstrations of that skill work much better, which would decrease the overall amount of wasted training time. 

> I went with bakelite because it's period appropriate and the best known early plastic. Also one of the easiest plastics to make.
Ah, OK. I looked it up and it looks like just the kind of stuff we might want. It is pretty much a hardened resin, with some additives, like cloth or sawdust to make it less brittle. It is rather cheap, easy to make and versatile. As a bonus, it has that "retro" look to it that we want in Fallout anyway. I can't say much about it's mechanical properties, other than it is probably slightly better than bone. Bakelite density is 1250 to 1300 kg/m^3. So yeah, either call it "plastic" or Bakelite.

If we are getting petroleum ore, then "biofuel" should be renamed to "liquid fuel" and the reaction to get it from its ore be the most efficient.



I looked over some reactions in Dwarf Fortress: Modern. There wasn't much inspiration there, but here it goes:

Aluminium could be made from Bauxite at the prismatic smelter. Not that it's important; we get a lot of aluminium from salvage anyway.

Kevlar as a type of synthetic fibre. Can be used for jumpsuits and provide some protection? Used for plasteel?

Biofuel used to make explosives for rocket boxes.

Biofuel to gunpowder? Nah, bad idea. Either too easy or too inefficient.

1 FOOD_STORAGE_CONTAINER + 1 corn + 1 sweet pod -> Soda
Well, it would be handy to be able to make Synth Cola Rad (the one with the bonus) at some point.

Burn plants to ash. Yet another way to make gunpowder.

My acquaintance, a student of chemistry, might be able to come up with more ideas, if he gets around to it.



The Linux 098c version is here: http://dl.dropbox.com/u/71287918/FoE_linux_098c.7z I updated my post about it is here: http://www.bay12forums.com/smf/index.php?topic=118893.msg3976877#msg3976877 This is the best I can do at this point.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf on March 16, 2013, 05:56:13 pm
Bauxite to aluminum is already in last I checked.

Kevlar is a synthetic fiber as well, which is why I suggested it as a an alternative reaction if you have a MWT catalyst.
The reactions I put up were based off this list: http://en.m.wikipedia.org/wiki/List_of_synthetic_polymers#section_3
Kevlar for bodyarmor and neoprene for chemical insulation (chem/rad suits anyone?).

Plants to ash should be in vanilla DF IMO...
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 16, 2013, 08:22:57 pm
I've noted down all the chemical factory and plastics suggestions and will work to integrate them at a later date. A synthetics industry is definitely needed for technologies like plasteel and hazmat jumpsuits that are presently only found in crates.

The concrete factory will be in the next update. Depressing gray walls for everypony! :)

Power hooves won't work as they would also be be wielded in mouths and by unicorn telekinesis.

> 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.
Both are good suggestions and will be added.

> Aluminium could be made from Bauxite at the prismatic smelter.
The smelters already have this reaction.

> Kevlar as a type of synthetic fibre. Can be used for jumpsuits and provide some protection? Used for plasteel?
This will be included in synthetics production.

> Biofuel used to make explosives for rocket boxes.
Rockets have been phased out (And missiles are delayed), but explosives manufacturing for the HE mines and rigged sprite-bots is planned.

> Burn plants to ash. Yet another way to make gunpowder.
I ran into problems with this reaction (It wouldn't respect stack size and sometimes produced ash without any plants), so increased ash from wood will suffice.

Thanks for the suggestions everyone! :D

I'm up to my ears in autosyndrome reactions and other dfhack-related features, but brainstorming is still welcome! I'm especially interested in ideas for hoof-fitting modules (akin to the pipbuck), since there are four spots - plenty of range for customization. :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 16, 2013, 08:28:03 pm
A few of my thoughts after two days without electricity, and after three beers:

I wonder how much pony fashion matters to you. Having a complicated process with lots of micro management (emphasis here) just to produce an item you won't care about/ not really that useful/ produces other useless items as a byproduct is a bad idea. Synthetic silk and any plastic in general won't make any real difference gameplay wise, so they should be kept simple. After introducing drugs a cohesive and more complex chemical industry would be welcomed, but personally i would rather go with rare components for the necessary workshops, than huge amounts of resources or long and tedious reaction chains. A lot of workshops could use some kind of hologem as a building material - requiring advanced knowledge for using advanced technology is making sense right?
It could go somehow like this:
salvage or junk ->(in an easily buildable workshop) = something useful (like cheap silk for moods);
salvage or junk ->(specialized workshop) = better, higher value items;
renewable raw material  ->(specialized workshop) = mass produced high value items.
The most important items in terms of survival in the game are the armors and weapons. Food is easy enough, and everything else is there just for the atmosphere. So they don't really need bottlenecks - if you produce something just for roleplaying reasons then you are playing by your own arbitrary rules, and someone else's arbitrary rules shouldn't constrain your gameplay.

Back on food. Its place in the food chain is the most important aspect of a wasteland pony's life. The part of the mod where they get eaten is getting together nicely, but the part where they eat is out of balance. They should be praising Celestia for every caravan that comes near the stable with food, and treasure every last bit of their harvest. In short, there should be much more starvation in our wastelands.
The animals should give much less meat, around 20%. ( My last stables lived solely on feral dog meat we killed in the first two seasons. )
When the plants get their overhaul, maybe it would be a good idea to remove the vanilla farming altogether. One dedicated farmer, with 20 tiles of farmland can feed half the population of post-apocalyptic equestria. Without potash. Making the hydroponics farm easier to build, the growing reactions to consume the seeds 50% of the time and making plants to have no seeds would leave us with a slowly withering food stockpile, and a greater dependency on caravans. A more desperate and wasteland like feeling overall. It would be so much better if we could decide who gets to eat ( legendary sawponies, armorsmiths, mechanics) and who doesn't ( all the milkers and cheesemakers and every Urist ever. )
For the hydroponics i thought instead of a power talisman it could use a lighting talisman and spark batteries in the reactions, sometimes depleting them. Managing the water levels could work with a purely mechanical device IRL, and having more kind of (semi)-rare talismans is a good idea i believe. This would put this workshop in the middle tier, which would be achievable in a few years. 
Growing plants the vanilla way - but only above ground - should be only possible in good biomes aka the Everfree Forests, the only place with radiation free soil in the wasteland.

This could work, if the drop rates of food items from salvage were increased. And this brings me to my third thought. This mod would be more interesting if we had to rely on salvaging more.
In the wasteland every resource is finite. Not just in equestria, but in normal fallout too. This is the most charming aspect of doomsday. You have to think about how to use those few things you have more efficiently, so you can survive. ( Most of the assholes gone is just a perk :D )
Achieving self-sufficiency in Vanilla Dwarf Fortress is easy. Doing the same in this mod is not much different. With a good embark setup it is possible in less than a year.
But, this could be a challenge, and as such the endgame. Or rather, it should be the endgame. Being self-sufficient in the wasteland is a privilege. Only a few communities can enjoy it, and most of them have been built two hundred years ago, and they are still sealed deep underground. The others have fought for it, and sacrificed the lives of many, but they still haven't achieved it. Many have already lost it. Life in the wasteland is a struggle against a slow decay.
The goal, and feeling while playing this mod should be similar. Trying to secure a good life for our ponies, but ultimately failing as we exhaust our limited resources. (Or very rarely, winning by achieving self-sufficiency, then still losing because of butterfly.)

Completely unrelated to everything: have you ever seen a tile, where if you build a door, it always stays open? Even after removing and reinstalling it, or a different one, building a floor on it, cleaning it with df hack, putting magma on it with dfhack, screaming cats at it, and other occult rituals? No hidden dead vermin, or connected mechanism at that tile either.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 16, 2013, 09:52:01 pm
Your post touches upon some of my design intentions for the mod that I haven't had the time to consider recently.

There are several complex tech trees in the current version - but each leads to a valuable end-product. RobronCo's robotics is one example; the Arcane Sciences is another. The first manufactures military-grade robots that are highly effective in combat, while the second forges the talismans necessary for multiple tech trees (Like the robot processing matrices) as well as combat spells for your unicorns. Even the resources required for ammunition manufacturing and weapons engineering are returned in full by battle saddles and anti-machine rifles.

If there are any complex reaction chains that don't produce worthwhile results, let me know so I can fix them. ;)

The intricacy of the advanced tech trees necessitates that production of base materials - metals, gemstones, etc, remain correspondingly simple. Rock farming and trade provide a steady stream of gemstones. Salvaged ministry crates are the source for reagents at nearly every level of each tree. Bone flux and scrap iron produce steel. Metalsmithing and other vanilla reactions remain - increasing their complexity would make upper tier technologies unattainable. The synthetics industry will be similarly straightforward.

Likewise, if you feel a raw material is in short supply, give me a heads-up. ;)

There's no way to reduce the amount of meat from creatures without changing their body sizes, so meat at least is a constant food source unless I irradiate it (Unlikely). I agree that farming of food crops should be limited or impossible, as it was in the novel. This won't include wasteland plants needed for drug production, but those aren't as edible. However, I'm not sure if doing so would make the mod unplayable due to lack of food, so input on this would be appreciated. If it's possible to survive on meat alone, and trade in areas where meat is scarce, then I will.

The hydroponics farm requires a rare water talisman, so it won't be available in a Stable's early years. Lighting is implied by the power talisman, as there aren't any lightbulbs in DF.

Increasing food amounts from salvage is also something I will consider.

The experience of near-starvation and desperation as you described is a major design goal, but the right balance of food to attain it is still unclear.

As for salvage...if I'm not mistaken, it already is the main source of the tools and weapons needed for wasteland survival (And the only source for tech trees), so I'm not sure what you mean by increasing a Stable's reliance upon it.

Your advice is much appreciated gzoker. Thanks! :D

> Have you ever seen a tile, where if you build a door, it always stays open?
No, I have not. Is there any way you can avoid using that tile?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 17, 2013, 12:08:06 am
If there is no vanilla farming, the food sources are limited to hunting, fishing, the hydroponics and the prewar foods from salvage. Hunting and fishing cannot be changed around much like you said, but the hydroponics is a modded workshop and its output could be scaled as necessary. Same with salvaged food. I suggested the lighting talisman to make the hydroponics farm cheaper, as we don't want to increase the frequency neither of the water or power talismans. The workshop should be cheaper easier to build, so by the time the salvaged food runs out most Stables could produce a limited supply of plants for themselves. They could get seeds from the caravans, or some preserved seeds from ministry creates. (maybe some experimental too)

No unlimited farming would make a bottleneck on the alcohol supply. The Stables will have to embark near fresh water, or something similar will have to be implemented to the irradiated water talisman idea from a while back. My preference would be a water purifier with the only purpose of making fresh water from rain, of course only in fluff. Think megaton from fallout 3. Alcohol is a luxury item in this universe, and it should be treated as such.
It is my understanding that we can limit the time a reaction takes in a workshop. This could be used in both the hydroponics farm, and this water purifier thing I'm talking about.
Again, the purpose of these changes is to limit the food and drink supply, but these changes would have the side effect of making the mod more realistic and closer to both the novels and the fallout franchise. Of course this would alter the gameplay significantly, but removing ourselves from the standard vanilla mindset and playstyle should be the purpose of playing mods I think. Otherwise it's just rainbow dwarves with four legs in a slightly more hostile environment. (please don't try to imagine it, the mental picture can cause severe bleeding)

On salvage: the main resources in game at the moment are mining, trading, farming and salvaging. The last three is renewable, and mining is virtually inexhaustible (ever tried to mine every tile on a 3*3 map with 150z levels?  bad idea :D ) The most imbalanced is farming from these four, but i have already wrote down my main issues.
In every fallout game and the FOE novels the only resource is salvage. Farming is almost nonexistent; mining is labour intensive without proper tools; and trading is dependent on salvaging again.  The manufacturing process is back in the stone age. There is no light or heavy industry, maybe only in a few closed off stables (Red Eye doesn't count.)
I feel that the gameplay could be closer to this image, but still enjoyable the same if not more.
I'm curious what you have in mind for these aspects of the mod, but time will tell.

That bugged tile was with a previous mod version, and in an already abandoned stable, but I'm curious about everyones experiences. It's a really annoying bug, and if its modspecific it should be solved. My first hypothesis was that some kind of invisible raider part got stuck in it, there were barbed wire traps a few tiles away, but pouring magma should have cleaned those away. Hmmm, if a raider dies before anyone notices, does the raider really existed at all? :D My second hypothesis is that somehow the open state got triggered like it would from a lever, but from some kind of memory issue. I will try and search for that save, but i have around a hundred (3gb) and i don't remember the name :P
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 17, 2013, 12:57:53 am
Please don't remove vanilla farming...
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 17, 2013, 01:03:33 am
Please don't remove vanilla farming...

+1
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Indigo_Surprise on March 17, 2013, 01:50:02 am
Please don't remove vanilla farming...
You can't remove vanilla farming! My livelihood and that of my sla... workers... no, slaves depends on it!
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 17, 2013, 05:24:49 am
Gzoker, I disagree with your thoughts on farming: 
> A few of my thoughts after [...] three beers:
Not a good sign.

> salvage or junk ->(in an easily buildable workshop) = something useful (like cheap silk for moods);
> salvage or junk ->(specialized workshop) = better, higher value items;
Personally I'm fine with salvage yard sorting through all the salvage, then workbench and supply depot taking care of the chests. I'd rather not have trier 2 upgrades to those, with better chance of good stuff. Sorting things and opening crates are pretty low tech, with not much room for improvement anyway.

There is no way to reduce meat production from an animal; it is calculated automatically from it's size and body plan. For me, all the loose organs from butchering something are even worse.

> Back on food. Its place in the food chain is the most important aspect of a wasteland pony's life.
That may be, but we don't play as Wastelander civilisation and Stable Ponies have experience in underground sustainable food (apple?) production. Getting plants to produce seeds is not even that hard IRL. (Well, depending on the plant and if it was modified to not produce usable seeds to protect the interests of companies who patented life itself, but any such plants would extinct anyway.) There were some farms in the wasteland, just not as good as what Master Red Eye was building. I rely on caravans early on, but eventually SR ambushes start showing up, so I may be cut off from caravans for years. I don't also see a way of deciding who eats first that wouldn't involve lots of micro-management.
For me the farming nerf from increased growing times was enough. I had pretty big farms of synth reed in my stables and didn't drown in it. I don't want my stable to starve; I prefer to focus on other areas. I would also rather have my ponies farm than rely heavily on fishing, eggs, butchering / hunting and plant gathering.

As for abundance of salvage and it regrowing: It is something of a problem, but I mostly just get low quality salvage for the scrap metal anyway. Regrowing is rather slow too, unless you make a big "underground tree farm", which is pretty much the only (and totally player-controlled) way of making salvage more abundant / overpowered than it has to be and "breaking the game".
An alternative to trees would be to have low quality salvage or scrap ore as ore veins in sedimentary layers, while medium and high quality salvage be gems in that ore. This would make them finite, but:
* Less reliable and more random: Does this set of "Shallow metals" contain salvage or just copper? Trees at least guarantee that you'll find salvage. You can see the amount of trees in embark screen and more always grow in the caverns.
* Exploratory mining is less !fun! than cutting down trees under a constant threat of an ambush. 

> Water purifier and less alcohol.
There are already workshops that fill buckets with water. I don't even know if you can fill a barrel with water and have ponies drink from it. If purifiers worked by pretending that water is alcohol, we would just end up with more alcohol and absurdities, like converting purified water into biofuel. There is only so much modders can do with DF food and drink system and I think it is as good as it gets now. I didn't even manage to accumulate 5k drinks in Ponderplanned, like I usually do in DF. 

> In every fallout game and the FOE novels the only resource is salvage.
False. Fallout has farms. Fallout 2 has a Uranium mine. FNV has a concrete factory at Quary Junction. Gun Runners produce guns and ammo. Humanity is building again. There is salvaging, but there is also production. In FoE novel New Appleloosa exports apples and apple products. Red Eye has factories. Enclave has cloud farming. I think this is enough examples.
> Red Eye doesn't count.
Why, because he contradicts your false theories?
Besides, I want my Stable to become a shining beacon of hope for the future. I want to pretend my Overmare is like Master Red Eye. Though on second thought, I keep all the good stuff to myself and don't export it.



Just a though: I'd like chemistry reactions to have one product only. That way I can decide if I want to convert biofuel into synthetic fibre, plastics, coal or explosives. This isn't very realistic, as chemical plants often have some by-products, but game-wise if we want mostly plastics or mostly fibre, we would end up with some stuff that we don't really want accumulating in our stockpiles.

One good use for plastic, apart from crafts, is plastic furniture. That way, if the plastic production is efficient enough, we won't have to waste so much stone on furniture and can use more for rock grinding.

I'm wondering if the plants for drugs should be farmable or just plant gatherable. Probably farmable.

If plants->ash won't work, then what about transmuting plants into wood by Unicorns, using Woodcrafting skill, as was in Nikodeng's pony mod via the "wood painting workshop"? It was pretty overpowered in that mod, but we get less harvest anyway.

If you'd like more variety from vegetable cans, here's what you can do:
Open "reaction_kitchen'txt" and in OPEN_CAN_VEGETABLE replace
[PRODUCT:100:3:PLANT:NONE:PLANT_MAT:CELERY:STRUCTURAL]
with
[PRODUCT:50:3:PLANT:NONE:PLANT_MAT:CELERY:STRUCTURAL]
[PRODUCT:50:3:PLANT:NONE:PLANT_MAT:ROOT_CARROT:STRUCTURAL]
[PRODUCT:50:3:PLANT:NONE:PLANT_MAT:ROOT_RADISH:STRUCTURAL]
On average this produces 4.5 plants per can (which I imagine as a crate of cans rather than a single one), is always less efficient than military ratios and has a chance to produce nothing at all (cans were spoiled).



The Linux 098c version is here: http://dl.dropbox.com/u/71287918/FoE_linux_098c.7z I updated my post about it is here: http://www.bay12forums.com/smf/index.php?topic=118893.msg3976877#msg3976877 This is the best I can do at this point.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 17, 2013, 06:08:41 am
Gzoker:
>In every fallout game and the FOE novels the only resource is salvage. Farming is almost nonexistent; mining is labour intensive without proper tools; and trading is dependent on salvaging again.  The manufacturing process is back in the stone age. There is no light or heavy industry, maybe only in a few closed off stables (Red Eye doesn't count.)

That isn't true at all and I really shouldn't have to tell you why it is if you really claim to have played or known about "every fallout game".
The entirety of Fallout 2 is kind of a bit of a nail in your eye on that point, everything you said there is proved 100% wrong by that game alone.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 17, 2013, 07:24:27 am
Removing three words from the middle of the sentence in a quote to shift the emphasis...
Not a good sign. Consider a career in journalism. (joke)

>> In every fallout game and the FOE novels the only resource is salvage.
>False. Fallout has farms. Fallout 2 has a Uranium mine. FNV has a concrete factory at Quary Junction. Gun Runners produce guns and ammo. Humanity is building again. There is salvaging, but there is also production. In FoE novel New Appleloosa exports apples and apple products. Red Eye has factories. Enclave has cloud farming. I think this is enough examples.
Think in general terms. Does every community in the wasteland live from uranium mining? Has every citizen in the NCR all new shine concrete houses? Yes, i worded it badly, and if you doesn't think about it, just take the words at face value then its false. But the following is true, most of the population live from scavenging and not from the fruits of production. We play as a stable opened up to the wasteland, probably not because our desire to feed everybody else, but because something went wrong. This just means our idea about how it should look like is different.

>> Red Eye doesn't count.
>Why, because he contradicts your false theories?
Yes. He is not the rule but the exception. The oddity in the survey data.
Of course he counts if I look at the wasteland from some removed objective point, but from the average citizen's viewpoint he is just a threat of slavery, and not the shining example of sharing wealth around the wasteland. His faction in Philidelphia has every kind of industry available, but the only products leaving the compound are equipment for slavers.

On salvage: I like the way how things are being set up now. Cutting down trees/salvage, then the gamble at the salvage yard/ supply depot is my favorite thing in this mod. I was trying to communicate the general idea of how the workshops should could be organized. My biggest concern at that moment was chemistry. Adding a badly implemented feature, is like adding none. (by bad i mean one i won't use because of the reasons i listed two posts before.) So i said something before it happened.

Look here is what happens in most of my stables: By the end of first year food and booze production has been secured, and there is nothing to do with it for the rest of the game. The core of the military is already in training and they are almost fully equipped.  The stable have been fully mined out, and the miners have nothing to do anymore. I can bring all the necessary gems at embark to have all the apprentice spells in the game, (or just grind a hundred rocks) and by the end of the second year most of my unicorns have already learned them. The second year is being spent on sorting migrants and starting some kind of outside construction to spend time. Raider ambushes are fun, but we rarely have casualties and the hospital is working like a charm. The stable grows, fps withers away steadily. By the end of the third year i have most of the industries in place, and there is nothing to do just watching ponies. Usually i abandon before the fifth year because of boredom. So in short, the deaths of my stables come from the abundance of resources.
So i thought about how could this be spiced up? My badly communicated results are there.

On farming: some leaps are bigger than others, even in thought. I won't press the issue anymore, because this is not just a game for me but for you people as well. Different opinions are good as long as they lead to conversation, and not a flame war. Thank god this is the bay12 forum :D

Replica, yeah my bad. I have a general idea of how the wasteland looks like only from the novels, Fallout 3 and New Vegas. I didn't try to claim anything, just used the wrong words.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 17, 2013, 07:48:57 am
I'd just as soon say do what most people do and deliberately ignore sanity and constantly kill colonists in evil biomes by trying to settle there. Chances are lady luck will take a steaming crap on your head and you will be hard pressed to get salvage either because of it being virtually nonexistant (as is the case of what Pineapple suffered) or the act of salvaging either above or below ground gets ponies killed by the handful either because workers get jumped or security officers die in droves protecting said workers.

Alternatively, don't bring seeds of any sort and settle a savage biome. irradiated dust storms and forcing yourself to live off surface crops can provide quite a challenge and for bonus, make it a savage evil mix, so you end up with the worst of both (ferals and black radscorpions) trying to kill your workers, along with the dust storms. And only bring one drill and no other weapons.

See how quick you can make a functioning stable/settlement.

I dunno, I've been up too long and just wanted to throw my two poorly organized cents in, which amounts to a deaths sentence.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 17, 2013, 12:19:32 pm
After reading through all this, I can infer that there is a discussion on replayability. I can say one thing(Or two) about this. Try to abandon your safe zone, or heck get a good fort, remember the name, and then go adventure in it, scavenge it for supplies to sell and rinse and repeat. That is a good way to get the idea of the trader RP style. Buuuuut of course that my two cents on this topic
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 17, 2013, 12:31:38 pm
In light of popular opinion, farming will remain as is for now (I’ve postponed the crops update in any case due to the volume of other features to be added). It is true as was mentioned that Stables have underground crop farms, albeit limited, so I will continue development in light of apples that “don’t look like what the history books showed.” :)

I am thinking about removing fish however…they don’t really make much sense and shouldn’t even be edible given the supposedly irradiated rivers they thrive in.

Mining: I’ve already reduced ore percentages - there’s not much I can do there apart from removing mineable metal entirely (Which isn’t an option).

Trading: My options are also limited, as DF AI demands that traders bring large amounts of basic necessities. Ambushes during caravan arrivals usually impede the trading process, however, so it’s not reliable unless you’ve secured the surface.

Salvaging: I’m happy with salvage as it is, though I’m curious to hear everyone’s opinion on how it could be improved. Do you guys think there’s too much of it at the moment, or is it just right?

Water: Making a bottleneck here is difficult; there’s no way to make the default water sources undrinkable. Alcohol is more useful as a biofuel (and eventually plastics) raw material, so limiting its production is counterintuitive. The water fountain does provide a wasteland water drink that’s stored in barrels.

Ash: Increased ash production from burning logs should be sufficient. Transmutation is planned for a future update.

Chemistry: You need not worry about its implementation gzoker. It will be relatively simple as you and Maklak have described.

Linux version: Thanks Maklak, but if I put it up it’ll be outdated by the new version in a couple of days. :(

Difficulty: Now here’s the kicker. Based on monitoring reports over the past few weeks, general consensus indicates that the mod is very hard (Especially if one embarks in the Deathlands). That’s just the way I like it. Your report, gzoker, is interesting as early resource overabundance is something I wish to avoid (As you probably figured out). You only mentioned raiders, though…were you also attacked by the late-game factions? The whole point of developing advanced technologies is to face the threat posed by the Rangers and Unity, so you’re missing out if you’re using spells and power armor to crush raiders.

Artificial difficulty is something to avoid – the mod should be difficult on its own merits and not because of limitations players place on themselves. More feedback and suggestions in this regard would be much appreciated. I myself will be looking over the resource pools again to see what I can tweak.

I'd like to thank everyone for your discourse; while it can be frenetic sometimes, its value in helping me improve the mod cannot be understated. :D

Edit: Just to reiterate, I'm interested in ideas for hoof-fitting modules (akin to the pipbuck), since there are four spots - plenty of range for customization.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Rocktomato on March 17, 2013, 01:33:19 pm
I would just like to take a moment to say how much I love this modification.
The original Fan Fic was incredibly painful for me to read, because despite the fact that there was such a wonderful concept beneath it, with the 'perfect', happy world of FiM flipped on its head, adding depth via the revelation of prejudice, intrigue and a well thought-out  post-war society, it was all ruined by the damn main character, who I found insufferable because of her lack of faults and flaws beyond "She's addicted to intelligence-enhancing drugs that only show withdrawal symptoms when the plot deems so" and "She's too moral and kind!". I despised the first-person narrative too.

This mod strips all of that away, leaving just the best parts of the idea, and on top of that, it's on the Dwarf Fortress engine! Kudos to the mod creator; this is like the best thing ever for an adventure mode fan like myself, and I look forward to future updates. It's impressive to see such thorough detail and hard work put into a conversion mod.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 17, 2013, 01:49:43 pm
I like to crush raiders, they are the bloody icing on the wasteland cake. The strongest faction my stables faced until this day were the talon mercenaries. They sieged us and we shot them to bits. I have seen a steel ranger scout around Valentine's day, and a wing of unity alicorns in my very first stable. Both of those stables were dead by fps drop soon after. Nowdays I play a world where my stable entity is at war with the slavers, so I'm having fun with them. The distribution of the enemy difficulty is spot on, at least up until the talons. Above them i don't have much experience.
I'm trying to avoid the deathlands, as there is just too much salvage there. Getting rid of the wildlife is as easy as putting down a cage trap. Fighting an enemy instead of neutralizing it is arbitrary. So, I stick to savage areas with sparse trees.

There are fish in Project Horizons, and if i remember correctly they are not even that bad.

Hoof fitting modules... Rainbow Dash'es watch? Shackles for the slaves, maybe with a syndrome to drain them mentally. Some kind of weak shield charm. Bracelets with physical stat bonuses. If they only give one kind of bonus, then filling the four slots will be a no-brainer. If they give two or more, then there are a lot of combinations. There could be an enchanting system to produce them as another use for alchemy. Damn pipbucks have all the functions you will ever need. Oh some kind of combat enhancing system which would give different kind special attacks, or just bonuses to the fighting skills. Maklak's spreadsheet is going to be enormous when we finally have the enclave (joke) :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 17, 2013, 03:19:47 pm
Is it a glitch for only one playable civ? Or is it just to avoid more complicated problems for now?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 17, 2013, 05:29:18 pm
> Salvage as the only way to get stuff.
I still disagree and I'll try to explain how I see this.

Humans are lazy and will almost always settle for "good enough". For example with high transport costs (the globalisation that we have now pretty much works only because bulk transport is cheap) local materials will have strong advantage over imports. Unless it is a bad idea for some reason, a house in a forest will be built out of wood, a house in the mountains out of stone and a house in the sky out of clouds. (That was a joke.)

Imagine you're one out of very few survivors in a big city, with no prospects of immigration. In that environment salvaging would be much more efficient that producing new stuff. As the resources dwindle, the focus of scavengers would shift from looking for exactly what they want to adapting what they can find.

Fallout is at about this stage; there are still some places worth salvaging, but most towns have been picked clean and any communities there are, have to provide and produce for themselves. Even in big cities that still have some ruins worth looting and "prospectors", there is also some production going on.

Third world countries are a good analogy to "post-apocalyptic world with salvage". They have governments and megaprojects and so on, but for the most part people fend for themselves. Some of them sort through trash from richer countries and reuse and adapt what they can. They also have their own agriculture and usually export some cash crops. (Note that this is a very inaccurate description).

Rich countries do have their scrappers, but for most city dwellers providing for themselves is more efficient by getting a job.

Gun Runners in Fallout were a gang who found a weapons factory with all kinds of plans. They started producing weapons, then selling them and eventually decided that it was more profitable than raiding.

While Tepony Tower, Steel Rangers and the Enclave technically count as factions who rely on constantly patching up old relics, there was some industry going for them as well. In FoE there was also a place that exported water purifiers.

In Fallout 2 there were all sorts of production going on. One town had Uranium mine, one exported drugs (mostly jet) and alcohol, the village that your character starts in produces food, gecko hides and healing powder and other places have agriculture, production, trade, salvaging and whatever combination of these seems to work best for them.

In Fallout 3 there is a steel mill in Pitsburg.

New Vegas is something of an oddity, because it's economy is based primarily on gambling at The Strip. The income from it trickles down to the surrounding communities who provide various services. NCR is mostly there to secure clean water and electric power for itself and it's soldiers and other personnel spend money in New Vegas, but there are also farms and factories (and I'm not talking about the robot-infested ones).
* NCR Sharecropper farm close to camp Mc Carren produces food for the soldiers and enough surplus for trade.
* There is a smaller community farm, north of The Strip.
* Quarry Junction is a cement mine / factory, temporarily disabled by a Deathclaw family.
* Powder Gangers were prisoners and workers building a rail-road and possibly mines.
* There are the Gun Runners, who make their weapons and ammunition locally.
* Work and Reloading benches are scattered everywhere, indicating that every community has some kind of workshop to produce / adapt what they can and need.
* Great Khans make and export drugs, but otherwise are a tribal people, having crops, hunting and all.
* Jacobstown (The super mutant town) herds bighorners and exports meat. Presumably also leather, milk and cheese.
* Boomers rely on the army cache they found, but they estimate it will only last them about 5 years and I think they have a biofuel refinery and a workshop.
* You can help the Followers of The Apocalypse by making them help produce alcohol for a bar in exchange for some medicinal supplies.
There are "prospectors" too, but they are only a part of the economy, not the base of it.

In general people/ponies adapt in Fallout/FoE do whatever works for them.

Agriculture under the could cover is inefficient, but it is definitely going on in all the Fallout games I played, in FoE and in Project horizons.

Even Raiders and Gangers aren't in "Stone Age". Their settlements at the very least forge metal weapons for them.

Even Ditzy Doo, while relying on salvage to a great extent, had a workshop and produced things like armour. Not from ore of course, but she didn't have to.

> Think in general terms. Does every community in the wasteland live from uranium mining? Has every citizen in the NCR all new shine concrete houses?
No and no. They get by however they can. NCR is a relatively nice place, but it's houses are mostly made out of whatever is locally available, be it rubble, planks or whatever.

> But the following is true, most of the population live from scavenging and not from the fruits of production.
Hard to say really. Salvaging is definitely a part of it, but so is production, adapting and trade.

I'm not saying that everything was rebuilt and salvaging as well as repairing old relics are negligible compared to production, just that rebuilding is slowly going on.

> [Red Eye] is not the rule but the exception. The oddity in the survey data.
Sort of. He decided that rebuilding was too slow with peaceful methods (NCR-style) and went about doing it as fast as possible, while fending off powerful forces such as Steel Rangers. Much of his resources were dedicated to arming up, but that was a necessity. Of course the fastest way to do kick-start the industry was by sacrificing the lives of tens of thousands of slaves, which gave him a bad reputation, but overall he had the right idea and his plan would work.

> Of course he counts if I look at the wasteland from some removed objective point, but from the average citizen's viewpoint he is just a threat of slavery, and not the shining example of sharing wealth around the wasteland.
Well, if New Appleloosa is any indication, the threat is there, but he is also considered a good trading partner and some sort of fanatic.

> His faction in Philidelphia has every kind of industry available, but the only products leaving the compound are equipment for slavers.
Some of industrial output of Fillydelphia had to pay for all those slaves, so he has exports, but most production was spent on megaprojects, such as the Everfree Farms, the Schools, the Army and the Cathedral.




> My biggest concern at that moment was chemistry. Adding a badly implemented feature, is like adding none. (by bad i mean one i won't use because of the reasons i listed two posts before.) So i said something before it happened.
I'd say adding a badly implemented feature can be worse than not adding it at all, if it changes the game too much in some wrong direction. From what I've seen so far, no worries. It looks like chemistry is going to be inefficient and not really change much.

> Getting rid of the wildlife is as easy as putting down a cage trap.
I need hundreds of tiles of walls to make this method work... Ah, I finally realised why my animal stockpiles are so inefficient. I need to add wheelbarrows to them. Gah!




> Look here is what happens in most of my stables:
That's very different from my experience.

> By the end of first year food and booze production has been secured, and there is nothing to do with it for the rest of the game.
For the first year or two I have occasional food and drink shortages, but nothing major and is no one outside of hospital dies of thirst or starvation, I just sometimes have to slaughter animals of gather plants. After that I can export food by the truckload. I get enough alcohol, but it's not abundant. Any surplus is also useful for biofuel and coke. Lavish meals are always my main export, but I might switch to bronze serrated disks or maybe jumpsuits eventually.

> The core of the military is already in training and they are almost fully equipped.
My military tends to get wounded and die, but they do get decent equipment eventually.

> The stable have been fully mined out, and the miners have nothing to do anymore.
I never stop mining before FPS death, so your fort designs must be much more compact. I tend to have lots of unused space, though. Surprisingly, I also sometimes run out of stone, which is really easy with rock grinding.

> I can bring all the necessary gems at embark to have all the apprentice spells in the game, (or just grind a hundred rocks) and by the end of the second year most of my unicorns have already learned them.
I haven't though about bringing gems on embark, even after the reactions to un-polish them were added. Ponies learning spells are still problematic for me and require a lot of attention. It's probably easier now with gem trading, but before it was possible, Ponderplanned barely got any spellcasters. 

Well, maybe you're just better at playing this game then me and most of the rest of us. The consensus is that despite all the stuff from salvage, it is still harder than Vanilla. As Splint mentioned, if you get bored, you can try an eviller, savager region or some self-imposed challenges.

For me personally the difficulty is a bit on the challenging side of things. I'm having most fun when my Stable thrives despite all the attacks. There is also much to do in this mod with late-game industries and I barely ever got there.



> I am thinking about removing fish however…they don’t really make much sense and shouldn’t even be edible given the supposedly irradiated rivers they thrive in.
> There are fish in Project Horizons, and if i remember correctly they are not even that bad.
I don't fish, so I don't know, but I think Replica likes them. In any case, fishing is purely optional. I would have to actually fish for a while and see how efficient it is, to be able to say if removing it makes sense or not.

> Removing metal mining
I've noticed the reduced metal and gem abundance and I'm against nerfing this further. On most embarks you'll only get copper anyway, which just helps a bit to save some scrap on bronze and brass production. Getting iron is pretty rare, but to me is a welcome bonus when it happens.

> The water fountain does provide a wasteland water drink that’s stored in barrels.
Wait, I can actually build a fountain and biofuel refinery close together, add a drink and barrel stockpile and break biofuel and coke production? Good to know, but I don't think I'll go that far.

> The whole point of developing advanced technologies is to face the threat posed by the Rangers and Unity
The joke here is that Unity is immune to all spells, even by Magic Masters (well, except Time Dilatation, Shield and other self buffs).

Some of the things that could be made from plastic are wheelbarrows, buckets, bins and barrels. I just never have enough wood. Of course metal buckets from salvage and the increased efficiency of plywood do help.

This is pretty awesome, running dfhack scripts from evaporating rocks from workshops: http://www.bay12forums.com/smf/index.php?topic=124014.msg4110171#msg4110171




As to hoof accesorries, pipbucks and stealthbucks are the only things that come to my mind. Well, maybe jewellery that makes ponies "look pretty" by raising their social skills, but who would want tat anyway, especially in the military? Canterlot transmitters would just turn their users intu siucide bombers. Drug autoinjectors could work.
My advice is that you don't go overboard with this, just put in pipbucks and stealthbucks for now and move on to other things. If someone has any good ideas, go for them, but I would prefer a shield with a shield charm to a breacelet. Also, spell amulets would be better as "hats" rather than "socks". 

> Maklak's spreadsheet is going to be enormous when we finally have the enclave (joke)
??? I have a spreadsheet? I dislike spreadsheets.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Indigo_Surprise on March 17, 2013, 09:53:08 pm
Maklak pretty much said everything I was going to. I'll expand a little more, but not much. First village you go to in the initial Fallout has farms, and you can get experience if your Int is high enough by introducing them to crop rotation. First town you go to in Fallout 2 is a community of trappers. The only area that gets by exclusively on scavenging, which I think has tarnished your perspective, is the Capital Wasteland of Fallout 3 where the only things that are produced are small batches of ammunition, small batches of hydroponic vegetables, brahmin beef and milk, and only recently fresh water. Damn near everything in Fallout 3 is unrealistic in terms of settlements. 200 years of high levels of radiation should have depleted all the local resources, given DC's fairly high population once you take into account that the supermutants and centaurs are all locally produced.

Also I don't care for the DF Hack utilities. They get more in my way than help, and the bane of my existence is the mouse query tool.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 18, 2013, 12:24:16 am
Rocktomato: Glad you enjoy it! :D Unfortunately, all the features developed so far are for fortress mode. There’s a whole host of reactions that need to be ported over to adventure-mode, not to mention fluff like creature sounds and NPC lore. I’m pretty swamped for time so I can’t give an estimate on when I’ll start.

Gzoker: When did the Rangers arrive for you? If your population or trade is rising rapidly enough they should arrive before the fifth year. I’m surprised that fps is still dropping after all the tweaks dfhack has introduced...do you know what could be causing it? I’ll also keep fish for now.

Drug auto-injectors will provide the stat-boosts you mentioned, but otherwise I’m trying to avoid hoof-modules that only provide a single stat-bonus or other generic boost.

Thanks for the feedback! :)

Iceblaster: What do you mean by a glitch for only one playable civ?

Maklak: Your explanation on how salvage serves as the foundation for post-apocalyptic industries makes sense. Equestrian wastelanders subsist on salvage to an extent, but they also worked to become self-sufficient, whether from reclaiming abandoned factories or putting together makeshift forges for guns and ammunition. Red-Eye would be the most dramatic example, but Friendship City was able to operate its harbor guns against the Enclave invasion, implying some manufacturing capacity. I wouldn’t be surprised if most large wasteland towns had production lines for one or more goods – they would need them in order to trade with the other communities.

I may still decrease salvage amounts though, depending on input before the next update.

Wasteland water isn’t classed as an alcohol drink, so it won’t be used by the biofuel refinery. ;)

I’ve noted the dfhack scripts. Siren may be useful, but otherwise many of the commands (Like reveal, weather, and vein designation) are too overpowered to be explained by the currently available technologies.

Spell amulets are actually worn on the head, underneath helmets, with a maximum of one per unicorn.

Thanks for the input! :)

Indigo: You can delete the mouse query tool in hack>plugins>mousequery.plug.dll. Otherwise, the advantages dfhack adds (From autosyndromes to syndrome items) are too game-changing to ignore.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Indigo_Surprise on March 18, 2013, 12:55:31 am
I like the syndrome items. I don't necessarily like the rest of the fluff crowding up my interface. I'm probably going to delete everything but the syndrome items.

Nah, just the mouse interface and search.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 18, 2013, 02:54:24 am
My fps problems are caused by the old computer I'm using. I start around a 100 on a 2by2 map, and after years of constant fun and salvaging it plumets down to 30. I should atomsmash every item we don't need, but most of the salvage is useful for something, and i sit on huge piles of robot parts, scrap metal and bars.
The steel rangers came after i hit the 30k export limit in that fortress, but then high quality salvage was a lot more expensive, and i traded a lot of it. Otherwise I'm careful with trade, so I don't hit that limit too often.
I have problems with dfhack so I'm not using the included one.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf on March 18, 2013, 11:17:13 am
Can raw and processed fish be made inedible?
Just wondering because instead of getting rid of it you could rename fish as water salvage and have a reaction to turn cleaned "fish" into useful items.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: tahujdt on March 18, 2013, 12:00:33 pm
@Maklak: About the wasteland water. No, it can't be used as alcohol for the biofuel. Lyc thought of that and added a reaction tag so that only actual alcohol gets used, not just drinks. You also can't use carrot juice or celery juice for alcohol.

EDIT: My scientists have isolated the spell matrix design for Enclave PA. Now if only I could find one more box to figure out the actual armor design, that would be just ducky. I think that PA matrices will be my major export now, because they're really easy to make.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 18, 2013, 06:20:50 pm
Hello,

I had to join the forum in order tell you how much I'm enjoying this mod, Lycaeon. Its truly amazing what you've accomplished here. I admit I'm not much of a fan of FoE, but a mod that combines ponies, DF, and a post apocalyptic wasteland is impossible to pass up. I'm on my second stable. My first died seconds in due to my ponies embarking right next to hostile protectaponies.


Ideas:
I know this is pretty far down the road, but I would like to see friendly military factions. It would make sense to be able to hire mercenaries and make deals with the Rangers in exchange for resources and space.

I don't know if Dwarf fortress would allow it, but I think a ransom system would make a lot of sense, where Steel Rangers will promise to not attack if you surrender whatever high tech goods they desire. Similarly, allowing Unity to take particular foals in peace. It would give poorly secured forts a way to avert destruction, while still at high cost. Its just an idea.

Bugs?:
My ponies aren't collecting salvage anymore, I keep getting a cancellation message saying the item is inaccessible.

Maybe its just my particular world, but I can't get saltpeter on embark or as something to request.

Is there no way to make stone spikes for placing at the bottom of pits?, that doesn't make much sense to me.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Graknorke on March 18, 2013, 06:26:10 pm
Inter-civ relation mechanics are hardcoded into the game. You can change the actual creatures and the ethics but there's no way to add new ways for civs to interact with each other.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 18, 2013, 06:46:43 pm
Gzoker: DFhack is going to be an integral part of the mod in the next version, so I recommend finding a way to get it to work. DFhack r3 was just released; maybe it won't have the problems you experienced with r2.

Neowulf: Transforming living creatures into salvage has its own difficulties. It's a novel idea, but not one I have the time for at the moment.

Thirtyeight: Glad you enjoy it! :) Friendly militia factions are possible (The slave traders are an example), and hiring Talon mercenaries is on the development list. However, as Graknorke mentioned, there's no way to alter an existing hostile faction's mechanics (Apart from diplomats, but they can't be modded to set the terms you described).

> My ponies aren't collecting salvage anymore, I keep getting a cancellation message saying the item is inaccessible.
You're going to have to be more specific, though it sounds like there's a blockage between the salvage and the hauling destination.

> Maybe its just my particular world, but I can't get saltpeter on embark or as something to request.
Perhaps. I'll look into it.

> Is there no way to make stone spikes for placing at the bottom of pits?, that doesn't make much sense to me.
Ordinary stone can't be made into traps or weapons. IIRC obsidian is the exception.

Thanks for the feedback! :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 18, 2013, 07:18:29 pm
There's no blockage I can see. The salvage logs just sit outside while I have 20 idlers. The logs get retrieved when I use the salvage yard, but its not getting put in piles within my stable walls. I must have done something, because the ponies used to haul them, but the salvage was also a lot closer to the piles then.

Is there anyway to decrease the frequency of irradiated dust storms? Sometimes it seems like I'm playing whack-a-mole.

Also, on the tips on the first page, you say " Hunting and anti-machine rifles use the markspony skill, while combat rifles and pistols use the gunnery skill." This confused me, as markspony and gunnery aren't classes in the game, so I didn't know who did what. Could you put the DF class in parentheses so people will know?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 18, 2013, 07:25:57 pm
Have you zoned a wood stockpile for the salvage logs?

There's no way to decrease the frequency of the dust storms, apart from embarking in a region that doesn't have them.

Markspony and gunnery equate to bows and crossbows, respectively. I've edited the first post accordingly.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 18, 2013, 07:30:43 pm
Q:Have you zoned a wood stockpile for the salvage logs?




If you mean have I made a stockpile specifically for salvage, yes I have, it goes unused. Originally I had just one pile, for both wood and salvage, but eventually I gave both their own piles.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 18, 2013, 07:39:29 pm
Salvage stockpiles work in the mod, so here's what you can try:
Make sure the salvage stockpile's Wood settings allow it to take salvage logs.
Highlight the salvage stockpile with (q) and make sure it's set to take from anywhere (a).
If it already is, delete it and rezone it.
If that doesn't work, abandon this embark and start again. It may be a save-specific glitch.

Edit to below: No problem! I'm glad to help. :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 18, 2013, 07:45:18 pm
Naturally as soon I start playing again my entire fort surges out and takes the salvage. Figures.

I really appreciate you listening to me, that's very considerate of you.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 18, 2013, 08:29:58 pm
Naturally as soon I start playing again my entire fort surges out and takes the salvage. Figures.

I really appreciate you listening to me, that's very considerate of you.
You had messages about inaccessible stuff cancellations?  You might either have some sort of burrows set and/or civilian alert mode was activated... or more likely the pathways to the outside were locked via doors or something.

Maybe.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 18, 2013, 09:45:49 pm
Okay, so far it looks like only medium quality salvage logs are going into the salvage pile. I'm starting to consider trying a regular wood pile again to see what would happen. If still nothing changes, I may try a new stable.

In other news, once when I saved the game to go back to the main screen, I got the Blue Screen of Death. I restarted my computer and tried the game again, and it didn't happen again, thankfully.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 18, 2013, 09:58:07 pm
If you get a BSOD, delete the song_game and song_title files in data => sound in your DF folder. They're a bit longer than the vanilla music files and may be difficult to open.

Alternatively, the game could have consumed too much RAM. This tends to be limited to older computers, though.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 19, 2013, 01:51:13 am
Query: When can the next update with the DFhack syndrome items be expected?
Wondering because I have the week off next week and will be idling a bit, could be a good opportunity to launch something new/test the mod a little.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 19, 2013, 04:00:25 am
> I don't know if Dwarf fortress would allow it, [..] ransom [..] would give poorly secured forts a way to avert destruction, while still at high cost.
Not possible in 34.11, but on DF development list, along with mercenaries.

> My ponies aren't collecting salvage anymore, I keep getting a cancellation message saying the item is inaccessible.
I've run into this myself. I think it is some kind of glitch with sorting the "wood" that comes from linking piles to workshops, but I haven't figured it out.
* Sometimes restarting the game is enough.
* Unmark all your wood and salvage stockpiles and redo them.
* If that won't work, unmark all the wood stockpiles again and remove salvage yard, carpenters and wood burners. Then place all of it again.
 

> Maybe its just my particular world, but I can't get saltpetre on embark or as something to request.
What minerals you can get on embark is random and it depends on the world and civilisation. Sometimes I was able to buy it, sometimes not. I was never able to mine it.

> Is there no way to make stone spikes for placing at the bottom of pits?
??? Nope.

> Hiring Talon mercenaries is on the development list.
??? The only way to do this I can think of is giving the slavers some caged Griffins for sale and assigning them as "pet" bodyguards to ponies. To make them citizens, you'd have to do the same as with slave castes.

> Is there anyway to decrease the frequency of irradiated dust storms? Sometimes it seems like I'm playing whack-a-mole.
They are annoying, but I think the least dangerous kind got removed from the game.

> "Hunting and anti-machine rifles use the markspony skill, while combat rifles and pistols use the gunnery skill." This confused me, as markspony and gunnery aren't classes in the game, so I didn't know who did what.
I've written that in my FoE military guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3941308#msg3941308), but this can be confusing and Dwarf Therapist still displays "Bows" and "Crossbows".
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 19, 2013, 01:43:23 pm
Sorry for not wording my question correctly. What I meant was 'Are there supposed to be multiple civs you can select after [Tab]bing enough times?'
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 19, 2013, 02:03:49 pm
Sorry for not wording my question correctly. What I meant was 'Are there supposed to be multiple civs you can select after [Tab]bing enough times?'
No, so far, without editing the raws, you can only start from the stabletech civilization. 
You can make the other races/entities playable on your own if you want to, but they are not as developed nor do they have nearly as many options as the stable entity.

Also, should only ever be 1 stabletech civilization, unless you edit that yourself.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 19, 2013, 04:18:02 pm
Thanks, now I just need to figure out how to make Unity playable and Ill be set(As in, can someone tell me what tag is needed for Playble)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 19, 2013, 04:48:23 pm
You'd have to change "entity_default.txt". Only the Stable Ponies have all the reactions, but you can also play as Wastelander adventurers. To play as Unity adventurer, add [INDIV_CONTROLLABLE] to it. Fortress Mode requires [CIV_CONTROLLABLE], but you'd have to add a bunch of other things too, I think.

As a side note, I generated a world and was looking for saltpetre by #prospect all on the embark map. It took me at least a hundred tries to find it, but I did eventually. It was in a Tropical Freshwater Swamp in a Claystone layer. I got over a thousand of it, but it is very rare - it is easier to find iron, coal or rich deposits of gems.
With the reduced cost of scrap / antique items, I wasn't able to cheese so much on embark, so the fix worked.
Oh and I used the 0.98c Linux version. Apart from DwarfTherapist only working once, they dying on me, it was working fine. 
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 19, 2013, 05:58:27 pm
> When can the next update with the DFhack syndrome items be expected?
I working towards a Friday/Saturday release. :)

> Hiring Talon mercenaries is on the development list.
Workshop spawning lets you create 'friendly' creatures, although you can't control them so you have to build the workshop where you want the creatures to be.

> Are there supposed to be multiple civs you can select after [Tab]bing enough times?
As was mentioned, the only civ intended to be playable is Stable-Tec, of which there is only one.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 19, 2013, 06:41:23 pm
To avoid boredom, I was advised to settle in the harshest place in the wasteland, but sadly Hoofington was not available. So i looked for the worst hell my procedurally generated wasteland could offer, and i found a site on the border of a terrifying tundra and a savage taiga, with seven levels of aquifer under the frozen soil. Prospect says there are only 15 high quality salvage and 48 medium quality salvage on the surface. There are 144 low quality salvage and 80 wood. It will be enough. Here is the event log of my first half year. Oh and the stable is called Bookfort.
Embark supplies, (1800 points total):
Spoiler (click to show/hide)
The team, the Cremated Candy:
Spoiler (click to show/hide)
Event log, spring:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 19, 2013, 08:32:59 pm
Awesome, you plan on naming ponies after us or just their defaults?(If you don't no need to change plans)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 19, 2013, 09:09:13 pm
I just want to say, I'm really looking forward to see adventure mode getting some love. Your work has been nothing short of amazing, I'm sure you will be able to work wonders there.

I finally figured out why ponies weren't collecting salvage. Turns out it had to do with wheelbarrows. I didn't know that if you enabled them, haulers wouldn't haul things without them.

I had an idea, what about explosive slave collars? you could buy them from slavers and jury rig simple bombs from them.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 20, 2013, 02:31:53 am
I can ponify you, but i wasn't planing to write any stories, just logs and pictures this time. My only goal is to survive as long as i can, but at least for ten years.
Edit: the second half my first year.
Spoiler (click to show/hide)
Behold, the face of my fortress:
Spoiler (click to show/hide)
And this is the state granite 1, in the second year:
Spoiler (click to show/hide)

Lycaeon, can we have a birth control method like the sun-moon sugar thing from Valikdu's mod? There are a lot of situations where it could be useful, and in Horizons the stable ponies all have implants, so it can be justified.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 20, 2013, 10:20:04 am
Aboveground Crops

 
IDNameValueGrows (Days)SeasonsEatCookBrew (Value)BiofuelProducts (Value)Hints
LEAF_HAND_BLACKblack hand leaf284
Winter
Spring
YesYesNoNoMILL: black hand dye (25)Cook
BERRY_CLOUDcloud berry256
Winter
Spring
YesYespegasan wine (5)YesMILL: cloud dye (25)Brew Embark
THISTLE_DEATHdeath thistle284
Winter
Spring
NoNoNoNo
MILL: deadly dye(25)
EXTRACT(Flask): liquid death (poison) (500)
Dye Useless

I'm writing a crop guide. What do you think about this kind of table? Is it useful? Are there any important fields missing? I want this to be useful for choosing which seeds to take on embark as well as what to grow and how to set up stockpiles that give to workshops. Should this be broken down in above and below ground tables, sorted by name? Should I add the colour of the dyes? Or maybe even try to colour the table in accordance with it? A table like this is a lot of BBcode, but I guess I'll do it by copy-paste, rather than a perl script.

Here are some random things, I've noticed:
* The Pony mods like to introduce lots of new plants. Consider decreasing their amount. Especially the dyes, though to their credit most of them can be used for other things.
* Maybe make the underground crops less efficient (longer growdur) than surface?
* Carrot juice seems twice as tasty as celery and radish juice... yeah, I guess that's intended. Plus carrot grows in only 2 seasons.
* Beetroot should have a juice too. I can buy some at the grocery store.
* A lot of underground dye crops grow in Winter Spring. I find that rather odd; why not Spring Summer?
* The soldiers like the most expensive flasks they can get. This means they will actually pick up flasks with golden salve or liquid death, preventing their sale or use. I haven't observed any adverse effects from drinking from such a flask, apart from it's increased weight. In any case I wouldn't make "Extract to vial" a part of any production chain, such as poisoning weapons with liquid death. 
* There are enough crops to implement multi-stage production chains for drugs.
* Having some dring inconvertible to biofuel is a merit. With multiple crops, it is safe to set "alcohol to biofuel" on repeat and not run out of drinks. Of course a better method is to use a specialised stockpile with "give to workshop" to keep the more expensive stuff for drinking.
* Shouldn't CANDY be [EDIBLE_RAW] and [EDIBLE_COOKED]?
* I think Synth Reed can't be made into soap. It lacks the PLANT_SOAP_TEMPLATE.
* Some of those plants (cloud berry, sky bulb) sound like they should be imports from the Enclave at best and not producible locally.
* There are some price anomalies, for example sky bulb has value 3 and alcohol value 4, while cloud berry has value 2 and alcohol value 5.
* Barrel Cactus has value 3. I think it should be 1, it's not like cacti are a preferred crop and the value of wasteland water and cactus jam reflects this.
* Synth Reed dominates Rope Reed. It is as good or better in everything.
* Dimple cups are useless for anything but dye and if I want dye, I can get it elsewhere. When I tell ponies to gather plants, this stuff just clogs up my plant stockpiles. I'd like this either having another use or removed from the game. Same with blade weed and Hide Root.
* Whip vine has value 1. This is a mistake.
* Sun berry is worthwhile if you can get is. So is Whip Vine, which makes the best flour.
* Wisdom Bush is great if you want to export big stacks of expensive food, but if you don't want to go above ground, quarry bush is also great. 
* Growdur is in hectoticks, so just divide it by 12 to get the duration in days. 1008 is 84 days, 672 is 56 days.

> I had an idea, what about explosive slave collars? you could buy them from slavers and jury rig simple bombs from them.
Nah, the collars were just to keep the more dangerous slaves in line. We have Sprite-bots as suicide bombers and I'd rather keep it that way.

> My only goal is to survive as long as i can, but at least for ten years.
Good, Lycaeon wanted some feedback on late game for some time.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Mura on March 20, 2013, 11:00:04 am
Sorry my crazed plaguebot idea is taking so long- computer problems were keeping me from accomplishing much these last several days. If nothing else goes horribly wrong, I expect to be able to upload it today or tomorrow.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Neowulf on March 20, 2013, 12:26:34 pm
Crops
Agree with underground crops less efficient. Frankly the trade off should be: Above ground = faster growth/only a couple grow in winter, Underground = Very slow growth/year round growing. With the net effect that on average you get more harvests per year of above ground and have a season or two of freetime to do other stuff (like work on the needed extra security).

Also agree on enough variety to start with drugs. Infact using dyes, pressings, and extracts would be easy and effective.
Case in point, Chemotherapy was developed after a researcher killed off the cancer cells he was studying while trying to dye them for better visibility. And of course some of the most powerful painkillers are derived from flower extracts (opiates from the opium poppy).
No need to expand the plant list, just add mill/press/extract/ect... products to everything.

Pretty sure candy is edible by default because it's classified as a cheese.

Dimple cup/blade weed/hide root: Agreed on more uses needed. A quick alcohol and use them in drug making would do it nicely.

Synth/Rope reed: Yeah, either rope reed needs to be pressable to oil, or some other above ground crop needs oil and rope reed needs another use (like a flour or extract).
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 20, 2013, 12:37:28 pm
@Crops: Hmm...  I think I only bothered to use 2 different crops, when I finally figured things out.  Synth-reed and one other, I totally forgot the name of it.  It seemed like a Plump Helmet replacement?

Its cause Synth-reed can be used as BOTH alcohol and cloth, while the other was cookable and brewable, but not edible if I remember correctly.  1 dedicated EP farmer can keep both these coming in year round in 2 nice 7x7 plots.  (Everyone can harvest)
I did not even know plant stuff can be made into soap...

I never got into dyes or fancying up my stuff.  My forts tended to be too inefficient to get that added on top of normal operations and projects or in the opposite case, not enough jobs for everypony when I leave the population uncapped.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 20, 2013, 02:16:08 pm
This is a guide to crops in FoE. For general info on farming see magmawiki (http://dwarffortresswiki.org/index.php/Crops).

Aboveground Crops

 
Name
ID
ValueGrowsSeasonsEatCookBrew (Value)BiofuelProducts (Value)Hints
barrel cactus fruit
BARREL_CACTUS
356Spring Summer AutumnYesYeswasteland water (1)NoEXTRACT(Barrel): barrel cactus jam (15)Cook Embark Press
blade weed
WEED_BLADE
284Winter Spring SummerNoNoNoNoMILL: emerald dye (20)Dye Useless
bloated tuber
TUBER_BLOATED
184Spring Summer AutumnYesYestuber beer (2)YesN/ABrew Biofuel
fisher berry
BERRIES_FISHER
256Spring SummerYesYesfisher berry wine (2)YesN/ABrew Biofuel
hide root
ROOT_HIDE
184Spring Summer AutumnNoNoNoNoMILL: redroot dye (10)Useless Dye
Longland grass
GRASS_LONGLAND
284Spring Summer AutumnNoNoLongland beer (2)Yes
MILL: Longland flour (20)
DOUGH: (20-40)
Mill
muck root
ROOT_MUCK
184Spring Summer AutumnYesYesswamp whiskey (1)YesN/ABiofuel
prickle berry
BERRIES_PRICKLE
156Spring SummerYesYesprickle berry wine (1)YesN/ABiofuel
rat weed
WEED_RAT
184Winter Spring SummerYesYessewer brew (1)YesN/ABiofuel
rope reed
REED_ROPE
284Spring Summer AutumnNoNoriver spirits (2)YesTHREAD: rope reed thread (2)Thread
silver barb
SLIVER_BARB
184Spring Summer AutumnNoNogutter cruor (1)YesMILL: sliver dye (20)Biofuel
sun berry
BERRY_SUN
356Spring SummerYesYessunshine (5)YesN/ABrew Embark
tumbleweed
TUMBLEWEED
156Summer AutumnNoNowasteland gin (3)YesMILL: ochre dye (20)Brew
valley herb
HERB_VALLEY
556N/A? Spring SummerNoYesNoNoEXTRACT(Flask): golden salve (100)Cook
whip vine
VINE_WHIP
184Spring Summer AutumnNoNowhip wine (3)Yes
MILL: whip vine flour (25)
DOUGH: (25-50)
Mill Brew
wild strawberry
BERRIES_STRAW_WILD
256Spring SummerYesYesstrawberry wine (2)YesN/ABrew Biofuel




Underground Crops

 
Name
ID
ValueGrowsSeasonsEatCookBrew (Value)BiofuelProducts (Value)Hints
carrot
ROOT_CARROT
284Spring SummerYesYescarrot juice (2)NoN/AJuice
cave wheat
GRASS_WHEAT_CAVE
284All yearNoNobeer (2)Yes
MILL: wheat flour (20)
DOUGH: (20-40)
Mill Brew
celery
CELERY
284Winter Spring SummerYesYescelery juice (1)NoN/ACook Juice
dimple cups
MUSHROOM_CUP_DIMPLE
256All YearNoNoNoNoMILL: dimple dye (20)Dye Useless
quarry bush
BUSH_QUARRY
256All yearNoNoNoNo
LEAF: leaf (5)
OIL: rock nut oil (5) rock nut press cake (1) rock nut soap (5)
Leaves Embark
radish
ROOT_RADISH
284Winter Spring SummerYesYesradish juice (1)NoMILL: radish dye (4)Cook Juice
sweet pod
POD_SWEET
256All yearYesYesrum (2)Yes
CANDY: sweet pod candy (20)
MILL: sugar (20)
EXTRACT(Barrel): syrup(20)
Brew Candy Mill Syrup Biofuel Embark
synth-reed
SYNTH_REED
284All yearNoNosynthcola (2)No
THREAD: synth-reed thread (2)
OIL: synth-oil (5)
Thread Embark



Conclusions:
* Pretty much the only benefit to aboveground farming is better drinks. Otherwise underground farming wins.
* Quarry Bush Leaves win when it comes to big stacks of expensive meals. Good for export!
* Synth Reed is the best plant for thread production. 
* Sweet Pods are all-around versatile and grow fast and year-round.
* Barrel Cactus and Quary Bush leaves can in an emergency be pressed into water in buckets, usable to give water to the wounded.
* It is worth it to buy stacks of 5 valley herbs from traders to use them for cooking. Since cooking doesn't produce seeds, it is not possible to grow them. 
* Carrot juice is twice as tasty as celery or radish juice, but carrot grows in only 2 seasons. All three won't be converted into biofuel.
* Having some drinks inconvertible to biofuel is a merit. With multiple crops, it is safe to set "alcohol to biofuel" on repeat and not run out of drinks. Of course a better method is to use a specialised stockpile with "give to workshop" to keep the more expensive beverages for drinking.
* The soldiers like the most expensive flasks they can get. This means they will actually pick up flasks with golden salve, preventing their sale or use. I haven't observed any adverse effects from drinking from such a flask, apart from it's increased weight.
* Synth Reed dominates Rope Reed. It is as good or better in everything.
* Some plants, like Dimple cups, are useless for anything but dye.
* Sun berry is worthwhile if you can get is. So is Whip Vine, which makes the best flour.

Recommended for embark:
synth-reed, quarry bush, sweet pod, sun berry, barrel cactus   

Recommended for cooking:
quarry bush, sweet pod

Recommended for brewing:
sweet pod, synth reed, cave wheat, sun berry, whip vine, tumbleweed

Recommended for flour:
whip vine, cave wheat

Recommended for candy, sugar and syrup: 
sweet pod

Recommended for biofuel:
sweet pod
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 20, 2013, 02:48:54 pm
Gzoker: Good stuff! :D I'm surprised you haven't seen any ghouls yet, but some embarks are just lucky I suppose. Your Stable's layout is especially nice.

> For six low quality scrap shields we bought various cut gems...
Cheesing the salvage material values I see...::)

> Lycaeon, can we have a birth control method like the sun-moon sugar thing from Valikdu's mod?
That's not a bad suggestion. I'll look into it. :)

Thirtyeight: Thanks! :) Adventure mode development is some ways off, but I do have a document of possible features I keep updated.

Explosive slave collars wouldn't be more than fluff given the current DF mechanics, and explosives are relatively plentiful already.

Maklak: While the crops guide is much appreciated...I plan to replace the current set of crops with ones from the Fallout and FoE canon, as a prerequisite for the chem manufacturing system. This won't happen for a couple of weeks, though, so I've linked your guide to the front page for the time being.

> The Pony mods like to introduce lots of new plants. Consider decreasing their amount.
The revamp will remove purely dye plants altogether, and also addresses many of your other pointers like pegasus-oriented crops.

> Maybe make the underground crops less efficient (longer growdur) than surface?
Underground crops are intended to be the main source of food/drink for most Stables (As Stable ponies raised their crops in underground farms), while surface plants will be more varied in use, yielding limited food/drink but also serving as ingredients for chem production.

>  There are enough crops to implement multi-stage production chains for drugs.
I haven't put much work into the production chains yet, but I'll keep yours and Neowulf's suggestions in mind.

> Shouldn't CANDY be [EDIBLE_RAW] and [EDIBLE_COOKED]
Yes, it should.

> I think Synth Reed can't be made into soap. It lacks the PLANT_SOAP_TEMPLATE.
Also noted.

> Growdur is in hectoticks, so just divide it by 12 to get the duration in days. 1008 is 84 days, 672 is 56 days.
Good to know! :)

Thank you for your feedback and guide Maklak. They're excellent as always! :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 20, 2013, 03:20:36 pm
I thought cloud berry, midnight berry and twilight berry were removed in the last update. I can't find them in the raws either. (with the search function, not by eye) Otherwise, its a really good guide Maklak, I hope you will make another one after the drug manufacturing update :D Still, I like to have those blue jumpsuits so without dimple cups i would be lost.

As i see it a shield is a valuable commodity in the wasteland, as it can greatly increase your chances of survival, but gems are just colored pebbles. They only have value for the ones who understand their mysterious nature, and who can drew from the power lying within them. So it was a fair trade. If you really want to roll your eyes wait for my next report. :D
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 20, 2013, 03:32:53 pm
> I thought cloud berry, midnight berry and twilight berry were removed in the last update. I can't find them in the raws either.
Huh? Well, this is embarrassing. I checked inside the 0.98c archive and those plants aren't there. I don't know which version I'm even playing, then. There should be a manifest.txt file with the current mod version inside the RAWs for just something like this. It will be ignored by the game if it doesn't have square brackets. I'll go ahead and cross-check my table with the current RAWs, then.

> Still, I like to have those blue jumpsuits so without dimple cups i would be lost.
To each their own. Besides, if you're dying plants, you know enough to ignore the "Useless" hints you disagree with anyway :P 

EDIT: Removed: black hand leaf, cloud berry, death thistle, midnight berry, sky bulb, twilight berry, weld, wisdom bush and beetroot which are not a part of 0.98c.

EDIT2: Starmetal could be a catalyst (with say 2% cahnce of being used up) in plasteel production.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 20, 2013, 06:25:02 pm
Spring,52:
Spoiler (click to show/hide)
I think this stable won't last ten years, fps is dropping too rapidly. The inefficient layout of the stable combined with a lot of ponies is going to kill it sooner than later. I will try and struggle as long as possible though.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 20, 2013, 06:41:59 pm
> Growdur is in hectoticks, so just divide it by 12 to get the duration in days. 1008 is 84 days, 672 is 56 days.
Good to know! :)

This isn't actually true; they're in deciticks. Since 10080 is a season, this means that 40320 is a year; 403200 is the number of ticks in a year. There are 1200 ticks in a day.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 20, 2013, 06:49:50 pm
> This isn't actually true; they're in deciticks. Since 10080 is a season, this means that 40320 is a year; 403200 is the number of ticks in a year. There are 1200 ticks in a day.
1200 x 28 x 3 = 100800 ticks / season and 403200 ticks / year. Besides, if I were incorrect, the crops in this mod would grow up in 6 to 9 days, which they obviously don't, so the wiki is correct on GROWDUR. http://dwarffortresswiki.org/index.php/Time

The DF Modern mod has this:
* Corn. An above ground plant that can be eaten raw or used to make...
* Soda. A high-value alcohol that can be made from corn and sugar at the chemist lab.

EDIT.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 20, 2013, 06:58:20 pm
Months are 28 days, not 30.

confus
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 20, 2013, 08:30:48 pm
Workshops and Ideas, some shamelessly stolen from what I have seen in other mods:

Wicker workshop
Embarked in a zone with no trees?  Grow underground or aboveground crops that can be processed into wicker at this workshop (or at the sawmill, to utilize what we have already) and then spun into simple furniture (Chairs, beds, bins [called trunks] and non-liquid holding pots [called baskets]).  This could be an extra use for tumbleweed or those redundant thread/dye plants.

Crematorium
If I remember right, this was even pointed out as being standard to a Stable (I know it is, with Vaults).  They didn't bury their dead, they burned them.  This could be a way to get extra ash, by burning all those useless body parts, vermin and whatnot that accumulate in refuse piles.

Parchment
We have the paper mill for such, but what if you do not want to make use of possibly hard to come by wood for that purpose?  Ancient paper was once made from processed animal hide.  Add a reaction to the paper mill or the leather worker's shop to turn tanned hides into parchment, which could then be processed into paper.

Star Metal
From hints given, it seems the author is planning on making the stuff more !!FUN!! than it already is.  Perhaps add in a possibility of any pony wearing it for extended lengths of time has their mental stats shifted towards being more "evil" until they turn into a "nightmare" version of themselves.


Cyber Lab
Extreme late game workshop that would allow a doctorpony to make use of rare materials to provide cybernetic implants to anypony they wish.  Maybe a cure for those ponys with that wonderful combat CM but abysmal stats, or that one prized militia member who has lost a leg.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 20, 2013, 08:33:24 pm
Eh, there's no way to delay itemsyndrome effects until it's worn for long enough.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Byakugan01 on March 20, 2013, 11:18:50 pm
Lycaeon has been pretty ingenious so far in adding stuff. I wouldn't put it past him to figure out a way to simulate that. That...or, it could be poisonous (worsening over time, of course!) and/or unleash a horde of aliens all armed with alien blasters into your base, or something. Not playing the mod until I finish reading the entire thread, but I'm at page 67 (and have been reading for a few days), and I gotta say that is there is one thing this mod is, it is..."inventive" (!!xxFUNxx!!", ""lethal", and "*insert adjectives describing a combined Slaver, Ranger, and Unity Siege*) Well...inventive more describes Lycaeon. So, whatever he DOES have planned for the stuff...it will most likely be even funner than the circus. It will likely be able to chew the clowns up and spit them out, and do it all before breakfast.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Putnam on March 20, 2013, 11:23:25 pm
Lycaeon has been pretty ingenious so far in adding stuff. I wouldn't put it past him to figure out a way to simulate that.

Trust me, I made the script :P It applies immediately and there's no way to prevent it from activating once it's activated.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Treason on March 20, 2013, 11:33:09 pm
So, on a lark, I decided to give myself a few more points at embark when in a new world and set off for a remote section of the world that looked promising.

I wasn't expecting the constant clouds of irradiated dust.  I could live with that.

I couldn't live with the constant streams of ghoul herds led by four glowing pegasus ghouls and no less than seven (yes, seven) lesser ghouls in their wake..every other month..

When the death-packs aren't wandering around, I have two to three reavers making the topside even more hazardous to pony health.

I gave myself enough points to get two Mr. Hooves, two Turrets and two Sprite-Bots with careful rationing of initial items.

They were ripped apart by the first ghoul wave almost upon touch.  Flying pegesi ripped heads off from their first and only (needed) hoof strikes.  They then killed my only doctor..and after they left, my ponies decided it was a wonderful idea to go topside to clean up sprite-bolts that dropped from up high and "spattered" during a dust storm.

Tantrum spiral, in 5..4...

My Mason threw a fit and murdered my scavenger/mechanic/Expedition Leader in a single hit.

..dust settles, both above and below, and I'm down to two ponies from my initial seven..and it's not even late summer.

This wasn't even a evil biome..
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Replica on March 21, 2013, 01:30:04 am
This wasn't even a evil biome..

(http://fc09.deviantart.net/fs70/i/2012/142/7/0/fallout__equestria_logo_wallpaper_by_lightning5trike-d50q3du.png)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Splint on March 21, 2013, 01:43:22 am
I thought ghouls were restricted to evil biomes...

Bah, i haven't played the mod in a while so what the hell do I know.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 21, 2013, 06:59:09 am
Since I was asked about this, I wrote a simple perl script to help with those BBcodes for a crop table. It accepts input in the form of a CSV file, like this:

BARREL_CACTUS, barrel cactus fruit, 3, 672, Spring Summer Autumn, Yes, Yes, wasteland water (1), No, EXTRACT(Barrel): barrel cactus jam (15), Cook
WEED_BLADE, blade weed, 2, 1008, Winter Spring Summer, No, No, No, No, MILL: emerald dye (20), Dye Useless
TUBER_BLOATED, bloated tuber, 1, 1008, Spring Summer Autumn, Yes, Yes, tuber beer (2), Yes, N/A, Brew Biofuel 
BERRIES_FISHER, fisher berry, 2, 672, Spring Summer, Yes, Yes, fisher berry wine (2), Yes, N/A, Brew Biofuel

It formats it into a BBcode table. It doesn't insert colours and hints by itself, nor does it divide Products into separate lines by inserting sub-tables (which would be doable in a few more lines of code), but it will preserve any BBcodes already present in it's input. It doesn't even sort the input by name. All it does is add BB codes for a table. If there are any requests for simple changes, I can do that, but no GUI or other fancy things. This script can be easily modified to work with other mods by removing the references to biofuel.

Writing a RAW crawler that generates a table from RAWs would be much more challenging.

Spoiler (click to show/hide)



> Wicker workshop
Played goblin camp, I see :P Well, this would pretty much duplicate the functionality of plywood workshop, but for embarks low on trees it makes for a good alternative to stone bins.

> Crematorium
We can already burn vermin and trash at the salvage yard.

> Parchment
Well, OK, I often have more mottled leather than I know what to do with. Heck, we could even make low-quality paper out of low value leather and high quality paper out of expensive leather.

> Cyber Lab
The only way I see this working is by changing a pony's caste to "Cyberpony", erasing the cutie mark in the process.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 21, 2013, 11:00:18 am
Here's a question. Sometimes I can't make certain buildings because I'm told I lack things like 10 posters, or certain talismans. The problem with that is, I know I have those things because my ponies keep bringing them to the depot with the craft bins. Any idea why the game isn't letting me use them?

Also, I was curious if Lycaeon would be interested in adding some fluff items. Masterwork in addition to all its various addons, also added crafts that reference DF inside jokes, like Cacame Apebald figurines and miniature mermaid farms. You could do the same thing, adding some variety to the crafts and make a few references to the events in FoE or FiM. It would be totally in universe for kids to be playing with Shining Armor and Chrysalis dolls, or jewelry resembling the elements of harmony.

I know it wouldn't affect the game in any major way, but it would be a nice little way to tie the mod to its sources.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 21, 2013, 11:14:37 am
>Sometimes I can't make certain buildings because I'm told I lack things like 10 posters, or certain talismans. The problem with that is, I know I have those things because my ponies keep bringing them to the depot with the craft bins. Any idea why the game isn't letting me use them?
Most likely because they are being moved around a lot. Anything hauled cannot be used in constructions. You can avoid this if you have separate stockpile for tools and toys from trading goods.

Edit: The rest of the second year.
Spoiler (click to show/hide)
I have checked out the site in legends viewer and it seems i have chosen the most remote location possible. Every civilization is at least a quarter continent away from Bookfort. There won't be much fighting for a long time. Wealth: 740k; exported: 40k.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Lycaeon on March 21, 2013, 04:45:04 pm
Apologies for the late response. Development on the update is sucking away most of my free time. :(

gzoker: Even in the post-apocalyse, gems are still valuable to the right parties. The Twilight Society in Tenpony Tower ran a functional arcane research chamber, and Red-Eye likely was looking into magical technology as well. I like the efficiency of your spell training system.

> The miracle of alchemy! Silt clay has turned into black sand.
Rock grinding takes worthless stone, so I don't think it accepts ice. ;)

> Somehow I can't build a Display Case from Fog's tail.
Severed bodyparts aren't recognized as reagents.

>  It's a little strange that an earthpony could feel the surge of adrenaline from an enemy she is not even aware of.
Interactions that are triggered by enemies happen even when those enemies are stealthed. There's not much I can do about this.

> Large gems cannot be carved again.
I didn't include a recovery reaction for them as they're useful for decoration.

> I think this stable won't last ten years, fps is dropping too rapidly.
:( As I mentioned, it would be a good idea to try and get DFhack working.

Maklak: I have no idea what that script does, but it looks nifty. :)

> There should be a manifest.txt file with the current mod version inside the RAWs for just something like this.
I'm not sure what you mean. The version number is already in the folder name. If you mean a list of raw changes, one is provided in every update post. I'm not sure when I removed those crops though...I probably forgot to write it down.

Treason: The crematorium, cybernetics lab, and star metal effects are all on the development list, but the wicker workshop and parchment seem too low-tech to be used by Stable ponies.

It does sound like you embarked in an irradiated biome (savage), which actually is almost as dangerous than the deathlands, the only differences being the lack of pink cloud, slightly less salvage, and creature types.

Byakugan01: I defer to Putnam in script matters as he's the expert on them. However, delayed material effects may be possible through intricate interaction chains, so don't discount star metal just yet. I hope you enjoy the mod! :D

Thirtyeight: Fluff items are planned, yes, though functional features have priority. Suggestions are still welcome!

Thanks for the feedback everyone! :)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 21, 2013, 05:14:39 pm
Bookfort, Spring, 53:
Spoiler (click to show/hide)
Yeah right...
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The game crashed on Hematite 2. :(
Edit: thankfully i could load the save and it didn't happen a second time, so here is summer:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Pokon on March 21, 2013, 05:24:13 pm
So, I made some crappy Highlanders. They are slightly bigger than regular ponies and have a beefed up version of the power up regular earth ponies have. In essance, they are big raiders with little metal access. A decent gun squad can take them on. Just....keep melee fighters away from them.
Creature
Code: [Select]
[CREATURE:PONY_HIGHLANDER]
[NAME:highlander:highlander:highlander]
[COLOR:3:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[LIKES_FIGHTING]

[PREFSTRING:jolly songs]
[PREFSTRING:relationships with goats]
[PREFSTRING:size]
[CREATURE_CLASS:ENEMY]
[PERSONALITY:SELF_CONSCIOUSNESS:0:20:39]
[PERSONALITY:ANXIETY:61:80:100]
[PERSONALITY:FRIENDLINESS:0:35:75]
[PERSONALITY:GREGARIOUSNESS:0:60:100]
[PERSONALITY:CHEERFULNESS:61:80:100]
[PERSONALITY:TRUST:0:20:39]
[PERSONALITY:ALTRUISM:0:20:39]
[PERSONALITY:SYMPATHY:0:20:39]
[PERSONALITY:IMAGINATION:0:40:100]
[PERSONALITY:ANGER:0:60:100]
[PERSONALITY:DEPRESSION:0:35:75]
[PERSONALITY:IMMODERATION:61:80:100]
[PERSONALITY:ACTIVITY_LEVEL:61:80:100]
[PERSONALITY:COOPERATION:0:20:39]
[PERSONALITY:LIBERALISM:61:80:100]
[PERSONALITY:ORDERLINESS:0:20:39]
[PERSONALITY:DUTIFULNESS:0:20:39]
[PERSONALITY:SELF_DISCIPLINE:0:20:39]
[PERSONALITY:CAUTIOUSNESS:0:20:39]
[MENT_ATT_RATES:MUSICALITY:500:1700:1900:2000:2100:2300:3000]
[MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
[MENT_ATT_RANGE:WILLPOWER:1200:1700:1900:2000:2100:2300:3000]
[MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]
[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500]
[MENT_ATT_RATES:CREATIVITY:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500]
[MENT_ATT_RATES:INTUITION:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:100:200:300:400:450:500]
[MENT_ATT_RATES:LINGUISTIC_ABILITY:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:400:600:750:800:900:1100]
[MENT_ATT_RATES:SOCIAL_AWARENESS:475:NONE:NONE:NONE]
[CASTE:EARTH_F1]
[CASTE:EARTH_M1]

[SELECT_CASTE:EARTH_F1]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CREATURE_CLASS:EARTH_FEMALE]
[BODY:QUADRUPED_PONY:TAIL_PONY:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS_PONY:ORGANS_PONY:THROAT_QUADRUPED:NECK_SPINE:SPINE_PONY:BRAIN:SKULL:MOUTH:TEETH:TONGUE:RIBCAGE:EYELIDS:CHEEKS]

[SELECT_CASTE:EARTH_M1]
[MALE]
[CREATURE_CLASS:EARTH_MALE]
[BODY:QUADRUPED_PONY:TAIL_PONY:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS_PONY:ORGANS_PONY:THROAT_QUADRUPED:NECK_SPINE:SPINE_PONY:BRAIN:SKULL:MOUTH:TEETH:TONGUE:RIBCAGE:EYELIDS:CHEEKS]

[SELECT_CASTE:EARTH_F1]
[SELECT_ADDITIONAL_CASTE:EARTH_M1]
[DESCRIPTION:A brutish pony decended from pre-war hill clans who is prepared to fight for glory and honer. ]
[CASTE_NAME:highlander earth pony:highlander earth ponies:earth pony]
[CASTE_TILE:'H']

[SPEED:800]
[PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]
[PHYS_ATT_RATES:STRENGTH:475:NONE:NONE:NONE]
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RATES:TOUGHNESS:475:NONE:NONE:NONE]
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]
[PHYS_ATT_RATES:ENDURANCE:450:NONE:NONE:NONE]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RATES:RECUPERATION:475:NONE:NONE:NONE]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RATES:DISEASE_RESISTANCE:475:NONE:NONE:NONE]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RATES:AGILITY:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RATES:SPATIAL_SENSE:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RATES:KINESTHETIC_SENSE:475:NONE:NONE:NONE]
[MENT_ATT_RANGE:EMPATHY:0:400:600:750:800:900:1100]
[MENT_ATT_RATES:EMPATHY:450:NONE:NONE:NONE]
[BABYNAME:earth pony baby:earth pony babies]
[CHILDNAME:earth pony foal:earth pony foals]
[CREATURE_CLASS:EARTH_NOVICE]
[CAN_DO_INTERACTION:GREATER_ADRENALINE_RUSH]
[CDI:ADV_NAME:Adrenaline Rush]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET:B:SELF_ONLY]
[CDI:VERB:lets out a roar:lets out a roar:NA]
[CDI:WAIT_PERIOD:1000]
[CDI:FREE_ACTION]

[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[SELECT_CASTE:EARTH_F1]

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:90:93:95:97:100:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:90:93:95:97:100:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:60:80:90:100:120:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:60:80:90:100:120:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:60:80:90:100:120:200]
[SELECT_CASTE:EARTH_M1]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:100:103:105:107:110:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:100:103:105:107:110:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:80:100:110:120:140:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:80:100:110:120:140:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:80:100:110:120:140:200]
[SELECT_CASTE:ALL]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:168:20500]
[BODY_SIZE:8:0:80000]
[MAXAGE:60:115]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:EAR]Ace Only
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:buck:bucks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]


[SELECT_CASTE:ALL]
[BABY:1]
[GENERAL_BABY_NAME:pony baby:pony babies]
[CHILD:8]
[GENERAL_CHILD_NAME:pony foal:pony foals]
[EQUIPS]
[DIURNAL]
[PROFESSION_NAME:WOODCUTTER:scavenger:scavengers]
[PROFESSION_NAME:CRAFTSMAN:craftspony:craftsponies]
[PROFESSION_NAME:FISHERMAN:fisherpony:fisherponies]
[PROFESSION_NAME:HAMMERMAN:hammerpony:hammerponies]
[PROFESSION_NAME:SPEARMAN:spearpony:spearponies]
[PROFESSION_NAME:CROSSBOWMAN:gunner:gunners]
[PROFESSION_NAME:AXEMAN:sawpony:sawponies]
[PROFESSION_NAME:SWORDSMAN:swordspony:swordsponies]
[PROFESSION_NAME:MACEMAN:macepony:maceponies]
[PROFESSION_NAME:PIKEMAN:piker:pikers]
[PROFESSION_NAME:BOWMAN:markspony:marksponies]
[PROFESSION_NAME:WRESTLER:thug:thugs]
[PROFESSION_NAME:THIEF:scout:scouts]
[PROFESSION_NAME:MASTER_WRESTLER:brute:brutes]
[PROFESSION_NAME:MASTER_LASHER:herder:herder]
[PROFESSION_NAME:MASTER_AXEMAN:butcher:butchers]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:gunner:gunner]
[PROFESSION_NAME:MASTER_BOWMAN:shooter:shooter]
[PROFESSION_NAME:MASTER_THIEF:sneaky git:sneaky git]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:hooves]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[SELECT_CASTE:EARTH_F1]
[SELECT_ADDITIONAL_CASTE:EARTH_M1]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:BLACK:1:BLUE:1:BRASS:1:BRONZE:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CARDINAL:1:CARMINE:1:CERULEAN:1:CHARCOAL:1:CHARTREUSE:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COBALT:1:COPPER:1:CREAM:1:CRIMSON:1:DARK_BLUE:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_GREEN:1:DARK_INDIGO:1:DARK_OLIVE:1:DARK_PEACH:1:DARK_PINK:1:DARK_SCARLET:1:DARK_TAN:1:DARK_VIOLET:1:ECRU:1:EMERALD:1:FERN_GREEN:1:FLAX:1:FUCHSIA:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:GRAY:1:GREEN:1:GREEN-YELLOW:1:HELIOTROPE:1:INDIGO:1:IVORY:1:JADE:1:LAVENDER:1:LAVENDER_BLUSH:1:LEMON:1:LIGHT_BLUE:1:LIGHT_BROWN:1:LILAC:1:LIME:1:MAHOGANY:1:MAROON:1:MAUVE:1:MAUVE_TAUPE:1:MIDNIGHT_BLUE:1:MINT_GREEN:1:MOSS_GREEN:1:OCHRE:1:OLIVE:1:ORANGE:1:PALE_BLUE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PEARL:1:PERIWINKLE:1:PINE_GREEN:1:PINK:1:PLUM:1:PUCE:1:PUMPKIN:1:PURPLE:1:RAW_UMBER:1:RED:1:RUSSET:1:RUST:1:SAFFRON:1:SCARLET:1:SEA_GREEN:1:SEPIA:1:SILVER:1:SKY_BLUE:1:SLATE_GRAY:1:SPRING_GREEN:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PURPLE:1:TAUPE_PALE:1:TAUPE_ROSE:1:TAUPE_SANDY:1:TEAL:1:TURQUOISE:1:VERMILION:1:VIOLET:1:WHITE:1:YELLOW:1:YELLOW_GREEN:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR_MANE]
[TL_COLOR_MODIFIER:AMBER:15:AMETHYST:15:AQUA:15:AQUAMARINE:15:ASH_GRAY:15:AUBURN:15:AZURE:15:BEIGE:15:BLACK:15:BLUE:15:BRASS:15:BRONZE:15:BROWN:15:BUFF:15:BURNT_SIENNA:15:BURNT_UMBER:15:CARDINAL:15:CARMINE:15:CERULEAN:15:CHARCOAL:15:CHARTREUSE:15:CHESTNUT:15:CHOCOLATE:15:CINNAMON:15:COBALT:15:COPPER:15:CREAM:15:CRIMSON:15:DARK_BLUE:15:DARK_BROWN:15:DARK_CHESTNUT:15:DARK_GREEN:15:DARK_INDIGO:15:DARK_OLIVE:15:DARK_PEACH:15:DARK_PINK:15:DARK_SCARLET:15:DARK_TAN:15:DARK_VIOLET:15:ECRU:15:EMERALD:15:FERN_GREEN:15:FLAX:15:FUCHSIA:15:GOLD:15:GOLDEN_YELLOW:15:GOLDENROD:15:GRAY:15:GREEN:15:GREEN-YELLOW:15:HELIOTROPE:15:INDIGO:15:IVORY:15:JADE:15:LAVENDER:15:LAVENDER_BLUSH:15:LEMON:15:LIGHT_BLUE:15:LIGHT_BROWN:15:LILAC:15:LIME:15:MAHOGANY:15:MAROON:15:MAUVE:15:MAUVE_TAUPE:15:MIDNIGHT_BLUE:15:MINT_GREEN:15:MOSS_GREEN:15:OCHRE:15:OLIVE:15:ORANGE:15:PALE_BLUE:15:PALE_BROWN:15:PALE_CHESTNUT:15:PALE_PINK:15:PEACH:15:PEARL:15:PERIWINKLE:15:PINE_GREEN:15:PINK:15:PLUM:15:PUCE:15:PUMPKIN:15:PURPLE:15:RAW_UMBER:15:RED:15:RUSSET:15:RUST:15:SAFFRON:15:SCARLET:15:SEA_GREEN:15:SEPIA:15:SILVER:15:SKY_BLUE:15:SLATE_GRAY:15:SPRING_GREEN:15:TAN:15:]A Ceylon
[TLCM_NOUN:mane and tail:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane and tail:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane and tail:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR_MANE]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:mane and tail:PLURAL]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:LEG_UPPER:SKIN]
[TL_COLOR_MODIFIER:DM1a:1:DM2a:1:DM3a:1:DM4a:1:DM5a:1:DM6a:1:DM7a:1:DM8a:1:DM9a:1:DM10a:1:DM11a:1:DM12a:1:DM13a:1:DM14a:1:DM15a:1:DM16a:1:DM17a:1:DM18a:1:DM19a:1:DM20a:1:DM21a:1:DM22a:1:DM23a:1:DM24a:1:DM25a:1:DM26a:1:DM27a:1:DM28a:1:DM29a:1:DM30a:1:DM31a:1:DM32a:1:DM33a:1:DM34a:1:DM35a:1:DM36a:1:DM37a:1:DM38a:1:DM39a:1:DM40a:1:DM41a:1:DM42a:1:DM43a:1:DM44a:1:DM45a:1:DM46a:1:DM47a:1:DM48a:1:DM49a:1:DM50a:1:DM51a:1:DM52a:1:DM53a:1:DM54a:1:DM55a:1:DM56a:1:DM57a:1:DM58a:1:DM59a:1]
[TLCM_NOUN:cutie mark:SINGULAR]
[TLCM_TIMING:ROOT:8:0:8:1]
Entity and jazz. I literaly took half of the Griffon ethics and smushed them messily into the Wastelander ones, and had some fun with the civ leaders.
Code: [Select]
[ENTITY:HIGHLANDERS]

[CREATURE:PONY_HIGHLANDER]
[TRANSLATION:ENGLISH]
[DIGGER:ITEM_WEAPON_SHOVEL]
[WEAPON:ITEM_WEAPON_HACKSAW]
[WEAPON:ITEM_WEAPON_KNIFE]
[WEAPON:ITEM_WEAPON_ITEM_WEAPON_SWORD_LONGER]
[WEAPON:ITEM_WEAPON_SLEDGEHAMMER]
[WEAPON:ITEM_WEAPON_RIFLE_HUNTING]
[AMMO:ITEM_AMMO_BULLET_MEDIUM]
[WEAPON:ITEM_WEAPON_PISTOL_REVOLVER]
[AMMO:ITEM_AMMO_BULLET_SMALL]
[ARMOR:ITEM_ARMOR_LEATHER:FORCED]
[ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[HELM:ITEM_HELM_HELM:FORCED]
[HELM:ITEM_HELM_HAT:COMMON]
[HELM:ITEM_HELM_HAT_DESPERADO:RARE]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_HEADWRAP:COMMON]
[SHOES:ITEM_SHOES:COMMON]
[SHOES:ITEM_SHOES_LIGHT:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_BARBEDWIRE]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_BEARTRAP]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_LAWNMOWERBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_UPRIGHTSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_GUITAR]
[TOOL:ITEM_TOOL_TOOLBOX]
[TOOL:ITEM_BOX_COAL]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:NEGATOR]
[USE_ANIMAL_PRODUCTS]
[SPHERE_ALIGNMENT:FERTILITY:384]
[SPHERE_ALIGNMENT:LIGHTNING:384]
[SPHERE_ALIGNMENT:THUNDER:384]
[SPHERE_ALIGNMENT:STORMS:384]
[SPHERE_ALIGNMENT:CREATION:384]
[SPHERE_ALIGNMENT:HUNTING:384]
[SPHERE_ALIGNMENT:STRENGTH:384]
[SPHERE_ALIGNMENT:WAR:384]
[SPHERE_ALIGNMENT:SKY:384]
[SPHERE_ALIGNMENT:WEALTH:384]
[SPHERE_ALIGNMENT:COURAGE:512]
[SPHERE_ALIGNMENT:FAMILY:512]
[SPHERE_ALIGNMENT:CHILDREN:512]
[SPHERE_ALIGNMENT:VALOR:512]
[SPHERE_ALIGNMENT:DISCIPLINE:512]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
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[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
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[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
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[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_MOUNTAIN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[AMBUSHER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:10]
[MAX_POP_NUMBER:100]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[SCOUT]
[PERMITTED_JOB:MINER]
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[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:PEWTER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]
[ETHIC:TORTURE_ANIMALS:PERSONAL_MATTER]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_CAPITAL]
[ETHIC:ASSAULT:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
[ETHIC:EAT_SAPIENT_KILL:APPALLING]
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:MAKE_TROPHY_ANIMAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[WILL_ACCEPT_TRIBUTE]
[POSITION:HIGHLAND_GREAT_CHIEF]
[NAME_FEMALE:godmother:chieftess]
[NAME_MALE:godfather:chieftan]
[NUMBER:1]
[RESPONSIBILITY:RELIGION]
[SUCCESSION:BY_POSITION:HIGHLANDER_WARLARD]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:10]
                [SQUAD:20:family:family]
[SPECIAL_BURIAL]
[FLASHES][KILL_QUEST]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[EXPORTED_IN_LEGENDS]
[COLOR:6:0:1]
[DUTY_BOUND]
[POSITION:HIGHLANDER_WARLORD]
[NAME:warlord:warlords]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:6:clanmates:clanmates]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[SUCCESSION:BY_POSITION:HIGHLAND-LESSER-CHIEF]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:6:0:1]
[DUTY_BOUND]
[POSITION:HIGHLAND_LESSER_CHIEF]
[NAME:lesser chief:lesser chief]
[NUMBER:AS_NEEDED]
[SQUAD:10:brutes:brutes]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[ELECTED]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]

[STONE_SHAPE:TRADE_GOOD]
[GEM_SHAPE:TRADE_GOOD]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[BANDITRY:10]
Claymore. It's a sword that hits like a axe.
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONGER]
[NAME:claymore:claymore]
[SIZE:1000]
[SKILL:SWORD]
[TWO_HANDED:57500]

[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:60000:8000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
Modified interaction. Note that they do not get exausted like puny lowland earth ponies. :P
Code: [Select]
[INTERACTION:GREATER_ADRENALINE_RUSH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ENEMY]
[IT_MANUAL_INPUT:opponent]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:adrenaline rush]
[CE_SPEED_CHANGE:SPEED_PERC:120:START:0:END:300]
[CE_ADD_TAG:NOEXERT:NOPAIN:NO_DIZZINESS:NONAUSEA:PARALYZEIMMUNE:START:0:END:300]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:500:0:ENDURANCE:500:0:START:0:END:300]
[CE_MENT_ATT_CHANGE:FOCUS:120:0:WILLPOWER:120:0:SPATIAL_SENSE:120:0:KINESTHETIC_SENSE:120:0:INTUITION:120:0:START:0:END:300]
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Thirtyeight on March 21, 2013, 11:07:02 pm
I must confess I am most curious. Can you give us a vague idea of what all will be included in the Ministry of Awesome Arc?



Edit: Also I really want to know, will we ever get to interact with peaceful versions/factions of the Steel Rangers and Unity? I think some amazing things could happen if they were allies!
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Iceblaster on March 21, 2013, 11:16:19 pm
I must confess I am most curious. Can you give us a vague idea of what all will be included in the Ministry of Awesome Arc?

Items that will be 20% Cooler than the ones right now

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Byakugan01 on March 22, 2013, 12:36:07 pm
I must confess I am most curious. Can you give us a vague idea of what all will be included in the Ministry of Awesome Arc?



Edit: Also I really want to know, will we ever get to interact with peaceful versions/factions of the Steel Rangers and Unity? I think some amazing things could happen if they were allies!

The Great and Benevolent Grand Pegasus Enclave will descend from the sky to aid their Unicorn and Earth Pony brethren in rebuilding our glorious nation of Equestria. Rest assured, we mean you no harm. You have not yet seen our pegasi landing in your streets, but you may rest assured that when they do so, they come in peace. You have nothing to fear from the Enclave. We will be there to help.

Friendly Steel Rangers are called "Applejack's Rangers". Dunno if we'll be seeing them. As for Friendly Unity, that must wait until after the day of Sunshine And Rainbows.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 22, 2013, 01:19:34 pm
> I have no idea what that script does, but it looks nifty.
Lets just say that next time I decide to make a crop table, it saves me some time. I still have to manually look over the RAWS and make notes, but turning those notes into a finished table will be instantaneous.

> > There should be a manifest.txt file with the current mod version inside the RAWs for just something like this.
> I'm not sure what you mean. The version number is already in the folder name.
I don't name my directories like that. I still say there should be a manifest.txt file with version, forum link and maybe brief descrioption or changelog somewhere in there.

As a side note, I don't think there will be a Linux version for a while after your next update. Masterwork needs to update to dfhack r3 so I can rip it off and Dwarf Therapist got buggy too.

Gzoker, that's an efficient way of writing reports, but I'd cut down on
"<ponyname> has learned a spell x20"

> Highlander Ponies.
Well... I can see you've put some work into it, but I'm against merging this into the FoE mod as it is. To me Highlander, Fallout and Ponies don't mix and cross-overs of more than two different sources generally isn't as good. Besides, that claymore is better than chainsaws and chainswords and it shouldn't be.
That said, I think much of this can be salvaged as Buffalo or Gangers or Savage / Tribal Ponies or something like that.

> Also I really want to know, will we ever get to interact with peaceful versions/factions of the Steel Rangers and Unity? I think some amazing things could happen if they were allies!
Those things might be possible with the next DF version, but for now Applejack's Rangers would just send caravans with high-end equipment and guards strong enough to stand their own against ambushes of late-game enemies, which isn't that interesting.

> This gives me the idea of perhaps the Enclave bringing Raptors with them when they attack your stable. Maybe even a thunderhead if you piss them off enough.
Thunderhead is a flying fortified city. They only have 4 of them and all are very well protected. Even one of those was enough to defeat a large portion of Red Eye's army and that's about 3 orders of magnitude more than we have. Absolutely out of the question. A Raptor is still big enough to carry several squads of Enclave soldiers and supplies for them. Also out of the question.
About the biggest things they could realistically bring to our stables battlefields are Vertibucks gunships. Those would be almost immune to anything short of AMRs and have wither heavy plasma guns or heavy machineguns that shoot large calibre bullets at maximum speed. Good luck fighting the Enclave after giving them gunships as mounts. It would be like Steel Rangers bringing tanks with them.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Byakugan01 on March 22, 2013, 02:07:22 pm
Well aware of the "only 4 Thunderheads" thing. Thing is though, creatures like dragons really should be more than 1 tile in size, but aren't, and I had this hazy idea where they could be megabeast Civ leaders, although you would get odd things like "Wild" Thunderheads occasionally attacking. Kind of forgot about one plus its troop complement and a few raptors annihilating a large portion of Red Eye's army at the Cathedral though, so yeah, realistically we could not take one on (Red Eye had a cyber dragon with his army, for Celestia's sake, and he STILL could not take it on!). A raptor though? They used a few of those in the attack on Friendship City, and even the sabotaged harbor guns were capable of taking at least one of them out of the action. And that city wasn't exactly military as I recall, although it was MUCH bigger than anything we can realistically build (at least in terms of population). Also, if we can get our hooves on armor bypass ammo, taking on Raptors may not be so far fetched...although it would be a massive challenge still, but nowhere near as impossible as taking on a Thunderhead (which to be honest really might happen if they think you got your paws on enough Ministry of Awesome secrets-isn't that why they sent one to the Cathedral and another to Fillydelphia in the first place?*). As for Vertibucks, wouldn't Skytanks make for a better choice? Not familiar with Vertibucks as i have never touched project Horizons. Are they at all similar to a Vertibird?

*Or if there were few enough ponies involved, the Wonderbolts, like with Littlepip and her entourage. I'm fully aware though that "enough Ministry of Awesome Secrets" amounts pretty much only to "enough knowledge to threaten control of the SPP".
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: gzoker on March 22, 2013, 02:10:12 pm
>Gzoker, that's an efficient way of writing reports, but I'd cut down on "<ponyname> has learned a spell x20"
Most of the time i only teach 4-6 unicorns tops, so i thought 16 would take much more time, and there would be other interesting notes between those messages. I started typing them in and after the first nine i choose consistency over aesthetics. This way it contains more information for development than writing day x everypony knows everything. None the less, I agree with your point that it looks ugly, and i will change this in the future.

I thought those highlanders are supposed to be the ones from Project Horizons. They would be a nice addition as a subcaste to wastelanders someday. Injecting the 'immortal' type of highlanders into fallout equestria is an idea so silly i just can't stop laughing from it.

Having too many civilizations means the trading with (and fighting against) other civilizations becomes chaotic, sometimes unmanageable. This issue could be addressed if Toady changes the code (not going to happen soon), or with a dfhack script that changes the active civilizations every year according to a pattern, or randomly. Sadly i don't have the skills and knowledge to write that script, but i believe it's possible.

Bringing heavy weaponry into a fistfight is not fair. Giving raptors to the enclave in dwarf fortress scale would mean 10-40 of them per siege. More than the whole enclave has if I remember correctly. The other thing, fighting against unsurmountable odds is fun occasionally, but waiting out every siege or killing them with an unbalanced game feature is not satisfying. ( I don't want to say exploit. )

Edit: A wonderbolt like black ops caste would be an awesome addition to the enclave. I support this idea.
Edit2: A raptor could be implemented as a megabeast perhaps, but that would make it an enemy of the enclave. Maybe a renegade raptor? Still not making much sense: the only ponies capable flying it would be pegasai, and those come in two flavor, enclave and dashite - and the later why would attack our stable? A pegasai turned dashite turned raider just looks too forced an explanation to occur so many times in the same world. I also can't imagine some community in the wasteland building one - Red Eye had all the resources - even pegasai for pilots - but he still didn't have them.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Byakugan01 on March 22, 2013, 02:13:06 pm
Dang, was hoping there was a way to limit how many an enemy could throw at you per siege. Still leaves us with Vertibucks and skytanks, unless there is a way to control raptor frequency.

Come to think of it, nothing fluffwise stopping us from building a raptor, assuming we can get the schematics and a Dashite who can help assemble the cloud bits. The enclave's major resource problem is new solid material, which is why they only have a limited number of raptors (forget the exact number, but I'm pretty sure it was more than 20) and 4 Thunderheads. This would probably be grossly unbalanced though, although it would take a ludicrous amount of resources to build.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 22, 2013, 02:52:54 pm
> As for Vertibucks, wouldn't Skytanks make for a better choice? Not familiar with Vertibucks as i have never touched project Horizons. Are they at all similar to a Vertibird?

A single skytank was still big enough to transport multiple prisoners and sturdy enough to withstand a few hits. Vertibucks weren't described in detail, but they are like vertibirds from Fallout 2, yes. Pretty much fancy military helicopters.

> I thought those highlanders are supposed to be the ones from Project Horizons.
My bad, then. I stopped reading Project horizons at chapter 36, I was too angry at the cheats in chapter 34 to continue.

> Bringing heavy weaponry into a fistfight is not fair.
I'm not a believer in fair fights :P

In any case AFAIK there are only three tokens for civilisations bringing pets with them and the possibilities are: everything that lives in subterranean biomes, everything from good biomes or something else. In any case all of those are taken by various creatures, including ghouls, and Steel Rangers couldn't even get to bring robots with them. The chances for Enclave bringing anything but a few squads of soldiers in Power Armour are slim, but having elite troops would work.
Come to think of it, it would be !fun! if Enclave and Griffins came at the same time and fought among themselves.

> Come to think of it, nothing fluffwise stopping us from building a raptor, assuming we can get the schematics and a Dashite who can help assemble the cloud bits.
That's like saying nothing stops us from building a Zeppelin if we have an engineer and some workers. Those things are enormous and complex. You also need tools and knowledge to build tools to build tools to build them. Well, we do develop the technology to build robots, power armours and so on, so I suppose Vertibucks and Skytanks might be doable, but at an enormous cost.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Pokon on March 22, 2013, 02:58:00 pm
On raptors and thunderheads: I support this wholeheartedly. To get around certiant issues regarding why, exactly, they are flying around and shooting at you, we could just say that all the flying mechines (vertibucks, raptors, even thunderheads) have AI or really nice auto pilots for the sake of them roaming around and shooting at everything that comes near it. Could have them start out somewhere (mountains?) where other factions rarely set up shop, and effectivly give Enclavers exclusive pet-owning rights to them. It's messy, but the alterntives are just as messy.

Highlanders: yes, they are the group from PH, not the immortal sword wielders.  :P
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Zangi on March 22, 2013, 04:00:29 pm
Highlanders: yes, they are the group from PH, not the immortal sword wielders.  :P
They apparently still use swords....  :P

Yea, I stopped reading PH also, cause main character turned the self-pity dial up to 12/10 for way too long.   At least Lilpip only had it up to 10/10... well that was bad enough anyways.
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Byakugan01 on March 22, 2013, 05:51:01 pm
As for AI controlled Enclave craft...no, not really. They do need a reason for attacking you, and that would be either part of their general invasion or because you pissed them off by tinkering with Ministry of Awesome stuff that they feel could lead you to threaten their control of the SPP. Though, you could give them crew as "meaty" internal parts that, once they are all killed (or at least the technical crew-other crew could serve as "shields" for the important crew) the vehicle becomes disabled, with death ensuing either then and/or once engines are broken.  Could be other important stuff too, but that's all I can think of off the bat.

As for energy weapons...I don't know if this would be possible, but could they emit magma mist that gets hurled at the enemy? I think this should achieve the desired melting effect if possible, and would also dramatically separate them from bullet weapons (might work for plasma types at least, would likely be too powerful for laser weapons). Would prevent ponies from stockpiling the shots too. Heck, maybe just a gas emission which, upon hitting a target, causes melting of the affected spot? Also, maybe add an ability for the scorpion tail of scorpion PA to inject poison in CQC?
Title: Re: Fallout: Equestria (v0.98c beta) Life Goes On...
Post by: Maklak on March 23, 2013, 03:52:27 am
> As for energy weapons...I don't know if this would be possible, but could they emit magma mist that gets hurled at the enemy?

I think Putman just proposed (http://www.bay12forums.com/smf/index.php?topic=117859.msg4123849#msg4123849) magma grenades (http://www.bay12forums.com/smf/index.php?topic=123817.msg4094473#msg4094473), if "spawnFlow(projectile.cur_pos,6,0,0,50000)" does indeed spawn magma. I can't find the relevant wiki page with dfhack Lua API now.
EDIT: NVM, here (https://github.com/peterix/dfhack/blob/master/Lua%20API.rst) it is, but it doesn't day what those numbers mean.

BTW, Lycaeon, how is the progress on the new version. Did you get something with autosyndrome to work?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 23, 2013, 06:26:42 am
(http://i.imgur.com/m9Wy5qw.png)

Update: Pinkie Pie is Watching
Part 1 of the Ministry of Morale

Each and every day, bright pink trucks roll up and down the streets of pre-war Equestria, bringing with them the anticipation and joy of the Ministry of Morale's mass-produced parties, thrown to elevate the spirit of the population in the depths of an ever-worsening war. Sprite-bots flit through neighborhoods, piping sweet songs, while Pinkie Pie balloons hover over the major metropolises, watching. Always watching. Nopony liked the Ministry's parties. They didn't bring joy. Not a day passes when whispers fail to spread among small groups in corners far from a patrolling sprite-bot. Somepony was snatched at Sugarcube Corner. Another pony hasn't been heard from in over a week. And when the missing do return to their anxious families, they're no longer themselves. Oh, they laugh and smile, and say they're just fine, but the warmth is gone from their eyes. Certainly, news from the front is frightening. The zebras definitely are a threat. Perhaps a the sacrifice of a little freedom is necessary to keep us safe. To keep us happy. But which enemy is worse...the one in the newspapers, or the one looking over your shoulder, playing a cheerful polka tune?

Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope you enjoy the new update!

Credits for the Pinkie Pie poster go to risenlordm (http://risenlordm.deviantart.com/art/Pinkie-Pie-s-1984-217615389)!
Credits for the wasteland map go to SilentCarto (http://silentcarto.deviantart.com/art/Fallout-Equestria-Map-256089341)!
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Splint on March 23, 2013, 06:40:09 am
And lo, did the memory of why I have a mild fear of Pinkie Pie return. Damned propaganda poster.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker on March 23, 2013, 08:46:01 am
Yay, an update. Thank you Lycaeon for your hard work.
I start testing and bug hunting right away. :D
Power armor still doesn't work for unicorns, does it? Couldn't they wear the armor and the boots now?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 23, 2013, 08:59:54 am
Yay, new release.

Time to see if I can break it.

And to see just how effective the air rifles are, now, at hunting.

First Impressions:  I've been spoiled by Therapist.  Not having it is like walking around on one leg without the benefit of a crutch.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica on March 23, 2013, 09:35:17 am
May Celestia and Luna bless the Mother Of All Sprite-bots.
Rest in peace mistress Pinkie Pie.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 23, 2013, 11:09:04 am
As far as brain drained prisoners go...why not set them to work doing hauling jobs and rock grinding? I think some of the ponies whose memories were extracted were sent to Shattered Hoof as I recall. And in doing so, we are reforming the uncivilized savages and slowly teaching them the pony way, just as Mistress Pinkie intended*! An option to run the reaction on unhappy ponies to remove their bad thoughts might not be a bad idea, keeping them happy and productive-at the cost of possibly lowering a mental attribute each time. Or giving friends a bad thought + a relationship decrease with any ponies involved who helped perform the procedure. Alot of the acts our tantruming ponies do would be classified by as Wartime Stress Disorder, right? And ponies did get their memories removed for that sort of thing.
*Ah, can we use them as robobrain fodder then?

My god, by the time this mod is finished we are going to be able to turn our stables into a den of questionable ethics and horror that would make even Red Eye, the Colonel and the Goddess think "I say, isn't that a bit much?"

And I just started my first stable last night, and now a new version comes out...which reminds me, should an earth pony be holding a machete in his hoof? Also, why can't I get the bloodwings my miltia butchered to get PROPERLY collected and butchered?! I need extra food to replace the stuff I sacrificed on embark for the security barding! Seriously, they won't put them in a refuse pile, nor dump them when I designate a garbage zone and set them to be dumped.

Also, why is this listed as 0.30 when the last version was 0.98c?

As for expeditions...will you still let us find high quality salvage by settling in the incredibly dangerous biomes?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica on March 23, 2013, 11:43:44 am
As far as brain drained prisoners go...why not set them to work doing hauling jobs and rock grinding?

Game limitations.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 23, 2013, 01:00:26 pm
Can't get a stable started...

First one, I kept having pegasus reavers show up and I accidently typed in the wrong command into dhack which killed the game and not just the reaver like I intended.  Got the bastard, at least!

Second try.  I breached the third cavern layer in a single shaft dig after 20 layers and was set upon immediately by 3 hellhounds which slaughtered everyone.

Third try.  No sooner do I unpause than I'm under attack by two military protectoponys that one shot two of my ponies in the head..then I have a cloud roll directly over my wagon and kill the rest with infection.

Edit: On a side note.  For all of you having FPS problems...have you tried setting the FPS limit in your inti file to 0?  I did and I'm regularly cruising at 300 FPS at start.  With a hundred ponies, I'm only down to roughly 250.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: P(ony)SI on March 23, 2013, 01:15:45 pm
Edit: On a side note.  For all of you having FPS problems...have you tried setting the FPS limit in your inti file to 0?  I did and I'm regularly cruising at 300 FPS at start.  With a hundred ponies, I'm only down to roughly 250.
If that was the problem, then everybody would have done it a while ago.
Increasing the limit doesn't increase your FPS if your computer can't keep up with the action.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Khenal on March 23, 2013, 01:27:44 pm
ooohhh, expeditions!  This looks interesting!
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 23, 2013, 02:42:50 pm
Yay new version... oh yay my 'party' chambers can be built now :D
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Pokon on March 23, 2013, 03:15:06 pm
Could we use Blank ponies in the healing industry?

Think about it: Send in a nice happy blank through a mechine that converts a unfortunate pony into a simple "Spare Parts" item without much moral questioning. Such a item would be a subsitute for a icebox filled with healthy pony parts, could be used to run interactions that increase healing rates or even fully heal a individual pony. Very nice and efficant. Horrible, but if your killing ponies for there organs and shoving there brains into robots, your not exactly mister nice guy.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 23, 2013, 03:16:26 pm
Dwarf Therapist isn't included with this version to cut download times, but you could always get it here (http://www.bay12forums.com/smf/index.php?topic=122968.0).

I've noted that TrueType sometimes blots out pop-up announcements at the bottom of the screen. Pressing F12 switches fonts to show them, or alternatively you could check the (a)nnouncements list.

> Power armor still doesn't work for unicorns, does it? Couldn't they wear the armor and the boots now?
They can wear the armor, but won't gain its bonus effects.

> As far as brain drained prisoners go...why not set them to work doing hauling jobs and rock grinding?
Now that I think about it, I could have the interrogation process turn a nearby chicken into a blank pony that actually can do labor. Thanks for the suggestion! :D

> Ah, can we use them as robobrain fodder then?
> Could we use Blank ponies in the healing industry?
Not yet, but with the above changes you'll be able to.

> An option to run the reaction on unhappy ponies to remove their bad thoughts might not be a bad idea, keeping them happy and productive-at the cost of possibly lowering a mental attribute each time. Or giving friends a bad thought + a relationship decrease with any ponies involved who helped perform the procedure.
It's possible with DFhack's scripts, but is pretty complicated. I'll consider it.

> My god, by the time this mod is finished we are going to be able to turn our stables into a den of questionable ethics and horror that would make even Red Eye, the Colonel and the Goddess think "I say, isn't that a bit much?"
> Also, why is this listed as 0.30 when the last version was 0.98c?
v0.98c was the beta version. v0.30 is the actual mod development version, in that v1.00 will have 100% of the currently planned features. ;)

>  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.

> Also, why can't I get the bloodwings my miltia butchered to get PROPERLY collected and butchered?!
This shouldn't be the case. I'll look into it.

> As for expeditions...will you still let us find high quality salvage by settling in the incredibly dangerous biomes?
There will still be high-quality salvage, but it'll yield less tech. It never made much sense to me that you could find MAS terminals and other rare equipment in the middle of the wastes...advanced technologies like that were concentrated in the major metropolises and Ministry centers. With the developed system, scouts can map the various regions and cities, defining locations for your recovery teams. It's very much a work in progress, so suggestions are welcome! :)

> Can't get a stable started...
Well, I can tell you that digging 20 levels down at embark was a bad idea, at least. :P

Non-update related responses:

> Pony Highlanders
While the raws are nice, I don't wish to add subtypes of entities that already exist in the mod.

> I must confess I am most curious. Can you give us a vague idea of what all will be included in the Ministry of Awesome Arc?
The Grand Pegasus Enclave, for one, but you guys already extensively covered the possibilities. Thunderheads and Raptors are impractical due to the numbers issue as mentioned. Bomber chariots and sky tanks are more reasonable, but the raw options for mounts in general are limited as Maklak and gzoker described. I do like the idea of a wonderbolts black-ops caste. :)

I won't spoil the other elements of the arc, but you can probably guess at some of them. ;)

> Also I really want to know, will we ever get to interact with peaceful versions/factions of the Steel Rangers and Unity?
Probably not. Even if they were friendly all they would do is send high-powered caravans that don't mesh well with their presentation in the novel.

>  I still say there should be a manifest.txt file with version, forum link and maybe brief descrioption or changelog somewhere in there.
Noted. I forgot to add one for this version, but I will for the next.

Much thanks for the feedback everyone! :D
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker on March 23, 2013, 03:42:33 pm
>> Power armor still doesn't work for unicorns, does it? Couldn't they wear the armor and the boots now?
>They can wear the armor, but won't gain its bonus effects.
Why not? if they can get it on, it should work. I mean the hydraulics work without the helmet, right?  (If not, that's a serious design oversight...)The strength of the armor comes from those. Anyway, I'm just curious about the reason why.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 23, 2013, 03:46:22 pm
>>>Power armor still doesn't work for unicorns, does it? Couldn't they wear the armor and the boots now?
>>They can wear the armor, but won't gain its bonus effects.
>Why not? if they can get it on, it should work. I mean the hydraulics work without the helmet, right?  (If not, that's a serious design oversight...)The strength of the armor comes from those. Anyway, I'm just curious about the reason why.

"Uhh Soldier why aren't you wearing the standard issue helmet?" The first steel ranger asks "The [yay]ing helmet wouldn't get on, [yay]ing design oversight my flank" The second steel ranger responded
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 23, 2013, 04:10:24 pm
I have some questions about salvage. I know some of this has been touched on earlier in the thread, but I need a refresher.

How big should an embark area be in order to get a nice amount and quality of salvage. Aside from the stuff growing in my stable due to breaching the caverns, I'm just about out. I've started purchasing it from the caravans. I know a lot of what you get is random, but it makes me debate the pros and cons of a larger embark.

Is there a way of increasing the odds of getting medium and high quality salvage?

What is plating used for?

Can ammo be made slightly cheaper? 3000 urists for a single stack of medium bullets seems pretty high, yet that's the average I'm seeing.
On an unrelated note, has there been any work on a dedicated sprite pack for the mod?

Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Maklak on March 23, 2013, 05:27:09 pm
Sigh, Opera hanged and ate my post, again. Amazing, it did that again after that, but I managed to salvage my post by using select all and copy from the menu, which still worked.

The new version is welcome and I looked over the RAWs when I was at a Brony meeting today, but for now I'll just comment on the thread.

The changes in this version are pretty big and in my opinion any community forts and the like should wait for two weeks for updates and just experiment and discuss things in the meantime.

> Reactions that upgrade a creature, marked in parentheses (eg. requires chicken) require you to pasture the creature next to the workshop before running the reaction.
If I understand correctly, the pony running the reaction gets a one-time interaction to upgrade something that expires after half a day and has range 10. If this is true, LoS from the workshop is not required and just meeting an appropriate creature on the way back is enough. This makes long 10-wide room with workshop at the end, big pasture in the middle and only one entrance valid, correct?

> Pinkamena: This version of the popular Mr. Hooves line of robots was developed by the Ministry for efficient processing of the large numbers of dissidents, spies, and potential traitors.
I imagine her pink and approaching her work with glee. She is the scariest robot so far.

> Bug: If a subject still in a cage is hauled within 1 tile of an active Pinkamena, he will be converted inside the cage and will yield a memory orb upon release, but no blank pony.
Now I'm interested if this exploit could be abused, say by putting pinkamenas and cages close together. Even with efficient cage trap system, the test subjects are going to be pretty scarce and memory orbs are a precious and limited commodity. They can be used to either train 1500-6000 XP (0.5 * 60 * (50 to 200)) in any combat skill or for a low chance to get a treasure map that we can send an expedition to. Pretty useful. Contrary to the novels the memory orbs are destroyed after one use, but there really is no other way to balance them.
Well, if this only works one time, I can still get an orb and use the prisoner for weapons training.
MoM crates should sometimes have old memory orbs in them. Maybe some other Ministry crates as well.

> [Expeditions] The squad will then depart (Becoming unconscious) for a week. Future expeditions to regional locations like Manehattan and Fillydelphia will require longer periods of time.
From what I've seen in the RAWs they will also bleed (to death?) after the expedition. In any case, the way to do this is not to use the best squads, but a bunch of recruits. Better yet, build a barracks for 20+ recruits in active squads (cannon fodder only, no military CMs and the like) in the staging area. Replenish from EP migrants as necessary. Those squads don't really need weapons or armour, but it's probably best to provide them anyway, because after a few years of this, their survivors will skill up enough to join the regular military.

> Concrete can now be manufactured at the stone foundry from clay, flux, and worthless stone.
Concrete has no value tag, which I assume it has value 1, as it should. 1 Flux and 4 stones are needed for 20 concrete blocks, so there is no net gain of blocks over regular mason shop. Well, we can use bonemeal for Flux and at least everything can be constructed gray now.

> Landmines will stealth and wait before enemies are within 1 tile range before exploding.
Judging from the heavy bleeding those and Sprite-bots are one use only. They have interactions of range 3 that target enemies and cause explosions.

> Wood and plywood can be burnt to yield increased ash at the kiln.
Making gunpowder out of wood is viable now, when saltpetre is in short supply. Also, wood is more efficient source of ash than plywood.

> Gunpowder replaced with a toy, solving stack issues and increasing reliability of ammunition breakdown and manufacturing.
So now we have carnisters of gunpowder that can be stored in bins and don't need to play around with bags. Works for me :)

> Removed plywood shields.
Mottled leather shields it is, then. 

> Replaced BB rifle with air rifle and increased its penetration.
Their maxvel is unchanged, so if the post I linked some time ago is still correct, this shouldn't change anything. Someone should test this.

> Gypsum added to MOP crates.
Yeah, I've noticed in the RAWs, but I think those are gypsum stones, not gypsum powder.

Well, it is great that pony upgrade potions aren't needed anymore.



> Highlander ponies.
Well, maybe as a caste of wastelanders or something else.

The idea to use blanks as robobrain parts is too insidious to pass up.
If the prisoners get turned into a slave caste, they should probably suck at everything (slow_learner ?). What I don't like much about it is that it would open the way for Griffins to create a masterpiece, join the military, marry a stable pony and have children. 

I also like the idea of "report to re-education centre, citizen". I think there is a "brainwash" dfhack script somewhere and there is a way for workshops to run scripts.

> Power Armour NOT for Unicorns.
There are two reasons for this.
* In-fluff the armour was developed by MWT specifically for EPs and in the novel was never used by Unicorns. Some spin-offs, such as PH or the one about Korgoth, have UPs in Power Armour, but even then as an exception rather than the rule.
* In-crunch the EPs have better physical stats and adrenaline rush (that tires them after it expires) going for them, while UPs have spells and learn military and crafting skills faster plus they have shield walls. So EPs get a good armour to even things up a bit. There was a discussion about it a while back.
On the plus side, UPs get the bonuses from Scorpion Power Armour, which is made out of plasteel, a material superior to steel. 

> Ponies can hold things in their hooves. Shocking, I know, but otherwise earth ponies would only have one grasper.
An alternative some Pony Mods use is to have left mouth and right mounth, so ponies can wield two things with their mouth alone without penalty, but I like more graspers and shield wall.

> > Also, why can't I get the bloodwings my miltia butchered to get PROPERLY collected and butchered?!
> This shouldn't be the case. I'll look into it.
I've heard about this bug before and it probably has more to do with DF than this mod.

> > As for expeditions...will you still let us find high quality salvage by settling in the incredibly dangerous biomes?
> There will still be high-quality salvage, but it'll yield less tech.
Well, OK, but for me the main source of high quality salvage are caravans. Ah, right. You're talking about nerfing drops from salvage, not just reducing the frequency of high quality salvage "trees".

> How big should an embark area be in order to get a nice amount and quality of salvage.
I just go to heavily forested areas, cut down both trees and salvage and generally don't run out of trees to cut down.

> Can ammo be made slightly cheaper? 3000 urists for a single stack of medium bullets seems pretty high, yet that's the average I'm seeing.
The way I see it, we're not supposed to buy bullets, just gunpowder and saltpetre... but I think you're right. Bone pellets are pretty cheap and a magazine of rifle bullets shouldn't cost as much as a working robot.

> On an unrelated note, has there been any work on a dedicated sprite pack for the mod?
Some of the sprites are there, for example robots and a few creatures, but the mod could definitely use some work from a sprite artist. Both the in-game graphics and stonesense (which needs to be 32x32 instead of 16x16 and requires some xml work that I could probably do). All the stable ponies, ghouls, wastelanders, slavers and so on, are just letters for now.




As a side note, I embarked in some tropical swamp rich in saltpetre and started training a two pony squad. They got a few points in fighter and kicker from sparring and spend their time on demonstrations that don't teach them anything.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica on March 23, 2013, 05:29:13 pm
I have some questions about salvage. I know some of this has been touched on earlier in the thread, but I need a refresher.

How big should an embark area be in order to get a nice amount and quality of salvage. Aside from the stuff growing in my stable due to breaching the caverns, I'm just about out. I've started purchasing it from the caravans. I know a lot of what you get is random, but it makes me debate the pros and cons of a larger embark.

Is there a way of increasing the odds of getting medium and high quality salvage?

High and medium quality salvage is only really frequent in savage and savage evil areas, its not random at all.
All other areas have little to no HQ & MQ salvage.
When embarking for HQ salvage search for savage heavily forested areas.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 23, 2013, 09:24:52 pm
I disagree about about the should not be needing to buy ammo bit. In the fallout universe there was multiple groups that did nothing but sell arms and armaments. Considering the amount of bullets one would need to keep a sizable fortress safely defended, I don't think its unreasonable to purchase some from caravans when you are low, especially considering how rare saltpeter is.

I have yet to find a power talisman. Are they something you have to make or are they not implemented yet or what?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Neowulf on March 23, 2013, 09:39:43 pm
Talismans are rare in general, power especially. I had a savage evil 10+ year stable that went through hundreds of high quality salvage and found a grand total of 2 power talismans and not a single MAS crate.
Then I had a 3 year stable that found like 6 power talismans before I screwed up breaching the first cavern and lost it all...
It's all luck.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 23, 2013, 10:25:34 pm
For more MoM ideas...

Blanks should have slow learner attached, certainly. Considering you brain wiped them...oooh, what are we some more ethically questionable uses for them? Tired and my brain is feeling fuzzy, need some help here. We could use them as an unthinkingly loyal internal security force. Afterall, all they will know is what you tell them to think and do, and that is ALL they will know...I'm certain we can get more mileage out of this, I just can't think of more fun and morally questionable uses (if someone can think of more than one ethical use for these things, then I'll owe them 50 bottle caps-I doubt fully rehabilitating them will be practical after what we've done to them) that doesn't require MAS arc.

Party time mintals: Might as well include Pinkie Pie's addiction while we are at it. Let them give a syndrome-based massive social bonuses, followed by a permanent loss of mental faculty or something like that. Might want to save them for the zebra arc though.

BAKING: Give us recipes to craft food eh? The MoM hub had entire FLOORS dedicated to baking, for Lilpip's sake. Might even make the dye plants useful-use them for food coloring! Want a Pinkie Pie Cupcake? Well, now you need a way to mix up a pink dye! Include a Baked Bads recipe for fun. Should keep like they were either baked by a goddess of baking or a very dark enchantress.

Expand Sprite bots: What did they do? Well, they could be used as remote avatars, transmit data from one place to another, and be used to spy on people. No way to implement the first yet, but once adventure mode roles around, it might be fun to be able to "possess" a sprite bot to explore dangerous areas. Second and third: Not sure how to do this. Maybe use sprite bots to construct observation cameras ("Public broad casters"), which then can be used to link to traps and other things. There's gotta be more we can do with them, they were pretty useful things. Maybe even send them out on scouting expeditions? Once you turn off the sound, they are INCREDIBLY sneaky. Enough that I would give modified bots the ambusher skill at a high level.

Ability to build a roller coaster-mine cart based, riding in it give ponies a happiness boost. Heck, why not bumper cars while we are at it? Could just make the later something that can be installed and ponies will hold parties at, like a statue garden (maybe make the cars mounts that can be built). Basically, amusement park stuff, things that boost happiness but take up pony time. If militia can shoot from the rollercoaster, that should be a feature. An alternate way to raise morale without bringing in the Pinkamenas...and the choice is yours alone.

Bit of a backtrack, but are the stasis pods still a potion, or a syndrome item now? Would it be possible to make them a item and then assign them to ponies like a normal bed? Also, magma mist energy weapons?

Would it possible to do something like in Vault 112, and trap ponies in a VR sim? Maybe could do more with this, but seems like something that could  be tied into the pinkamenas, or more likely memory orbs. Take several of those orbs, and use it to generate a near complete VR map for the ponies to explore to increase the chances of expedition success-in a way, they will have already been where they are planning to go, meaning that the place should not take them by surprise.

Birthday cakes in MoM crates. Lower value than ones you make yourself, but still a nice food. Should come in several varieties-chocolate, vanilla, coconut, carrot etc. 

Party Cannon artifact-not sure whether it should be a toy used somewhere like stuff is used at the theater, or whether it should be a stationary thing like a statue where parties are held. If used, needs to be loaded with party supplies before each party.

On the issue of finding high quality slavage and tech-once the next DF update rolls around, won't you be able to make salvage trees which are really buildings? In that case, we'll be settling smack dab in the middle of the city ruins, right where we can get friendly attention from ghoulish mad scientists, chimeras and the tender loving attentions of our friends in steel. And the bloodwings en masse...

All I can think of for now, my brain is feeling somewhat fried after a long day.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 23, 2013, 10:57:20 pm
What I don't like much about it is that it would open the way for Griffins to create a masterpiece, join the military, marry a stable pony and have children. 



Come on Maklak, why so discriminatory? Gryphons are people too you know.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 23, 2013, 11:42:14 pm

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 can end up with a legendary fighter within just a couple sprite-fights.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 24, 2013, 12:54:05 am
Apple is up and running and I am accepting. Those who were in Pineapple may find the way I do it confusing and I will explain anything not initially explained in the detail needed. I am still setting up the URL into my signature, but for now just click the globe under my picture until I can get it ready.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 24, 2013, 02:59:43 am
> Power armor still doesn't work for unicorns.
Maklak pretty much hit the nail on the head. Power armor was designed for earth ponies, and gameplay-wise unicorns already have enough going for them.

> Can ammo be made slightly cheaper?
Ammo cost is hard-coded, and changing the material values would affect other areas. Fortunately, salvage yields plenty of high-value items you can trade away.

> Has there been any work on a dedicated sprite pack for the mod?
I'm only a dabbling sprite artist at best, so a dedicated sprite pack is far away unless someone volunteers to make one.

> 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.

> MoM crates should sometimes have old memory orbs in them. Maybe some other Ministry crates as well.
That's delayed until the MOM Intel Facility can locate Ministry Hubs and other high-value locations.

> From what I've seen in the RAWs they will also bleed (to death?) after the expedition.
That's the chance the individual dies during the expedition. It's rather low, but increases with the danger rating of the mission. Eventually, expedition members won't just bring back loot - they'll gain increased experience in the form of perks and other bonuses from successful journeys.

> Concrete has no value tag, which I assume it has value 1, as it should.
It uses the stone material template, which has a value of 1.

> I think those are gypsum stones, not gypsum powder.
Gypsum powder is made from gypsum stones.

> If the prisoners get turned into a slave caste, they should probably suck at everything (slow_learner ?).
With trutransformation, I can change them into a blank pet caste that you could either convert to working slaves or use for other purposes (Like robobrains). Griffons will remain in the blank stage to avoid birth issues. Slow learner will definitely be a trait of converted blanks.

> What are we some more ethically questionable uses for them?
I haven't put much thought into the matter apart from slavery and robobrain conversion, so any ideas are welcome. :)

> I also like the idea of "report to re-education centre, citizen". I think there is a "brainwash" dfhack script somewhere and there is a way for workshops to run scripts.
There's a script to remove bad thoughts, but I'm not sure of its capabilities yet.

> Party time mintals and baking
That's delayed until the chem industry/crop revamp.

> Expand Sprite bots
I intended to add a minor stat-boosting interaction they could use on nearby ponies, but it was postponed due to time issues. Your suggestions are quite creative, Byakugan, and I've noted them down. Thanks! :)

> Ability to build a roller coaster-mine cart based, riding in it give ponies a happiness boost.
I don't think it's possible to edit the current mine cart mechanics.

> Are the stasis pods still a potion, or a syndrome item now?
Ponies that run the stasis reaction turn into a stasis pod for the requested duration, and can be pastured in storage rooms.

> Would it possible to do something like in Vault 112, and trap ponies in a VR sim?
While possible, it wouldn't have any ingame advantage not already given by the VR and memory simulators. Areas covered by expeditions are often large and unexplored, making it unlikely for recovered memory orbs to provide a useful layout of the environment.

> Birthday cakes in MoM crates.
I shudder to think of a birthday cake that could last 200 years...

> Party Cannon artifact
There is a confetti cannon, but it and the other items for the party system are awaiting a revamp.

> On the issue of finding high quality slavage and tech-once the next DF update rolls around, won't you be able to make salvage trees which are really buildings?
That would be the best case scenario, yes, but I'll believe it when I see it. If so, the possibilities will be endless. ;)

> All I can think of for now, my brain is feeling somewhat fried after a long day.
Thanks Byakugan...some of your suggestions were definitely useful. :)

> 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.
Yay for untintended design features! I'm surprised they last that long - they're not exactly the hardiest things in the wastes.

Thanks for the ideas everyone! :)
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker on March 24, 2013, 04:32:17 am
Blank griffons could get the sterile tag in addition, so they won't breed.
I also noticed in the raws, dismantling a terminal can't give MOM matrics.
I have read back into the thread, and I understand the decision about the unicorn power armor gameplay-wise and fluff-wise.
Just for laughs, now I have a subtle feeling that Applejack was slightly racist against unicorns... 'Ohh Rarity, sugarcube that's a really nasty wound you have there. Too bad you didn't born an earth pony, you could have worn this overpowered armor...'
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 24, 2013, 07:37:41 am
Just for laughs, now I have a subtle feeling that Applejack was slightly racist against unicorns... 'Ohh Rarity, sugarcube that's a really nasty wound you have there. Too bad you didn't born an earth pony, you could have worn this overpowered armor...'
The board meeting on this subject two weeks later...

"Applejack maam... We have unicorns dying and you developed perfectly good armor WITHOUT a hole for horns? Why?" A unicorn soldier asks "Get 'em a ton o' shields, ya'll be fine" Applejack said "But-" Applejack interupted "Why are you still here, We already discussed this" "Maam, you can't just leave me without something to tell my men!" The soldier says "If you don't leave ah'll have to get the guards to get ya out"

If I didn't stop there I would've wrote an entire(Half)chapter of FO:E before I stopped... I have an active writing imagination(If you could separate regular and writing imagination
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 24, 2013, 08:27:56 am
Just for laughs, now I have a subtle feeling that Applejack was slightly racist against unicorns... 'Ohh Rarity, sugarcube that's a really nasty wound you have there. Too bad you didn't born an earth pony, you could have worn this overpowered armor...'

Considering unicorn abilities for shield walls...not so much of a problem. (Applejack dear, that wound looks hideous! Too bad you don't have telekinesis, or you could have stopped that bullet with a fashionable wall of 5 plasteel shields!)

And to be fair, Littlepip was perfectly fine eating 200 year old cupcakes in a building that had been hit with the fury of a balefire bomb. Besides, the amount of preservatives in Fallout food is beyond any sane level, and that carries over to FO:E. Including for the baked goods.

May I assume that once the military system allows us to actually send out raiding parties and armies in Vanilla you'll be revamping the expedition system as well?

Oh, and for blank into robobrains, well, the brain inside has no reason for vengeance, right? To be more specific, it has no past "life" to try and get back even if it does gain full control of the robot. Maybe make using blank ponies and griffins for robobrains decrease the odds of them going rogue, just to give an extra incentive to go down the morally questionable path (although, if you are using a Pinkamena, you're barreling headlong down that way already...).

Another MoM Idea: A reaction which washes a Pony's Relationships clean, using the Pinkamena. In theory this would be used to isolate "troublemakers", but in practice would allow for things like remarrying or whatnot-if I'm not mistaken, once an entity marries they cannot marry again, even if their spouse dies, correct? This would fix that problem.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 24, 2013, 01:29:47 pm
Apologies for the delay in the ASCII version...I've been quite busy and haven't had the time to port over some of the new tiles. I'll have it up tomorrow.

> Blank griffons could get the sterile tag in addition, so they won't breed.
It may be feasible to make them a caste of the pony creature, albeit rare so the only source is blank conversion. Sterile will be added as well.

> I also noticed in the raws, dismantling a terminal can't give MOM matrics.
Whoops, I missed that.

> And to be fair, Littlepip was perfectly fine eating 200 year old cupcakes in a building that had been hit with the fury of a balefire bomb.
Indeed...cakes may work after all. :)

> May I assume that once the military system allows us to actually send out raiding parties and armies in Vanilla you'll be revamping the expedition system as well?
Depending on how moddable that is it may be impossible to send teams to locations that don't physically exist in the generated DF world, or have them return with custom loot that isn't created by other civs. In that case I'll keep the expedition system for locations from the novel and the associated advanced tech.

> Maybe make using blank ponies and griffins for robobrains decrease the odds of them going rogue.
That's true, and is a good incentive for using them. :)

> A reaction which washes a Pony's Relationships clean, using the Pinkamena.
I'm not sure if there's a DFhack script that can remove relationships.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Putnam on March 24, 2013, 01:42:47 pm
I'm not sure if there's a DFhack script that can remove relationships.

Code: [Select]
-- Removes all relationships (not including deities) from a unit.

local arg = ...

function removeRelationship(unit)
for _,relationship in ipairs(unit.status.acquintances) do --i don't think that's how you spell "acquaintances", but oh well, that's how it spells it
relationship.unit_id = -1 --a bit hackish, but works AFAIK
end
end

function acceptRelationshipArg(arg)
if tonumber(arg) then removeRelationship(df.global.world.units.all[tonumber(arg)])
else removeRelationship(dfhack.gui.getSelectedUnit()) end
end

acceptRelationshipArg(arg)

autoSyndrome, IIRC, has a \WORKER_ID argument you can pass to commands, which is what this is intended to work with.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 24, 2013, 02:40:55 pm
Just had my first Unity Alicorn show up, ever!

Took a month to kill the thing.  Friggin' teleporters.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Maklak on March 24, 2013, 03:31:39 pm
I just finished looking over the RAWs, but I'm afraid I wasn't very thorough.

Lol, looks like we have homing explosive missiles now.

I'm not sure if that's the case, but it looks to me that a lot of items are created by haxy way of transforming a creature for a short time into something that has three parts, with the middle part evaporating quickly, then the main part turning back and the now detached part transforming into something else. This is for missiles, babies(???), memory orbs and salvage from expeditions.
Actually it may be worthwhile to send crippled soldiers on expeditions, maybe they'll miraculously get healed!

Pinkamena robot: SPEED:100, IMMOBILE, PREFSTRING:disturbing tools, STRENGTH:0:0:0:0:0:0:0
These stats don't makes sense to me, for example even a sprite-bot has strength 500. I take it, there was a problem with her interrogating prisoners inside cages, so the range was reduced and speed increased, so she acts as soon as enemy comes near. But that made her too fast, so she got immobilised. The low strength is probably an artefact of some problem with her fighting the prisoners and winning or aggroing them. Well, if it works, it works, but those stats are bizarre. At the very least she should be at least as good at fighting as basic Mr Hooves, with all her "disturbing tools" and all. Range 1 is a must, because otherwise I would obviously put her behind fortifications.
I wonder how can I interrogate the Rangers, though. They have Trapavoid and even EMPed are treated as enemies. Pinkamena can't move, so I'd have to somehow bring them to her. I just don't see how. The EMP interaction removes OPPOSED_TO_LIFE, but not TRAPAVOID, so I can't even EMP them on top of cage traps and they are still enemies, so civilians will run from them and soldiers attack.

Recuperation was removed from all robots in favour of a a repair workshop (with range 10 and it uses a lot of parts). This makes sense of course, but is far less convenient. 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. Consider adding an interaction to Mr. Hooves that gives robots near it some recuperation boost. Or better yet, have a specialised Mr Hooves variety that repairs nearby robots.

Oh hey, we get Super Sentinels... Aw, just as enemies :( Those are the ones that fire missiles. I don't see their minigun interaction, though.

It looks like expeditions can bring back various quality salvage and ministry crates, but also spawn
* Normal: Feral Dogs, Radnscorpions, Geckos
* Savage: Ghouls, Golden Geckos, Large Radscorpions, Paradors, Yao Guai, Balehounds
* Deathlands: Ghouls, Yellow Ghouls, Large Radscorpions, Balehounds, Hellhounds,
Disregard my previous advice. The staging area still should be a barracks full of less talented or useful ponies in active squads, but it should be separated from the main fortress (for example I'd put the expedition workshop behind fortifications), and there should be some means of disposing of those enemies, such as upgraded turrets behind fortifications. Or maybe just do this in a place that can be connected to outside and give sieges something to play with. Another possibility is to send veteran EPs in Power Armours with robot support and hope for the best. Either way, this is dangerous, there will be casualties and the bleeding is something of a deterrent from using the best troops for this.

Concrete can be found in clusters in the soil layer. Well done. All we need now is concrete furniture from 2 concrete blocks apiece.

Hey, we got Paralyse amulets that have exactly the same effect as Paralyze by Alteration Adepts. Nice. Someone needs to test this. It also makes the Alteration school for Unicorns less appealing. Except there is no way to make or find this talisman in game :( Oh come on, you can change it later, but just for testing purposes have the talisman forge make these from Palalyze hologem (preserved), empty hologem and a silver bar or something.

As far as interaction equipment goes, we get:
Autoinjectors with healing potions, mex-x, pipbucks and stealthbucks for hooves.
Hazmat suits, minigun battle saddles, flamethrower battle saddles, Power Armour, Scorpion Power Armour
Head: Memory recollector (does nothing), Gas Mask, Paralyze amulet, Power Armour helmet, Scorpion Armour Helmet.

Hazmat suit gives RAD_2 (Same as Power Armour), NOBREATHE and +2000 disease resistance.

Gas Mask gives NOBREATHE.

Power Armour Helmet: Works for Unicorns, surprisingly. I think this should be EP only. It grants NOBREATHE (same as Gas Mask, doesn't stack) and SATS (same as pipbuck, doesn't stack).
Power Armour Barding: Grants this to EPs: SHIELD_APPRENTICE (resistance to spells), RAD_2 (radiation storm and yellow ghoul resistance), +2k Strength, +2k Endurance, injects healing potions and med-x on demand (doesn't stack with autoinjectors)
Power Armour Boots: Nothing.

Scorpion Power Armour Helmet: Grants NOBREATHE (doesn't stack with gas mask) and SATS (doesn't stack with pipbuck).
Scorpion Power Armour: Grants RAD_3. (Radiation resistance, weaker than RAD_2) Also +500 Strength, +1k Endurance and +500 Agility.
Scorpion Boots: Nothing. Oh and SPA works for all ponies.

There is apparently something that can kill a pony to make a baby of itself, alien-style, but I haven't quite nailed it down. Pretty nasty nonetheless.

I think there is a typo in the last line of interaction_earth.txt and 401 should be 301, but it will nerf Adrenaline Rush even more. 

Healing potion autoinjector has a wait period of 1200 (one day) and works for half a day. It gives NO_FEVERS and NO_NAUSEA, slight NUMBNESS and maxes out Recuperation and Disease Resistance. This is the best hoof item, in my opinion. 
Med-X autoinjector also has a wait period of one day, works for half a day and gives NOPAIN as well as +25% Toughness and +25% Willpower.

Missile and Mine explosions are red or yellow dust clouds, that activate at the range of 2 or 3. This must be quite deadly and !fun!.

In interaction_spawn.txt, if you want equal probabilities, you should remember that as the possibilities dwindle, the probabilities go up (100/6 = 17, 100/5 = 20, 100/4 = 25, 100/3 = 33, 100/2 = 50, 100/1 = 100, so for example for spawning ghouls there should instead be:
         [CE_BODY_TRANSFORMATION:PROB:17:START:0]
            [CE:CREATURE:PONY_GHOUL:EARTH_FEMALE]
         [CE_BODY_TRANSFORMATION:PROB:20:START:0]
            [CE:CREATURE:PONY_GHOUL:EARTH_MALE]
         [CE_BODY_TRANSFORMATION:PROB:25:START:0]
            [CE:CREATURE:PONY_GHOUL:PEGASUS_FEMALE]
         [CE_BODY_TRANSFORMATION:PROB:33:START:0]
            [CE:CREATURE:PONY_GHOUL:PEGASUS_MALE]
         [CE_BODY_TRANSFORMATION:PROB:50:START:0]
            [CE:CREATURE:PONY_GHOUL:UNICORN_FEMALE]
         [CE_BODY_TRANSFORMATION:PROB:100:START:0]
            [CE:CREATURE:PONY_GHOUL:UNICORN_MALE]

SATS grants 15% bonus to speed, skill rolls and some attributes for 100 TUs once per day (1200) TUs.

Parties still don't do much good and should probably be reworked, now that there is a MoM arc.

Pellets still have only 10 penetration on their attack. SHOOT_MAXVEL for air guns also remained the same, so based on this (http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892), my prediction is that nothing at all changed as far as effectiveness or air rifles goes. This needs to be tested of course. 

Now for something interesting: Military Uniforms. I suppose, I'll also have to put this in my military guide, along with attacking wild spritebot advice.
Security Set (Meant as the first armour, to be worn over clothing, usually made out of bronze)
Security Barding, Security Helmet, Riot shields and weapons of choice.
Combat Set (Meant as an upgrade, made out of steel and replaces clothing.)
* Combat Armour + hazmat jumpsuit (can't be made, so substitute normal jumpsuits if there is a shortage) + minigun or flamer battle saddle or cloak if there is a shortage of battle saddles. 
* Combat helmet + Gas Mask (if available) or Memory Recollector (if surplus) + Paralyze amulet (Unicorns)
* Combat Boots. + whatever combination of pipbucks, stealthbucks, autoinjectors and socks seems to work.
Power Armour set
* Power armour + jumpsuit + Battle Saddle of choice.
* Power Armour Helmet + Leather Head Wrapping
* Power Armour Boots + whatever combination of stealthbucks and socks seems to work.
Scorpion Armour set
* Scorpion Power Armour + (hazmat, if plenty) jumpsuit + battle saddle of choice or cloak.
* Scorpion Power Armour Helmet + Paralyse amulet and gas mask / memory recollector (Unicorn) or Leather Head Wrapping (EP).
* Scorpion Power Armour Boots + whatever combination of stealthbucks, autoinjectors and socks seems to work.

The layers are: Under, Over, Armour, Cover. 
Suggested changes:
* Move Hazmat suit to Over layer (same as gas mask) and make it wearable with normal jumpsuit, except under Power Armour.
* Make hazmat suit unwearable with MWT Power Armour (possibly scorpion too) and maybe add the +2k Disease Resistance to MWT Power Armour barding.
* Make (at least) Security Helmets wearable with hats. This is just for the first uniform that doesn't replace clothes. 
* Gas mask should have the protection of though leather, not [HARD][METAL].
* I'm wondering if Pipbucks and such shouldn't be in the Over layer. At least if you want them wearable with socks, I don't think the permits will allow it. Wait, what? The hosreshoes are all in the Over layer and not Armour Layer? Either way, there are going to be conflicts in the Under layer and soldiers will be prone to wearing multiple pipbucks and the like and still be prone to "cannot follow order". I see no workarounds here. Another problem is that multiples of the same item will be worn on other hooves.

item_food still has a lot of meaty items in it as well as baked bads, which were a joke when Applebloom(?) botched baking. 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.

Lol, we got a bottle as Berry Punches artefact, but didn't get Masterwork Drunken Antics to Performance. Well, I guess it would also need "A glass of Apple Cider" CM and a small chance to get pregnant if female, but seriously what's with that bottle?

There is still no way to refubrish Little Macintoshes and Spitfire's Thunders to improve their quality. Spitfire's Thunder has the same SHOOT_MAXVEL as an AMR, so it should be increased to 3500 or something.

plant_upgrade.txt is gone. Good.

We have 60% chance to prepare a cut gem for arcane research at the arcane gemcraft station and 80% at the MAS gemcraft station. Works for me.

We can reverse engineer Spark Batteries, Kinetic Talismans, Basic and advanced processing matrices as well as Neural Interface talismans and matrices for both types of power armours. Getting the schematics should probably be prioritised over using them directly when we get them, as (most?) gems to make them are obtainable from caravans now.

We get aluminium bins from crates now. I guess I preferred chests, as non-wooden bins are heavy and slow ponies down, but I'll take them; I can use all the bins I can get anyway.

Hm, civilian crate gives a charged battery rather than depleted and has a higher chance for a battery than for coiled wiring. There is also a chance for a pipbuck, computer parts and even a gas mask.

Lol, we get Armour and Helmets from slaver crates, that aren't all that compatible with stable ponies gear. I guess I should include a uniform with those.

Talon crate can give Power Armour. I think it should be Scorpion Power Armour instead. They also give mines.

Ranger crates (from expeditions) can give hazmat jumpsuits, canisters of healing potions, minigun ammo, mines, MWT and Stable-Tec processing matrices, training hologems, memory recollectors, kinetic, stasis, neutral interface, water and power talismans and even schematics. In other words, lots of goodies, but most of those are only 1-4% drop, so there is a good chance such a chest will be almost empty.

MoP crates have Gypsum boulders. I get it that I can make gypsum powder out of them, but why would a ministry crate have raw material and not ready to use product? I guess there is some difficulty in including a bag of gypsum as a reaction product, so OK, but in that case I'd rather just have more splints instead. 16% chance for a gas mask or hazmat suit. I think gas masks should be more frequent. Some computer parts, training hologems and all kinds of talismans. Surprisingly MoP crates have higher chance for Talismans than SR crates. 32% chance of healing potion and med-x canisters is likely to create a shortage. Well, I guess we can use the surplus of the kind that we have more for a few autoinjectors.

MoI crates are as uninteresting as ever.

MoM crates have some computer parts and things to make a Pinkamena.

MWT has all kinds of goodies, including the Robobrain and Cyberdog schemes, but surprisingly only 4% chance for a Power Armour.

Ironshed and Ironclad are identical. Maybe give Ironshed more weapons / ammo and Ironclad some armour? 

MoA has lots of batteries, plasma casters, relatively high chance for a recollector, plasteel bars, high chance of AMR, as well as good chance of computer parts, training hologems and general good stuff.

MaS crates have lots of batteries, high chance of a hazmat suit, plasteel, high quality gems and a lot of computer parts.

Robronco has robot parts, of course.

Stable-Tec has robot and computer parts as well as talismans.

Not only was the effectiveness and price of barbed wire reduced, it's frequency as well.

Hm, I suppose I should test the bakery sometime. All I need for basic dough is flour from the caravans, alcohol that I have anyway and tallow, oil or butter, which I'm going to make anyway.

Repair frayed wiring reaction should be AUTOMATIC.

It takes two spark batteries to build a terminal now. Looks like we get more, but also need more in this version. The terminals proliferated and now include: Regular (Stable-Tec), Arcane, Robronco, MoP, MoM, MWT, MAW and MASC.

Expeditions require some materials; 1 toolbox and 1 drill as well as 1 food and 1 drink per expedition member. That's not a concern, compared to having enough active soldiers willing to die and some defences ready. 
General expeditions to the Wasteland, Irradiated regions or Deathlands don't require maps. Now I get why I saw some low quality salvage in the expedition loot tables somewhere.
Attacking bases has up to 75% chance of triggering a siege from that faction. Fun in-fluff, but as long as I have a wall, and no caravans or migrants on the map, those are just another potential source of annoyance or stuff.

Plasteel Reactions are now at he MAW prismatic forge, including Scorpion Power Armour and reverse engineering SPA. Prismatic reactions using steel and other metals are at the MWT forge. Robronco prismatic forge make robot parts: motors, sensor modules and chassises. I think the steel and aluminium plating reactions should also be moved there.

Concrete uses 1 Flux, 4 stones and 1 clay to make 20 stone blocks, so it is actually easier and more efficient to use Mason shops for blocks. This doesn't really help me to build constructions any faster. :( IRL I've seen concrete made from cement (made from rocks rich in calcium carbonate), sand and water, so what's with clay anyway?

Philosopher's garden has skill names added to reactions. Thanks. This helps.

We can now convert 5 vermin corpses into Bonemeal (Flux) instead of ash. Bonemeal is still also made out of 10 bone pellets.

Hydrophonisc farm is nice in-fluff, but in-crunch I don't really see much point in it. It converts seeds to 1 or 2 stacks of 1 plant and if potash is used, 3-6 stacks of 1 plant. When used for brewing, milling or whatever, those plants will produce small stacks, taking up space. Traditional farming is much more efficient, but I suppose this is something that could be done in an emergency. Make reactions with potash produce 1-2 stacks of 3 plants.

MoM facility turns memory orbs into maps and locations to send expeditions. 
First we need to run a bunch of "...regional intel" reactions, to get notes about Ponyville, Appleloosa, Fillydelphia and so on. When there are enough of each kind (4 for Ponyville, 8 for other locations), they can be combined into maps. There is only 8, 16 or 32% chance of there being useful regional information in each orb, so we have to burn through quite a few of them to get even one complete map. 
After we have maps, the rest of the orbs (that we only get one of per captured prisoner) can be processed for regional intel that gives us notes, which can be used to pinpoint some locations to send expeditions. Again, we need quite a few of those.
Some expeditions can use any map, while some need a specific one.
All in all, this will take a while, burn through dozens of prisoners (that could be used for skill training instead) and produce lots of blanks. The reactions mostly use the cheap cloth paper, but keep some silk paper in stock too. Also, process some of the silk and normal paper into scrolls.

Feature comment:
I think you got the memory orbs backwards. They shouldn't be spent in dozens of ways and we shouldn't have to decide if an orb is best used for training or treasure hunting. Instead the spawned orbs should be processed with a long list and low chance for specialised memory orbs, with one possible use each, but a chance for more than one being created.
For example an interrogated slaver knew a location of some weapons cache, was a good knife fighter and kicker (in-fluff explanation for getting four memories out of a prisoner) and had some info useful in making a map of Appleloosa, so there were four useful memories. Another's slaver's memories could produce nothing useful at all.
While only one successful expedition to somewhere makes sense, learning memory orbs could be reusable, just not by the same pony, so there's a lot of potential perks for you. Example: let's say I luck out and get 3 chainsaw memory orbs from slavers and one from griffin. The redundant 2 slaver orbs wouldn't be useful (other than for bin issues or training in parallel), but I could use them to give all my chainsaw soldiers two perks (one from slaver memories, one from griffin) and make them quite proficient at chainsaws. Of course this couldn't be done with the current "produce 50-200 evaporating boulders" method, but IMO is worth considering. Some other perks, aside from skill training, should also be possible with memories. I guess a way to to this would be to have an expiring one-off interactions that give the pony a syndrome raising a skill or something that lasts forever and doesn't stack with itself.
So, in short: Pinkamena + prisoner -> unprocessed memories (creatures) -> +MoM analysis -> Various notes and specialised memory orbs with skill upgrades and perks. That way we don't have to decide if we prefer a chance of loot or a skill upgrade now. I'm in favour of specialised skill upgrade memories/tokens, but generic ones, like we have now would be fine too (Memories of a slave fighting with a chainsaw that can be used for one reaction vs Memories of a slave fighting, that can be used to train some skill chosen by the player.)
In other words, I'm fine with decisions "should I train this or that pony in this skill" or "whom should I send on an expedition", but don't find "should I sacrifice memory orbs for skill training, or is it better to burn through them to look for things to steal?" to be funny.

Memory orb Proposals: 
* Make the map reactions automatic? I don't think those notes are good for anything else anyway. 
* Combine regional and operations intel into one reaction and add tokens ("memories of chainsaw massacre" and so on) for training particular skills. This would make more sense in-fluff, as each memory would be thoroughly scanned once and there wouldn't be anything useful there left afterwards. It would also make memories more like those ministry crates. I'm in favour of each skill having it's own set of "orb tokens", each used for exactly one reaction, but having "memories of fights", that can be used to learn one of a few selected skills would also be fine, as would be getting perk tokens from memories.

Make soap from alcohol is very efficient; only 2 alcohol for 1 "disinfectant" soap. It makes the other soap reactions obsolete.

Most robots require 1 or 2 spark batteries, but for some reason sprite-bots need 3. Is this a mistake? The power needed to move around a heavy chassis is surely bigger than what's needed for a flying ball?

Heh, what do you know. Scrap ore and scrap parts for repairs can be converted into each other without losses.

Ah, broken glass, frayed wiring and depleted batteries come from salvage, not crates. OK.
Scrap metal ore, why is there so little of it in salvage? I think the amount gets decreased with each patch.
It is not rare for low quality salvage to produce nothing at all.

All kinds of spark batteries and talismans are made from low-end hologems (from grade 2 gems). Alteration is especially popular, so it may pay off to have "indigo tourmalines", "blue garnets", "blue zircons", "tanzanites", "blue topazs" or "aquamarines" on the map.

Huh, "light yellow diamond" is only R1? I expected all kinds of diamonds to be high-end gems.

Recollectres are easy to build once we have neural interfaces. I still don't think these delicate pieces of complex arcanotech should make such decent helmets.

Oh joy, once we have crates of explosives, we can mass produce HE dust mines from sensor modules.

The plywood workshops now requires up to 5 plywood per item max, when a log produces 10, so it got very efficient and is a must for any fort. Plywood is probably qualified as stone toy. I think.




Bottlenecks:
* Healing potions and Med-X (Used for Power Armours, Nurse Redhearts and Autoinjectors)
* Memories from prisoners (used either for expeditions or for training.).
* Metal from scrap - it is actually advisable to embark in an area with iron ore now.

Idea: when prisoners are hauled, they generally don't escape, so haul them to a pasture inside barracks, passing a narrow corridor with Pinkamenas on the way for added ?fun?

Idea: 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.
Gas mask + more leather / rubber -> hazmat suit.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica on March 24, 2013, 07:57:58 pm
Confirm suspicion:

Were terminals and (most) HQ salvage normally found in savage biomes moved to expeditions or are they still found in large amounts in certain biomes?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 24, 2013, 08:02:27 pm
I just noticed something while taking a peek at the wounds of another unity thief that showed up at my Stable.

..Alicorns don't have horns..huh...
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 24, 2013, 08:23:35 pm
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'd rather not have to keep checking it every few seconds.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Putnam on March 24, 2013, 08:51:44 pm
Wouldn't be too hard to mod, either, as it's as simple as adding [AUTOMATIC] to the reaction. You don't even need to regen!
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica 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?

(http://oi46.tinypic.com/2j0d0km.jpg)

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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon 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
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica 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.

(http://i156.photobucket.com/albums/t33/Mattelus/znew_zpsf0688164.png)
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Maklak 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 (http://thaddeusc.deviantart.com/art/Hazmat-Pony-vector-268848932) 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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker 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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: tahujdt 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?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker 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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Neowulf 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 (http://en.wikipedia.org/wiki/Artificial_leather#Plastic_leather) 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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster 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,
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Neowulf 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
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster 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
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: tahujdt 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.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 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?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker 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
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Maklak 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.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 25, 2013, 01:55:31 pm
>>Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amsuing
>Relaxtion would be better suited for the Philosopher's Garden

Idea! The 'lawn chair' reaction would be less than the Philospher's Garden BUT would give a slight boost to speed while the Philosopher's Garden gives a better bonus but doesn't give the speed bonus
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 25, 2013, 02:25:08 pm
What do you guys think about a salvaged tank cannon as a siege weapon? It could use huge shells, but would otherwise be similar in design and function as arbalists?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 25, 2013, 02:32:41 pm
Just felt the need to point out crazies like me do exist, Maklak. ;) Not discouraging you from discussing everything you find in any way.

As far as tank guns...those (conventional explosive, I think the plasma are a tad more malleable) are a bit more complicated then just "remove and set up as turret", I think. And Ballistae would be all wrong to act as a model of behavior-a tank shell from the main cannon generally hits one thing. The catapult would be a far better model, but catapults don't do a terribly good job of simulating HE weaponry, and I'm not sure if tank shots are meant to arc or not. A ballista model would also be more trouble than its worth to train, given how slowly siege operator generally trains and the value of the shots you are going to be using. USING a salvaged tank as a turret...now, that's a different fish entirely. The only tanks I know of in FO:E though are the Skytanks, and those are Enclave tech. As far as I know, when ponies and zebras needed heavy armor support, they didn't use tanks. They  just fielded heavy robots (or Steel Rangers) for the job. That's why they called it an anti-machine rifle, and not an anti-material rifle, I believe.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 25, 2013, 02:54:16 pm
Well, it was an idea.

Dangit, its surprisingly hard to come up with ways to contribute to this mod.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 25, 2013, 02:58:40 pm
Reading FO:E and researching Fallout lore is a good way to start. Seriously, there's alot of stuff out there. If you have the time, it might not be a bad idea to browse the Fallout Wiki and see what you can come up with. TVTropes could work too, so long as you can keep yourself limited in your search...

Edit: Is it me, or is this version of the mod triggering quite a few crashes compared to earlier releases? Haven't had one yet, but then I have not gotten far.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Neowulf on March 25, 2013, 03:00:44 pm
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.
First embark crashed in summer, so I decided to whip these up.
The bakelite stuff is in the chemistry bench because it was handy and kept it local. Requires wax working and everything but blocks, pipe sections, and flasks take two globs. I'd say that's a pretty decent byproduct sink.
The concrete furniture reactions all require 4 worthless stone and 1 flux and make 5 products at once (could be bumped up). I figure concrete makes a good mass production option at the expense of value. All in the stone foundry and require masonry.

Full changes I've done:
Spoiler (click to show/hide)
Hopefully no typos in there. Testing em out now.

>>Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amsuing
>Relaxtion would be better suited for the Philosopher's Garden

Idea! The 'lawn chair' reaction would be less than the Philospher's Garden BUT would give a slight boost to speed while the Philosopher's Garden gives a better bonus but doesn't give the speed bonus
As for lawnchair vs philosopher, I figured philosopher would produce a training boulder so you get a skill up while the lawnchair just has an empty reaction that gives happy thoughts but no skill ups.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 25, 2013, 03:09:56 pm
>>Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amsuing
>Relaxtion would be better suited for the Philosopher's Garden

Idea! The 'lawn chair' reaction would be less than the Philospher's Garden BUT would give a slight boost to speed while the Philosopher's Garden gives a better bonus but doesn't give the speed bonus
As for lawnchair vs philosopher, I figured philosopher would produce a training boulder so you get a skill up while the lawnchair just has an empty reaction that gives happy thoughts but no skill ups.

Or that
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Maklak on March 25, 2013, 03:47:41 pm
> Idea! The 'lawn chair' reaction would be less than the Philospher's Garden BUT would give a slight boost to speed while the Philosopher's Garden gives a better bonus but doesn't give the speed bonus.
Meh, just build a theatre, get a leadership pony and spam masterwork speeches. Too bad we can't automatically add one speech per week. If I get a "chair workshop" I may use it, but I don't really see the point and besides, dfhack guys haven't yet worked out all the problems in thought affecting interactions, I think.

> What do you guys think about a salvaged tank cannon as a siege weapon? It could use huge shells, but would otherwise be similar in design and function as arbalists?
I wasn't paying much attention to that part of the RAWs, but I think the balista ammo is renamed to "artillery shell". I also saw some dfhack script to aim a siege engine that might make them usable. It's just that I tried siege engines in df once and decided they weren't any good.
Putman made a script that can make some kinds of ammo produce magma on impact. Now this and a couple of other effects (that aren't doable yet) could make artillery (or balefire egg launcher pony-portable weapons) much more powerful and interesting. Just consider how fun it would be to blow up a whole squad from a siege and any friendlies that happened to be in vicinity. But that isn't going to happen anytime soon. Well, except for mines of course.

> Dangit, its surprisingly hard to come up with ways to contribute to this mod.
??? Yes and no. Lyceaon is good at coming up with the right things on his own and great with RAW wizardry (such as chains of interactions), but somehow I write long posts after most patches.
If you don't want to read the RAWs, you can still play the game, describe what you did and what happened, what was too easy or too hard, too little or too plentiful and so on. To come up with doable suggestions you need some understanding of how the game works, but otherwise ripping off ideas from Fallout, FoE sidefics and any other post-apocalyptic settings is a solid advice.

> Bakelite reactions.
I don't like "make nylon" and "make pleather" because they have a by-product. Regardless of how this works IRL, I'll normally want to decide if I want synthetic fibres, plastics of synthetic leather and I don't want the by-products to accumulate. But that said, unless I run the reactions hundreds of times, it won't be a problem.
Bakelite blocks use the same amount of Bakelite as furniture. While it makes sense that blocks require a lot of material, this is not how DF generally works.
> Requires wax working and everything but blocks, pipe sections, and flasks take two globs.
This is not what your RAWs say.

This is how I would like concrete to work:
* The reaction to make blocks should be more efficient than the mason shop blocks. After all I'm putting more effort (including the use of Flux) into it than just setting Mason on repeat. Besides, when making blocks, there are generally some leftovers, while concrete accepts it all (gravel, rubble, whatever). The reaction should probably be moved to the stone grinder as the rocks need to be grinded into sand and Flux grinded and heated (but let's keep [FUEL] out of this). All in all I'd say 30 blocks per reaction is reasonable.
* The reactions to make everything else, like furniture, should accept concrete blocks. Preferably 2 or 3 per  piece of furniture (and cloth for the bed of course).
From a certain standpoint, concrete's role compared to stone is as plywood's compared to wood: give us a uniform material and also make the reactions more efficient at the cost of an extra step and storage. This may not be exactly how it works in real life, but efficiency is a good reason to use plywood over wood (once I figure out how to stockpile it) and there should be a similar incentive for concrete.

It's ironic that the "finally out of beta" version of this mod is after such big changes (expeditions and autosyndromes are huge) and crashes.

EDIT: Oh, the Fallout Mod has updated and it has exploding grenades for adventurers.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Neowulf on March 25, 2013, 04:24:44 pm
I don't like "make nylon" and "make pleather" because they have a by-product. Regardless of how this works IRL, I'll normally want to decide if I want synthetic fibres, plastics of synthetic leather and I don't want the by-products to accumulate. But that said, unless I run the reactions hundreds of times, it won't be a problem.
Bakelite blocks use the same amount of Bakelite as furniture. While it makes sense that blocks require a lot of material, this is not how DF generally works.
I'm playing around with bakelite as a byproduct of the polymer reactions because it's decidedly not like real life. It's to simulate the inefficiencies of cobbled together machines producing complex chemicals in stressful environments.
It's also to take the bite out of the cost of nylon without making silk too plentiful.
5 oil per silk is painful, but less is too easy. So add a useful (just less so) extra product and it doesn't seem so bad dropping 5 cloth/25 drink worth of plant input for 1 cloth worth of silk.

This is not what your RAWs say.
Crap, typos...
Will edit. Meant to be 1 glob for 2 bricks, 1 pipe, or 3 flasks and 2 globs for everything else.

This is how I would like concrete to work:
* The reaction to make blocks should be more efficient than the mason shop blocks. After all I'm putting more effort (including the use of Flux) into it than just setting Mason on repeat. Besides, when making blocks, there are generally some leftovers, while concrete accepts it all (gravel, rubble, whatever). The reaction should probably be moved to the stone grinder as the rocks need to be grinded into sand and Flux grinded and heated (but let's keep [FUEL] out of this). All in all I'd say 30 blocks per reaction is reasonable.
* The reactions to make everything else, like furniture, should accept concrete blocks. Preferably 2 or 3 per  piece of furniture (and cloth for the bed of course).
From a certain standpoint, concrete's role compared to stone is as plywood's compared to wood: give us a uniform material and also make the reactions more efficient at the cost of an extra step and storage. This may not be exactly how it works in real life, but efficiency is a good reason to use plywood over wood (once I figure out how to stockpile it) and there should be a similar incentive for concrete.
I don't like the idea of making concrete blocks into other stuff. If anything I'd like to see a concrete mix item that is made from grinding stones+flux (25-30 bags per reaction) and those bags are then used to make bricks and furniture.
Not a big fan of the idea that yesterday's concrete kitchen floor can be deconstructed and turned into tabes and chairs.


All that said, take the additions I provided and tweak them to your liking.
The whole reason I'm doing this is so Lycaeon has some info on how changes like these actually work in game.
What feels better, bakelite as a byproduct or as a separate reaction? Concrete as a plywood copy, blocks that get carved, or straight to furniture?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker on March 25, 2013, 05:52:21 pm
Firefox ate my post. Writing it again. Sigh.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 25, 2013, 06:04:52 pm
I heard you guys mention something about giant trees, and how they can be modified into prefab structures, like ruins and bunkers. I haven't been having any luck finding more info about this, did Toady say anything officially?


If so, what sort of structures are you thinking about making, Lycaeon?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Treason on March 25, 2013, 06:11:08 pm
Maklak:

Build a sawmill.

Pause your game.

Designate a finished goods stockpile next to your plywood shop.

Set it to take from link only.

Set it to take from the sawmill.

Disable Plywood from your main finished goods stockpile(s).

Unpause your game.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 25, 2013, 06:38:42 pm
Didn't see this in the guide, but where do you produce Clear Glass Vials?
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 25, 2013, 06:55:42 pm
I’m aware of the multiple bugs and will release a hotfix when I get the chance, along with improvements from recent suggestions. I haven’t been able to replicate the military equip screen crash yet, so I’d like someone who has to post the exact steps. If anyone experiences crashes in areas other than the military screen, let me know. In the meantime you can quicksave by pressing [Ctrl-Shift-Q].

> Didn't see this in the guide, but where do you produce Clear Glass Vials?
At the glass furnace, along with the other glass items.

> Crate food expansion
> Bakelite/Plastic leather/lawnchair/concrete expansion
> Theatre changes
Noted, but unlikely to be added anytime soon due to time issues, though I do appreciate the effort Neowulf and others have put into plastics. Concrete production will be made more efficient, however.

Gzoker: Thanks for informing me about the expedition bugginess - I’ll remove the hostile creatures spawned as there’s already a base chance of dying during the expedition.

Maklak: Script based changing of emotional states and relationships is on the list, but isn’t a priority, as linking them to reactions was only recently introduced and potentially unstable as a result.

> Insta-kill assassins
As of the last update they’re no longer in the mod.

> Nurse Redhearts healing patients independently.
They require a trigger to heal, as otherwise they would just put random ponies down for a week, thus the need for a reaction to designate patients.

> Nerfing auto-injectors.
Even max recuperation doesn’t provide much of an advantage in battle as there’s not enough time for major wounds to heal. Healing potions in the novel (And stimpaks in Fallout) nearly instantly healed even mortal wounds, which is far stronger than in the mod.

> Larger hazmat suit size.
> There should be low chances for interrogated prisoners to know about other factions.
> MAXVEL of air guns should be increased to at least a hundred.
> Anvil from salvage and moving reactions to the end of the salvage yard list.
Ok.

> E:\dfapi\plugins\autoSyndrome.cpp line 284:Couldn’t find unit -1
That’s a bug with the plugin that expwnent will fix. As far as I'm aware it doesn't have any ingame effects.

> How about you reverse the scrap ore drop from salvage
There’s more low-quality salvage overall than high-quality, but I’ll consider it.

> Changing PRINT_MODE to STANDARD.
STANDARD prevents TrueType from working, though you can change it on your own.

> 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.
Nice catch! :)

> I can't find the option to stockpile plywood boards.
Plywood boards are stone toys and should be stockpiled as such.

> Pikamena suggestions
Pinkamenas work quite well as they are now - they bait disarmed enemies released from cages to attack them, then interrogate when in range, while being too hardy to be damaged by unarmed victims and too weak to damage them.

> Anyway, this is development thread and we should be free to discuss spoilers about the updates.
Fair enough, though I still prefer to keep small Easter eggs like individual creatures and items under wraps.

Thanks again Maklak! :)

Thirtyeight: Heavy weapons like you described may be possible, but aren't necessary at the moment. Energy weapons and low-yield explosives are higher-priority, and will likely use Putnam's explosives script once I get a handle on it.

> Dangit, its surprisingly hard to come up with ways to contribute to this mod
Nearly all of my design decisions come from the novel or elements of Fallout ported to the FoE universe, with creative liberties taken during conversion into DF gameplay. For example, the Pinkamenas aren't in the novel, but are the only means of applying memory extraction to hostile prisoners, given that ponies will either attack or run.

> I heard you guys mention something about giant trees, and how they can be modified into prefab structures, like ruins and bunkers.
That is the best case scenario, and would allow for the simulation of ruined skyscrapers and other buildings, but Toady hasn't revealed how moddable the new trees will be yet.

Much thanks for the feedback everyone! :D
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: gzoker on March 25, 2013, 07:50:32 pm
This new expedition system is really FUN, and i have a few observations i would like to share.

The main reason to use the system is to get creates. Resources like scrap is in second place, but only after we have used up all the resources from the map. We want technology.
Scavenging the wasteland is not profitable even with the low risk and small squad requirement, because it only gives low quality salvage. Same with the irradiated wastelands, in my experience we can only get medium salvage from there. It also increases the chance to lose a skilled pony on the expedition. Deathlands will definitely kill ponies either directly or indirectly, so even if we get high quality salvage we won't really gain anything because we lose the resources we used for training those ponies. No net gain = bad. I couldn't try out the assaults on enemy bases, but I suppose it has the same risk-reward ratio as the other ones just scaled up. The additional resources ( MOM intel ) just further deceasing the net gain from these reactions which makes them worse.
One solution could be that every expedition would only bring back high quality salvage. As the risk increases, so does the number of logs.

Maklak has described a related problem and the solution a few post before, but i will reiterate:
Problem: we don't have enough scrap metal, and low and medium quality salvage isn't really useful. Solution: make low quality salvage the source of scrap, and high quality salvage the source of tech. Medium quality salvage in my opinion could have all the supplementary items like buckets, chains, guns and melee weapons too. So we would know what we will get ( at least more accurately ) when we salvage, but still have that lottery feeling. This would balance out the usefulness of salvage; in the wasteland everything is useful to somepony, even if it's just piece of rusted metal, it could be smelted. So drop rates should be balanced out across the board.
Also, this way the number of dropped salvage logs per expedition would make much more sense, and the frequency of the high quality salvage would not be a problem anymore.

Another side of the same problem: the expedition system gives us a way to get more salvage, but at the expense of pony lives. It would make sense in the wasteland to send the best of the herd on crucial missions, but after ~50 expeditions I have come to the conclusion that skill and equipment doesn't increase survival rate. So in game in my experience the best strategy is to send out on the expedition the blind, two legged cripple, the pony with all the rotten body parts, the melancholic one from the previous mission and all the foals you can burrow inside the room; then simply just station inside the whole military too, and let them deal with what comes back. Or just have a bridge as the other part of the room, and drop the sleeping ponies on the expedition a z-level down, and sacrifice the expedition's leader. I don't have to say, beating the system is highly counter-intuitive and absolutely unrealistic. Unfortunately by beating i mean using it efficiently.

So here is an alternative as a suggestion. We could have a mercenary outpost building, from where we could send out mercenary expeditions into areas of the wasteland in exchange for caps. They could bring back the salvage for us, and our puny little stable ponies could stay behind their big steel door in safety. Caps could be a lootable item, so actively fighting enemies would have a nice reward, but also tradeable so with a steady economy we could achieve the same. We could also buy special contracts from talon groups or slavers or rangers to go to the more dangerous parts of post-apocalyptic equestria.
PROS: having a similar function as the expeditions; the security force of the stable could concentrate on their role; it would introduce mercenaries in a pleasing manner; it would introduce caps, an important part of the wasteland feeling; it would scale better with the size of a stable;
CONS: having a similar function as the expeditions; it would take time to implement; and everything Maklak is going to say about it (joke)

My last thought on the matter, the expedition system as it is now is fun and FUN, but it's only real option for a mature stable with a lot of ponies. In smaller stables it's only usable if we exploit it - playing it as intended have massive drawbacks. The chance of losing the small militia we need to survive is one for example. It would be better if it was balanced in the future with more playstyles in mind not just the ones with unlimited ponypower.

Well Lycaeon, you have replied before i could rewrite my post. I will try out the expedition system again after the hotfix you mentioned, but until i then i will stay away. I will leave this here as food for thought in any case.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Thirtyeight on March 25, 2013, 08:51:58 pm
This is NOT intended as criticism, I'm just really curious.

Why use BB rifles for anything other than training? Why not start hunters off with small caliber weapons? Even in the fallout games, the BB guns never served a purpose beyond being silly, or in one case, as a lethal joke item. So why is it not possible to request proper guns, you just have to hope they bring them if you don't have the resources to make them yourself.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Byakugan01 on March 25, 2013, 11:59:57 pm
Just managing to finally secure my first stable...this mod is definitely filled with !!FUN!!, especially if you don't keep an eye on what units have wandered down into your map. Had a rather memorable experience with a group of three balehounds who found their way in when everypony  was burrowed due to dust, and I had my two military ponies doing odd jobs. That was a savescum time. The message about keeping my military close at hand didn't REALLY hit home until Feral Ghoul Easter, though. They found allllll the brains my ponies had cheerfully hidden for them inside their skulls! And they didn't even have to cook them, since they were marinated in pain and terror (the best spices for Ghoul Easter foods!)! Well, the ones after the first were anyway...so, I decided to hurry up and WALL after loosing a significant amount of progress early on several times. I've been lucky-my most common animals seem to be radhogs. But when I get unlucky, that is when !!FUN!! happens.
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Replica on March 26, 2013, 08:03:50 am
Just to note, my new fruit stable has been posted.
It will use the new v0.30 version.

All are welcome.

http://www.bay12forums.com/smf/index.php?topic=124333.0
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Iceblaster on March 26, 2013, 09:50:08 am
Cult of the Last Orange... and a slightly insane Replica obsessed with farming. Oh the !FUN! is there to be had(Story wise)
Title: Re: Fallout: Equestria (v0.30) Pinkie Pie is Watching
Post by: Lycaeon on March 26, 2013, 09:10:02 pm
Version 0.30b beta has been released with numerous bugfixes and new features.

•   Removed several DFhack utilities that were the likely cause of the recent crashes. I haven’t experienced any after testing, but please let me know if you do, with the details.
•   Pinkamena memory extraction now requires a chicken within 20 tiles (Does not need to be in the same room or within line of sight).
     o   Interrogation of a slaver/Talon/Ranger will transform that chicken into the resulting blank pet.
     o   The absence of a chicken causes the interrogation to only yield the memory orb.

•   Blank ponies can be converted into workers at the pony rehabilitation center. Note that blank workers have no name and learn skills at half the speed of ordinary ponies.
•   Alternatively they can be converted into robobrains at the RobronCo assembly line, with no chance of the resulting robot becoming hostile.
•   Memory orbs gained from interrogation are now processed at the MOM Intel Facility to yield up to six types of memories.
     o   Ranged, melee, unarmed, armor, tactics, and operations.
     o   The first five are used to train different sets of skills at the Memory Simulator, while the last is analyzed at the MOM Intel Facility for regional and operations intelligence.

•   Expeditions no longer spawn creatures.
•   Salvage yields from expeditions increased.
•   Mr. Hooves increases recuperation of nearby robots.
•   Scrap metal yields from low-quality salvage increased. Yields from high-quality salvage decreased.
•   Hazmat suits can no longer be worn with armor, but go over regular jumpsuits.
•   Little Macintosh and Spitfire’s Thunder are now found in boxes that can be opened at the Supply Depot.
•   EMP makes rangers unconscious for intermittent periods of time.
•   Power armor helmets no longer work for unicorns.
•   Power armor gives a disease resistance boost.
•   Changed maxvelocity of air guns to 100.
•   Security helmets can now be worn under hats.
•   Clay removed from concrete production.
•   Renamed simple meals to rations, reduced number of lavish meals.
•   Numerous minor bugfixes.
•   ASCII version will be released tomorrow.

As always, enjoy the update and let me know if there are any issues! :)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 27, 2013, 02:24:55 am
> 5 oil per silk is painful, but less is too easy.
3 would be just fine, I think. Anyway, I don't treat this reaction as a reliable source of enough silk to make jumpsuits for everypony. To me it is an alternative / emergency way to get some silk for a strange mood or for silkpaper.

Weather plastics / Bakelite is a separate reaction or a by-product doesn't matter much, I think. If it is a by-product, I'll just use some of it for furniture to save on stone. If it is made by a direct reaction, then what I do with it depends on how costly it is compared to stone or plywood.

The pleather production should require cloth as well. The wikipedia link said that the process used cotton.

> I don't like the idea of making concrete blocks into other stuff. [...] Not a big fan of the idea that yesterday's concrete kitchen floor can be deconstructed and turned into tables and chairs.
Well, it's a way of seeing it, but if that kitchen was made of rock, it can still be turned into a throne or 4 blocks for 4 new kitchens by mason's shop.
Concrete blocks being convertible to furniture aren't realistic, but have some merits: You can choose if making a particular piece requires 2, 3 or 4 blocks. You can change the number of blocks produced by the reaction to make concrete from stones. These two allow for easy balancing of concrete versus stone.
Oh, and while we're at it, mechanisms should probably be made out of concrete too.
I tend to not quite get enough stone furniture in DF and I'm not quite sure what my problem is, with multiple workshops and all. I blame not having enough stone, but maybe it's not having enough idlers instead. Anyway, maybe it's better if other people tell what they think about concrete.

> > Plywood stockpiling issues.
> Make a finished goods stockpile that only takes from the sawmill and plywood workshop.
Good idea, I've never even thought about using stockpiles that take from workshops.
> Plywood boards are stone toys and should be stockpiled as such.
I'll try it in my next fort.

> > Changing PRINT_MODE to STANDARD.
> STANDARD prevents TrueType from working, though you can change it on your own.
I use VBO on both my current computers and I forgot what I used on my backup Pentium 4. Anyway, only I seem to complain about graphical glitches from 2D, so it's probably not an issue for others and therefore doesn't warrant any change in the mod.

> > Pikamena suggestions
> Pinkamenas work quite well as they are now - they bait disarmed enemies released from cages to attack them, then interrogate when in range, while being too hardy to be damaged by unarmed victims and too weak to damage them.
I wanted them to move around and be able to kill something relatively harmless, like a feral dog, but maybe I should just try how they work now. Any long-living fort should have a steady supply of slavers to test her.

> Expeditions.
Quote from: gzoker
So in game in my experience the best strategy is to send out on the expedition the blind, two legged cripple, the pony with all the rotten body parts, the melancholic one from the previous mission and all the foals you can burrow inside the room; then simply just station inside the whole military too, and let them deal with what comes back.
> Expeditions no longer spawn creatures.
Well, that's even more incentive to use all kinds of misfits for this, rather than elites. I'd also throw slaves and blanks into the mix too, if I can. The system is balanced in that yes, we can get salvage while staying on a lockdown Pineapple-style and we can use the misfits for this, but it will still cause us to loose some workforce, a few deaths, occasionally an important pony will be caught by the reaction and it is overall more micro-management than just designating some trees to be cut.
Speaking of which, I think the expeditions should require a hacksaw for cutting down salvage and a wheelbarrow to haul it back too. Or just make those parts of the staging area building.

> Why use BB rifles for anything other than training? Why not start hunters off with small caliber weapons? Even in the fallout games, the BB guns never served a purpose beyond being silly, or in one case, as a lethal joke item.
I can make combat pistols and bullets in my first year, true. In Fallout BB guns are a joke and IRL they are much weaker than .22LR, tru. Air guns (http://en.wikipedia.org/wiki/Air_rifle), on the other hand, were about on-par with some early military-grade gunpowder weapons. They are not that much more difficult to make with modern technology than BBs, it is just that ammunition for gunpowder rifles is much more convenient. My fixation on BBs stems from my frustration with them in my first playthrough with this mod (Ponderplanned). Don't worry, though, even if the penetration of BBs was set to a 100, and max velocity of air guns to 300, pistols would still be much better. Anyway, I think these are two valid points for not having BBs be as weak as they were:
* Hunting. There is a work-around of course, but it took one of us a while to figure it out, not everyone who plays this game will remember it and it shouldn't have been so deadly in the first place.
* I will use BBs for training to conserve ammo, but I don't want my squad to be so useless for fighting during that time. It takes them too long to switch weapons and ammo in any emergency. That's why I think thay they should be able to wound something with BBs. But then we have all kinds of wooden training weapons and people don't complain about them, so maybe I'm wrong.

> This mod is definitely filled with !!FUN!!, especially if you don't keep an eye on what units have wandered down into your map.
Yeah, I have to check every now and then, even when I'm in a Wilderness. On the plus side, the dogs were nerfed (by decreasing their prone to rage) and radscorpions are easy to kill, so my squad of 1 dagger, 1 spear and 2 BB ponies had no problem exterminating them.

> Blank ponies can be converted into workers at the pony rehabilitation center. Note that blank workers have no name and learn skills at half the speed of ordinary ponies.
Can we use them for expeditions? And slaves?

Sounds like this update is going to be stable (pun unintended), but I can't look over the RAWs or play it now. I should have time in a day or two.

EDIT: Oh, and BTW, I recently updated my military guide for 0.30, including the advice to kill sprite-bots, the wood to 4 ash reaction at the Kiln and a list of syndrome-giving equipemnt.

EDIT2: I meant for Hazmat suits to be unwearable with Power Armours and SPAs. I think you could still fit a ballistic vest (combat or riot/security) over a hazmat suit. Not being able to wear them with armours at all makes them much less useful, because even in irradiated environment you'll still want some armour on your military ponies and hazmat suits aren't armoured.
The way hazmat suits are now, I suppose I could still use them for inactive squads of scavengers and wood haulers in a bade environment, but I was hoping for them to supplement combat armour for extra resistance and I think that's how it should work.

EDIT3: Scribe / Delayed would be a good place to put Teacher, Student, Organisation and maybe something else. They are the engineers and organizers of the Rangers. I meant memory orbs for SR Scribes, who we can catch easer than the Rangers.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Byakugan01 on March 27, 2013, 11:32:29 am
Eh, with the expeditions you remove the micromanagement needed in keeping your salavagers safe while they are topside (or cavernside, as the case may be). You basically trade off having to keep an eye on the salvagers (and the units screen!) in exchange for accepting some deaths more or less by default. More or less the same in terms of total micromanagement, if you ask me, but that's just my personal opinion. It's just different KINDS of micromanagement. Granted, if things are safe there's no need to micromanage, which is a flaw my the argument. Also, I noticed in the raws that Bloatsprites have the PET_Exotic tag. Does that mean they are tameable? Since when I built the kennels I had no option to tame them.

Ack, a wiki check on animal taming...looks like I have no need to build a kennel.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 27, 2013, 03:58:53 pm
I'm kind of ashamed to ask this but, is there a way to temporarily disable steel rangers and unity without altering the raws too much? My second stable was taken out by a single SR knight, and I'd like to practice just facing raiders and mercenaries.

Note, i'm not asking the mod itself be changed, I'd just like to turn the late game enemies off until I feel confident in my understanding of the military, and how FoE weapons work.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Replica on March 27, 2013, 04:12:23 pm
I'm kind of ashamed to ask this but, is there a way to temporarily disable steel rangers and unity without altering the raws too much? My second stable was taken out by a single SR knight, and I'd like to practice just facing raiders and mercenaries.

Note, i'm not asking the mod itself be changed, I'd just like to turn the late game enemies off until I feel confident in my understanding of the military, and how FoE weapons work.

You can limit the population cap of your stable, or remove the steel ranger triggers in the entity file and add them in later.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 27, 2013, 04:37:54 pm
In "entity_default.txt" search for "PROGRESS_TRIGGER" in the "RANGERS" entity and set all of them, especially sieges to 0. Do that inside your "data/save/region1/whatever". I don't know if changing this requires a regen or not.

As to Hazmat suits and Armour, I think, I've pretty much nailed it. In "item_armor.txt"
Lower the permit of Power Armour and Scorpion Power Armour to 8.
Increase the permit of Security Barding to 10.
Lower the size of Hazmat Suit to 10, but increase it's permit to 6.
This way:
* Hazmat suit can be worn over a jumpsuit. This may be useful for "roleplayers" to assign salvagers, salvage haulers and ponies who recover wounded to inactive squads with just hazmat jumpsuits for uniforms. I assume they make irradiated environments quite survivable.
* Hazmat can be worn below security or combat barding, but without an extra jumpsuit. Kind of what you had recently. My guess is that you can put a helmet and a ballistic vest over a chemical hazard suit.
* Hazmas suit can't be worn under Power Armour or Scorpion Power Armour, although both of them allow normal jumpsuits. Both of these armours provide sealed environments of their own, so we shouldn't be able to stack that.
I think this proposal makes sense.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 27, 2013, 04:59:36 pm
Thank you
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: gzoker on March 27, 2013, 06:41:18 pm
>I'm kind of ashamed to ask this but, is there a way to temporarily disable steel rangers and unity without altering the raws too much?
Removing the brackets from around the "[active:season*]" tags in the /data/save/regionname/raws/objects/entity_default.txt also works if I'm not mistaken. *=autumn, summer, spring, winter.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Treason on March 27, 2013, 07:30:32 pm
Holy crap...

I went through 20 high-quality scrap logs and ended up with 2 explosive crate, 1 wartime techno crate and 1 ministry of arcane science crate, 5 civilian crates and a freak-ton of image, peace and moral crates.

After opening all the fluff, I got down to my wartime tech crate and didn't really get anything impressive.

...Then I opened up my Arcane Science box..

I got a power talisman, lots of gems, a MAS processing matrix, several plasteel bars, a plasteel chest a couple charged batteries...and a Twilight Sparkle Statuette...my first, ever.

All that in one crate.  The Goddesses must have been smiling on my stable.

Edit: Forgot to mention the gas mask, hazsuit, pipbuck and stealth buck, too.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: gzoker on March 27, 2013, 08:08:37 pm
I have only found Fluttershy and Applejack, both in experimental stables i didn't plan to play too long :(.

My new embarking strategy is to only bring high quality salvage (around 20), 10 food, 10 drink, then go from there. This gives me a lot of creates, and an early technology boost - if i survive until i find a shovel.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Replica on March 27, 2013, 08:25:01 pm
Eh Maklak, drew a quick soldier doodle for you out of boredom.
No idea what you use as a symbol/insignia/badge, so I just drew a grumpy cat instead.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Iceblaster on March 27, 2013, 08:41:03 pm
IDEA

A gem crate which would contain gems. It would help late stables keep up with the need for spell training, and help new stables if they aren't lucky with immediate gem veins.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Byakugan01 on March 27, 2013, 09:07:29 pm
Just got a crash...at the embark screen no less! As far as I can tell, all I did was view one pony's stats and then switched to and tried to view another pony's stats too quickly. I might have hit an adjacent key instead of v though, but petty sure it was the view option that caused the crash. Or, you know, it could be just random crash. I had some of the ponies skilled out, and was in the middle of skilling out the rest of them.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 27, 2013, 09:11:48 pm
Apparently we can still butcher slaves, and ponies will put the resulting products to use. I can't decide if this is horrifying or awesome. If Lycaeon ever makes Raider Shantytown, this will prove most fitting.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Lycaeon on March 27, 2013, 10:04:16 pm
Byakugan: Thanks for informing me! I just spent a couple minutes in different embark screens rapidly switching through stats and editing skills and experienced no crashes, so it's likely a random case. There are no DFhack hotkeys that use 'v' either. Let me know if it happens again.

Gzoker: Thank you for bringing up the potential exploitation of expeditions with crippled/unnecessary members. Skill and equipment don't improve chance of survival, so even slaves and blanks can be used to no consequence (Indeed, for this version I foresee many overseers using their fodder ponies for expeditions). On the other hoof, once I introduce the perk system, members of expeditions will have a chance of gaining perks from surviving journeys into the wastes, with more dangerous locations associated with better perks. That should incentivize sending more valuable citizens.

Hiring mercenaries as you suggested is planned - you'll be able to purchase "Talon mercenary" tokens from slaver caravans, and have the choice between using those tokens in expeditions (With each expedition costing you the resources to equip and pay the number of mercenaries you send), or spawn them as actual Talon griffons (Using chickens) armed with integral weapons and armor to defend your Stable.

Maklak: I'll consider the use of concrete blocks for furniture, but it seems redundant due to the existing masonry and plywood systems.

> Speaking of which, I think the expeditions should require a hacksaw for cutting down salvage and a wheelbarrow to haul it back too.
> Scribe / Delayed would be a good place to put Teacher, Student, Organisation and maybe something else.
> Hazmat suit suggestions
Good ideas.

> Oh, and BTW, I recently updated my military guide for 0.30, including the advice to kill sprite-bots, the wood to 4 ash reaction at the Kiln and a list of syndrome-giving equipemnt.
Thanks! :D

Thirtyeight: I would just remove the trade trigger for the Rangers, as that's what usually brings them early. Otherwise your population must be 110 ponies before they begin scouting out your Stable.

> Apparently we can still butcher slaves, and ponies will put the resulting products to use.
It's an unintended game behavior (Both have NOT_BUTCHERABLE, but the game refuses to recognize this for transformed creatures), so I haven't done any testing on butchered pony products.

Replica: Love the picture, and the grumpy cat insignia. :)

Iceblaster: I don't think another source is necessary; you can trade for polished gems from certain caravans and convert them into roughs at the arcane gemcrafting stations.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Byakugan01 on March 27, 2013, 10:22:56 pm
Oh wow, I am getting screwed over in this embark. Giant Rad scorpion right off the bat, the militia decided it would be good idea to take it on single hoofily, one at a time *facehoof*. The one that DIDN'T get killed outright went melancholic after letting the team doctor try and practice her wizardry on him. I'm down to 5 ponies and the first month isn't even over yet. And on an odd note, when I tried to designate a food stockpile at first it kept telling me that the workflow function was not enabled, and asked if I wanted to enable it. After I threw down the first stockpile it stopped asking though. Just something odd I thought I should note-I think it was another of those random bugs, or it might just be for the first food stockpile after embark? Not really sure.

As for gems, you forgot rock grinding.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Lycaeon on March 27, 2013, 10:25:21 pm
It's a bug with the one of the DFhack hotkeys triggering without pressing Alt. You can fix it by pressing Alt again. You can fix it permanently by opening the dfhack.init file in your DF folder with notepad, finding this line "keybinding add Alt-F "gui/workflow status"", and changing Alt-F to Alt-Y. I'm opening up a hotfix section in the first post for small things like this that don't merit a new update.

Rock grinding: Yep, that's the default source.

Edit: ASCII version is up. Sorry for the delay.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: gzoker on March 28, 2013, 04:04:38 am
>Hiring mercenaries as you suggested is planned - you'll be able to purchase "Talon mercenary" tokens from slaver caravans, and have the choice between using those tokens in expeditions (With each expedition costing you the resources to equip and pay the number of mercenaries you send), or spawn them as actual Talon griffons (Using chickens) armed with integral weapons and armor to defend your Stable.
I woke up with this exact thought, and come to the board to suggest it, but it seems I've been ninja'd. For the first part, i hope we don't have to pay for the same thing twice, mercenaries tend to be armed, that's why they get hired.

For the perk system, yes that would be a good enough incentive. I would also like to note that a wasteland is supposed be hell on earth equestria, so being unfair is kind of a requirement. Still, being able to increase the survival rate would be nice. I guess the militia will be drafted from the survivors (of the expeditions) who gained enough perks.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 28, 2013, 04:41:56 am
> My new embarking strategy is to only bring high quality salvage (around 20), 10 food, 10 drink, then go from there.
Yep, after the antique / scrap value nerf, I can no longer bring swarms of robots, so I take a few logs of high quality salvage if I have spare embark points. Otherwise I tend to bring some wood, stone, leather and other basic things.

> Eh Maklak, drew a quick soldier doodle for you out of boredom.
Looks good, even though the pony lacks a horn. Did I get an EP in Orange? I didn't even notice.
I didn't like the grumpy cat at first, but I like cats and am grumpy, so it's fitting.

BTW, I have some free time now and my 0.30b and my group is called "The Orange of Dye" and my Stable "Fruitfaction". I have to run it in WINE and no crashes so far.

> A gem crate which would contain gems. It would help late stables keep up with the need for spell training, and help new stables if they aren't lucky with immediate gem veins.
Well, we have some random gems from mining, rock farming / grinding (which would be even better with concrete making stone furniture and construction more efficient and freeing up more rocks to grind) and processing gems from the caravans. MAS crates also have a chance to drop high-end gems, so we're pretty much covered, but that said...
I'm actually in favour of your idea. Sort of. MoI crates would be much more interesting if they sometimes contained a crate with quad (or more) the chance of gems as from rock grinding as well as silk cloth and thread. Since you get both chance of gem crate to drop as well as chances for what's inside to drop, it should be easy to balance. I would prefer it if the gem crate hardly ever dropped (8% chance or less), but was a treasure trove when it did.

> Skill and equipment don't improve chance of survival, so even slaves and blanks can be used to no consequence (Indeed, for this version I foresee many overseers using their fodder ponies for expeditions).
This is exactly what I plan on doing when trying out expeditions. I have a lot of salvage on the surface, though. 

> Once I introduce the perk system, members of expeditions will have a chance of gaining perks from surviving journeys into the wastes, with more dangerous locations associated with better perks. That should incentivize sending more valuable citizens.
Yes. Sort of. Maybe. This will be hard to balance, I think. It might also cause more savescumming among so inclined. But overall is probably a good idea. Still, depending on migrant availability, we may opt to still use green recruits for this and train the survivors once they perk up. Which is sort of how some countries use their military.

As to survival rates, make it so that (Scorpion) Power Armours give a syndrome and when expedition interaction sees that syndrome, it makes the bleeding less severe. That way it would be safer to send veterans. Of course a gradation system based on armour and weapon tier and battle saddle would be more accurate, but just Power Armours is less work and good enough.

> spawn them as actual Talon griffons (Using chickens) armed with integral weapons and armor to defend your Stable.
*Snort* I hope nopony tells the mercenaries to their face that they're a bunch of chickens *snort*. (That was a joke.)

> I'll consider the use of concrete blocks for furniture, but it seems redundant due to the existing masonry and plywood systems.
I think of it as complementary to those systems. There are three things I want concrete for:
* all constructions of the same colour,
* greater speed of and efficiency of making blocks for constructions
* and conserving stone for rock grinding.
More efficient stone furniture helps with the third goal. Otherwise I have to reserve hundreds of rocks for thrones, tables, cabinets, pots for food, coffers and all kinds of other furniture that quickly adds up. Either that or use another material, but wood is better conserved for bins, barrels and charcoal and metal too expensive, so it pretty much has to be stone. Maybe I'm just doing something wrong, because even parallel Mason shops can't quite keep up with my demand and I sometimes run low on stone despite constantly mining.

Oh and consider renaming wheelbarrow to "cart", "dray" or whatever those two-wheeled carts that the ponies in the show use are called. I imagine ponies would use those rather than actual wheelbarrows.

The title song is awesome. The song that plays during the game is kinda annoying.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: gzoker on March 28, 2013, 07:41:15 am
A zap apple ghost has just visited my fortress. I got the message of the caravan's arrival, then the screen zoomed at them as usual. I unpaused the game, and zap, the wagon have just teleported into trade depot in the middle of the map. The other wagons and merchants walked there normally. A funny bug i can't replicate, but I shared it none the less.

Edit: random feral unicorn just beat my Mr Hooves to a pile of scrap. Luckily the turrets has finished it off before the robot died, so i hope it will recover. Without graspers the unicorn ghoul only bucks and gores - and the latter is quite devastating. Also are ghouls supposed to be in wilderness areas, or is this a special treat just for me?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 28, 2013, 08:45:42 am
I just got another idea that shouldn't be that hard to implement and is kind-of in tune with the MoM arc: Loudspeaker system.

We have a theatre and masterwork speeches (masterwork music doesn't work, due to artefacts not dropping. BTW, that proposed gem chest from MoI would be a reasonable place for them with 1% drop. Also move the Rarity Statuette there, due to how frequent MoI crates are.) Their downside, apart from micro-management involved in running the reaction a few times a month is the limited audience. What if it could propagate the effects throughout the entire stable? I think it would be great. Sprite-bots and perhaps pipbucks are the natural devices to be used as loudspeaker system. I'm pretty sure it has to propagate through creatures and not say, special furniture anyway, so how about this:

Whenever a Masterwork speech or Masterwork concert is performed by a pony with appropriate CM, not only do ponies in vicinity, get a buff, the pony gets two range 60 (200?) interactions to run on sprite-bots without LoS (let's hoof-wave it as using the broadcasting equipment of the theatere), than any Sprite-bot hit by it (unless it is already active), gets interactions to propagate it to more sprite-bots as well as interactions to grant the benefits to nearby ponies (but shorter range than the theatre itself). Another chain reaction affects pipbuck-wearing ponies within 60 (200?) tiles of either the theatre of affected sprite-bot, but they only grant the benefits to themselves. Power Armours should have this too.

If the first version of this only uses sprite-bots and masterwork speeches, that's just a few extra interactions and syndromes and shouldn't be that hard. Music, pipbucks and Power Armours (basically if you have SATS, you get affected) could be added over time.

Also, Sprite-bots themselves could have an interaction that affects nearby ponies in some way.

Replica will probably like this idea, because he likes sprite-bots.

I'm not sure if just the basic version or other sprite-bots should have this. Definitely the kind of sprite-bots that we build from parts should be part of loudspeaker system, but I don't know about the ones with strapped explosives.

EDIT: I just got "A ballistic weapons expert, she takes great pleasure in crafting fine pistols and rifles." ant the CM bonus is 260 skill rate in Bowcraft. All the reactions to make guns use Weapon Smithing. Another disappointment was a hunter with no bonus to shooting.

EDIT2: The game crashed when accessing military equipment with the cursor on 3rd position. Since I didn't fix the init (display mode, seasonal saves with autobackup and some other minor things), I didn't get any backups. I won't play much at this rate.

> Damn! What did you mean by cursor in the third position?
Well, it was in the third position in a squad, I think. Or maybe it was in the list of ponies? I just assigned a second pony to a squad and pressed "e", then crash. The squad contained just one pony previously with a training axe (surprisingly good weapon against weak wildlife) 4 shields (2 eqipped), security barding (haven't made it yet) and  security helmet (same). No uniform was ever assigned to that squad.
Most of the time the "equipment" seems to work fine. Then it suddenly crashes. I don't know why.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Lycaeon on March 28, 2013, 01:05:26 pm
Damn! What did you mean by cursor in the third position? Was it in the column with non-assigned ponies or in the third pony in the squad? How large was the squad and what equipment was available for it? I haven't been able to replicate this bug in my tests, so for now I recommend quicksaving using [Ctrl-Shift-Q] before entering the military screen. If you do get a save before a crash, I would appreciate the save file so I can look into what's causing it.

All I know is that it's a problem with dfhack r3.

Gzoker: Each time you use the Talon mercenaries on an expedition, you'll need to provide them provisions and payment (I haven't decided on the form of currency yet, but it'll probably be in caps as you described). They already have weapons and armor. I may require the spawned Talons for the expeditions instead of their tokens - you can pasture them around the expedition staging point like a squad. That way you'll need to wait for them to return before sending them out again.

> I unpaused the game, and zap, the wagon have just teleported into trade depot in the middle of the map.
Drastic measures must be taken to survive the wasteland. :P

> Also are ghouls supposed to be in wilderness areas, or is this a special treat just for me?
They have a small chance of showing up outside the evil/savage regions.

Maklak: Savescumming the expeditions will be possible but unproductive as the chance of gaining a perk is low, and each expedition takes a minimum of a week before the team returns. Having power armors and battle saddles increase survivability is an excellent idea! Thanks! :D

> Concrete blocks for furniture.
> All the reactions to make guns use Weapon Smithing.
Good points.

> Oh and consider renaming wheelbarrow to "cart", "dray" or whatever those two-wheeled carts that the ponies in the show use are called.
Cart sounds good. :)

> Having sprite bots act as conduits to extend the range of performances and other Stable events.
Also a great idea, though the Pipbuck extensions will be tricky to implement. To eliminate the micro-management problem, I plan to have the theatre reactions transform the worker into a performer for a month, and during that time constantly provide their performance buff.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Byakugan01 on March 28, 2013, 01:33:18 pm
I wonder if the crashes are related to complex scripts? If there's a error in part of the script, then it could be fouling up the rest of the scripts-just a wild guess on my part.
Edit: Eh, serves me right for making a wild guess ;)

On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies, with a full squad equipped as such having an almost 100% survivability. This gives serious incentive to use your best ponies for this, while making the use of weak ponies a rather foolish idea. I don't know if this is possible though.

As for the songs...I love them both. I find the ingame one very soothing.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Putnam on March 28, 2013, 01:38:22 pm
I wonder if the crashes are related to complex scripts? If there's a error in part of the script, then it could be fouling up the rest of the scripts-just a wild guess on my part.

Maybe in terms of values edited by the scripts, but at the very least, my scripts only add syndromes to creatures and stuff.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 28, 2013, 02:08:02 pm
I described my crash at the bottom of my previous post. Basically I added a second pony to an existing squad, pressed "e" to add equipment and it crashed. It works most of the time, though.

> On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies.
Makes sense, but it's much easier to check if this pony has a syndrome from power armour and a battle saddle. Checking adjacent ponies would have to propagate syndromes among them, with multiple ponies in vicinity spamming each other and the syndrome having to stack the correct number of times... I don't think this is even doable. What's doable is giving a pony in Power armour a syndrome to spam on other ponies and when such a pony is checked for expedition bleeding, the results could be less severe. But it is easier to just check each pony if she is wearing a Power Armour or a battle saddle.
In other words: Each pony in Power Armour having two or three "heavy support" interaction that they can use on other ponies to increase their chances during expeditions is the closest reasonably doable thing. I think.

Another thing that could increase survivability during expeditions is being under the influence of a "Friendship" syndrome from statuette workshops. This is in tune with the novel and side-fics. Besides, we need at least one statuette for this.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 28, 2013, 02:22:33 pm
Okay, I'm still having problems not being able to make things because I'm told I don't have things the stocks page says I do have. Hologems, paper stacks, etc. I'm starting to think that the stocks page can see into crates I haven't opened yet.

I know that things that are being hauled can't be used in constructions, but this is happening too often for me to think that is the case here.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: gzoker on March 28, 2013, 03:05:31 pm
If you use them, burrows can mess up the custom workshops in the mod, even if they aren't active. Make sure you cover all stockpiles and workshops with the same burrow, so the workshop can 'see' the items you want to use.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 28, 2013, 03:47:13 pm
That did it, thank you very much.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: ArchAIngel on March 28, 2013, 05:48:44 pm
Ok, I am the luckiest bastard ever. Got a armorsmithing mood, had starmetal, and got a starmetal power armor. Hell yeah!
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Maklak on March 28, 2013, 07:07:53 pm
I just played again and had a few setbacks.

First is that I went to a Wilderness place and green irradiated dust clouds keep spawning. Most of them seem to just pass me by, but still, it is something of a problem. When it hits a pony, that pony is knocked unconscious and sick for a month.

Secondly I decided that if the security was so great at exterminating feral dogs and radscorpions in my previous fort, then geckos will be a breeze. To maximise training I gave Pierce a wooden stick and the gunner a bronze BB gun with no ammo and 3 leather shield each. Not only did they manage to get themselves into hospital, setting me back a month, it actually turned out that geckos are venomous. The infected pony starts to rot, spreads miasma and requires surgery. I thought Pierce was going to die, but he made it through. His ability to stand is lost, but he still walks around, without a crutch. He is going to be a prime candidate for future expedition leader. Do not start hunting with the military before getting T1 metal weapons and bronze security barding + helmet.

Speaking of Pierce, we should be able to to forge pitchforks for spear-wielding soldiers.

My military is cripples and my workforce spread very thin, so I was happy to get 9 migrants. Unfortunately they spawned on the wrong side of the river, before I built a bridge. Then geckos started chasing them around. In this mod everything is PRONE_TO_RAGE, including the overgrown lizards. They killed a few ponies. To make things worse, an irradiated dust storm spawned in the middle of the migrants. Finally 4 Bloodwings showed up, but somehow didn't do any damage yet and just fly around. They aren't the blood-sucking killers they used to be.
My architect / mason is in the hospital and the doctor is busy cutting rot out of my farmer, who was bitten by a gecko, so building the damn bridge is going to take a while. Meanwhile a murderous gecko runs rampant among what's left of my migrants on the other side of the river and I can do nothing about it.

On the plus side, I made some test of how the air rifles perform.
* Bone pellets dent the scales on Geckos and sometimes bruise their fat or dent the muscle. They usually glance away from radscorpions, but sometimes fracture the chitin.
* Bronze pellets wound radscorpions. On Bloodwings they tend to fracture bones and tear the fat.
All in all, air rifles are still much weaker than pistols and you can't kill with them (stun at best), but they will cause red wounds and aren't as weak as they used to. In Ponderplanned, I needed steel pellets to do any damage at all.

I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions. I run out of alcohol too. It is clear that this reaction doesn't work like intended. Did You forget a DOES_NOT_DETERMINE_PRODUCT_AMOUNT somewhere? I kinda like some exploits and can always use more construction materials, but building my walls out of bars of disinfectant alcohol is just too much for me.

> gess its like the bio-fuel reaction. It takes a barrel of booze and then creates as much Bars out of the booz in 1 action as possible. (1 bar per 2 alc if i remember correctly. so a barrel with 10 wastland gin f.E. would create 5 Bars in 1 action, consuming all the gin)

Even so, that's too easy. I get 5 alcohol per plant and will make some anyway. Soap needed 2 specialised workshops, multiple steps and it took some effort to get. Disinfectant is spammable and faster than mason's shop can produce stone blocks.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Wurgel on March 28, 2013, 07:47:52 pm
I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions. I run out of alcohol too. It is clear that this reaction doesn't work like intended. Did You forget a DOES_NOT_DETERMINE_PRODUCT_AMOUNT somewhere? I kinda like some exploits and can always use more construction materials, but building my walls out of bars of disinfectant alcohol is just too much for me.

gess its like the bio-fuel reaction. It takes a barrel of booze and then creates as much Bars out of the booz in 1 action as possible. (1 bar per 2 alc if i remember correctly. so a barrel with 10 wastland gin f.E. would create 5 Bars in 1 action, consuming all the gin)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Thirtyeight on March 28, 2013, 07:57:51 pm
I'm finding it difficult to keep up with my forts clothing needs. Its not too difficult to keep everyone in jumpsuits, but making enough horseshoes before ponies start rioting is proving quite difficult. If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Treason on March 28, 2013, 09:00:16 pm
Update on my current Stable:  Woot!  Rarity Statue.  I may actually complete the set, at this rate.  I haven't even sent out any expeditions, yet.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Byakugan01 on March 28, 2013, 09:18:26 pm
Shouldn't disinfectant be easy to get? I mean, it basically IS just alcohol, whereas soap has to be processed from lye and tallow or oil first. In booze, you have your active ingredient already sitting there. Heck, that's one of the reasons people drank so much alcohol back in the middle ages up until relatively recently; the fermentation process killed any bacteria or other disease agents that were present, meaning that alcohol was safer to drink than water.

Edit: Treason, Maklak was saying it is too easy to get Disinfectant alcohol, unless I misread his post. I was countering by saying why it should be easy.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Treason on March 28, 2013, 09:33:58 pm
Shouldn't disinfectant be easy to get? I mean, it basically IS just alcohol, whereas soap has to be processed from lye and tallow or oil first. In booze, you have your active ingredient already sitting there. Heck, that's one of the reasons people drank so much alcohol back in the middle ages up until relatively recently; the fermentation process killed any bacteria or other disease agents that were present, meaning that alcohol was safer to drink than water.

Uh...it is?

Build a Soap Maker's Workshop.  Brew some low-grade alcohol.  Use the job at the Soap Maker's shop to turn it into disinfectant.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Replica on March 29, 2013, 07:16:30 am
Quote
Pony Skill Rates, courtesy of Replica and Splint

Wait what
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Lycaeon on March 29, 2013, 11:36:10 am
> On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies.
It's possible, but too convoluted to be worth the result due to overlapping support interactions.

> Another thing that could increase survivability during expeditions is being under the influence of a "Friendship" syndrome from statuette workshops.
I don't see the statuettes increasing survivability, as in the novel they only provided small bonuses unless they were all together.

> starmetal power armor
Starmetal power armor doesn't have the bonuses of regular power armor as those are still attached to the material. This will be changed.

> We should be able to to forge pitchforks for spear-wielding soldiers.
Perhaps, though salvage should yield enough pitchforks for your needs.

> I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions.
Thanks for pointing this out. I'll see what I can do to balance the products for the next version.

> gess its like the bio-fuel reaction.
Last I checked there were no problems with the biofuel reaction.

> If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
This creates an exploit as four shoes can be melted down for more than one bar.

> Wait what
Whoops! No idea how I made that mistake. Sorry about that, it's been corrected.

Thanks for the feedback everyone! :)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
Post by: Zangi on March 29, 2013, 12:46:56 pm
> If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
This creates an exploit as four shoes can be melted down for more than one bar.
Isn't there something somewhere where you can set it so each smelted horseshoe = 1/5 or 1/4 of a full metal bar?

Magmawiki on Melting stuff, like shoes (http://dwarffortresswiki.org/index.php/DF2012:Melt_item).  Probably further testing needed, but yea...  from what I remember, smelting light horseshoe = % of a full metal bar...
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Neowulf on March 29, 2013, 03:33:00 pm
Since clear glass is needed for some extra things and will probably expand more, could we get Trona (http://en.wikipedia.org/wiki/Trona) deposits as a new vein stone? With a rock grinder reaction to turn 1 rock into a couple pearlash?

Trona is a mined source of sodium carbonate (soda ash), which is used in making glass just like pearlash.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Firehawk45 on March 29, 2013, 05:16:01 pm
How about this for expeditions: Have special castes (transformation, called "training", needs equipment, and a mean to learn, either memory orb or book) just for that, so you dont try to get mister nopony to face the deathlands, but a specialiced group of ponys. Basically the tenpony tower idea, the normal residents dont leave it, the scavengers do.

I thought about things like:
Hacker (brings back blueprints (?), the content of electronic safes and some other crap he downloads from terminals)
Medic (Has the cumulative reduction of bleeding danger, but doesnt bring back loot)
Lockpicker (The content of crates, plus some small chance for rarer stuff)
Scavenger (not the name i want, because it overlaps, brings back salvage, a good junk of it, medium and high quality)

So, you could put together your own scavenging party, depending on what you need, and if you feel greedy, you leave the medic at home, risking your valuable lockpicker. Risk reward it is.

Also, i thought about sending groups to trade with other settlements. Either for bottlecaps (needs goods, depending on who you trade with) or for goods (you need bottlecaps for them).
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Maklak on March 29, 2013, 06:14:41 pm
I played on, built a bridge across the river and saved most of the ponies. The last gecko left before the military got to it. There were 7 survivors out of 9, including 3 foals, but Laurel died to infection and a few of the rest are crippled.

A Feral Pegasus Ghoul shows up. It kills a dog and a cat, then Pierce engages it, but since he is slowed down from "ability to stand lost", the ghoul is much faster and Pierce just blocks and rolls on the ground. The ghoul is finally killed by a shot to the head from a sprite-bot.

Laurel comes back as a ghost. I get my first batch of coffins ready.

After that there was a second wave of migrants. Military got crippled by irradiated storm (I think it causes the rot as well as geckos), Hive tantrumed and killed a pony, nothing got done on time, ponies were being killed off by geckos and the outpost was slowly declining, when a massive wave of migrants arrived and saved the day. The military grew from just 2 ponies to 2 squads of 3 each, One ranged, one melee. I got a sniper CM too, so maybe I should switch to rifles.

I got a leather riot shield artefact and a Legendary+5 leatherworker. Great.

Industries are gradually moved underground. I build farms to have something to sell to caravans. On autumn year 2, after cutting down about 80x60 tiles, I have 120 scrap metal, so it is abundant again. I mostly just made bronze, because I didn't have enough charcoal to make steel. I still say, there should be an efficient reaction to make steel at the prismatic smelter.

There is no option to make plywood wheelbarrows Oh and I got plywood to work. It indeed is stored as "plywood" (stone) tool or toy (type). I have no idea why it didn't work the last time I tried.
I can't figure out how to store alcohol disinfectant now. It isn't stored in my stockpile that only accepts soap. I guess it's OK, though. Ponies leave it close to the well and hospital beds, where it is needed.

I dig down to magma and prepare the place for magma smelters and forges. This will save on charcoal considerably.

The reservoir is built and this time it has 3 z-levels. Even more than Ponderplanned had! Hopefully this will remedy the design error in the method of water depressurisation that allows the water to flow back. It can bite me when I finish the water pump gym a few levels below.

The general lack of everything is slowly remedied and industries expanded. I'm almost ready to pursue robotics and magic.

Hens produce around 40 chickens after sitting on the forbidden eggs for a season or two. Two of them continue to sit on their eggs. It took a while, but I got all the chickens I'll need, so I pastured them in a 30x10 pasture that will lead to robotic workshops. I can probably expand the pasture later if I need to. For now the chickens and puppies don't fight, so there's enough room.

I got stacks of 60 small calibre bullets from somewhere (probably chests). Not that I'm complaining, but we normally make these in stacks of 30.

Two pipbucks got equipped on the same pony It is as I feared, the hoof upgrades will be used inefficiently. On the plus side, SATS works.

I got an FB  named "Hell". Not that I care, I've sealed off the caverns for now.

After the un-nerfs the air rifles with bronze pellets can wound wildlife, but just barely. I switched to combat pistols and they are a great upgrade. Small calibre bullets tear radscorpions apart. I've seen torn muscles, bullets getting stuck in wounds, damaged veins and nerves and even a body part getting cut off by a pistol shot. Oh and I got a box of BB pellets right after I stopped needing them.

Since we can't make Hunting rifles, could we at least refurbish them? We can only get them in in low quality and
they are useful to put ponies with combat and hunting rifles in one squad to give them all medium bullets, so that snipers learn from gunner veterans. This a a viable and reasonably cheap method of training snipers; they are safer in a bigger ranged squad and benefit from the demonstrations by gunner veterans (well, not gunnery, but dodge, armour user, shield user and so on).

Shortly before I finished the session, a bunch of foal snatchers, crazed raiders (with the syndrome) and Ranger Scouts have shown up. Apart from one who got caught in a cage and executed, the military had no trouble killing them all.

Despite sorting through a lot of medium quality salvage, I didn't get any plans. Just some parts for robots and trerminals.

I dot a plasteel depleted energy lance. Is this normal?

> > On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies.
> It's possible, but too convoluted to be worth the result due to overlapping support interactions.
It would be doable to have each pony in Power Armour give "Heavy Support" syndrome to two other nearby ponies, without stacking. Heavy Support could increase survival chances and maybe provide some minor boost to combat effectiveness or defence. Power Armoured soldiers could give this to each other, kind of like Team Player perk works in Fallout Tactics. This should be simple enough to implement and close enough to the proposal.
When it comes to expeditions causing bleeding, divide the effect into smaller chunks in separate interactions that don't fire up if "Power Armour present", "Battle Saddle Present" and "Heavy Support present".

> > starmetal power armor
> Starmetal power armor doesn't have the bonuses of regular power armor as those are still attached to the material. This will be changed.
I guessed the syndromes wouldn't be there, but hey, that thing is a lot better than combat armour, in the current version he can still wear it over a hazmat suit and throw in autoinjectors to get similar effects. No Strength and Endurance boosts, though.

> > We should be able to to forge pitchforks for spear-wielding soldiers.
> Perhaps, though salvage should yield enough pitchforks for your needs.
It usually does, but It didn't this time around until I got a plasteel depleted energy lance a year later. It would just be more reliable to be able to forge all T1 weapons. Besides, a spear is simple to make compared to the rest of this stuff and I'm not the first to ask for this.

> Horseshoes.
I get plenty from dead ponies and end up selling the bronze ones and melting iron and steel ones. My advice is to just make some bronze security horseshoes (you can melt scrap directly into bronze for a lot of bars) and keep a few spares. Though I'm pretty sure those are made in sets of 2 and not 4 for some reason.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 29, 2013, 07:50:24 pm
How about this for expeditions: Have special castes (transformation, called "training", needs equipment, and a mean to learn, either memory orb or book) just for that, so you dont try to get mister nopony to face the deathlands, but a specialiced group of ponys. Basically the tenpony tower idea, the normal residents dont leave it, the scavengers do.

I thought about things like:
Hacker (brings back blueprints (?), the content of electronic safes and some other crap he downloads from terminals)
Medic (Has the cumulative reduction of bleeding danger, but doesnt bring back loot)
Lockpicker (The content of crates, plus some small chance for rarer stuff)
Scavenger (not the name i want, because it overlaps, brings back salvage, a good junk of it, medium and high quality)

So, you could put together your own scavenging party, depending on what you need, and if you feel greedy, you leave the medic at home, risking your valuable lockpicker. Risk reward it is.

Also, i thought about sending groups to trade with other settlements. Either for bottlecaps (needs goods, depending on who you trade with) or for goods (you need bottlecaps for them).


The problem with this idea, is you're basically training ponies who have NO other use than for expeditions. Might as well pay mercenaries to do it. Besides, our stables tend not to be Tenponny tower types.  Ours have, just to reach their destination, survived the dangers of the wasteland. Depending on what you bring, they might not have even had guns to do it with, or even knives-just their hooves and teeth and wits.  If we're feeling charitable, maybe they had two sticks and a rock that they picked up, but they had to SHARE the ROCK! We're basically Wastelander Steel Rangers who happen to come from a Stable in order to build a new Stable.

More seriously though, with the lockpicker we basically already do that stuff at the stable. And why not bring back the whole safe if you can? It's valuable metal, which many stables would need (since safe is going to likely be made out of iron or steel). The same issue arises with the Hacker-generally, you're going to want the whole terminal, since those things are very valuable to a Stable. Medic-this is a great idea. Should still bring back loot, since it's not like they cannot pick stuff up (maybe not as much as other ponies though). But rather than being a separate skill that needs to be trained, it should use the existing medical skills. More reason to sacrifice hapless ponies (or slaves or blanks!) for medical SCIENCE!


And on a even more serious note; Littlepip was Missus Nopony when she left Stable 2. A mere month or so later, and look at where she was at. Which reminds me of something I thought of then forgot about before; Expeditions should have a chance to increase the skills and stats of the ponies you send, depending on where you send them to. All places with hostiles could train combat skills, but certain places could also make them slightly tougher, faster, stronger, etc, just by virtue of surviving in those environments. I mean, Canterlot? Phillydelphia? Between the ghouls and the Cloud in the former, and the Rangers and the Slavers in the later, those places might as well be deathtraps. By making the survivors of expeditions come out tougher and stronger, you have an incentive to put strong ponies there in the first place; the more expeditions they survive, the more valuable they will become to your fortress and the better they will become at going on expeditions, thus giving incentive to create a crack team just for this purpose, who can also do other jobs around the fortress.  At the same time, they should have a chance at decreasing empathy and other related skills and stats. The Equestrian Wasteland, afterall, is a harsh mistress.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 29, 2013, 08:38:17 pm
Maklak:

The plasteel depleated energy lance is fairly rare, though if you process scrap like mad, you're likely to run into a few.  Recharge them at a workbench (you'll need some charged spark batteries) and they're a more lethal spear/pike upgrade.  They seem to be the preferred weapon type as every time I leave weapon choice up to my ponies' judgement, they always pick up a charged lance.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 29, 2013, 11:55:58 pm
>Energy Lances are rare
Damnit I got one in my forts but didn't have a prismatic generator to get spark batteries... I think I accidently sold it
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 30, 2013, 12:17:18 am
>Energy Lances are rare
Damnit I got one in my forts but didn't have a prismatic generator to get spark batteries... I think I accidently sold it

Spark batteries aren't exactly rare.  They show up in any number of crates, quite a number of them already charged.

Trust me, unless the percentage of charged batteries found within crates is changed, you have no need for a generator, be it prismatic or flux (flux being the one that any Unicorn assigned to operate it will take a depleted battery and zap it with magic to give it a charge).

Edit: On an unrelated note: The only times I've experienced any sort of crash is when attempted to gen a new world with custom settings, right after saving a stable.  It's pretty much a guarantee, in my experience.

Also, frame rate seems to have taken a dive with this latest update.  I was averaging 100 fps with a fort of a 120 in the previous version, but switching to this one and I'm fortunate to get 70 fps with 60-70 ponies..and that's in glaciers, deserts and badlands where there's nothing else living to supposedly mess with fps.  I'll do some more observational data-gathering and report on what I find (and yes, I'm aware water and flow does a number on fps, as does smoke and steam.  Several of my maps, I had 0 water sources and was still pulling crummy fps).

Update on that observational data-gathering:  New fort.  Part Good Biome, part Evil Biome embark.  3 necrotic ghouls that make an immediate run towards the center of the map and my ponies as soon as the game is unpaused.  I was prepared and brought LOTS of robots.  The three died...7 bale hounds were spawned..they died and 3 of my robots...a mr. macintosh immediately spawns and head-shots a pony.  I get inside, finally.  Start digging out some farms.  Irradiated cloud spawns and my only doctor decides that THEN would be a good time to run outside to clean up the never-sufficiently-be-damned spatter that laser and plasma "bolts" turn into when hitting the ground and is now rotting on the floor.

..gonna be a while before I can do some actual observing.  On another side note, never assign a pony with a thief mark to anything important.  I spent 2 weeks dodging crap because I decided to make them the miner and they quite working to go and steal something then cackle with glee while avoiding shots from angry robots, ravenous ghouls and the curses shouted at him from his fellow settlers.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 30, 2013, 01:35:47 am
Thief Mark? Never gotten a pony with the Cutie Mark before, or is it something completely different?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Replica on March 30, 2013, 07:19:33 am
CURIOUSBEAST_ITEM (http://dwarffortresswiki.org/index.php/DF2012:Steals_items)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 30, 2013, 11:26:35 am
Latest observation:  Genning a new world right after having played a Stable for a little while does indeed cause a crash.  I am unsure of the exact length of time.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 30, 2013, 12:01:36 pm
>Crash when genning world immediatly after playing
It may be just me but were you genning a large or very large world, because those tend to crash DF on my computer.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 30, 2013, 12:33:45 pm
>Crash when genning world immediatly after playing
It may be just me but were you genning a large or very large world, because those tend to crash DF on my computer.

Genning standard sized Equestria setting.  My issue is that I can gen a world just fine after starting the game, but it's only after playing it and then trying to gen a world, do I experience a crash.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 30, 2013, 12:37:45 pm
So...my civ has bronze bars, but nor bronze secuity stuff or weapons-all I could even find on the embark screen was wooden training weapons. How does this even happen?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 30, 2013, 12:55:38 pm
So...my civ has bronze bars, but nor bronze secuity stuff or weapons-all I could even find on the embark screen was wooden training weapons. How does this even happen?

What shows up in the options for embark are dependent on how many points you have left.  If you do not have the required points, they won't show up.

..Or, it could be a bug.

Edit: *snicker*  My Wastelanders come from "God."  I am trading with "Merchants from God."
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Replica on March 30, 2013, 01:23:40 pm
Edit: *snicker*  My Wastelanders come from "God."  I am trading with "Merchants from God."

God damnit Treason, you gotta screencap that for us. xD
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Lycaeon on March 30, 2013, 01:54:08 pm
Treason: Thanks for reporting the gameplay issues. I'm positive both the crashing and reduced fps are due to dfhack r3 or one of its many plugins/scripts. The information about the world gen crash is definitely useful as it can be replicated - trial and elimination should pinpoint its source, and it doesn't negatively impact gameplay. Restarting the game after a save lets you generate a new world, or you can make a new DF folder.

> I am trading with "Merchants from God."
Awesome! :D

Maklak: I'm enjoying the reports, thank you. :)

> I still say, there should be an efficient reaction to make steel at the prismatic smelter.
> Since we can't make Hunting rifles, could we at least refurbish them?
> It would just be more reliable to be able to forge all T1 weapons.
Noted.

> There is no option to make plywood wheelbarrows.
Plywood is too fragile to make sturdy wheelbarrows, methinks.

> Two pipbucks got equipped on the same pony It is as I feared, the hoof upgrades will be used inefficiently.
You can avoid this by assigning specific shoes instead of choosing the general options.

> It would be doable to have each pony in Power Armour give "Heavy Support" syndrome to two other nearby ponies, without stacking.
> When it comes to expeditions causing bleeding, divide the effect into smaller chunks in separate interactions.
Both of those may be doable, but I haven't had the time as of late to mod the deeper expedition mechanics. I'll keep them in mind.

Neowulf: I'm leery of adding new inorganic stones, but I'll look into adding more ash sources.

Firehawk: Having specialized classes only useful for expeditions is excessive, though I may reconsider once the full system is introduced (At which point the micromanagement may be worth it). Trading with friendly civs is on the development list.

Byakugan: Unfortunately, it's not possible to improve skills with interactions. Perks should make up for this deficit, however.

Thanks to everyone for the feedback and help in answering questions while I was away.

Life has picked up for me again so I won't be able to devote as much time to modding as before. :( Smaller releases are possible, especially in light of the dfhack problems.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Thirtyeight on March 30, 2013, 08:14:42 pm
Are we able to tweak the EQUESTRIA worldgen or will that cause massive problems?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Maklak on March 30, 2013, 09:55:46 pm
I'm sick and barely holding together. Anyway, I played some more.

"Build memory recollector" / "Dismantle memory Recollector" is more fitting to electronics bench. It also doesn't use mechanics, so the product has no quality.

Silvertongue, one of my soldiers (how did he even end up in the military? I use just the military CMs for that) is blind and wouldn't shoot his rifle. His eyes weren't gone. And now I can't even find him at all. That was weird. Oh and bones, my Necromancy adept, died before I got spells.

I combine the gunner and sniper squads and switch everypony over to medium calibre ammo. It is more devastating than small calibre. I cut the trees around the embark, so the rifleponies quickly make it to legendary and frequently kill animals at a distance. They do eat up a lot of expensive ammo, though, so I consider moving them underground once they all max out.

I embarked in a Wilderness and keep getting green clouds of irradiated dust that are devastating to pretty much every living thing. They cause severe illness and sometimes rot or even outright kill ponies and animals. They are absolutely devastating and I'm not even in an irradiated area. Whatever happened to those brown clouds that were just a nuisance?
Well, I might be able to protect my own ponies with the "Go inside" order, but it gets worse. Traders came to my place and were hit by a cloud on the way. It was enough to bug them. Some of them made it to the depot, but it said "there are no traders right now" until they left.

I somehow wasted 2 mines. I had one explosive and 1 emp mine, I run the reaction to deploy them close to a bunch of chickens and now have no deployed mines or the ingredients to make them. Do chickens need to be grown up? Does this not always work? What am I doing wrong?
(http://www.img.ie/cet08.jpg)



> The plasteel depleated energy lance is fairly rare, though if you process scrap like mad, you're likely to run into a few.  Recharge them at a workbench (you'll need some charged spark batteries) and they're a more lethal spear/pike upgrade.  They seem to be the preferred weapon type as every time I leave weapon choice up to my ponies' judgement, they always pick up a charged lance.
I think they used to be steel. Plasteel should pierce steel armours with no problems. And of course "individual choice melee" will go for plasteel lances. with "individual choice" they go for the most expensive weapon and plasteel has value 150, 5 times bigger than steel. A charged energy lance is now called "plasma lance". Too bad my spear wielding pony has lost ability to stand and has such poor speed.

> Also, frame rate seems to have taken a dive with this latest update.
I don't know. I haven't run into any major problems, but this mod has lots of new items, materials, reactions and now dfhack. It adds up.

> > There is no option to make plywood wheelbarrows.
> Plywood is too fragile to make sturdy wheelbarrows, methinks.
In that case we shouldn't get plywood cages either.

> > Two pipbucks got equipped on the same pony It is as I feared, the hoof upgrades will be used inefficiently.
> You can avoid this by assigning specific shoes instead of choosing the general options.
Heh, obvious in hindsight.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Firehawk45 on March 30, 2013, 11:47:11 pm
The problem with the chickens, i had that too. The trick for me was to only have one chick(en) in the workshop, i guess the guy tries to target all chickens in the area, and when he does not have enough interactions, he just does nothing.

Same with robots, slaves and every other transformation.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Lycaeon on March 31, 2013, 12:30:03 am
> Chicken deployment
I tested the mechanics again and they work fine just so long as a chicken is within 1-2 tiles of the workshop after the reaction is run. I see in your screenshot that only one of your chickens is near the armory, 3 tiles away. Larger workshops like the RobronCo assembly bay require the chickens to be pastured close to the spot where the worker runs the reaction.

> I guess the guy tries to target all chickens in the area
The worker will only target one chicken regardless of how many chickens are nearby. If you pasture all of your chickens adjacent to the workshop it will still work.

> Are we able to tweak the EQUESTRIA worldgen or will that cause massive problems?
You should be able to tweak most things except the civilization and population counts without problems.

> I'm sick and barely holding together.
Hope you feel better soon. :(

> "Build memory recollector" / "Dismantle memory Recollector" is more fitting to electronics bench.
Indeed...not sure why I put it in the workbench.

> In that case we shouldn't get plywood cages either.
Good point. Wooden cages in general are suspect.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Morhem on March 31, 2013, 05:43:02 am
Guys, im trying to give my unicorns multiple shield. They taking it, no problem, right now every one of my unicorn military holding their 3 shields in 1 hoof. Every 1 of them using only 1 telekinesis, including mages. Is this normal?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: gzoker on March 31, 2013, 07:11:35 am
I put all my chickens in a cage in the workshops room, they turn into mines just fine. (one tile away from the workshop) Then i just have to pasture them where i want them, the ponies don't have any problems taking them out of the cage. Haven't tried it with blanks yet, but probably works with them too.

Do blank ponies have to eat and drink, or are they like non-rehabilitated slaves? In fluff are they like Boo from Project Horizons?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 31, 2013, 10:22:42 am
In fluff they're like ponies whose memories the Ministry of Morale removed when they weren't being gentle. Basically, they have no memories of themselves or anything else, except possibly how to speak and other such basic functions.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 31, 2013, 12:33:09 pm
I just experienced the military screen crash that everyone has talked about.

Here's the deal as detailed as I can think of:

I had an ambush show up and sent my army out to deal with it.  Only one pony answered the call, "Master" Tailswallow (my taji-whatever marked pony), the rest never showed the hell up and let my (injured) soldier who I'd been nursing to become the first Drill Sergeant to become a pincushion for slaver bullets until my second squad of anti-machine rifle bearing pony shows up to blast the hell out of them (Master Tailswallow bled out just as they were reaching the hospital, btw).  Apparently the rest were too busy attending a friggin' party (note to self: damn pony-parties!  My future Stables will do without).

Anyway!  When I went into my military screen to do some re-arranging, I noticed that the position Tailswallow once filled (the infamous third slot) was marked as available and still had items assigned to it (I'd manually assigned them).  I removed the items, removed the next in line pony (in the fourth slot, who also had specific items assigned to them) and stuck them in the third slot.  It was then when I went to do some equipment re-arranging, the crash happened.

My gut instinct tells me that it's either the specific items clashing with one another, even after death, or it's not getting out of the military screen to let it "clear" somehow before changing things around.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Maklak on March 31, 2013, 02:44:20 pm
I played some more.

The last of the bugged traders leave, but not before a bighorner goes berserk and kills a foal. I think it was one of ours. Yes, Cherelee gave a birth to a Unicorn girl and the bighorner killed her right afterwards. I order the soldiers to kill the beast, but they are tardy because "No reachable valid target." Fortunately the barracks are on the surface and pretty close to the entrance, so they just wait till it comes. It makes for an interesting fight. "The chief of security bites The Bighorner in the tongue from behind, tearing the muscle." I don't know how that even works.

Idea for a caste: Dirty Fighter. Bonuses to biting, kicking, striking, wrestling and misc object user. Ah, never mind. This isn't much different from a Martial Pony.

Even my legendary gunners and marksponies tend to miss often at 10 or more tiles. Maybe that's because their weapons are only basic quality? Anyway, this is not exactly A-team targeting, but they are more useful against groups of enemies, due to unfriendly fire.

BTW, here is a breakdown of my military in winter 202.
Rifle squad:
Friendly fire (gunner CM): Mace 2, Dodge 7 (started with 5, one of starting 7), Fighter 10, Kicker 1, Wrestler 3, Armour User 6 (or maybe he started with AU 5), Shield User 7, Archer 20, Gunner 20
Slug (gunner CM): Knife 2, Dodge 4, Fighter 3, Kicker 1, Wrestler 2, Armour 2, Shield 2, Archer 15, Gunner 14.
Deadeye (sniper CM): Mace 2, Dodge 3, Fighter 5, Kicker 2, Wrestler 2, Armour 1, Shield 1, Archer 17, Sniper 16
Melee squad:
Pierce (Spear CM, one of starting 7, cripple): Spear 9, Dodge 6, Fighter 20, Wrestler 2, Armour 4, Shield 10
Steak (Butcher CM): Knife 6, Dodge 1, Fighter 9, Wrestler 2, Armour 2, Shield 6
Internal Security (with bronze security batons):
Badge (Sheriff CM): Mace 2, Fighter 7, Kicker 1, Shield 1
Grapple (Martial CM): Mace 1, Fighter 10, Kicker 1, Shield 5

Damn, those robots are fragile. A scout just cut a security turret to pieces and I think a Protectorpony died to a mad raider earlier. That scout was a tough one, though. It took my ponies 6 pages of combat reports to kill it.

All in all the reverse engineering system seems balanced and difficult enough. I need more clear glass hologems than I get from just broken glass, so I need a kiln, sand bags (it's good that we have rock grinding) and pearlash.

A kidnapper stole a foal. This is becoming annoying, I begin to plan a wall. Oh, and weapon traps in the entrance.

Hm, a slaver ambush. They're on the other side of the river and are likely to find their way into my cage traps. 3 get caught and then the wastelander caravan comes. The ambush is dealt with, but I have no medium calibre ammo left. I may have to switch over to combat pistols. The last of the ambushers lies on the ground while all the caravan guards hit it's combat helmet. I may have to send my melee squad to help. Oh and combat reports seem to cap at 50 pages.
W00t? the caravan came to the depot and stopped. "There are not traders now". What the hay? They left without trading. I deconstruct and rebuild the depot. It had quite a lot of forbidden equipment.
(http://www.img.ie/9iame.jpg)

Bits is now an adult. We already have a broker, so he is just going to haul stuff around and help with all kinds of odd jobs.

Alt-f is for workflow plugin, so Change the hotkey for "gunsmith's magma forge" to something else.

In Salvage Yard, move the "process scrap parts for refubrishing rifles into scrap ore" to the bottom of the list.



> > In that case we shouldn't get plywood cages either.
> Good point. Wooden cages in general are suspect.
Yes, except I still use them. Metal cages are so heavy, they slow ponies down to a crawl. Adding wheelbarrows to animal stockpile helps, but not when loading cage traps. Setting up stockpiles with empty cages next to the traps may help, but I haven't figured out how to do that. So I just switched to plywood cages, which are cheaty, but at least don't slow my ponies down.

> Guys, im trying to give my unicorns multiple shield. They taking it, no problem, right now every one of my unicorn military holding their 3 shields in 1 hoof. Every 1 of them using only 1 telekinesis, including mages. Is this normal?
Sort of. They will often equip multiple things in one grip, even if they have a free grip.

> I put all my chickens in a cage in the workshops room, they turn into mines just fine. (one tile away from the workshop) Then i just have to pasture them where i want them, the ponies don't have any problems taking them out of the cage. Haven't tried it with blanks yet, but probably works with them too.
Great advice! It prevents animals from fighting and makes my large pasture obsolete.

> I just experienced the military screen crash that everyone has talked about.
Doesn't sound like it. BTW, I have a way not to cause the equipment crash. I think. Move the cursor in the first and second columns to the top, then press "e". The game hasn't crashed so far.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 31, 2013, 04:20:32 pm
On the subject of wooden cages, I cannot resist the chance to post this video:

Tigers Vs Toothpick Cage (https://www.youtube.com/watch?v=3nwgXufij60)

Granted, wood is pretty strong though, depending on the species of tree used-some species are much harder and more resilient than others. Plywood, on the other hand...is most definitely NOT either of those things.  Even a plywood cage could probably contain something like a bloatsprite though. And if the animal is not able to leverage its strength, then even weaker woods become viable cages...up until a point. Pine and similar woods are very soft unless the resin in them is allowed to harden off, I believe. Oak is very, VERY tough, and cedar is a good wood as well, though I think this is more for the fact it is highly resistant to rot. As for the other woods, I don't have much knowledge.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 31, 2013, 05:41:10 pm
>Tiger vs Toothpick Cage
They are C to the razy CRAZY!

>Crash on Military screen help
I don't spend much time on Military, though I will take your advice and attempt you 'mousing over the second line' thing

>>Plywood Cages don't make sense
>Neither do wood cages
They do make sense, what about the tree hugging hippy Elf or elf equivelant caging tactics, we want them to die in their own woody homes(If you take this seriously, you are not a dwarf)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 31, 2013, 06:38:11 pm
(http://i.imgur.com/9bsmKdi.png)

Apparently, one of my ponies is a refugee from a Steel Ranger bunker and has graciously decided to share their knowledge with the rest of their new Stable and kind.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on March 31, 2013, 06:45:31 pm
well...
Yeah, thats TOTALLY it! backstory and shit, not bugs! yeah!
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Putnam on March 31, 2013, 06:48:30 pm
That's not a bug, that's an unexpected feature.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on March 31, 2013, 06:51:56 pm
That's not a bug, that's an unexpected feature.
The difference being...?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Putnam on March 31, 2013, 06:53:17 pm
One is quashed, the other celebrated.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: gzoker on March 31, 2013, 06:54:38 pm
And he will go stark raving mad when you use it and it disappears.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 31, 2013, 07:51:09 pm
50 bottlecaps says he's already used it and that's what happened. If he's used it and the pony did not go into a depression or murder spree, then there's something else funny going on...
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 31, 2013, 08:22:22 pm
Haven't used it, yet.  Getting a hold of a a neural talisman and a MoM matrix is proving difficult in this Stable!

Edit: Ahhhh, prisoner pits!  How I love them.  They bring back fond memories of earlier versions of DF when you could find places that didn't have magma seas and dig strait down to the 100th level.  I'd spend many game years digging out a chasm about my entrance and sending armies plummeting to blow apart in splatter at the bottom and collect the remains.

Now, though, I haven an excuse for keeping prisoners around!  Memory harvesting.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 31, 2013, 08:51:10 pm
After which, of course, they will be helped by friendly stable representatives into becoming functional and productive members of a happy society! Those who require long term counselling to overcome their unfortunate traumatic experience will be employed at RoBronCo, where they will lead happy and fulfilling lives assisting in the production of robots for the use of your stable ponies!
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on March 31, 2013, 09:31:23 pm
We are sick, sick pony bastards...
Well, at least were not cannibals!
R-r-right?
Wait....wasn't there FIVE slaves?
What am I eating.....?
OHDEARGODDESSES
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 31, 2013, 09:36:07 pm
No we aren't sick, just forward thinking citizens*Slasher smile*Now would you please stand under the big red X, I am EXTREMELY famished
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Treason on March 31, 2013, 09:36:34 pm
Don't worry.

It's just "rad-gator."
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on March 31, 2013, 09:38:24 pm
Hey, would it be possible for you to be able to hire talon mercs?
Cause that would be pimpin'.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 31, 2013, 09:54:49 pm
>Talon mercs
Spoiler: Random Story (click to show/hide)

Enjoy my random prose... or not, its your decision
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Thirtyeight on March 31, 2013, 11:03:57 pm
I believe talon mercenaries are already partly included, but hiring them to the degree you envision is not yet possible. It will be nice to have a properly trained and armed force augmenting my own. I believe it will be soon possible.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: gzoker on March 31, 2013, 11:30:19 pm
Canterlot, Ministry of Moral hub, deep down in the basement...
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on March 31, 2013, 11:33:00 pm
Nice drawing, hell I wouldn't be suprised if that was canon(if it mentioned in FO:E I didn't see it when Lilpip investigated the MoM hub)
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on March 31, 2013, 11:45:24 pm
Alright, I give up. How the heck do I get power armor boxes and miniguns opened? Can't remember how, and I did a search of the thread...which has lots of stuff ABOUT the armors, but not, as such, about opening them. Or to be precise, it's buried somewhere in there.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Lycaeon on April 01, 2013, 01:08:06 am
> How the heck do I get power armor boxes and miniguns opened?
At the armory. Miniguns also require a battle saddle (Made at the craftspony's workshop) and ammunition. The Workshops and Industries Guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3957453#msg3957453) has comprehensive info on the various workshops and their reactions (Except for the Ministry of Morale - I haven't updated it yet).

> Do blank ponies have to eat and drink, or are they like non-rehabilitated slaves?
They're like non-rehabilitated slaves; they don't need sustenance and can be converted into basic laborers or robobrains.

> I just experienced the military screen crash that everyone has talked about.
Thanks for the information. The main problem is that the crashing isn't consistent; I won't know if any fixes I apply actually work.

> Alt-f is for workflow plugin, so Change the hotkey for "gunsmith's magma forge" to something else.
Changing the workflow hotkey is already mentioned in the hotfix section.

> I put all my chickens in a cage in the workshops room, they turn into mines just fine.
Great advice! One small caveat is that interaction chains don't work in cages as caged creatures can't use interactions. It isn't a problem now as the current creature reactions end with the transformation and so aren't affected, but it's why interrogation subjects must be uncaged when targeted by a Pinkamena.

> BTW, I have a way not to cause the equipment crash. I think. Move the cursor in the first and second columns to the top, then press "e".
If this works after further testing I'll add it to the first page.

> Wooden cages
I may remove plywood cages, but I can't do much about wooden cages in general.

> Apparently, one of my ponies is a refugee from a Steel Ranger bunker and has graciously decided to share their knowledge with the rest of their new Stable and kind.
I don't think artifacts can be used in reactions, so you have a nice trophy to mount in a display case. :)

> Now, though, I haven an excuse for keeping prisoners around!  Memory harvesting.
Don't forget you need a chicken nearby (Doesn't need to be in the same room) for each interrogation.

> Well, at least were not cannibals!
You know, it may be possible for your ponies to butcher and eat the blanks - it was mentioned earlier that unconverted slaves could be butchered and the parts used. I can't be held responsible if this is the case, however. :P

> Hey, would it be possible for you to be able to hire talon mercs?
In a future update, though I can't guarantee they'll be able to go toe to toe with the Steel Rangers.

> Canterlot, Ministry of Moral hub, deep down in the basement...
Hmmm...I didn't think a dose of mental trauma was part of the interrogation process, but now, I'm not so sure. :o

Much thanks for the feedback everyone! :D
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on April 01, 2013, 02:08:14 am
*Reads part about cannibals*
DAMMIT TO HORN FUCKING HELL!
...
Don't eat people. Its bad for your teeth.
And soul.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Putnam on April 01, 2013, 02:11:22 am
Grimdark pony fanfiction writers don't have souls :P
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: gzoker on April 01, 2013, 06:14:35 am
Grimdark pony fanfiction writers don't have souls :P

Exactly. They are stealing the reader's....
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on April 01, 2013, 10:22:39 am
I don't think Talon armor is anywhere near as good as either Enclave or Steel Ranger armor, just due to coverage (limbs and head are all exposed). Blackwing's Talon's may have been able to stop the Steel Ranger attack on Stable 02, but they had the advantage of a VERY heavy gun (Little Gilda is VERY massive) and stealth bucks. Not to mention energy weapons. But I think Griffin infantry and guns may be able to go talon-to-hoof with enclave soldiers, both from the events in the novel and the fact that structural weaknesses are built into the enclave design. Also, having talons makes them natural grapplers compared to ponies.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on April 01, 2013, 11:13:35 am
Grimdark pony fanfiction writers don't have souls :P

Do I not have a soul if I go and read a grimdark fiction every once in a while?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: ArchAIngel on April 01, 2013, 12:27:40 pm
I have the bottoms of my feet! Writing fics where ponies die is fun anyway, the wings and horns make so many interesting ways to kill them!
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on April 01, 2013, 01:30:01 pm
Are bale hounds part of FO:E or are they exclusive to the mod?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Zangi on April 01, 2013, 01:37:41 pm
Are bale hounds part of FO:E or are they exclusive to the mod?
I might be wrong, but I think they are the dogs hanging around the Unity area?  Or they may be some other kinds of dogs, but yea, I think they are the Bale Hounds.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Replica on April 01, 2013, 01:39:52 pm
Grimdark pony fanfiction writers don't have souls :P

Didn't need it anyway.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Pokon on April 01, 2013, 02:05:23 pm
Are bale hounds part of FO:E or are they exclusive to the mod?

I basicly made them up, yeah, but they sound fallouty enough and I am writing a fic where the horrible ghoul-dogs show up, so yeah. :P

Quote
Grimdark pony fanfiction writers don't have souls

I resemble that remark.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on April 01, 2013, 02:15:41 pm
Thanks, was asking because my badass protectapony in Apple decided to rip three of them a new one.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Byakugan01 on April 01, 2013, 02:19:36 pm
Pokon-Oh dear...I guess you would fail the "Sisterly Soul Scan" test and be outed as robot in the FiW verse ;). Afterall, the difference between a cyberpony and a robot is that robots don't have souls. Except ours, of course. Or at least our robobrains.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Thirtyeight on April 01, 2013, 03:14:37 pm
I must have missed something, and if so, I apologize. Did radishes, carrots and celery get removed from the game?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Neowulf on April 01, 2013, 03:32:56 pm
Neowulf: I'm leery of adding new inorganic stones, but I'll look into adding more ash sources.
Without adding another stone you can atleast make saltpeter (potassium nitrate) grindable into potash. Though a limited stone source of just pearlash would be nice.

Also:
Potash and plant fiber cloth could be made into gunpowder as well.
Nitrocellulose AKA guncotton is cellulose fibers treated with nitric acid. Nitric acid is synthesized from either NO2 and water or sulfuric acid and nitrate salts (like say potassium nitrate/potash). A simple reaction would be potash + cloth = gunpowder, or a longer chain to turn potash into nitric acid canisters first.
Sulfur is part of the process as well, but if it's getting left out of gunpowder currently it should be left out of the guncotton reaction as well.


Continuing with the potash stuff, the hydroponics farm could end up like this when you do the farming stuff.
Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack. Even crappy hydroponic setups produce some amazing stuff, and the building requirements are pretty big.
Seeds with fertilizer give a 4 stack and a good possibility of another.
The fertilizer reactions use fertilizer canisters, which are made from potash. You get multiple canisters from each potash.
Plants can be ground up into a generic plant mulch item. The plant mulch is used to either compress into particleboard boards (usable as plywood) or composted in the hydroponics farm into fertilizer (at like 8-10 mulch per fertilizer, so you don't have a positive gain loop from the farm).

A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
Possibly also add a grow flowers reaction that gives the worker an interaction that causes a small happy thought in up to 5 other ponies as they give out flowers.


Finally, I noticed reaction_class tags worked for building materials, so: Mainframes.
Made from a stable-tec terminal, 2 processing matrices of a specific type, a power talisman, and a lot of wiring. Has a reaction to turn a normal stable-tec terminal (or possibly just a cabinet, terminal monitor, and interface; no power or processor) into a Networked <type> Terminal, which is then usable in place of the normal MOP/MAW/MAS/MWT terminals.
So a MAS mainframe can turn stable-tec terminals into Networked MAS Terminals, which can then build the MAS buildings. Or use your two MWT matrices and setup enough networked terminals to cover an entire stable worth of virtual reality simulators.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: KingofstarrySkies on April 01, 2013, 03:40:35 pm
Grimdark pony fanfiction writers don't have souls :P
You say that as if I ever had one.
 ;D
Iwilleatyoursoulandyourcake
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Wurgel on April 01, 2013, 03:47:38 pm
I must have missed something, and if so, I apologize. Did radishes, carrots and celery get removed from the game?

nope. They still in (underground plants).

PS: Looks like my narcissistic logistic director got possessed by a lazy Lyra ghost...
(http://www.img.ie/dtnuf.png)
Chitin glove decorated with chitin...
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Thirtyeight on April 01, 2013, 03:52:59 pm
Huh. odd, I've genned a couple worlds now and none of them are letting me embark with carrot, celery, or radish seeds.

Edit: apparently genning a world without caverns means no underground seeds, and no bringing high quality salvage. Guess that clears that up.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Maklak on April 01, 2013, 03:59:33 pm
I played on.

There are 2 "Chainsaw" positions in the weapons stockpile. One of them must be depleted chainsaws, so I'd rather know which one, so I can place it in a different stockpile.

Why are my ponies rotting? Is necrosis contagious? It can't be the geckos. That was a long time ago and they just cause CE_SWELLING for one day, which has a chance of turning into necrosis.
Is it the weather? IRRADIATED_DUST, that's probably the green clouds that have been harassing me. Hm, they are both SYN_CONTACT and SYN_INHALED, which would explain why gas masks didn't help much.
Causes blindness, but only for 300 TUs, so it wouldn't explain permanent blindness or impaired vision.
Blisters and pain... Nothing serious.
Dizziness, lower speed and attributes for a day. Strange, I thought it worked longer.
Although... the ponies can spend a while inside those clouds and these syndromes can stack on top of each other, I think. This would explain the severity.
Whats this? CE_CAN_DO_INTERACTION, SELF_ONLY, IRRADIATE_3START, IRRADIATE_2, IRRADIATE_1?
IRRADIATE_1 and to a lesser degree IRRADIATE_2 are very severe syndromes, causing necrosis among other things. In particular, IRRADIATE_1 will pierce Power Armours, Shield Spells, hazmat suits and anything. It has no business outside of heavily irradiated and poisoned areas.
Embarking in a non-evil, non-savage place should have it's own reward (at the cost of lack of high quality salvage): survivability. My ponies shouldn't rot and go blind from just standing outside in bad weather. Proposed fixes: In "inorganic_weather.txt", IRRADIATED_DUST:
* Remove SYN_CONTACT from irradiated, so that gas masks help. (This may not be the best way for gas masks to work.)
* Remove IRRADIATE_1 from irradiated.
Wait, I'm pretty sure I went to a non-savage biome. I even had no high quality salvage on the map. Well, at most there was one or 2 savage squares, but I don't think so. IRRADIATED_DUST is GREEN-YELLOW and IRRADIATED_DUST_SAVAGE is GREEN. How come mine looks green? I'll have to look at a dust storm to be sure. It's called "irradiated dust", so it is the non-savage variety. And it kills ponies.

In any case, either bring the old dusty dust storms back or make the irradiated ones less severe. The weather shouldn't be a primary cause of death outside of evil and savage regions. It should be a nuisance, like the normal Dust storms (which should be negated by gas masks). 

When you get around to magical amulets, we could have an eye implant: worn on the head, gives the pony EXTRAVISION. Hm... checked the wiki and I don't think that's doable.

Lol, I made a stupid mistake. I couldn't make wood fibres from wood, but of course had the wood stockpile give to the sawmill, but not the furniture stockpile.

Lol, it is so funny when ambushes, snatchers and thieves bump into wildlife. Wait, 2 ambushes? Not good. The concrete production for the wall hasn't even been started yet. Oh well, all the soldiers but one have semi-decent shield user skill. I guess they will have to learn on the job. Attack the revolver squad first, before they use up their ammo! Lol, they got stunned or killed by long-range combat pistol shots, giving my melee ponies the opportunity to easily finish off the survivors and the other squad of invaders is hunting down radscorpions, giving me time to end the gunners. 
A slave trader caravan has arrived, but they should be safe. Let me just finish off those raiders. This is not going so well. Whiplash and 2 gunners are the only ones fighting. He can't yet stand up to them and gets mauled. The pistol shots do little. Where are the rest of soldiers? No valid freaking target?! Kill orders sometimes get bugged, so I'll just station the troops in the middle of the ambush. Damn it, Whiplash doesn't even have a weapon. I should have paid attention if I hag whips or flails or what. (Flails FTW?) He dies just as Grapple arrives to prevent the raiders from engaging the gunners directly. I need more melee soldiers badly. To make things worse 3 of them decided this would be a good time to sleep, fill waterskin or "store item in a bin".
The remaining raiders are mopped up. Hammertime, a decent doctor and a Master gem cutter gets promoted to a soldier.

I got an artefact Leather hood. This won't fit over a helmet and a gas mask or over a Power Armour Helmet. Meh :(

Hey, what do you know. the traders have a +steel hunting rifle+ for 2000. This is about as high a quality as they ever bring, so I guess I should take it.

More migrants arrive and I discover that I missed a Knife specialist the previous time. The security is now eleven, out of 63 adult ponies. The concrete production for the wall begins.

My FPS is now at 50, but that's to be expected. If sometimes drops to 40. There doesn't seem much I can do, except possibly switching to a bigger computer.

BIG BATTLE TIME!
A Feral Minotaur Reaver has arrived! SHTF! Civilians panic, security station in it's path. =bronze small calibre bullets= fracture it as it engages the blob of security guards. Explorer charges it first and gets crippled in one hit in the head, that broke his spine. Curiosity and eagerness aren't always good things. Which reminds me, I can reward 3 ponies by upgrading their bronze security armour to good quality steel combat armour. The fact that internal security, which is half of my melee ponies, only have security batons, doesn't help. They only manage to bruise the monster, which does exactly nothing, except for overwhelming it's defences so that the main melee squad can do some damage. Actually I take that back, Grapple bit it in the head from the side, stunning it for a moment. It becomes enraged and switches it's target to Grapple, leaving the mauled Explorer to crawl away. That bite on the head must have hurt. Deadeye hasn't scored a single hit yet. She just isn't a pistol pony, but at least she's trying. Hamertime, on the other hoof, is just coming to the battle field and Backflip still rummages through the armoury. Grapple, being a legendary shield user, a competent dodger and an expert macepony, manages to keep the monster busy for a bit. It eventually goes for an easier target, grabbing Knife by a leg. Pierce finally got a hit. His =plasma energy lance= is one a a few weapons on the battlefield that can actually do something, but he only managed to wound a hand of that monster. Friendly Fire manages to hit it in the head, stun it and fracture the skull with his humble combat pistol. I'm impressed. Meanwhile trees obscure Deadeye's view, so he decides to shoot a faraway gecko instead. Friendly fire shots the Minotaur in the head and stuns it again. The melee soldiers are slowly chipping away at it and it looks like it's going to die soon. Pierce's plasma lance did the most damage so far, so the Reaver goes after him. Pierce may be slow, but he is a legendary shield user and an adept dodger. He should be fine. Hammertime finally joins the fray. The Minotaur seems to fear the sledgehammer and it jumps away twice, forcing the rest of the guards to chase it. Friendly fire shots the Minotaur in the head again, this time knocking it out. It shouldn't take long now. Yep, Pierce quickly stabbed it in the head with his =plasma energy lance=, finishing it. Apart from the two severely wounded recruits, that fight went well and generated 9 pages of combat reports. Heh, Deadeye actually managed to kill one of those Geckos. Conclusions: 
* Gunner support is a must, so long as they don't use air rifles. An overall great way of training them is to build a barracks where they can shoot at things approaching the camp. Either that or shooting through fortifications at captured animals. Archery targets are too slow.
* Security batons suck. They may be only moderately good for internal police, but nothing more.
* Feral Minotaur Reavers are good for live combat training of Veterans to Legends.
* When in doubt, gank.

Combat Armour goes to: Friednly Fire (might as well do my best to keep him alive), Pierce (a good defence for the plasma lance cripple) and... hm, I suppose Grapple can have the third. She is better than her captain, Badge.

Explorer and Knife have "No job". Looks like they're going to die before they are taken to the hospital. Well, Explorer was eventually brought to the Hospital, but Knife wasn't.

The Stable caravan arrives and they bring our order from the previous year. Too bad 30000 in food only manages to buy bars, gems and salvage. I fail to get the robots, but that's OK. Aw hell, bring all our prepared food to the caravan. We can always make more. Another 30k of prepared meals is sold and we get all their robots and more food to cook. An even more profitable alternative would be making bronze serrated disks from scrap, but we need food anyway, right? 

Ah, the FPS drop from earlier might have been from the gym draining my water reservoir.

I have some pots with trees inside them. After scratching my head, I think they are fibres to make paper.

I finished a big project: Magma factory complex. Here is the breakdown of how my metal industry works.
(http://www.img.ie/83ogs.jpg)
All stone stockpiles have 3 wheelbarrows unless otherwise stated.What do you think? Any improvement proposals? I don't think this is a material for another guide, but is pretty good anyway.

Oh, and Brass is also good for making expensive furniture cheaply.

Damn, I didn't even get around to sending expeditions yet and it is the one thing that could fix Pierce.



> I must have missed something, and if so, I apologize. Did radishes, carrots and celery get removed from the game?
Nope, but Beetroots were. If you don't have the seeds for them on embark, this just sometimes happens in DF. Check "raw/objects/plant_carrot_celery.txt"

> > BTW, I have a way not to cause the equipment crash. I think. Move the cursor in the first and second columns to the top, then press "e".
> If this works after further testing I'll add it to the first page.
Well, my first position in {m}ilitary is "executor", but I don't have that squad or that position. I move the cursor there before pressing {e}quipment and the game hasn't crashed so far, but more people need to test this.

> I don't think Talon armor is anywhere near as good as either Enclave or Steel Ranger armor
They have the equivalent of Combat Armour, although a few of them may have something akin to Scorpion Power Armour.

> Blackwing's Talon's may have been able to stop the Steel Ranger attack on Stable 02, but they had the advantage of a VERY heavy gun (Little Gilda is VERY massive) and stealth bucks. Not to mention energy weapons.
And plot armour. From game-masters or storytellers view they had to win, simply because otherwise Littlepip would die or be otherwise unable to complete her objectives.

> Are bale hounds part of FO:E or are they exclusive to the mod?
> I basically made them up, yeah, but they sound fallouty enough and I am writing a fic where the horrible ghoul-dogs show up, so yeah.
Ah, I wondered what those were. Between Hellhounds and Nightstalkers I don't really see a need for more monstrous dog varieties.

> Afterall, the difference between a cyberpony and a robot is that robots don't have souls.
I don't see how having a soul would improve a robot.

> Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.
> Seeds with fertilizer give a 4 stack and a good possibility of another.
This is strongly preferable to just lots of stacks of 1 plant.

> A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
Make the sand or clay part of the building and have the reaction produce a second stack of one plant with a small chance. Either way, I don't plan on using those.

> Mainframes.
Sounds like a good way to implement this, although perhaps there should be 5 processing matrices required to build a maneframe as well as a maneframe matrix? Then we could have "generic terminals" with only (basic processing matrices?), cabinet, wiring, 1 battery, interface and 1 monitor. Those would be wired by a reaction that consumes even more wiring at a maneframe and placed anywhere (except as workshop parts?). The tradeoff should be that it is cheaper to have 1-3 normal terminals, but if you want to go above 10, maneframes become the way to go. Abusing the mechanics by juggling the maneframe types shouldn't be too profitable. Heck, this could finally give us a reason to have maneframe matrices drop (well, not crusaders obviously, but the regular kind that were in use in Equestria).
Maybe have only one maneframe type and a bunch of "wiring reactions that take a basic terminal, wiring and a processing matrix of appropriate type [PRESERVE_REAGENT]. Though this would be stupid in-fluff.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Neowulf on April 01, 2013, 04:23:47 pm
> A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
Make the sand or clay part of the building and have the reaction produce a second stack of one plant with a small chance. Either way, I don't plan on using those.
It's just as a "Ohcrapmyponiesarestarving!" thing so I don't see a reason to give more than 1 output.

> Mainframes.
Sounds like a good way to implement this, although perhaps there should be 5 processing matrices required to build a maneframe as well as a maneframe matrix? Then we could have "generic terminals" with only (basic processing matrices?), cabinet, wiring, 1 battery, interface and 1 monitor. Those would be wired by a reaction that consumes even more wiring at a maneframe and placed anywhere (except as workshop parts?). The tradeoff should be that it is cheaper to have 1-3 normal terminals, but if you want to go above 10, maneframes become the way to go. Abusing the mechanics by juggling the maneframe types shouldn't be too profitable. Heck, this could finally give us a reason to have maneframe matrices drop (well, not crusaders obviously, but the regular kind that were in use in Equestria).
Maybe have only one maneframe type and a bunch of "wiring reactions that take a basic terminal, wiring and a processing matrix of appropriate type [PRESERVE_REAGENT]. Though this would be stupid in-fluff.
Hrm, maybe a single master computer as well that takes 2-5 of each matrix type and 1 mainframe matrix, and covers every terminal type? Maybe a way to dismantle terminals to get the parts back so you don't have to sit there and worry about using up all your MoM matrices before getting that 5th MAS matrix.

The mainframes could have special reactions as well, like a robronco one having a reaction that boosts robot speed or something temporarily.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: gzoker on April 01, 2013, 05:19:59 pm
Can we have a reaction that turns gunpowder into 'dynamite', an explosive that we can use for mine production?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Maklak on April 01, 2013, 07:07:43 pm
> Can we have a reaction that turns gunpowder into 'dynamite', an explosive that we can use for mine production?
Explosives for mines could probably be also made out of biofuel. Either way, it would give me a !fun! use of all those sensor modules.

> Maneframes.
Anyway, the key thing here is that manefremes should be expensive to make and have a reaction to upgrade basic terminals.

Some more stuff:

We can research advanced magic even for schools that only have basic spells. This is confusing. What's more, we can research Conjuration, despite it having no spells usable by Stable Ponies. Would you kindly cull the unused reactions until they're needed? For example Illusion gems I2 (and maybe a few I1) are all we will ever need here, whereas Alteration goes all the way. Yeah, I have the guides, but this game and the mod are complex enough not to fit in my memory all at once. For example I made 4 C2 lenses, which won't be useful for anything. It may make sense in-fluff to have research that leads nowhere, but there is so much to do in this mod that when I do something, I want to go about it somewhat efficiently and I don't want to have to constantly look things up.

I get Ladles, Bowls and Mortars. Their only use is selling them or melting them down. 

Civilian crates contain Aluminium air rifles? This can't be right!
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Zangi on April 01, 2013, 09:04:04 pm
Back in the saddle, started a fort, Icethunder.

Setting-up Militia = Crash

*Insert Expletives Here*
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Iceblaster on April 01, 2013, 09:44:54 pm
Hmmmm A crash as soon as you set up militia...

[insert=Bug]Picture[/insert]

This should be fixed, hope we don't have to remove DFhack, but if we have to, I can understand
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Lycaeon on April 01, 2013, 10:03:15 pm
Refer to the second post on the first page; one of the things DFhack has is a quicksave function...you can press [Ctrl-Shift-Q] to quicksave your game before entering the military screen. The chance of a crash is actually low according to my tests, but sometimes you get unlucky. Locate and delete the search.plug.dll file in your hack => plugins folder.

Edit: There's a new suggestion for fixing this problem in the dfhack thread. I will update the second post shortly. From now on I will be using the thread title to announce mod-related news and events.

Neowulf: Potash is already a bottleneck resource for gunpowder, glass, and fertilization, so I'd like to avoid using it for other industries.

> Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.
I'll probably keep it at one stack with a chance to produce another one stack. The reaction is instant, so 2 stacks would allow you to double your plant stocks in a short amount of time. Making multiple fertilizer canisters from a single potash may work.

> Plants can be ground up into a generic plant mulch item.
While a good idea, custom reactions that use plant stacks don't work properly.

> A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
The hydroponics farm on top of regular farming is enough for now.

> Mainframes.
This is a fascinating idea, but is going to take some work to implement due to balance issues and the separation of terminals by material type. I've added it to the development list. Dismantling existing terminals is also planned.

Thanks for the ideas Neowulf! :)

Maklak: Great reports as usual. Multiple ponies working together to take down a minotaur reaver makes for some nice imagery. :)

> There are 2 "Chainsaw" positions in the weapons stockpile.
Noted.

> Irradiated dust storms
That's odd...irradiated weather isn't supposed to show up outside of the savage and evil regions. I'll have to look into this - thanks for bringing this up!

> Radiation severity.
Radiation builds up the longer you are exposed, with different types of radiation starting at different levels; ordinary irradiated dust storms are moderately radioactive, while heavily irradiated storms are severely radioactive. Both are blocked by hazmat suits and other forms of protection, so they won't progress to further stages (The last one, lethal radiation poisoning, being the IRRADIATE_1 you described).

> Ah, the FPS drop from earlier might have been from the gym draining my water reservoir.
Let me know if it drops low for no apparent reason. This is another one of my concerns at the moment.

> Magma factory complex.
Color me impressed. :o Definitely too complex to make for a general guide, but it's a nice example of the amount of work that goes into running a large Stable.

> The tradeoff should be that it is cheaper to have 1-3 normal terminals, but if you want to go above 10, maneframes become the way to go.
This is a good foundation to build on for the maneframe system.

> We can research advanced magic even for schools that only have basic spells. Would you kindly cull the unused reactions until they're needed?
It would take too much work to selectively disable reactions and then add them back later when they're needed.

> I get Ladles, Bowls and Mortars.
Pre-war detritus, though I can remove them if requested.

> Civilian crates contain Aluminium air rifles? This can't be right!
Good point...I'll switch them to iron.

Thanks for the feedback Maklak! :)

Gzoker: I thought about turning gunpowder into explosives, but large amounts of it would be needed to approach the destructive power of a few bars of C-4 (Or the Equestrian equivalent). There will be a way for you to manufacture explosives eventually.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching !!Crash hotfix in 2nd Post!!
Post by: gzoker on April 01, 2013, 11:47:26 pm
 ??? I not planing demolishing buildings with it. To kill or maim a pony a relatively small amount of gunpowder is enough. A mine is not just about the destructive power of the explosives, but concentrating its shockwave into a small area. You know, a firecracker can blow off your hand too...
Edit1:
Then we just have to adjust the exchange rate, 5 gunpowder for 1 mine?
Edit2:
I have a huge surplus of gunpowder at the moment. Without the limiting factor of bags, and the new wood to ash reaction i have more potash then i can use. Besides, turning chickens into killing machines is FUN. Also a masterwork gunpowder item worth 1200. Is it possible to decrease its value?
Edit3:
Also, I'm just waiting for unity to show up. Will be twelve legendary sawpony in combat armor with chainsaws enough?

> I'll remove the masonry skill so the resulting gunpowder won't have quality levels.
That will do the trick. :D
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching !!Crash hotfix in 2nd Post!!
Post by: Lycaeon on April 01, 2013, 11:57:00 pm
The problem is that there's only one setting of dust explosions - body flinging !!FUN!! ;)

Edit: Perhaps...though that would be sacrificing a lot of ammunition for a single explosion.

Edit 2: Actually, the explosives reaction will involve some combination of gunpowder and biofuel, so you're not far off the mark.

Edit 3: I'll remove the masonry skill so the resulting gunpowder won't have quality levels.

Edit 4: Probably not...I think their shields can resist chainsaws.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching !!Crash hotfix in 2nd Post!!
Post by: Morhem on April 02, 2013, 12:25:55 am
I seem to have trouble with armor layering - while ponies happily wear gas masks under the combat helmets, hazmat suits are mutually exclusive with combat barding. Tutorial states, it can be worn together. What seem to be the problem?
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching !!Crash hotfix in 2nd Post!!
Post by: Thirtyeight on April 02, 2013, 02:13:51 am
I still wish we could sell captured enemies. It would be ethically poor, not to mention a programming issue, but it would be so sweet to trade in some ruffians for a sack of carrots and some beer.
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching !!Crash hotfix in 2nd Post!!
Post by: KingofstarrySkies on April 02, 2013, 02:18:23 am
Alright, so I was thinking.
In the end of F:OE alicorns (most of them) were friendly.
So...
Friendly alicorns and enemy ones?
or not.
Just a thought.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 02, 2013, 02:31:41 am
Version 0.30c beta has been released with bugfixes and new features.

•   Military screen equip crash has been fixed by removing the search plugin. If you still experience problems, let me know with the details.
•   New medical intern position. Appointed by the chief medical officer, these interns will assist in the diagnosing of wounded patients, accelerating the treatment process.
•   Explosives can now be manufactured at the chemistry lab from (5) biofuel canisters and (2) gunpowder.
•   Hazmat suits can be worn under security and combat armor, but not power armor.
•   Hunting rifles can be refurbished at the reloading bench.
•   Renamed wheelbarrows to carts.
•   Expeditions now require a cart.
•   Fixed the alcohol disinfectant reaction.
•   Plywood cages removed.
•   Moved memory recollector assembly/disassembly reactions to the electronics bench.
•   Reduced the value of gunpowder and explosives.
•   Remove ladles, bowls, and mortars from salvage.

As always, enjoy the update and let me know if there are any issues! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on April 02, 2013, 02:42:45 am
Can you fling explosives with catapults?

I've personally decided to make hazmat suits go over armor. It's more badass :).

Nice idea with carts, I like this name more.

I keep forgetting to put interns in new updates, they make hospitals far less frustrating.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Morhem on April 02, 2013, 02:53:20 am
•   Hazmat suits can be worn under security and combat armor, but not power armor.

And NOW this pesky cave ghouls gonna get what they deserved. To the caverns!

Thanks for the work!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Firehawk45 on April 02, 2013, 04:12:30 am
Idea: Separate pre-war and selfmade explosives. Pre war are c4 or the equivalent of it, while the selfmade ones should be weaker (they are gunpowder, thats not so strong). The weaker ones would be perfect for frag mines/grenades, requiring something small, used as shrapnells, while the c4 is used for HE.

The interaction for frag mines would be the same as dust, only that instead of pushing (so its not dust, actually....) it sets free a "cloud of shrapnels", that leads to bleeding, has a chance of injuring inner organs, and doesnt work on steel rangers and alicorns.

Also, heavy explosives, strap 10 c4 together, kills steel ranger, injures alicorns, is wasted on everything else. Just throwing it out there
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 02, 2013, 08:20:46 am
Version 0.30c beta has been released with bugfixes and new features.

•   Military screen equip crash has been fixed by removing the search plugin. If you still experience problems, let me know with the details.
•   New medical intern position. Appointed by the chief medical officer, these interns will assist in the diagnosing of wounded patients, accelerating the treatment process.
•   Explosives can now be manufactured at the chemistry lab from (5) biofuel canisters and (2) gunpowder.
•   Hazmat suits can be worn under security and combat armor, but not power armor.
•   Hunting rifles can be refurbished at the reloading bench.
•   Renamed wheelbarrows to carts.
•   Expeditions now require a cart.
•   Fixed the alcohol disinfectant reaction.
•   Plywood cages removed.
•   Moved memory recollector assembly/disassembly reactions to the electronics bench.
•   Reduced the value of gunpowder and explosives.
•   Remove ladles, bowls, and mortars from salvage.

As always, enjoy the update and let me know if there are any issues! :)
It might be a good idea to restrict the overmare position only to female unicorns. Also, can we refurbish revolvers too?

Idea: have a MoP drug that either runs "removebadthoughts him" or adds the nothoughts tag for a creature being injected with it.

Problem: Drug injectors inject far too often. It would be a good idea to extend both the duration and the cooldown, just so they won't spam the combat logs. I titled my mcom "Med-X Junkie", so I can see:
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!
The Med-X Junkie injects Med-X!

Pipbucks, injectors, and such should go over armor, so that we can give them to ponies without having to take off their boots first.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 02, 2013, 09:17:57 am
It might be a good idea to restrict the overmare position only to female unicorns.

Fuck you
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 02, 2013, 09:26:43 am
Random thing, I found a MLP dvd from about 8 years ago, when they changed the canon about every two weeks. It had the pegasi hidden on an island far out in the ocean, and pegasi doing magic, of all things. Anyway, these pegasi were very reclusive and anti-nonpegasus, reminding me of the Enclave.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Zangi on April 02, 2013, 09:40:37 am
It might be a good idea to restrict the overmare position only to female unicorns.

Fuck you
Lemme translate that.

We don't really need to restrict dwarfpony mode positions by caste or gender...

We've had enough complaints when the Chief Medical Officer was restricted to Unicorns, despite Earth Ponies still being able to get cutie marks relating to medical stuff....

Anyways, you can manually replace the overmare/overstallion with a female unicorn yourself.  Let everyone else choose how they pick their mayor.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Deon on April 02, 2013, 09:44:04 am
Random thing, I found a MLP dvd from about 8 years ago, when they changed the canon about every two weeks. It had the pegasi hidden on an island far out in the ocean, and pegasi doing magic, of all things. Anyway, these pegasi were very reclusive and anti-nonpegasus, reminding me of the Enclave.
I am pretty sure Black Isle based enclave exactly on that episode.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 02, 2013, 10:16:53 am
You saw it too? I think this particular dvd came with a boxed pony set, with the pony having a glass gem embedded in its CM.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Deon on April 02, 2013, 10:24:44 am
I am pretty sure I've seen part of that episode when my son was watching it. He watches some channels which show old MLP.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 02, 2013, 10:34:22 am
Wait, you have a son? How can anyone on B12 have a life? You're all just names and witty posts!

EDIT: I hope you are raising him to love DF and all things dwarfy and geeky.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 02, 2013, 10:37:41 am
>>Old MLP
>Possible inspiration for 'The Pegasus Enclave'

That is so unlikely it HAS to be true, also can I get the raws for the intern, I want to manually insert it into the noble positions file so I can continue Apple without updating, as I just want the Medical intern at the moment
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Deon on April 02, 2013, 10:47:25 am
>>Old MLP
>Possible inspiration for 'The Pegasus Enclave'

That is so unlikely it HAS to be true
Ehh, it was a joke. But anything can happen :D.

EDIT: I hope you are raising him to love DF and all things dwarfy and geeky.
He's just 6 y.o. :P. But I've read him LOTR and some Lovecraft novels (less scary), and he likes Arkham Horror board game, so I guess it's okay :D.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 02, 2013, 11:26:54 am
is anyone else getting error messages when trying to extract the new archive?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: ArchAIngel on April 02, 2013, 11:51:04 am
It glitched for me too. Fix this please, I want to get a WORKING military.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Deon on April 02, 2013, 12:09:24 pm
DO you mean archive error? It means it's DFFD error, just redownload it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Lycaeon on April 02, 2013, 12:12:53 pm
I've re-uploaded both files after fixing an oversight in the ASCII version and an archive error in the other.

> Friendly alicorns and enemy ones?
Friendly alicorns happened at the end of the novel, but we've yet to reach the Enclave invasion.

> Can you fling explosives with catapults?
I haven't implemented Putnam's projectile explosion script, but it's planned.

> Separate pre-war and selfmade explosives.
I'm happy with the current explosives - making C-4 from gunpowder now is just a matter of adding biofuel.

> Drug injectors inject far too often. It would be a good idea to extend both the duration and the cooldown, just so they won't spam the combat logs.
Good suggestion.

> Pipbucks, injectors, and such should go over armor
I'll take this into consideration, but it would be difficult to implement without them going over power armor as well.

> Also, can we refurbish revolvers too?
Combat pistols are essentially identical.

> That is so unlikely it HAS to be true, also can I get the raws for the intern, I want to manually insert it into the noble positions file so I can continue Apple without updating.
It's an entity change so it can't be added without a regen. Sorry. :(
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 02, 2013, 03:27:20 pm
> > Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.
> I'll probably keep it at one stack with a chance to produce another one stack. The reaction is instant, so 2 stacks would allow you to double your plant stocks in a short amount of time.
Right, I haven't thought this through. I was worried that by doing this my seeds will eventually dwindle to nothing, but this is just for emergencies anyway and isn't supposed to replace normal farming, so OK.

> > Radiation severity.
> Radiation builds up the longer you are exposed, with different types of radiation starting at different levels.
I have trouble understanding interaction chains spread over multiple files and longer than 3, but here is something to consider: Can one irradiated cloud rot/kill a pony who who was OK before? I think it shouldn't and that a safe margin is one day inside the cloud before this can happen. Of course if multiple clouds spawn close in time and space, there could still be a lot of trouble, but that's OK.

> Let me know if FPS drops low for no apparent reason. This is another one of my concerns at the moment.
I'm not really the one to ask. Even in vanilla DF (well, Lazy Newb Pack), FPS works against me and sometimes it drops by 10 in a rather short amount of time and generally stays low. That's just the way it is. My best guess is that all those stockpiles generate a lot of movement.

> > We can research advanced magic even for schools that only have basic spells. Would you kindly cull the unused reactions until they're needed?
> It would take too much work to selectively disable reactions and then add them back later when they're needed.
Sigh. This probably means I'll get around to writing a gem, spell and talisman guide, because it is one guide really. Effective gem management requires knowledge of it all.
Or just figure out myself which items and reactions I can delete, then sharing the shortened RAWs, but that's even more work for everyone.

> > > Gunpowder value.
> > I'll remove the masonry skill so the resulting gunpowder won't have quality levels.
> That will do the trick.
Speaking of screwed up values, a masterwork plywood board is worth 120 bits and we get ten of those per log. Reducing the value of Plywood to 0 is not the way, since it will make plywood furniture essentially worthless. Removing woodcutting from the reaction is a bit weird, but would also prevent us from training that skill very quickly. BTW, would unimprovable tag somewhere work?

Friendly Alicorns and Steel Rangers were discussed and the conclusion was no. There isn't just anything interesting that friendly civilisations can do other than once a year send a caravan with wood and cheese and a diplomat who says "Hi, nice place you have here, gotta go, bye!"

> New medical intern position. Appointed by the chief medical officer, these interns will assist in the diagnosing of wounded patients, accelerating the treatment process.
Hm, I'm pretty sure I saw non CMDs / CMPs diagnosing patients if they had that labour enabled, but I'll take official positions for nurses.

> Explosives can now be manufactured at the chemistry lab from (5) biofuel canisters and (2) gunpowder.
A hefty, but affordable price. Now we need someone to figure out how to use mines effectively. A lot of them in the same spot will probably just kill each other with dust. Multiple cages linked to levers are slow. Any other ideas?

> Hazmat suits over or under armour.
I looked at some pictures and am kinda on the fence about this. I imagined armour going over the suit, so that bullets and other attacks won't pierce it so easily:
http://www.airsoftforum.com/board/Working-STALKER-t200632.html&view=findpost&p=18483598#entry18483598
But reality probably looks more like this:
http://gonnabesomething.files.wordpress.com/2010/10/h01_25367113.jpg
The soldiers will normally either go to contaminated area with just the suits or to combat with just the armour. Plus not putting a lot of things OVER the suit makes more sense when cleaning self later with a fire hose.
So well, you decide.

> Idea: Separate pre-war and selfmade explosives.
Regardless of realism, I'd rather have just one type of explosives, plastics (Bakelite or whatever), synthetic thread, synthetic leather and the like. Things are complex enough as they are.

> Also, heavy explosives, strap 10 c4 together, kills steel ranger, injures alicorns, is wasted on everything else.
EMP mines are enough. Too bad they don't affect Alicorns and Unicorns.

> Also, can we refurbish revolvers too?
There was a good reason why I asked to refurbish hunting rifles: mixed squads of gunners and snipers with medium calibre ammo. Hunting rifles use the sniper skill, you normally get them only up to +quality+ and fixing them can't be more difficult than combat rifles or AMRs. Besides, some snipers operate as "lone campers", while others work as part of squads of regular soldiers and their role is to quickly kill enemy machinegun nests and similar threats.
Revolvers... looking at the stats and assuming that SHOOT_MAXVEL is the one that actually counts for light ammo (science linked earlier in this thread), combat pistols should actually be better. And you can spam them from bronze and sell the excess. There is no need to refurbish either pistols or revolvers.
Little Macintoshes and Spitfire's Thunders were recently moved to boxes, which means you'll usually get them in =quality=, but refurbishing would still be necessary to guarantee we get @Masterworks@ after a number of retries.

> Problem: Drug injectors inject far too often.
Lol, nice catch. If there were Dash and similar drug injectors, it would be quite a party. I guess usage hint: attack, like for Pipbucks is the way to fix this. At least for Med-X. I'd like healing potions to work continuously on wounded soldiers, not just before a fight.

> > > Make Overmare position female-only.
> > Replica: Fuck you.
> Translation: We've had enough complaints when the Chief Medical Officer was restricted to Unicorns, despite Earth Ponies still being able to get cutie marks relating to medical stuff.
Thank you. Replica is sometimes so terse that it is hard to figure out his meaning. Oh and I agree: leave the position open to anypony.

> Old MLP as a possible inspiration for 'The Pegasus Enclave'
I remeber Star Catcher and the Pegasai island behind the rainbow waterfall too, but they were just shy. I think Fallout 2 Enclave and Flutter Ponies were the direct inspiration. They were a race of isolationist ponies with butterfly wings who had their own queen.
Spoiler (click to show/hide)

> > Pipbucks, injectors, and such should go over armor
> I'll take this into consideration, but it would be difficult to implement without them going over power armor as well.
In the blasphemous FPF Fallouts you don't remove your pipboy ever. In FoE it was mentioned several times that pipbucks are hard to remove without proper tools or cutting off the hoof. This was why Velvet Remedy had to convince Littlepip to take off her device. On the other hoof you need to press buttons, so I guess the armours were moular enough to account for it. For things like autoinjectors you need the syringe to pierce the skin without worrying about armour.
Making them go over armour is not difficult at all... Just have them in the cover layer with large permit and size, like battle saddles and make the difference in size between Combat and Power Armours bigger than sock size (so socks + PA still works, but PA + pipbuck doesn't). I don't see the point, though. Hm, Socks+ Combat+ Pipbuck shouldn't work, so the permit of pipbuck would have to be the size of Combat boots, but then if a pony wears a sock first...
You know what, it would be difficult to implement, but it is fine as it is. 

Spell system improvement proposal: Would it make sense to turn Spell Hologems into worn items that permanently grant spells as syndromes (subject to current limitations, such as one magic school per Unicorn) and can be taken off afterwards? Hm, maybe not. This seems like more work that workshop profiles, reactions on repeat and watching combat reports.

I just had a thought. Perhaps slave ponies should be shareable or milkable? Just the first 30 seconds or so are relevant. Come to think of it, bondage in G1 happens so often that I'm partially convinced that the ponies are you know... kinda into it.
http://www.youtube.com/watch?v=iJN2yRCtg7M 

Preliminary observation from talisman forge: Batteries are surprisingly difficult to make, compared to other technomagic, how many we use, their price and how common they are. I propose that instead we get a set of reactions to make them from any type (except glass) of low level hologem (and maybe coiled wiring). Hm, should it be charged or depleted? Probably charged.
So any low level gem hologem -> battery. Especially if energy weapons will be implemented as weapons shooting "energy pellets" that do stuff on impact, via dfhack scripts and use up ammo made in stacks of 2x40 or 1x50 from batteries.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 02, 2013, 04:24:38 pm
>Friendly rangers and unity

We may not have an idea what to do with them yet, but we shouldn't just write them off either. I suspect we may find a use for them down the road. Perhaps when Adventurer mode gets fleshed out we can recruit them as party members? That way players can renact their favorite FoE stories!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: gzoker on April 02, 2013, 04:54:36 pm
>> Explosives can now be manufactured at the chemistry lab from (5) biofuel canisters and (2) gunpowder.
>A hefty, but affordable price. Now we need someone to figure out how to use mines effectively. A lot of them in the same spot will probably just kill each other with dust. Multiple cages linked to levers are slow. Any other ideas?

Gzoker withdraws from society...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Treason on April 02, 2013, 07:25:37 pm
Apparently the only thing Sinister about the area of my last Stable was that all my ponies were friggin' prima donas and descended into madness after two years.  I went through 4 expedition leaders, 4 overmares/stallions and who knows how many fools that could not figure out that when you mine around water, you don't jump in and drown in 4/7 depth.....
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: gzoker on April 02, 2013, 09:05:37 pm
Advanced stupidity is a hidden feature of the game, especially in evil areas.

My evil areas tend to not have ghouls, just pink cloud.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: CptCrunchy on April 03, 2013, 12:45:14 am
Is there a list of all cutie marks with their respective bonuses? I couldn't find one after a decent amount of searching.  The reason I ask was that I had a unicorn with a burnt-away cutie mark, and I'm not quite sure what that means.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Corai on April 03, 2013, 12:47:50 am
Is there a list of all cutie marks with their respective bonuses? I couldn't find one after a decent amount of searching.  The reason I ask was that I had a unicorn with a burnt-away cutie mark, and I'm not quite sure what that means.

It means the unicorn was an ex-slave. And I believe Replica made a list somewhere.  Poni Poni. (http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Replica on April 03, 2013, 12:49:52 am
Is there a list of all cutie marks with their respective bonuses? I couldn't find one after a decent amount of searching.  The reason I ask was that I had a unicorn with a burnt-away cutie mark, and I'm not quite sure what that means.

Decent amount of searching?
The link to the whole index thingy I made is linked in the main post under "Advanced Guides".
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 03, 2013, 03:25:50 am
Is there a list of all cutie marks with their respective bonuses? I couldn't find one after a decent amount of searching.  The reason I ask was that I had a unicorn with a burnt-away cutie mark, and I'm not quite sure what that means.

It means the unicorn was an ex-slave. And I believe Replica made a list somewhere.  Poni Poni. (http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300)
It also could mean thay they are the charismatic persuader caste (read: Red Eye), and have burned off their CM because they don't want it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 03, 2013, 05:45:02 am
Is the blowgunner skill planned to be used with energy weapons as "blowguns" that fire "darts" that have effects on impact?

BTW, I played around with Dwarf Therapistst and here (http://dl.dropbox.com/u/71287918/FoE/game_data.ini) is an "etc/game_data.ini" with modified labour and skill names. It works with DT v20.0, but I don't know about 20.4. There may have been some changes, so it's probably best to check with Winmerge or whatever you're using. The skill names displayed in grid views appear to be hardcoded and as far as I can determine can only be changed in "deafult_gridviews.dtg" in the source code.
I changed Wood Cutting to Salvaging, Crossbowman to Gunner, etc.
EDIT: Forgot to change "Alchemy" to "Magic".

The 0.30 doesn't have a Stonesense, so I guess I'll have to fix that next.
> You mean you're actually going to make some sprites? Or just reinstall it?
Reinstall, see what's missing and post a request on another forum that no one will answer.
In Nikodeng's 1.71 I was eventually able to get other people's pony sprites to work to post pictures like these: http://dl.dropbox.com/u/71287918/screenshot1.png
I just wrote the code to separate males, females, male foals and babies, female foals and babies, used a tree sprite for Ents and resized a big picture of a parasprite to look OK in Stonesense. The coat and mane colours are pulled from the game. All the graphical wark that I did was the Parapsprite, I used other people's sprites for the rest. Sadly, no one is doing anything like this for the Pony Mod anymore. Even if they were, a proper tileset for in-game is more important. The "u" and "p" that we have now kinda work, though. I'm also not entirely sure what sprites exactly are missing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 03, 2013, 08:03:11 am
You mean you're actually going to make some sprites? Or just reinstall it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 03, 2013, 09:24:33 am
Either way, sprites would be good... not pressuring Lycaeon into making them, heck I would if I was a good pixel artist
Title: Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
Post by: Neowulf on April 03, 2013, 01:01:40 pm
Neowulf: Potash is already a bottleneck resource for gunpowder, glass, and fertilization, so I'd like to avoid using it for other industries.
All I suggested was gunpowder and fertilizer, no other industries.
Nitrocellulose is the stuff that replaced blackpowder as the preferred gunpowder.

> Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.
I'll probably keep it at one stack with a chance to produce another one stack. The reaction is instant, so 2 stacks would allow you to double your plant stocks in a short amount of time. Making multiple fertilizer canisters from a single potash may work.

> A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
The hydroponics farm on top of regular farming is enough for now.
So make the non-fertilizer reaction take two seeds and produce a two stack of plants. Or require a bag of sand for minor nutrients to justify the extra output (silt is the actual nutrient carrier but you can't have soil gathering in DF that isn't usable for pottery or glass).
When you look at how rare and useful the two talismans it needs are it really doesn't make sense for a building with infinite water and power to have such a crappy output.

As for the pot, it becomes relevant as an "OHCRAP" option early game if the hydroponics output is bumped. Though it could use a charged spark battery and a wiring to justify underground operation.

> Plants can be ground up into a generic plant mulch item.
While a good idea, custom reactions that use plant stacks don't work properly.
Just tested this out and it worked just fine. So far the ponies have turned 3 5-stacks of rat weed and a 2-stack of prickle berries into the correct number of mulch items.
Haven't made any uses yet and it doesn't give seeds (don't really think it should actually). Plus it gives quality modifiers that I'm not sure I want to be there.
Spoiler (click to show/hide)

Edit: Oh, and my little test fort was in a pure wilderness area and it still had some nasty radiation clouds.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 03, 2013, 05:25:27 pm
Considering that Ministry Tech is going to be even more awesome now, with autosyndrome and such, I thought it would be a Good Idea™ to add colored bricks. I highly recommend the brick furnace from the ❇Masterwork❇ (http://❇Masterwork❇) mod, with maybe needing a decoration talisman (found in MoI crates) to build. Iwant to build the color-coded towers from Hoofington in Project Horizons.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 03, 2013, 06:33:30 pm
> I thought it would be a Good Idea™ to add colored bricks.
I'm against it. In Nikodeng's 1.71 Pony Mod it was amusing to transmute Whip Vines into wood and get it in Bright Blue Cyan, but otherwise it meant more types of wood, more types of dye and lots of code spread throughout the RAWs (although not as much as the bakery). As long as it wouldn't be too "in my face", I can simply ignore the coloured bricks, but I still vote no. Plus other things on Lycaeon's TODO list look more promising anyway. Plus Masterwork Mod guy has proven that reducing the number of types of items can improve FPS and this mod keeps introducing new ones, so culling their number is sometimes a good thing.
Are you sure, your link to the Masterwork Mod is working as intended?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Lycaeon on April 03, 2013, 06:40:52 pm
After brainstorming the maneframes, I came upon a problem - the buildings made from linked terminals continue to function even if the original maneframe was deconstructed or otherwise destroyed. This puts their development on hold for now. :(

Maklak: One heavily irradiated cloud (The highest starting form of radiation) is likely to kill a pony if he passes through the whole cloud. One irradiated cloud, likely not. I'm figuring out how to stop them from showing up in non-evil/savage areas. I also need to correct a mistake where hazmat suits won't protect against heavily irradiated clouds.

> Speaking of screwed up values, a masterwork plywood board is worth 120 bits and we get ten of those per log.
I may remove the woodcutting skill, then. The unimprovable tag only prevents decorations from being added to the item.

> Now we need someone to figure out how to use mines effectively.
Mines stealth automatically so most enemies can't see them, and they won't trigger unless the enemy walks within 1 tile. They also have a large explosion radius.

> Hazmat suits over or under armour.
It doesn't make much of a difference in terms of gameplay...I opted for armor going over the hazmat suits as this better protects the suit from damage that would expose the pony inside, fluff-wise. Also, hazmat suits don't add [NOBREATHE] - you need a gas mask for that.

> I'd like healing potions to work continuously on wounded soldiers, not just before a fight.
Healing potions and Med-X are triggered by being wounded.

> Perhaps slave ponies should be shareable or milkable?
Nope.

> Batteries are surprisingly difficult to make, compared to other technomagic, how many we use, their price and how common they are.
Technically they are the fuel cells used by sky wagons and other means of transportation in the novel. I know that's more energy than they contain in the mod, but they were downsized for gameplay reasons.

> Is the blowgunner skill planned to be used with energy weapons as "blowguns" that fire "darts" that have effects on impact?
Maybe...I haven't had the time to brainstorm the implications of Putnam's projectile expansion script.

> The 0.30 doesn't have a Stonesense, so I guess I'll have to fix that next.
That would be very nice, and much appreciated! :D No pressure though.

Treason: I like to think that most Stable ponies aren't suited for the horrors of the wasteland. :P

Iceblaster: We're only missing sprites for Stable citizens, raiders, wastelanders, and slavers. Ingame sprites for those are problematic in that there's no way to add different sprites for different castes in the same creature - there would be only one sprite per profession regardless of whether its a unicorn or earth pony. It'll also take a lot of time I can't afford.

Neowulf: Using potash for gunpowder and fertilizer is fine; I see no need to add extra steps.

> When you look at how rare and useful the two talismans it needs are it really doesn't make sense for a building with infinite water and power to have such a crappy output.
The trade-off is the instant product, bypassing the months of time plants normally need to grow. I'll increase the chance of the second plant, however. Potash is now plentiful enough for the fertilized reaction to be a viable option.

> As for the pot, it becomes relevant as an "OHCRAP" option early game if the hydroponics output is bumped.
Regular farming should be sufficient for that.

> So far the ponies have turned 3 5-stacks of rat weed and a 2-stack of prickle berries into the correct number of mulch items.
Interesting...that opens up plants as a source of ash again, though it's not as urgent now that burning logs at the kiln yields more.

Tahujdt: A decoration talisman certainly sounds like something Rarity would design. :) I've added colored bricks to the development list, limiting the colors to bright primary ones so the amount of inorganics won't get out of hand.

Thanks for the suggestions everyone! :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 03, 2013, 07:24:31 pm
Maybe instead of primary colors, just Ministry ones.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Treason on April 03, 2013, 08:44:32 pm
Blast!  My latest stable managed to capture two out of five nightstalkers that showed up on my map, but they killed off all the males!  It's going to take ages before I can get a breeding pair going, unless I'm fortunate enough to have one of the two females already pregnant.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 03, 2013, 10:11:00 pm
Nightstalkers... Aren't those the supermutants that had the stealth boys? If so, what are there analogs in FO:E because I haven't encountered them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 03, 2013, 10:17:36 pm
You are thinking of nighkin. Nightstalkers are the coyote-rattlesnake hybrids.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Pokon on April 03, 2013, 10:29:33 pm
Nightstalkers... Aren't those the supermutants that had the stealth boys? If so, what are there analogs in FO:E because I haven't encountered them.

Blue Alicorns take the place of Nightkin, in that they have invisibility spells. Project Horizons has straight-up Nightstalkers, actualy.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 03, 2013, 11:39:11 pm
Thanks, I got the two confused... Eugh the image of a coyote and rattlesnake together made me cringe in fear
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 04, 2013, 04:12:56 am
> After brainstorming the maneframes, I came upon a problem - the buildings made from linked terminals continue to function even if the original maneframe was deconstructed or otherwise destroyed.
True and we know that players are already juggling Power Talismans and Arcane Terminals.

> I'm figuring out how to stop them from showing up in non-evil/savage areas.
For now I just watch the clouds more closely and don't leave the soldiers outside during alerts. So far it works.

> > Now we need someone to figure out how to use mines effectively.
> Mines stealth automatically so most enemies can't see them, and they won't trigger unless the enemy walks within 1 tile. They also have a large explosion radius.
There is more than that to using mines effectively. For example will they push and damage each other if multiple are pastured inside a single tile? Will an enemy trigger all of them to explode at the same time? If not, will the dust clouds from one mine damage the other mines? If a mine is close to the wall, will it hurt the soldiers one z-level above? I predict that keeping a bunch of mines together is a bad idea and a good minefield would be a snaking corridor where they are at least 5 tiles apart, maybe more. It should probably also be covered in cage traps. But I don't have the mines to figure that out in 0.30b and tests are better than guesswork.

> > Perhaps slave ponies should be shareable or milkable?
> Nope.
A good choice, but I still find that answer funny.

> > Batteries are surprisingly difficult to make, compared to other technomagic, how many we use, their price and how common they are.
> Technically they are the fuel cells used by sky wagons and other means of transportation in the novel. I know that's more energy than they contain in the mod, but they were downsized for gameplay reasons.
That's not even an answer. Well, maybe I should give this another angle: Processing Matrices are like Computers. They don't need that much power, but are very complex. Well, complex enough to hold friend of roe recognition, pathfinding and using what weaponry they have attached. Batteries just need to hold a lot of energy inside them and are orders of magnitude simpler. Yet it somehow takes very similar resources to make a Spark Battery and a Basic Robot Processing Matrix. This is why it doesn't quite work for me. Besides, even with all the Sprite-bots, Puipbucks and such, Equestria still needed more batteries than Matrices, I'm pretty sure of it. Although the war was about energy resources, so batteries couldn't have been all that cheap to make. Hmm... In-crunch a stable needs more batteries than it needs Processing Matrices ant talismans, but fortunately for us, those are plentiful in salvage and can be obtained from T2 weapons too.
Anyway, my second proposal is to use T1 gemstones for batteries and it doesn't matter which ones. I think Project Horizons described making batteries from powdered gems, so we could have these reactions.
T1 gem (all kinds) -> powdered gems
4 x powdered gems -> Spark Battery
Depleted Battery + powdered gems -> charged battery.
It would at least give us a use for low-quality gems besides lenses for researching basic spells.

> > As for the pot, it becomes relevant as an "OHCRAP" option early game if the hydroponics output is bumped.
> Regular farming should be sufficient for that.
It should be and the plant shouldn't be growing instantly, but in a biome with freezing water there is still the "Oh crap, I have no water and my Quarry Bushes were just started and there are thirsty ponies in the hospital. But I guess I can just solve it with #liquids and pretend the ponies melted snow or ice.

> Nightstalkers.
I think I've read somewhere that tame animals can get pregnant from wild animals on the map, but I'm not sure. Either way, Nighstalkers are among the best dogs you can get, because of their poisonous bite. One oddity is that they lay eggs.

I've been working on another guide recently, but it isn't ready yet. This one is about gems, magic and reverse-engineering. The topic is rather broad, but I hope to get recommendations for what to spend gems on when I'm done with it. For now, I only have this:


Move REPAIR_POWER_ARMOR from Armoury to MWT prismatic forge. It depletes a battery, but the reaction effectively forges boots from steel, so it should be at the forge.

Considering how much trouble it takes to get locations of bases, bunkers and weapon caches, I propose that the maps be re-usable, once we have them. there should be some chance of a cache drying up or otherwise becoming unobtainable, so the reactions should consume the map and produce another with 0.50 <= p <= 0.98.

Reaction proposal:
(Scorpion) Power Armour Processing Matrix -> Pipbuck.
Reason: All have SATS and we can make those Processing Matrices, so Pipbucks should actually be easier, if anything. 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 04, 2013, 04:28:59 am
SATS is not the only feature of Pipbucks. Pipbucks can hold gajillions of gigabytes, connect to two-hundred year old networks, decrypt all sorts of stuff, detect radiation, listen to the radio, etc. Power Armor is fairly easy to make, once you have the materials. Pipbucks are much more valuable. If you remember from the novel, quote, "Most [Steel Rangers] would be more interested in protecting your Pipbuck than protecting you." It might not carry the same weight, since it's not canon, but in Project Horizons one researcher, who had been trying for years to reverse engineer Pipbucks, says that she only managed to repair one or two.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 04, 2013, 05:05:12 am
> Pipbucks.
I think Power Armours have similar functions. (SATS, communications and so on). You can even reboot PA from a pipbuck and vice versa.
> Power Armor is fairly easy to make, once you have the materials.
Power armours are not easy to make. If they were, US army would be using them by now, with their inflated budget and all. It is not just the Carapace. The servos are tricky, but doable. Equestrian power sources are more efficient, so let's say the armour can carry enough batteries to operate for weeks. The biggest problem is the processing matrix that responds in real time to movements of the user. It is more complex and easier to crash than what the pipbucks have.
> If you remember from the novel, quote, "Most [Steel Rangers] would be more interested in protecting your Pipbuck than protecting you."
I agree with them. Pipbucks are relics and ponies breed continuously anyway. Besides, Steel Rangers would be even more interested in Power Armours than pipbucks, so this doesn't prove what you think it does.
> It might not carry the same weight, since it's not canon, but in Project Horizons one researcher, who had been trying for years to reverse engineer Pipbucks, says that she only managed to repair one or two.
And even factions with orders of magnitude more resources, like the Steel Rangers and The Enclave and Master Red Eye didn't produce new Power Armours (or at least not in quantity), but were repairing and re-using the old ones. (We can make PAs at all in this mod, because it is challenging and fun, not because it makes sense for a 100 pony stable to reverse-engineer one of the top achievements of Equestrian industry in just a few years.)

That aside, in-crunch, you would be using up a perfectly good Power Armour matrix to make something with just some of it's functions and ultimately less valuable. I would just like that as a possibility to give to Unicorns in Combat Armours when I have reverse-engineered PA matrices, but don't have enough Plasteel for Scorpion Power Armours for all the military.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Firehawk45 on April 04, 2013, 05:48:53 am
The reason equestrian power armours are not produced in any quantity is the list of stuff you need for it. Lets brake it down:

The armour itself:
- Steel (easy)
- Servos (tricky, but doable)
- Injectors (scavengable, the stuff in them, not so much)
- Battle saddles with heavy weaponry (the lightest gun i remember from the novel was a saddle with douple machine guns, thats quite hard to get hold of)
- The whole technomagic crap in them (rebreather, processing matrix, EFS, SATS, communicators, etc. Needs to be engineered, and thats just not doable without the facilitys of old Equestria)

The enchantments of the Armour:
- Self repairing
- Healing (at least i think there was a healing spell in there, could be wrong)
- enhanced strength for the wearer
- propably some materialstrenghteningvodoopokus and other stuff someone infused into the armour

See the problem?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Maklak on April 04, 2013, 06:10:24 am
- Injectors (scavengable, the stuff in them, not so much)
Dash, Med-X, Healing Potions and so on are all producible. The first two are pharmaceutical drugs and the HPs are a liquid that can "trap" a healing spell from a Unicorn.

- Battle saddles with heavy weaponry (the lightest gun i remember from the novel was a saddle with douple machine guns, thats quite hard to get hold of) 
Weapons are not that much of a problem with a good machine shop and Red eye made them by the truckload. Ammo (especially brass) is more tricky, but doable.

- The whole technomagic crap in them (rebreather, processing matrix, EFS, SATS, communicators, etc. Needs to be engineered, and thats just not doable without the facilitys of old Equestria)
Yes, that's the real problem. In this mod we just make a processing matrix that does all this from three gems, when a battery costs two. That's why I started this discussion.

- Healing (at least i think there was a healing spell in there, could be wrong)
I'm pretty sure Steel Hooves had just an injector for healing potions, but Project Horizons would put Healing Talismans in there. Well, there could have been different models (SH had an old one) and some Armours could have been upgraded with some MoP technology after the war.

- enhanced strength for the wearer
That's just the servos and real-time processing matrix at work. Like in Alien 2. No "enchancement" about it, except for working in-tune with the user. Even with that, the users have to be trained to "Let their armours do most of the work".

> See the problem?
My point exactly. Pipbucks just have processing matrices without tons of other stuff the PAs have. And batteries should be easier to make than processing matrices.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 04, 2013, 06:48:40 pm
Any idea what could be cluttering up my salvage yard? I have a pile for finished goods, is there other things that salvage produces?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Rydel on April 04, 2013, 06:53:43 pm
Use 't' to inspect what's inside it
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 04, 2013, 06:58:48 pm
Thank you, that was extremely helpful.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Thirtyeight on April 04, 2013, 07:52:15 pm
Either I'm extraordinarily unlucky, or I've somehow disabled MoAS crates. I brought several high quality salvage logs, and I've traded for more, but I haven't seen a single one, which is unfortunate, as I would like to get some power talismans.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: tahujdt on April 04, 2013, 07:58:45 pm
Either I'm extraordinarily unlucky, or I've somehow disabled MoAS crates. I brought several high quality salvage logs, and I've traded for more, but I haven't seen a single one, which is unfortunate, as I would like to get some power talismans.
There's only a four percent chance of getting MAS or MoA crates.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Treason on April 04, 2013, 08:23:05 pm
Also, power talismans do not necasarily have to come from MoAS crates.

I have a saved stable with five of them.  Two actually popped up in MoP crates, oddly enough.  One came from what I could have sworn was a civilian crate, and two from Rob. Crates.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Replica on April 04, 2013, 10:22:44 pm
Spoiler: MQ and HQ salvage raws (click to show/hide)

^ Crates marked in green.


^ Power Talismans marked in green.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Lycaeon on April 05, 2013, 12:03:44 am
Replica: That's supposed to be a surprise. :(

Tahujdt: Ministry colors it is. :)

Maklak: It's ok to juggle power talismans and arcane terminals. It's not ok to use a linked terminal for a maneframe that doesn't exist. :-\

> There is more than that to using mines effectively.
You're right; 1-2 mines are all that's needed in a single chokepoint.

> Anyway, my second proposal is to use T1 gemstones for batteries and it doesn't matter which ones.
I'm more inclined to decrease the amount of spark batteries required for reactions to 1 or 2 max. In fact, I may very well do just that.

> Move REPAIR_POWER_ARMOR from Armoury to MWT prismatic forge.
Noted down.

> I propose that the maps be re-usable.
That's already the case, though their re-usability is lower than you described. I figured that it would only take 1 to 2 attacks before the targeted base relocates or beefs up its defenses, thus requiring more intel in order to reduce losses in subsequent assaults.

> (Scorpion) Power Armour Processing Matrix -> Pipbuck.
Pipbucks are plentiful enough methinks. They do use different technology from the power armors - SATS was just one of their integrated features.

> Power armor
I'm happy with the current system. The physical aspects of the armor are reverse-engineered using traditional earth pony mechanical design, while the repair and processing talisman that runs the armor's systems is scanned and duplicated at the Ministry of Arcane Science Research Facility, which has the equipment needed to analyze the complex arcano-tech.

Right now I'm recording feedback (Especially bug reports, though I'm pretty sure the current version is stable) due to having little time to mod. Suggestions are welcome! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 05, 2013, 02:04:38 am
What biome do Bale Pheonixs appear;I have been looking to tame some for war, along with a couple nightstalkers.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Zangi on April 05, 2013, 07:08:29 am
Ah... the wonders of ghouls getting up and in my area during the whole time I was working on setting up a small above ground haven.

Did good for a time, then ponies started to die after my dog and sprite-bot population dropped like a brick.

The 2nd expedition leader took a good ol fashioned beatdown from one of my ponies trying to 'Attend Meeting' with him.  He was literally put into a coma... eventually, a Pegasus Ghoul got in from the incomplete roof and face stomped him.

The tantruming pony felt much better after that meeting, hasn't gone into a tantrum since.  Was doing it a lot before.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Neowulf on April 05, 2013, 10:23:11 am
Bleh, hate it when I embark in a warm area and it decides to freeze the entire ocean a day after winter arrives. Completely ruined my boat dock stable.


As for juggling mainframe parts, just make a single mainframe that covers all the terminals and copy the idea to the other talismans.
Power station- 4 power talismans, a terminal, lots of wiring and mechanisms. Turns wiring into power connectors that can be substituted for power talismans in buildings.
Pump station- Water talisman, terminal, lots of piping. Turns pipe sections into faucets, which can be substituted for the water talisman in pumps and fountains.

Yes someone could build these, churn out a thousand substitution talismans, then deconstruct the building and laugh at their fully powered powerless fort. But who cares? Not like anyone's gameplay affects anyone else. And maybe they have a scenario in mind, like "embarked next to a small hydroelectric plant, now my stable has all the power and water it'll ever need."
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Iceblaster on April 05, 2013, 11:02:03 am
>Substitution Talismans
Like that idea, but I have a better-to me-idea, a generator

It would pretty much be a building that would require gasoline and would provide a substitution talisman, however gasoline would be rare(more common than power talismans but would be rare enough to where you can't have a million of them from starting with High salvage logs)

As for water... I have no better idea, though I would suggest a MoAS and a Stable Tec terminal instead of just a random terminal


EDIT: Nevermind, gzoker has explained why some of this can't work.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: gzoker on April 05, 2013, 12:42:49 pm
Aside from the fact that the whole war has been over coal as a fuel source, gasoline's shelf-life is a lot shorter than 200 years... Depending on how old you think the planet of Equestria is, it may not even have any oil deposits at all. Substituting biofuel for gasoline, I don't see the point - most workshops using power talismans already have lower tier equivalents, and they can use coke converted from biofuel. Hydroponics's alternative is farming which doesn't need fuel at all. Metal industry has the vanilla smelter and forge. Robot manufacturing is for mature stables, and it has robot upgrading for an early alternative.
Instead of substituting talismans with something else we should be able to make them, which should require lots of resources, and only be available for stables which has advanced technology already - and the talisman forges do exactly this. If we were able to forge power talismans and water talismans then we wouldn't need any alternatives at all. MAS creates could contain some blueprints/research notes/special materials that could place a bottleneck on their production, or make them obtainable only through expeditions.
Giving us everything too soon defeats the purpose of having a technology tree, and makes gameplay dull and unexciting.

I think implementing maneframes as Maklak described it would be a good idea.

>Yes someone could build these, churn out a thousand substitution talismans, then deconstruct the building and laugh at their fully powered powerless fort. But who cares? Not like anyone's gameplay affects anyone else...
No, it doesn't. Having rules and mechanics will only affect those people who abide them, and they are set up exactly for those people. The ones who 'cheat' or roleplay things they can't do doesn't need rules anyway, so why design a game for them?

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Neowulf on April 05, 2013, 03:30:22 pm
No, it doesn't. Having rules and mechanics will only affect those people who abide them, and they are set up exactly for those people. The ones who 'cheat' or roleplay things they can't do doesn't need rules anyway, so why design a game for them?
That's what I'm saying. Don't ignore good ideas or implement sub-par stuff just to limit unintended behavior.
I don't want to see ministry specific power and mainframe talismans added just to prevent people from juggling between the mainframes to churn out enough network terminals to get by then never rebuild a mainframe again.
And I definitely don't want to see mainframes taken off the drawing board just because there's no way to force workshops to stop working if the linked mainframe is deconstructed.

I don't want to see any good suggestions passed over just because they're no way to force players to not abuse the mechanics they would add.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Treason on April 05, 2013, 05:10:17 pm
Alright!  New World, New Stable.

Let's see if I can make some sort of story to go along with it...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: gzoker on April 05, 2013, 06:17:09 pm
>I don't want to see any good suggestions passed over just because they're no way to force players to not abuse the mechanics they would add.
I don't know where I stand on this. In one hand I play with a lot of self-imposed restrictions on what I can and can't do to make the game more realistic and sometimes harder, so having more arbitrary rules wouldn't affect my gameplay too much; on the other hand sometimes less is more. Having a few suggestions implemented in ways that enhances and deepens the gameplay is better, than having every fluff in the mod, but without any actual effect - or worse, providing shortcuts for all the challenges that makes the mod interesting. I guess it depends on the suggestion, so I can partially agree with you.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (New Update!)
Post by: Lycaeon on April 06, 2013, 12:48:47 am
> What biome do Bale Pheonixs appear?
They appear in savage regions.

> Maneframes
I understand everyone's points, and am considering a compromise; you can construct a maneframe for each Ministry, but it's permanent - for example, once you've built a Ministry of Morale Maneframe (An extremely heavy item requiring a power talisman, several MOM processing matrices, and miscellaneous components like wiring), you can't break it down for its component parts, leaving only the option of building it into a maneframe workshop that will produce the linked terminals (And have other possible uses as well ;))

Other issues exist though. It will take quite some time to integrate, as I'll need to either add terminal-linked versions of each Ministry building (Doubling the number of workshops), or replace the existing ones with terminal-links (Which makes extra processing matrices useless once you've built a maneframe). Feedback on this would be appreciated, as both are problematic.

Power talismans are more iffy. I imagined the buildings that use them requiring the full output for their energy-intensive tasks, with spark batteries used by the rest. I will keep Neowulf's suggestion in mind, however.

I'm not concerned about water talismans; the only workshops that use them on a permanent basis are the fountain and hydroponics farm.

Thanks for the input! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 06, 2013, 04:59:25 am
On Reverse Engineering and Magic production. This was supposed to be a guide to effective use of gems, but it became a kitchen sink of advanced industries.

1) Getting Paper
Sawmill (requires 2 blocks, 2 mechanisms and a large serrated disc)
Paper Mill (requires a mechanism)
Plywood Workshop (requires Mechanism and a Toolbox)
Scriptiorium

Paper is needed for Magic Research, Reverse Engineering and performances at the Theatre.

Sawmill is very useful for Plywood, which cuts wood use for furniture roughly by half, but here we need it for Paper. First process wood into fibres. Apart form wood the reaction needs a large stone pot, so check the "give to workshop" orders if the reaction is red. This results in stone pots with "pine", "oak" or other trees, that are for some reason get carried into stockpiles accepting.

After getting fibres, make Paper at the paper mill. Silk is somewhat harder to obtain than cloth, but you want to have some around for strange moods anyway. Caravans sometimes bring silk thread or cloth, there are collectable silk webs in the caverns and finally you can process 5 tallow, 1 oil or 5 alcohol into 1 biofuel at the biofuel refinery and then 5 biofuel into 1 Nylon thread at the chemistry lab (needs clear glass vials). In any case, you don't need a lot of silk paper. Or plant paper, for that matter.
Once you have the stacks of paper, process some (not all) of them into scrolls at the Scriptorium. The Scriptorium is also the place where Theatre performances and final versions of reverse-engineered plans of weapons and power armours are made. You get 40 scrolls per tree, which is a lot.


2) Reverse engineering weapons and armour.
This has little to do with gems, but since it uses paper and is related to reverse-engineering Power Armour Matrices, I'll throw it in here. These are the relevant buildings:
Armoury (requires Mechanism, Armour Stand and Weapon Rack)
MWT Prismatic forge (requires Power Talisman and MWT Terminal, made from MWT processing matrix).
MAW Prismatic Forge (requires Power Talisman and MAW Terminal, made from MAW processing matrix). 

You can reverse-engineer Combat rifles, AMRs, Flamethrowers and Miniguns at the workbench. To do that you need one or more (usually 2 or 3) weapons of that type, which will be consumed, producing notes. One note per reaction is guaranteed, but you'll usually get more. When you have four of them, they can be combined into schematics at the scriptorium. All types of schematics can also be found in crates. Combat Rifle schematics is also needed to manufacture a chainsaw or a ripper combat rifle. (Those are made from steel and either a chainsaw or a ripper, with material being the same as that of the melee weapon.)
Reverse-engineering Power Armours is more complicated. Boxes of Power Armour have a low chance of being found in crates (4% MWT and 64% Ranger), so for the most part you'll have to rely on killing Steel Rangers and removing their broken armours at the Salvage Yard. This will give you broken power armours, broken power armour helmets and power armour matrices. You should get a few pieces per a squad of Rangers. These 3 items can be repaired and put together into a box with working set at the Armoury. Then it can be prepared to be worn, also at the Armoury. Armoury can also repackage a working Power Armour into a box. This is useful to bump quality or get another power armour training token, but it will cost Med-X, Healing Potions and batteries every time you do it. Armoury also deals with Scorpion Power armour in a similar way.
Once you get the schematics, Power Armour Boxes can be made at the MWT Prismatic forge from working Power Armour Matrices (can be reverse-engineered separately) and 12 bars of steel. Scorpion Power Armours can be made at the MAW Prismatic forge, but are bottlenecked by how much Plasteel you have.
Some of these reactions are included just to give you a perspective on Reverse-engineering of Power Armours. You can do that at the MWT forge and there are two ways to do it; either from just broken bardings and helmets or from complete boxes, which works better, is faster and gives you more steel. It is probably best to just repair and assemble the first 5 or so complete sets, then reverse-engineer the rest using boxes. In any case, Power Armour production will hit either Med-X or Healing Potion bottleneck, because those can't be made in the current version and are also useful for other things, like cyborgs and autoinjectors. 
It is simpler with Scorpion Power Armours, because there are no broken pieces yet. You can only make those armours (having a reverse-engineered Schematics) or find them in MAW crates (16%, but only 4% chance for a MAW crate in high quality salvage) or Talon Crates (4%, obtainable only through expeditions after processing memories of captured Talon Mercenaries). The Scorpion Power Armour Matrices can be reverse-engineered and produced separately. In any case, it is probably better to just unpack the SPAs and use them, because their production is bottlenecked by Plasteel, which we can't produce at all, only find it in crates. Besides, plasteel can also be used for chains for Chainsaws, Rippers and Chainswords, which should have no trouble cutting Steel and that's useful too. Well, unless you have starmetal chains. All reactions involving Plasteel take place at the MAW prismatic Froge.
4 Design notes can be combined with a silk paper scroll at the scriptorium for a complete Armour Schematics. The Matrices cannot be directly found in salvage (except Steel Ranger Corpses) and must be reverse-engineered separately. 


3) Glass
Salvage often has broken glass in it, which is processed at the Kiln into green glass and (sometimes) clear glass. You'll get more green glass than you'll know what to do with and it isn't much good for anything, maybe except training jewellers. On the other hoof, clear glass has a lot of uses and you'll have to make some yourself. Especially that the listed items have to be made from sand and pearlash at the glass furnace and can't be made from the rough clear glass you can get from caravans melting broken glass. You will usually need to use a rock grinder, rocks and bags to make sand (or just "collect sand" in the sand layer) as well as (magma) kiln and ashery to make pearlash to cover your needs for clear glass. some clear glass can be bought from caravans, but again, it can't be used to make these items:

Clear Glass can be cut to lenses (90% chance) or blank data hologems (80% chance) at the arcane gemcrafting station or just data hologems (100% chance) at the MAS gemcrafting station.

Two clear glass lenses are needed for the Arcane Research Facility (MAS version requires gem lenses from clear diamonds) and two for each AMR, so you'll normally only need ten or so. In any case, it is cheaper to refurbish low-quality AMRs that to produce a lot of them.

Clear Glass Hologems are used as data hologems for reverse-engineering processing matrices and talismans. You'll need 4 per each attempt and it usually takes 2 or 3 attempts to get each design hologem (and you may want multiples of those), so let's be optimists here and assume, you'll on average need 10 clear glass blocks per design hologem. As of 0.30 reverse-engineerable items include: Spark Batteries (plentiful and hard to make, so you might want to skip them), Kinetic Talismans, Basic and Advanced Robot Processing Matrices, Power Armour and Scorpion Power Armour Processing matrices (only needed if you reverse-engineer SPA, so you might want to skip them too), and Neural Interface Talismans. That's 70 hologems plus another 10 clear glass for lenses.

On the other hoof, for reverse-engineering spell matrices you need 1 Prismatic hologem each (80% chance to produce at the MAS Gemcrafting station), so until you get some clear diamonds and a MAS terminal, it may be best to just hold off on clear glass hologems and partial reverse-engineering. If you luck out on a few clear diamonds from a MAS crate or rock grinding, consider making 2 pristine universal lenses for a MAS research facility first. It is needed for the Time Stop spell and reverse-engineering advanced spell matrices.


4) Getting gems.
The gem sources are minig, Rock Grinding, MASC Crates and Trading (T1 to T3).
Please note that I may have made some mistakes in these tables, so don't rely on them too much. I'll skip listing all the gems and their tiers. You will always see the kind and tier of a gem in it's name and this information is in the other spell guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710) anyway.

Rock Grinding takes place at a Rock Grinder. It needs a mechanism and a millstone. It is best to surround it with non-economic (and non-starmetal) stone stockpile with 3 wheelbarrows. Enabling Flux stone (from bonemeal) and Gypsum (from MoP crates) can be considered if you're running out of rocks. One reaction  takes 10 rocks and can produce these gems: 

T1T2T3T4
Alteration-6+6+6+6+6+64-
Conjuration8+8+66+6+6--
Destruction8+6+6+66+6+6+64-
Illusion8+6+66+6+6+6+6+64-
Restoration8+8+6+66+6+6+6+6+64-
Clear Diamond for Pristine Lenses has 8% chance of being found, which is surprisingly frequent. In-fluff it doesn't make any sense whatsoever, but in-crunch we have to get those diamonds for 2 Pristine lenses and a few Pristine hologems from somewhere.
In addition, there is a low chance for some ores, saltpetre and coal.

Opening MAS Crates (4% chance from high quality salvage) at the Supply Depot can get you these:

T1T2T3T4
Alteration--64+32+1632+32
Conjuration---32
Destruction--64+32+1632+32
Illusion--64+32+1632
Restoration--64+32+1632
Clear Diamond for Pristinine Lenses 32%.

The only UNIVERSAL_MAX gem is Clear Diamond. They can be found in MASC crates (32%, but such a crate is only in HQS and only 4% of the time) or obtained through Rock Grinding (8%, which is very high). Clear Diamonds can also very rarely be mined inside clusters of yellow diamonds inside Kimberlite in Gabbro layers.


5) Using Gems
First let's look at what the magic workshops require. I listed only the important items, but they also need chairs, tables and other common furniture, so always keep around a few spares.
Arcane Gemcrafting Station (requires Arcane Terminal)
Arcane Research Facility (requires Arcane Terminal and 2 Universal Glass Lenses)
Arcane Terminal (requires Arcane Terminal)
Arcane Talisman Forge (requires Arcane Terminal and Power Talisman)
MAS Terminal (requires MAS Terminal)
MAS Gemcrafting Station (requires MAS Terminal)
MAS Research Facility (requires MAS Terminal and 2 Pristine Universal Clear Diamond Lenses)
MAS Talisman Forge (requires MAS Terminal and a Power Talisman)

Arcane Terminal needs a Stable-Tec Processing Matrix, Monitor, Interface, Cabinet, Coiled wiring and 2 Spark Batteries. MAS Terminal requires a much rarer MAS processing matrix instead, which is only obtainable from Disabled Terminals (2%) and from MAS crates (64%, but a MAS crate is only in High quality Salvage 4% of the time).

MAS Research facility needs a MAS terminal and two ITEM_LENS_UNIVERSAL_MAX (clear diamond lens). Since that's the only use for clear diamond lens, you can process the rest of your clear diamonds into prismatic hologems for reverse-engineering spell matrices.

Caravans bring small gems up to T3, so always buy out T2 and T3 gems and even order them from the liaison. They can be processed into rough gems usable for magic reactions. The Arcane Gemcrafting Station does this at 60% efficiency and the MAS Gemcrafting station with 80% efficiency.

T4 Gems can be obtained from MAS crates and mining only, except that you can also get clear diamonds (for pristine lenses and design hologems) from rock grinding.
The only thing that a MAS Gemcrafting station can't do better is making clear glass lenses, which can only be made at an Arcane Gemcrafting station, so keep one around if you plan on making AMRs, but otherwise move all your rough and cut gem processing to MAS gemcrafting stations when they become available.


6) Reverse-engineering and producing Spell Matrices.
All reactions that produce arcane vapours (poisonous to Earth Ponies) also require alchemy, so you could just enable it on the Unicorns and hope that no EPs will wonder by to put items in stockpiles. However, the best way to prevent such accidents is actually not having any stockpiles that accept scrolls, lenses, empty and spell hologems and depleted batteries. This will keep the EPs away, reduce the number oh hauling jobs, make spell hologems end up where they're needed (at the terminals) and prevent arcane research from being unavailable, because somepony is carrying bins around. It will clutter some workshops, but since all the reactions added in this mod are fast, this shouldn't matter anyway.

There is no way to reverse-engineer or produce any of the Processing Matrices used for Terminals, even Stable-Tec or Pipbucks, so those items can only be found in crates.

Reverse-engineering, Arcane Research Facility
* Charged Spark Battery + 4 (Clear Glass) Data Hologems -> Hologems with data on Spark Batteries (100% + 25% + 12% + 6%)
For Kinetic Talisman and Basic Robot Processing Matrix, this works pretty much the same:
* KT / BRPM + 4 Data Hologems + Spark Battery -> Depleted Battery + Hologems with data on KT / BRPM (100% + 25% + 12% + 6%)
Four data hologems can then put together into a finished Design Hologem of appropriate type at the Arcane Terminal, but this requires a prismatic hologem from a clear diamond. The result can then be used at the Talisman Forge to make that item from Basic Gem Hologems (yes, from T2 gems).
* 4 SPB / KT / BRPM Data Hologems + 1 Prismatic Hologem -> 1 SPB / KT / BPRM Design Hologem.

Reverse-engineereing, MAS Research Facility
It can reverse-engineer Neural Interface Talismans (useful for Pinkamnenas and MoP Facility, but the biggest drain are robobrains and robodogs), Advanced robot Processing Matrix (used for bigger robots), Power Armour Processing Matrix and Scorpion Power Armour Processing Matrix.
* Talisman + 4 Data Hologems + Spark Battery -> Depleted Battery + Hologems with data on that Talisman (100% + 25% + 12% + 6%)
Four Data hologems from these reactions can be combined into a finished Design hologem of the correct type, but this again requires a prismatic hologem from a diamond. All the resulting Design hologems are used at the Talisman fogre to make Processing Matrices and Talismans out of T2 Hologems.

Spell Matrix and Talisman production, Arcane Talisman Forge.
* SB design hologem (preserved) + Basic Restoration Hologem + Basic Alteration Hologem -> Charged Spark Battery 
* KT design hologem (preserved) + Basic Destruction Hologem + Basic Alteration Hologem -> Kinetic Talisman
* BRPM design hologem (preserved) + Basic Conjuration hologem + Basic Illusion Hologem -> Basic Robot Processing Matrix
Talisman Forge can also copy AI hologems for Protectorponies and Nurse Redhearts. These don't have to be reverse-engineered, you just need to have at least one in stock.
* AI Protectorpony / Redheart Hologem (preserved) + Basic Alteration Hologem -> AI Protectorpony / Redheart Hologem
Talisman forge can also copy some of the training hologems: arcade, cooking, clothesmaking, gemcrafting, social skills, high society, checklist, first aid, veterinary, military tactics.
* Training Hologem (preserved) + Basic Illusion Hologem -> Training Hologem.


Spell Matrix and Talisman production, MAS Talisman Forge.
* NIT design hologem (preserved) + Basic Illusion Hologem + Basic Alteration Hologem -> Neural Interface Talisman
* ARPM design hologem (preserved) + Basic Conjuration Hologem + Basic Illusion Hologem + Basic Alteration Hologem -> Advanced Robot Processing Matrix
* PAPM design hologem (preserved) + Basic Alteration Hologem + Basic Illusion Hologem + Basic Restoration Hologem -> Power Armour Processing Matrix
* SPAPM design hologem (preserved) + Basic Alteration Hologem + Basic Illusion Hologem -> Scorpion Power Armour Processing Matrix
MAS Talisman Forge can also copy AI hologems for Macintosh and Pinkamnena. These don't have to be reverse-engineered, you just need to have at least one in stock.
* AI Macintosh / Pinkamena Hologem (preserved) + Basic Alteration Hologem -> AI Macintosh / Pinkamena Hologem
MAS Talisman forge can also copy come of the training hologems: diagnosis, surgery, orthopedic, melee, firearms, artillery, armorsmithing, weponsmithing, metalsmithing, engineering, black ops.


7) Spell Research
Once we have all those lenses, hologems and paper, it is time to put them to use. Basic spells are prepared at the Arcane Research Facility, then transcribed into hologems at the Arcane Terminal. Basic Spells are reasonably easy and cheap to get, so you should definitely get them all, preferably in 2 copies each to avoid any stockpiling issues. Adept spells are much more difficult and expensive to make, so it may be best to delay making them or even skip them entirely.

Arcane Research Facility, in addition to reverse-engineering the simpler spell matrices, is used for researching spells. It uses up lenses, with 4 different reactions, depending on what lenses are used. Each reaction uses lenses appropriate for that school of magic, with "Pristine" meaning not diamond lens, but rather lens from a T4 gem from that school. It also depletes a battery. The important product is the ITEM_SCROLL_school_LOW. Using med-quality lenses from T2 gems is probably the most effective for this, although anything will work and T2 gems are needed for spell hologems and Talisman Forge. Oddly enough you can research basic Conjuration, even though Stable Ponies have no spells from that school. Another set of reactions lets you research the advanced spells here as well. It requires lenses from appropriate school, silk scrolls, a scroll with a basic spell from that school and a few charged batteries.
MAS Research Facility only does the most advanced arcane research, using scrolls from Arcane Research Facility. It is best to use as high quality lenses as possible and a Spark Generator will be a must, especially for advanced research. Fortunately, only Time Stop uses this level of magic research.  It's reactions are as follows:
Transcribing spells into hologems
Basic spells only require a Basic quality hologem (from T2 gem) and a Basic Scroll from that school of magic. The product is a spell hologem that can be used to learn that spell at the very same terminal. The reactions aren't divided by schools of magic, but rather by target spells. It is similar for advanced spells, although they require a hologem with lower level version of the same spell, so Bind is used for Paralyze and so on.
* Basic Hologem (A/D/I/R) + Basic Scroll (A/D/I/R) -> Basic Spell Hologem (Bind, Pain and so on)
* Advanced Hologem (A/D) + Mid Scroll (A/D) + Basic Spell Hologem -> Advanced Spell Hologem.

MAS Terminal can transcribe all advanced spells and the only spell it adds over Arcane terminal is Time Stop. Transcription works as described above, but Time spells are an exception. Paralyze uses Bind, but Time Dilatation and Time Stop do this: 
* Advanced Hologem (A) + Mid Scroll (A) + Bind hologem + Paralyse hologem -> Time Dilatation Hologem
* High quality Hologem (A) + High Scroll (A) + Bind hologem + Paralyse hologem + Time Dilatation Hologem -> Time Stop Hologem

As you can see, All advanced arcane research save for Alteration, all Mid arcane research save for Alteration and Destruction and Basic Conjuration research could safely be removed from the MAS / Arcane research facilities, making them less confusing.

While it may make sense to get 2 copies of each basic spell, one hologem for each advanced spell is enough as only a few ponies will be able to learn them. Assuming 2 basic and 1 of each advanced spell, these materials will be needed:

The rest of T2 gems should be converted to hologems for production of various spell matrices and any leftover lenses, T1, T3 or T4 gems except U4 diamonds won't matter, except for the few hologems listed and lenses for research. 

8) Spells
Much of the information on spells is covered here (http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710). That guide, however, lacks the precise effects of spells and information on reactions and resources to make spell hologems.

Some Unicorns are more magical than others and get stronger versions of basic spells with shorter cooldown. There are four levels: Novice, Apprentice, Adept and Master. Higher level Unicorns can also learn basic spells from one additional school (apprentices) or all basic spells (adepts). Spells typically have low range, so are used more often by the melee ponies, preferably in Scorpion Power Armours and without Minigun Battle Saddles. Once a Novice (or Apprentce from another school) learns a spell, only other spells from that school (plus from the Apprentice's main school) can be learned by that pony. Since an enemy can be targeted by many different spells at once, it is best to maintain variety within Unicorn squads.

These are the Basic spells available to Stable Ponies.

Novice (Pony without a talent for magic) gets T1 spell.
Magic Apprentice, Apprentice of this school of magic and Adepts from other schools get T2 spell.
Adept of this school and Magic Master get T3 spell.
The spell effects and immune creatures are the same, regardless of who uses it. What changes is that higher level Unicorns get an additional target, more range and finally shorter cooldown and are able to keep the effect running continuously.

This is listed for bind, but it works the same for other basic offensive spells. Basically the higher level a Unicorn is, the faster and more efficiently she can use a spell, but the effects themselves are the same. BIND and BIND_OFFENSE can't work on the same target at the same time, so they will usually be used on different targets. 
Novice: INSTALL_BIND_1 (Makes Alteration the chosen school of magic)
   BIND_OFFENSE: On Attack, cast this on 1 target within 2 tiles in LoS every 288 TUs.
Magic Apprentice, Alteration Apprentice, Adepts from other schools: INSTALL_BIND_2
   BIND_OFFENSE: On Attack, cast this on 1 target within 3 tiles in LoS every 288 TUs.
   BIND: Cast this on an enemy target within 2 tiles in LoS every 288 TUs.
Alteration Adept, Magic Master: INSTALL_BIND_3
   BIND_OFFENSE: On Attack, cast this on 1 target within 4 tiles in LoS every 144 TUs.
   BIND: Cast this on an enemy target within 3 tiles in LoS every 144 TUs.

Alteration: Bind (Hold enemies with Telekinesis). Effects:
BIND_OFFENSE / BIND: Decreases Speed, Skill rolls, Agility and Kinesthetic Sense of targeted creature by 50% for 150 TUs. There are lots of immunities againts it.

Destruction: Pain (Causes pain to enemies). This is the weakest destructions spell and should be researched and taught last. Powerful enemies as well as those with NOPAIN are immune.
PAIN_OFFENCE / PAIN: 100 Pain for 150 TUs

Destruction: Fever Creatuees with NOFEVER and NONAUSEA are immune.
FEVER_OFFECE/ FEVER: 100 Dizziness, 100 Fever and 100 Nausea for 150 TUs

Destruction: Sunder The most powerful basic destruction spell. No extra immunities, beyond creatures immune to all basic spells.
SUNDER_OFFENCE / SUNDER: 100 Bleeding, 100 Bruising, 100 Pain, 100 Impair Function, 100 Cough Blood for 150 TUs.

Ilusion: Rage
RAGE_OFFENCE / RAGE: Adds these tags for 150 TUs to an organic, living enemy: NOT_LIVING, OPPOSED_TO_LIFE, LIKES_FIGHTING, NOEXERT, NOFEAR. The idea is to make him fight with his buddies from the same squad, but an unfortunate side effect is making him more powerful in combat. Give this only to soldiers who frequently fight squads of enemies. Due to very low range and not checking for adjacent enemies, this spell usually just buffs random enemies and is not really worth it in practice. It may be a good idea to just use disorient and skip rage.

Illusion: Disorient In addition to normal immunities for basic spells, Illusion school doesn't work on robots and enemies who can't think.
DISORIENTATION_OFFENSE / DISORIENTATION: Decreases Speed by 10%, Agility, Fosus, Intuition, Spatial and Kinesthethic Sense by 25% and Skill Rolls by 50% for 150 TUs, so in a way this is a weaker version of Bind, but they stack, so it may be worth having both.

Restoration School is an exception in that it's spells target self or a friendly unit, have more range, longer duration and longer cooldowns. There is also no normal / offence versions, so no secondary target.
Restoration: Steadfast Ward (Shield spell)
STEADFAST_WARD: Adds SHIELD_ADEPT and multiplies the strength of materials (of own body?) by 4. Works on the pony casting it for 300 TUs. Alicorns have a much stronger version.
Novice: An enemy must be in LoS, 2 tiles away. 1200 TUs wait period.
Apprentice: An enemy must be in LoS, 6 tiles away. 600 TUs wait period.
Adept: An enemy must be within 10 tiles in LoS, 300 TUs wait period, giving it continuous operation during combats, even with ranged weapons.

Restoration: Healing (Boosts natural regeneration) This is cast on wounded ponies, so it makes sense to give it to CMP and doctors. It can also be good for ponies "in the field" to support their wounded squadmates.
HEALING: Targets a wounded pony, Maxing out her recuperation for 600 TUs and adding 30 numbness for 2500 TUs. It also cleans the target and her wounds.
Novice: Range 2, cooldown 2400
Apprentice: Range 3, cooldown 1200
Adept: Range 4, cooldown 600

ADVANCED SPELLS Adept and Master Only. 
Only Adepts of the correct School and Magic Masters can learn these spells. There is no "Master only" level. Well, technically Time Stop is a Master spell and requires more resources to make then the rest of the Alteration school combined, but Alterations Adepts can learn Time Stop too. Adepts of Restoration and Illusion don't get any extra spells, but can learn the best versions of basic spells in their schools plus T2 versions of all other basic spells. There are no Conjuration spells available to stable ponies, but Conjuration Adepts can learn level 2 of all basic spells.

Alteration: Paralyze (Like Bind, only stronger. Overlaps with it.)
PARALYZE: Lowers the Speed, Skill rolls, Agility and Kinesthethic Sense of the target by 99% for 300 TUs, making it virtually unable to move, attack or dodge. Can be used once per 288 TUs on a target 1 tile away.
PARALYZE_OFFENSE: Works the same, but only when attacking an enemy up to 2 tiles away. The two don't stack, so Paralyze allows to disable two targets.

Alteration: Time dilatation. (Celerity)
This targets the user, greatly increasing her speed, but when it wears off, she is tired for a while and her effectiveness is reduced. enemy must be up to 2 tiles away in LoS ant the wait period is 2400, which means the spell will usually only be cast once per fight. For 100 TUs the caster's Speed, Agility, Spatial and Kinesthethic Sense, Intuition, Skill rolls and material strength (like with shield) are doubled. After that for 120 TUs they (except for material strength) are reduced by 20%.

Alteration, Time Stop. (Ultimate Celerity)
Works similar to Time Dilatation, but the cooldown is 8400 TUs (one weak) and the effect is much stronger. It boosts Speed tenfold and quarduples Skill Rolls, Agility and the rest of attributes listed in Time dilatation. It also increases material strength a hundred times, essentially giving the pony an Alicorn Shield. The effects last for 50 TUs (during which that pony should act every round or two) and after that it reduces Speed, Skill rolls and attributes by 20% for 200 TUs due to being tired and disoriented. Time spells won't be cast together or during their exhaustion periods, so it is very worth it to learn both for the Unicorns who can. Since this works on the pony casting it, no enemy can escape it's effects.

Destruction: Torment (Ten times stronger Pain.)
You get TORMENT with range 1 and TORMENT_OFFENCE with range 2 that target an enemy and are mutually exclusive. Both have a wait period of 4800 TUs and give 1000 pain for 300 TUs. This is the weakest advanced destructions spell, so get it last.

Destruction: Affliction (Ten times stronger Fever)
Two enemies within 1 and 2 tiles, respectively, get 1000 Fever, 1000 Dizziness and 1000 Nausea for 300 TUs. Doesn't work on creatures with NO_FEVERS or NONAUSEA. The cooldown for both spells is 4800.

Destruction: Implosion
Targets two enemies within 1 and 2 tiles with IMPLOSION or IMPLOSION_OFFENSE. The effects are 10000 Bleeding, 10000 Bruising, 10000 Pain, 10000 Impair function, and 10000 Cough Blood for 10 TUs. The wait period is 9600, the longest of all spells. It should insta-kill one or two targets once per combat. Of course it doesn't work on Alicorns, Shield Adepts and the like.


9) Conclusions on the effective use of gems and glass.

Only trade for T2 and perhaps some T3 gems. Maybe also for T1 Alteration and destruction gems. You can safely ignore other T1. Refer to the list a page above to see what's needed for spell research. Forging talismans requires just T2 gems. You'll also need some Clear diamonds for reverse engineering hologems and 2 Clear Diamond Lenses for the Time Stop spell. The best source for high quality gems, including clear diamonds, is rock grinding.

In heavily forested areas it may be best to just make common furniture out of plywood, mechanisms out of bronze (at the forge) and constructions out of concrete and save most rocks for rock grinding.

Finally, in my experience, learning basic spells is best done with a spreadsheet like this (https://dl.dropboxusercontent.com/u/71287918/FoE/Spells_30b.ods) to divide Unicorns into schools of magic, one terminal per spell and workshop profiles. Dwarf Therapist can sort ponies "by caste", providing an alphabetic list of Unicorns. Workshop profiles can be sorted alphabetically by pressing <Alt + Shift + N>. The spell to learn should never be set on repeat. While this will make educationg the population less of a pain, the {r}eports menu must still be checked regularly for any ponies who have learnt a spell.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 06, 2013, 08:34:05 am
>Other issues exist though. It will take quite some time to integrate, as I'll need to either add terminal-linked versions of each Ministry building (Doubling the number of workshops), or replace the existing ones with terminal-links (Which makes extra processing matrices useless once you've built a maneframe). Feedback on this would be appreciated, as both are problematic.

Below is the number for each type of matrics we need to build one from each workshop.
S-tec 6
Rb 3
Mas matrics 4
Mom matrics 3
Mop matrics 1
Mwt matrics 1
Moa matrics 1
Moi matrics 0

Considering how terminals used to be working in real life, wouldn't it make more sense to have only one kind of maneframe that is capable to 'produce' the different kind of matricses so we could build any number of terminals we like? That would be like connecting up the network(workshops) through the matricses. Even better, the maneframe could copy the matricses like the other hologems but with a chance of failure (or into a blank matrics), so it would have a limiting factor too, and we could only replicate the matricses we have already found. In addition it wouldn't make matrices from salvage useless after we have built the maneframe. I'm not really adequate at modding, but I believe this approach would need the least amount of time to implement (in any satisfactory way at least). Fluff wise I think its close enough to both the Fallout and FOE universes to be believable. Also it wouldn't screw up the gameplay too much, workshops would be still usable with only one 'core', so the beginning of the game wouldn't change; and the mature enough stables would have all their 'computing' needs covered.

Edit: also we could build the maneframe from a 'computing core' found in high end salvage like MAS creates, and scrap electronics made at the electronics workshop from scrap metals. Also keep in mind that this is technomagic in the most definitive sense of the word, so anything could make sense. :D

Edit2: apparently the biome I'm playing on is completely devoid of wildlife. It's called the Maroon Fields, and it is a temperate grassland with temperate temperature and wilderness for surroundings. It's spooky place that's for sure. Perhaps the fact that it is the doorstep for Unity's stronghold has something to do with it ( well not really just in fluff. )
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 06, 2013, 11:32:02 am
Statistics so far 'Rampartbalance:
3 Legends Buried
15(18) Ponies Buried
5 Pets Buried
4 Foals/Colts Born
6 Living Legends (Only 2 are 'home-grown')
1 Accidental Flooding
3rd Leader (Just waiting for this one to die too...)
Total dead/missing/buried: 156



I can still get crashes at the military screen, I quicksave before and after.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 06, 2013, 12:00:35 pm
> I can still get crashes at the military screen, I quicksave before and after.
I assume you're using the new version, without the dfhack search plugin, so this is very odd. It was confirmed that the plugin was causing the equipment crashes, so can you provide more details on yours? A save would be nice as well; you can upload it on DFFD with the directions to reproduce the crash.

Has anyone else experienced this?

Maklak: The guide is wonderful, but it's intimidating to read - formatting could be improved with color coding and separation of different sections. I've attached it to the advanced guides in any case. Much thanks! :)

Gzoker: Having only a single type of maneframe doesn't make much sense to me as it was made pretty clear in the novel that different Ministries had their own maneframes and terminal networks.

Your suggestion of matrix copying put me in mind of a solution; the different maneframes could convert Stable-Tec processing matrices into their respective Ministry versions. This is in line with Stable-Tec being the major producer of terminals - their matrices are the base export versions, subsequently modified with different programming by the end-user. I will increase the drop rate of Stable-Tec matrices to compensate (If it's not high enough already), and perhaps add a means of manufacturing them. It certainly reduces the amount of modding time necessary.

Thanks! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 06, 2013, 01:02:08 pm
A mainframe is big computer capable of processing huge amount of data. A terminal is a monitor and a keyboard, and a simple processing unit capable of sending and receiving data to the mainframe. In the novels the ministries had their own maneframes because they needed significantly more processing capacity than any of our stables will ever do, but I don't think they were incompatible with each other, or too much different at all, especially if they were all built by Stable-tec. Processing data on large scale is almost the same in every system today, as backwards compatibility is important.
Having a maneframe for each ministry in the wasteland seem unrealistic to me, they would never operate on full capacity -and looking on the resources needed it's like building raptors.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 06, 2013, 01:02:31 pm
My latest Stable now has Wastelanders who hale from the "Kingdom of Zenith."

..what was this Zebra up to in this alternate version of Equestria?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 06, 2013, 01:19:03 pm
> I can still get crashes at the military screen, I quicksave before and after.
I assume you're using the new version, without the dfhack search plugin, so this is very odd. It was confirmed that the plugin was causing the equipment crashes, so can you provide more details on yours? A save would be nice as well; you can upload it on DFFD with the directions to reproduce the crash.

Has anyone else experienced this?
Eh, hasn't happened since and when I did reload, it worked fine. The save has been saved over already.  Yes, I'm using the c version.

The only detail really is first time set-up of militia and... it happened when I assigned the guy in the 2nd slot, straight after the militia commander.  I set-up custom uniforms before-hand.   I did the same when I reloaded.  So...  'shrug'?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 06, 2013, 02:02:46 pm
> Eh, hasn't happened since and when I did reload, it worked fine.
Uploading the save would still be helpful.

I've returned the advisory warning to the bugs and hotfix section, but until it happens more than once or with multiple players I hope it's just a fluke.

> Maneframes
The processing matrices in game are self-contained computing systems in their own right, not just data uplinks, so combining four or so together would approximate the processing power of a small maneframe. Along with the power source and miscellaneous electronics, the necessary resources aren't on the scale of a Raptor cloudship. Having a maneframe per Ministry also opens up new research trees for each, whether it is decryption of recovered Ministry data hologems, or the construction of megaprojects with the maneframe as the core (Think the Single Pony Project, which is on the development list as an endgame technology ;)).

> ..what was this Zebra up to in this alternate version of Equestria?
Nothing good, I bet. :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 06, 2013, 02:15:30 pm
Oh, i was on the assumption that the maneframe gets in the game by itself, which is really shortsighted of me. I didn't really thought about technology trees depending on the maneframes in the future, but your response cleared it up that they will have many uses and they won't exist just to be there.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 06, 2013, 04:33:59 pm
Apparently when Dune Sunrasps the Griffon traveled to the jungle and tamed the wolves there, he tamed the everloving crap out of them. My entire stable is one long retelling of his exploits. All of my artifacts and many of engravings are dedicated to him.

I've noticed something. If I remove certain things, like caverns, it removes other things like underground seeds. That part makes sense, i guess, but I wonder what other things based on world features?

Edit: So if creatures like geckos and radhogs can't be tamed, we can't butcher the ones caught in our cage traps? That does not seem right.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 06, 2013, 04:40:59 pm
Does removing caverns also remove the Circus? If so, then you can go in and take the cotton candy with no risk of getting eaten by clowns
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 06, 2013, 04:50:37 pm
No.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 06, 2013, 05:02:57 pm
Thanks... makes me sad, but thanks anyway... now onto getting my bale pheonix war army for the Steel Rangers to play with, bye~

EDIT:Demon Types 0 right... I barely mess with advanced world gen so I never knew that
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 06, 2013, 05:15:09 pm
You could always set demon types to 0 in worldgen.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 06, 2013, 06:50:26 pm
Possible idea.

Since savage evil areas (particularly swamps for some reason) are set to spawn pretty much only high and medium quality salvage (which renders expeditions redundant) and since it is easy enough to become superpowered with tech as it is, maybe salvaging can be made harder and more dangerous?

If mining stone can release toxic gas, can the same thing be done for trees?

I'm thinking that maybe the excessive amount of high and medium quality salvage "trees" in savage evil areas could be replaced with dangerous variants which could release clouds of stagnant/stale pink cloud/radiation (which are less dangerous than the real thing) when chopped down.
Or maybe salvage logs could have a small chance to emit a gas cloud when processed.

The material value for salvage should also be lowered or removed altogether if it hasn't already, traders insist on bringing most of their cloth and leather in HQ and MQ salvage bins, and you can still cheat the default amount of embark points if the game gives you antique stuff for your embark.
It's not like salvage logs are actually meant to be used as building and crafting materials anyways, and while its nice to have the option to create "antique splints" it just doesn't make any sense for them to be of such a high value.
Salvage logs are supposed to be unidentified garbage, not gold, right?
Weight of salvage logs could also be increased significantly as to slow down the obtaining of it and increasing the dangers of scavenging the surface/caves, would also force players to use more wheelbarrows (although increased weight would have the side effect of making training weapons made out of salvage logs seriously hard hitting blunt weapons).

Thoughts?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 06, 2013, 06:52:20 pm
If mining stone can release toxic gas, can the same thing be done for trees?

No. Mining stone can release toxic gas due to clusters of stone in the groound.

I'm thinking that maybe the excessive amount of high and medium quality salvage "trees" in savage evil areas could be replaced with dangerous variants which could release clouds of stagnant/stale pink cloud/radiation (which are less dangerous than the real thing) when chopped down.
Or maybe salvage logs could have a small chance to emit a gas cloud when processed.

Oh. Yeah.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 06, 2013, 06:55:38 pm
So has there been any consideration for an equivalent of the Gun Runners? Late game weapons and armor at outlandishly high prices? It would be a way for stables that have been incredibly unlucky salvage-wise to keep up with the competition.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 06, 2013, 07:02:41 pm
Apparently when Dune Sunrasps the Griffon traveled to the jungle and tamed the wolves there, he tamed the everloving crap out of them. My entire stable is one long retelling of his exploits. All of my artifacts and many of engravings are dedicated to him.

I've noticed something. If I remove certain things, like caverns, it removes other things like underground seeds. That part makes sense, i guess, but I wonder what other things based on world features?

Edit: So if creatures like geckos and radhogs can't be tamed, we can't butcher the ones caught in our cage traps? That does not seem right.

Last I checked, geckos could still be tamed.  Normal geckos.  I have not been fortunate enough to capture any golden ones, yet.  Just make sure you designate an "area" (with "I") and set it to "Training" over the area you keep your cages and trapped animals/prisoners.

Edit: "Glimmer Jest, Scavenger has created Luxurymeadow, a lignite hologem of time stop."  I'd post a screenshot, but I can't seem to crop them down to a reasonable size for posting.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 06, 2013, 07:17:55 pm
If mining stone can release toxic gas, can the same thing be done for trees?

No. Mining stone can release toxic gas due to clusters of stone in the groound.

I'm thinking that maybe the excessive amount of high and medium quality salvage "trees" in savage evil areas could be replaced with dangerous variants which could release clouds of stagnant/stale pink cloud/radiation (which are less dangerous than the real thing) when chopped down.
Or maybe salvage logs could have a small chance to emit a gas cloud when processed.

Oh. Yeah.
Actually, Meph managed to do it with shattering crystal trees.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 06, 2013, 07:31:32 pm
Yes, that's what my oh yeah was about.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 06, 2013, 07:56:10 pm
Can trees be made to drop an additional item over the log?

And another idea while I'm at it and the subject of gas is up.
"Pockets" of gas maybe? Natural gas which releases a "fire" or "explosion" gas when mined? Underground pink cloud pockets?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on April 06, 2013, 08:39:18 pm
You can totally do that. Just make a "rock" with a fixed temperature higher than its boiling point.

The only downside is that it doesn't become a gas until exposed by mining.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 06, 2013, 11:10:35 pm
Can trees be made to drop an additional item over the log?

No.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 07, 2013, 04:55:30 am
> The guide is wonderful, but it's intimidating to read - formatting could be improved with color coding and separation of different sections.
I know. Writing it was a battle of attrition and I just wanted to finally be done and move on. I'll probably update it later with lists, bigger fonts and the like.

Maneframes as "maneframe rack" furniture that can't be disassembled and can only be built into workshops that re-program Stable-Tec processing matrices is a good idea. It doesn't give us any incentive to disassemble the workshop for parts.

> Maybe salvaging can be made harder and more dangerous? If mining stone can release toxic gas, can the same thing be done for trees?
No. Salvaging is dangerous enough as it is, with all the raging wildlife and toxic weather. And I'm not even in a savage or irradiated biome.

> The material value for salvage should also be lowered or removed altogether if it hasn't already, traders insist on bringing most of their cloth and leather in HQ and MQ salvage bins, and you can still cheat the default amount of embark points if the game gives you antique stuff for your embark.
It has already been lowered. Any lower and I'll be able to bring multiple HQ salvage logs on embark. The "makeshift", "scrap" and "antique" wooden items are an unfortunate side effect, but it can't be helped.
If the game gives me antique stuff on embark, I get 700 more points. This is about as much as I need for basic supplies and a robot or two. It doesn't break the game, like having 10000 free embark points in the earlier version did. Besides, there just isn't enough normal embark points anyway. They start at 0 and I need several hundred just for skills.

> it just doesn't make any sense for them [HQ salvage logs] to be of such a high value. Salvage logs are supposed to be unidentified garbage, not gold, right?
Yes and no. Low quality salvage is pretty much just rust and an occasional tool or crate. HQ salvage has some closed chests and is suspected of having some good stuff in it. If anything, HQ logs are too cheap considering what's inside. One thing I can agree on is that it doesn't make sense for antique items to be so valuable, but it can't be helped. Just don't buy them. The HQ and MQ logs are already so cheap that I can bring some on embark and buy them from caravans without any trouble. It wouldn't make much sense to buy these things for peanuts and get rich either. I mean now I can order all kinds of HQ logs from the caravan and pay several thousands for lots of them at x2 price. If they are any cheaper, I won't have to worry about payment at all and will be able to bring even more of them on embark.

> Weight of salvage logs could also be increased significantly as to slow down the obtaining of it and increasing the dangers of scavenging the surface/caves, would also force players to use more wheelbarrows.
Salvage logs are already heavy and I already have to use wheelbarrows and surround my salvage yard with the stockpile. Salvage is still lighter than stone, and maybe it should be the other way around.

The way salvage is now works for me. What remains is endless arguments on drop rates.

> So has there been any consideration for an equivalent of the Gun Runners? Late game weapons and armor at outlandishly high prices? It would be a way for stables that have been incredibly unlucky salvage-wise to keep up with the competition.
For this you'd need a Gun Runner civilisation that sends us caravans. I don't like the idea much. Besides, finding, reverse-engineering and making our own AMRs and other endgame items is part of the fun. I'm not sure I want to just buy boxes of AMRs, chainsaw rifles and combat armour.

> Last I checked, geckos could still be tamed. Normal geckos.
Damn, you're right. I had those things in my cages and I killed them :(

> "Glimmer Jest, Scavenger has created Luxurymeadow, a lignite hologem of time stop."
Too bad artefacts aren't used in reactions. It'll just look pretty and taunt you to research Alteration.

> "Pockets" of gas maybe? Natural gas which releases a "fire" or "explosion" gas when mined? Underground pink cloud pockets?
Poisonous rock that killed miners was probably the single most hated feature of Masterwork Mod. So no, even though it makes sense in-fluff.

Some of my own ideas:

* Existing Combat rifle + Chainsaw / Ripper + scrap parts -> Chainsaw / Ripper rifle (no schematics).
Making chainsaw / ripper rifles from steel bars and a chainsaw / ripper didn't make much sense to me. After all, this is attaching an bayonet, not making a rifle from scratch. It would also be simpler and not require a schematics, so we can have those upgraded rifles earlier.

*3 (5?) T3 (T4?) gems + MAS gemcrafting -> A good chance of ITEM_LENS_UNIVERSAL_MAX.
It may not make much sense in-fluff to make a substitute for a diamond from several other games, but it would give us a use for T3 and T4 gems besides lensed and a few spell hologems and it would let you lower the chance for clear diamond from rock grinding. If-fluff, well, I suppose when the pones are used to tinkering and making due with what they have and making creative substitutions, it is not that far fetched either.

SATS and Time spells (but not their exhaustion effects should be mutually exclusive. That is SATS in "interaction_stable.txt" should have these: [IT_CANNOT_HAVE_SYNDROME_CLASS:TIME], [SYN_CLASS:TIME]. SATS is described as a time affecting spell in the novel and the other two time spells are already mutually exclusive. It shouldn't be disabled by exhaustion from other time spells, just by the spells themselves. It also makes for a great combo for alteration Adepts:
* TS (for 50 TUs), SATS (for 100 TUs) / exhaustion , nothing / exhaustion (for 100 TUs), TD (for 100 TUs), exhaustion (for 120 TUs), nothing but everything should be dead by now. 
If SATS fires up first, that's fine, it will wear off with no side effects and hopefully the pony will survive the first 100 TUs of combat. If SATS doesn't go first, it will mitigate some exhaustion after another time spell.

Use T3 gems for advanced processing matrices and talismans. T2 gems are frequent enough and T3 gems are only good for lenses and a handful of hologems for magic research.

Add clear glass lenses to MAS gemcrafting station. It has everything else anyway.

Consider adding reactions to "downgrade" gems, lenses and hologems, so that T3 and T4 can be used instead of T2.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 07, 2013, 07:44:57 am
> Maybe salvaging can be made harder and more dangerous? If mining stone can release toxic gas, can the same thing be done for trees?
No. Salvaging is dangerous enough as it is, with all the raging wildlife and toxic weather. And I'm not even in a savage or irradiated biome.

Fun fact.
Plain savage biomes are harder than terrifying evil biomes.

Try embarking on a terrifying evil swamp like I've done with Lemon and Orange, and you'll see why I ask for harder salvaging.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 07, 2013, 07:50:26 am
>Fun Fact
That is surprising... I thought it would be the other way around
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 07, 2013, 08:47:51 am
>Fun Fact
That is surprising... I thought it would be the other way around

Neutral Savage areas (Untamed Wilds) produce far more ghouls than most Evil Biomes, no matter their Savagery level (Sinister, Haunted, Terrifying).  And if you are so masochistic as to embark in an Untamed Wilds desert, good luck surviving the numerous sand storms.  I have yet to find a spot where the radiation is of the so-called "lesser" variety that does not kill ponies but only makes them sick.

Spoiler (click to show/hide)

Edit: On a side note, I've decided to do away with a zone marked for the storage of my plywood boards.  I just disabled plywood from my areas of finished goods and leave the boards in the sawmill.  I put my plywood shop right next to the mill and it works out even better than the zone surrounding it.

Edit edit:  I forgot to mention one of the principle ponies of my stable.  "Arcana" Worthycontrol, the Metalsmith.  One of my first-year autumn migrants with the star and swirl CM of a true master of the arcane.  I've had several stables where I have had plentiful numbers of Adept-marked unicorns, but so far I've been put off by the convoluted nature of spell research.  I may have to take advantage of this one, though.

Edit edit edit:  It must be the freezing temperatures that are keeping the rot away from killing everyone outright.  I goofed and selected ice as the material to use for a section of wall within the lowest level.  The stuff's actually still there, a year later (though this could just be the funny physics of DF ice.  I'm aware that workshops made of it will melt when constructed below ground, but constructs I am not sure of).  My area never grows warm enough to actually melt the stuff above ground, and I have been fortunate to have a "cold" tiaga that allows crop growing and actually honey bees.

Maybe I'll make mead (low quality that it is) the primary drink of Glenslide.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 07, 2013, 11:17:56 am
DF ice, as far I know, does not melt if its player built

EDIT: As I don't want to double post, I am EDITing this post. I have encountered a bug type thing.

A caravan of slavers arrived on my main Apple save(I made a duplicate incase a game breaking bug occurs) and all through the time they were there, they did not have their goods ready, and left before I could get all those delicious useful slaves for the fort, should I load my backup save or just wait for next year?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on April 07, 2013, 02:31:43 pm
> Maybe salvaging can be made harder and more dangerous? If mining stone can release toxic gas, can the same thing be done for trees?
No. Salvaging is dangerous enough as it is, with all the raging wildlife and toxic weather. And I'm not even in a savage or irradiated biome.

Fun fact.
Plain savage biomes are harder than terrifying evil biomes.

Which is pretty funny, in a way. I kept trying to survive the "easier" irradiated biomes in a attempt to avoid flesh melting clouds of nasty, but as it turns out Hellhounds and Canterlot Ghouls are much less of a pain to deal with, as compared to a unending swarm of "regular" ghouls.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 07, 2013, 03:27:59 pm
I know these are probably a long way off, but there are some things I think should be added to the mod at some point. The way I see it, technology in the game comes in several tiers, ranging from the purely practical all the way to sci-fi tech that makes life more convenient. I think that there should be a final, epic tier added, one designed for forts that have reached the endgame, when your stable will be facing large, heavily armed sieges often. I believe there should be a handful of expensive, difficult to build units, capable of leveling the playing field, or possibly just your fortress.

>Cyberponies
I know these have been mentioned before, but I don't think the details of how they'd be implemented was ever fully fleshed out. The way I see it, they would work similar to the golems in masterwork, where dwarfs would be transformed into dedicated military units, capable of massively augmenting your military at the cost of resources and a unit that could have been put to other tasks. Cyberponies would have back whatever bodyparts were lost earlier, and would gain massive agility and strength bonuses, but would lose their cutie marks. In fluff this makes perfect sense, would you care about gardening so much after someone took a melonballer to your guts?

For balance, the cost of making cyberponies would probably be prohibitively expensive, and the range of weapons they can use could possibly be reduced?

>Military Sentry Bots
I think there should be another robot in the RobronCo lineup, the Sentry Bot. Even if you didn't like the FPS games, you had to admit Sentry bots could take a beating. I figure making one would cost double or triple the amount of steel plating, but the result would be a slow moving, minigun wielding monster that could shrug off most melee and small arms fire. Strategically, I see these things as the ultimate sentry guns, too slow to chase attackers, but able to seriously hurt invaders who'd penetrated your stable.

>K9000 minigun
My favorite gun from New Vegas, the K9000 was a minigun that could fire larger than normal rounds, mulching most targets, provided you had the ammo to feed it. Producing it would cost a cyberdog and a minigun, alternatively it could be found in high quality crates like the other legendary guns. It would probably eat through all your large rounds in a short amount of time, but you'd have a weapon capable of pushing back BS sieges.

>Hero units
Finally, what if stables could build their own version of Liberty Prime? I figure it would be no different than keeping a chained dragon in your fort. It would be huge, so expensive you probably could only ever field one per embark, and just as likely to destroy your stable as your enemies. It would be the ultimate sign of a stable's riches, and would probably count toward greater sieges from the Brotherhood and the Enclave. It would be awesome!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: ZebioLizard2 on April 07, 2013, 05:54:18 pm
Expeditions have been pretty interesting for me.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on April 07, 2013, 06:04:33 pm
I know these are probably a long way off, but there are some things I think should be added to the mod at some point. The way I see it, technology in the game comes in several tiers, ranging from the purely practical all the way to sci-fi tech that makes life more convenient. I think that there should be a final, epic tier added, one designed for forts that have reached the endgame, when your stable will be facing large, heavily armed sieges often. I believe there should be a handful of expensive, difficult to build units, capable of leveling the playing field, or possibly just your fortress.

>Cyberponies
I know these have been mentioned before, but I don't think the details of how they'd be implemented was ever fully fleshed out. The way I see it, they would work similar to the golems in masterwork, where dwarfs would be transformed into dedicated military units, capable of massively augmenting your military at the cost of resources and a unit that could have been put to other tasks. Cyberponies would have back whatever bodyparts were lost earlier, and would gain massive agility and strength bonuses, but would lose their cutie marks. In fluff this makes perfect sense, would you care about gardening so much after someone took a melonballer to your guts?

>Hero units
Finally, what if stables could build their own version of Liberty Prime? I figure it would be no different than keeping a chained dragon in your fort. It would be huge, so expensive you probably could only ever field one per embark, and just as likely to destroy your stable as your enemies. It would be the ultimate sign of a stable's riches, and would probably count toward greater sieges from the Brotherhood and the Enclave. It would be awesome!

For Cyberponies: I would prefer it if, as apposed to start creating Deus-esque murderbeasts that threaten all life that dares to come near it, that a player has the option to create less, well, cyberized ponies. Nice little neural implants that promote learning? Synthetic lungs that remove that pesky ability to drown? EMP-burst things that,well, make EMP bursts? Logic Processors/Empathy Synthisizers/Voice Moduals that alter social skill learning rates? Kinetic Accelerators that improve movement speed?

As for huge honking robots,I fully support them. Actualy, I could see more military-ish robots lurking in Evil biomes as a way to signify that they were high prioty during the war. In general, however, if the player has the ability to make it, there should be specimans wandering the wasteland racking up kills in Legends. Also, I would think a giant honking metal pony would be, at the very least, a semimegabeast.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 07, 2013, 06:34:08 pm
I played my 0.30b fort some more.

I used #clean all to remove 2700 contaminants to see if it helps FPS. Well, it is 70 now and I didn't notice before. 

Knife is still lying wounded and now is starving, dehydrated, drowsy and very unhappy. One of her cats hangs around, but all the ponies are busy elsewhere. Meanwhile Explorer is starving in a hospital bed. Knife eventually dies. Which may be just as well, because his injuries were as bad a Pierce's.

Explorer gets taken by a mood while in the hospital and still waiting for a long series of treatments. He crawls away from bed. It might actually increase his chances of survival, given how the doctors prefer other jobs to tending to their patients. 

The concrete wall was built surprisingly fast. I had a single rock grinder with 3 wide stockpile for cheap stone as well as a stockpile for flux stone. Then there were four stockpiles for concrete blocks with no bins. Work was completed fast. The fortifications on top of the wall are progressing much slower.

An ambush of crazed raiders show up and take it upon themselves to exterminate a pack of wolves. The security is told to seek and destroy. This includes the ponies with ineffective batons.

I just had a thought: A great place for expedition staging area would be the hospital. After all if a pony gets there, that pony has a good chance of dying anyway and doesn't need to stay conscious.

Hm, a snatcher comes along and kills a cat close to the entrance and then a second ambush shows up. We close what entrances can be closed. Hm, another snatcher. The main squads are told to kill one of the foalsnatchers. Internal security is told to return to the compound. Gah, the raiders went around the wall and are chasing ponies who went to fetch stuff. Meanwhile a Minotaur Reaver comes along. Not good. Everypony inside, security station close to the gate. The raiders kill Steel Chain, a good herbalist and Bone Amulet. The Reaver just sort of mills around. Three raiders pursue Drill and run right into security, including Slug who is almost out of ammo. A few others chase Cheese Cake, who gets rescued by Friendly Fire, also low on ammo. He knocks out their leader with a precise shot, which stops the whole squad in their tracks. I send the rest of the security to get them. Oh crap, the Minotaur runs for the gate. Focus on the monster! 
Friendly Fire and slug beats the rest of the wounded (by FF's pistol) raiders to death. Meanwhile the Minotaur runs straight for Deadeye, who shoots and misses with his combat pistol. Grapple desperately races to intercept the Minotaur. She fails. But that's OK, the Minotaur was after a cat and Deadeye is safe for now. Two steel small calibre bullets hit their mark and wound it's muscles. Good, Deadeye has 25 more in his quiver. Grapple and Minotaur finally collide, less than 10 meters from Deadeye. Lotus and Badge run to catch up and the gunners are done with their raiders. Grapple blocks and dodges the punches, but just barely, with no time for counter-strikes. Lotus enters the fray and Deadeye stuns the monster with a shot to the head. Surprisingly, even stunned, it keeps on fighting. To make things worse, it becomes enraged.
Lotus gets stunned and the Minotaur tries to take away one of his shields, but Grapple knocks out one of the monster's teeth with her shield and it releases the grip. She then kicks out another tooth for good measure and Lotus has time to recompose himself. Fishing Hook also died to the raiders and the wall didn't protect anypony. Oh well. Lotus gets stunned again, right under Deadeye's feet. Badge finally comes. The Reaver is badly hurt already and there are enough ponies to force it into mostly defence. Pierce joins the fight. Lotus is the main focus of the Minotaur's attacks and in exchange bites him in the lower body. Just like the last one, the Minotaur is eventually knocked out and Pierce kills it with Energy Lance to the brain.

Explorer's strange mood compels him to just hang around close to where he was hurt. He reported that he can make crossbows earlier. I commission a crossbow workshops. Not that we need crossbows, but maybe he'll somehow snap out of it.

Hm, I had a cage with Mr Hooves next to the workshop, made a Nurse Redheart, but it didn't work. I just pasture 2 Mr Hooves close to the workshop and make a Mr. macintosh to see what happens.

Heh, Explorer wanted a Bowyer's workshop after all. Let's see what useless crap he makes.

FPS is at 45. It's probably the liquid flow. Oh, and the wall is pretty much finished, except for fortifications and turrets.

Hm, Explorer made a fir revolver. Not that useful, but could be worse. He crawled back to the hospital afterwards.

An irradiated cloud blows through the middle of the camp, ignoring the walls. A few ponies get irradiated.

A Mr Macintosh got completed inside a cage. I guess, I'll give it to Pierce. Huh, I can't, it is not a "work animal" (not war trainable). Oh well, I'll just pasture it close to the entrance, which will probably result in fire at some point. Is there another way to assign an animal to a pony? I tried v->p->work animals.

Sigh, another Feral Minotaur Reaver. Civilians inside, security do nothing. Oh wait, it chases Evening Tale. OK, it's inside the walls. Kill it. It gets missed by a lot of pistol shots. Then Grapple intercepts it. Hm, wasn't I supposed to give her combat Armour? Ah crap, it breaks her leg, then kicks her so hard, she flies away. Grapple desperately blocks most of the blows and retreats, but things are looking bad for her. Lotus catches up with the Minotaur. There is ranged support, but the gunners are standing so far away that they miss all their shots. Grapple finally passes out from pain and the Minotaur wastes no time in killing her. Now Lotus has to fight it alone, but help is on the way. the gunners and Mr Macintosh ignore the Minotaur and just shoot a radscorpion that wanders in through the eastern gate. The fight is rather messy and as usual Pierce finishes it with the =Energy Lance= to the brain manoeuvre. Grapple is a pretty big loss.

We got lots of salvage from that caravan and most of the crates haven't even been opened yet. There are 15+ Stable-tec processing matrices and other terminal parts, so each skill could get it's own terminal. Othert than that, there is a little bit of everything.



> Try embarking on a terrifying evil swamp like I've done with Lemon and Orange, and you'll see why I ask for harder salvaging.
I embark in "Wilderness" and the salvaging is hard enough. I tend to loose some salvagers and wood haulers to wildlife.

> On a side note, I've decided to do away with a zone marked for the storage of my plywood boards.  I just disabled plywood from my areas of finished goods and leave the boards in the sawmill.  I put my plywood shop right next to the mill and it works out even better than the zone surrounding it.
Yeah, that works too.

> Cyberponies
We already have Robobrains, but this would have to be more like Deus. Which means another caste with very low frequency and very occasional strange marriages and births. Well, Deus was fertile, I guess, but being born as a cyberpony couldn't be explained, unlike an occasional ghoul or pegasus.
Well, a cyberpony could either be a stable citizen or a pet and both have their disadvantages. For example do you want them to wear clothes and work like normal ponies for the purpose of assigning them to squads?

> Military Sentry Bots (http://fallout.wikia.com/wiki/Sentry_Bot_(Fallout_2))
The military versions of what we have are supposedly quite powerful. I haven't seen them in action yet, but they have miniguns and steel frames. If more robot variants are introduced, I'm fine with it.
> Strategically, I see these things as the ultimate sentry guns, too slow to chase attackers, but able to seriously hurt invaders who'd penetrated your stable.
We already have minigun turrets and Mr Macintosh robots for this. I think.
Then there is the Ultra Sentinel, but it is hostile only, which is just as well, given how dangerous it's friendly fire would be.

> K9000 minigun
No no no NO.
Fluff-wise a gun made out of a dog's brain makes no sense. Cyberdogs / robobrains maybe, but not a freaking gun.
In-crunch how would it even work? Just another Spitfire's Thunder AMR variant? A minigun that uses large calibre ammo chests (which I think Lycaeon said wouldn't work anyway, because there is a maximum shoot force for material emissions)?

> Finally, what if stables could build their own version of Liberty Prime?
Liberty Prime is the single thing about FPS fallouts that I hate the most. I mean they are wrong all over, but a giant unkillable mech that throws infinite exploding tanks that respawn behind it's back? Wtf :/ To make things worse after it gets blown up, the BoS wants to rebuild it, rather than simply comment on how impractical and wasteful that would be.
> It would be awesome!
No, it wouldn't. It would be bucking stupid. BTW, the FoE version of this abomination is called Krogoth (http://www.fimfiction.net/user/Appletart%20Longshot). You can read here (http://en.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte) why the idea doesn't work. Yes, it may be possible to build a mobile land fortress, but for the same price it costs to build a whole bunch of normal tanks, which are more manoeuvrable and ultimately better when used as a group.

Well, if we can tame a Minotaur Reaver or build something similar to Ultra Sentinel, I'm fine with it, but no Liberty Prime, Krogoth, Raptors and things on a similar scale.

> Nice little neural implants that promote learning? Synthetic lungs that remove that pesky ability to drown?
This would require body transformation and loose all those learning bonuses from cutie marks, I think.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 07, 2013, 06:47:57 pm
Maklak, I'm sorry. I didn't know you would be that strongly opposed to those ideas. I know you don't seem to fond of the FPS games. I've played all the games in the series aside from Brotherhood of Steel, and I enjoy them all, and I believe some of the later games had the right idea now and again.

>giant robot being impractical
That is in fact the entire point. Its a pointless show of resources. It doesn't have to be practical, its a goal post, a sign that says "I made it to the end of the tech tier"
Like I said, its like chaining up a dragon in vanilla DF, its a dumb idea, but absolutely dwarven. Its the unit equivalent of a mega project.

In other news, my Armory is filling up with "light". Whatever it is, its incredibly heavy and masons can build with it, but its not on the list of stone in the economic stone screen. It does show up in the stock screen under stone, and I have 700 units worth.

I'm sorry about the minigun idea, I didn't know it would upset you. The k9000 was from Old World Blues. It used a cyberdog brain as a CPU. It was a fun gun, but if it can't be done, it can't be done.

I would like to see more robots, I could see a highly specialized fort using a robot army as its military force. The sentry bot stands out in my mind simply because it is so stupidly hard to put down. I figured it could work more as a decoy, a bullet sponge that takes the brunt of an invading forces attack, leaving them open for flanking.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on April 07, 2013, 07:31:15 pm
On Liberty Prime: Well, if a ponyfied version of it ever actualy makes it into this mod (I don't care about Krogoth's existance because FE:BoS was a bad fic anyway), I would prefer it to be akin to Vanilla's Bronze Collosus in game terms:Big, hard to damage signifantly, and furthermore completely untameable and hateful of your dwarves.

Actualy, can we all just play nice and make so that ponies can like giant robots for there overwhelming firepower and leave it at that?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 07, 2013, 08:28:57 pm
Well..as much as I loved Glenslide, I am starting a new Stable!  After several years, I finally gave up as I was hoping to increase my population through slave rehabilitation...but apparently (once again) the Slave Traders in my world failed to enslave anyone...go figure.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on April 07, 2013, 09:04:09 pm
Starting my first volcano fort in this mod. Should be fun.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 07, 2013, 11:31:47 pm
Replica: While chopping down trees can be made to release toxic clouds, the evil and savage areas are dangerous enough already without salvage hurting your workers. There's also no way to make it happen occasionally instead of all the time.

In any case, local salvage will be made scarcer once the expedition system is fleshed out.

> The material value for salvage should also be lowered or removed altogether if it hasn't already
As Maklak mentioned, this is a barrier so you can't bring hundreds of high-quality salvage logs on embark.

Making salvage heavier, though, is something I will consider. :)

> Plain savage biomes are harder than terrifying evil biomes.
Hmm...this shouldn't be the case as it combines the weather/creatures from evil and savage areas. I will look into this.

Thirtyeight: The slave traders already sort of fill that role (Any higher tech and it would obviate the conventional research trees).

> I think that there should be a final, epic tier added, one designed for forts that have reached the endgame.
Several features have a prominent place on the development list (The Single Pony Project I mentioned earlier, for example), but since the mod is being developed chronologically, they won't be added until the Ministry of Awesome and Ministry of Arcane Science arcs. They will require large amounts of resources.

Cyberponies (Including neural implants and other minor alterations) and sentry bots are more like late-game techs, so they'll be added sooner. :)

> Hero units
I'm skeptical of this, but I've archived it for brainstorming.

> In other news, my Armory is filling up with "light".
I tested the reactions and everything was fine. Did you disable temperature? (This prevents boiling rocks from, well, boiling).

> I would like to see more robots, I could see a highly specialized fort using a robot army as its military force.
Noted.

Maklak: Thanks for the report! :D I'm surprised at the number of minotaur reavers...I'll have to take a look at them again.

> Existing Combat rifle + Chainsaw / Ripper + scrap parts -> Chainsaw / Ripper rifle (no schematics).
Feasible, but not necessary imo. Making a chainsaw/ripper rifle from an ordinary combat rifle is a good idea, however.

> 3 (5?) T3 (T4?) gems + MAS gemcrafting -> A good chance of ITEM_LENS_UNIVERSAL_MAX.
Diamond drop rates aren't that low, and you don't need many universal lenses.

> SATS and Time spells (but not their exhaustion effects) should be mutually exclusive.
> Add clear glass lenses to MAS gemcrafting station.
> Use T3 gems for advanced processing matrices and talismans.
Noted, though in the last case advanced talismans required larger numbers of T2 gems.

> Consider adding reactions to "downgrade" gems, lenses and hologems, so that T3 and T4 can be used instead of T2.
That risks cluttering the arcane workshops, plus T2 gems are common enough.

Treason: :o at your ponies surviving pink cloud. The bleeding alone should be fatal, but perhaps the freezing stops it as you mentioned.

This makes for quite the disturbing mental image.

Iceblaster: Vanilla trading bugs like that happen occasionally. Do let me know if it takes place on a consistent basis.

Thanks for the feedback everyone! :D I would like to add that there's no need to argue over potential features...whether or not they're added, they all facilitate the improvement of the mod.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 08, 2013, 12:10:41 am
Taking a look back over Glenslide (my Savage/Evil Taiga/Glacial Stable which I have saved) I have some notes:

1.  As noted, my ponies were sucking down Pink Cloud and surviving.  Wild life tended to quickly die to it though checking back over some combat logs reveals that many died to a sudden impact with the ground (my area was rife with Bloodwings and Falcons).  Smaller creatures died faster (Groundhogs), and thieving ponies actually managed to survive the stuff as per the example of one I trapped and saw had some rotting body parts.  It is very possible that the freezing temperatures kept them alive.  That being said, the affect ponies were forever crippled as they never got over the rot that seemed to be kept at bay by the cold, and they were forever reliant on the use of crutches to get around.

2.  Slave Traders still fail to spawn with the slave "pet" in a distressing number of generated worlds.  I blow through many different stables as I enjoy the building process more than the management process and I've gotten some good experience with starting out fresh.  Somewhere between 1/2 and 1/3 worlds generated end up with "Slave Traders" failing to capture anyone and only being a source of spider silk.  *This could just be due to my local Slave Traders being in the ass-end of nowhere as far as that world was concerned, and not having anyone to enslave.  I did not check as I have not abandoned that game to start over in the same world.

3.  I managed to capture 3 falcons with traps set up at my Stable entrance in the 4 or 5 years of Glenslide's existence.  After setting up an area for breeding and waiting for many seasons, I realized that there wasn't any "falcon chicks" in the raws to spawn from the eggs.  I should really get into modding, myself.  Maybe I could help out with adding some things and taking the pressure off of Lycaeon.  I'll go dig through the tutorials on the wiki for creature tokens and what not.

4.  This is more an observation of a vanilla DF bug (I think), but do not completely trust what the sight survey says concerning potential ore sources on your embark map.  I have had several starts where it claimed there were multiple sources of "deep metal" but it turned out to be either just lignite/coal (the game counts the stuff as metal due to restrictions in how it's placed) or there was nothing there at all after using dhack to reveal the map and "prospect" for ore.  I never really used those two commands but after many plays with nothing to find, I am afraid I regularly use it, now.

5.  Magma Smelters and Normal Smelters do not have the option of turning Star Strands into Star Waffers but the Prismatic Smelter does.  Is this an oversight or working-as-intended (WAI)?  If it is WAI, I applaud the decision.  Lore-wise it took exceptionally strong magic or advanced technology to work the stuff.

6.  I have had several ponies show up with the alchemy skill at some impressive levels..but every single one has always been an earth pony.  Odd.

7.  I've been thinking about the Armory and how the Stable civilization seems restricted to Security Barding only.  All well and good, but taking my experience with some other mods into mind, I have to wonder if we might eventually have the option of forging Combat Armor (CA) out of other material besides steel?  I'm constantly finding Bronze and Iron combat armor from other civs.  Perhaps we could reverse engineer CA?  Change up the Armory or some other/new workshop to have selectable menus for material use as the forge does, and being able to make our own CA, PA and SA from Steel and Star Metal (would require extra modding, obviously.  I'd volunteer for this, but I have Zero experience with any modding at all).

8.  Large Radscorpions are still a friggin' large threat (which I like!).  Once again, I had a pony die by getting stung in the head through an Iron Security Helmet.  I don't even want to think of what a Giant Radscorpion would be able to do, and in one desert Stable I had I managed to capture one!


These notes made, I am now going to declare a (lazy) intention of learning modding for creatures and plants.  I'll focus mostly on being able to tame some things that would be nice to tame and adding child tags for breeding purposes.  Once there, I'll see about maybe adding in some exceptionally rare plants (have to tweak what conditions they'll grow in to keep them that way).  Maybe the dreams of Orange will come true and Pineapples and such marvelous fruits will be once again brought back from the good-ol'-days.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 08, 2013, 01:46:05 am
Alright then Lycaeon, you and Maklak win.
I'll just dick around in my "really hard and difficult" savage evil swamps, sitting on my hoard of loot drinking synthcola with a straw while watching the airborne ebola virus do more damage to the local wildlife than to me, while all of you guys fight for your lives in the "easy" generic areas for virtually nothing at all and ten times the challenge.

(http://i156.photobucket.com/albums/t33/Mattelus/newprospect_zps87d5086b.png)

Dickish sarcasm and joking aside, check out the savage evil swamps.
I don't know about the other savage evil biomes, but the savage evil swamps seem kinda broken and are probably not the kind of challenge you had in mind.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 08, 2013, 03:33:01 am
Yell at someone, make him apologise :trollface:

> > giant robot being impractical
> That is in fact the entire point. Its a pointless show of resources.
Let me rephrase that: Would you rather spend a 1000 bars of steel (not that far-fetched, tonnage grows with size^3 after all), 20 sensor modules, 50 servomotors, 10 advanced robot processing matrices, 10 crates of medium calibre ammo and 10 crates of explosives to make one robot that can still die from a lucky hit to the head or on getting around 20 Macintosh robots?
Secondly it is one thing to dig up some "awesome but impractical" weapon from times when the government had the resources to dick around with wunderwaffe and quite another to build something so expensive yourself when there are much cheaper and just as good means of defence.

That said, I'm not opposed on principle to stronger robots, up to about the size of a small autonomous tank.

> In other news, my Armory is filling up with "light". Whatever it is, its incredibly heavy and masons can build with it, but its not on the list of stone in the economic stone screen.
> I tested the reactions and everything was fine. Did you disable temperature?
Now I wonder if we can use those evaporating rocks for rock farming. In any case we shouldn't.

> Slave Traders in my world failed to enslave anyone...go figure.
Well, that's one reason we have blanks, right?

> Making salvage heavier, though, is something I will consider.
Well, it should be heavier than scrap ore.

> Cyberponies (Including neural implants and other minor alterations) and sentry bots are more like late-game techs, so they'll be added sooner.
I suppose things like NOBREATHE could be added via permanent interactions that have no timeout. A problem is communicating to the player who has what. I asked for a dfhack plugin somewhere that would list active interactions on all dwarves / ponies, but no one wrote it, I think.

> > Existing Combat rifle + Chainsaw / Ripper + scrap parts -> Chainsaw / Ripper rifle (no schematics).
> Feasible, but not necessary imo. Making a chainsaw/ripper rifle from an ordinary combat rifle is a good idea, however.
This is exactly what I had in mind: Take a combat rifle, chainsaw / ripper and 1-2 scrap parts and put it together into a chainsaw / ripper rifle. No schematics necessary that way.

> > 3 (5?) T3 (T4?) gems + MAS gemcrafting -> A good chance of ITEM_LENS_UNIVERSAL_MAX.
> Diamond drop rates aren't that low, and you don't need many universal lenses.
The very point of this was braimstorming other ways to get clear diamonds, so they don't need an 8% drop rate from rock farming, where even T4 gems don't drop. Getting so many diamonds that way makes no sense in-fluff.

> I never really used those two commands but after many plays with nothing to find, I am afraid I regularly use it, now.
I stopped using #reveal after I unpaused the game before unrevealing a few times, but I use #prospect all all the time. It can even help you while you're still in the embark screen. It will list minerals correctly, just not the amounts, so you have a semi-fast way of embarking with saltpetre, iron ore, coal, or whatever else you want (they won't be all in the same embark). 

> I have had several ponies show up with the alchemy skill at some impressive levels..but every single one has always been an earth pony.  Odd.
Well, there are reactions using Alchemy and off-screen the game doesn't check for toxicity, so this is possible.

> Change up the Armory or some other/new workshop to have selectable menus for material use as the forge does
Can't be done.

> Bronze combat armour.
This is pretty trivial. Just add these to "reaction_forge_prism_MWT.txt" and regen a world:

[REACTION:FORGE_COMBAT_ARMOR_PRISM_BR]
   [NAME:forge bronze combat armor suit (8 bars) (prism)]
   [BUILDING:FORGE_PRISM_MWT:CUSTOM_SHIFT_C]
   [REAGENT:A:1200:BAR:NONE:INORGANIC:BRONZE]
   [PRODUCT:100:1:HELM:ITEM_HELM_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:4:SHOES:ITEM_SHOES_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_ARMOR]

[REACTION:FORGE_COMBAT_ARMOR_PRISM_IR]
   [NAME:forge iron combat armor suit (8 bars) (prism)]
   [BUILDING:FORGE_PRISM_MWT:CUSTOM_SHIFT_C]
   [REAGENT:A:1200:BAR:NONE:INORGANIC:IRON]
   [PRODUCT:100:1:HELM:ITEM_HELM_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:4:SHOES:ITEM_SHOES_COMBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_ARMOR]

I don't think I want these to make it into the mod. My tiers of armour are Bronze security and Steel combat and it works for me.

I think that bonemeal is too easy to make. Even a dog or something will yield 6-8 bones and that's several bonemeal.

EDIT: Oh and military grade robots should be TRAINABLE_WAR, that way we can easily assign them to ponies. These are the best candidates for this: Mr Macintosh, Armoured Protectorpony, Minigun Protectorpony, Robobrain, Cyberdog.
EDIT2: Hm, I can war train a Macintosh, so never mind.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 08, 2013, 01:27:26 pm
I had indeed turned off temperature in order to save on FPS. I had forgotten about all the boiling rock reactions that were in this mod.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 08, 2013, 01:37:14 pm
>>Hero units
>Finally, what if stables could build their own version of Liberty Prime? I figure it would be no different than keeping a chained dragon in your fort. It would be huge, so expensive you probably could only ever field one per embark, and just as likely to destroy your stable as your enemies. It would be the ultimate sign of a stable's riches, and would probably count toward greater sieges from the Brotherhood and the Enclave. It would be awesome!

Hero Units... ?  The concept behind 'building' one that is non-dwarf/pony does not compute.  Heroes are the Legendary Ponies you raise up in your own fortress(or get from migrations)... is it not?

Mega-Project has a better ring to it and is more accurate then 'Heroes'... as Heroes are not built....  And I don't know/remember what this Liberty Prime is, but it sounds like something you'll spend massive amounts of resources and time to build... resources and time that could be more efficiently spent elsewhere for even better results.

So yea if it is like that...  adding in FO:E centric Mega-Projects into the mod sounds pretty cool.  Nothing says prestige like a fairly useless giant napalm spewing mecha-pony that is just as likely to destroy your fort then it is to destroy the enemies you set it loose at.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 08, 2013, 01:49:52 pm
So apparently I can no longer make more miniguns because I need more minigun schematics. Does that mean I have to disassemble more miniguns? Wouldn't once you have a working a blueprint for a gun, wouldn't it work for all future guns?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 08, 2013, 02:17:43 pm
> So apparently I can no longer make more miniguns because I need more minigun schematics. Does that mean I have to disassemble more miniguns? Wouldn't once you have a working a blueprint for a gun, wouldn't it work for all future guns?
That's odd. I checked and all reactions to manufacture miniguns preserve schematics as evidenced by: 
$ grep -C 5 "REAGENT.*ITEM_SCHEMATICS_MINIGUN" *

My best guess is that you are plagued by the "improved hauling" system where schematics are carried around in bins and inaccessible for reactions. Try making a stockpile with no bins allowed for just the schematics and disable them everywhere else and see what will happen.

Having more schematics will probably help too, but I'm amazed you're bottlenecked by this and not by the need to make crates of steel ammo.

I'm still playing my 0.30b fort and close to getting a minigun battle saddle. I figured that battle saddles can't be killed and robots can, so this is a better use of my limited ammo crates. I may also send my first expedition within a year or so, but for the time being the place is choked by all the work. All the ponies are hauling something somewhere and barely any work gets done anymore. On the plus side they cut down about half the trees on the map, but do not have the processing power to deal with them. Or anything else, like mining or building fortifications.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 08, 2013, 02:24:20 pm
I suspect you are right, I can now make miniguns again.

No matter what is decided in the future, I'd like to see a way to return a pony's legs. Its heartbreaking to see a unicorn hunter hobbling around on two legs.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 08, 2013, 02:30:58 pm
As long as salvage is going to be both a source of technology and a source of the end-products of said technology, it will remain difficult to balance. Personally I prefer embarks with the least amount of salvage available to slow down the technological advancement of my stable as much as possible. My biggest problem probably is that steel combat armor is too easy to get, but upgrading that is super hard. Most of the time I don't even bother with the bronze, those few steel combat armors I get from salvage early on is enough to deal with everything until I set up mass production - especially if I found a power armor too in the first two seasons. I think the gap between bronze security armor and steel combat armor should be wider - in the difficulty of acquiring them, not in strength. I'm really sad that leather barding is absolutely useless. Maybe if both security and combat armor would need some leather ( or even a leather security ) barding in their production?

Maklak:
1 dog-> 6-8 bones -> 3-4 bonemeal -> 1,5-2 steel bars| 60-80 concrete blocks
Flux stone has only two uses and other materials put the bottleneck on their consumption, so it's more like we can't use it up efficiently. I don't know if it's easy, but why should it be hard?

Thirtyeight:
That mech can always be built as a megaproject, you could even put your stable in it. A big useless thing costing tremendous resources, parking on your front lawn, showing off your wealth. The exact thing you wanted in the first place. I would give some extra point if the 'dwarven shotgun' was  installed into it.  Also build those light boulders into stonefall traps they could produce some interesting combat reports.

>No matter what is decided in the future, I'd like to see a way to return a pony's legs. Its heartbreaking to see a unicorn hunter hobbling around on two legs.
Send them on an expedition, its the miracle cure of the wasteland. :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 08, 2013, 06:34:38 pm
Yeah..having slaves loose their clothing once rehabilitated leads to all sorts of "FUN!"  One nervous wreck of a slave is constantly tantruming even after getting clothed and has repeatedly assaulted my poor mechanic/scavenger who keeps being in the wrong place at the wrong time.

I'm glad I decided to keep my population low.  I would not have been able to churn out enough horse shoes and jumpsuits for my naked ponies to finally have a set of their own after all the others jumped on the new stuff if I'd left the population control in my inti file alone.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Corai on April 08, 2013, 06:48:59 pm
I appear to have found a bug, or I am missing something. In the Gunsmith's Forge, I can order ammunition of any kind to be made, but it is never made. It isn't canceled, the order sits there forever.

I have a pony with all jobs related to metalworking activated. And no, the pony is not busy. It says 'no job'

I can make combat pistols, miniguns, etc. But ammo? Never. I have brass, refined coal, steel, gunpowder and weapon grade metal. And the workshop is accessible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 08, 2013, 07:12:21 pm
So ponies can have the mane six's cutie marks? I have a giant chicken forgotten beast with "rainbow lightning bolt" colored feathers.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 08, 2013, 07:28:26 pm
I played my 0.30b fort some more.

In preparation for expeditions, I re-organise the military. Lotus gets her own inactive squad of ponies with full security equipment, including chainsaws. Five ponies who aren't crucial and have skills even remotely useful for the military, like learning, are chosen for this: Small Game, Salmon, Snares, Bookworm and Ink. For now their squad is kept inactive.

Mr Macintoshe's plasma bolts chip and fracture the chitin and bruise the muscle when hitting a Bloatsprite in the head. It took 4 hits to damage the brain. Maybe plasma is too weak. An phew, it didn't fire the flamer this time. 

Hm, plasma bolts are lying around.

Lol, those annoying bloatsprites can take a lot of small calibre bullets to kill.

Savant, the miner entered a strange mood and made a floodgate.

A wastelander caravan comes. I buy 2 Mr Hooves, all their food and ammo.

Explorer finally died out of thirst. There is too much to do and not enough ponies to do it.

I may have to re-think my method of executions. Mr Macintosh robot just set 2 kittens on fire. And the inside of the camp too. Actually the whole map is on fire, destroying my wood and plywood stockpiles. I thought that bridges would keep the fire contained, but this is going to burn down the hundreds of wood that I had chopped down, but not yet gathered. And in the middle of the conflagration: migrants. Just 9 of them this time and not too exciting. Ah, screw it. dfhack, make it rain everywhere and put walls of 7/7 water to defend my wood. Those plywood cages have burnt down too, often with their content. :(

The first HE mine is deployed to defend the bridge, but doesn't have anything to blow up. 

Hm, the deludge worked. Actually just the rain would have probably been enough, so use #weather rain whenever flames get out of control. Salvage wasn't even burned and irritably, neither was the trash in my refuse stockpile.

Oh yeah, a *minigun battle saddle*. Now as to who should get it... Friendly Fire should be good. After thinking about it a bit, I've come to the conclusion that minigun battle saddle should work better for ranged ponies. Soon I should have an opportunity to put one to the test.

The Sprite-bot with rigged explosives is released to wander around.

Making a Nurse Redheart or a mine tends to fail, even when there are Mr Hooves and chickens around. I've seen it fail twice in a row and earlier I had the reactions produce nothing without cancellation in log.

The ranged squad is switched to =combat rifles= and +hunting rifle+ again. There is enough medium calibre ammo to do that.

I got a "bronze coal box" and "steel medium caliber ammo box" that aren't made out of "(Tool-Unopened Boxes)" from somewhere.

The expedition staging area is prepared and profiled to accept just the cripples, but the nearby barracks isn't ready yet.

Some of the new migrants are assigned to squads. The rest seem to have pushed back the backlog. Things get done again and very occasionally I get idlers again.

I'm at 78 ponies now. Another wave of migrants and maybe something exciting will happen.

I get a slaver caravan for the first time.



> My biggest problem probably is that steel combat armor is too easy to get, but upgrading that is super hard.
??? It is not easy to get for me. I need some form of efficient smelting (magma or prismatic) and MWT prismatic forge first to pull it off. It takes me years to manufacture combat armour and steel is also hard to get. Yeah, I will find a set or three in the salvage during my first two years, but it will only be enough to give to the most essential soldiers.

> Maybe if both security and combat armor would need some leather [...] in their production?
Or cloth. Cloth or leather would be fine, but adding armoured plates to leather barding would be too much trouble.

> Bonemeal. [...] I don't know if it's easy, but why should it be hard?
Well, I suppose I can use it for rock farming instead.

> I would not have been able to churn out enough horse shoes and jumpsuits for my naked ponies to finally have a set of their own after all the others jumped on the new stuff if I'd left the population control in my inti file alone.
Somehow I do not have this problem. It may be due to death rates, but I have lots of horseshoes and jumpsuits.

> I appear to have found a bug, or I am missing something. In the Gunsmith's Forge, I can order ammunition of any kind to be made, but it is never made. It isn't canceled, the order sits there forever.
I'm pretty sure, I was able to make ammo with a Gunsmith's Forge.

> So ponies can have the mane six's cutie marks? I have a giant chicken forgotten beast with "rainbow lightning bolt" colored feathers.
Cutie marks aren't colours. As for Mane 6 we have Starswirl, Clothier, Animal Caretaker, Apple, Comedian and this is about as close as we get to their analogues. Well, I suppose Rainbow Dash might as well have an Axe on her butt. (That was a joke (http://friendshipisdragons.thecomicseries.com/comics/3/).)

Speaking of Cutie marks, I'd change the Magic Apprentice's CM to "A flask of green liquid."
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 08, 2013, 07:29:30 pm
EDIT: Deleted double post.

EDIT2:
> Cutie marks aren't colors? I'm pretty sure they're colors. I can't think of any other way to implement them.
What I wanted to say is that I haven't seen a "rainbow lightning bolt" cutie mark in the files with all the pony castes and CMs.

Hm, grep found "CMRD" in "descriptor_color_cutie_mark.txt", but I don't see it used by any other file. So there are no ponies with that cutie mark.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 08, 2013, 07:31:11 pm
Cutie marks aren't colors? I'm pretty sure they're colors. I can't think of any other way to implement them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 08, 2013, 08:14:55 pm
Managed to capture two Yao Gui.  Can't tame them, alas.  But they're making for great entertainment when I toss thieves and raiders down into their pit.  They've chewed their way through several squads already.

Found out what's eating away at my FPS all the time.  The sheer amount of crap that I pull out from crates and salvage.  Do we really need so many wires, broken glass shards, depleted batteries, etc?  They just pile up and up and up while searching for the one elusive item I need to make use of them..and then I only need maybe a tenth of the horde I've gathered.

Time to do some mass dumping into magma.  They're nearly worthless in trade.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 08, 2013, 08:23:37 pm
DFHack's autodump destroy is invaluable for managing FPS.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 09, 2013, 12:42:55 am
Treason: I may need to increase Pink Cloud's lethality, or at the very least add in the chance to become a necromantic ghoul (Which is possible now). Best of luck with delving into modding...it won't be easy, but the ability to create almost anything you set your mind to (As this mod's features attest) is more than worth the effort. Feel free to ask if you have any questions! :)

> Slave Traders still fail to spawn with the slave "pet" in a distressing number of generated worlds.
I will take a look at the numbers again. Thanks for pointing this out!

> Do not completely trust what the sight survey says concerning potential ore sources on your embark map.
Not much you can do here apart from using the dfhack prospect function, but you've got that down.

> Magma Smelters and Normal Smelters do not have the option of turning Star Strands into Star Waffers but the Prismatic Smelter does.
Working as intended, though star metal itself isn't fleshed out.

> I have had several ponies show up with the alchemy skill at some impressive levels..but every single one has always been an earth pony.
Random vanilla assignments are odd, aren't they?

> I have to wonder if we might eventually have the option of forging Combat Armor (CA) out of other material besides steel?
I can add the options for those to the prismatic forge, but they wouldn't provide much of an advantage over security barding.

> Having slaves loose their clothing once rehabilitated leads to all sorts of "FUN!"
Heh, seems clothing at least is a valuable commodity in the wastes. :P

> Do we really need so many wires, broken glass shards, depleted batteries, etc?
An astute observation. I don't know why I haven't introduced reactions to consume salvage detritus yet. Thanks for bringing it up! :)

Replica: As mentioned, I will investigate the salvage numbers. I may make salvage heavy enough so that it must be wheeled in carts from a surface stockpile, but I suspect this won't go over well.

Maklak: It's odd that you're experiencing failures in the upgrading reactions. I assume you're still using a Linux version of dfhack, so it may be related to that, but otherwise I'm not sure what the problem is - the reactions work fine in my own Stables. Have you tried pasturing the base creatures directly next to the worker tile or in the workshop?

> I got a "bronze coal box" and "steel medium caliber ammo box" that aren't made out of "(Tool-Unopened Boxes)" from somewhere.
Hm...nothing in the raws suggests a source, so they may be artifacts. If not, they can still be opened at the supply depot - the material is only used for stockpiling.

> Getting so many diamonds that way makes no sense in-fluff.
It's a small concession, I'll admit, but not concerning.

> I think that bonemeal is too easy to make. Even a dog or something will yield 6-8 bones and that's several bonemeal.
Good point. I was worried that flux would be a steel bottleneck, but I guess I overcompensated.

> military grade robots should be TRAINABLE_WAR, that way we can easily assign them to ponies.
All except the robobrains (Since trainable_war overrides skill learning) have it.

Zangi: There will be mega-projects added, and they'll be more useful than a giant mecha-pony. ;)

Thirtyeight: Cybernetics will handle crippled ponies, though expeditions are a cheap work-around as mentioned. ::)

> So ponies can have the mane six's cutie marks?
The cutie marks are in the raws, but no pony castes have them at the moment.

Gzoker: Salvage being a source of produced technologies comes out of reverse-engineering being the main form of research. I intend the expedition system to alleviate that by producing low quantities of high-end tech, with salvage only yielding the raw materials necessary to build that tech.

> I'm really sad that leather barding is absolutely useless.
Leather isn't a viable form of protection.

Corai: I just tested this and found no problems. Several causes are possible, though yours is an odd case:

- The pony you're using is bugged.
- You don't have enough of one or more of the reagents. Reactions sometimes become available if only a part of a reagent stack it uses is around.
- You're using burrows that separate the forge from its stockpiles.

Thanks for the input everyone! :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 09, 2013, 03:22:53 am
I have been thinking... there are techincal 'rules' for a D&D style game of FO:E and I have been wanting to play a small game, I planned on setting up an IRC server(As I suck with the maptool currently) and hold a session every once in a while and was wondering if anyone here was wanting to play a game. In other news...

Is it possible for a slaver caravan to leave caged slaved behind?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Morhem on April 09, 2013, 04:16:52 am
I have been thinking... there are techincal 'rules' for a D&D style game of FO:E and I have been wanting to play a small game, I planned on setting up an IRC server(As I suck with the maptool currently) and hold a session every once in a while and was wondering if anyone here was wanting to play a game. In other news...

A DnD game? About FOE ponies?! Oh boy, oh boy! I havent read FOE itself, all I know about its universe is from this mod, and, my DnD skills a bit(like, 6-8 years) rusty, but if its OK, definately count me in. You can contact me via Skype, or private messages here.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 09, 2013, 07:37:31 am
Is it possible for a slaver caravan to leave caged slaved behind?
Yes.  Proceed murdering caravans as needed to acquire.

EDIT:
>> Having slaves loose their clothing once rehabilitated leads to all sorts of "FUN!"
>Heh, seems clothing at least is a valuable commodity in the wastes. :P
I specifically remember the reaction leaving behind clothing... my rehab center was full of clothes for a time.  Maybe the slave ponies eventually picked em back up cause I still had clothing problems that game.

Fun Tip: f you have migrants and clothing problems, you can murder halfall the newcomers for their clothes.
All it costs is a gravestone/coffin for each set of clothes.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 09, 2013, 10:35:15 am
Okie dokie, time to make a slaver drowning trap :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 09, 2013, 07:11:53 pm
So would making things out of low quality salvage be considered a huge waste of resources? Even in heavily forested areas, salvage vastly outnumbers actual trees, its kind of tempting to use the low quality stuff as just wood.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 09, 2013, 08:06:34 pm
I played my 0.30b fort some more.

Plasma globs evaporate after loading the game and unpausing.

Dishes just got imprisoned for a 100 days for violation of Puppysmileses production order and can't get her baby, Witty Charmer, who crawls away. I wonder if he will survive that long without his mother. The violation is horseshit, because I specifically ordered plywood cages to be made. Dishes won't shut up about her missing baby. Ugh, DF (in)justice.

The traders will be leaving soon... and I almost forgot to trade with them. Hey, they brought silk :) Hm, the traders have "bronze coal box" for 500 bits. I'll take it, I guess. W00t? I have a stack of 54 food worth 21000. It consists of 4 stacks of exceptionally or masterfully minced quarry bush leaves. Quarry bushes are the best cash crop ever! I'll trade it to the caravan, I guess. Maybe they'll bring something interesting next time. They don't even have any pets or slaves with them. Hm, they have -steel medium calibre ammo box- for 36000. I can afford it, but I think, I'll pass. Looks like the "weird" items, like boxes not made out of "unopened boxes" come from import.

The pump gym is up and running... Although ridiculously over-engineered. The biggest issue with it is high water run-off. There should be fewer fortifications at the edge of the map, further away from the pumps and protected by raised bridges / floodgates. Actually... scratch that. The correct design is to not have edge-of-map fortifications and instead cut off the water input from the river with a raised bridge. That way it will be a closed loop system. It might even be feasible to connect it to the main water reservoir, contracting two projects into one.
Spoiler (click to show/hide)

Badge is preparing our first expedition. The reaction propagated to just two ponies who were moved to the hospital (good thing that it is so close) and Badge just stands around inside the workshop.

One problem about this mod's workshops, especially ones that are supposed to propagate interactions is that they have so many unwalkable tiles. Do those obscure view?

Well, on the plus side Badge has no health problems now. On the minus side he looks like a blue mechanism and stands in one place even after the workshop was deconstructed. He also dropped all his items to the ground. He finally turns into a pony, stumbles around a bit and goes back to pickup equipment after I re-enable his squad. Mission accomplished. I don't see any loot, but that's OK.

Watching the expedition made me miss a radiation storm coming right through the camp. I didn't sound the alert and now some ponies are sick. Oh well.

Witty Charmer is getting thirsty. Meanwhile Dishes is standing on a pile of food and getting hungry, thirsty (there is a grate with clear water within her each) and drowsy, but she wouldn't shut up about her baby. I think she is on a hunger strike or something.

The pump gym proves to be everypony's favourite and it is quite full most of the time, even though there are 10 pumps. It also drains my FPS like crazy. I stop the pumps and disable hauling on Fishing Rod. The hospital is full of ponies who got caught in a radiation storm.

11 Immigrants arrive and some of them are good. In fact they pretty much compensate for the previous wave.

Ah, Silvertonge needed some rough gems for a strange mood and went berserk. I forgot about him. Well, intercept! The security deals with the problem before he harms anypony.

Dishes is still 50 days before her release and starving. She won, I let her go. The hospital got emptied as the ponies were diagnosed and released. Dishes is released (by deconstructing her chain), finds her baby, goes to get a drink and is hauled back to prison by Backflip. Witty escapes her again of course. I deconstruct all prisons.

It took some tries, but I get my first Nurse Redheart. It is of course pastured in the hospital. It walks close to the wall and not in the middle of the beds, where it should be. For now I won't make more anc conserve resources for Power Armours.

Carrot organizes another expedition is search of a miracle cure. 4 ponies are unconscious this time, so maybe it will even provide some salvage. My in-fluff explanation for miracle cures is that if there exists the technology for robobrains, stasis chambers, mind-machine interface, cybernetic implants and the like, advanced surgery and healing nerve damage should also be on the table. We are not like those wastelander butchers who perform medieval surgery on their wounded.

Come on game, give me something to use the military on. I have 80+ population, almost 10 veterans and twice as much expendables. If this goes on, I may have to go to the caverns, but I don't yet have power armours and one flamefthrower won't be enough against ghouls.

The wall and fortifications above it are finished for some time. All that's left are more complicated gates, with traps and mines. For example the EMP mine should be in a special airlock, just for the Rangers. Preferably invisible to soldiers above so that I can send just newbies with training weapons to mop up. Hm, maybe it would be easier to mine this thing out than to construct it?   

Should I use my last limited explosives to make more mines or more rigged sprite-bots?

The military is re-organised and is now 30 ponies strong, with 19 part-timers, used for expeditions. Hopefully this system will provide replacements for soldiers in a few years. Part-timers are to train all the time, with half their squads present. Oh, and internal security is going to be handled by Deadeye and Headshots. They will just beat misbehaving ponies with their rifles. Hopefully nothing fatal.

A caravan has arrived.

Carrot was healed by the expedition. No loot again, I think. He too dropped all his clothes on the ground and went away naked.

The first basic spell hologems are ready, but their making is delayed due to various hickups. We have rage and disorientation, but sompepony keeps hauling bins back and forth and it slows production to a crawl. Still, it is time to partition the Unicorns into schools. I guess I may need a spreadsheet for this. On the plus side, each spell can have it's own terminal and profile, so after the initial setup, this will get easier. There are a few magic apprentices, but the only adept had Conjuration and died to a Minotaur Reaver. Actually Conjuration adept would have been fine as that means learning all basic spells on level 2.

Alteration: Backflip, Lotus (A_App), Headshots | Buttercup (2nd), Scroll | Billows, Compass (R, A_App), Granite, Mother Butterfly (2nd), Puppysmiles, Plywood 
Destruction: Pierce, Hammertime | Bits, Bookworm, Books | Bone necklace, Epic, Machine Stitch, Parsnip, Pencils, Socks, Telltale 
Illusion: Friendly Fire, Steak, | Big questions, Traps | Catapult, Form, Marble Blocks, Pellet, Plank, Witty Charmer
Restoration: Lotus (2nd), Bloody Pulp | Buttercup (R_App), Ink | Clay Sculpture, Compass (2nd), Mother Butterfly (R_App), Pen, Sthethoscope, Sunny Days

The pasture interface is quite clunky when there are so many animals and robots around.

Dishes was beaten to death by Backflip. I guess I just can't win with justice. the prison is rebuilt. Witty Charmer is very unhappy and wanders around on his own. Maybe I shouldn't have appointed Badge as the executioner.

Evening Tale prepares for the next expedition. Pierce is going to be last, then. After that I'm going to review the health of everypony else.

One salvage yard seems to be unable to cope with the amount of salvage we have.

Now that we have chainswords, they should probably be in WMT and similar crates.



> Star Metal.
A natural choice here is T3 weapons: more deadly than T2 would be, even with starmetal chains.

> > I have to wonder if we might eventually have the option of forging Combat Armor (CA) out of other material besides steel?
> I can add the options for those to the prismatic forge, but they wouldn't provide much of an advantage over security barding.
And be just as heavy. Security armour slows the ponies down, but Combat Armour can hurt their speed much more. It is a good thing armour user can be trained.

> It's odd that you're experiencing failures in the upgrading reactions. I assume you're still using a Linux version of dfhack, so it may be related to that, but otherwise I'm not sure what the problem is - the reactions work fine in my own Stables. Have you tried pasturing the base creatures directly next to the worker tile or in the workshop?
I'm using WINE and am pretty sure the problem has nothing to do with my OS. I pasture a few different animals / robots directly adjacent to the workshop and in line of sight, assuming only walkable tiles don't block LoS. It may be a problem with range and duration of the interaction or too many unpassable tiles in the workshops. So far it worked in less than half the cases. Does anyone else have this problem?

> > I'm really sad that leather barding is absolutely useless.
> Leather isn't a viable form of protection.
Yes, for one, it failed to protect the previous user. (That was a joke.) Well, leather is better than nothing, but metal is much better and it should be so. This isn't Fallout, where leather armour can be quite OK. On the plus side, you can burn it for small amounts of ash.

> Fun Tip: f you have migrants and clothing problems, you can murder halfall the newcomers for their clothes.
I don't have to kill them on the purpose. They die in quantity anyway. Actually one metric I use for how good a DF player is is the number of deaths to his subjects: the lower the better, but I digress. If you want to mass kill migrants, better check their skills and cutie marks first. There is an occasional gem among all the socializers.

> So would making things out of low quality salvage be considered a huge waste of resources?
Pretty much all you loose is scrap ore, so if you have plenty, it is OK to cut LQS to plywood or burn it. If you make items directly out of scrap, they are heavy and plywood is lighter and over twice as efficient.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Corai on April 09, 2013, 08:11:32 pm
I fixed the problem I was having thanks to PSI. I needed metalcrafting on. Apparently I had disabled it at some point(probably from pressing enter twice) and never turned it back on. I'm so intelligent. :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 09, 2013, 11:18:18 pm
I got my first Dead on Arrival immigrant. His entire body was bruised, but his neck and head were completely gone. He reached the outer walls of my complex before suffocating.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 10, 2013, 09:53:39 am
I got my first Dead on Arrival immigrant. His entire body was bruised, but his neck and head were completely gone. He reached the outer walls of my complex before suffocating.

"Its just like the foal's tail... THE HEADLESS PONY!!! KILL IT!"
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Urist_McGamer on April 10, 2013, 11:33:26 am
I got my first Dead on Arrival immigrant. His entire body was bruised, but his neck and head were completely gone. He reached the outer walls of my complex before suffocating.
I guess ponies don't need brains, just a way to breathe...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Neowulf on April 10, 2013, 11:49:55 am
I got my first Dead on Arrival immigrant. His entire body was bruised, but his neck and head were completely gone. He reached the outer walls of my complex before suffocating.
I guess ponies don't need brains, just a way to breathe...
http://www.girlgeniusonline.com/comic.php?date=20050413
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: ancusohm on April 10, 2013, 02:57:16 pm
Hi

I've run into a strange problem in my game.  I have all this scrap metal ore, but, for some reason, I can't seem to smelt it into usable metal bars. 

I think I'm doing everything right.  I process salvage logs, and I get some scrap metal ore (or whatever the output is called).  However, when I go to a smelter and try to select the option to smelt scrap metal ore, the option is colored red, and it won't let me assign that job. 

I've only tried this with a regular wood powered smelter.  Do I need to use a prismatic smelter or something?  I know the smelter is working, because it lets me do other reactions.

Am I missing a step somewhere?

I haven't tried this in the new version, so maybe it will work with that.  I just want to make sure I'm not failing to do some step of the processing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on April 10, 2013, 02:59:14 pm
Do you have coke stockpiled?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 10, 2013, 03:05:03 pm
Are you using burrows? If so, make sure both the scrap pile and the smelter are covered by the same burrow.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 10, 2013, 05:39:45 pm
Are you using burrows? If so, make sure both the scrap pile and the smelter are covered by the same burrow.
It’s not a reaction, so the burrow bug won't matter.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 10, 2013, 06:16:46 pm
Does it only affect custom reactions?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 10, 2013, 07:32:53 pm
Iceblaster: I do recall a Fallout:Equestria DnD-like RPG. Here's the wiki (http://foerpg.wikia.com/wiki/Fallout:Equestria_RPG_Wiki).

Maklak: Oh yeah, I forgot that I added coal and ammunition boxes to traders. They can still be opened, but are placeholders for eventual faction-based supplies.

> One problem about this mod's workshops, especially ones that are supposed to propagate interactions is that they have so many unwalkable tiles. Do those obscure view?
They don't obscure view. In fact, the reaction-based interactions (except for expeditions) don't depend on line of sight - they can transmit through walls, allowing the interrogation interactions, for example, to convert chickens pastured outside a prison room into blanks.

> Expedition healing.
I may change expeditions to bring a brahmin along instead as the substrate for transformation.

> Now that we have chainswords, they should probably be in WMT and similar crates.
I envisioned chainswords and rippers as makeshift weapons developed after the Last Day.

> Workshop interaction problems.
Yes, feedback would be useful for this, as I just ran several reactions for Nurse Redheart conversions/assembly and they all worked when the Mr. Hooves or chicken was within 1-2 tiles of the workshop. I suspect it's related to how the Linux version of dfhack r3 interfaces with dwarf fortress run in WINE.

Thirtyeight: Heh, a headless pony walking up to the walls must've been quite the site for the guards. :P

Ancusohm: As the others have suggested, it may be a stockpiling/burrow problem, as the scrap smelting reaction is custom.

Edit to below: Plasma swords are on the development list for the next patch. :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 10, 2013, 07:39:23 pm
Can we have lightsabers as well as plasma lances?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 10, 2013, 07:47:03 pm
Hi

I've run into a strange problem in my game.  I have all this scrap metal ore, but, for some reason, I can't seem to smelt it into usable metal bars. 

I think I'm doing everything right.  I process salvage logs, and I get some scrap metal ore (or whatever the output is called).  However, when I go to a smelter and try to select the option to smelt scrap metal ore, the option is colored red, and it won't let me assign that job. 

I've only tried this with a regular wood powered smelter.  Do I need to use a prismatic smelter or something?  I know the smelter is working, because it lets me do other reactions.

Am I missing a step somewhere?

I haven't tried this in the new version, so maybe it will work with that.  I just want to make sure I'm not failing to do some step of the processing.

My best guesses are that your smelter is linked up to a stone stockpile which either doesn't have any scrap metal, or it's 'give to' links have been set up wrong. Or if you left the scrap metal in the salvage yard like i do then maybe you set a stockpile to take from it, but then you would have problems with creates too. Or maybe you have accidentally forbid/marked them for dumping. Or simplest mistake that the ponies can't path to the scrap metal, like if you left it on the surface, or behind a closed door, or removed some stairs/ramps on the way to them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 10, 2013, 08:13:18 pm
Thanks Lycaeon, though I already found it before. I'm currently working on a map for the session me and Morhem planned(Or said will happen, I'm terrible with schedules)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 10, 2013, 09:00:46 pm
Just had my first Stable fall to 4 griffon ambush groups.  Lesson learned:  Flying enemies are friggin' overpowered.  Head shot, head shot, head shot...50 pages of head shots.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 10, 2013, 09:19:42 pm
To be fair, griffons are badass in the novel too.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on April 10, 2013, 09:31:57 pm
Flying + armor + assault rifles = dead ponies. My legendary melee squad fares surprisingly well against them, though.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 10, 2013, 09:38:14 pm
Flying + armor + assault rifles = dead ponies. My legendary melee squad fares surprisingly well against them, though.

Badass melee ponies... remind me not to visit your fort with my balefire pheonix army
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 11, 2013, 04:49:36 am
> > One problem about this mod's workshops, especially ones that are supposed to propagate interactions is that they have so many unwalkable tiles. Do those obscure view?
> They don't obscure view. In fact, the reaction-based interactions (except for expeditions) don't depend on line of sight - they can transmit through walls, allowing the interrogation interactions, for example, to convert chickens pastured outside a prison room into blanks.
I've noticed that expeditions take time some time to propagate and sometimes don't propagate all the way, stopping at 2 ponies, even though there are 2 more further away. I don't quite know how the interaction chains work, but if it builds up (EL selects a soldier, that soldier answers with an interaction to EL, then EL selects another soldier and so on and on the final propagation EL enters the final state), that would explain the slight lag.

> > Expedition healing.
> I may change expeditions to bring a brahmin along instead as the substrate for transformation.
That makes sense and would fix it, but I hate grazers for their dying of hunger in the middle of my dining hall. I'd rather just use a chicken instead.

> > Workshop interaction problems.
> Yes, feedback would be useful for this, as I just ran several reactions for Nurse Redheart conversions/assembly and they all worked when the Mr. Hooves or chicken was within 1-2 tiles of the workshop. I suspect it's related to how the Linux version of dfhack r3 interfaces with dwarf fortress run in WINE.
It's good to know that I can make my pasture around the workshop and bigger, so that the animals will stop fighting. Cages also seem to work, as I once had something turn inside a cage.
I'm quite sure my issues have nothing to do with my OS: I just use the 0.30b with windows everything and run it under WINE. If it works at all, it should work correctly. Besides, other things, like items with syndromes work, as I am able to use SATS.
You can't simply put Linux dfhack together with Windows version of the game and expect it to work. The ABIs are incompatible and it wouldn't run at all and produce lots of errors.
I'm using 0.30b, but I don't think there were any major changes since then.

> Just had my first Stable fall to 4 griffon ambush groups.  Lesson learned:  Flying enemies are friggin' overpowered.  Head shot, head shot, head shot...50 pages of head shots.
Griffins are 2.5 times as heavy as ponies and start at 8 weapon skills and 5 auxiliary skills, like dodge and bite and can only get better from there. I haven't had any visit me yet, but they're pretty scary, even against combat armours and shield walls. On the plus side, even Novice spells will work against them.

I thought, I finally figured out how to list all the creatures without graphic tiles: http://pastebin.com/aLy9DTv0
$ grep -C 10  "CREATURE_TILE:'" * | grep -A 2 "CREATURE:" > ../../../no_tiles.txt
Problem is, some of those, like chickens and sprite-bots, already have graphic tiles in the game. I also think that cages suppress the tilesets. The idea was to list all creatures with [CREATURE_TILE:'g'] or similar and cut out [CREATURE_TILE:128], but apparently that wasn't it. There must be something that the [COLOR:3:0:1] does to give some creatures graphic tiles.
EDIT: Ah, the stuff in "raw/graphics" redefines some of those tiles to be pictures. Looking at it some more, adding a creature is usually 1-6 sprites (adult, child, reanimated, skeletal, trained for war, trained for hunting), while adding an intelligent race (like Stable ponies or Wastelanders) is hundreds of sprites for all the professions and it won't differentiate gender or castes. Stonesense may be better to work with. Last time I screwed with it, I got coat and mane colours to work as well as horns and wings.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 11, 2013, 11:03:45 am
The ponies of Tattooedthunder have captured a live giant cave spider!

Cave spider silk socks for everyone!.

Soon after, my Necromancer/Militia Commander, Aquamarine Flashpot, has bestowed the name Silk Famine Wield upon a steel machete.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 12:45:10 pm
I'm having some difficulty getting my ponies to replace worn out clothing. I have fresh jumpsuits in the finished goods pile and brand new horseshoes in the armor pile, yet I still see ponies with xclothesx and occasionally bad thoughts about wearing old clothes. Any ideas about what I could do to fix this?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 11, 2013, 12:51:01 pm
Manually forbid and dump their old clothes?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 12:54:40 pm
I'll try that, thank you.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 11, 2013, 01:01:14 pm
cleanowned from dfhack is better.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 01:27:11 pm
The problem with using DFhack is that I suddenly have a stable tantruming because now everyone's naked. At least forbidding and dumping a few at a time allows me to produce enough clothes to keep up.

Is there anything I'm missing out on by leaving temperature off?  I really need the FPS boost that comes from leaving it off.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 11, 2013, 07:58:38 pm
>Is there anything I'm missing out on by leaving temperature off?  I really need the FPS boost that comes from leaving it off.
All the reactions that use boiling rock [light] to transmit there effects. Plus all those stones are going to clutter the workshops, and laser bolts won't evaporate either.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 08:12:04 pm
What reactions are those exactly?


Also, any idea why my ponies refuse to fill medium ammo boxes? I have several stacks worth of ammo, yet I keep getting job cancellations.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 11, 2013, 08:59:38 pm
You can only make ammo boxes from several full stacks of steel medium ammo. Sometimes the reaction turns available even when you don't have enough items for the reaction. As for the light boulders, well half the mod I guess.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 09:05:47 pm
If its just stuff do involving the terminals, I will be fines, and as I understand it, a recent update to dfhack lets Lycaeon get around most of those. So if thats all I'm missing out on, I'll be fine.

The bullets things don't make sense, I have the stacks of steel bullets, in stackes of 28, yet I am told a box cannot be filled because I don't have stacks of ammo (28). This shouldn't be happening.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Corai on April 11, 2013, 09:10:19 pm
I think you need eight full stacks.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 11, 2013, 09:28:44 pm
Does quality make a difference? I have about 30 stacks of steel bullets (28).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 11, 2013, 10:00:51 pm
No, I think quality only matters on their value... so masterwork bullets should be able to fit in with regular bullets
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 11, 2013, 11:23:05 pm
Make sure they aren't otherwise assigned. Even if they aren't being carried, they can still be claimed by a squad.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 12, 2013, 08:38:19 am
Testing to see if cloth "socks" will fulfill a pony's desire for shoes and cease their temper tantrum spirals.  If not, I think light horseshoes need to be moved to the "clothing" section of the forge so that we can produce them out of more than just the limited amounts of metal we have available for weaponry and armor.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 12, 2013, 08:39:49 am
They will, yes, but I like using horseshoes better anyway.

The clothing section of the forge is for using candy cloth to make stuff. It does not handle other stuff.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 12, 2013, 11:20:32 am
They will, yes, but I like using horseshoes better anyway.

The clothing section of the forge is for using candy cloth to make stuff. It does not handle other stuff.

You are right.  I found out that the socks do indeed fulfill this desire soon after posting.  Despite "fluff," I think I'm going to go for socks over horseshoes from now on, simply because I like rehabilitating slaves and one roll of cloth will supply four socks vs the one horseshoe from one bar of metal.

That said, I seem to recall the masterwork mod being able to turn silver, gold and suck precious metals into thread, then churning them into clothing.  I don't remember if it was done at the forge or the clothing workshop..I'll have to dust off my copy and see.

So much desire to learn DF modding!  So little time...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 12, 2013, 11:32:54 am
They will, yes, but I like using horseshoes better anyway.

The clothing section of the forge is for using candy cloth to make stuff. It does not handle other stuff.

You are right.  I found out that the socks do indeed fulfill this desire soon after posting.  Despite "fluff," I think I'm going to go for socks over horseshoes from now on, simply because I like rehabilitating slaves and one roll of cloth will supply four socks vs the one horseshoe from one bar of metal.

That said, I seem to recall the masterwork mod being able to turn silver, gold and suck precious metals into thread, then churning them into clothing.  I don't remember if it was done at the forge or the clothing workshop..I'll have to dust off my copy and see.

So much desire to learn DF modding!  So little time...
It's two horseshoes per bar.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 12, 2013, 01:09:29 pm
Spoiler (click to show/hide)
... you can always get rid of the unnecessary legs...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Urist_McGamer on April 12, 2013, 01:17:54 pm
Spoiler (click to show/hide)
... you can always get rid of the unnecessary legs...

Worm Ponies? But then they couldn't put socks on their hoovsies to keep them warm at home!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 12, 2013, 01:35:34 pm
Spoiler (click to show/hide)
... you can always get rid of the unnecessary legs...

Worm Ponies? But then they couldn't put socks on their hoovsies to keep them warm at home!
He meant bipedal ponies... basically pastel colored dwarves with tattoos.  Hard to properly imagine bipeds 'buck'...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 12, 2013, 01:58:17 pm
Now, i have to post this:
Spoiler (click to show/hide)

And just to be relevant somewhat, I had a tantrum spiral long ago when I made horseshoes instead of light horseshoes. The ponies won't equip those unless you tell them to via the military screen. I had to look into the raws to figure that one out. It was confusing. Horseshoes and security horseshoes are almost the same, so i don't think both are needed.

>>Horseshoes don't work unless told to via military screen
>I assume the reason is because it is armor and not civilian wear
Exactly. But security boots already fill that slot, so i got confused about it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 12, 2013, 02:35:00 pm
>Twi worm pony
DAAAAAAAAAAAW

>Horshoes don't work unless told to via military screen
I assume the reason is because it is armor and not civilian wear
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 12, 2013, 06:13:37 pm
Yay!  Terrifying Glacial Stable, entitled "Ancientbath the Brightness of Hope."

I've discovered that on a fair number of embarks, if you dig strait down beneath your wagon, you'll have a fair chance of not hitting any caverns until you reach magma.  This happened to be the (fortunate) case this time and I was able to get everyone down below before the clouds arrived.  No pink clouds, this time, but heavily radiated ones that turn ponies into ghouls.

My initial "yay" was that there is bauxite on this map!  My home civ has it, but I've got tons of the stuff!  No more having to ration precious wood for bins and barrels and make due with stone and cloth beds.  Aluminum furniture for everyone!  I also struck sphalerite and native gold while digging down, so I've got plenty of zinc for brass and gold for fine furniture and exports.  I took a guess and dug out a section in what I was hoping would be the top of the first cavern.  Turned out to be about the middle section of it, but near a plateau of sorts.  My two robots and bighorns are aggressively slaying anything that comes near the entrance and keeping my farms safe.  My pony scouts also picked up the end of an underground lake that was fed from an off-map river.  Plenty of water and I've had them form a chain up to my meeting hall for drinking water and hospital use.

So far, so good.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 12, 2013, 06:24:18 pm
Callgrow continues.

The liaison offers to promote us to a Corporate Station. With some hesitation, Puppysmiles chooses herself as our appointed leader. Well, she only ever wants cages, so those will be easy mandates.

The animals list for pasturing is becoming real cluttered with all those chickens and robots. You should seriously consider adding this plugin: http://www.bay12forums.com/smf/index.php?topic=124708.0

One reason why traders bringing everything in scrap / makeshift / antique barrels is that there are so many variations of salvage trees and such high frequencies of them. If expeditions partly replace salvaging, that will also reduce the frequency of scrap furniture as a side-effect. Speaking of which, when expeditions use a brahmin or a chicken or whatever and no longer heal a pony, we could use rare resurrection talismans to fill that role.

The list of jobs the ponies are doing is filled with "Store item in stockpile." This may be a side-effect of designating two large wood stockpiles inside the compound. Hopefully no Mr. Macintosh gets trigger-happy with a flamethrower again. Looking at the RAWS, it has range 3 (lowest in game) and cooldown 1200 (slowest in-game). I don't even see the point.

I'll use #cleanowned, just for the heck of it. What's the worst that could happen?
Found total 15370 items? Isn't that a bit too many?
Meh, I don't think it even worked. I'll just spam cabinets in rooms and hopefully it will improve the situation eventually.

Profiling workshops for spells is finished. So are some of the spells, but the research and gem cutting are still underway. When using one terminal for each spell, several terminals are going to have the same profile, so it is less tedious to use one terminal per (basic level) school of magic. Anyway, when using my method, it helps to sort the notes on which ponies go where by their order in the workshop profile. This reduces the time and frustration from O(n*m) to O(n). Oh, and label the terminals with Notes. So far nopony went to even begin to learn any spells.

Actually, I asked and got an even better way to do this: "Try pressing Alt-Shift-N (for alphabetic sorting) in the workshop profile menu." It works, the ponies do get sorted alphabetically, making managing workshop profiles much easier.

Flamer fuel and biofuel are in the same category. I don't want biofuel in my robot parts stockpile, but flamer fuel is useful for Macintoshes. Anyway, this is a minor nitpick.

Compass (Alteration Apprentice) goes to study the Healing Spell. This better be good. First reaction has no effect. Same with second and third. He does this until he gets thirsty, with no apparent effect. I just set up the terminal for it and sorted ponies into non-conflicting schools by terminal profiles, so this shouldn't be a mistake. What the hay?

Looks like Witty Charmer, a child of Dishes, won't make it after his mother died. He is dehydrated, hungry and very unhappy.

A storm forces us to not go outside the walls. More ponies go to study spells. So far... nothing.

Radrat needs cut gems for his strange mood. Fine, cut come I1 gems. Wait, didn't I just buy a bunch of them from a caravan? Lol, yeah, have a polished topaz (I2) I have a lot of I2 gems. I guess I can cancel the jobs at the jeweller's workshop now.

Eventually the first Unicorn learned the sunder spell: Epic the nopony. I guess, I'll "promote" him to one of the expedition squads.

Witty Charmer has died of thirst. It makes for a disturbing image of a society when a forsaken child dies and no one cares.

Hm, I got an announcement that Compass is too exhausted to continue operating a pump. I may have to watch this, because Dawnpick had some (rollbacked) pony deaths from dry pump gyms. Oh wow, his attributes suck. 393 Str, 1365 Agil, 929 Toug, 311 End, 536 Rec, 995 DisRes. It must be his low endurance that made him give up. Well, at least he didn't die. Hm, the pumps are draining my hospital and prison reservoir. Oh well, I won't even bother fixing that mistake now.

I've had enough of Pierce not doing what I want him to. I disable his hauling.

A protectorpony gets upgraded to a War Armoured Protectorpony on the first try. This shortens the recharge of it's laser from 300 to 200 TUs, gives it military robot armour, making it more resilient, 6 and not 4 in throwing and ranged combat as well as +500 Agility, Spatial and Kinesthethic sense. A moderate boost all around and it is still slow. Friendly Fire gets it. There was something about "an engineer getting caught in a burst of light, so I was worried the Protectorpony went mad, but fortunately that wasn't the case. 
I looked over the RAWs and this is the best version that bought Protectorponies can be upgraded to. The homemade version doesn't have lasers and uses a minigun, and there are better uses for scarce miniguns and their ammo. The upgrade is cheap, but it uses up a Protectorpony AI, so it is best to copy that a few times at the Talisman Forge, with A2 hologems.
A realisation struck me that I probably won't be able to make minigun turrets before FPS death, so upgraded protectaponies are the next best thing to use for fortified turrets above the gate.

Radrat made a Cedar Crown and has 11 woodworking. Meh.

A bloatsprite invasion causes a lot of ammo to go to waste. As usual.

A while ago Pierce was given a healing potion autoinjector and takes regular shots. This does nothing for his old wounds. And he prefers individual combat drills to going on an expedition or learning spells.

The large wood stockpiles are finally filled, but this doesn't even remove all the cut trees from outside the walls. I'll have to build a more efficient wood processing centre. The salvage yard is already choked and I consider having a second one... although that could make the problem even worse. No, it wouldn't if I limit the second salvage yard to high quality salvage and terminals only. Ugh, there is just too much trees on the map. But hey, if I were to let them grow up to 20 tiles from the edges and just leave one clear path, that might actually work to my advantage. Some sections of the forest were already as impassable as a wall, at least to wagons. I have a 1000 wooden logs, 300 lqs and 180 mqs. That's a strange problem to have. Oh and no matter how much scrap I smelt, I always seem to have around 230 of it. Hm, I have almost a thousand concrete blocks and a few times more of it than all other blocks combined. Good, but I need more.

Yay, a raider ambush. Civilians inside, security gather, recruits gather behind them. Lol, the raiders are fighting bloatsprites, along with a snatcher. A second crazed raider ambush comes. A few expedition ponies decide this would be a good time to go outside and pick up equipment. A snatcher shows up right next to Lotos. It didn't end well for him. Another snatcher came through the trading depot and is fighting Bookworm. I guess, I'll need 2 depots, airlocks to spare and static defences for both. Some more random snatchers come, but are dealt with. The ranged expedition squad is told to defend the SW corner of the wall and shoot pellets at the raiders from behind fortifications. This was supposed to train them up, but they never got around to it. The raiders are just milling around near the edge of the map. Then a third raider ambush comes at the eastern gate. I knew not to send all the soldiers to chase the first two squads, leaving the entrance undefended! Let them come to us.
Ugh, some of the soldiers decide this would be a great time to store items in bins. Especially those items outside the wall. Most of the third ambush makes it through the cage traps, but Badge goes to face them, so we should be OK. The core group is ordered to kill the squad of raiders that's about to go after Ink, who is carrying a heavy bin. The third squad of raiders is torn apart by the veterans. Ink is severely wounded, but help is on the way. Ink dies, while the ranged squads continue to wound the raiders. I have a free spot in one of the expedition squads now. The second squad of raiders comes towards the western gate, so this is pretty much the end of screwing around. Security is told to just kill the raiders. Steak gets wounded in a hoof severely enough to go on an expedition. The fight with the raiders becomes a chaotic blob of ponies. Lotus enters a marital trance and chops a raider apart with her @Steel Chainsaw@. Leader of the second squad somehow makes it through the defence line, who focus on finishing off the first squad. The raider reinforcements from the second squad are close and clash with security. The remainder of the raiders scramble away, but their leader amazingly holds his own against several ponies and manages to bite Steak. I wonder if this will have any consequences. Lotus bites another raider. I wonder if their madness will spread from this. Deadeye runs out of bullets, so instead he repeatedly bashes an unconscious raider in the head with his +Hunting Rifle+. Two raiders manage to escape, the rest are killed. The alert is called off and everything goes back to normal.

Machine Stitch organizes an expedition. I'll remove her and add Steak to the profile.

Fishing Rod recovers 3 expedition patients into one bed. I just don't want to know how that works. He begins diagnosing them, but then walks off for a drink. Doctors in general aren't interested in treating their patients.

Compass is too exhausted to stay at the gym again. His endurance increased to 353, and while that's very low, a gain of 42 in a short time is very good for a civilian. And he is only at lvl 3 Pump Operating. Pump gyms are a good way to boost Endurance and to a lesser degree strength. His maximum endurance is 1284, at least according to DT 20.0, the best DT version so far. What do you know, most veterans have pretty much capped their important stats by now... and wow, those EPs are so much better in physical stats. Some can even max out pretty close to 5000 and get above with Power Armours. Unicorns, on the other hoof, usually have at least one physical attribute below 500, sometimes a few. 

I think you nailed Bloodwings the first time around, when they were raging and killing every civilian pony in sight, but dying to soldiers easily. The Bloodwings that we have now are too harmless compared to the novel.

Apparently we had a Brahmin calf and it starved to death. Oh well.

Spell learning rate is very low. Unicorns keep trying, but so far have hardly any results. And I take precautions not to miss the "r" announcements.

Yay, 15 migrants, including 4 foals. No interesting skills, but there is an Axepony CM, a child mechanic, a thief, a hemmerpony, a maritial pony, another mechanic, a metalcrafter, a cook, a spearpony and two more martial ponies. Looks like the military will need to be reformed again and at least one extra squad formed. Two of the new arrivals walk right into a dust storm :/ And there are no magic adepts of any kind, apart of the one Conjuration adept who died.

Pierce finally comes around to organising an expedition. Great, if it wasn't for the miracle cure, I guess I'd have to make him The Stable Dweller.

Hey, what do you know. The pony bakery decided to work for a change, so I try to make some cookie dough.

After having my ponies trying to learn spells for a few months, with just two successes, I highly recommend that you make spell learning reactions work better. I also think that my concept of 1 terminal per basic spell and not 1 terminal per school works better. Yes, there are more terminals to profile and more things to keep track of, but it improves parallelism and a spell can be set on repeat so that a pony can do it over and over again, without needing to haul other spell hologems to/from stockpiles.




> The ponies of Tattooedthunder have captured a live giant cave spider!
Congratulations. You may even be able to get webbed traps.

Another thing that may not work well without temperature on is all kinds of boiling rocks that transmit syndromes. For example chicken upgrade reactions.

> Horseshoes.
Damn, I made lots of bronze security boots and expected to be set up. By your description, anything with ARMORLEVEL will not be claimed by civilians, which leaves us with just "socks" and "light horseshoes" for shoes. And yeah, (security) horseshoes are made in sets of 2. I may actually opt for socks, simply because they are easy to mass produce with all the cloth from caravans. Horseshoes provide little protection anyway.

> That said, I seem to recall the masterwork mod being able to turn silver, gold and suck precious metals into thread, then churning them into clothing.
I think the "Fanon is magic" pony mod has something similar, but I haven't played it. It has lots of various bugs, though.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 12, 2013, 08:13:36 pm
Maklak: I'm concerned about your reports of unreliable workshop interactions and expedition propagation issues, but until I receive corroborating reports there's not much I can do, as the reactions work just fine on my computer. Given your mention of the slight lag, I suggest increasing the speed on your ponies to 700.

> That makes sense and would fix it, but I hate grazers for their dying of hunger in the middle of my dining hall. I'd rather just use a chicken instead.
A good way to promote surface building, methinks.

> The animals list for pasturing is becoming real cluttered with all those chickens and robots.
One of falconne's plugins added a pasture search function, but it was removed during the military crashing debacle. I'll return it - thanks for the reminder!

> If expeditions partly replace salvaging, that will also reduce the frequency of scrap furniture as a side-effect.
> When expeditions use a brahmin or a chicken or whatever and no longer heal a pony, we could use rare resurrection talismans to fill that role.
Those are among my intentions, yes.

> Flamer fuel and biofuel are in the same category.
I try to cut down on stockpile categories where possible.

> It makes for a disturbing image of a society when a forsaken child dies and no one cares.
One where everypony's fighting just to survive. ;)

> Fishing Rod recovers 3 expedition patients into one bed. I just don't want to know how that works.
I'll make a note to seal off the expedition area so unconscious ponies on expeditions aren't brought to hospitals. That may explain why they're not returning loot.

> I highly recommend that you make spell learning reactions work better.
They also use dfhack autosyndrome, and so are affected with the same reliability problems you're experiencing. :( I will look into reverting them.

> I think you nailed Bloodwings the first time around, when they were raging and killing every civilian pony in sight, but dying to soldiers easily.
I'll increase their tendency to rage.

Thirtyeight: As others have mentioned, temperature effects are used by nearly half of the major features of the mod.

> Also, any idea why my ponies refuse to fill medium ammo boxes?
Oftentimes reactions that use stacks or multiples of the same item become white when only a fraction of those items are available.

Gzoker: Good point on the horseshoes/security horseshoes. I will remove the former.

I'm still quite busy, but I hope to get back to modding this weekend.

In the meantime, I have a few questions for those looking to give feedback. Your answers will assist in the development of the next version.

•   Have you experienced problems with the workshop reactions that create or modify creatures? Examples include robot upgrade/assembly and expeditions.

•   Have you tested prisoner interrogation and blank conversion? Does it work smoothly?

•   Are you experiencing any crashes in the current version (v0.30c)? If so please provide a description.

•   If you are experiencing FPS problems (Considered to be 50 or less), how many years after embark does it start on average and how advanced is your Stable?

•   Are the Steel Rangers too overpowered?

•   Have you fought the Unity, and if so, how did it go?

•   Are there any gameplay problems I have not mentioned?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 12, 2013, 08:54:40 pm
I really wish I could play with temperature on, but my computer can't handle it and a decent sized stable. I seem to be getting by ok, other than my stone and metal piles filling with light I haven't had any problems. I'm hoping Toady One will someday do an update on FPS, that would be nice.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 12, 2013, 09:41:49 pm
In answer to the FPS issues, part of the problem is that the game continuously accounts for all the "stuff" cluttering stockpiles.

I did a browse through my stocks and found hundreds of "toys" and "tools" in my more advanced stables.  I had no real need for 80 something frayed wires when I already had 40 good ones (all without using the reaction to fix them), or 100 or so robot motors, sensors, and depleted batteries.  I get all the batteries I need by finding what's in the higher end crates.  In fact, all my needs are met by them.  I don't need to produce anything on my own other than the workshops to make use of them.

For that reason, I'd suggest lowering the amount of stuff that salvage yields and lowering the frequency of the "charged" batteries, good wiring, robot motors, etc.  Make it an actual need to make use of the workshops that make this stuff.
Title: Mystery in the stock screen
Post by: Thirtyeight on April 12, 2013, 10:33:06 pm
I've noticed in the stock screen there are several items that can be highlighted yet they are invisible. For example Armor/metals/ leads to a list of items, many of which are invisible. Is this a bug or a surprise waiting for us later on?

Also, hurray! I am finally under attack by the Brotherhood of steel! Lets see if my preparations were enough.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 12, 2013, 10:52:44 pm
I've recorded the need to cut down on extraneous salvage. In addition to lowered drop rates, there will be new reactions to break them down into raw materials. You can already dismantle robot motors and sensors for scrap parts at the electronics bench. Scrap parts are combined for scrap metal ore at the salvage yard, or used to refurbish weapons at the reloading bench.

A list of excess salvage items apart from the ones already mentioned (Robot parts, wiring, batteries) would be helpful. :)

> I've noticed in the stock screen there are several items that can be highlighted yet they are invisible.
The current itemsyndrome system still uses metal materials, but they have no name and so are blank in the metals lists. I plan to upgrade to the new system that attaches syndromes to items in the next version.

Edit: Good luck with the rangers. ;)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 12, 2013, 10:54:34 pm
Cool!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 13, 2013, 01:02:58 am
So blistering from the cave floaters never really seems to go away, at least so (five years and counting).

One of my ponies ran into my first steel ranger scouts.  Unfortunately it was during the beginning of my small fort and they were still wearing security barding.  If it wasn't for the wastelanders in my trading post, they would have died, but instead made it out with lots of broken bones and fractures.  Good thing is, I had a very good doctor and plenty of plaster.  Their bones knitted pretty quickly.

Lesson learned:  Splints will do in a pinch, but plaster and traction benches work wonders.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 13, 2013, 02:03:52 am
A good way to train doctors is to have several expendables station in a radioactive dust cloud. With Level 2 radpoisoning, they turn into a lump of rotting tissue, which your doctors will try to remove. They will never get beyond the right cheek, because the flesh just re-rots.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 13, 2013, 02:28:07 am
A good way to train doctors is to have several expendables station in a radioactive dust cloud. With Level 2 radpoisoning, they turn into a lump of rotting tissue, which your doctors will try to remove. They will never get beyond the right cheek, because the flesh just re-rots.

"Uhh... sir? Is this right?" The mare asked her commanding officer "Yes, just go stand right over there and don't move until I yell" He said, pointing to a cloud of dust "Fine..." She, along with two others walked into the irradiated cloud, and in seconds they were unconcious, skin rotting all over.

Worst [yay]ing job in the military
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 13, 2013, 03:08:59 am
>  If you are experiencing FPS problems (Considered to be 50 or less), how many years after embark does it start on average and how advanced is your Stable?
My FPS is around 50, I'm on my 5th year, have around a 100 ponies and some liquid flows. I think this is normal.
> Given your mention of the slight lag, I suggest increasing the speed on your ponies to 700.
Nah, they'll be fine. Most of my playing time is spent on pause anyway and when they move slower, I can see what's going on better. In fact several times I considered lowering my FPS cap to 60 or so. 

> I really wish I could play with temperature on
Well, to get rid of all this "Light" and plasma bolts, I suggest that you occasionally save, enable temperature, load, unpause for a moment, then save, quit, disable temperature and play. But some thing may still not work for you. Now weather - if you disable that, maybe those pesky clouds will stop showing up.

> I'd suggest lowering the amount of stuff that salvage yields and lowering the frequency of the "charged" batteries, good wiring, robot motors, etc.
I don't care much for robot motors and sensor modules - if I can make robots, those are not the things that bottleneck me or can bottleneck me. I like batteries, though and they are hard to make. In fact, when I want to make lots of chainsaws or arcane research, I need lots of batteries, so don't lower their droprate too much.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 13, 2013, 07:54:01 am
..this glacier may just end up being the one that sparks a war between me and my home civ.  The merchants keep coming during the height of the dust storm season.  Over half of them usually turn to ghouls when they're attempting to go back home.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 13, 2013, 11:32:17 am
..this glacier may just end up being the one that sparks a war between me and my home civ.  The merchants keep coming during the height of the dust storm season.  Over half of them usually turn to ghouls when they're attempting to go back home.

That would be funny though, your home civ coming with their army only to find a horde of feral ghouls, the ones that were sent by them
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 13, 2013, 06:06:40 pm
Maklak:

Concerning your trouble with having a unicorn learn a spell, did you set the task on repeat?  I've been noticing that "transformation" or "learning" tasks, when set on repeat, tend to not go off until you remove the "repeat" option from the workshop task.

Edit:  My first group of Talon Mercenary ambushers just showed up on my "Joyous Wilds" woodland map...they met a welcoming party of 5 glowing ghouls.  The radiation bursts pretty much spelled their doom.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 14, 2013, 02:59:21 am
> Concerning your trouble with having a unicorn learn a spell, did you set the task on repeat?  I've been noticing that "transformation" or "learning" tasks, when set on repeat, tend to not go off until you remove the "repeat" option from the workshop task.
Of course I did. I wanted ponies to try learning spells till they succeed. If the learn rate is good without repeat, then turning it off makes sense, because by just inspecting the workshop I'll know to inspect the reports. I'll try it without repeat and see how it goes.

Guys, if you did something right in this mod and have something to show for it, please post pictures. I'm especially interested in good setups (including stockpile settings) of advanced industries.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 14, 2013, 03:39:49 am
Found an interesting bug. My second squad's captain got knifed in the knee left hindleg, and she was transported into the hospital for treatment. I have checked her medical screen after a while, and in her history I have read the following mysterious status:

5th of Opal, 51: Diagnosed with PipBuck - Doc Mushroom

First I thought, hell what a cool feature! But after I looked through the whole treatment history I have realized this message doesn't mean that the doctor diagnosed her with her pipbuck, but that the name of her 'condition' was PipBuck... which the game treats as an infection, and her treatment got stuck until it was taken care of, which of course will never happen by itself. Also in addition she is being constantly evaluated, which can be exploited to train a  legendary Doctor Horse in diagnostics, but she is slowly dieing in the process as nopony gets around to take care of her wounds.

Of course dumping the pipbuck solves the problem (maybe she has to be removed from the squad too, as I also did that too), but looking at the bigger picture, will this behavior cause any problems when my unicorns learn magic?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on April 14, 2013, 07:04:00 am
Hello. Wanted to thank you for making a wonderful MOD. I am having a lot of fun trying to keep my little ponies alive in the harsh wasteland :) 

I just wanted to say that I found a bug. I was trying to use the smelter to smelt some steel chests that I had found. I noticed that my fuel supply kept getting lower and no steel was added to the stockpile. watching carefully I would see that the smelter had chest with the TSK mark and the pony assigned to melting it would go get fuel, work on melting, then the chest would still be there and no steel bars made. The pony would then get more fuel and repeat until no fuel was left. Are the chests bugged?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 14, 2013, 09:55:37 am
Found an interesting bug. My second squad's captain got knifed in the knee left hindleg, and she was transported into the hospital for treatment. I have checked her medical screen after a while, and in her history I have read the following mysterious status:

5th of Opal, 51: Diagnosed with PipBuck - Doc Mushroom

First I thought, hell what a cool feature! But after I looked through the whole treatment history I have realized this message doesn't mean that the doctor diagnosed her with her pipbuck, but that the name of her 'condition' was PipBuck... which the game treats as an infection, and her treatment got stuck until it was taken care of, which of course will never happen by itself. Also in addition she is being constantly evaluated, which can be exploited to train a  legendary Doctor Horse in diagnostics, but she is slowly dieing in the process as nopony gets around to take care of her wounds.

Of course dumping the pipbuck solves the problem (maybe she has to be removed from the squad too, as I also did that too), but looking at the bigger picture, will this behavior cause any problems when my unicorns learn magic?
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.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 14, 2013, 11:45:44 am
Treason: It's not possible to trigger a war between you and your home civ, but ghoulified caravans will affect your future migrant counts.

> So blistering from the cave floaters never really seems to go away, at least so (five years and counting).
It ends in 900 ticks, so either the suffering pony is still covered in it or needs to be diagnosed and treated by a doctor.

Destyvirago: I'm glad you enjoy it! :) You can't melt chests in the smelter (It's a known vanilla bug), but I did add a reaction to melt them down at the prismatic smelter, which you need a power talisman to build.

Gzoker: That is an unusual bug, but I can't think of a way around it due to hospital mechanics being hardcoded. I doubt it affects magically trained unicorns, as spells have been in the mod since its release and diagnosis problems have yet to be reported.

It may have something to do with the reapplication of the syndrome by the armor every 150 ticks. In that case, taking it off as you suggested would fix the problem. I've made a note of it in the second post.

Edit: Reposting my questions for posterity.

•   Have you experienced problems with the workshop reactions that create or modify creatures? Examples include robot upgrade/assembly and expeditions.

•   Have you tested prisoner interrogation and blank conversion? Does it work smoothly?

•   Are you experiencing any crashes in the current version (v0.30c)? If so please provide a description.

•   If you are experiencing FPS problems (Considered to be 50 or less), how many years after embark does it start on average and how advanced is your Stable?

•   Are the Steel Rangers too overpowered?

•   Have you fought the Unity, and if so, how did it go?

•   Are there any gameplay problems I have not mentioned?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Urist_McGamer on April 14, 2013, 01:02:40 pm
Found an interesting bug. My second squad's captain got knifed in the knee left hindleg, and she was transported into the hospital for treatment. I have checked her medical screen after a while, and in her history I have read the following mysterious status:

5th of Opal, 51: Diagnosed with PipBuck - Doc Mushroom

First I thought, hell what a cool feature! But after I looked through the whole treatment history I have realized this message doesn't mean that the doctor diagnosed her with her pipbuck, but that the name of her 'condition' was PipBuck... which the game treats as an infection, and her treatment got stuck until it was taken care of, which of course will never happen by itself. Also in addition she is being constantly evaluated, which can be exploited to train a  legendary Doctor Horse in diagnostics, but she is slowly dieing in the process as nopony gets around to take care of her wounds.

Of course dumping the pipbuck solves the problem (maybe she has to be removed from the squad too, as I also did that too), but looking at the bigger picture, will this behavior cause any problems when my unicorns learn magic?

Pony Father: "What's wrong with our little filly, Doc Mushroom?"
Doc Mushroom: "I'm sorry to be the one to tell you this, but she has... PipBuck."
Pony Father begins crying while Pony Mother comforts him.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 14, 2013, 04:41:07 pm
> Diagnosed with PipBuck - Doc Mushroom
Well, those things are hard to take off and there could be an infection underneath. (That was a joke - ponies can put pipbucks on and off without problems, so I'm sure there is a pipbuck technician on hoof.)

> You can't melt chests in the smelter (It's a known vanilla bug)
Huh? I didn't know and it's not in the wiki. This would explain why my smelting is so slow and why I have so many steel chests.

EDIT: I've just read an Orange report.

> [...] a silly experiment I'm trying out after hearing Maklak fanboy so much over weapon specialized squads, because apparently he is seeing some weird non existent cross training between different weapon users which I have never ever observed in any DF version I've played.
That recommendation was based on something I've read. After some experiments I think that it is best to have squads of 2-4. Similar weapons and cutie marks are preferable, because sometimes there will be demonstrations for weapon skills, but otherwise my mixed weapon squad works fine. It looks that soldiers will (almost?) always skip demonstrations for weapon skills they aren't using.

> The shooting range is set up properly following Maklak's proposed design.
My current recommendation would be to just put an open barracks for the gunners on the surface, so they can shoot random things and don't use archery range, but that only works in nice biomes and even there I have to watch out for radiation storms.

> Unless of course the prismatic forge now happens to have reactions for security armor, which in that case makes all my concerns null.
Seconded. It is so cluttered with furniture that "Make security armour set from bronze" won't hurt.

> Something very strange I observed is that the bloodwings really don't care much for ponies. [...]
Yes, I've noticed that too and Lycaeon said, he will increase their tendency to rage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 14, 2013, 09:56:58 pm
Well, I'm kind of disappointed. Aside from that first scout I chased off, I haven't ran into a single Ranger.

Edit:
And then I immediately get attacked by 5. Serves me right.

My ponies won't claim the Ranger corpses. Is there something specific I need?

Edit2:
Ok, I've just seen quite possibly the strangest thing ever. I was under siege by Raiders, except some of them were on fire, and they brought war dogs. They immediately began fighting the war dogs, which caused a loyalty cascade. By the time my squads met them, they had nearly wiped themselves out. Is that supposed to happen?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 15, 2013, 02:58:42 am
Spoiler (click to show/hide)

The ranger corpses go into the finished goods stockpile if I'm not mistaken. Wheelbarrows Carts are a heavily advised to move them. They also spawn forbidden by default, so you have to claim them manually, or change the last option in the (o)rders menu's (F)orbidden menu, but this will cause a few deaths among your ponies.

I think the bonfires found their way back into the mod - those were the cause of flaming raiders last time. Aside from the little problem that they cover the whole map with brushfire, burning raider are completely awesome. Loyalty cascades happen sometimes when all the hostile units spawn in a small area and they push each other, then it snowballs from there. Maybe in your case it was something else, if it happens again we can have a more accurate guess.
Anyway:
Spoiler (click to show/hide)

Edit: Has anybody else noticed that we can buy wooden trap components at embark?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 15, 2013, 07:33:32 am
I really wish I could play with temperature on, but my computer can't handle it and a decent sized stable. I seem to be getting by ok, other than my stone and metal piles filling with light I haven't had any problems. I'm hoping Toady One will someday do an update on FPS, that would be nice.
How big is your embark size?  4x4?(Default)  I've personally downed mine to 3x3 to fight against future bloat/slowdown.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 15, 2013, 12:42:56 pm
If I embark on a 3X3 area or smaller, and if I place a strict population cap (50-60) and if I slaughter every animal in sight, I can play with temperature on for a few years before fps death. I don't really enjoy playing like that, and playing with temperature off seems like a small sacrifice to pay in order to have a fort that lasts for a while.

In other news, is there a way of keeping track of your robots? Having lots of turrets becomes a liability when placing them, as its difficult to tell which ones I've already placed somewhere and which ones I haven't. As a result, my ponies keep shuffling around the same three turrets, instead of leaving them in place and bringing out the ones I just bought.

Edit: Whats a good use for Star Metal in this mod?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 15, 2013, 01:02:59 pm
Turrets: Move them to a common pasture when bought, then unpasture. This will tell you which ones are available. When you upgrade a turret, unpasture it where it is (or keep it in cage if that's what you do).
Or just cage the new ones, so that all available are caged. Either way, you want only your placed turrets to be pastured and your available turrets to be not pastured.
When you want to move a turret somewhere, make a 1x1 pasture, assign an available turret and keep it pastured there.

Starmetal -> chains.

> What do you do regarding soldiers becoming attached to specific weapons? It seems soldiers with depleted weapons won't allow them to be recharged, and obviously gunners who are attached to air rifles aren't very useful.
I haven't encountered that problem, but people who did say you just need an active dumping zone and manually go do {v}->{i}nventory, select offending weapon, enter, {d}ump. Do not manually forbid it, just dump it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 15, 2013, 05:57:52 pm
Maklak,


What do you do regarding soldiers becoming attached to specific weapons? It seems soldiers with depleted weapons won't allow them to be recharged, and obviously gunners who are attached to air rifles aren't very useful.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 15, 2013, 06:04:14 pm
Totally unrelated, but I just watched Luna Eclipsed again and realized that Spike is wearing a dragon costume. As in, an actual costume.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 15, 2013, 06:07:18 pm
Totally unrelated, but I just watched Luna Eclipsed again and realized that Spike is wearing a dragon costume. As in, an actual costume.

Dragonception?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 15, 2013, 11:26:47 pm
I want to say something, and you guys can dismiss me as being too idealistic, its ok. I genuinely believe that with some updated features from Toady One and more alterations on Lycaeon's part, we could well be looking at the closest thing to a "true" Fallout 3, one closer to the spirit of the first two games. Dwarf Fortress allows the necessary depth and complexity, the lack of an overbearing story forcing you forward. I believe that its possible for Lycaeon to use these tools to create a world faithful to the Fallout verse, albeit one more suited to ponies. I fervently wish DF would update faster, as I am extremely excited to see what Lycaeon would do with said updates. I've just lost my most recent stable to a tantrum spiral, and I don't even care. I can't wait to see what the future brings.

Thanks for reading this.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 15, 2013, 11:36:26 pm
The update will allow for better storytelling, but not through mods.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 16, 2013, 04:01:25 am
I'm not entirely sure what it will do, but IIRC better adventurer towns with dungeons, the ability to bring the fight to the enemy (possibly supplementing expeditions), multi-tile trees / salvage, changed combat mechanics, some UI improvements and I think that about covers it. For me the biggest and most awaited feature is the separation of movement and combat speed and multi-attack creatures. I don't think it will be nearly as good for modders as the interaction and syndrome system was. It may even be that dfhack r3 and it's scripts and plugins did more for modders than the new release will.

This update is going to be big and followed by months of bug-fixing releases until it is deemed stable. Tools (dfhack and DT) will also lag behind for a while, so don't get too excited on release day.

> Are we going to get sending squads to other places? I though that wasn't coming until the Army Arc.
There was something about hill dwarves and sending armies to other places on the dev blog, but I don't know if this is planned for the upcoming release or some future. "The army arc" was mentioned since about 2010, I think.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 16, 2013, 12:22:20 pm
I apologize, I got kind of carried away last night. I know next update is probably not going to be that amazing, I should have said future updates in general.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 16, 2013, 12:28:42 pm
I'm not entirely sure what it will do, but IIRC better adventurer towns with dungeons, the ability to bring the fight to the enemy (possibly supplementing expeditions), multi-tile trees / salvage, changed combat mechanics, some UI improvements and I think that about covers it. For me the biggest and most awaited feature is the separation of movement and combat speed and multi-attack creatures. I don't think it will be nearly as good for modders as the interaction and syndrome system was. It may even be that dfhack r3 and it's scripts and plugins did more for modders than the new release will.

This update is going to be big and followed by months of bug-fixing releases until it is deemed stable. Tools (dfhack and DT) will also lag behind for a while, so don't get too excited on release day.
Are we going to get sending squads to other places? I though that wasn't coming until the Army Arc.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 16, 2013, 05:02:24 pm
> Unless of course the prismatic forge now happens to have reactions for security armor.
Noted, I'll add one.

> I was under siege by Raiders, except some of them were on fire.
That's odd...I made all flammable materials into stone so they can't be used for items. If it happens again, can you check the inventory of the burning raiders to see what's causing the fire?

> Regarding the new version.
I haven't yet familiarized myself with its proposed features. Now that DFhack is heavily integrated into the mod, I can't port over to the new version until DFhack is updated, which could take a month or more. The good news is that's enough time for me to come up with and refine new features, including multi-tile ruins and an expanded expedition system.

I'm pretty sure the Army Arc and sending squads beyond your fortress aren't part of the coming update, however.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 16, 2013, 09:49:24 pm
Random funny story:
A friend of mine invited me to come visit the Kansas City Park University. What's really cool about it is that a good bit of the college is built inside of the limestone caves under the campus. I was joking with him about how it looked like a Vault, and then Whoa! I walked around a corner and there was this giant gear set into the wall.

It turned out to be a rotary club gear, but still...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on April 16, 2013, 10:00:29 pm
I'm not entirely sure what it will do, but IIRC
1. better adventurer towns with dungeons,
2. the ability to bring the fight to the enemy (possibly supplementing expeditions),
3. multi-tile trees / salvage,
4. changed combat mechanics,
5. some UI improvements and I think that about covers it. For me the biggest and most awaited feature is the separation of movement and combat speed and multi-attack creatures. I don't think it will be nearly as good for modders as the interaction and syndrome system was. It may even be that dfhack r3 and it's scripts and plugins did more for modders than the new release will.

6. This update is going to be big and followed by months of bug-fixing releases until it is deemed stable. Tools (dfhack and DT) will also lag behind for a while, so don't get too excited on release day.

> Are we going to get sending squads to other places? I though that wasn't coming until the Army Arc.
There was something about hill dwarves and sending armies to other places on the dev blog, but I don't know if this is planned for the upcoming release or some future. "The army arc" was mentioned since about 2010, I think.

1. No, that was actually last big version (34.01). We do get forest retreats, mountainhomes and deep sites, though.
2. Definitely not, except in Adventure mode.
3. Yeahoo.
4. Yep.
5. Not sure about that.
6. Definitely do not start a succession/community game with 38.01 or w/e it'll be. In fact, if there's a .01 in it, don't do it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 17, 2013, 04:37:55 pm
After a look at the robot industry I'm now a fan of MK2 Protectaponies. Not as powerful as Mr Macintosh, but cheap to upgrade (save for the AI gem, which can be copied at the Talisman Forge) and don't have a flamethrower.

I'd also like there to be a third type of turret upgrade. Here is my rationale:
* Flamethrower turrets tend to set the map on fire, no longer have their basic small calibre bullet attack and I hardly ever saw them doing much to enemies.
* Miniguns and medium ammo crates are very expensive, scarce and useful for a lot of things. After thinking about it, I've decided to reserve at least the first five for battle saddles. Then there is reverse-engineering, other types of robots, as well as limited steel and potash production speeds to put my minigun turret production on hold until well after I get bored or FPS becomes unplayable.
* Basic turrets are pretty weak. They don't do much to enemies and are quite easy to damage.

I'd like some turret upgrade that gives it steel plating and maybe an extra attack or more damage. Less effective than minigun, but actually affordable to mass produce / upgrade. I have these ideas so far:
* Just put more armour on it and generally refubrish it. Uses up steel plating and maybe scrap parts and wiring. Gives it steel armour and slightly increases attack speed. (For example by lowering wait period on shooting bullet to 25.)
* Rifle turret. Needs steel plating, 2 combat rifles and at most 1 crate of medium calibre bullets. Preferably just 4 stacks of them. Shoots medium calibre bullets, but not nearly as fast as the minigun version.
* Energy turret. Uses steel plating, battery, wiring and a plasma caster. Shoots plasma bolts.

> Wasn't someone working on a Pink Cloud turret?
For me that would be even worse than flamethrower turrets. I want my turrets to kill enemies, not random ponies who just happened to be in the danger zone.

> Just out of curiosity, would it be possible for the craftshop to make items from paper, or would you need a new building for such things?
Craftpony's workshop makes socks, so it is possible to add custom reactions to it. This includes using paper as reagent, but to me the natural place for all paper-related things is the scriptorium. 

> Just because you don't like killing your ponies doesn't mean that no one else does.
There are easier ways to do that for people who want to. Burrow in the atom-smasher, closing door to a room so the pony will starve or sending that pony to patrol map edges with no armour or equipment are just a few. Heck, if you want turrets to kill ponies, flamers might do the trick. We don't need special turrets for this.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 17, 2013, 05:04:41 pm
Wasn't someone working on a Pink Cloud turret?

Just out of curiosity, would it be possible for the craftshop to make items from paper, or would you need a new building for such things?

>For me that would be even worse than flamethrower turrets. I want my turrets to kill enemies, not random ponies who just happened to be in the danger zone.
I see your point.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 17, 2013, 05:31:02 pm
Hm..my latest embark is half haunted/half mirthful (evil/good biome).  My group consists of one..count 'em..one unicorn stallion, three earth pony mares and three unicorn mares.  My stallion also likes to drink gutter crue and consume sun berries.

He's in heaven.

He'll probably be the first one to die.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 17, 2013, 05:32:52 pm
After a look at the robot industry I'm now a fan of MK2 Protectaponies. Not as powerful as Mr Macintosh, but cheap to upgrade (save for the AI gem, which can be copied at the Talisman Forge) and don't have a flamethrower.

I'd also like there to be a third type of turret upgrade. Here is my rationale:
* Flamethrower turrets tend to set the map on fire, no longer have their basic small calibre bullet attack and I hardly ever saw them doing much to enemies.
* Miniguns and medium ammo crates are very expensive, scarce and useful for a lot of things. After thinking about it, I've decided to reserve at least the first five for battle saddles. Then there is reverse-engineering, other types of robots, as well as limited steel and potash production speeds to put my minigun turret production on hold until well after I get bored or FPS becomes unplayable.
* Basic turrets are pretty weak. They don't do much to enemies and are quite easy to damage.

I'd like some turret upgrade that gives it steel plating and maybe an extra attack or more damage. Less effective than minigun, but actually affordable to mass produce / upgrade. I have these ideas so far:
* Just put more armour on it and generally refubrish it. Uses up steel plating and maybe scrap parts and wiring. Gives it steel armour and slightly increases attack speed. (For example by lowering wait period on shooting bullet to 25.)
* Rifle turret. Needs steel plating, 2 combat rifles and at most 1 crate of medium calibre bullets. Preferably just 4 stacks of them. Shoots medium calibre bullets, but not nearly as fast as the minigun version.
* Energy turret. Uses steel plating, battery, wiring and a plasma caster. Shoots plasma bolts.

> Wasn't someone working on a Pink Cloud turret?
For me that would be even worse than flamethrower turrets. I want my turrets to kill enemies, not random ponies who just happened to be in the danger zone.

> Just out of curiosity, would it be possible for the craftshop to make items from paper, or would you need a new building for such things?
Craftpony's workshop makes socks, so it is possible to add custom reactions to it. This includes using paper as reagent, but to me the natural place for all paper-related things is the scriptorium.
Just because you don't like killing your ponies doesn't mean that no one else does.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 17, 2013, 05:53:00 pm
I obviously can't speak for anyone else, but I usually wind up with much more paper, leather, and cloth than I need. I was thinking, what about paper trade goods, like books and comic books? Its true to both the games and the stories, and dye could be reintroduced as ink.

>Killing ponies
Maklak's right, having your military come down with necrosis because they were fighting invaders while you decided to introduce chemical warfare probably isn't the best of plans.

>mirthful biome and evil biome right next to each other
Is that even possible? I didn't think good biomes existed in this mod, and I'm pretty sure they aren't supposed to border evil biomes.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on April 17, 2013, 08:36:17 pm
Yeah, it happens.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 18, 2013, 11:06:31 am
> I'd like some turret upgrade that gives it steel plating and maybe an extra attack or more damage.
> Rifle turret. Needs steel plating, 2 combat rifles and at most 1 crate of medium calibre bullets.
>  Energy turret. Uses steel plating, battery, wiring and a plasma caster. Shoots plasma bolts.
Good suggestions. I'll implement them in the next version.

> I usually wind up with much more paper, leather, and cloth than I need. I was thinking, what about paper trade goods, like books and comic books?
I don't think those are necessary, but I'll come up with other ways to use the extra materials.

> I didn't think good biomes existed in this mod, and I'm pretty sure they aren't supposed to border evil biomes.
They're rare as they don't have a use yet. Eventually they'll be the site of the Everfree forest.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on April 18, 2013, 11:38:44 am
Will Good biomes be easier to settle as in Vanilla, or will they have terrible hazards of their own?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 18, 2013, 11:51:08 am
Will Good biomes be easier to settle as in Vanilla, or will they have terrible hazards of their own?
They are going to be the Everfree Forest, so yes, they will be harder.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 18, 2013, 12:17:37 pm
I'm guessing that in the Everfree Forest, you don't have to worry about raiders and slavers as much as the local wildlife. The Everfree forest was dangerous before the reality and genetically altering spells started getting tossed around.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on April 18, 2013, 03:22:22 pm
Will Good biomes be easier to settle as in Vanilla, or will they have terrible hazards of their own?


Well, it's the Everfree bloody forest. Even discounting the manticores and the cockatraces and the plant monsters and the moss monsters and the basilisks and the timber wolves and whatever else that would be a decent fit in there (Pertyons, perhapes? Two headed bears? Good Biomes cover a lot more than just woodland, anyway), there is still the issue of actually surviving in a low-to-little scrap area in a mod which continued survival is almost always tied to decent scrap hauls.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 19, 2013, 11:25:41 am
Well, love the mod. I wouldn't mind helping if you want, RAWs aren't too hard to do anything with. I'm still learning some things, but it's easily within my grasp to help ya.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 19, 2013, 12:52:35 pm
I have been playing Fallout 3 Recently and was wondering if this was possible...

Putting in some sort of Alien race that would show up at around 150 population and 250k wealth.

I really don't have any ideas on what they would do, but I can see them being implemented if you want to keep a 'Fallout Equestrian' feeling(Chapter... Homage forget which, has Homage mention finding an Alien Blaster in the wastes so having aliens wouldn't be that 'out there')
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Demdemeh on April 19, 2013, 12:54:17 pm
Spoiler ahead, if you haven't read it.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 19, 2013, 03:07:23 pm
Well, love the mod. I wouldn't mind helping if you want, RAWs aren't too hard to do anything with. I'm still learning some things, but it's easily within my grasp to help ya.
Tip on contribution: Don't ask, find something that you want to add to the mod and make it, easiest to make something that is not already in.  Like a sub-mod.  If it fits in the spirit of the wastelands/FO:E Mod and is working and stuff, it'll likely get fit in the next update, if you allow it.


I have been playing Fallout 3 Recently and was wondering if this was possible...

Putting in some sort of Alien race that would show up at around 150 population and 250k wealth.

I really don't have any ideas on what they would do, but I can see them being implemented if you want to keep a 'Fallout Equestrian' feeling(Chapter... Homage forget which, has Homage mention finding an Alien Blaster in the wastes so having aliens wouldn't be that 'out there')
@Alien trigger, 140 Population or 300k(or 200k) wealth.  Currently as how DF works, 'other civilization' triggers are an either/or affair.

Your triggers as proposed would look like:
Code: [Select]
PROGRESS_TRIGGER_POPULATION:5  (140 Population is the trigger)
PROGRESS_TRIGGER_PRODUCTION:5 (300k Wealth is the trigger)
PROGRESS_TRIGGER_TRADE:0 (No trigger set)
What this means is,
If you have 140 Population and have 100k wealth, you get aliens.
If you have 20 Population and have 300k wealth, you get aliens.

Its not a 140 Pop AND 300k wealth = aliens thing.  It is 140 Pop OR 300k wealth.

Limits of current entity/progress_trigger settings.  It'll probably change much later.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 19, 2013, 03:32:47 pm
Well, love the mod. I wouldn't mind helping if you want, RAWs aren't too hard to do anything with. I'm still learning some things, but it's easily within my grasp to help ya.
Tip on contribution: Don't ask, find something that you want to add to the mod and make it, easiest to make something that is not already in.  Like a sub-mod.  If it fits in the spirit of the wastelands/FO:E Mod and is working and stuff, it'll likely get fit in the next update, if you allow it.


I have been playing Fallout 3 Recently and was wondering if this was possible...

Putting in some sort of Alien race that would show up at around 150 population and 250k wealth.

I really don't have any ideas on what they would do, but I can see them being implemented if you want to keep a 'Fallout Equestrian' feeling(Chapter... Homage forget which, has Homage mention finding an Alien Blaster in the wastes so having aliens wouldn't be that 'out there')
@Alien trigger, 140 Population or 300k(or 200k) wealth.  Currently as how DF works, 'other civilization' triggers are an either/or affair.

Your triggers as proposed would look like:
Code: [Select]
PROGRESS_TRIGGER_POPULATION:5  (140 Population is the trigger)
PROGRESS_TRIGGER_PRODUCTION:5 (300k Wealth is the trigger)
PROGRESS_TRIGGER_TRADE:0 (No trigger set)
What this means is,
If you have 140 Population and have 100k wealth, you get aliens.
If you have 20 Population and have 300k wealth, you get aliens.

Its not a 140 Pop AND 300k wealth = aliens thing.  It is 140 Pop OR 300k wealth.

Limits of current entity/progress_trigger settings.  It'll probably change much later.

Oh, My knowledge of the triggers isn't the best, so thank's for filling me in on that.

>Demdemeh

Oh, I assumed since the line said(Paraphrased) "The handle looked foreign, why would a pony find it useful" it was from aliens
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 19, 2013, 04:26:50 pm
What would the aliens be like? They couldn't be the humanoid like things from Fallout 3. Maybe a four pegged variant? Or at least something different than the original, it is Equestrian, after all. Maybe a way to research their weapons to use, though they would be like bows in original DaF in they way that you can't manufacture them or the ammunition, you would have to rely on their loot or probably RARELY a group having a few cells to trade.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 19, 2013, 04:58:49 pm
I vote no on aliens and alien blasters.
* The aliens would have to be in the pony theme, so what could they possibly be, pale horses?
* Any alien civilisation would either have to send caravans or sieges and ambushes as those are the only two ways to interact with others. Neither of those is fitting a theme of a single crashed UFO. Other than that, they could be like an animal-men camp in the caverns, that I've heard sometimes happens in vanilla, but those aren't hostile.
* Modding some type of alien camps for adventurer mode might be possible, but I think it would require an existing alien civilisation, with towns and stuff.
* Another possibility would be a rare type of animal that sometimes comes to your fortress, then divides itself into several aliens through a series of interactions, but those wouldn't have alien blasters equipped.
* Proper implementation of alien blaster would have to pretty much cast implosion on impact or worse. I don't like the idea of enemies with 1 hit kills against anything I throw at them.
* Enclave having a few of those blasters is better than aliens, but they would probably bring multiple. I think once a civilisation has access to a weapon, there is no way to say it is rare.

EDIT: I suppose an alien blaster could be a 1% or rarer drop from MAW crate.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 19, 2013, 05:25:06 pm
I vote no on aliens and alien blasters.
* The aliens would have to be in the pony theme, so what could they possibly be, pale horses?
* Any alien civilisation would either have to send caravans or sieges and ambushes as those are the only two ways to interact with others. Neither of those is fitting a theme of a single crashed UFO. Other than that, they could be like an animal-men camp in the caverns, that I've heard sometimes happens in vanilla, but those aren't hostile.
* Modding some type of alien camps for adventurer mode might be possible, but I thing it would require an existing alien civilisation, with towns and stuff.
* Another possibility would be a rare type of animal that sometimes comes to your fortress, then divides itself into several aliens through a series of interactions, but those wouldn't have alien blasters equipped.
* Proper implementation of alien blaster would have to pretty much cast implosion on impact or worse. I don't like the idea of enemies with 1 hit kills against anything I throw at them.
* Enclave having a few of those blasters is better than aliens, but they would probably bring multiple. I think once a civilisation has access to a weapon, there is no way to say it is rare.


Curse my unknowledge of modding for that idea, It was really a spur of the moment "Oh my gosh I just had an Idea" thing instead of a "I've spent a while sitting on this Idea and this is how I think it could be implemented"
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 19, 2013, 06:59:21 pm
I vote no on aliens and alien blasters.
* The aliens would have to be in the pony theme, so what could they possibly be, pale horses?
* Any alien civilisation would either have to send caravans or sieges and ambushes as those are the only two ways to interact with others. Neither of those is fitting a theme of a single crashed UFO. Other than that, they could be like an animal-men camp in the caverns, that I've heard sometimes happens in vanilla, but those aren't hostile.
* Modding some type of alien camps for adventurer mode might be possible, but I thing it would require an existing alien civilisation, with towns and stuff.
* Another possibility would be a rare type of animal that sometimes comes to your fortress, then divides itself into several aliens through a series of interactions, but those wouldn't have alien blasters equipped.
* Proper implementation of alien blaster would have to pretty much cast implosion on impact or worse. I don't like the idea of enemies with 1 hit kills against anything I throw at them.
* Enclave having a few of those blasters is better than aliens, but they would probably bring multiple. I think once a civilisation has access to a weapon, there is no way to say it is rare.


Curse my unknowledge of modding for that idea, It was really a spur of the moment "Oh my gosh I just had an Idea" thing instead of a "I've spent a while sitting on this Idea and this is how I think it could be implemented"
You could make an alien civilization without them attacking or trading with your fort I believe.  No progess_trigger? 
Then it essentially becomes adventure mode only... and you can make aliens really strong with low natural population, but it would take a few regens to properly balance em so that they don't consistently get wiped and don't conquer the world.
Alien towns will basically be their spaceships....

Mind you I don't really care either way for aliens.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 19, 2013, 07:01:15 pm
I vote no on aliens and alien blasters.
* The aliens would have to be in the pony theme, so what could they possibly be, pale horses?
* Any alien civilisation would either have to send caravans or sieges and ambushes as those are the only two ways to interact with others. Neither of those is fitting a theme of a single crashed UFO. Other than that, they could be like an animal-men camp in the caverns, that I've heard sometimes happens in vanilla, but those aren't hostile.
* Modding some type of alien camps for adventurer mode might be possible, but I thing it would require an existing alien civilisation, with towns and stuff.
* Another possibility would be a rare type of animal that sometimes comes to your fortress, then divides itself into several aliens through a series of interactions, but those wouldn't have alien blasters equipped.
* Proper implementation of alien blaster would have to pretty much cast implosion on impact or worse. I don't like the idea of enemies with 1 hit kills against anything I throw at them.
* Enclave having a few of those blasters is better than aliens, but they would probably bring multiple. I think once a civilisation has access to a weapon, there is no way to say it is rare.


Curse my unknowledge of modding for that idea, It was really a spur of the moment "Oh my gosh I just had an Idea" thing instead of a "I've spent a while sitting on this Idea and this is how I think it could be implemented"
You could make an alien civilization without them attacking or trading with your fort I believe.  No progess_trigger? 
Then it essentially becomes adventure mode only... and you can make aliens really strong with low natural population, but it would take a few regens to properly balance em so that they don't consistently get wiped and don't conquer the world.
Alien towns will basically be their spaceships....

Mind you I don't really care either way for aliens.

I might try to mod those in myself and test them out myself with that trigger. If not though, I would be fine knowing they won't be implemented
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 19, 2013, 07:39:17 pm
> Evergreen forest
Yes, it won't have much surface salvage, but by the time it's added expeditions to the ruins of pre-war cities will have been implemented as the main source of advanced technology. And yes, it will be just as dangerous, if not more so, than the deathlands. ;)

> RAW assistance
Zangi's advice describes my views rather well. I prefer working on the core mod, including hotfixes and modification of current elements, alone. However, I am willing to accept raws for new features that fit well within the Fallout/Fallout Equestria canon. I advise running ideas by me first so you don't work on something I won't accept. If you have any modding questions, ask here and I'll answer them.

Alternatively, you could just suggest the idea and I'll mod it in if I like it. You're in no way obligated to make the raws yourself for something you wish to see added.

Thanks for the offers everyone! They're much appreciated! :D

> Putting in some sort of Alien race that would show up at around 150 population and 250k wealth.
Aliens are out of the scope of both the FoE canon and the raws. The novel mainly focused on starmetal as the greater threat, through which the stars exerted their corrupting influence that indirectly lead to the Last Day and various other calamities. The stars themselves are vaguely mentioned, but are more supernatural than physical.

Edit: Reposting my previous questions for posterity.

•   Have you experienced problems with the workshop reactions that create or modify creatures? Examples include robot upgrade/assembly and expeditions.

•   Have you tested prisoner interrogation and blank conversion? Does it work smoothly?

•   Are you experiencing any crashes in the current version (v0.30c)? If so please provide a description.

•   If you are experiencing FPS problems (Considered to be 50 or less), how many years after embark does it start on average and how advanced is your Stable?

•   Are the Steel Rangers too overpowered?

•   Have you fought the Unity, and if so, how did it go?

•   Are there any gameplay problems I have not mentioned?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 19, 2013, 11:32:40 pm
Maybe since Talons aren't technically an enemy, (they are mercs)maybe a way to hire them. The basic buying units like slaves wouldn't really work, as those are from caravans and such. Maybe a diplomat type with a contract, give them so many units of worth in items and they will send ___ soldiers for ___ days. This might be a bit of trouble though, never done anything with a liason type like that before.

Edit : Since we don't have the ability to send expeditions, maybe pay the Talon Mercs so much to send ___ soldiers to attack another civilization, which if it succeeds (based on the number of soldiers,  and the civilizations strength) will slow down sieges by that particular faction, or branch of faction. The sieges may also be stopped if you succeed so many times or so well. They may retaliate though, maybe with a heightened siege chance after the Mercs attack them. Still would be hard to work out, but I may try.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 20, 2013, 12:55:43 am
Maybe since Talons aren't technically an enemy, (they are mercs)maybe a way to hire them. The basic buying units like slaves wouldn't really work, as those are from caravans and such. Maybe a diplomat type with a contract, give them so many units of worth in items and they will send ___ soldiers for ___ days. This might be a bit of trouble though, never done anything with a liason type like that before.

Edit : Since we don't have the ability to send expeditions, maybe pay the Talon Mercs so much to send ___ soldiers to attack another civilization, which if it succeeds (based on the number of soldiers,  and the civilizations strength) will slow down sieges by that particular faction, or branch of faction. The sieges may also be stopped if you succeed so many times or so well. They may retaliate though, maybe with a heightened siege chance after the Mercs attack them. Still would be hard to work out, but I may try.

Impossible at the moment, sorry for killing your ambitions

> Putting in some sort of Alien race that would show up at around 150 population and 250k wealth.
Aliens are out of the scope of both the FoE canon and the raws. The novel mainly focused on starmetal as the greater threat, through which the stars exerted their corrupting influence that indirectly lead to the Last Day and various other calamities. The stars themselves are vaguely mentioned, but are more supernatural than physical.

 ::) I get it, No aliens due to canonical reasons I can stop being told now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 20, 2013, 01:23:25 am
I figured it would be. Just trying to figure out something that needs to be added. Hm... I might just add some more guns, and ammo. A shotgun basically just fires several small projectiles from one unit of ammunition, and with varying kinds and such. Maybe a reaction to saw off the end of a double barrel, which just decreases size. Wouldn't a combat shotgun just have a shorter wait time on shooting to account for the larger clips and it being semi-auto? A scrap shotgun could also be a cheap but crude gun, with low fire speed and damage, but doesn't require any blueprints. The ammo could be a mixture of gunpowder and scrap metal, or a bar of any grade metal. Technically, just about anything could be broken down to little bits to fire out of it, even stone or glass. Maybe add a reaction to the Gunsmith for a block of wood, and a bar of any semi strong metal, maybe copper plus. Ammo could be a special 'scrap shotgun shot' with a tag before it like 'Glass shard scrap shotgun shot', because of the variability of the ammo it would be good for those early on with little metal. I may work on this now... Even if it isn't accepted I'll mess with it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 20, 2013, 03:46:27 am
Shotguns were discussed and cannot be done. All ranged weapons can only fire one projectile at a time, so the shotgun would have to fire a slug. There is also no way to make a weapon fire slower or faster, the speed is hardcoded. A shotgun firing slugs is too similar to a rifle to make it into the mod, but post results of what you manage to do. Glass ammo could actually work well enough and we do get more green glass then we know what to do with. Still, the bottleneck in ammo production is not the metal, but gunpowder.
The closest thing to a shotgun would be a "pellet minigun battle-saddle". Similar to minigun battle saddle, but fires pellets and is cheaper to make. But even with that, you'd get an smg, not a shotgun.



Callgrow continues.

I un-repeat spell learning and Catapult immediately learns the Rage spell. This is something of a safeguard against me missing ponies who have learnt some spells, but I have to reset the spell manually after removing that pony from workshop profile. I'll see if it works consistently better than repeat. Maybe the repeat interferes with something. Also, should I remove gas masks from ponies who want to learn spells?

I sorted through the immigrants. 5 have the potential to become soldiers reasonably fast, the other 10 will just do normal labour. I'll just throw the recruits into the veteran squad and see how it works out. Well, except I assign Shadowdancer to the expedition squad.

Most of the new arrivals are Earth Ponies, but at least EPs are more agile and stronger, making them better at hauling things. UPs don't have physical attributes specified in the RAWs, so they use the defaults. A lot of my Unicorns seem to have several attributes in the 200-700 range. Oh well, RNG is like that.

Agility:
EP: [450:950:1150:1250:1350:1550:2250]
UP: [200:700:900:1000:1100:1300:2000]

Strength:
EP: [700:1200:1400:1500:1600:1800:2500]
UP: [200:700:900:1000:1100:1300:2000]

Hm, these are just +250 Agility and +500 Strength for EPs, but my Unicorns turn out so weak and clumsy it's unreasonable.

Huh, Plank has learned the disorientation spell. Not setting the terminals on repeat must have something to do with their ability to learn.

Catapult learns disorientation spell, completing his spell training as Illusion apprentice. Removing repeat from spell terminals seems to have done the trick.

Just as Pierce returns healed from the expedition, some kind of fight happens in the hospital. Both Steak and some dog bleed to death and there are severed part everywhere. What the hay? Catapult didn't use the rage spell, so this is something else. Looks like a dog has attacked Steak for whatever reason and they both died as a result. No, that's not it. Looks like Steak has suddenly turned hostile for some reason and was ganked to death by soldiers and Pierce's Mr Macintosh. Well, that was weird. Did radiation sickness do it or what? Wait, wasn't Steak bitten by the rabid raiders?

All our basic turrets are moved inside a tower over the main gate, but there is one less than we have room, so the tower isn't locked with fortifications. Hopefully this will provide some fire support during sieges.  Unfortunately we need more turrets for the other gates and all the corners.

Wow, without repeat the ponies are learning spells like crazy.
Disorientation: Traps, Form, Gears,
Healing: Sunny Days, Mother Butterfly, Tin Can,
Steadfast Ward: Mother Butterfly, Stethoscope, Compass,
Sunder: Machine Stitch, Pierce, 
Fever: Telltale, Pierce,
Binding: Granite, Mother Butterfly, Billows, Compass, 

A forgotten beast comes very close to the arcane learning centre, but is safely behind a wall. More spells are being transcribed by Pierce. He should just go study his destruction and be done with it. Hm, earth ponies are hauling stuff in the arcane centre, but preventing this would take making a burrow and sorting by caste, which is too much work. Removing the stockpiles might also work, I suppose.

Ugh, we have 5 carpenters and none of them can be arsed to make some plywood items for months. What a shame.

Wow, the old timeout restrictions don't seem to apply anymore, because Mother Butterfly has learned Binding, Healing and Steadfast Ward spells all in one go and her arcane training is complete. Now only if she spent some time in the hospital and not just exercise in the gym and armoury, that would be great. I suppose, we'll just have to draft her at some point.

Grape Vine went to fetch things from the arcane research station at the exact same moment Pierce was conducting research. She is now severely sick. Erm, not sick. She is being mauled by Pierce's Mr Macintosh and in Granite's telekinetic grip. She died shortly. What they hay just happened? I though arcane vapour made ponies sick, not hostile.

The Unicorns are learning spells like crazy. It is not 100% effective, but definitely over 50%.

Ugh, there is no way to set a stockpile for just the high quality salvage without looking over the RAWs for trees to determine which types of carriages are high quality. Oh well, I'll just process LQS and MQS in parallel.

Marbles was taken by a fey mood. She made a quarzite bed.

There are some Taint Abominations in the caverns, but we don't even have the airlock ready. What are the miners doing anyway?

Puppysmules wants a nicer tomb. We have 5 statues: one of oysters, one of Saint, the male Unicorn deity of duty and charity and three of Feral Minotaur Reaver "Violence something" killing various ponies 160 years ago. Since this is just a tomb, I might as well put a "violent" (that was a pun) statue there.

As the ponies are removed from workshop profiles, the stream of Unicorns learning spells dries up. I think about half of them have "maxed out".
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 20, 2013, 07:14:54 pm
Maybe since Talons aren't technically an enemy, (they are mercs)maybe a way to hire them. The basic buying units like slaves wouldn't really work, as those are from caravans and such. Maybe a diplomat type with a contract, give them so many units of worth in items and they will send ___ soldiers for ___ days. This might be a bit of trouble though, never done anything with a liason type like that before.

Edit : Since we don't have the ability to send expeditions, maybe pay the Talon Mercs so much to send ___ soldiers to attack another civilization, which if it succeeds (based on the number of soldiers,  and the civilizations strength) will slow down sieges by that particular faction, or branch of faction. The sieges may also be stopped if you succeed so many times or so well. They may retaliate though, maybe with a heightened siege chance after the Mercs attack them. Still would be hard to work out, but I may try.
In the mod, we can say, Talons are hired to murder everyone in your fort.

I believe this was discussed a bit ago, 'hiring' on Talons to become citizens of your Fortress.  Reactions to turn coins or something into controllable Griffons.  I think it was decided against because it would cause some weirdness in the populations... (You'd have to search for it yourself, cause I can't be arsed to.)

As for other/diplomatic stuff, currently impossible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 20, 2013, 09:57:52 pm
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course. The laser bolt is located in the INORGANIC_MISC RAW.

EDIT 2: Because of the fact that is a projectile, the laser bolt needs to have a certain resistance to impact stress. I was thinking to make it where the Fracture value broke it almost 100% of the time, but then it may not have the same ability in combat. I will test it, though it most likely will break against armor, and therefore make energy weapons useless.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zangi on April 20, 2013, 10:07:05 pm
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course.
Laser Bolts are a known bug that has been plaguing us for a long while.  They are supposed to evaporate if you have temperature on, or something like that.  If I remember correctly, exiting the game and reloading it should evaporate the stuff on load.
Of course, noone would mind if you find an alternative/better fix for it...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 20, 2013, 10:22:29 pm
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course.
Laser Bolts are a known bug that has been plaguing us for a long while.  They are supposed to evaporate if you have temperature on, or something like that.  If I remember correctly, exiting the game and reloading it should evaporate the stuff on load.
Of course, noone would mind if you find an alternative/better fix for it...
Okay. Seems that occasionally, the laser bolt will land, it normally seems when it crosses Z-Levels, like bolts, and will not disappear. I have deduced that it would easily be fixed by them acting like non-broken bolts, just forbid them on landing, as to keep suicidals from grabbing a dropped laser bolt in the middle of a firefight between a 12 protectaponies and a Unity Alicorn. What tag is it in a bolt that does that? I will have to check, then test it on my fortress.

EDIT: Can't find any tag which happens to forbid things on drop, I know it happens to ammo like bolts and items off of corpses, and I soon must go for the night.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 20, 2013, 11:22:15 pm
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course.
Laser Bolts are a known bug that has been plaguing us for a long while.  They are supposed to evaporate if you have temperature on, or something like that.  If I remember correctly, exiting the game and reloading it should evaporate the stuff on load.
Of course, noone would mind if you find an alternative/better fix for it...
Okay. Seems that occasionally, the laser bolt will land, it normally seems when it crosses Z-Levels, like bolts, and will not disappear. I have deduced that it would easily be fixed by them acting like non-broken bolts, just forbid them on landing, as to keep suicidals from grabbing a dropped laser bolt in the middle of a firefight between a 12 protectaponies and a Unity Alicorn. What tag is it in a bolt that does that? I will have to check, then test it on my fortress.

EDIT: Can't find any tag which happens to forbid things on drop, I know it happens to ammo like bolts and items off of corpses, and I soon must go for the night.

Laser bolts are considered "fat."
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 21, 2013, 04:06:03 am
Used bolts can be forbidden in the {o}rders menu and are forbidden by default.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 21, 2013, 08:25:07 am

The initial Chronicles of Lightningdear
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 21, 2013, 07:36:17 pm
Time for another glitch. I am in a 5x5 embark zone, full of bloatsprites and carp, nothing out of the ordinary there.  I look at the Unit screen, I see just these animals, and a radigator or two. Then I get announcement spam about how "The Feral Unicorn Ghoul" or "The Feral Glowing Earth Pony Ghoul is no longer enraged." I am getting tons of these, but none are on map. No idea what would cause this.

EDIT: When I try to zoom to location, it will not, implying that the creature does not, in fact, exist.

EDIT 2: The Ghouls are listed as Deceased on the Unit tab, implying that they were in combat, though there were none at any time on the Creatures tab, and the combat Reports.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 21, 2013, 07:37:28 pm
There's probably a fight between a ghoul and something else in the cavern layer.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 21, 2013, 07:39:47 pm
There's probably a fight between a ghoul and something else in the cavern layer.
Okay, never had a fight between non-visible creatures. Sorry, even playing for a long time I still miss things.
And it would have to be a friggin powerful enemy to kill all 20 of the ghouls.

EDIT: Now there is a Military Protectapony listed as dead, must have been in the caves fighting ghoul hordes. I applaud it for killing a butt ton of them, and making so that I did not.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 21, 2013, 09:15:58 pm
I've noticed the prismatic smelter lacks the "melt metal object" option. Was this intentional?

Since ponies have multiple graspers, would it be beneficial in any way to assign multiple shields/weapons?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 21, 2013, 09:18:43 pm
That's not moddable.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 21, 2013, 09:34:35 pm
I've noticed the prismatic smelter lacks the "melt metal object" option. Was this intentional?

Since ponies have multiple graspers, would it be beneficial in any way to assign multiple shields/weapons?

Yes.  If you read back over some older posts or look at the military guide written by one of our esteemed players, you will find something called a "shield wall" being mentioned.  This is the ability of Unicorns, with their multiple graspers, to hold two or three shields in addition to a weapon (or, several weapons if defense isn't your thing).  While not much benefit is provided by the multiple weaponry, multiple shields do provide an extra chance to block.  So, with a legendary shield using unicorn equipped with several shields, they become nearly impossible to hit.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 21, 2013, 09:38:02 pm
Yeah, I read Maklak's guide. I didn't know if ponies picked up extra shields automatically or if they needed to be assigned.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 21, 2013, 09:51:53 pm
There's probably a fight between a ghoul and something else in the cavern layer.
Okay, never had a fight between non-visible creatures. Sorry, even playing for a long time I still miss things.
And it would have to be a friggin powerful enemy to kill all 20 of the ghouls.

EDIT: Now there is a Military Protectapony listed as dead, must have been in the caves fighting ghoul hordes. I applaud it for killing a butt ton of them, and making so that I did not.

(http://what-buddha-said.net/Pics/hell.n4.jpg)

(http://www.bigpawsonly.com/dog-images/pharoah-hound-picture.jpg)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 22, 2013, 03:51:26 am
You need to assign the shields in the equipment menu. UPs have 5 graspers, so you can normally assign 3 with most weapons or 4 with a ripper or security baton. Funny thing is, some of that equipment will land in already occupied graspers, leaving some for wrestling too.

I think I've read someone in vanilla using multiple shields on Dwarves and it working, so 3-4 may be only scratching the surface and you can stack 10 or more on any type of pony, but I haven't tested this and am content with 2 for EPs, 3-4 for UPs. It may be that stacking multiple things lowers the effectiveness of weapon strikes somewhat, but with high enough weapon skill that's no longer any problem.

I tend to use leather shields because I have lots of this stuff and it weights next to nothing compared to metal riot shields. Wood is viable, but at 1 log per shield, I prefer leather.

Unfortunately I've hit the 40k word cap on my military guide, so I may need to rewrite some of it to make it shorter. Especially the first part about how to train soldiers is full of holes and contradictions.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 06:56:32 am
Maklak, just post it on a outside source or something, its a good guide.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 22, 2013, 08:52:10 am
I just realized that I'm a sig. Cool.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Replica on April 22, 2013, 12:13:32 pm
Unfortunately I've hit the 40k word cap on my military guide, so I may need to rewrite some of it to make it shorter. Especially the first part about how to train soldiers is full of holes and contradictions.

Just make another post and link that to your main post.
That's what I'll have to do with the stable index eventually.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 01:20:35 pm
I noticed that there aren't SMGs yet. I could make some using small ammo and the same skill as miniguns, since, for one, there isn't a real way to train miniguns well, and secondly, another kind of gun would always be nice. And I was thinking of coding a needle pistol, the ones that shoot paralyzing needles, the needles could be bone, and be able to be fired without gunpowder. Maybe barrels of venom along with bone would make the needles, and wire, a wood block and some sort of metal for the gun. Is it possible to add a syndrome to ammo using the [ENTERS_BLOOD] tag? Would work well on creatures who have weak or no armor.

EDIT: An SMG would be too much like a pistol, wouldn't it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Demdemeh on April 22, 2013, 01:46:03 pm
The syndrome thing should be relatively easy with the new autosyndrome plugin by Putnam.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 22, 2013, 02:55:50 pm
I'm pretty sure SMGs have been discussed before. I do think we need some more variety in guns, what we have now is pretty limited and not that useful. Its such a petty the programming makes it so hard to create different bullet behavior.

Slug shotguns could be cool, a single, extremely dense bullet fired slowly. Would that be too similar to large caliber weapons?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 03:25:34 pm
The syndrome thing should be relatively easy with the new autosyndrome plugin by Putnam.
Auto syndrome plugin? Tell me more. I will make the gun and the reactions. It can be made at a workbench.

EDIT: Maybe the needle gun will cause the limb it hits to stop working for a time if it can get into the blood. Short range but effective if you have a melee squad mop up the paralyzed.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 22, 2013, 03:37:27 pm
So it would be like the dart gun from Fo3?

Does anyone have any suggestions regarding tin? Is it best used to make bronze or pewter or just used by itself to make bins?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 03:48:24 pm
So it would be like the dart gun from Fo3?

Does anyone have any suggestions regarding tin? Is it best used to make bronze or pewter or just used by itself to make bins?
Yes, it would be like the dart gun, in Fo:E canon Littlepip makes a needle gun, equivalent to the dart gun.
I don't mind using excess tin for bins, but I make most of it into bullets if I lack a lot of steel.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 22, 2013, 04:16:48 pm
For SMGs you'd have to make minigun battle saddles that shoot small calibre ammo. If they were in the game, I'd take them.

There is some way to make bullets that have effects when they hit, but I don't recall much details. A needler pistol should be possible. I think the masterwork mod has some reactions to coat ammunition with poison.

> Slug shotguns could be cool, a single, extremely dense bullet fired slowly. Would that be too similar to large caliber weapons?
AMRs shoot a larger and heavier bullet faster than the rifles. After some thinking about it, I'm against slug shotguns; they would be too much like combat rifles.

> I do think we need some more variety in guns, what we have now is pretty limited and not that useful.
I think that two or three energy weapon variants on top of what we have would be just fine and that we have enough variety. With more weapon types, we would have to juggle more types of ammo. There is also the possibility for a third progression of ranged weapon skill (Blowguns), but I'd reserve that for Energy Weapons.
This mod is already so complex that I need guides and a text editor with RAWs open to play it. Sometimes less (complexity) is more (playability).

> Does anyone have any suggestions regarding tin? Is it best used to make bronze or pewter or just used by itself to make bins?
Use plywood bins and barrels.
Any metal or stone is much heavier. Since scrap is also an ore of tin, tin is not that useful. I'd just use it to make bronze and save on scrap. Bronze is good for mechanisms, bulk amounts of security armour and some other things.

Fallout 2 and Fallout Tactics had Needlers too.

EDIT:
> Seeing that you guys talk a lot about guns and ammo: I just tested all possible tags from Putnams projectileexpansion plugin, maybe you can use it for something.
Lol, most of it is useless or overpowered, but some things are interesting just for the lolz of it: 
Lavamist + large flowsize -> mini-nuke / balefire egg.
Lavamist -> Would be nice for master destruction spell.
Web -> Would be nice for adept Alteration spell. A web gun similar to what some police have would also be good.

> DFHACK_GAS_UNDIRECTED: No damage, but can carry syndromes.
Combined with flowsize 1 this may be relevant, but I think there was a way to apply syndromes to ammo months ago.

> make smoke grenades with an unconciousness syndrome
Or paralysing or poison needles.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Meph on April 22, 2013, 04:31:23 pm
Seeing that you guys talk a lot about guns and ammo: I just tested all possible tags from Putnams projectileexpansion plugin, maybe you can use it for something.

http://www.bay12forums.com/smf/index.php?topic=123817.msg4196066#msg4196066 (http://www.bay12forums.com/smf/index.php?topic=123817.msg4196066#msg4196066)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 22, 2013, 04:45:48 pm
Bronze it is then.

I don't think we need more ammo types, beyond the proposed energy weapons. I just wish I could figure out how to train gunners without them becoming attached to air rifles. I've tried pitting raiders behind fortifications, but low level gunners have to be right up next to the fortifications to shoot through. Its kind of frustrating. In the end, I wind up just putting minigun battlesaddles on my melee soldiers as a way of bolstering their damage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 05:45:21 pm
For SMGs you'd have to make minigun battle saddles that shoot small calibre ammo. If they were in the game, I'd take them.

There is some way to make bullets that have effects when they hit, but I don't recall much details. A needler pistol should be possible. I think the masterwork mod has some reactions to coat ammunition with poison.
Thank you. The SMG would be just that, a small calibre gun, though I could make one attachable to battle saddles. The needles would have a paralyzing effect when they enter the blood, and I may add poison sacs to radscorpions and manticores, giving one on butcher, being non edible and extracting to 30 poison or so. The poison could be found in Four Star Crates and through a mixture of plants, all to even it out.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 22, 2013, 05:59:50 pm
> I just wish I could figure out how to train gunners without them becoming attached to air rifles.
I just don't have a problem with them becoming attached. They seem to switch to pistols and rifles just fine in my games. My way of training gunners is giving them barracks on the surface and close to my entrance, so they train defensive skills while shooting random radscorpions. Works quite well, but they need to go underground when there are radiation storms nearby.

> Thank you. The SMG would be just that, a small calibre gun, though I could make one attachable to battle saddles.
No. You can make a gun (that is really a crossbow) that will shoot small calibre bullets, but there is no way to tell it to shoot them fast, so you'd end up with just another pistol and there really isn't a point in calling it an SMG. OR you can have an item (a battle saddle) that gives you a syndrome allowing to do a material emission (small calibre bullet) once per turn. This is how miniguns work in this mod. Well, I suppose you could do both and have a gun that both shoots bullets and gives you the interaction, but it would be weird. I considered proposing it for combat rifles, but decided against it.

EDIT:
> There is. Units shoot the second ammo after the first one hit. The higher the velocity, the less time passes between hits. Raising SHOOT_MAXVEL also raises the rate of fire.
Huh? As fas as I've seen, projectiles only travel one tile per TU. Another shot is not fired right after the previous one hits, but there is a wait period that depends mostly on the speed and gunnery skill of that pony and can be as high as 200 TUs. SHOOT_MAXVEL just affects a cap for velocity of the projectile for the purpose of calculating damage when it hits.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Meph on April 22, 2013, 06:07:31 pm
Quote
is no way to tell it to shoot them fast

There is. Units shoot the second ammo after the first one hit. The higher the velocity, the less time passes between hits. Raising SHOOT_MAXVEL also raises the rate of fire.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 22, 2013, 08:21:04 pm
Apologies for the late response. Work hasn't slowed down yet and so I'm still rather busy, which is also delaying development. :(

> Talons
They are planned as a form of spawnable creature that uses the chicken mechanics to create a pasturable combat unit. The tokens needed to hire them will be sold (For a hefty fee) by slave caravans. Alternatively there could be a new mercenary depot workshop that allows you to hire them directly.

> Guns
While projectile weapons can have a sort of pseudo-rapid fire from increasing their firing velocity as well as the wielder's skill, it varies with distance and depends on skill, unlike actual rapid-fire weapons. I'm satisfied with the current conventional weapons, and it is unlikely there will be any changes to them.

Energy weapons, on the other hand, are quite possible due to Putnam's projectile expansion script. Thanks to Meph as well for his work on testing the new tags. :) Poisoned dart guns too, are planned.

Maklak: Thanks for the report, and for your work on the guide. :)

> Should I remove gas masks from ponies who want to learn spells?
No need...the syndrome is directly applied to the worker.

> Wow, without repeat the ponies are learning spells like crazy.
I'm still uncertain about this...I may introduce the previous delayed system, though this one does remove some of the necessary micro-management.

> I though arcane vapour made ponies sick, not hostile.
There's a small chance for non-unicorn ponies to go mad from exposure to magical vapors.

Zioko: The non-evaporating laser bug is known, but not much can be done about it. Restarting your game will make them evaporate, and likewise disabling fats in your food stockpile (Which you really don't need anyway) prevents them from being gathered.

> Miniguns
Miniguns use the throwing skill, which can be trained in the VR simulator with a firearms training hologem.

Treason: Nice report. :) I see you're still digging into the caverns from the get-go, with expected results.

> when informed of Morality's death, that nameless pony I'd saved flew into a fit of grief and seems to have been lost to insanity.
 :( That's actually quite interesting, though. It's rare for citizens to establish relations with non-civ sentients.

Thanks for the feedback everyone! :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 22, 2013, 08:21:21 pm
So what does Replace Chain do anyway? Also, how can I use Star Metal chains for my chainsaws?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 22, 2013, 08:25:17 pm
Replace chain replaces chains on chainsaws and rippers with a weapon-metal chain nearby. Star metal doesn't qualify as weapon grade (An oversight as it's not developed yet) and so can't be used.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 22, 2013, 08:31:43 pm
Thats dissapointing, but thank you for the quick response.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 22, 2013, 09:54:52 pm
Though you guys might enjoy this:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 10:58:20 pm
Lycaeon, if it is okay, I can work on the needle pistol. Haven't nodded RAWs in a while and feel like I could use a bit of work before my Adequate Nodded becomes (Rusty). I feel like doing it, and also want to use this new DFHack syndrome modification. And to anyone who wants to answer, should the gun be like in Fallout Canon where it uses a poison sac in the gun recipe or poison the needles themselves? I'm going to make Wood, Bone, and Metal needles, and it won't use gunpowder to fire. I would add more than one poison, but that means more ammo types and confusion. I'm thinking it will be paralysis, but maybe it could be long term stun or short term unconsciousness. The paralysis would be somewhere in the middle. But the paralysis could cause suffocation, so I'm thinking dizzyness, drowsiness and unconsciousness. The earlier two would last a bit but the third wouldn't. The dizzyness and drowsiness could last about 600 time units but the unconciousness 300, so it won't be too overpowered. If included in the gun, the poison would be from a radscorpion poison gland added to it, but if it has to be applied to ammunition, the poison could be from poison glands, plants or crates. All would have the same effect. I will adjust the syndromes time as for demand or Lycaeon's preferences. If anyone has any ideas, just tell me. Only thing I really have trouble with in coding items is the physics things like the force needed for it to warp or break, but wouldn't that just apply to the projectiles and not the gun itself? Sorry for the text wall, just got a lot to think about.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jigglerumz on April 22, 2013, 11:00:49 pm
wtf is this
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 11:03:54 pm
wtf is this
This mod is based on Fallout Equestria, a My Little Pony fanfiction crossover between Fallout and MLP:FiM.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Corai on April 22, 2013, 11:04:53 pm
wtf is this

This, my friend, is the bastard child of pony, Fallout, and Dwarf Fortress. ... We're still trying to figure out who is the mommy and how there are two daddies.

I blame Stable-Tec.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 22, 2013, 11:07:54 pm
wtf is this
This mod is based on Fallout Equestria, a My Little Pony fanfiction crossover between Fallout and MLP:FiM.
"Crossover" in the sense that it takes the premise of Fallout and applies it to the MLP mythos, not the kind of crossover with specific characters transferred over. (Ick.) To summarize, Equestria gets into a war with the zebras, magical nuke falls, everybody dies. Except, of course, for the fallout shelters built by the Vault-tec expy, Stable-tec.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 22, 2013, 11:10:45 pm
Gah. I need to work more on defensive building, I never do much with fortifications and walls. Don"t you basically just build fortifications in front of walls with floors, then station snipers on said walls? I normally just have a bad*** melee army and have lots and lots of traps. And animals.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 22, 2013, 11:23:14 pm
Just watching some old Animaniacs cartoons, when I found this little gem:
Beethoven: how can you eat lunch? You haven't even started working!
Dot: we're in a union. (Holds up card)
Yakko: You want to file grievances? Here's the paperwork. *Crash*
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 23, 2013, 03:45:16 am
> Needle guns
I suggest that you mod in poison ammo for the air rifle first and see how that works. Just copy the material properties from steel or bronze. After you get it to work, adding another gun and changing your ammo to be only fired from that gun will be easy.
Look at Masterworks "inorganic_special_ammo.txt" and "reaction_masterwork.txt" It has 2 ways to make special ammo:
1) Make it out of the special material (Gemtip is about a heavy and much stronger than steel).
[REACTION:GEM_ARROW]
[NAME:make gemtip arrows(25)]
[BUILDING:GEMFORGE:CUSTOM_A]
[REAGENT:A:1:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS:INORGANIC:GEMTIP]
[SKILL:CUTGEM]

2) Coat it with poison, like this:
[REACTION:SPATTER_ADD_BOLTS_BITTER]
   [NAME:coat with bitterroot (ammo)]
   [BUILDING:TOXICIST:CUSTOM_G]
   [REAGENT:extract:150:NONE:NONE:NONE:NONE]
      [MIN_DIMENSION:150]
      [REACTION_CLASS:BITTERROOT_POISON]
   [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:extract]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:object:25:AMMO:NONE:NONE:NONE]
      [PRESERVE_REAGENT]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
   [IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
   [SKILL:WAX_WORKING]

The reaction to make this poison:
[REACTION:MAKE_POISON_BITTERROOT]
   [NAME:make bitterroot poison]
   [BUILDING:TOXICIST:CUSTOM_A]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:bitterroot:STRUCTURAL]
   [REAGENT:B:1:NONE:NONE:NONE:NONE]
      [EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:bitterroot:EXTRACT][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:B]
   [PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:bitterroot:SEED]
   [SKILL:WAX_WORKING]

Oh and here is the bitterroot from "plant_standard.txt":
[PLANT:bitterroot]
   [NAME:bitterroot][NAME_PLURAL:bitter roots][ADJ:bitter root]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:2]
      [EDIBLE_VERMIN]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [VALUE:2]
   [USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen bitterroot poison]
      [STATE_NAME_ADJ:LIQUID:bitterroot poison]
      [STATE_NAME_ADJ:GAS:boiling bitterroot poison]
      [REACTION_CLASS:BITTERROOT_POISON]
      [MATERIAL_VALUE:25]
      [DISPLAY_COLOR:5:0:0]
      [PREFIX:NONE]
      [EXTRACT_STORAGE:BARREL]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:bitterroot poison]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INJECTED]
         [CE_PARALYSIS:SEV:3000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:50]
   [EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
   [SEED:bitter root seed:bitter root seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
   [SPRING][SUMMER][AUTUMN]
   [GROWDUR:2016]
   [CLUSTERSIZE:3][FREQUENCY:25]
   [PREFSTRING:sweet odor]
   [BIOME:ANY_FOREST]
   [WET][DRY]
   [PICKED_TILE:28][DEAD_PICKED_TILE:58]
   [SHRUB_TILE:'"'][DEAD_SHRUB_TILE:'"']
   [PICKED_COLOR:2:0:0]
   [SHRUB_COLOR:2:2:1][DEAD_SHRUB_COLOR:7:0:0]


> Defensive architecture
I build single-tile walls 5 spaces apart, then a wall inside them and when the wall is finished, a fortification over them. The supports under the fortification probably aren't necessary, but I don't like dangling architecture. It doesn't stop dust storms, but I can make a burrow on top of the wall, tell ranged units to defend that burrow in this and the next month using schedules and they will shoot enemies from safety. Side view: 
F.
.W

Side view, with a support under Fortification and access ramp (F - fortification, W - wall, . - empty, r - ramp, H - floor hatch.
F.H
WWr
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 23, 2013, 06:28:17 am
> Needle guns
I suggest that you mod in poison ammo for the air rifle first and see how that works. Just copy the material properties from steel or bronze. After you get it to work, adding another gun and changing your ammo to be only fired from that gun will be easy.
Look at Masterworks "inorganic_special_ammo.txt" and "reaction_masterwork.txt" It has 2 ways to make special ammo:


> Defensive architecture
I build single-tile walls 5 spaces apart, then a wall inside them and when the wall is finished, a fortification over them. The supports under the fortification probably aren't necessary, but I don't like dangling architecture. It doesn't stop dust storms, but I can make a burrow on top of the wall, tell ranged units to defend that burrow in this and the next month using schedules and they will shoot enemies from safety. Side view: 
F.
.W

Side view, with a support under Fortification and access ramp (F - fortification, W - wall, . - empty, r - ramp, H - floor hatch.
F.H
WWr
Thank ye, you got rid of all the stuff I wasn't looking forward to editing in. I was thinking of the poison from a plant, yes, just wasn't sure what to add or not to add. The GROWDUR on the plant seems accurate, but with the syndrome I wasn't going to use paralysis, as that leads to suffocation, but, I haven't modded in awhile, so I could be wrong. And it seems reasonably short, 50 time units, so they probably wouldn't suffocate. I was going to use Drowsiness and Dizziness as well, because if you get poisoned, you aren't going to suffer a hour of serious symptoms then get back up with nothing longer term than said hour. 
Would the needle ammo just use the density and such of the metal / bone / wood it is made out of? I can't stand coding that annoying as heck warp values and such. I was thinking 25 needles per bar of metal, bone stack, etc. I have the gun recipe, 1 wire, 1 wood, and one bar of metal. I will make it at the workbench, the metal needles at the forge, and the bone / wood at the craftspony workshop. I will mod all these things in on my own fort first, seeing if they work.

EDIT: Dangit ponies! Where did you get that butcher shop? I shall not allow you to eat meat! You shan't be forced to do that!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 23, 2013, 06:31:19 am
Replace chain replaces chains on chainsaws and rippers with a weapon-metal chain nearby. Star metal doesn't qualify as weapon grade (An oversight as it's not developed yet) and so can't be used.

Really?  I have yet to use the "replace chain" reaction, but I've made rippers, chainsaws and chainswords out of star metal chains quite often.

Edit:  And yes, Lycaeon, I do enjoy digging down as far as I can get :).  I like magma works and my desire to have them outweighs my survival instinct sometimes.  As for my poor stable, one of my new miners dug into a spot I thought was safe, but it turned out a hidden pillar of star metal was there..and hollow.

Additional Edit:  Managed to capture a bale fire phoenix with my latest.  I'm keeping it caged for training purposes.  When this stable bites the dust, I'll be able to start over in this world and possibly order domesticated phoenixes from my home civ.

I really need to mod in some baby animals..
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 23, 2013, 07:49:39 am
I'm starting a succession game, Celestia knows why. Anyone of you playing as a Overpony would be welcomed.

I can help you mod some things if you want, Treason.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 23, 2013, 07:57:49 am
I'm starting a succession game, Celestia knows why. Anyone of you playing as a Overpony would be welcomed.

I can help you mod some things if you want, Treason.

Do that for me, good sir, and I will be happy to join your succession game.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 23, 2013, 08:08:41 am
> Modding poison darts.
Those RAWs from the masterwork mod were just meant as an example and I find you copying them verbatim to be somewhat disgusting (?). If you're looking for a good set of syndromes to use for a poison, look over the file with radiation sickness and the file with destruction spells. For testing don't use a plant at all, just have the reaction produce the desired material directly.
GROWDUR over 2k means 2 seasons and I think you also have to enable planting that thing in only one season for it to grow at all. I'm fuzzy on the details here.

> Would the needle ammo just use the density and such of the metal / bone / wood it is made out of?
Yes. This brings us to something of a problem. If poison darts pierce armour / skin as well as bullets, we won't need gunpowder. If they are only about as strong as air rifle ammo, they won't pierce the skin of anything dangerous and won't be of much use when compared to rifles. Maybe it should be this way.

Anyway, when you get something to work, post the changes to the RAWs for Lycaeon and the rest of us to look over them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 23, 2013, 09:15:21 am
I wouldn't copy the RAWs. That would be very rude of me. The needles will have a lower velocity and penetration depth, so even if they do penetrate armor the size is just enough to cause the syndrome. The penetration will go through light armor, but nothing too heavy.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on April 23, 2013, 05:37:29 pm
I wouldn't copy the RAWs. That would be very rude of me. The needles will have a lower velocity and penetration depth, so even if they do penetrate armor the size is just enough to cause the syndrome. The penetration will go through light armor, but nothing too hea

We are starting tonight! If you want to be one of the embarking ponies, reserve!
Help me think of a name!

A name for the Stable or a name for the initial group?

"The Friends of Chaos" embarking as the founders of "The New Castle Doom."  It'll eventually end up that way, as all Stables do.  My personal stable is aptly named "Violentcoast."  I embarked on a haunted grasslands that boarders a fresh water, savage wilds lake.  For the first few years it was a struggle to survive as I had my entrance directly in the path of where all the wildlife just loved to convene and I had hordes of non-stop ghouls, canterlot ghouls and Ravaging Ghouls charge directly towards, into and up to my meeting hall.  I'm still constantly cleaning up the leavings of suicidal ghoul groups that charge into my trap lined halls, 5 years later.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 23, 2013, 10:26:39 pm
Has anyone come up with an idea as to what to upgrade the security baton to? I figure some kind of stun baton, but I don't know how difficult it would make an electric shock syndrome on each hit.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 24, 2013, 01:01:36 am
I was thinking that in the next version we'll be able to make a canonically accurate map, with fully-functional cities and everything!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 24, 2013, 06:46:08 am
There was a discussion on better security batons a while ago, but no conclusions were reached. For a syndrome to transmit the hit has to pierce the skin, IIRC.

Oh, one more thing on coating darts with poison: This needs to be tested against "Dwarven bathtubs". It is quite possible that walking through shallow water will erase the poison from the darts. Darts made out of poisonous material will avoid this possible issue.

Masterwork just updated and a few things have picked my interest:
* Pig Iron Batch 12 making now needs 12 iron, 6 flux, 6 coal. (50% less coal/flux then the normal reaction)
* Steel Batch 12 making now needs 6 pig iron, 6 iron, 3 coal and 3 flux. (50% less coal/flux then the normal reaction)
I asked a while ago for more efficient steel making reactions at the prismatic smelter. What's in the game simulates a more primitive steel industry than the FoE ponies would have access to. Making lots of steel directly out of scrap would be too easy, but how about something like:
+ 4 Iron + 2 Flux + 2 Coal -> 4 Steel.
It may not be the best reaction here, but skipping the pig iron would certainly speed things up and be closer to how things are done today. Besides, batch processing like this makes wonders for efficiency. Even at 20 blocks per reaction I can make concrete faster than I can make blocks with 1 mason's workshop. It would also give me another good incentive to use a prismatic smelter over magma smelter for steel. Oh and the name of this efficient reaction shouldn't conflict with anything else in the manager screen, so I won't confuse it with "make steel from iron, pig iron, flux and coal".
I'd rather not make steel directly from ore and keep the intermediate step of making iron because:
+ Avoids hematite (4 bars of iron) vs Scrap (1.6 bars of iron) issue that was in some earlier relese.
+ (S)melting iron items will produce iron usable for steel.

* Added Embassy Workshop. (Allows spawning caravans (5k coins), sieges (1k coins), diplomats (2k coins) and megabeasts. Costs coins.)
Interesting, maybe we should have a "radio-station" building at some point and have it deplete batteries and use up coins / caps or something to "contact other civilisations".

* Fixed superior mace attacks, accidentally had the attacks of the legendary version.
Well, we may not know what to make into a T2 version of security baton fluff-wise, but in crunch a weapon like this might be worth considering.

#
# Blunt attacks modified Aug 2012 by Smakemupagus on the following principle.  Thanks very much to Wrex.
# Warhammer type attacks: 10:200
# Mace like attacks: 20:200
# Maul/2Hmace like attacks: 100:6000 (big heavy weapons probably still effective with larger area) and need higher velocity multipliers
# Pommel strikes standardize to 250:4000
# Flat strikes equal to edge of weapon
# Staff strikes 10000 or greater
####
# Since Magmawiki suggests that the penetration variable doesn't have effect, may simplify out some of the variety of attacks that probably aren't actually different

A glance at Masterwork weapons revealed many blunt weapons with mace skill and I don't know which ones are best and why, so no suggestions here. Strangely I've seen a few weapons with 5 or so different attack modes.

* Added 2 more utility plugins, done by falconne
* Added 3 modder plugins for custom ammo, events and syndromes, done by Putnam
New functionality is always something to look for.

* Fixed right-click mouse crash. (dfhack related)
* Fixed 'e' from unit selection in military screen crash. (dfhack related)
There was some problem with this in FoE, so unless that's taken care of already, Meph's fix should work for us too.

Oh yeah, I said something yesterday. My meaning was that it's OK to piggyback on other mods for some things, but I'd rather not have things like poison plants copied verbatim. The first Pony mod used a wood painting workshop and while it was good for transmuting plants to wood, it was rather weird in other ways and it added a ton of dye-only plants. Come to think of it, you might as well remove the dough workshop, reactions and RAWs. It just doesn't seem to work for some reason.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 24, 2013, 07:24:48 am
Has anyone come up with an idea as to what to upgrade the security baton to? I figure some kind of stun baton, but I don't know how difficult it would make an electric shock syndrome on each hit.
A syndrome can effect on contact. Add a battery, and wire to a security baton and you got a stun baton. Maybe a size diluted shock on which you have dizzyness and stun for 100 times units.

Edit: Maybe also a 1/200 chance for the person hit with it to blister?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 24, 2013, 06:14:05 pm
Callgrow continues.

I finally switch to a spreadsheet for managing spells. I normally dislike spreadsheets, but some features, like automatic calculations of ponies assigned to schools of magic and those that completed their training are kinda nice to have. Each basic spell has it's own terminal and pressing Alt-Shift-N (for alphabetic sorting) in the workshop profile menu is a big help in managing their profiles. Making basic spellgems from T2 gems is rather easy, but Adept spells are much more time-consuming. There are 45 Unicorns.

The new migrants are sorted. Nothing too interesting.

Lolz, every soldier activates SATS at close trange when walking next to a radscorpion cage. They also rise shields, feel adrenaline surges and so on. A zoo could actually be used to take advantage of those boosts.

Books and Violin are in the hospital, starving and dehydrated. Fishing rod, the CMP is opening a crate and the other 100+ ponies are busy elsewhere. Oh well, looks like the hospital is going to claim yet more victims. I make a hospital burrow for Fishing Rod to take better care of the patients and... he goes to drink, then sleep. I add Mother Butterfly and she's on break. Violin finally gets out of bed to get a drink himself. Fishing Rod ignores Books, but at least gives water to and diagnoses Howitzer. Books gets given water and diagnosed, so she can take care of her starvation herself. Well, nopony died this time. I guess, I'll keep Fishing Rod and Mother Butterfly in the burrow for now.

Arcane vapour makes cats sick, maybe even hostile as a cat interrupted arcane research. Shouldn't it specifically target EPs?

A recent radiation storm has claimed a lot of victims, including Puppysmiles the overmare, who rots in the hospital. Surprisingly, she had all kinds of labours enabled, so she is relieved from almost all of them to have more time for diplomats.

Oatmeal withdraws from society. She collects lots of things to make her item.

Yay, a slave caravan. I wonder if they'll have anything interesting. What the hay? Their diplomat just stands at the edge of the map, blocking their entrance. It may have something to do with Puppysmiles being in the hospital and the other diplomat waiting for her too. Well, she got evaluated and cleaned, that has to count for something.

Pierce has pretty much maxed out his stats and somehow has 5478 / 5000 Spatial Sense, according to Dwarf Therapists v 20.0.

Proposal: when we gat the ability to make hazmat suits, I'd like them to have no ARMORLEVEL, so civilians will use them. Alternatively, I could use a lesser (no RAD_2 protection, but RAD_3a or something) and less expensive variant for civilians.

A slave trader caravan has somehow arrived for the second time.

Mother Butterfly removes some rotten tissue from Puppysmileses face, but she isn't using her heal spell despite having it learnt.

16 Unicorns out of 45 have fully learned their spells, so I'm almost finished with this.

Here are some stock screens:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 24, 2013, 07:57:39 pm
How does spell spreadsheets?

Also, I noticed the once, when a hazmat pony got caught in a radioactive dust cloud, he became dizzy briefly. Is there a chance that hazmat won't work?
 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on April 25, 2013, 12:33:26 am
Zioko345: Maklak's pretty much nailed the addspatter mechanics, though here's the refined version of the code:

Code: [Select]
[REACTION:SPATTER_ADD_AMMO]
[NAME:_____]
[BUILDING:_____:NONE]
[REAGENT:liquid:150:_____:NONE:_____:_____]
[MIN_DIMENSION:150]
[REAGENT:liquid container:1:NONE:NONE:NONE:NONE]
[CONTAINS:liquid]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:AMMO:_____:NONE:NONE]
[PRESERVE_REAGENT]
[REAGENT:D:1:GLOB:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[IMPROVEMENT:800:C:COVERED:GET_MATERIAL_FROM_REAGENT:liquid:NONE]

Just to let you know dart guns are already in development using the template above. You're welcome to mod one, but I will most likely be creating my own version with an associated set of toxins. I'd also like to point out there's nothing wrong with imitating other mods if you're inexperienced - much of the learning process comes from examining what others have accomplished. Any finished products should give credit to the original work, however.

> Only thing I really have trouble with in coding items is the physics things like the force needed for it to warp or break
You need not worry about those...all the materials you'll need are already in the mod with their associated physics.

> Would the needle ammo just use the density and such of the metal / bone / wood it is made out of?
No, you only need ammo with high penetration and a decent weapons grade metal. As Maklak mentioned, they shouldn't be able to penetrate armor.

Treason: I didn't know you could order animals you've captured in previous Stables. Have you confirmed this?

Thirtyeight: I was thinking about a stun baton, though I haven't assessed the mechanics yet. The addspatter system requires the weapon be piercing, not blunt, but Putnam's itemsyndrome plugin places the effect on the baton itself.

Tahujdt: I'm not much of a map editor, but a canonically accurate map of the Equestrian Wasteland is one of my aspirations for the mod.

> When a hazmat pony got caught in a radioactive dust cloud, he became dizzy briefly. Is there a chance that hazmat won't work?
It doesn't protect against the natural effects of the dust itself, which includes disorientation and reduced vision.

Maklak: Your steel suggestions have been added to the development list. I try to keep steel-making simple, but I see the merit of mass-production reactions. I'm also aware of Putnam's and falconne's new plugins.

> It is quite possible that walking through shallow water will erase the poison from the darts.
The tallow used by the reaction makes the coating waterproof.

> Embassy
That will be part of the expanded expedition system.

> Maces
Maces don't play a large role in the mod, and the different attack modes in Masterwork are more for flavor than effect.

> Crash problems
Those have already been fixed in this version, and so far I've received no reports of additional crashes.

> My meaning was that it's OK to piggyback on other mods for some things, but I'd rather not have things like poison plants copied verbatim.
With few exceptions, most aspects of the mod are crafted from scratch. The new crops will be no different, and the dough reactions will be removed.

> Arcane vapour makes cats sick, maybe even hostile as a cat interrupted arcane research. Shouldn't it specifically target EPs?
It targets any non-magical creature.

> When we gat the ability to make hazmat suits, I'd like them to have no ARMORLEVEL, so civilians will use them.
Noted.

> Mother Butterfly removes some rotten tissue from Puppysmileses face, but she isn't using her heal spell despite having it learnt.
You need to designate the patient for healing with a Stable-Tec Terminal.

Thanks for the feedback everyone! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 25, 2013, 05:15:04 am
> How does spell spreadsheets?
I use this (https://dl.dropboxusercontent.com/u/71287918/FoE/Spells_30b.ods), but there are obvious shortcomings, such as treating foals as ponies who have already learnt their spells. I haven't had any further problems with unicorns learning spells (other than having to pause the game often to check on it) and the learning efficiency without repeat is close to 100%. What I have trouble with is making advanced spell hologems, with reactions being red and EPs hauling bins all over my arcane research centre. But then I don't have any magic adepts or masters anyway.

> > It is quite possible that walking through shallow water will erase the poison from the darts.
> The tallow used by the reaction makes the coating waterproof.
This is great. The only downside I see now is not using #clean on items, ever. But then dart guns are probably going to be just an upgrade to air rifles and medium calibre ammo rifles will retain their position as the main ranged weapon. One thing I'd like to ask is that we get poison darts with radscorpion poison. Another one could be what the crazed Nurse Redheart is using (but only when we can make our own Med-X). All in all, I wouldn't want more than 3-5 poisons, because inevitably there is going to be one "best" and one "most efficient" and one "cheap, but better than air rifles" and those will be the ones we will be using.

> > Maces
> Maces don't play a large role in the mod, and the different attack modes in Masterwork are more for flavor than effect.
True, but someone asked if there was going to be a T2 variant of security baton. A stun baton (with an actual stun) might be a bit overpowered, compared to other weapons, but well, I haven't seen security batons do much lethal damage, so it might work out. 

> > Mother Butterfly removes some rotten tissue from Puppysmileses face, but she isn't using her heal spell despite having it learnt.
> You need to designate the patient for healing with a Stable-Tec Terminal.
Shouldn't they just target any wounded friendly creature? Unicorn healing spells don't put ponies to sleep for a week. This whole "designate patient" is somewhat clunky. What if I do just that, but Mother Butterfly gets designated and downed for a week by Nurse Redheart?
Hm, can wounded ponies in hospital beds use interactions that target themselves? If so, there may be a way to automate Nurse Redhearts without them healing the wrong ponies.
1) NR spams an interaction A on everypony close that gives them 2 CDIs for 300 TUs.
2) The pony casts a "heal me" B on herself if she is wounded.
3) Nurse Redheart heals anypony with "heal me" nearby.
Hm, this is probably not the best way to do it.

> Stupid question, how can I get large serrated disc.
* Build a salvage yard to process low quality salvage into scrap ore.
* {b}->{e}->Wood Burner (needs magma-safe building material): wood -> charcoal. It is best to set it up to take only from a stockpile with normal wood (with terminals, wagons and so on disabled), so you won't turn salvage into charcoal by accident.
* {b}->{e}->Smelter (needs fire-safe building material): make bronze from ore x3
* {b}->{w}->Fogre (needs an anvil and fire-safe building material): make bronze serrated disc x5 and sell some to the caravan.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Nuttycompa on April 25, 2013, 05:25:50 am
Stupid question, how can I get large serrated disc.
Now my industry go nowhere without papers, something !!FUN!! gonna happen soon. :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wurgel on April 25, 2013, 05:50:13 am
Stupid question, how can I get large serrated disc.
Now my industry go nowhere without papers, something !!FUN!! gonna happen soon. :D

the same way you get them in vanilla.

Glas Disk in the glas furnance -> but this wont do. You need a metal disk for the mill
Metal Disk in the Metalsmith's/Magma forge
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 25, 2013, 03:31:02 pm
Woo. Sorry for not posting or working on the poison darts, been real busy, and most my free time has gone into my succession fort.

Once my turn is up on my fort I will continue working on it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Nuttycompa on April 26, 2013, 11:30:04 am
Another stupid question, hope you guys don't mind  :P

My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponys.
But there is no siege from anybody, not even ambush  :-[.  My ivader is turn on. The raider talon and ranger did show up in my Civ menu. They did send thief and snacher 2-3 times but just that.

Is there anything wrong  ???
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on April 26, 2013, 12:34:21 pm
Another stupid question, hope you guys don't mind  :P

My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponys.
But there is no siege from anybody, not even ambush  :-[.  My ivader is turn on. The raider talon and ranger did show up in my Civ menu. They did send thief and snacher 2-3 times but just that.

Is there anything wrong  ???

Have the same thing with Apple, just keep a well-trained military and some traps set up just in case the Steel Rangers plan on screwing up your plans
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on April 26, 2013, 12:38:24 pm
Another stupid question, hope you guys don't mind  :P

My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponys.
But there is no siege from anybody, not even ambush  :-[.  My ivader is turn on. The raider talon and ranger did show up in my Civ menu. They did send thief and snacher 2-3 times but just that.

Is there anything wrong  ???
40k Export is reasonably low, but you are mainly just lucky.

I always am fearful of a attack, as that means casualties and sadness for the relatives of the dead ponies.

Just keep ready, don't forget to stockpile ammo.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on April 26, 2013, 01:53:00 pm
>My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponies.
But there is no siege from anybody, not even ambush  :-[.  My invader is turn on. The raider talon and ranger did show up in my Civ menu. They did send thief and snatcher 2-3 times but just that.
Is there anything wrong  ???

The algorithm which controls invaders is not yet fully understood, but increasing your wealth and export will make enemies appear more frequently. The distance between your embark and the hostile civilization plays a big role in the number and size of ambushes and sieges. If you have embarked into some 'no mans land' - your fort is far from the hostile civs, then it takes more time for the enemy units to come to your stable. I had forts where it took six years for the first ambush to show up (some in this mod). Anyway, if there are civilizations on your civ screen and they have sent thieves/snatchers then they will come sooner or later in force, so you just have to be patient and avoid fps death. :D

Edit:
Lycaeon:
I was reading the dfhack plugin suggestion thread, and if I have understood correctly there is a way now for workshops to generate power, and connect them to gears. It would be awesome if the power generator workshop was capable of that too.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 26, 2013, 03:01:40 pm
>My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponies.
But there is no siege from anybody, not even ambush  :-[.  My invader is turn on. The raider talon and ranger did show up in my Civ menu. They did send thief and snatcher 2-3 times but just that.
Is there anything wrong  ???

The algorithm which controls invaders is not yet fully understood, but increasing your wealth and export will make enemies appear more frequently. The distance between your embark and the hostile civilization plays a big role in the number and size of ambushes and sieges. If you have embarked into some 'no mans land' - your fort is far from the hostile civs, then it takes more time for the enemy units to come to your stable. I had forts where it took six years for the first ambush to show up (some in this mod). Anyway, if there are civilizations on your civ screen and they have sent thieves/snatchers then they will come sooner or later in force, so you just have to be patient and avoid fps death. :D

Edit:
Lycaeon:
I was reading the dfhack plugin suggestion thread, and if I have understood correctly there is a way now for workshops to generate power, and connect them to gears. It would be awesome if the power generator workshop was capable of that too.
Lyc has made it so some enemies won't attack until you until you have enough export, to simulate them hearing of your treasure trove of total technology, to tell you the truth.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 27, 2013, 06:43:42 pm
Callgrow continues.

Pierce has quickly made it to 12 Pump Operating, more than any other pony save for Mother Butterfly.

Oatmeal ended her strange mood, made a fir bin worth 90k and is now a Legendary +3 carpenter.

The slave caravan is fairly disappointing, but they do have a few bins of cave spider silk. I'm not really interested in the rest of their cloth at this point, but tough leather and tough carapace is always nice to have. They have a curiosity: a large radscorion chitin figurine of slave traders. They also have some rifle bullets, which we buy. Sadly, they bring no pets of any kind.

What the hay? As Mother Butterfly was operating on her patient, Puppysmiles, a Nurse Redheart came along and decided to "stabilize and heal" her, despite there not being a terminal nearby and the medical pony being fine. Now Mother Butterfly is unconscious and so is the Nurse Redheart. Wait, what? "Mother Butterfly" is a he. I should have called him Butterscotch or something instead.

Maybe I should make Caps the Overstallion? Looks like Puppysmiles is going to be rotting in the hospital for a while (that was a pun). That didn't help. I can't replace the "Corporate something" position and the liaisons insist on speaking with Puppysmiles herself, not Caps.

I think the Nurse Redheart incapacitates Mother Butterfly again for no apparent reason. Not sure, though. MB is still in the same place and unconscious and NR wandered off.

Friendly Fire and Slug somehow made it to 12 dodge each. Deadeye is third with 11 dodge. What is it with rifleponies and dodging?

Soldiers are beginning to use spells in combat. Bind seems to work as intended: slows down enemies, so they can be more easily killed. The "Rage" still buffs single enemies (enraging them gives them +4 to dodge and weapon skill) and has such poor range that it has almost no chance of turning enemies against each other, but at least it no longer targets the merchants. I think that rage should have longer range and be a chain of interactions, so that the enemy "checks" if there is some friendly unit around. Now it is just too ?!fun?! to be practical.

How the hay did I get a thousand logs, not even counting 300+ salvage? I'm also running out of stone. It may be a good time to switch to plywood furniture and build more plywood workshops. A single sawmill can provide for several of them. I also have 340 scrap ore.

Looking at ranged weapons, for melee attacks Air rifles use mace, pistols and revolver misc weapon, hunting rifle mace, combat rifle spear (with an actual piercing attack), ripper rifles spear (with a 30:1300 attack, which I think is edged), chainsaw rifle axe, AMR mace and the rare variants same as their base equivalents. Switching Air guns to pistols to combat rifles to upgraded combat rifles will mean ranged ponies pick a few melee skills along the way and later get rusty. Oh well. 

Oh gee, another Feral Minotaur Reaver. I wonder who will get crippled this time around. Civilians inside, activate all squads, close the gates (including the one with traders) and see what will happen. The Reaver scares away a few cats and Bookworm gets caught outside. In retrospect having expedition squads inactive but armoured just slows them down quite a bit. I'll open that gate for a moment. And another one for Cherelee. I should have built the bridges in a way that makes it visible if they're open or close (2 tiles wide). I somehow managed to mess up the bridges and levers, because the trader entrance should be closed and it isn't. The "t" view reveals that some gates aren't even linked to anything. Minotaur is busy chasing a kitten, but too fast to track with marksponies. The Minotaur went to massacre the caravan after killing a kitten. It is time to kill it already. The caravan guards are wounding it, but also getting mauled. There is nopony to pull any levers, so the security can't end this :< Hey, what do you know, the traders actually won! The expedition squads are set to train 3 ponies each month. Hopefully this will slowly make them better, while leaving most of them as a (slow) workforce.

The traders said they were leaving, but they seem blocked in the depot. Strange, the entrances are open. Could the Minotaur scare them so much? Oh well, what's the worst that could happen? It took a while, but they're leaving. Maybe the path to the depot should be wider than 3 tiles?

I de-activate the ranged squads so that the Unicorns can learn some magic.

A HE mine is successfully deployed. Then two more. I have a 2 wide pasture around the armoury with ten or so chickens and it works. The mines are moved to the gates. I haven't seen an explosion yet.

Pencils slams into something... for whatever reason. Hm, is it possible that floor hatches cause some kind of concussion? Because the same happened to cat in the same spot. And another one. Ah screw that, I'm dismantling the floor hatches.

I'm running out of mechanisms and am low on stone. I guess, I'll just make them from bronze from now on. Or enable Flux. I can always get more from bones and the steel-making is slow.

Puppysmiles finally dies, diplomat leaves unhappy and the cage mandate ends. Caps gets the nicer rooms. Nopony is burrowed in the hospital, so they can do whatever. Diplomat from the slave traders finally moves from the edge of the map to look for Caps.

A Bloodwing attacked Fortified Tower, who enraged it with illusions, but left her alone and flew away. She goes to the hospital on her own, with just a cut on her flank. Of course there is nopony there to diagnose her.

11 immigrants, including 1 Foal. Skill-wise nothing interesting. As for CMs, there is a restoration apprentice and a scavenger / woodcutter. Oh well, they will at least help hauling stuff, but there are way too many of them and important work still isn't getting done. Attribute-wise some would make good soldiers. This brings me to 119 ponies, the most I ever had.

A sprite-bot is rigged with explosives on the first try.

Mother Butterfly made it to 40k XP in Pump Operating and got 1337/1864 Endurance. This means so far he gained 473 in that attribute, mostly from Pump Operating. I should probably tell him to stop pumping, but maybe he'll max out before I draft him. I may as well, because the damned hospital isn't working anyway. Compass got to lvl 13 Pump Operator and 609/1284 in Endurance, so he gained 325 and is on his alow way to max out. Gains for all other attributes are slower.

In retrospect it may be best to not have stockpiles for lenses, hologems and scrolls. That way those things won't get lost in bins and the right spell hologems will land on top of the terminals for learning them and no EPs will come to haul items. Well, just the depleted batteries maybe, so no stockpiles for those too. 

Here are the soldiers. Eight of them are veterans, a few more are combat-ready, but the bulk of them are recruits. This may result in another lengthy military reform, because 30-40 ponies are useless enough to be drafted, but workforce is needed more. Then there is of course the issue of arming them all.
(http://www.img.ie/n4iji.jpg)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Nuttycompa on April 28, 2013, 01:39:02 am
Thank you for all your answer.I almost giveup and go for HFS.
1st ambush from raider just arrived and some ranger scout too. I had more !!FUN!! than I expect :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 28, 2013, 05:28:27 pm
I somewhat cleaned up my gems, spells and reverse-engineering guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg4157271#msg4157271), as promised and almost hit the 40 kilobytes limit again. Hopefully this will make it clearer and I'm done with it for now. We still need a robot guide. So far I can only recommend Protectorponies MK2 as an affordable option. Robobrains and Cyber-dogs need healing potion carnisters and I'd rather use those for Power Armours. Other robots generally require a minigun and 2 ammo crates, which makes them prohibitively expensive, especially considering that I want battle-saddles too. Schematics for robots are also hard to find, so overall, upgrading robots is preferable to making them from scratch. This leaves us with Protectaponies, base turrets, Mr Macintoshes, mines and rigged sprite-bots in the way of robots. Macintoshes have a very crappy flamethrower that still sets the grass on fire and explosions are risky, so overall Protectaponies MK 2 are have the most bang for the cap.

A reasonable way to balance (slow down) healing potion and Med-X production would be to have some plants, then press oil from them, then use 5 of that oil (and a paste made of T1 gems for healing potions) per carnister, I think. Maybe I'm wrong. It shouldn't be too complicated, because we'll want autoinjectors for the soldiers and enough potions for cyborgs and power armours. As someone already said, it is very hard to get Power Armours, so for the bulk of armed forces Combat Armour set + Gas Mask + Hazmat suit + Pipbuck + 2 Autoinjectors will remain an attractive option.

How about we get this as a stand-in until the starmetal is implemented: Starmetal Power Armour that combines the benefits of Scorpion and normal PA, can be worn by all castes and provides better protection... nah, too OP considering how hard it is to get Power Armour. And we may be able to get hundreds of starmetal boulders, which would make PAs obsolete.

Would rubber bullets / slugs be fun for training? Kill enemies slower, but cost gunpowder and brass to make all the same. Rubber / Bakelite would be made from biofuel, of course. Nah, probably a bad idea, same as glass or obsidian bullets. I guess it's best to just stick with metal.

I'm looking over dfhack readme (https://github.com/peterix/dfhack/blob/master/Readme.rst#guiworkshop-job) and I found some things I didn't know:
#nopause -- Good for mining under rivers and over magma.
#copystock -- Copy the settings from currently selected stockpile to custom stockpile setting. A great time-saver for setting up multiple copies of a stockpile.
#cursecheck -- A big disappointment. It might list ponies with raider rabies, but doesn't list spells.
#restrictliquid -- tiles with visible water become restricted traffic.
#restrictice -- same, but with ice. Those commands can be helpful to prevent things like ponies walking on frozen ponds or too close to waterfalls.
#getplants -- with some additional testing, it could be used to cut down just the high and medium quality salvage and not low or normal trees, saving a lot of effort.
#clean map units -- without "items" this shouldn't touch darts coated with poison.
#cleanowned scattered -- why would this mark the items for dumping, instead of letting them be carried to the stockpile?
#zone set #zone assign -- a more convenient shortcut for pasturing selected units. Pretty good, actually.
#setfps -- good to watch battles in slow motion
#removebadthoughts --dry-run -- Doesn't remove any bad thoughts, but lists what's bothering the ponies.
#lever list -- usefull to check which lever is connected to what, but the coordinate system it uses is inconvenient.
#stripcaged weapons -- dumps the weapons from caged prisoners, but leaves their armour on. Useful for live combat training.

GUI:
The search plugin works in the stockpile settings, so it is reasonably easy to set up a stockpile that accepts tallow, but not fat.
"q" over a lever, then <Ctrl + m> to navigate what is linked to it. Better than #lever list
"q" over a building, then #gui/rename -- allows to set names for workshops, such as "Sand maker" for the selected Rock Grinder.

Cheats:
#changevein -- lol, cheaty, but good for testing, I suppose.
#changeitem -- another cheat, can change quality and material. The only thing I'd use it for now are Little Macintoshes and Spitfire's Thunders.
#createitem -- good for testing too. For example to test Time Stop without gathering materials for years (but modifying / adding a reaction to make it out of a boulder is almost as easy).
#tweak makeown -- lol, I used it to "tame" a molerat in the caverns, but for really ?fun? results, it can be used on a Minotaur Reaver, who is still opposed to life. With a custom workshop and some lua scripting this could probably be used to remotely mind control a unit with an Illusion Adept.
#create-tiems -- like createitem, but produces many at once.
#locate-ore -- could be useful for a "geological" survey, "dowsing / remote viewing" or similar workshop reaction. (#multicmd locate-ore iron ; digv)

Other stuff:
Shift-Enter in the Move Goods to Depot and Trade screens selects the current item (fully, in case of a stack), and scrolls down one line.
Barracks can be made to actually store squad equipment, but this requires lots of furniture and lots of patches and tweaks to the game. But that's something for Replica, I just put up one weapon rack, assign all squads to train there and let them figure out the rest by themselves.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: the1337doofus on April 28, 2013, 05:48:37 pm
Moronic question; I downloaded the placeholder soundtrack, but I can't hear anything from the game. Neither in the menu or ingame. I checked the sound options, sound is on and full volume. Wat do?

EDIT: I'm starting to think it's the length/size of the file. I took a copy of the old placeholder, "Wasteland Soul", and it works fine. It's about 33,000 k less than the newest one.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Meph on April 28, 2013, 05:53:58 pm
Quote
#cursecheck -- A big disappointment. It might list ponies with raider rabies, but doesn't list spells
There was a custom script posted a few days ago in the dfhack thread that does read out ALL the syndromes, including the spells that are modded in.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 28, 2013, 06:27:15 pm
> Sound issue.
There was something about it a while ago and the conclusion was also that the file was too big.

> There was a custom script posted a few days ago in the dfhack thread that does read out ALL the syndromes, including the spells that are modded in.
Thanks. I think you mean this (http://www.bay12forums.com/smf/index.php?topic=91166.msg4201173#msg4201173). I haven't tested it yet, but looks worthwhile. 
EDIT: Meh, I just got a bunch of errors :(

EDIT2: The masterwork mod implemented bards and by the description, they are very worthwhile. That is definitely something worth looking at when reworking parties and theatre.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on April 29, 2013, 12:39:29 pm
Here is a picture of a Med-X Junkie getting high:
(http://imageshack.us/photo/my-images/825/overcrowding.png/)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on April 29, 2013, 02:38:09 pm
>Here is a picture of a Med-X Junkie getting high:
The link doesn't work.

EDIT:
I looked over this mod (http://www.bay12forums.com/smf/index.php?topic=111008.msg4158171#msg4158171) for spells. Most use similar concepts to what we already have, set the map on fire or are just not in-tune with the Pony theme, but overall it's interesting. For one, it has a "leveling" system, so that people who learn a spell get better over time. A lot of these spells fire multiple projectiles (mud, fire or ice globs) at once or have multiple targets. For example a fully leveled up heal spell can target up to 6 people. Another thing of note is that the spells have long range, typically 15 tiles, unlike FoE. This probably means a lot of spam on caged enemies.

Blind -- (advanced?) illusion / destruction? [CE_IMPAIR_FUNCTION:SEV:90000:PROB:100:BP:BY_TYPE:SIGHT:ALL:RESISTABLE:START:0:END:500] 
Mud ball -- adds a material emission [CDI:MATERIAL:MUD:SOLID_GLOB] on 1-3 targets, 50-500 wait period (depending on caster level). More advanced versions of similar spells fire multiple projectiles at once (so this is doable after all?).
Befuddle -- "Confusion", adds 5000 Dizzyness for 500 TUs.
Berserk spell doesn't add "Opposed to life", but this instead: [CE_ADD_TAG:CRAZED:START:0:END:500]
Heal spell can possibly buff Recuperation above 5000. [CE_PHYS_ATT_CHANGE:RECUPERATION:1000:5000:START:0:END:100]
Root spell causes paralysis. CE_PARALYSIS:SEV:10000:PROB:100:BP:BY_TYPE:STANCE:ALL:RESISTABLE:START:0:END:100]

Other things in there:

Oh wow, the rifle is way more powerful than FoE AMR. But then that's using lead, which is much softer than steel.

"Quicksilver" has a contact syndrome that kills undead. Interesting, but I don't see anything being a bane of ghouls in FoE. Well, maybe Starmetal weapons against Alicorns.

Hm, several kinds of drinks can be made from brewable plants, with different reactions for each. The best ones give temporary buffs. Interesting.

There are "mining expeditions" with lots of various tools and a pretty good chance to break them.

Would this possibly work for a shotgun battle saddle? (With bronze pellets and 4 of those interactions with ~200 wait period each).
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on April 30, 2013, 09:25:42 pm
Has there been a guide to memory extraction yet? It seems you have to release an prisoner near a pinkamena, who extracts their memory and transforms a chicken into a blank pony. What determines what kind of memory you get from ponies and gryphons?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 01, 2013, 03:41:00 am
Look inside "raw/objects/reaction_intel_MOM.txt" There are 3 kinds of orbs: Slaver, Talon and Ranger. You analyse those at the Intel Facility and get all kinds of useful memories, like skillups and operations. Operations are further analysed at the intel facility and skillups are used at the memory simulator. It's like opening crates, really.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 01, 2013, 08:15:38 am
Embarked on a haunted swamp.  Saw my first Necromantic Sprite-bot.  It killed my last brahmin and nearly killed one of my few ponies until it ran into a cage trap at the entrance to my Stable.

Oh..invaders will have fun with this thing..oh yes...yes indeed.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 01, 2013, 10:30:47 am
Saw my first Necromantic Sprite-bot.

 :o I thought there were only necromantic ghouls
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 01, 2013, 02:03:13 pm
Maklak: Thanks for helping answer questions in my absence as well as your work on the guide. I'm glad to see the chicken upgrade reactions are working for you now. :)

>> You need to designate the patient for healing with a Stable-Tec Terminal.
> Shouldn't they just target any wounded friendly creature?
They do, but the wounded syndrome wears off shortly, so the designation reaction is a manual way of applying it. That's why a Nurse Redheart was able to target one of your ponies without designation.

> In retrospect it may be best to not have stockpiles for lenses, hologems and scrolls.
I can't remove them from stockpiling without complications, but editing the stockpile settings will keep them in their workshops.

> A reasonable way to balance (slow down) healing potion and Med-X production.
That's accounted for in the upcoming chem system.

> I'm looking over dfhack readme and I found some things I didn't know:
I'm avoiding commands that have to be typed into the dfhack command window to work, and some of those have hotkeys listed in the dfhack guide.

> The masterwork mod implemented bards and by the description, they are very worthwhile.
Having the theater reactions turn ponies into performers for a duration of time is on the development list.

> I looked over this mod for spells.
They do look interesting, but the spell system expansion itself is reserved for the Ministry of Arcane Sciences arc.

> Would this possibly work for a shotgun battle saddle?
I'll have to test it.

Zioko345: No rush in working on those poison darts - as mentioned I'll likely mod them in myself.

Gzoker: I'm aware of generating power from workshops using dfhack, but haven't implemented it yet.

the1337doofus: The longer soundtrack consumes more RAM and so may not work on slower computers.

tahujdt: I can't see the image either.

Thirtyeight: There isn't a linked guide to memory extraction, but I went over the process here (http://www.bay12forums.com/smf/index.php?topic=118893.msg4124693#msg4124693) with a few notes here (http://www.bay12forums.com/smf/index.php?topic=118893.msg4133951#msg4133951). I've yet to receive feedback on its effectiveness, though.

It'll be another two weeks before I can start on the next update in earnest, but I do appreciate the brainstorming that everyone is doing. :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on May 01, 2013, 04:34:51 pm
Hello

Is it possible to post a weapons list/guide? I am familiar with MLP, but not FOE so I have some problems identifying what the different weapons are and what they do. Like, is a chainsaw an upgrade for a hacksaw and if the hacksaw is masterwork, is it still an upgrade? What is a Spitfire's Thunder?

I think this information should go on the front page so its easier for new players to grasp the new weapons. Also an acronym guide would be nice as all the 3 letter acronyms get hard to track.

Anyways I want to say I love this mod. Its hard to go back to plain old vanilla DF once I tried this mod, so you have my best wishes in your continued work to make the mod bigger and better  :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 01, 2013, 05:44:57 pm
Hello

Is it possible to post a weapons list/guide? I am familiar with MLP, but not FOE so I have some problems identifying what the different weapons are and what they do. Like, is a chainsaw an upgrade for a hacksaw and if the hacksaw is masterwork, is it still an upgrade? What is a Spitfire's Thunder?

I think this information should go on the front page so its easier for new players to grasp the new weapons. Also an acronym guide would be nice as all the 3 letter acronyms get hard to track.

Anyways I want to say I love this mod. Its hard to go back to plain old vanilla DF once I tried this mod, so you have my best wishes in your continued work to make the mod bigger and better  :)

Hacksaw-chainsaw is always better. Chainsaw is intended as a weapon. Also, you can find depleted chainsaws in salvage that can be recharged.
Spitfire's Thunder is a gun from the story, it is basically an AMR (anti-machine rifle) on steroids. It uses the 'bow' skill.

Acronyms:
MAS=Ministry of Arcane Sciences, headed by Twilight Sparkle.
MAw=Ministry of Awesome, headed by Rainbow Dash.
MOP= Ministry of Peace, headed by Fluttershy.
MOM=Ministry of Morale, headed by Pinkie Pie.
MWT=Ministry of Wartime Technology, headed by Applejack.
MOI=Ministry of Image, headed by Rarity
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 01, 2013, 08:01:22 pm
Trying to mod in shotguns, using 0.30c version:

Spoiler (click to show/hide)

No errors in errorlog.txt. Good. World generated. It only seems to have a bunch of wastelander civilisations, but it's just for testing anyway. Hopefully the ponies will be able to use shotguns against wildlife, but while I have seen them use SATS, in Callgrow I haven't seen Friendly Fire ever use the  minigun battle saddle, so test results may be skewed.

Embarking... EPM carpenter, EPF slave(!), EPM animal caretaker, EPF fisher x2, EPM miner, EPM farmer. Meh.

Shotgun battle saddles manufactured in late spring. So far so good, now for the soldiers to equip them.
They claimed the battle saddles, but refused to equip them until I told them to drop their security barding. Layer, coverage and permit in the RAWs look OK, but I've run into DF equipment problems before. They wouldn't wear their bardings now that they have battle saddles... ah, they have cloaks and I used "over clothing". All good so far.

Now go kill some groundhogs... test failed, shotgun wasn't used.
Test 2 is chasing Bloodwings... It worked! We have shotguns and shotgun turrets and possibly even SMGs and improved miniguns now! Masturbatory!

Only 2 things failed: I can see 2 leftover pellets on the map and their damage sucks too much. Nothing can be done about the first, but the damage can be increased by changing [SOLID_DENSITY:500] to something sensible. Small bullets from turrets have [SOLID_DENSITY:2500] and they barely hurt anything, so maybe use that instead, or something in-between. Even with [SOLID_DENSITY:2500] my buckshot / pellets will be weaker, because their other properties are copied from bronze, not steel.

I used 4 shotguns because some guard in Murky 7 had a battle saddle like that. The rest of testing, balancing and figuring out how much resources the shotgun battle saddles should use is up to Lycaeon and the rest of the people in this thread. I did my part :) Oh and don't forget to credit this guy: http://www.bay12forums.com/smf/index.php?topic=111008.msg3348661#msg3348661 

(http://www.img.ie/bz3bw.jpg)
(http://www.img.ie/8zzqv.jpg)



> Necromatic sprite-bots.
They are from Canterlot and have broadcasters that make ponies very sick very fast.

> Healing spell and "designate patient". 
Well, an alternative would be to target all friendlies with healing spells that boost their recuperation, doing this often, indiscriminately and without any ill effects, like in Regen mod. Tough choice.

> > In retrospect it may be best to not have stockpiles for lenses, hologems and scrolls.
> I can't remove them from stockpiling without complications, but editing the stockpile settings will keep them in their workshops.
I know and I'm not asking you to. It's just a hint I "discovered" the hard way and included in my guide with spells and reverse-engineering.

> Is it possible to post a weapons list/guide? I am familiar with MLP, but not FOE so I have some problems identifying what the different weapons are and what they do. Like, is a chainsaw an upgrade for a hacksaw and if the hacksaw is masterwork, is it still an upgrade? What is a Spitfire's Thunder?
Hm, I thought I included weapon progression in my military guide (linked from the first post). Like tahujdt said, T2 weapons are always better than T1, unless thy are made of worse material. A steel (plasteel, starmetal, whatever) hacksaw will be better against armour than a bronze chainsaw.
Just look over all the guides listed in the first post. There's enough guides to write a book.
Plus you can always check "raw/objects" when in doubt. Just grep what you need, especially these two commands are useful:
List files containing pattern: $ grep -l "Thunder" *
Show files and context:       $ grep  -C 10  "SADDLE" *

EDIT: Another good result. ShowUnitSyndromes.rb (http://www.bay12forums.com/smf/index.php?topic=91166.msg4214644#msg4214644) now works for me:
[DFHack]# ShowUnitSyndromes
Dwarves
wheat seedplot
 - Shotgun battle saddle [196 of 300]
 -  - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
 - Shotgun battle saddle [46 of 300]
 -  - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
blaze blotbud
 - Shotgun battle saddle [196 of 300]
 -  - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
 - Shotgun battle saddle [46 of 300]
 -  - Add interaction [0-300] ability=Reload shotguns, delay=600, actionType=TODO, range=TODO, maxTargets=TODO
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 01, 2013, 11:04:54 pm
Can advanced robots not be repaired? My Pinkamena got its thruster broken. I've placed it next to the maintenance bay and run "repair robot" three times. Items are being consumed, but the robot is not getting repaired.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 02, 2013, 05:39:14 am
> The masterwork mod implemented bards and by the description, they are very worthwhile.
Having the theater reactions turn ponies into performers for a duration of time is on the development list.

So... that isn't in the current version... Damn it, that Theater in the middle of my legendary dining hall in Apple is useless :(
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 02, 2013, 08:05:15 am
Some more test of shotguns.
I changed the pellets to [SOLID_DENSITY:2500]. The basic turrets are seriously underpowered anyway and shotguns should be very dangerous against unarmoured opponents.

The pellets do scatter over distance, so shotguns will only hit close enemies or large groups of enemies. Working as intended.

What the hay? "The Sawpony fires Shotgun x8" "The Sawpony fires Shotgun x16"? Is this reporting this for every projectile? Yep, this is x8 every time. When nothing else interesting happens in a few frames, that becomes x16 as another shotgun just repeats the last message. 

Some dust appeared out of nowhere and pellets can lay on the ground or hang in the air on top of a tree for a while. Reloading the game doesn't help. 

Even with increased density, the buckshot is still weak. At close range the pellets all travel in one square. The enemy will often dodge the first one and move out of the way of the other seven.

Another test. All 8 pellets hit a bighorner, bruising various body parts yellow. With another salvo, the bighorner jumps out of the way entirely. Third shot: 4 hit, bruising various muscles. Another shot: 7 pellets hit, again bruising some body parts. This is nowhere near the power level a shotgun should have, but then 2 bighorners got bruised all over in a short amount of time and it takes multiple hits with weapons to kill anything anyway, so shotguns can still soften something up or help overwhelm a Unicorn shield wall. This also shows how seriously the basic turrets need un-nerfing, as they can't even handle a bloatsprite or something equally weak.

Sometimes the soldiers use shotguns, sometimes they don't. One soldier died to a bighorner, so I'm definitely not saving the game now. The second soldier was just engaging them in melee without a single shot, despite having a shotgun battle saddle and using it on a Bloodwing some time ago. It may be that they prefer to just walk up to something and hit it to using an interaction.

Debugging this would be easer with the #ShowUnitSyndromes , but v6 works once, then spits a bunch of errors when I run it again. There isn't even anything in line 43 that could cause an error.

[DFHack]# ShowUnitSyndromes
E: Errno::ENOSPC: ./hack/scripts/ShowUnitSyndromes.rb:43:in `write': No space left on device
 ./hack/scripts/ShowUnitSyndromes.rb:43
 ./hack/scripts/ShowUnitSyndromes.rb:43
 (eval):2:in `load'
 (eval):2
 (eval):2:in `catch'
 (eval):2

I'm still left with a whole bunch of pellets lying on the ground.

All in all, the proof of concept works and shotguns are too !fun! to ignore. They do need more testing, though. It would be especially nice to have ammo that always evaporates when it's no longer needed.
 


> Can advanced robots not be repaired? My Pinkamena got its thruster broken. I've placed it next to the maintenance bay and run "repair robot" three times. Items are being consumed, but the robot is not getting repaired.
They should be affected. Just check "interaction_robot.txt", the interaction to repair robots has [IT_AFFECTED_CLASS:ROBOT], which all robots have. You might have run into the same unidentified problem with upgrades not working, I had... which could have something in common with my shotguns: a pony not using an interaction when she can.

> Damn it, that Theater in the middle of my legendary dining hall in Apple is useless.
No, it's not. Look at "interaction_preformance.txt". Just make notes for a speech at the scriptorium, then find a pony with leadership which Replica should include in his caste guide and have her perform masterwork speeches once in a while. This gives ponies 10% boost to some attributes. A good alternative is masterwork comedy by a pony with the cutie mark, which Replica should also include in his caste guide. Unfortunately those increase attributes and not speed and skill rolls which in my opinion they should. Use the workshop profile to just allow either all leaders or all comedians. Musicians aren't worth it, because while their buffs are better, they need artefact instruments that are as rare as the ministry statuettes.

EDIT:
> I still think a guide to using Pinkamena's is a good idea. Whats a good way of getting your robot to prisoners without your robot getting injured? How can someone process a large number of prisoners efficiently?
Maybe someone else is up to it, but I'm not, at least at the moment. I don't even have anything other then raiders in Callgrow, so I can't test interrogation. Sure, I could examine the RAWs and write what I think is true, but that's not the same as efficiency. These are the things that could help you:

You do not bring Pinkamenas to prisoners, but prisoners to Pinkamenas. This is the way the are intended to be used:

wwwwwwwww
wwwwwwP++
wR++++P++
wwwwwwP++
wwwwwwwww

w is wall, + is floor, P is 1 tile pasture with Pinkamena, R is a built cage with prisoner. There can be more of them, the important thing is to release one at a time and that their escape route is 1-wide corridor with 3 Pinkamenas at the end. One of them is bound to interrogate the prisoner and there shouldn't be so much trouble with interrogation cooldown.

Another idea: Move prisoners to a built cage, so that they need to pass Pinkamena on their way. See what happens.

Another idea: Have an animal stockpile for wastelander, griffin and steel ranger prisoners and make enough holes in it for 1-tile pastures of Pinkamenas to cover the whole area. Then just keep them for a while, then move them elsewhere and see what will happen.

I'm pretty sure the Pinkamena has a 1 week cooldown and Iceblaster's idea will kill it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 01:41:29 pm
I still think a guide to using Pinkamena's is a good idea. Whats a good way of getting your robot to prisoners without your robot getting injured? How can someone process a large number of prisoners efficiently? How long does the interrogation process last? What does it mean when a prisoner is listed as "restrained"?

Lastly, how do I make concrete?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 02, 2013, 01:45:24 pm
I still think a guide to using Pinkamena's is a good idea. Whats a good way of getting your robot to prisoners without your robot getting injured? How can someone process a large number of prisoners efficiently?

Step 1 or 2: Get a bunch of prisoners
Step 1 or 2: Get Pinkamena
Step 3: Link cage to lever, suggest using notes to keep track of which cage is linked to which lever.
Step 4: Pasture pinkamena next to cage
Step 5: Pull the lever!
Step 6: Let Pinkamena wipe there memory have a party ;)
Step 7 or 8: Put blank pony to work.
Step 7 or 8: Collect Memory orb
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 02:01:09 pm
I've tried placing a cage near a pinkamena and releasing the prisoner via lever. Unfortunately, the prisoner seems to be stuck in the interrogation stage and is not becoming a memory orb. This is frustrating as I was able to convert several prisoners in my last stable without any problems, so I'm trying to figure out the best way of doing things.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Neowulf on May 02, 2013, 02:35:47 pm
Latest fortress has gotten decently situated (on my 10th year) so I'll put these thoughts up.
It's not the pier fort I was trying for, but limiting some of my usual behaviors has turned it into an interesting lesson.

After testing more, bakelite is nice and hasn't overtaken any other industries. So far it just saves wood and/or glass for cabinets, pipe sections, and vials.

Concrete tweaked to 3 common + 1 flux input and 20 blocks/5 furniture output is really nice. Drab concrete cells apartments for everypony!

3 expeditions so far, only one completed (a deathlands) and only then after stationing a full squad of 10 in a locked room. Suspect it's the syndrome chain getting screwed up (probably by my vertical base setup, though only ponies in my containment area get caught in it).
What about single pony expeditions?
And what about autosyndrome dolling out syndromes/salvage based on a skill level? I can't find any documentation on autosyndrome so I don't know if it's possible stock or if it would require some coding, but all the info is there so it is theoretically possible.

Idea: Ministry crates (plus ironshod/clad, robronco, and stable-tec) should have a chance of dropping notes that can be combined into a ministry specific expedition map. Expeditions to those locations bring back crates and items specific to the location.
It's like finding reports and ledgers that help determine which of the 30 piles of rubble in a nearby city ruin is a MWT office building.

Idea: Reusing maps. Probably not worth it since it doubles the expedition reactions, but it's an idea.
When you send an expedition somewhere you receive a Used Map item to the place. Used maps let you revisit the area with decreased risk but also decreased salvage returns, your ponies are picking over a site they have already cleared out atleast once. Used maps only have a 75% chance (or whatever) of dropping from the expedition reactions, simulating the area getting picked clean.

Kinda annoying you can do everything dealing with reverse engineering spark batteries, kinetic talismans, and basic robot processors with the normal arcane buildings except get the prismatic hologems needed to turn notes into blueprints... For that you need a rare drop from a rare crate only found in high quality salvage.
MAS has once again proven a limit on my progress.

Idea: As for magic, conjuration doesn't have to create units. Conjure insects and rodents, gives the pony short and long ranged attacks related to the animal/insect without actually creating it. Like conjure radscorpions will poison the enemy with radscorpion venom, without having to create the animal and have it attack the enemy.
Versatile but long cooldowns.

Idea: Maybe changing the bonemeal/flux stuff up a little?
New item, flux canister. 1 bone = 1 canister, or 1 flux boulder = 2 canisters, made at the rock grinder. Used in the prismatic smelting operations for steel and pig iron as a replacement for the flux boulder (therefor doubling what you get out of a boulder of flux) and in the cement reactions instead of flux boulders (2 required to keep the cost up). Can turn 2 into a boulder of bonemeal.
Could also be used as a reagent in the drug system.


Going to stop rambling now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 02, 2013, 03:38:36 pm
Proper way to use a Pinkamena?  Debatable.

I don't bother with levers and mechanisms.  I keep a stockpile of caged prisoners (that can have memory orbs extracted from them) in a convenient location.  I then dig a ramp down one level and create a single tile wide hallway, within which I station a Pinkamena.  I leave an exit on one end.  I then remove the ramp and designate the hole above as a pit.

Drop prisoners into the pit.  They will attempt to go to the nearest exit.  They will run into the Pinkamena and be interrogated.  Collect the leavings, wait until a week has passed, repeat the process.

Example:

wwwwwwww
w.P+++++++
wwwwwwww

w = Walls
. = Place where the ramp used to be.  One Z-level above is an area designated as a pit.
+ =  Floor.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 03:42:09 pm
It looks like raiders can't be interrogated. I will need to find another use for them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on May 02, 2013, 03:45:55 pm
Interrogator: "So, tell me about your mother."

Raider: "BURN CRUSH KILL MAIM"

Interrogator: "Fascinating. Thank you."
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 04:15:57 pm
>Mura

I suspect that is exactly what happens.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 02, 2013, 04:18:05 pm
> Concrete tweaked to 3 common + 1 flux input and 20 blocks/5 furniture output is really nice. Drab concrete cells apartments for everypony!
While quite efficient, I'd still say it's a bit on the underpowered side. In heavily forested areas, plywood and wooden blocks are still a more attractive potion. I think either fallout or modern mod made 10 concrete blocks or 2 furniture out of 1 stone, but that's too much.

I don't recall getting any salvage from the expeditions I used for miracle cures, but then I wasn't paying much attention.

> And what about autosyndrome dolling out syndromes/salvage based on a skill level?
This would require a specialised script by someone like Putman and isn't likely to happen.

> Idea: Ministry crates [...] should have a chance of dropping notes that can be combined into a ministry specific expedition map.
Seconded.

> Idea: Reusing maps. Probably not worth it since it doubles the expedition reactions, but it's an idea.
Some maps can be sometimes reused. In reaction_expedition.txt "assault a regional slaver base" has 0.5 chance of giving you a map to slaver base and talon expedition have 0.25 chance for another map. Those are the only two expeditions that do this.

> Kinda annoying you can do everything dealing with reverse engineering spark batteries, kinetic talismans, and basic robot processors with the normal arcane buildings except get the prismatic hologems needed to turn notes into blueprints.
Ah yes, the design hologems. I find the need for clear diamonds quite limiting too, but they have 0.08 chance of being found from rock grinding. This just doesn't work in-fluff, but is needed to get those clear diamonds. What alternative bottleneck on reverse engineering spell talismans or a way to get clear diamonds would you propose?

> Idea: As for magic, conjuration doesn't have to create units. Conjure insects and rodents [...]
No. The Conjuration school is really necromancy with a different name. All the radbursts and necromantic transmissions are in "interaction_conjuration.txt", so it may be better that stable ponies don't get this, for now at least. I'm mildly annoyed that we get the reactions to research it and make lenses, though. Well, I guess the few ghoul Unicorns that some of our test subjects unlucky citizens get turned into by radiation could get some buffs or attacks that only work well for them and irradiate normal ponies around them (well, without protection anyway).

> New item, flux canister. 1 bone = 1 canister, or 1 flux boulder = 2 canisters, made at the rock grinder.
Reactions other than "make bone pellets  R" don't separate bone, so pellets are a necessary step in the middle. Since a dog or something usually produces 5-10 bones, Lycaeon said, he'll nerf bonemeal production.
I'm against introducing intermediate items that we can do without. If you really want to, just use flux blocks instead of boulders. My proposed efficient steel production reaction is more sensible than flux canisters: 
4 iron bars + 1-2 flux + 1-2 coal -> 4 steel bars



> Drop prisoners into the pit.  They will attempt to go to the nearest exit.  They will run into the Pinkamena and be interrogated.  Collect the leavings, wait until a week has passed, repeat the process.
Ah, the enemies are stunned from getting dropped 1 z-level. Clever. With this setup, you could place 8 pinkamenas around the dropping point and not have to worry about their recharge. Of course having this many is only feasible after reverse-engineering neural interface talismans.

> It looks like raiders can't be interrogated. I will need to find another use for them.
I think it was even in the patch notes that raiders are too crazy for this.

> Interrogator: "Fascinating. Thank you."
The joke here is that the r-word is missing, but let's not go there. Moderators don't like the subject.



Hm, I don't know if I'm sick from disrupted sleeping patters, carbon monoxide from the heating or playing around with lead, cadmium and other elements. Oh well.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Neowulf on May 02, 2013, 06:13:17 pm
> Concrete tweaked to 3 common + 1 flux input and 20 blocks/5 furniture output is really nice. Drab concrete cells apartments for everypony!
While quite efficient, I'd still say it's a bit on the underpowered side. In heavily forested areas, plywood and wooden blocks are still a more attractive potion. I think either fallout or modern mod made 10 concrete blocks or 2 furniture out of 1 stone, but that's too much.
Easy enough to bump the output up. I'd considered 1.5 out per boulder instead of 1.25, but part of my rebelled against breaking away from the nice multiples of 5.

I don't recall getting any salvage from the expeditions I used for miracle cures, but then I wasn't paying much attention.
I got 5 medium and 4 high salvage from the single expedition that worked. Since then I watched another expedition try and do nothing at all (no error alert, they just grabbed the stuff, ran the reaction, and walked away when no syndrome boulder was produced).

> And what about autosyndrome dolling out syndromes/salvage based on a skill level?
This would require a specialised script by someone like Putman and isn't likely to happen.
Mind pointing me to any documentation there is? The readme has nothing and searching the forums is a bit overwhelming.
If it can call an arbitrary LUA script, and LUA can apply syndromes, I should be able to whip something up.
If it requires C++ I'd have to figure out a build environment, and my desktop is was too cluttered to get one setup smoothly right now.

> Idea: Reusing maps. Probably not worth it since it doubles the expedition reactions, but it's an idea.
Some maps can be sometimes reused. In reaction_expedition.txt "assault a regional slaver base" has 0.5 chance of giving you a map to slaver base and talon expedition have 0.25 chance for another map. Those are the only two expeditions that do this.
Wouldn't mind seeing that applied to all the map expeditions

> Kinda annoying you can do everything dealing with reverse engineering spark batteries, kinetic talismans, and basic robot processors with the normal arcane buildings except get the prismatic hologems needed to turn notes into blueprints.
Ah yes, the design hologems. I find the need for clear diamonds quite limiting too, but they have 0.08 chance of being found from rock grinding. This just doesn't work in-fluff, but is needed to get those clear diamonds. What alternative bottleneck on reverse engineering spell talismans or a way to get clear diamonds would you propose?
Ministry of Awesome high energy workbench with a reaction to turn a bunch of biofuel (carbon feedstock) and discharging a bunch of spark batteries (or using a power talisman, but spark batteries are plentiful and need more uses) to make a synthetic diamond? Already done IRL using methane gas as a carbon feedstock and microwave emitters to turn the feedstock into carbon plasma.
Seeded rock farming? Seed gem + boulders = 1  seed gem + possible more of the same type.
We're already putting noted on data hologems, why not just take the 4 design note hologems, add one more blank one and some wiring, and call it good?

> Idea: As for magic, conjuration doesn't have to create units. Conjure insects and rodents [...]
No. The Conjuration school is really necromancy with a different name. All the radbursts and necromantic transmissions are in "interaction_conjuration.txt", so it may be better that stable ponies don't get this, for now at least. I'm mildly annoyed that we get the reactions to research it and make lenses, though. Well, I guess the few ghoul Unicorns that some of our test subjects unlucky citizens get turned into by radiation could get some buffs or attacks that only work well for them and irradiate normal ponies around them (well, without protection anyway).
Eh, just a thought. The magic schools are identical to the elder scrolls ones, but the other conjuration possibilities from there don't really work either (what use would a bound sword have?).

> New item, flux canister. 1 bone = 1 canister, or 1 flux boulder = 2 canisters, made at the rock grinder.
Reactions other than "make bone pellets  R" don't separate bone, so pellets are a necessary step in the middle. Since a dog or something usually produces 5-10 bones, Lycaeon said, he'll nerf bonemeal production.
I'm against introducing intermediate items that we can do without. If you really want to, just use flux blocks instead of boulders. My proposed efficient steel production reaction is more sensible than flux canisters: 
4 iron bars + 1-2 flux + 1-2 coal -> 4 steel bars
Bah, tested a theory and was wrong. Why can't bones follow the same stack bug as other reaction reagents? Plants have no problem splitting as long as you work solely with the plant stack.
I like intermediary steps if they have multiple uses, like possibilities with the drugs. Just seems weird a pony would drag a boulder to a chemistry set when they need a base for their solution.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 02, 2013, 06:57:47 pm
Lyc, you still out there?

If yes, what's the ETA on the next edition? If not, what would you like your gravestone to say?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 07:03:37 pm
He said it would be two weeks. I don't know about him, but I like pepperoni and ham on my tombstone.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 02, 2013, 07:24:27 pm
He said it would be two weeks. I don't know about him, but I like pepperoni and ham on my tombstone.
Lol. I loved those commercials.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 02, 2013, 08:00:23 pm
My last post was but yesterday. You seek to put me in the earth too soon, though I'll take the pepperoni and ham.

Life's been busy, and work on the next update will begin in two weeks once there's a lull in my schedule. It'll be catch-up, most likely...there's a long list of fixes and small changes to make, as well as new dfhack features to examine and implement. Methinks I've spoiled you all with my old schedule of an update every two weeks. :P

> Pikamenas
The interrogation reaction won't work if you bring a still-caged prisoner within a tile of the Pinkamena. The Pinkamena will interrogate him inside the cage, but that freezes the process and prevents the creation of a memory orb (You'll need to kill the interrogated creature yourself). The second rule is to have a chicken within 15 tiles of the room when the interrogation takes place (Same z-level, but no need to be within line of sight). The third is to make sure the prisoner is stripped before release. Beyond that the process is up to your imagination. I do like Treason's idea, though it may not work for the griffons.

Destyvirago: Glad you enjoy the mod! My recommendation is to read the novel...you'll gain a better appreciation for the wasteland, and your !!FUN!! will improve for it. ;)

Maklak: Nice work on the shotguns; they'll work well as light battle saddle armament. The only question is their source; the wastelanders can sell them, but should Stables have them from the outset?

> Well, an alternative would be to target all friendlies with healing spells that boost their recuperation, doing this often, indiscriminately and without any ill effects, like in Regen mod.
That sounds a bit too powerful for my tastes.

> ShowUnitSyndromes.rb now works for me.
Interesting, though I'll have to weigh the advantages of knowing which spells your unicorns know against the clutter of various other interactions.

> a pony not using an interaction when she can.
All reaction-based interactions have FREE_ACTION attached and shouldn't be bound to actions. I do have a suspicion of what's causing the problem...there's another effect that slows them down, long enough to stay in range of the target creature.

Thirtyeight: All robots should be repaired with that reaction. Were you setting it on repeat? Otherwise, you can upload the save if you still have it.

> Lastly, how do I make concrete?
Four boulders and a flux at the stone foundry.

Neowulf: Was the room small enough that all the expedition squad members were within 5 tiles of the workshop center? You mentioned no syndrome boulder was produced, but that shouldn't be the case. Can you upload the save so I can take a look?

> What about single pony expeditions?
Those will be scouts, needed to map out the wasteland regions and the ruins of cities for future expeditions.

> And what about autosyndrome dolling out syndromes/salvage based on a skill level?
Not possible, I'm afraid.

> Ministry crates (plus ironshod/clad, robronco, and stable-tec) should have a chance of dropping notes that can be combined into a ministry specific expedition map.
I was thinking memory orbs more, though notes can work.

> When you send an expedition somewhere you receive a Used Map item to the place.
Certain expeditions have a small chance of returning the map to you, but making decreased risk expeditions with reduced loot will take too much work.

> Kinda annoying you can do everything dealing with reverse engineering spark batteries, kinetic talismans, and basic robot processors with the normal arcane buildings except get the prismatic hologems needed to turn notes into blueprints.
I'm happy with the bottleneck as is. The process to make synthetic diamonds sounds too advanced even for this mod.

> We're already putting noted on data hologems, why not just take the 4 design note hologems, add one more blank one and some wiring, and call it good?
Fluff-wise the data can only be used when transcribed together into a prismatic hologem.

> As for magic, conjuration doesn't have to create units.
Conjuration is more dark magic, the kind that infuses ghouls and balefire hounds. The zebras specialized in it, but ponies know little about it...for now... ;)

> Maybe changing the bonemeal/flux stuff up a little?
I have my own plans for revamping the steelmaking system.

Thanks for the ideas! :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Roan on May 02, 2013, 09:32:09 pm
I don't know if this is a bug, but...
I've got a unicorn that's reached the Hero level of notability (Adventure Mode). I've avoided doing any major time-wasting 'grinding' exercises, and have simply been adventuring as one would normally do. I think.
I just killed a titan (without being asked to do so), which was quite broken because its shrine ended up putting it smack dab in the path of some radioactive clouds most of the year. That's not the problem.
After making a pilgrimage to Overtress, my failed attempt at acquiring Star Metal (I do not know how lava works), the game started lagging. Not really a problem, as it doesn't seem to happen in biomes that are not similar to that fortress.
Then I got bumrushed by a group of raiders... and... this happened.
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 02, 2013, 09:34:03 pm
Cloudsound, the beginning.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 02, 2013, 10:37:48 pm
>Roan

That technically isn't a bug. The game checks age only periodically, its not unusual for opponents to drop dead in the middle of combat.

How does one interrogate rangers safely?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Roan on May 02, 2013, 10:59:53 pm
>Roan

That technically isn't a bug. The game checks age only periodically, its not unusual for opponents to drop dead in the middle of combat.
Periodically...
Are those sorts of checks made all at the same time, or is there sort of a... cascade?
I checked out a backup and noticed that I always had lag at that point in time, regardless of location.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wilde Card on May 03, 2013, 02:47:17 am
I've hit a bug, I'm not sure what triggered it or how to remedy it, but my mechanic went to upgrade a security turret into a minigun turret, but cancelled it because apparently we don't have a medium calibre ammo box, but the weird bit is, is that a few seconds later a turret upgrades anyway without any resources being used up.
Has this happened before? Just thought I'd bring it up

Oh yeah, and the reaction for inflating balloons doesn't have the 'L' from 'inflate'
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 03, 2013, 07:33:41 am
> > Concrete
> I'd considered 1.5 out per boulder instead of 1.25, but part of my rebelled against breaking away from the nice multiples of 5.
My proposal was 30 concrete per 4 rock and 1 flux, but it would mean 7.5 furniture per reaction. In any case, even the four blocks per rock that we have now isn't bad, considering it is a batch job, but the concrete output should be bumped. If for no other reason than to compensate that we are using Flux for it.

> > > Expedition output based on skill level
> > You'd need a custom script
> Mind pointing me to any documentation there is?
I don't really know of any. Ask Putman.
If itemsyndrome is possible, this script would be too. What you'd have to do is periodically check the skill levels of all ponies / dwarves and give them syndromes based on those levels. For simplicity it's best to use only the best syndrome, combine skills (one syndrome progression for all weapon skills) and stick to four levels: none (no syndrome), Proficient, Accomplished, Legendary.
Once those syndromes are present on ponies / dwarves, expedition (and other) interactions can check for them, but that's more work on Lycaenon's part. Considering how big the expedition files are already, I'm not surprised by his lack of enthusiasm. As for surviving ponies, his current todo list has checking for power armour, battle saddle or maybe just SHEILD_ADEPT / SHIELD_APPRENTICE and decreasing lethality for them.
If you manage to complete this script, it and it's variants will be useful for other things, for example Meph would probably be happy to make his guilds only accept dwarves of certain skill level.

> Expedition map reuse rate.
Too low in my opinion, but it is an uninformed opinion of someone who never got the resources to get the interrogations and expeditions to work.

> > Clear Diamond hologems
> Ministry of Awesome high energy workbench with a reaction [...] to make a synthetic diamond? Already done IRL using methane gas as a carbon feedstock and microwave emitters to turn the feedstock into carbon plasma.
IRL only a thin layer of diamond can be made and diamond gems are not on the table. Like Lycaeon said, I don't think the ponies would be this good at making artificial gems.
> Seeded rock farming? Seed gem + boulders = 1  seed gem + possible more of the same type.
Now you might be onto something. Although the rock grinding kinda simulates rock farming already, a separate chain of labour-intensive reactions (like the MLP mod research) to get diamonds would be preferable to just finding them in random rocks.
> We're already putting noted on data hologems, why not just take the 4 design note hologems, add one more blank one and some wiring, and call it good?
Not really. Let's just say that to hold a pattern for making magical microprocessors, you need a really good quality gem. T4 gems are pretty much the only thing that will do in-fluff.

> flux carnisters
I'm pretty sure you can make flux blocks and use them in reactions. Introducing flux carnisters would introduce the same problems as plywood did. Maybe we should just use wooden blocks instead of plywood too.

> If yes, what's the ETA on the next edition? If not, what would you like your gravestone to say?
Lol, now that's kind of a mean thing to say, don't you think? I actually prefer bigger releases, more spaced apart and with a few minor bug fix releases in-between. This gives us the time to run forts and report bugs. Just look at the game itself: whenever it comes out, people abandon their old forts and jump at the new version. Then there are some bug-fixing releases, tools have to update and dust has to settle. After that there are community games and tool updates for months. It actually works out that major releases of DF are no more often than once a year and Toady keeps us hyped by his blog in the meantime.

> Nice work on the shotguns; they'll work well as light battle saddle armament. The only question is their source; the wastelanders can sell them, but should Stables have them from the outset?
Actually this gives us more than just shotguns. We can have dual miniguns: fire two or more bullets at once.
We can also have burst weapons. Put a syndrome on the assault rifle (all kinds) with itemsyndrome. Then have a reaction that consumes a stack of medium ammo and gives the pony 5 "burst 5" interactions that expire in 10(0?) years, have wait period of 10(0?) years (or maybe there is a better way to do one-shot interactions), need the syndrome from the assault rifle to work, use a cooldown syndrome, like the time spells and spray the enemy with 5 medium calibre bullets. Hail of metal! Great for defence if this would trigger only on short distance, like 3-6 tiles.
As for shotguns themselves, I have many more questions than that.
1) How many pellets should there be? Wikipedia says "The most commonly produced buckshot shell is a 12 gauge, 00 buck shell that holds 9 pellets." and "For instances, loads of 12 gauge, 00 buck are commonly available in 8 to 18 pellets", so I guess 8, 9 or 10 pellets work.
2) How do we get rid of all those pellets on the map? With shotguns the problem is multiplied over just robots and turrets.
3) How lethal should the pellets be? I think they should at least have a chance of piercing the skin, but that would make small calibre ammo less attractive.
4) How to obtain them and whether we need schematics for production. Well, some crates should have them of course and we could buy them, but if we need schematics for rifles and can't even make hunting rifles, then it depends on what kind of shotguns we want to have: If double-barrel, then no schematics should be required, as we can already make pistols. If the ones with 5 or so shells in a magazine, then a schematics should be needed. In any case, they shouldn't be available at embark.
5) How much resources per battle saddle? Minigun uses 3 steel for the minigun itself and 14 steel, gunpowder and brass for the bullets (that's assuming the ranged squads won't claim them first, but the work-around is to only assign them bronze and iron bullets). In my opinion a shotgun battle saddle (or turret) should use about 1/3 to 1/2 of that to make, otherwise shotguns won't be an attractive option. Furthermore replace steel with bronze and possibly brass with plastics for ammo.
This brings us to 4 steel for shotguns (let's say the saddle uses two shotguns and not 4), 5-10 bronze, 4-8 gunpowder and 4-8 plastics for ammo. This (especially bronze instead of steel) makes it an attractive option for mass production, but the gunpowder requirements are still there to not make it overshadow pistols and rifles.
I want to be able to afford 10-20 shotgun saddles for my entire military, but the lower damage and range on pellets will still keep me using rifles and AMRs.
6) Should there be "shotgun shell crates"? Probably.
7) How many shotguns per battle saddle, how much shots before reload and how long the reload? I copied much of this stuff from other battle saddles, but it probably needs more thought. 4 5-shooters for 20 shoots in rapid succession every 600 TUs would still make sense in-fluff, but otherwise be a total overkill. I'm not so sure if spacing the bursts every 200 TUs was such a good idea either. Shotguns should probably be about firing all at once, then going melee to finish off the enemy. Or maybe I'm wrong.

> > Well, an alternative would be to target all friendlies with healing spells that boost their recuperation, doing this often, indiscriminately and without any ill effects, like in Regen mod.
> That sounds a bit too powerful for my tastes.
Which is why I'm not strongly objected to the current system, even though I grumble at the inconvenience.

> > Ministry crates (plus ironshod/clad, robronco, and stable-tec) should have a chance of dropping notes that can be combined into a ministry specific expedition map.
> I was thinking memory orbs more, though notes can work.
Both can work.

> > ShowUnitSyndromes.rb now works for me.
> Interesting, though I'll have to weigh the advantages of knowing which spells your unicorns know against the clutter of various other interactions.
Hm, I should test it for Callgrow and see for myself. What is prints now is pretty cluttered, especially the repeating interactions from autosyndrome: http://pastebin.com/Bi4ZwA77 However, once he got the basic functionality, it is not so difficult to filter the output to just what we want or eliminate the repetitions by default and keep an option to print everything for debugging interactions. I do not volunteer, because I never programmed in Ruby and the script doesn't even fully work for me.

> The interrogation reaction won't work if you bring a still-caged prisoner within a tile of the Pinkamena. The Pinkamena will interrogate him inside the cage, but that freezes the process and prevents the creation of a memory orb (You'll need to kill the interrogated creature yourself).
Easy enough: keep pinkamenas in the stockpile for prisoners, dump their weapons using dfhack, then pit them in a room adjacent to chickens against ponies with full armour, but training weapons. Best of all worlds.

> Are those sorts of checks made all at the same time, or is there sort of a... cascade?
Probably it waits out a number of frames, then checks all the creatures.

> I've hit a bug, I'm not sure what triggered it or how to remedy it, but my mechanic went to upgrade a security turret into a minigun turret, but cancelled it because apparently we don't have a medium calibre ammo box, but the weird bit is, is that a few seconds later a turret upgrades anyway without any resources being used up.
Are you certain, the resources weren't consumed? Do you know how to uhm... replicate this bug for my turrets?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 03, 2013, 09:29:31 am
> flux carnisters
I'm pretty sure you can make flux blocks and use them in reactions. Introducing flux carnisters would introduce the same problems as plywood did. Maybe we should just use wooden blocks instead of plywood too.

I think that Flux Canisters would help people who embark somewhere without flux, while getting some other thing, like magma right off the bat, so it may be a good idea to include a poll for it... ya know, just in case.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 03, 2013, 09:41:06 am
> I think that Flux Canisters would help people who embark somewhere without flux, while getting some other thing, like magma right off the bat, so it may be a good idea to include a poll for it... ya know, just in case.

How would that help anyway? You can already embark with flux boulders or blocks and order those things from caravans. Plus we have easy access to bonemeal.

EDIT: It is not wrong to brainstorm ideas, just accept that some of those ideas will inevitably end up either bad, redundant or not feasible.

BTW, when it comes to plywood, how would you see the removal of plywood, with the plywood workshop using wooden blocks instead of plywood and breaking the furniture into wooden blocks too? We already have a reaction to make 4 wooden blocks per log, so we have easier building of wooden structures. The plywood workshop could accept wooden blocks instead of plywood. For rounding errors, just have a chance to make a wooden block. For example if something can be made out of 2 plywood now and disassembled into one, have the "make" reaction drop a wooden block 0.2 of the time and the reaction to break it down produce a wooden block 0.8 of the time. The upside is that we can already make a stockpile for wooden blocks, without going into stone->plywood and avoid problems with price, quality, inflated fort value, too many boards eating up FPS and so on. "Make" reactions should take material from the wood and make items indistinguishable from the carpenter's workshop. "Brake" reactions take material from the furniture. This eliminate the need for plywood material entirely, which might be bad if you want all furniture to be the same colour. If so, just have a reaction to make plywood blocks instead of wooden ones and use those for all the reactions.
What are your thoughts on this? Should we also be able to break up the furniture from carpenter's workshop (and recycle low quality beds, for example)? Is there something wrong with this idea that I'm missing?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 03, 2013, 09:48:26 am
> I think that Flux Canisters would help people who embark somewhere without flux, while getting some other thing, like magma right off the bat, so it may be a good idea to include a poll for it... ya know, just in case.

How would that help anyway? You can already embark with flux boulders or blocks and order those things from caravans. Plus we have easy access to bonemeal.

Oh right... I got nothing, forget my previous statement.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Roan on May 03, 2013, 05:15:44 pm
I got another bug, but I lost the save (I crashed the game because I didn't have time to save and awful things had transpired that weren't very !!fun!!). This is probably a DF thing, not specific to this particular mod. My expedition leader had the mining and farming labors on, but she literally wouldn't do anything. She'd sit in the de-facto meeting area by the wagon, whether there was work to be done with her applied labors or not. She would occasionally start 'cleaning'... by going to the bottom or top of the map and standing still for a moment before going back to the wagon with 'no job'. The fishing labor would make her 'fish' in the same way she would 'clean'. However, she wouldn't stop fishing, regardless of whether she caught anything. Stuck on the reaction, I think.
With the fishing labor off, she would fulfill consoling reactions. I only know this because a cave-in took the horn off my other miner while killing his buddy, and instead of having a tantrum spiral (he was at 0 for a bit...) he became ecstatic after crying on her shoulder and... becoming romantically engaged... ???
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 03, 2013, 09:09:15 pm
Are pulse mines set off by organic targets? If so, whats a good way to ensure they aren't wasted?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on May 03, 2013, 10:14:20 pm
Yes, because they're creatures who can't discriminate with attacks.

No, for the same reason.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wilde Card on May 03, 2013, 10:34:45 pm
> I've hit a bug, I'm not sure what triggered it or how to remedy it, but my mechanic went to upgrade a security turret into a minigun turret, but cancelled it because apparently we don't have a medium calibre ammo box, but the weird bit is, is that a few seconds later a turret upgrades anyway without any resources being used up.
Are you certain, the resources weren't consumed? Do you know how to uhm... replicate this bug for my turrets?

Haha, as I said, I have no idea what's triggering it, but all of the resources that my mechanic gathers before job cancellation remain in the Maintenance workshop. :P I have been making use of it though, and have a small collection of minigun turrets pastured just inside my main gate ;D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 04, 2013, 04:17:14 am
> Are pulse mines set off by organic targets?

[IT_AFFECTED_CLASS:ENEMY]
[IT_REQUIRES:NOBREATHE]
This is rather clever. I think if Lycaeon added something like [IT_AFFECTED_CLASS:ROBOT] it would target enemies or robots (including our own), not enemy robots, but enemies with nobreathe exclude most organic targets. Steel Rangers and robots have it, though.

> If so, what's a good way to ensure they aren't wasted?
A separate entrance-airlock for the Steel Rangers and wild robots that's normally closed. Probably build a ceiling over it and have a pasture over a lever-operated hatch or bridge to drop more mines if needed and fill that thing with cage traps. I'm working on one in Callgrow.

In other news I'm working on a script, but let's just say that perl writing is a perishable skills and the language itself is a byatch who likes bananas.
EDIT: I got the basic functionality working and got rid of (most?) bugs. Results should come tomorrow and make Meph happy.

EDIT2: I wonder if this stuff has anything to do with the grass catching fire and if editing it would stop the wildfires and give us more incentive to use flame-throwers. [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_FIRE_TEMPLATE] Nah, doesn't seem like it. Grass fires are probably hardcoded.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 04, 2013, 06:49:46 pm
I've been pondering, what about robotic pet Sweetie-Bots? Not sure what strategic value they'd have outside of giving positive thoughts. Perhaps they could use instruments and sing?

Does the Carve Hologem reaction require cut clear glass or rough?

I don't know if this is a bug or not, but ponies that put on battle saddles immediately drop their weapons. Rangers that attack my fort leave their weapons at the edge of the map while my soldiers leave their named weapons on the ground and never reclaim them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 04, 2013, 07:55:47 pm
So I was looking through my old music library, and I came across a bunch of unlabeled songs. I had myself a listen.
.
.
.
.
.
It was my sister's MLP Gen. 3 Christmas Special soundtrack. Please direct me to the nearest Stable-Tec Mem-Away Brain Bleach™ dispenser.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 04, 2013, 08:34:42 pm
So I was looking through my old music library, and I came across a bunch of unlabeled songs. I had myself a listen.
.
.
.
.
.
It was my sister's MLP Gen. 3 Christmas Special soundtrack. Please direct me to the nearest Stable-Tec Mem-Away Brain Bleach™ dispenser.

Ehhh, you proably would want a Ministry Of Morale Pinkamena to handle that instead
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on May 04, 2013, 10:57:42 pm
I've been pondering, what about robotic pet Sweetie-Bots? Not sure what strategic value they'd have outside of giving positive thoughts. Perhaps they could use instruments and sing?

I thought about doing that. It wouldn't be too hard- just make a robot with natural proficiencies in social/musical skills and [CAN_SPEAK]. Your citizens will interact with the robot as if it's a normal pony, making them happy and gaining social skills of their own. Additionally, robo-friends are an improvement over fleshly buddies in that they are less likely to break and cause a tantrum.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 05, 2013, 01:56:18 am
I've been pondering, what about robotic pet Sweetie-Bots? Not sure what strategic value they'd have outside of giving positive thoughts. Perhaps they could use instruments and sing?

I thought about doing that. It wouldn't be too hard- just make a robot with natural proficiencies in social/musical skills and [CAN_SPEAK]. Your citizens will interact with the robot as if it's a normal pony, making them happy and gaining social skills of their own. Additionally, robo-friends are an improvement over fleshly buddies in that they are less likely to break and cause a tantrum.

Will it be able to set phasers to hug? Evade the robot police? Apprehend pointless reference makers?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 05, 2013, 03:54:04 am
> Does the Carve Hologem reaction require cut clear glass or rough?
Rough. The kind that you get from traders and the "make clear glass reaction".

> I don't know if this is a bug or not, but ponies that put on battle saddles immediately drop their weapons.
That's odd. Mine wear both just fine. Besides, BSes are Armour and shouldn't interfere with weapon slots.

> Social robots.
Well, there was an "Applebot" in Project Horizons. As for "set phasers to hug", creatures can have an interaction that they use as greeting. Overall I'm undecided on this and if Mr. Hooves should get this stuff instead.

Meph says grass can't be fireproof and to prevent the whole map getting burnt we could either remove grass (and GRAZERs, I suppose), make it rain by dfhack or turn the temperature off.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 05, 2013, 12:22:06 pm
>Maklak

That is the Sweetie-Bot of which I speak. Its a reference to one of the characters from Friendship is Witchcraft. It was snuck in PH as a shout-out and I think it would fit well as a bringer of cheer to a dingy stable.

(http://derpicdn.net/media/W1siZiIsIjRmZDNkZmYyOTQ1YjcwMTVmYzAwMDAwMSJdXQ/4446__safe_sweetie-belle_adorable_robot_sweetie-bot_adorable-as-fuck_artist-zaiyaki.png)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 05, 2013, 12:44:38 pm
>Maklak

That is the Sweetie-Bot of which I speak. Its a reference to one of the characters from Friendship is Witchcraft. It was snuck in PH as a shout-out and I think it would fit well as a bringer of cheer to a dingy stable.

(http://derpicdn.net/media/W1siZiIsIjRmZDNkZmYyOTQ1YjcwMTVmYzAwMDAwMSJdXQ/4446__safe_sweetie-belle_adorable_robot_sweetie-bot_adorable-as-fuck_artist-zaiyaki.png)
I was going to make a reference to the purpose for which Mr. Horse built the original Sweetie Bot,but thought better of it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 05, 2013, 12:55:58 pm
That's probably best. Its not relevant anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 05, 2013, 12:59:07 pm
Proposal for the Ministry of Image crates:  Lower the amount of posters per crate and give a chance to find an article of fine clothing.  A set of (light)horseshoes, a quadruplet of socks, a well-crafted nylon (anything should either be synth-fiber or nylon) hood, etc.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 05, 2013, 04:46:04 pm
> I was going to make a reference to the purpose for which Mr. Horse built the original Sweetie Bot,but thought better of it.
Well, I guess if it were to be introduced, it's greeting interactions could include dancing. I abstain on introducing Sweetie Bots or Apple Bots.

> A set of (light)horseshoes, a quadruplet of socks, a well-crafted nylon (anything should either be synth-fiber or nylon) hood, etc.
For this to work, the MoI crate would have to include another crate with those things. It would make MoI crates more interesting, so I'm weakly in favour.

> I think that MoI crates should contain useful but banned books, cloth, dye, and low-level gems in addition to their current contents.
I may agree with the rest of the stuff (except dye - it will just clog up the stockpiles they way gypsum plaster from MoP crates does), but how do you propose to introduce books? The same way that skill hologems work? The same way memory orbs work? Similar to how the theatre works? I just don't know what they could do, but books would be at least as fitting in MAS crates.



I got first relevant results from my script. It is a RAW crawler and reads various kinds of things about plants. It was more difficult to debug then I expected. This is just output for easy designating with #getplants, so you don't have to do this manually. Basically it lets you designate say all medium quality salvage on the surface, without touching any trees. Of course you may want to un-designate some areas afterwards, but used correctly this can speed up salvage collection without clear-cutting everything. I plan to exclude dye plants from bushes, but that part isn't ready yet. Unfortunately there is no way to make #getplants work only for a range of Z-levels, which would be nice. 

I'd like your input on exactly what combinations of bushes, trees, high, medium and low quality salvage, soda vendors, broken and disabled terminals should I print. That is, what would you like to use it for.

If you think I'm crazy for writing a RAW crawler to do this and would complete the same work much faster by say
$ grep -B 15 "SALVAGE_HIGH\]" *plant* | grep "\[PLANT"
run a couple of times and edited manually then of course you're right, but I want to use this script for another thing too. Besides from now on, this can be easily generated each time the plants are updated.

Anyway, here goes:
Spoiler (click to show/hide)

The script itself is still to dirty for a release.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 05, 2013, 04:50:27 pm
I think that MoI crates should contain useful but banned books, cloth, dye, and low-level gems in addition to their current contents.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 05, 2013, 05:55:18 pm
Are their any creatures that give shells? I have a pony demanding shells for an artifact he is working on and I may be out of luck.

I wound up modding in shells being dropped by brahmin.

I just noticed a wastelander civ has an alicorn sheriff.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 05, 2013, 06:09:16 pm
Are their any creatures that give shells? I have a pony demanding shells for an artifact he is working on and I may be out of luck.

Unprocessed cave lobster and turtle shells.  Since those do not exist in this mod, anything that drops chitin (think scorpions).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 06, 2013, 04:31:17 am
Lyc, can you add a way to make black leather? That would be awesome for my security force.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 06, 2013, 04:37:03 am
Lyc, can you add a way to make black leather? That would be awesome for my security force.

Hmmm can you dye leather? That would be interesting, as you could finally have the most fabulous~ security force all clad in purple :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 06, 2013, 07:45:02 am
Lyc, can you add a way to make black leather? That would be awesome for my security force.

Hmmm can you dye leather? That would be interesting, as you could finally have the most fabulous~ security force all clad in purple :D
I was thinking closer to a bunch of bangers.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 06, 2013, 12:33:08 pm
Lyc, can you add a way to make black leather? That would be awesome for my security force.

Hmmm can you dye leather? That would be interesting, as you could finally have the most fabulous~ security force all clad in purple :D
I was thinking closer to a bunch of bangers.
Gangers. I meant gangers.

Anyways, I have figured out the perfect way to get Lycaeon to release the next version within 48 hours.
.
.
.
.
.
I have started a new fort, and it's doing very well.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 06, 2013, 12:33:32 pm
Hey Maklak, I've been meaning to ask you, where have you been placing your flamethrower turrets?
Have you been placing them outside or in contained areas with paved roads/floors?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 06, 2013, 02:51:57 pm
> Shells
I think they also come from mussels, but I'm not sure. The use of shell for strange moods was toned down quite a bit, so you're unlucky to even have this problem.

> I think dying cloth and thread are hard-coded. You could change the name of "Tough Lether" to "Black Leather" and pretend it's black (or even change the colour in the RAWs). I know there was a wood-dyeing workshop in Nikodeng's 1.71 MLP mod for 31.25, so you can look there how to do this.

> Hey Maklak, I've been meaning to ask you, where have you been placing your flamethrower turrets? Have you been placing them outside or in contained areas with paved roads/floors?
I haven't figured out what to do with them and Callgrow doesn't even have enough steel and didn't reverse-engineer flamethrowers. I kinda gave up on them anyway. They didn't seem to do much to enemies (including buzzards) and I don't want to use up a ton of blocks to pave the area around to prevent my wood from burning from a grass wildfire.

What do you guys think about my #getplants macros, I posted yesterday?

EDIT: This may be relevant for dfhack stability: http://www.bay12forums.com/smf/index.php?topic=122578.msg4233286#msg4233286
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 08, 2013, 07:12:11 pm
Treason: To Cloudsound and the continued prosperity of its citizens! :) Nightstalkers are tameable and better than ordinary dogs.

> Lower the amount of posters per crate and give a chance to find an article of fine clothing.
Already on the development list, along with cutting down on other excess salvage.

Thirtyeight: You need to disable the Rangers with a pulse mine first. They'll move slowly and get caught by the first cage trap they encounter. After that you can interrogate them normally.

> Sweetie-bots
Interesting, but I can't see a functional use for them at the moment that isn't covered by the other robots.

> I don't know if this is a bug or not, but ponies that put on battle saddles immediately drop their weapons.
Can you re-equip them? Good catch on the Rangers though...I removed their grasp but forgot this makes them lose their weapons.

Wilde Card: Can you upload the save for that turret duplication bug? It may be specific to your situation but I'd still like to check it out.

> Oh yeah, and the reaction for inflating balloons doesn't have the 'L' from 'inflate'
Nice catch.

Maklak: I've noted Putnam's development on reactions that could recognize skill levels, and it is indeed intriguing in many ways. Learning magic could finally be linked to alchemy skill level (Though still limited by discipline), allowing unicorns to progress beyond apprentice level. Many other complex reactions can be restricted to skilled ponies, such as robot manufacturing for mechanics. And so forth...though its application in expeditions will be limited, as there's no way to grade multiple skill levels for a single reaction.

> Improved concrete yield.
A few extra blocks wouldn't hurt.

> A separate chain of labour-intensive reactions (like the MLP mod research) to get diamonds would be preferable to just finding them in random rocks.
A research tree to improve rock farming yields would be just the thing for Rarity's ministry. :)

> Actually this gives us more than just shotguns. We can have dual miniguns: fire two or more bullets at once.
All good points for when I get around to adding them in. Dual miniguns may be too heavy for a single pony, however.

> How would you see the removal of plywood, with the plywood workshop using wooden blocks instead of plywood and breaking the furniture into wooden blocks too?
Wooden blocks are much larger than planks and so less manageable for a furniture system.

> I got first relevant results from my script. It is a RAW crawler and reads various kinds of things about plants.
Interesting, but I'm sticking to Notepad++.

> This may be relevant for dfhack stability.
Good news! :D

Tahujdt: Fleshing out the MoI crates won't happen this version.

> Lyc, can you add a way to make black leather?
I'll look into it.

> Anyways, I have figured out the perfect way to get Lycaeon to release the next version within 48 hours. I have started a new fort, and it's doing very well.
I guess I'll let you enjoy this fort for the coming week. ;)

Thanks for the feedback everyone! Sorry for the slow replies - it's been a busy week, though I hope to get back to modding by next Wednesday.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 08, 2013, 07:27:43 pm
>Can you re-equip the dropped items?

Yes, though it took me a shamefully long time to notice the weapons were being forbidden when dropped. I kept wondering why soldiers wouldn't pick up dropped artifact weapons.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on May 09, 2013, 12:32:56 am
All I ever said about reactions being limited by skill was telling Meph that I wouldn't know how.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wilde Card on May 09, 2013, 02:14:56 am
Wilde Card: Can you upload the save for that turret duplication bug? It may be specific to your situation but I'd still like to check it out.

Sorry, I can't find it, I think I deleted it in I realized the hard way not to put flamethrower turrets outside :-\
It may be relevant that I was using advanced params to give me excess high-quality salvage, but I have no idea. So sorry I can't get the save to you, but I'll try to duplicate the glitch at some point
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 09, 2013, 11:36:49 am
Hm, I think soap can be made from rock nut oil, but can't be made from synth-oil. Is this true? If so, is it intentional? I'm looking at the RAWs and Quarry Bushes have a soap template and synth reeds don't.

I have an idea on interactions for chicken transformations that don't trigger: Lock the door to the room with the workshop and see if the pony will use her interaction if she can't path out of the room.



> I've noted Putnam's development on reactions that could recognize skill levels, and it is indeed intriguing in many ways. Learning magic could finally be linked to alchemy skill level (Though still limited by discipline), allowing unicorns to progress beyond apprentice level. Many other complex reactions can be restricted to skilled ponies, such as robot manufacturing for mechanics.
Actually I've just put an idea for skillsyndrome script in dfhack suggestion thread, and a few people agreed it would be good to have, but no one volunteered to write it. My idea was to have a subset of skills give periodically refreshed syndromes such as ACCOMPLISHED_MAGICIAN. This would allow for spells to grow stronger with skill in magic or the expedition to check for a syndrome based on best weapon skill, but wouldn't be so good for reactions. That is you could restrict the interaction "turn chicken to robot" to just certain skill levels, but the workshop reaction would still waste the materials if the workshop wasn't profiled.
Meph proposed restricting reactions to just certain skill levels, but that would require changing how assigning jobs works in the game (or just continuously removing dwarves from jobs they aren't qualified to do) and is more difficult.

> Dual miniguns may be too heavy for a single pony, however.
I agree, I was thinking more about the heavier robots.

> > I got first relevant results from my script. It is a RAW crawler and reads various kinds of things about plants.
> Interesting, but I'm sticking to Notepad++.
It's not meant to help edit anything. Just read the plant RAWs and spit out a bunch of information.
Progress on my own script: Pretty much all the important pieces are either in place or I can easily modify the code I have to include them, with the exception of the automatic hints and colouring. Everything else just needs to be put into place and assembled. Then maybe the long part that reads the RAWs can be shortened by putting some elsif's together. Good news it, this will hopefully be universal enough to work for other mods too, I'll also have to take a look at Materwork, because Meph wanted it.

> Black Leather.
Here is a bunch of stuff from the old Pony Mod RAWs. Maybe this will help. 
Spoiler (click to show/hide)
Ah, forget it. Just rename tough leather to black leather if you really want it.

EDIT: My script is beginning to work for crops. This table was generated by my RAW crawler and wasn't edited manually:

Crop table:
   
Name
ID
ValueGrowsSeasonsEatCookBrew (Value)BiofuelProducts (Value)Hints
carrot
ROOT_CARROT
284Spring Summer YesYescarrot juice (2)NoN/ATODO
celery
CELERY
284Winter Spring Summer YesYescelery juice (1)NoN/ATODO
radish
ROOT_RADISH
284Winter Spring Summer YesYesradish juice (1)No
DYE: radish dye (4)
TODO
synth-reed
SYNTH_REED
284All yearNoNosynthcola (2)No
THREAD: synth-reed thread (2)
OIL: synth-oil (5)
TODO
cave wheat
GRASS_WHEAT_CAVE
284All yearNoYesbeer (2)Yes
FLOUR: wheat flour (20)
DOUGH: (20-40)
TODO
sweet pod
POD_SWEET
256All yearYesYesrum (2)Yes
SUGAR: sugar (20)
CANDY: sweet pod candy (20)
EXTRACT(Barrel): syrup (20)
TODO
quarry bush
BUSH_QUARRY
256All yearNoNoNoNo
LEAF: quarry bush leaves (5)
OIL: rock nut oil (5)
SOAP: rock nut soap (5)
PRESSED: rock nut press cake (1)
TODO
tumbleweed
TUMBLEWEED
156Summer Autumn NoNowasteland gin (3)Yes
DYE: ochre dye (20)
TODO
barrel cactus fruit
BARREL_CACTUS
356Spring Summer Autumn YesYeswasteland water (1)No
EXTRACT(Barrel): barrel cactus jam (15)
TODO
muck root
ROOT_MUCK
184Spring Summer Autumn YesYesswamp whiskey (1)YesN/ATODO
bloated tuber
TUBER_BLOATED
184Spring Summer Autumn YesYestuber beer (2)YesN/ATODO
prickle berry
BERRIES_PRICKLE
156Spring Summer YesYesprickle berry wine (1)YesN/ATODO
wild strawberry
BERRIES_STRAW_WILD
256Spring Summer YesYesstrawberry wine (2)YesN/ATODO
Longland grass
GRASS_LONGLAND
284Spring Summer Autumn NoYesLongland beer (2)Yes
FLOUR: Longland flour (20)
DOUGH: (20-40)
TODO
valley herb
HERB_VALLEY
556Spring Summer NoYesNoNo
EXTRACT(Flask): golden salve (100)
TODO
rat weed
WEED_RAT
184Winter Spring Summer YesYessewer brew (1)YesN/ATODO
fisher berry
BERRIES_FISHER
256Spring Summer YesYesfisher berry wine (2)YesN/ATODO
rope reed
REED_ROPE
284Spring Summer Autumn NoNoriver spirits (2)Yes
THREAD: rope reed thread (2)
TODO
dimple cup
MUSHROOM_CUP_DIMPLE
256All yearNoNoNoNo
DYE: dimple dye (20)
TODO
blade weed
WEED_BLADE
284Winter Spring Summer NoNoNoNo
DYE: emerald dye (20)
TODO
hide root
ROOT_HIDE
184Spring Summer Autumn NoNoNoNo
DYE: redroot dye (10)
TODO
sliver barb
SLIVER_BARB
184Spring Summer Autumn NoNogutter cruor (1)Yes
DYE: sliver dye (20)
TODO
sun berry
BERRY_SUN
356Spring Summer YesYessunshine (5)NoN/ATODO
whip vine
VINE_WHIP
184Spring Summer Autumn NoYeswhip wine (3)Yes
FLOUR: whip vine flour (25)
DOUGH: (25-50)
TODO



Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 12, 2013, 08:00:16 am
Hamlet Tactic, "Padtactics."

4th year report. Scribe: Moral Growlponder, Mechanic, Doctor and Expedition Leader.

Population: 33.  26 adults, 6 children, 1 baby.

Location: Joyous Wilds, Tropical Woodland and Fresh Water Lake, southern portion of the Stable Continent.

Main Export(s): Chalk mechanisms and prepared meals.

Main Import(s): Platinum bars and Bauxite.

Military Might: 2 skirmishers in combat armor, learning the Ancient Arts of Zebra unarmed warfare.

Main Crop: Sweet pods.
Secondary: Sun Berries, Quarry Bushes.

Local Threats to date: Raiders and Marauders in groups of three or four.  *An abandoned robotics factory must be near as there have been sightings of military grade robots wandering about.  Local wildlife is almost non-existent save for a single Balefire Phoenix that was captured our first year here.
Largest Threat to date: Hot, Hot, HOT!  We arrived during the early spring of the year and it was hot enough that standing outside in the thick of the day was a recipe for disaster.  I did not realize just how accursed-hot this place could get until last year when a band of slave traders stumbled upon us and we saw the cooked bodies of their poor victims within their cages.  Now, a year later, we watched as several wastelanders stumbled down the ramp into our trade depot and expired from blood loss.  We sent a couple scouts outside to see what danger had found us, of if they had just had the unfortunate luck of stumbling into a cloud of the irradiated dust and spray off the lake, and we were horrified to see the whole caravan bleeding out, their **fat melting and the water within their bodies almost boiling through their skin.  All of them have died in the span of a few hours.

*Something I have noticed about Good Biomes in the Mod: Lots of robots.  I've routinely seen Robobrains and Mr. Macintoshes run around.
**This used to be one of my favorite things to do in previous version of DF; gen a world with extreme temperatures.  Cold that could kill while on a Glacier and Heat that could boil you alive if you stood outside.  I did not think I had fiddled with the temperature levels to wholly unlivable conditions with this world, but I dropped an obsidian pillar above ground and it registered as being "warm."  I've also lost several baby brahmin and bighorns when I left them in an above ground pasture.  Their bodies could not take the heat.  Also, all meeting areas produced with "I" register as "Hot."

Update: Yeah..soon after reporting this, all my ponies went outside to collect the caravan leavings and bled to death themselves...
Next update-to-come: Embarking in the same portion of the world and trying it over again!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 12, 2013, 08:15:20 am
Okay, something odd to report:  After going back to poor, doomed Padtactics, when selecting a new embark spot, I saw that nearby civilizations (friendly) were listed as having "No Trade" to my region..and yet a was still receiving regular caravans.

Update: More experimentation!  New Stable, same region.  Everything is hot, hot, hot!  I cheated this time and turned on fastdwarf with Dhack.  I set my herbalist to gathering sun berries, which was slow going my last stable as despite prospector saying there were 40 something berries bushes about, when I used getplants, it only designated 1 or 2 at a time.  This time, there was 90 something.  My herbalist spent less than half a season above ground on fastdwarf and bled out from the heat.  When trying to dig towards the nearby brook for some water, the water is registering as hot.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Teamwork on May 14, 2013, 09:17:40 pm
Not really related specifically to the mod but I found this wiki article about this anti-radiation drug to be interesting.
http://en.wikipedia.org/wiki/Ex-Rad (http://en.wikipedia.org/wiki/Ex-Rad)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on May 14, 2013, 09:44:34 pm
Hamlet Tactic, "Padtactics."

4th year report. Scribe: Moral Growlponder, Mechanic, Doctor and Expedition Leader.

Population: 33.  26 adults, 6 children, 1 baby.

Location: Joyous Wilds, Tropical Woodland and Fresh Water Lake, southern portion of the Stable Continent.

Main Export(s): Chalk mechanisms and prepared meals.

Main Import(s): Platinum bars and Bauxite.

Military Might: 2 skirmishers in combat armor, learning the Ancient Arts of Zebra unarmed warfare.

Main Crop: Sweet pods.
Secondary: Sun Berries, Quarry Bushes.

Local Threats to date: Raiders and Marauders in groups of three or four.  *An abandoned robotics factory must be near as there have been sightings of military grade robots wandering about.  Local wildlife is almost non-existent save for a single Balefire Phoenix that was captured our first year here.
Largest Threat to date: Hot, Hot, HOT!  We arrived during the early spring of the year and it was hot enough that standing outside in the thick of the day was a recipe for disaster.  I did not realize just how accursed-hot this place could get until last year when a band of slave traders stumbled upon us and we saw the cooked bodies of their poor victims within their cages.  Now, a year later, we watched as several wastelanders stumbled down the ramp into our trade depot and expired from blood loss.  We sent a couple scouts outside to see what danger had found us, of if they had just had the unfortunate luck of stumbling into a cloud of the irradiated dust and spray off the lake, and we were horrified to see the whole caravan bleeding out, their **fat melting and the water within their bodies almost boiling through their skin.  All of them have died in the span of a few hours.

*Something I have noticed about Good Biomes in the Mod: Lots of robots.  I've routinely seen Robobrains and Mr. Macintoshes run around.
**This used to be one of my favorite things to do in previous version of DF; gen a world with extreme temperatures.  Cold that could kill while on a Glacier and Heat that could boil you alive if you stood outside.  I did not think I had fiddled with the temperature levels to wholly unlivable conditions with this world, but I dropped an obsidian pillar above ground and it registered as being "warm."  I've also lost several baby brahmin and bighorns when I left them in an above ground pasture.  Their bodies could not take the heat.  Also, all meeting areas produced with "I" register as "Hot."

Update: Yeah..soon after reporting this, all my ponies went outside to collect the caravan leavings and bled to death themselves...
Next update-to-come: Embarking in the same portion of the world and trying it over again!

Talk about the pounds melting off.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 15, 2013, 04:02:07 am
Hamlet Tactic, "Padtactics."

4th year report. Scribe: Moral Growlponder, Mechanic, Doctor and Expedition Leader.

Population: 33.  26 adults, 6 children, 1 baby.

Location: Joyous Wilds, Tropical Woodland and Fresh Water Lake, southern portion of the Stable Continent.

Main Export(s): Chalk mechanisms and prepared meals.

Main Import(s): Platinum bars and Bauxite.

Military Might: 2 skirmishers in combat armor, learning the Ancient Arts of Zebra unarmed warfare.

Main Crop: Sweet pods.
Secondary: Sun Berries, Quarry Bushes.

Local Threats to date: Raiders and Marauders in groups of three or four.  *An abandoned robotics factory must be near as there have been sightings of military grade robots wandering about.  Local wildlife is almost non-existent save for a single Balefire Phoenix that was captured our first year here.
Largest Threat to date: Hot, Hot, HOT!  We arrived during the early spring of the year and it was hot enough that standing outside in the thick of the day was a recipe for disaster.  I did not realize just how accursed-hot this place could get until last year when a band of slave traders stumbled upon us and we saw the cooked bodies of their poor victims within their cages.  Now, a year later, we watched as several wastelanders stumbled down the ramp into our trade depot and expired from blood loss.  We sent a couple scouts outside to see what danger had found us, of if they had just had the unfortunate luck of stumbling into a cloud of the irradiated dust and spray off the lake, and we were horrified to see the whole caravan bleeding out, their **fat melting and the water within their bodies almost boiling through their skin.  All of them have died in the span of a few hours.

*Something I have noticed about Good Biomes in the Mod: Lots of robots.  I've routinely seen Robobrains and Mr. Macintoshes run around.
**This used to be one of my favorite things to do in previous version of DF; gen a world with extreme temperatures.  Cold that could kill while on a Glacier and Heat that could boil you alive if you stood outside.  I did not think I had fiddled with the temperature levels to wholly unlivable conditions with this world, but I dropped an obsidian pillar above ground and it registered as being "warm."  I've also lost several baby brahmin and bighorns when I left them in an above ground pasture.  Their bodies could not take the heat.  Also, all meeting areas produced with "I" register as "Hot."

Update: Yeah..soon after reporting this, all my ponies went outside to collect the caravan leavings and bled to death themselves...
Next update-to-come: Embarking in the same portion of the world and trying it over again!

Talk about the pounds melting off.

Badum Tish
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 17, 2013, 08:41:29 pm
Is there an updated ETA on the next update? How's it coming?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 17, 2013, 09:27:26 pm
I will get started on the new update tomorrow. Sorry for the delays. :(

> All I ever said about reactions being limited by skill was telling Meph that I wouldn't know how.
Whoops, I misread.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 18, 2013, 03:39:38 am
Dryath made a script to destroy ammo of stack size 1. This won't do anything to globs from interactions, but will prevent recycling bullets.

http://www.bay12forums.com/smf/index.php?topic=91166.msg4255135#msg4255135
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on May 18, 2013, 10:20:53 pm
Is cave floater syndrome supposed to be survivable? Because I just had an Earth Pony survive exposure. It's been over a month now.

Granted, she is "absolutely inexhaustible, unbelievably strong and incredibly tough", and she did walk away with every single bone in her body broken and her teeth blistered. But still. Survivable.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on May 18, 2013, 11:24:49 pm
Is cave floater syndrome supposed to be survivable? Because I just had an Earth Pony survive exposure. It's been over a month now.

Granted, she is "absolutely inexhaustible, unbelievably strong and incredibly tough", and she did walk away with every single bone in her body broken and her teeth blistered. But still. Survivable.

If you manage to get the crap off of them quickly enough, AND if you have a good surgeon, AND if your pony has good stats in either toughness, healing or disease resistance, it is possible to survive the floater syndrome.

Other than that, no, it's not.  And your pony never will get over the blisters without the "miracle cure" of sending them out on an expedition.  They'll be crippled for life.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on May 19, 2013, 03:43:02 pm
She just kind of walked around with the sap still on her for about a week. And my medical crew is entirely composed of lazy morons who refuse to operate.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Khenal on May 19, 2013, 04:29:39 pm
So, I just found something interesting.  One of my ponies had a metalcrafting mood and became legendary, which is cool.  I also had a ton of gold on my map, and the caravan liaison told me that they would pay top dollar for toys, so I told him to make gold toys and ignored him for a while.  However... he started making memory orbs, batteries, hologems and so on.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on May 19, 2013, 04:47:36 pm
So, I just found something interesting.  One of my ponies had a metalcrafting mood and became legendary, which is cool.  I also had a ton of gold on my map, and the caravan liaison told me that they would pay top dollar for toys, so I told him to make gold toys and ignored him for a while.  However... he started making memory orbs, batteries, hologems and so on.
I'm guessing that those are really rare to be crafted normally, but since your metalcrafter was legendary he ended up producing them anyway. Or something.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Khenal on May 19, 2013, 05:12:29 pm
I don't think it's because he's legendary.  I think that the various special salvage toys are linked to the toy pool to craft.  He also just made a gold Pinkie Pie statuette.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 19, 2013, 05:15:18 pm
I don't think it's because he's legendary.  I think that the various special salvage toys are linked to the toy pool to craft.  He also just made a gold Pinkie Pie statuette.
That shouldn't happen, side they only make the toys that their civ has.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on May 19, 2013, 05:17:07 pm
I don't think it's because he's legendary.  I think that the various special salvage toys are linked to the toy pool to craft.  He also just made a gold Pinkie Pie statuette.
Yes I know that, but I'm pretty sure that there are certain types of craft that only show up on high level dwarves in vanilla DF, so I'm guessing that the salvage items are just those cranked up to a massive limit.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on May 19, 2013, 08:08:14 pm
That is actually pretty cool. I can see a master craftsman being able to replicate certain pieces of old world tech, but things like statuettes does not make any sense from a lore perspective. I wonder how Lycaeon will want to handle this?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Khenal on May 19, 2013, 10:53:20 pm
There's probably something that can be done to remove them from the crafting pool while still making them able to be scavenged.  At least I hope so, heh.  It's a rather strange bug, in that it's not something that I think can be actually abused to a real profit.  Rather, you can't aim it.  If you tell them to make toys, they make normal toys (boats, toy hammers, etc) or the special stuff, and there doesn't appear to be a way to make them make specific toys.  I just wish power talismans were toys instead of tools, heh.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 20, 2013, 04:57:27 am
The important question is do they work? If yes, then the reactions need to be changed to only accept the right materials. If not, then your craftspony is making toys that pretend to be valuable, so you can sell those forgeries to caravans or give them to children to play with.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wurgel on May 20, 2013, 06:41:49 am
they seemed to work. Memory-orbs are processed and green glas spell-hologems allow at least the study-order.

green glas unprocessed Steel Ranger memory orb -> (toy-Memory Orb) Steel Ranger memory orb (operational) + ranged + unarmed
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 20, 2013, 07:34:32 am
Hm, this is a reflection of the problem where we get artefact items from this mod. In and of itself this is not a problem, because artefacts can't be used for reactions, even ones with [PRESERVE_REAGENT], but I think the mooded ponies can only make such artefacts because they qualify as crafts.

I think the thing required to prevent us from just setting crafts on repeat and getting all kinds of useful things is to change all the reactions to require specific materials, but that's a lot of work. 

EDIT: While fiddling with my plants script again, I found that there is a bug in [PLANT:BERRY_SUN]. It has [REACTION_CLASS:PONY_POSH_LIVE_BOOZE] instead of [REACTION_CLASS:PONY_LIVE_BOOZE], which makes it unable to produce biofuel. While this is convenient in-cruch (we get to keep our most expensive drinks), it doesn't make sense in-fluff.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wilde Card on May 20, 2013, 11:34:59 pm
I was actually going to post about this myself when I came online, but it seems that someone beat me to it.
I decided to set my squad to off duty so I gave my commander a few stone toy crafting jobs, he didn't have any experience at all and the first toy he made was a Talon memory orb, I have a few marble hologems as well but I don't have the workshops for them yet.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wurgel on May 21, 2013, 03:23:59 pm
(http://i.imgur.com/Hhl9SBX.png)


I... I... I don't even... WHAT?!?!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Khenal on May 21, 2013, 03:46:18 pm
(http://i.imgur.com/Hhl9SBX.png)


I... I... I don't even... WHAT?!?!

Well, that's interesting.  Does she lay eggs?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 21, 2013, 04:01:37 pm
Whoa whoa whoa, hold the phone, hold the mother-bucking phone!
This is kinda important, since the premise of the FoE war is that ponies have no knowledge of anything vaguely violence-y and are making it up as they go along. They must have at least a bit of knowledge about war.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wurgel on May 21, 2013, 05:48:26 pm
(http://i.imgur.com/Hhl9SBX.png)


I... I... I don't even... WHAT?!?!

Well, that's interesting.  Does she lay eggs?

can say it tomorrow. Im getting new nest boxes ready for tests.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on May 21, 2013, 07:01:31 pm
(http://i.imgur.com/Hhl9SBX.png)


I... I... I don't even... WHAT?!?!

What.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 21, 2013, 07:10:17 pm
If that blank unicorn was converted from a chicken that could be the nest box the chicken claimed before it was transformed.

> Dryath made a script to destroy ammo of stack size 1.
Made a note of it. Useful for preventing bullet reuse at the very least.

> Is cave floater syndrome supposed to be survivable?
Yes. It may be too severe in its current form, so I'll take another look at it.

> Making toys from the salvage pool.
Huh...that's a problem. A rather large problem. Thanks for pointing it out...I may have to convert all major toy products into tools.

> While fiddling with my plants script again, I found that there is a bug in [PLANT:BERRY_SUN]. It has [REACTION_CLASS:PONY_POSH_LIVE_BOOZE] instead of [REACTION_CLASS:PONY_LIVE_BOOZE].
That's intentional. The biofuel reaction should only use low-quality alcohol.

> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!
I would expect ponies to have some knowledge of war, given their proximity to griffons, changelings, and other violence-prone creatures. It's large-scale, industrialized war that really upended the status-quo in the FoE universe.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 21, 2013, 07:12:22 pm
> Pony Eggs
That's amusing, but Pinkie Pie laid an egg when she was a chicken too. And a dragon egg at that.
http://www.youtube.com/watch?v=Cot5aQ7whRw
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: ArchAIngel on May 21, 2013, 07:44:26 pm
> Pony Eggs
That's amusing, but Pinkie Pie laid an egg when she was a chicken too. And a dragon egg at that.
http://www.youtube.com/watch?v=Cot5aQ7whRw
Yes, but that is Pinkie. What she does is not something that should be counted as something ponies in general can do.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 21, 2013, 07:47:47 pm
>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!
>I would expect ponies to have some knowledge of war, given their proximity to griffons, changelings, and other violence-prone creatures. It's large-scale, industrialized war that really upended the status-quo in the FoE universe.
Which, given that Twilight is asking about a huge future war, is what I'm questioning. They know of the possibility of such a war occurring. I'm talking about knowledge of war, not violence.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 21, 2013, 07:49:24 pm
> Pony Eggs
That's amusing, but Pinkie Pie laid an egg when she was a chicken too. And a dragon egg at that.
http://www.youtube.com/watch?v=Cot5aQ7whRw
Yes, but that is Pinkie. What she does is not something that should be counted as something ponies in general can do.
I think that we should have the triple balloon CM caste be able to lay eggs and randomly get speed:0 briefly.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: ArchAIngel on May 21, 2013, 07:51:57 pm
>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!
>I would expect ponies to have some knowledge of war, given their proximity to griffons, changelings, and other violence-prone creatures. It's large-scale, industrialized war that really upended the status-quo in the FoE universe.
Which, given that Twilight is asking about a huge future war, is what I'm questioning. They know of the possibility of such a war occurring. I'm talking about knowledge of war, not violence.
Well, what do you think ruined the castle in the everfree? Or what the nightmare wars were?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 21, 2013, 07:53:27 pm
>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!
>I would expect ponies to have some knowledge of war, given their proximity to griffons, changelings, and other violence-prone creatures. It's large-scale, industrialized war that really upended the status-quo in the FoE universe.
Which, given that Twilight is asking about a huge future war, is what I'm questioning. They know of the possibility of such a war occurring. I'm talking about knowledge of war, not violence.
Well, what do you think ruined the castle in the everfree? Or what the nightmare wars were?
Well, they mention WSD, so we can assume there has been nothing recent, at least.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: evillevi on May 22, 2013, 03:11:52 am
I'm sorry if this is very newbish but how does one install this mod? I'm new to modding in general.

 I have the FOE mod on my desktop and staring at it won't tell me how to get it to work. Any help will be very appreciated

Please and thank you
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 22, 2013, 03:40:39 am
> I think that we should have the triple balloon CM caste be able to lay eggs and randomly get speed:0 briefly.
I vote no. I object to castes based directly on mane 6 (well, "she embodies the EP nature kinda is, but that one works) and you just can't make an equivalent of Pinkie Pie.

> I'm sorry if this is very newbish but how does one install this mod? I'm new to modding in general.
I don't understand the question. You download it, download the WINE version of Dwarf Therapist separately, extract both to some directories, say ~/games/df/foe/ and ~/games/df/dt, then run both. What's there not to know? Oh yes and remember to use "Generate World with Advanced Parameters"->EQUESTRIA.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: evillevi on May 23, 2013, 02:14:34 am

> I'm sorry if this is very newbish but how does one install this mod? I'm new to modding in general.
I don't understand the question. You download it, download the WINE version of Dwarf Therapist separately, extract both to some directories, say ~/games/df/foe/ and ~/games/df/dt, then run both. What's there not to know? Oh yes and remember to use "Generate World with Advanced Parameters"->EQUESTRIA.


I had a facepalm moment when I realized that the mod is pre-packaged.... Thanks for the help at any rate. Wouldn't have figure it out without it
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on May 26, 2013, 03:52:49 pm
I was probably fated to like FoE. I can remember the days when my younger sisters would persuade (read: bribe and/or blackmail) me to play MLP with them. My ponies always ended up retrofitting my Rescue Heroes toys into weapons and going on a heroic assault against the cat. Double ironic in that, if I remember correctly, my general was a member of the Apple family.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on May 27, 2013, 11:55:02 am
Sorry for the lack of reports on the progress of the mod. A series of events in real life distracted me from modding for the past week. After such an extended time away from the mod it's taken me longer to put together a list of developmental goals.

I may be receptive towards outside assistance on future updates, though at the moment I'm confident I can release something by this weekend.

Thank you all for your patience.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on May 28, 2013, 05:09:02 pm
A little curiostiy: There are IRL horse jumpsuits: http://www.tophorse.com.au/hidez-horse-compression-suits__vicfeature_hidez__F

EDIT:
I found something in the dfhack thread: "Curiously enough, fishing works as it is. An animal person with intelligent and natural skill in fishing will go and fish. If they lack hands they will spam \"too injured to fish\", but otherwise it works fine. Hunting doesnt seem to work though, sadly. That would have been awesome."
I'm sure Replica could do something with either robots or slaves and fishing :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on May 29, 2013, 08:10:39 am
Sorry for the lack of reports on the progress of the mod. A series of events in real life distracted me from modding for the past week. After such an extended time away from the mod it's taken me longer to put together a list of developmental goals.

I may be receptive towards outside assistance on future updates, though at the moment I'm confident I can release something by this weekend.

Thank you all for your patience.

Its all cool Lycaeon. No worries take you're time if need be
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on June 01, 2013, 07:33:47 am
Bumping, because bump
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 02, 2013, 04:25:47 pm
I found another thing in the "Note to Urist" thread.

> "[NATURAL_SKILL] is your best friend. Kids of races with this tag are born with skills assigned by that, and they automatically work at any jobs using them. Say hello to child labor."
Ah, so now I get why ponies just get skill learn rates from their CMs and no NATURAL_SKILL of any kind; to prevent foals working in their chosen field until they grow up and can be assigned jobs.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on June 02, 2013, 08:42:48 pm
I've avoided admitting it to myself for quite a while now, but at this point there's no way I can continue to do so. A combination of work (I'm currently undergoing an accelerated EMT training course for the next month) and preparations for a major exam in the coming months has not only reduced the time available for modding, but has also reduced my interest during my free time, as the thought and effort that goes into the process makes it less appetizing when compared to other activities and spending time with my family. So in short, I will be taking a break from the modding scene for the next few months. :(

But this doesn't mean the end of the mod. Over the months of developing it I have come to realize that a large part of its content has come from you who have played it and provided ceaseless suggestions for its improvement. I have not done much to acknowledge those contributions, and my recent silence is all the more egregious, so there's but one option left. I'm releasing my personal hold in the mod, and those of you who are interested can adopt it yourself and make any changes you wish. Fixes, expansions, etc., are all welcome. I will continue keeping tabs on the thread, and will link your DFFD versions to the top of the first post along with authors, as well as answer any questions you may have. While this is no substitute for a dedicated modder, I can no longer hold that title, and so I leave the mod to the community.

Thank you all for enjoying Fallout Equestria. It's been a blast, one that I'll never forget! :D
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on June 02, 2013, 11:02:44 pm
Lycaeon: Wow.

Guess it's time for me to stop putting off that Sweetie Bot project.  ;)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on June 02, 2013, 11:44:08 pm
I was holding onto my Stable-tec-tech expansion mod and giving some ideas to Lyc, but now I'll have to brush it off and publish it. All of you who want your ponies wearing low-grade mass-produced gear, all alike, you're in luck.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on June 03, 2013, 05:23:46 am
It was foretold, the second worst day comes to Equestria when Lycaeon has fallen. All the realities will crumble as the mad gods of the twelfth bay rip apart existence itself and rule the scattered remains as their own. They will pour their essence into creation, all sense and direction will be lost. The foals will know nothing but the chaos, and their souls will be corrupted until nothing of Faust's remains. Then the mad gods will tear at the flesh of each other with great violence. A great hammer will fall from the greatest toads of all. In the end even discord will die. All of creation will be forgotten.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Thirtyeight on June 03, 2013, 10:42:47 am
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Wilde Card on June 04, 2013, 12:47:38 am
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.

I second this
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on June 04, 2013, 01:11:28 pm
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.

I second this
Thirded.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on June 05, 2013, 12:00:13 pm
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.

I second this
Thirded.
Fourthded
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 06, 2013, 04:04:14 am
Unstable RAWs that were supposed to be the next release would also be of use to whoever picks up your mantle.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lycaeon on June 06, 2013, 03:21:58 pm
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.

I second this
Thirded.
Fourthded

Whoops! That was my mistake. I will go about formatting the main document, but here's the preliminary list of arcs and their major features.

•   Ministry of Wartime Technology Arc
     o   Raiders of Equestria
     o   Gears of Progress
     o   Fire and Steel
     o   Feather and Flame
•   Ministry of Peace and Morale Arc
     o   Life Goes On (Creatures)
     o   Pinkie Pie is Watching (Interrogation)
    o   Peace and Love (Drugs, Healthcare, Advanced Interrogation)
          •   Crop System based on Fallout (Refer to Deon's Fallout Mod)
          •   Drug production from those crops.
          •   Autoinjectors for those drugs (Refer to existing autoinjectors)
          •   Cybernetics
          •   Use of drugs on prisoners
     o   Everfree (Everfree Forest)
          •   Everfree forest flora and fauna
          •   Irradiated Changelings
          •   Recruitable Talon Mercenaries
          •   Revamp of the exploration system
•   Ministry of Awesome Arc
    o   20% Cooler (Heavy Weapons)
          •   Plasma based weapons and research
          •   Second robot expansion
          •   Crystal Pony technology
     o   War Never Changes (Enclave)
          •   Grand Pegasus Enclave
          •   Cloud-based technology
•   Ministry of Arcane Sciences Arc
     o   Progress (Magic System)
          •   Groundwork for Megaspell Research
          •   Expanded list of spells
     o   Unity (Megaspells)
          •   Megaspell Research Tree
          •   IMP Research Tree
          •   Gardens of Equestria Maneframe
•   New Canterlot Republic Arc (1.0 and beyond)
     o   Hope (NCR)
          •   Wastelander civilization transformed into New Canterlot Republic
          •   Enclave renamed to Enclave Remnant
          •   Steel Rangers and Talon Mercenaries become friendly
          •   Slavers and raiders reduced in frequency/power
          •   Four Stars crates
          •   Friendly Zebra civilization
     o   Legion (Zebras)
          •   Caesar's Legion (Hostile zebra civilization)
          •   Zebra potion chamber
          •   Zebra necromancy chamber
          •   Zebra talisman chamber
•   The Stars that Bind (Endgame)
          •   Starmetal poisoning
          •   Star corrupted enemies introduced as Hell endgame content.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 07, 2013, 03:31:53 am
Wow, you weren't kidding with the mod being around 30% done.
Speaking of Deon, he made an improved tileset for walls recently.

I have an idea: People complain about having too many spark batteries, so let them convert 30-50 of them into a Power Talisman.

With the working steam engine mod, there is now a possibility for spark generator: a Power Talisman, 2-5 robotic motors, 2-5 coiled wiring and generate 300 Power. Build all connectors after the workshop and it should work.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Gargomaxthalus on June 12, 2013, 08:20:54 pm
Having read about a third of the novel, it would certainly be a shame to see this mod die. That said any actual work on it should be postponed until the next build is released since said build will allow for a much more faithful adaptation of Fallout's mechanics with the enhanced stealth, combat(nonlethal opens many doors on its own), and the addition of a persistent world. Of course you can't forget the move towards "living" settlements the first steps towards the future "crime and punishment arc".


Now I just need to point out the awesomeness of a pet Balefire Pheonix and be own my way.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on June 20, 2013, 08:46:51 am
I just realized what a horrible person I am.

In adventure mode, whenever I fight a unicorn, I knock them out and cut off their horn as a trophy. Then I stab them with it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Mura on June 20, 2013, 02:21:35 pm
...

...

I'm not going to ask about earth ponies.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on June 21, 2013, 01:52:12 pm
...

...

I'm not going to ask about earth ponies.

Hehehe... I rip their legs off and beat them with their own legs. And for raiders and slavers? They get their tongues cut out and get beat with THAT
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 21, 2013, 02:43:54 pm
You mean the adventure mode doesn't grind into a halt after 2 hours for you?

As a side note, I'm playing a FoE-like campaign in Roleplaying is magic. (http://mlprim.com/s2e) I tried to register on their forums to post expanded combat mechanics that I've come up with (polish version here (http://mlppolska.pl/watek/3011-sesje-roleplaying-is-magic-w-warszawie/page-5#entry312039)), but they wouldn't activate my account or answer my emails.
I just made some NPC templates for my GM. Steel Rangers came out truly horrifying. Hurting them is about as hard as making a sonic radboom, but oh yes they can hit and hurt you. Maybe I should add "glancing hit" to the rules, so they can be taken down at all.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on June 22, 2013, 11:05:11 am
You mean the adventure mode doesn't grind into a halt after 2 hours for you?

Ehhh... just depends on if you like to see yourself stabbed by a kobold/raider poke you in the head after you finally reach that dragon's lair.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on June 23, 2013, 05:31:31 pm
For the last four hours my computer was struggling to delete my save game archives. It was around 9gb, with ~15mb/save. I have played with seasonal autosaves turned on, and with my computer speed/play style a season took around an hour, maybe more. So I have played with this mod at least 600 hours.

(The last mainstream game I have picked up barely reached 20 hour playtime, compared to that Lyceaon's FOE mod is 3000% cooler.)

So, is there someone secretly working on the mod?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Crazy Cow on June 23, 2013, 08:46:29 pm
I'm not working on it, but I'm playing it.

SPEAKING OF WHICH! I'm doing one of my standard aboveground dead civilization unicorn supremacist games, and just started raiding the underground for salvage. Among the many crates I got was a single MoA crate, and when I opened it a crate of Scorpion Power Armor fell out. The people sitting across from me started at my cry of glee, and I immediately set out to open it. It seems to have a child-proof lid, though, because I can't open it from the Supply Dept or the Workbench. I tried looking through some of the reaction.txt files but I couldn't find any reactions referencing the scorpion armor. Does anyone know how to open it, and if it can fit on unicorns (unlike Power Armor, iirc)?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: AlexnChaos on June 23, 2013, 08:51:40 pm
I believe you will find you need the Armoury for the various armours
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on June 24, 2013, 04:24:14 am
Scorpion power armor fits on unicorns, and it can be opened at the armoury indeed. Depending on the version you are using the bonus effects may only manifest on the pony opening it. In the last version it gives the bonus to anyone wearing it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on June 24, 2013, 09:49:33 am
I'm back to working on my Stable-tec Stable Tech mod (the cryopod, which we all know and love, was the only bit to ever see the light of day). What would you like to see in that? Nutrient recyclers? Jumpsuit extruders?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on June 24, 2013, 11:14:52 am
I'm back to working on my Stable-tec Stable Tech mod (the cryopod, which we all know and love, was the only bit to ever see the light of day). What would you like to see in that? Nutrient recyclers? Jumpsuit extruders?

Food Replicators!

Seriously though, maybe having a way to produce pip bucks and maybe some other things that stable tech would make/have would be nice. Hell even if its a multiple step process, I wouldn't mind.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 24, 2013, 11:42:01 am
Yeah, if we can build Power Armours from gems and steel, Pipbucks make sense too.
Also some way to make our own Med-X and Healing Potions.
A reaction to produce a crate of medium steel ammo at once. It is just to bothersome to make the ammo, hope it won't get claimed by squads, hope it won't get hauled in a bin at a wrong time and try to fill a chest with it.
I'm a bit out of practice with this mod ATM, but you can just look over the thread for suggestions. There were many.

Wow, I'm impressed by 9 GB of saves. I usually play a fort for about a hundred hours before it dies of FPS death around year 5 or 8.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: rakasha01 on June 26, 2013, 06:48:06 am
Hey there long time lurker finally joined the forum, I really enjoy this mod though I'm currently playing masterwork since the fall of my last fort Whitewind. Tried to take on hell and lost, first time i ever did that too. I'm not a modder but hope this mod continues to improve.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on June 26, 2013, 12:07:11 pm
Wow, I'm impressed by 9 GB of saves. I usually play a fort for about a hundred hours before it dies of FPS death around year 5 or 8.

How in the hell did you get that much save :o

Hey there long time lurker finally joined the forum, I really enjoy this mod though I'm currently playing masterwork since the fall of my last fort Whitewind. Tried to take on hell and lost, first time i ever did that too. I'm not a modder but hope this mod continues to improve.

Well glad you like the mod and I hope we can continue to entertain
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: toradrow777 on June 27, 2013, 06:00:05 pm
This has probably already been asked to death but what's a good embark profile for a beginner?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on June 28, 2013, 02:28:43 am
This has probably already been asked to death but what's a good embark profile for a beginner?


Remember to generate world with advanced parameters->Equestria.
Embark somewhere with lots of wood. Preferably non-evil.
Flux is nice to have and so are metal ores, but scrap is your main source of metal and you can make flux out of bone pellets, so you should be OK regardless.
I like rivers and especially brooks for their infinite water.

Sell anything with "antique", "makeshift" or "scrap" in its name to get some embark points.

You'll of course need some food, drinks, 1-3 hacksaws (bronze), 1-3 mining drills or shovels (bronze).
You should take  about 5 copper toolboxes too.
If you're a beginner, it may be a good idea to take a few buckets and splints. Otherwise take wood and make your own. Taking about 20-50 wood (less for heavily forested areas) is a good idea in any case.
Replace bags, ropes, thread and cloth with wool / yarn for 50% reduction in cost. I don't take rope at all and just have 3 cloth and thread for an early hospital.
Take about 10 moulted leather - it will be useful for backpacks and water-skins for the military until you get more from animals or caravans.
I like to take 3-5 fire-proof boulders, like granite, so I can build wood furnace, smelter and forge early. Take 2 iron anvils two: one for forge, one for gunsmith's forge.
Speaking of stone, if you can get coal or saltpetre on embark - they're worth it. Coal will let you make some early military equipment without costing much wood. Saltpetre makes for early gunpowder. 10-20 of each should be enough.
As for seeds, synth-reed, sweet pod and quarry bush should be quite enough.
If you still have embark points, you can gamble by taking a few high-quality salvage logs with you.

When it comes to animals, chickens are necessary for robots, so not only take a few, but build then nest boxes and let them breed. A few cats are nice to have. Dogs can be used as meat shields. I would slaughter any grazers on sight.
As for robots, 1-2 turrets are nice to deter wild animals, sprite-bots are like cats, Protectaponies are OK, and can be upgraded cheaply, but don't rely on them to tank mid-game enemies. Mr Hooves is expensive, so just get a few from caravans instead.

As for your ponies, look at their Cutie Marks. If you get any soldier, plan on training her with that weapon. CMs boost learning rates by *1.6 to *3.0 and it is extremely worth your while to take them into consideration when planning jobs. Well, of course you'll need sompepony do the mining, salvaging (tree cutting) and a dozen or so other tasks that you'll need to do early, but you can just enable them on a few ponies with Dwarf therapist.

Remember to build a wood stockpile that only accepts normal wood (no salvage of any kind) and link it to carpentry, wood burner and (eventually) sawmill. That way you won't waste valuable salvage on furniture and charcoal.
Put another wood stockpile, this time just for salvage, next to your Salvage Yard and make it use 3 carts for transporting the heavy salvage.

Build smelter and forge early and make bronze security armour and weapons for your troops. Smelting bronze out of ore is as efficient as you can get with scrap ore.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Lightningfalcon on July 09, 2013, 03:10:27 pm
I've finally downloaded this again, and I'm on my second fort.  But I'm getting constant announcements that some feral ghouls of all types (Glowing, not glowing, pegasus, unicorn)  are no longer enraged.  There are only four other units on the map, and all of them are mole rats.  Is there a fix for this?  It's getting really annoying. 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 09, 2013, 06:06:35 pm
This is probably from fighting in the caverns. Swarms of ghouls like to rip cave crocodiles and other things to shreds. The {u}nits menu only shows enemies in the discovered part of the map, so just assume there are some ghouls somewhere below your ponies and you can do nothing about it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Amorack on July 10, 2013, 03:27:21 pm
It usually doesn't happen very often, but if it's really bothering you, you could edit the init/announcements.txt file to stop it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on July 10, 2013, 11:31:14 pm
Hello I am making a special modification for a community fort needing this and I might need help.

What I'm doing is in a handy bullet list.


I will report back later if I need help/done and then through the ones I'm done with. If you wish to contribute, then fantastic, if not and you just wish to give tips, then go ahead. This is my first modding project so wish me luck.

Code: [Select]
[CREATURE:HORSE_SADDLE]
   [DESCRIPTION:A large hooved creature known for there control of the deserts and the treatment of there mares.]
   [NAME:horse:horses:horse]
   [CASTE_NAME:horse:horses:horse]
   [CREATURE_TILE:'H'][COLOR:7:0:0]
   [[INTELLIGENT]
   [CANOPENDOORS]
   [LIKES_FIGHTING]
   [ARENA_RESTRICTED]
      [PREFSTRING:strength]
[PREFSTRING:large harems]
   [CREATURE_CLASS:ENEMY]
   [PERSONALITY:SELF_CONSCIOUSNESS:0:40:100]
   [PERSONALITY:FRIENDLINESS:0:35:75]
   [PERSONALITY:GREGARIOUSNESS:0:60:100]
   [PERSONALITY:CHEERFULNESS:15:65:100]
   [PERSONALITY:EMOTIONALITY:10:60:100]
   [PERSONALITY:TRUST:0:20:39]
   [PERSONALITY:ALTRUISM:0:20:39]
   [PERSONALITY:SYMPATHY:0:20:39]
   [PERSONALITY:IMAGINATION:0:40:100]
   [PERSONALITY:SELF_EFFICACY:0:60:100]
   [PERSONALITY:ANGER:0:60:100]
   [MENT_ATT_RATES:MUSICALITY:500:NONE:NONE:NONE]
   [MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
   [MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]      ++
      [MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]
   [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]      +
      [MENT_ATT_RATES:CREATIVITY:475:NONE:NONE:NONE]
   [MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]      +
      [MENT_ATT_RATES:INTUITION:475:NONE:NONE:NONE]
   [MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:400:600:750:800:900:1100]   +
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:475:NONE:NONE:NONE]
   [MENT_ATT_RANGE:SOCIAL_AWARENESS:150:600:800:900:1000:1100:1500]     +
      [MENT_ATT_RATES:SOCIAL_AWARENESS:475:NONE:NONE:NONE]
   [SKILL_RATE:READING:90:8:14:28]
   [SKILL_RATE:APPRAISAL:90:8:14:28]
   [SKILL_RATE:LEADERSHIP:80:8:12:24]
   [SKILL_RATE:CONSOLE:100:8:16:32]
   [SKILL_RATE:JUDGING_INTENT:90:8:14:28]
   [SKILL_RATE:NEGOTIATION:90:8:14:28]
   [SKILL_RATE:INTIMIDATION:100:8:18:36]
   [SKILL_RATE:CONVERSATION:120:8:20:40]
   [SKILL_RATE:LYING:110:8:18:36]
   [SKILL_RATE:PACIFY:110:8:18:36]
   [SKILL_RATE:PERSUASION:90:8:14:28]
   [SKILL_RATE:DISCIPLINE:100:8:16:32]
   [SKILL_RATE:SPEAKING:100:8:16:32]
   [SKILL_RATE:FLATTERY:110:8:26:104]
   [SKILL_RATE:COMEDY:90:8:14:28]
   [SKILL_RATE:OPERATE_PUMP:120:8:20:40]
   [SKILL_RATE:CRUTCH_WALK:140:8:24:48]
   [SKILL_RATE:ARMOR:100:8:16:32]
   [SKILL_RATE:TRACKING:100:8:16:32]
   [SKILL_RATE:SWIMMING:110:8:18:36]
   [SKILL_RATE:DESIGNBUILDING:90:8:14:28]
   [SKILL_RATE:KNOWLEDGE_ACQUISITION:120:8:20:40]
   [SKILL_RATE:PROSE:90:8:14:28]
   [SKILL_RATE:POETRY:90:8:14:28]
   [SKILL_RATE:MILITARY_TACTICS:60:8:8:16]
   [SKILL_RATE:SNEAK:90:8:14:28]

   
   
   [BODY:QUADRUPED_PONY:TAIL_PONY:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS_PONY:ORGANS_PONY:THROAT_QUADRUPED:NECK_SPINE:SPINE_PONY:BRAIN:SKULL:MOUTH_PONY:TEETH:TONGUE:RIBCAGE:EYELIDS:CHEEKS]
   [NATURAL]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:30000]
   [BODY_SIZE:1:0:65000]
   [BODY_SIZE:2:0:200000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:10:20]

[PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]          ++  Earth Strength
            [PHYS_ATT_RATES:STRENGTH:475:NONE:NONE:NONE]
         [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]         
            [PHYS_ATT_RATES:TOUGHNESS:475:NONE:NONE:NONE]
         [PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]       
            [PHYS_ATT_RATES:ENDURANCE:450:NONE:NONE:NONE]
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]       
            [PHYS_ATT_RATES:RECUPERATION:475:NONE:NONE:NONE]
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]   
            [PHYS_ATT_RATES:DISEASE_RESISTANCE:475:NONE:NONE:NONE]
         [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               
            [PHYS_ATT_RATES:AGILITY:475:NONE:NONE:NONE]
         [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]     
            [MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
         [MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]         
            [MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
         [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]         
            [MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
         [MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]
         [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]       
            [MENT_ATT_RATES:SPATIAL_SENSE:475:NONE:NONE:NONE]
         [MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]   
            [MENT_ATT_RATES:KINESTHETIC_SENSE:475:NONE:NONE:NONE]
         [MENT_ATT_RANGE:EMPATHY:150:600:800:900:1000:1100:1500]         
            [MENT_ATT_RATES:EMPATHY:450:NONE:NONE:NONE]
   [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_WITH]
   [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_WITH]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
   [CHILD:1][GENERAL_CHILD_NAME:horse foal:horse foals]
   [EQUIPS]
   [DIURNAL]
   [PROFESSION_NAME:WOODCUTTER:scavenger:scavengers]
   [PROFESSION_NAME:CRAFTSMAN:craftshorse:craftshorse]
   [PROFESSION_NAME:FISHERMAN:fisherhorse:fisherhorses]
   [PROFESSION_NAME:HAMMERMAN:hammerpony:hammerponies]
   [PROFESSION_NAME:SPEARMAN:spearpony:spearponies]
   [PROFESSION_NAME:CROSSBOWMAN:gunner:gunners]
   [PROFESSION_NAME:AXEMAN:sawpony:sawponies]
   [PROFESSION_NAME:SWORDSMAN:swordshorse:swordhorse]
   [PROFESSION_NAME:MACEMAN:macepony:macehorse]
   [PROFESSION_NAME:PIKEMAN:piker:pikers]
   [PROFESSION_NAME:BOWMAN:markshorse:markshorse]
   [PROFESSION_NAME:WRESTLER:thug:thugs]
   [PROFESSION_NAME:MASTER_WRESTLER:brute:brutes]
   [PROFESSION_NAME:MASTER_LASHER:sadist:sadists]
   [PROFESSION_NAME:MASTER_AXEMAN:butcher:butchers]
   [PROFESSION_NAME:MASTER_CROSSBOWMAN:marauder:marauders]
   [PROFESSION_NAME:MASTER_BOWMAN:sniper:snipers]
   [HOMEOTHERM:10068]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
   
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
   [TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
            [TLCM_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]


[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
[NAME:scimitar:scimitars]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]

[ENTITY:HORSES]
   [CREATURE:HORSE_SADDLE]
   [TRANSLATION:ENGLISH]
   [WEAPON:ITEM_WEAPON_KNIFE_COMBAT]
   [WEAPON:ITEM_WEAPON_MACHETE]
   [WEAPON:ITEM_WEAPON_WHIP_SLAVE]
   [WEAPON:ITEM_WEAPON_SCOURGE]
   [WEAPON:ITEM_WEAPON_FLAIL]
        [ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]

   [ARMOR:ITEM_ARMOR_LEATHER:FORCED]
   [ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]
   
   [HELM:ITEM_HELM_HEADWRAP:COMMON]
   [SHOES:ITEM_SHOES:FORCED]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_BARBEDWIRE]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_BEARTRAP]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_LAWNMOWERBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_UPRIGHTSPIKE]
   [INSTRUMENT:ITEM_INSTRUMENT_GUITAR]
   [TOOL:ITEM_TOOL_TOOLBOX]
   [TOOL:ITEM_TOOL_CAULDRON]
   [TOOL:ITEM_TOOL_LADLE]
   [TOOL:ITEM_TOOL_BOWL]
   [TOOL:ITEM_TOOL_MORTAR]
   [TOOL:ITEM_TOOL_PESTLE]
   [TOOL:ITEM_TOOL_KNIFE_CARVING]
   [TOOL:ITEM_TOOL_KNIFE_BONING]
   [TOOL:ITEM_TOOL_KNIFE_SLICING]
   [TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
   [TOOL:ITEM_TOOL_FORK_CARVING]
   [TOOL:ITEM_TOOL_NEST_BOX]
   [TOOL:ITEM_TOOL_JUG]
   [TOOL:ITEM_TOOL_LARGE_POT]
   [TOOL:ITEM_TOOL_HIVE]
   [TOOL:ITEM_TOOL_POUCH]
   [TOOL:ITEM_TOOL_MINECART]
   [TOOL:ITEM_TOOL_WHEELBARROW]
   [CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
   [SELECT_SYMBOL:ROAD:NAME_ROAD]
   [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
   [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
   [SELECT_SYMBOL:WALL:NAME_WALL]
   [SELECT_SYMBOL:REMAINING:RESTRAIN]
   [SELECT_SYMBOL:REMAINING:NEGATOR]
   [SELECT_SYMBOL:REMAINING:VIOLENT]
   [SELECT_SYMBOL:REMAINING:ASSERTIVE]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:ROMANTIC]
   [CULL_SYMBOL:ALL:FREEDOM]
   [RIVER_PRODUCTS]
   [OCEAN_PRODUCTS]
   [METAL_PREF]
   [GEM_PREF]
   [STONE_PREF]
   [OUTDOOR_WOOD]
   [OUTDOOR_FARMING]
   [USE_ANIMAL_PRODUCTS]
   [USE_CAVE_ANIMALS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:GAMBLING:384]
   [SPHERE_ALIGNMENT:JEALOUSY:384]
   [SPHERE_ALIGNMENT:LABOR:512]
   [SPHERE_ALIGNMENT:LIES:384]
   [SPHERE_ALIGNMENT:LUST:512]
   [SPHERE_ALIGNMENT:REVELRY:512]
   [SPHERE_ALIGNMENT:STRENGTH:384]
   [SPHERE_ALIGNMENT:THRALLDOM:384]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [FRIENDLY_COLOR:6:0:1]
   [UNDEAD_CANDIDATE]
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
         [START_BIOME:ANY_DESERT]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_OCEAN:12]
   [BIOME_SUPPORT:ANY_LAKE:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]
   [BIOME_SUPPORT:ANY_RIVER:4]
   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:3]
   [PROGRESS_TRIGGER_TRADE:3]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [BABYSNATCHER]
   [MAX_STARTING_CIV_NUMBER:4]
   [MAX_POP_NUMBER:320]
   [MAX_SITE_POP_NUMBER:80]
   [RELIGION:PANTHEON]
   [RELIGION_SPHERE:JEALOUSY]
   [RELIGION_SPHERE:LABOR]
   [RELIGION_SPHERE:LIES]
   [RELIGION_SPHERE:LUST]
   [RELIGION_SPHERE:REVELRY]
   [RELIGION_SPHERE:STRENGTH]
   [RELIGION_SPHERE:THRALLDOM]
   [RELIGION_SPHERE:WAR]
   [WANDERER]
   [SCOUT]
   [PERMITTED_JOB:ALCHEMIST]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:CARPENTER]
   [PERMITTED_JOB:WOODCUTTER]
   [PERMITTED_JOB:ENGRAVER]
   [PERMITTED_JOB:MASON]
   [PERMITTED_JOB:ANIMAL_CARETAKER]
   [PERMITTED_JOB:ANIMAL_TRAINER]
   [PERMITTED_JOB:HUNTER]
   [PERMITTED_JOB:TRAPPER]
   [PERMITTED_JOB:ANIMAL_DISSECTOR]
   [PERMITTED_JOB:FURNACE_OPERATOR]
   [PERMITTED_JOB:WEAPONSMITH]
   [PERMITTED_JOB:ARMORER]
   [PERMITTED_JOB:BLACKSMITH]
   [PERMITTED_JOB:METALCRAFTER]
   [PERMITTED_JOB:GEM_CUTTER]
   [PERMITTED_JOB:LEATHERWORKER]
   [PERMITTED_JOB:WEAVER]
   [PERMITTED_JOB:CLOTHIER]
   [PERMITTED_JOB:GLASSMAKER]
   [PERMITTED_JOB:FISHERMAN]
   [PERMITTED_JOB:FISH_DISSECTOR]
   [PERMITTED_JOB:FISH_CLEANER]
   [PERMITTED_JOB:CHEESE_MAKER]
   [PERMITTED_JOB:MILKER]
   [PERMITTED_JOB:SHEARER]
   [PERMITTED_JOB:SPINNER]
   [PERMITTED_JOB:COOK]
   [PERMITTED_JOB:THRESHER]
   [PERMITTED_JOB:MILLER]
   [PERMITTED_JOB:BUTCHER]
   [PERMITTED_JOB:TANNER]
   [PERMITTED_JOB:DYER]
   [PERMITTED_JOB:PLANTER]
   [PERMITTED_JOB:HERBALIST]
   [PERMITTED_JOB:BREWER]
   [PERMITTED_JOB:SOAP_MAKER]
   [PERMITTED_JOB:POTASH_MAKER]
   [PERMITTED_JOB:LYE_MAKER]
   [PERMITTED_JOB:WOOD_BURNER]
   [PERMITTED_JOB:MECHANIC]
   [PERMITTED_JOB:SIEGE_ENGINEER]
   [PERMITTED_JOB:SIEGE_OPERATOR]
   [PERMITTED_JOB:PUMP_OPERATOR]
   [PERMITTED_JOB:CLERK]
   [PERMITTED_JOB:ADMINISTRATOR]
   [PERMITTED_JOB:ARCHITECT]
   [PERMITTED_JOB:DIAGNOSER]
   [PERMITTED_JOB:BONE_SETTER]
   [PERMITTED_JOB:SUTURER]
   [PERMITTED_JOB:SURGEON]
   [PERMITTED_JOB:POTTER]
   [PERMITTED_JOB:PRESSER]
   [PERMITTED_JOB:BEEKEEPER]
   [PERMITTED_BUILDING:SOAP_MAKER]
   [PERMITTED_BUILDING:SCREW_PRESS]
   [PERMITTED_REACTION:TAN_A_HIDE]
   [PERMITTED_REACTION:RENDER_FAT]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
   [PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
   [PERMITTED_REACTION:MAKE_CLAY_JUG]
   [PERMITTED_REACTION:MAKE_CLAY_BRICKS]
   [PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
   [PERMITTED_REACTION:PRESS_OIL]
   [PERMITTED_REACTION:MAKE_CLAY_HIVE]
   [PERMITTED_REACTION:PRESS_HONEYCOMB]
   [PERMITTED_REACTION:MAKE_MEAD]
   [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
   [PERMITTED_REACTION:LIGNITE_TO_COKE]
   [PERMITTED_REACTION:BRONZE_MAKING]
   [PERMITTED_REACTION:BRONZE_MAKING2]
   [PERMITTED_REACTION:PIG_IRON_MAKING]
   [PERMITTED_REACTION:STEEL_MAKING]
   [WORLD_CONSTRUCTION:WALL]
   [WORLD_CONSTRUCTION:BRIDGE]
   [WORLD_CONSTRUCTION:ROAD]
   [ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
   [ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
   [ETHIC:KILL_ENEMY:ACCEPTABLE]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]
   [ETHIC:TORTURE_ANIMALS:PERSONAL_MATTER]
   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
   [ETHIC:LYING:PERSONAL_MATTER]
   [ETHIC:VANDALISM:PUNISH_SERIOUS]
   [ETHIC:TRESPASSING:PUNISH_SERIOUS]
   [ETHIC:THEFT:PUNISH_SERIOUS]
   [ETHIC:ASSAULT:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:SLAVERY:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
   [ETHIC:EAT_SAPIENT_KILL:APPALLING]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
   [WILL_ACCEPT_TRIBUTE]
   [POSITION:SULTAN]
      [NAME:sultan:sultans]
      [NUMBER:1]
      [SQUAD:20:harem:harems]
      [RULES_FROM_LOCATION]
      [RESPONSIBILITY:LAW_MAKING]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [RESPONSIBILITY:MILITARY_GOALS]
      [COMMANDER:BEY:ALL]
      [MENIAL_WORK_EXEMPTION]
      [PUNISHMENT_EXEMPTION]
      [ELECTED]
      [PRECEDENCE:1]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [EXPORTED_IN_LEGENDS]
      [COLOR:3:2:1]
      [DUTY_BOUND]
   [POSITION:BEY]
      [NAME:bey:beys]
      [NUMBER:1]
      [SQUAD:4:enforcer:enforcers]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [COMMANDER:TASKMASTER:ALL]
      [MENIAL_WORK_EXEMPTION]
      [PUNISHMENT_EXEMPTION]
      [APPOINTED_BY:SULTAN]
      [PRECEDENCE:10]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [EXPORTED_IN_LEGENDS]
      [COLOR:3:0:1]
      [DUTY_BOUND]
   [POSITION:CHIEFTEN]
      [NAME:taskmaster:taskmasters]
      [NUMBER:AS_NEEDED]
      [SQUAD:10:slave soldier:slave soldiers]
      [RESPONSIBILITY:ATTACK_ENEMIES]
      [RESPONSIBILITY:PATROL_TERRITORY]
      [APPOINTED_BY:BEY]
      [PRECEDENCE:100]
      [DO_NOT_CULL]
      [DUTY_BOUND]
   [STONE_SHAPE:TRADE_GOOD]
   [GEM_SHAPE:TRADE_GOOD]
   [BUILDS_OUTDOOR_FORTIFICATIONS]
   [BANDITRY:10]
   [LOCAL_BANDITRY]
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 14, 2013, 02:10:21 pm
A best equivalent to Ceasar's Legion in FoE would be a Zebra remnant civilisation. There shouldn't even be any "horses", per se. "Saddle Arabian" camels, "Antlerian" deer, Buffalo or similar are fair game.

NCR equivalent would be a Wastelander Civilisation with access to better technology.

I liked a division of BS where Paladins were the ones with Power Armour, Knights were combat support specialists / engineers and Scribes were stay at home types, mostly scientists, engineers, mechanics and administrative staff.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on July 14, 2013, 04:35:02 pm
A best equivalent to Ceasar's Legion in FoE would be a Zebra remnant civilisation. There shouldn't even be any "horses", per se. "Saddle Arabian" camels, "Antlerian" deer, Buffalo or similar are fair game.

NCR equivalent would be a Wastelander Civilisation with access to better technology.

I liked a division of BS where Paladins were the ones with Power Armour, Knights were combat support specialists / engineers and Scribes were stay at home types, mostly scientists, engineers, mechanics and administrative staff.

THe Ceasar's Legion base raws were something I asked Pokon for after learning he made some. Right now, I've made some changes, however I might have to scale them down or do what you said and Zebra Remnant them up.

The whole NCR thing would be a simple copy paste job of wastelander(I hope) With some new things.

Thanks, I might go with that.

Also progress report. Due to my disease of frequent procrastination, I have only gotten minor fixes to the raws, and tweaking the current 'base' raws for Ceasar's Legion so they can spawn.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: SirTeabottom on July 14, 2013, 07:06:29 pm
So. I'm a touch confused here. Which version is the newest? Is there an even newer version that all y'all have picked up in lieu of Lycaeon dropping it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 15, 2013, 10:54:10 am
No, the newest version is still 0.30c. There were a few feature proposals posted after that (my shotgun RAWs, Iceblaster's civilisation, some suggestions on which reactions we need most), but that's it. No one posted a newer version that works. A few of us just screwed around in their private copies of RAWs. There is also no new official mod maintainer and developer.

Iceblaster, personally I'm rather fine with the races we have and even most of the content. Just getting some more reactions to manufacture items like hazmat suits, gas masks, healing potions, med-x and whole medium ammo crates (same resources as a crate of steel ammo, just made in one go instead of putting ammo in a crate) would be enough.

EDIT:
> My rock grinder has made......ALOT. Of gems.
Those are used for arcane research and for the Talisman Forge. I've already written a guide for it. Anyway, the first thing you want to do with gems is a full set of basic spell hologems. Then just use a spreadsheet to divide Unicorns into schools of magic and start training them, without repeat.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: KingofstarrySkies on July 15, 2013, 10:57:34 am
So, funny story.

My rock grinder has made......ALOT. Of gems.

And I have NO IDEA what to do with them, besides, DON'T USE THEM FOR JEWELRY RAAAAH

Help?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Pokon on July 15, 2013, 02:08:35 pm
So, funny story.

My rock grinder has made......ALOT. Of gems.

And I have NO IDEA what to do with them, besides, DON'T USE THEM FOR JEWELRY RAAAAH

Help?

What Maklak said. A lot of fun is added to the game in this mod when you have a half dozen or so unicorns trained in magic.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on July 15, 2013, 04:09:33 pm
Iceblaster, personally I'm rather fine with the races we have and even most of the content. Just getting some more reactions to manufacture items like hazmat suits, gas masks, healing potions, med-x and whole medium ammo crates (same resources as a crate of steel ammo, just made in one go instead of putting ammo in a crate) would be enough.

Bah! Who needs to add reactions when you can have more baddies to raid your Chapter!

In other news, I need some help on where to find Noble positions for the Stable Citizens, as I can't seem to find them in the raws for them. If you could help, that'd be nice.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 15, 2013, 05:07:38 pm
> In other news, I need some help on where to find Noble positions for the Stable Citizens, as I can't seem to find them in the raws for them. If you could help, that'd be nice.

This is trivial. Search for "POSITION" in entity_default.txt.

> Bah! Who needs to add reactions when you can have more baddies to raid your Chapter!
With my playstyle I simply care more about the things I can make than about whatever civilisations camps outside my gates, preventing the caravans and migrants from passing through.

> A lot of fun is added to the game in this mod when you have a half dozen or so unicorns trained in magic.
Especially when they are in the military... which is rather troublesome because if you de-activate their squads, they will prefer to go to individual combat training than hit the workshops and if you disband their squads, they will get unhappy and you will need to re-enlist them, which is annoying. But once that's dealt with, the combats with weak enemies become quicker. Oh, and adepts from any school of magic can learn all basic spells and make them more effective, so make sure to not let them die stupidly. Ah, and Dwarf Therapist -> sort by caste is a great help for enabling Alchemy on Unicorns.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on July 15, 2013, 06:44:26 pm
> In other news, I need some help on where to find Noble positions for the Stable Citizens, as I can't seem to find them in the raws for them. If you could help, that'd be nice.

This is trivial. Search for "POSITION" in entity_default.txt.

/me facepalms at his idiocy
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 16, 2013, 10:46:34 am
As for my proposed "manufacture ammo crate", it should speed up the production of minigun battle saddles. I added it to MWT prismatic forge, because it makes most sense. It uses exactly the same resources as making ammo the normal way, but skips the intermediate steps and any problems with soldiers claiming that ammo first. It uses metalcrafting and not mechanics (because that's what used for ammo quality), but it doesn't matter either way. Here are the RAWs:

Add to "reaction_forge_prism_MWT.txt"

[REACTION:MANUFACTURE_AMMO_MEDIUM_AP_PRISM_BOX]
   [NAME:manufacture a medium caliber ammo box (metalcraft)]
   [BUILDING:FORGE_PRISM_MWT:CUSTOM_SHIFT_A]
   [REAGENT:A:1050:BAR:NONE:INORGANIC:STEEL]
   [REAGENT:B:1050:BAR:NONE:INORGANIC:BRASS]
   [REAGENT:C:7:TOY:ITEM_GUNPOWDER:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_BOX_AMMO_MEDIUM:INORGANIC:BOX]
   [SKILL:METALCRAFT] 

Add to stable ponies in "entity_default.txt"

   [PERMITTED_REACTION:MANUFACTURE_AMMO_MEDIUM_AP_PRISM_BOX]

If you also want more efficient steel making reaction, my proposal is to use 1 scrap, 1 flux and 1 coal at the prismatic forge and make 2 bars. This uses up less of everything, has no byproducts from smelting scrap, such as copper and aluminum bars and works much faster. If you want to incorporate magnetite, limonite and hematite, it requires 3 more reactions that produce 4 bars each, but we make most of our steel from scrap anyway. In combination with processing lots of low quality salvage, this should make producing sets of combat armour and steel ammo relatively painless.

Add to "reaction_smelter_prism.txt"

[REACTION:STEEL_MAKING_PRISM_SCRAP]
[NAME:make steel bars from scrap (prism)]
[BUILDING:SMELTER_PRISM:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:SCRAP_METAL]
[REAGENT:C:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NONE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NONE:METAL:STEEL][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Add to stable ponies in "entity_default.txt"

   [PERMITTED_REACTION:STEEL_MAKING_PRISM_SCRAP] 

I believe there were some proposals for rubber / tarp "leather", gas masks and hazmat suits a few pages back.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: SirTeabottom on July 16, 2013, 02:20:24 pm
So. I really need some help creating a good embark profile. I have NO idea what I need and what I don't need and how to designate skills properly.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 16, 2013, 05:37:12 pm
Sell antique, scrap and makeshift stuff for extra embark points.

Take some food and drink, a bronze drill or two, a bronze hacksaw or two, 1-2 anvils, 2-5 toolboxes, seeds of synth-reed, sweet pods and quarry bushes and whatever else you want.

Chickens are needed to make robots later in the game (works by creature transformations). A few robots are nice, as they will shoot at animals and scare them away from the entrance, but don't count on them having any combat effectiveness without upgrades.

If you can take saltpetre stones with you, that's great, it is used to make gunpowder efficiently. Coal is always good, but don't take any ore -- if you have trees at all, scrap will be your ore. If you feel like gambling, take some high quality salvage, but keep it for a while as processing it quickly will bump up your fort value.

As for skills, it is pretty much the normal deal, except mechanics is very useful for high quality loot from crates and metalcrafting gives you high quality bullets. Other than that, look at what Cutie Marks you have and assign skills accordingly - CMs give up to 3 times better learn rates. 

I think I've written this all several times already.

EDIT: Looking at the RAWs, I think that  Balefire Phoenixes breath has too much range. But then it can has a 2 week wait period.

EDIT2: Looking at the RAWs, the Sprite-bots seem to only fire their lasers at ENEMY class creatures. I think this is a mistake.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Khenal on July 31, 2013, 06:22:04 pm
EDIT2: Looking at the RAWs, the Sprite-bots seem to only fire their lasers at ENEMY class creatures. I think this is a mistake.

Pretty sure that's on purpose.  They used to have a nasty habit of shooting pony skulls in, instead of being mild to moderate annoyances.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on August 01, 2013, 12:54:05 am
> They used to have a nasty habit of shooting pony skulls in, instead of being mild to moderate annoyances.
I don't recall anything like it and they are on my side anyway. I'd like them to shoot those buzzards and parasprites, like protectaponies do. If some invader skulls get smashed in the process, I have no problem with it. But maybe I'm wrong and you're right.

Anyway, have a table of robots from my new script.

Table of robots:
 
Name
 ID
SizeSpeedValueClassPet
 Train
SteelFreq.SkillsSynd. Int.
Arena Drone
 DRONE_ARENA
7000020010----
 --
----SITUATIONAL_AWARENESS:20INT:test expedition (R:10, W:8400)
armored protectapony
 PROTECTAPONY_ARMORED
9000015004000EnemyPet
 War
Yes--THROW:6
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:6
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Sterilize self (Self, R:0, W:300)
armored sprite-bot
 SPRITEBOT_ARMORED
300001000500EnemyPet
 War
Yes--DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:300)
 INT:Sterilize self (Self, R:0, W:300)
cyberdog
 CYBERDOG
500008302000EnemyPet
 War
----BITE:8
 SITUATIONAL_AWARENESS:8
INT:Sterilize self (Self, R:0, W:300)
flamethrower turret
 TURRET_FLAMETHROWER
6750010005000EnemyPet
 --
Yes--THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:flamethrower (Emission, U:Attack, R:6, W:100)
 INT:Sterilize self (Self, R:0, W:300)
landmine
 LANDMINE
5000200150--Pet
 --
----SNEAK:4
 SITUATIONAL_AWARENESS:2
INT:Detonate (Self, R:1, W:10)
 INT:Detonate (Self, R:1, W:10)
 INT:engage (Self, R:10, W:10)
 INT:engage2 (Self, R:10, W:10)
 INT:engage3 (Self, R:10, W:10)
 INT:Infiltrate (Self, R:0, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
military protectapony
 PROTECTAPONY_SAVAGE
9000015006000Enemy--
 --
Yes17THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
military protectapony
 PROTECTAPONY_SUBTERRANEAN
9000015006000Enemy--
 --
Yes9THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
minigun protectapony
 PROTECTAPONY_MINIGUN
9000015006000EnemyPet
 War
Yes--THROW:6
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:6
INT:Reload minigun (Self, R:10, W:600)
 INT:Reload minigun (Self, R:10, W:600)
 INT:Sterilize self (Self, R:0, W:300)
minigun robobrain
 ROBOBRAIN_MINIGUN
12500015008000EnemyPet
 --
----GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Reload minigun (Self, R:20, W:600)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Sterilize self (Self, R:0, W:300)
minigun turret
 TURRET_MINIGUN
675002005000EnemyPet
 --
Yes--THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:Reload minigun (Self, R:20, W:600)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Sterilize self (Self, R:0, W:300)
missile
 MISSILE
500010010Enemy--
 --
----DODGING:12INT:Detonate (Self, R:1, W:10)
 INT:Detonate (Self, R:1, W:10)
 INT:Kill self (Self, R:0, W:10)
Mr. Hooves
 MR_HOOVES
12500020002000RoamingCommon
 --
----AXE:4
 MECHANICS:4
INT:maintain robot (R:5, W:300)
 INT:Clean (U:Cln. other, R:5, W:1200)
Mr. Macintosh
 MR_MACINTOSH_SUBTERRANEAN
125000150010000Enemy--
 --
Yes3THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
Mr. Macintosh
 MR_MACINTOSH
125000150010000Enemy--
 --
Yes3THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
Mr. Macintosh
 MR_MACINTOSH_DOMESTIC
125000150010000EnemyPet
 War
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
 INT:Ready flamethrower (Self, R:3, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
Mr. Macintosh
 MR_MACINTOSH_SAVAGE
125000150010000Enemy--
 --
Yes9THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
necromantic sprite-bot
 SPRITEBOT_NECROMANTIC
300002000250Enemy--
 --
--9DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Necromantic Broadcast (Self, R:5, W:300)
Nurse Redheart
 NURSE_REDHEART
125000150010000EnemyPet
 --
----DRESS_WOUNDS:4
 SUTURE:4
 SPEAR:4
 SURGERY:4
 SET_BONE:4
SYN:Med-X overdose (Inj. Sick)
 INT:stabilize patient (Self, R:5, W:8400)
 INT:Clean (U:Cln. other, R:5, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
offline robot
 MAINTENANCE
3000010000100--Pet
 --
--------
Pinkamena
 PINKAMENA
12500010010000EnemyPet
 --
----PERSUASION:2
 LYING:4
 CONVERSATION:2
 NEGOTIATION:2
 SURGERY:2
 INTIMIDATION:4
 COMEDY:4
 JUDGING_INTENT:2
INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:Sterilize self (Self, R:0, W:300)
protectapony
 PROTECTAPONY
9000020001000PredatorCommon
 War
--9THROW:4
 RANGED_COMBAT:4
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
rigged sprite-bot
 SPRITEBOT_MINE
300001000250--Pet
 --
----DODGING:6
 SITUATIONAL_AWARENESS:10
INT:Seek target (Self, R:10, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
robobrain
 ROBOBRAIN_SUBTERRANEAN
12500020008000Enemy--
 --
--3GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
robobrain
 ROBOBRAIN
12500020008000Enemy--
 --
--3GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
robobrain
 ROBOBRAIN_SAVAGE
12500020008000Enemy--
 --
--9GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
security turret
 TURRET_BASIC
600001000500RoamingCommon
 --
----THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:Fire a bullet (Emission, U:Attack, R:20, W:30)
sprite-bot
 SPRITEBOT
300002000250RoamingCommon
 --
--33DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
stasis pod
 STASIS_POD
200000100001000----
 --
--------
super sentinel
 SUPER_SENTINEL_DEPLOYED
300000150010000Enemy--
 --
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
--
super sentinel
 SUPER_SENTINEL
300000150010000Enemy--
 --
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Create missile (R:40, W:300)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Deploy Missile (Self, R:20, W:8400)
wagon
 EQUIPMENT_WAGON
120001000----Common
 --
--------



NOTES:

Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Bodies made out of exotic material will weight more, though. The extended option to print sizes has the format of years:days:size.

Speed is really delay, the bigger the "speed", the slower the creature. It is further modified by agility and strength, but basically 1000 speed (the default) means you can perform an action every ten "ticks".

Class is a rough approximation of how dangerous a creature is, based on tokens such as "LARGE_ROAMING". Benign creatures aren`t aggressive, but will still be attacked by the military. "Enemy" is a FoE-only category for the most dangerous enemies. Basically, when it comes to relative threat, Enemy > Predator > Roaming > Benign.

Grazer means you either have to pasture it on soil or it will die of starvation. The smaller the value the more grass it needs.

Misc column lists various RAW tokens such as OPPOSED_TO_LIFE.

Synd. Int. displays basic info about syndromes and interactions.
    SYN:name (Inh., Cnt., Inj., Sick, INT) is a Syndrome. Inh. is inhaled, Cnt. is contact and Inj. is injected. Sick means the syndrome causes some kind of sickness or even death. INT means the syndrome gives the ability to use an interaction.
    INT:name (emission, U:hint, self, R:0, W:0) is an interaction. Emission menas this is a material emission. U is usage hint. Self means SELF_ONLY. R is range. W is wait period (in ticks, so 1200 is one day, 8400 is one week and so on).

Known bugs:

* Some creatures are "duplicated" if this script reads "entity_default.txt", so only feed it files with creature RAWs. "*creature*.txt" works for most mods.

* Some caste-specific information, such as interactions, is duplicated. This is because interactions are added as the script encounters them inside creature RAWs, regardless of castes. Some things are pushed into arrays, others overwritten by new data, others still just stay the same once defined.

* There is no indication which syndrome gives which interactions.
 
* Filtering out fake creatures is not foolproof, so there are still some of those in other tables as well as false positives. Make sure to use --fake if you`re missing a creature.

* The superset of best natural skills for all castes is printed. For example if one caste has DODGING:5 and HAMMER:10 and another DODGING:2 and SWORD:10, you`ll get DODGING:5; HAMMER:10; SWORD:10. The alternative is to specify --allskill so that natural skills are printed with repetitions for all castes. In the earlier example this would be DODGING:5; HAMMER:10; DODGING:2; SWORD:10. Choose whichever you think has fewer disadvantages.
 
* Sorting sometimes throws "undefined value" errors around. This is normal, but try to sort by columns that have most if not all values.

* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Plazma_Rush on August 06, 2013, 07:45:31 pm
I don't think it's because he's legendary.  I think that the various special salvage toys are linked to the toy pool to craft.  He also just made a gold Pinkie Pie statuette.
That shouldn't happen, side they only make the toys that their civ has.
I'm probably a bit late, but you can fix this by going to entity_default and adding toy tokens for all the stuff you want them to be able to make. I'm guessing that if there aren't any toys that they're specifically supposed to make, they'll just make every possible one.
I tested this by adding the tokens and generating a new world, it worked for me.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on August 08, 2013, 05:19:18 am
Thanks for the fix, Plazma Rush.

Masterwork RAWs helped me to figure out how to make AMR cut off limbs. First you need to bump MAX_VELOCTY to some very high value, like 30000 or 50000 (the current is 3000) (and while you're at it, make the value for Spitfire's Thunder higher than for AMR).

Then you need the AMMO_HIGH to have an attack with high contact area (10-50k), high penetration (it already is) and high velocity multiplier (2-15, which translates to 2000-15000).

Finally, ammo needs to be bigger to have more mass.

I haven't tested it, but it should work (and of course needs balancing, we don't want to obliterate everything with 3 shots... or do we?) Some of those parameters make little sense, like big contact area and mass, but a high velocity multiplier makes perfect sense.

All the ammo has a velocity multiplier of "1", which translates to 0.001, the default being 1000. This must be part of a reason why I found ranged weapons to be so underpowered and should be fixed.

Anyway, have a table of weapons:


Read 32 melee weapons, 10 ranged weapons, 4 ammunition types and 6 trap components.

Table of melee weapons: (count: 32)
 
Name
 ID
SkillSize
 Mat.
2H
 1H
TrainCivsAttacks
chainsaw
 ITEM_WEAPON_CHAINSAW
AXE800
 5
42500
 72500
--SLAVERS SLAVER_MERCHANTS RANGERS
 R: STABLE
saw: edge C:25000 P:5000 V:4.5
 flat slap: blunt C:18000 P:300 V:1.25
 handle strike: blunt C:100 P:200 V:1
depleted chainsaw
 ITEM_WEAPON_CHAINSAW_DEPLETED
AXE800
 5
42500
 72500
--R: STABLEhack: blunt C:25000 P:1300 V:1.25
 flat slap: blunt C:18000 P:300 V:1.25
 handle strike: blunt C:100 P:200 V:1
hacksaw
 ITEM_WEAPON_HACKSAW
AXE500
 3
42500
 47500
--STABLE WASTELANDERS MARAUDERS RAIDERShack: edge C:10000 P:800 V:1.25
 flat slap: blunt C:12000 P:200 V:1.25
 handle strike: blunt C:100 P:200 V:1
lyre
 ITEM_LYRE_LYRA
AXE750
 2
32500
 37500
----chop: edge C:2000 P:500 V:1.25
 flat slap: blunt C:5000 P:20 V:1.25
training axe
 ITEM_WEAPON_AXE_TRAINING
AXE600
 1
32500
 37500
YesSTABLEstrike: blunt C:300 P:50 V:1.25
 handle strike: blunt C:100 P:100 V:1
combat knife
 ITEM_WEAPON_KNIFE_COMBAT
DAGGER220
 1
5000
 27500
--STABLE SLAVERS SLAVER_MERCHANTSslash: edge C:775 P:225 V:1.35
 stab: edge C:10 P:1100 V:1.2
 handle strike: blunt C:20 P:70 V:1.2
knife
 ITEM_WEAPON_KNIFE
DAGGER200
 1
5000
 27500
--WASTELANDERS MARAUDERS RAIDERS
 R: STABLE
stab: edge C:5 P:1000 V:1
 slash: edge C:700 P:150 V:1.15
 handle strike: blunt C:20 P:60 V:1
ripper
 ITEM_WEAPON_RIPPER
DAGGER300
 3
32500
 37500
--RANGERS TALONS
 R: STABLE
stab: edge C:30 P:1300 V:3.5
 slash: edge C:8000 P:2500 V:3.5
 handle strike: blunt C:30 P:50 V:1
training knife
 ITEM_WEAPON_KNIFE_TRAINING
DAGGER200
 1
5000
 27500
YesSTABLEstrike: blunt C:700 P:150 V:1.15
 handle strike: blunt C:40 P:60 V:1
kinetic sledgehammer
 ITEM_WEAPON_SLEDGEHAMMER_KINETIC
HAMMER1000
 6
62500
 77500
--SLAVERS SLAVER_MERCHANTS RANGERS TALONS
 R: STABLE
head bludgeon: blunt C:100 P:10000 V:6
sledgehammer
 ITEM_WEAPON_SLEDGEHAMMER
HAMMER1000
 6
62500
 77500
--STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERSbash: blunt C:200 P:6000 V:2
training hammer
 ITEM_WEAPON_HAMMER_TRAINING
HAMMER500
 1
32500
 37500
YesSTABLEstrike: blunt C:10000 P:200 V:1.25
 handle strike: blunt C:100 P:100 V:1
cello
 ITEM_CELLO_OCTAVIA
MACE4000
 4
52500
 80000
----bash: blunt C:600 P:6000 V:2
morningstar
 ITEM_WEAPON_MORNINGSTAR
MACE500
 3
32500
 37500
--MARAUDERS RAIDERSbash: edge C:10 P:500 V:2
 handle strike: blunt C:50 P:100 V:1
security baton
 ITEM_WEAPON_BATON
MACE400
 3
32500
 37500
--STABLEbash: blunt C:300 P:2000 V:2.6
spiked mace
 ITEM_WEAPON_MACE_SPIKED
MACE400
 3
32500
 37500
--MARAUDERS RAIDERSbash: blunt C:10 P:500 V:2
training mace
 ITEM_WEAPON_MACE_TRAINING
MACE450
 1
32500
 37500
YesSTABLEstrike: blunt C:10000 P:200 V:1.25
 handle strike: blunt C:100 P:100 V:1
power drill
 ITEM_WEAPON_DRILL
MINING500
 4
42500
 47500
--STABLE RANGERSdrill: edge C:10 P:3000 V:2
shovel
 ITEM_WEAPON_SHOVEL
MINING500
 4
42500
 47500
--WASTELANDERS SLAVERS SLAVER_MERCHANTS
 R: STABLE
slash: edge C:5000 P:600 V:1.25
 flat slap: blunt C:5000 P:1000 V:1.25
 handle strike: blunt C:100 P:200 V:1
depleted energy lance
 ITEM_WEAPON_LANCE_ENERGY_DEPLETED
SPEAR600
 4
52500
 57500
--R: STABLEstab: edge C:5 P:8000 V:1
 shaft bash: blunt C:500 P:300 V:1.25
energy lance
 ITEM_WEAPON_LANCE_ENERGY
SPEAR600
 4
52500
 57500
--R: STABLEpierce: edge C:5 P:10000 V:5
 shaft bash: blunt C:500 P:300 V:1.25
jagged spear
 ITEM_WEAPON_SPEAR_JAGGED
SPEAR400
 3
5000
 47500
--MARAUDERS RAIDERSstab: edge C:25 P:6800 V:1
 shaft bash: blunt C:400 P:160 V:1.25
pitchfork
 ITEM_WEAPON_PITCHFORK
SPEAR400
 3
37500
 52500
--MARAUDERS RAIDERS
 R: STABLE
jab: edge C:20 P:5000 V:1
 stab: edge C:20 P:5000 V:1.2
 shaft bash: blunt C:50 P:30 V:1.25
training spear
 ITEM_WEAPON_SPEAR_TRAINING
SPEAR500
 1
5000
 47500
YesSTABLEstab: blunt C:50 P:60 V:1
 shaft bash: blunt C:10000 P:160 V:1.25
bow
 ITEM_BOW_OCTAVIA
SWORD200
 1
5000
 27500
----razor ribbon slash: edge C:750 P:200 V:1.45
chainsword
 ITEM_WEAPON_CHAINSWORD
SWORD350
 3
32500
 37500
--RANGERS
 R: STABLE
gut: edge C:25000 P:8000 V:3.5
 stab: edge C:50 P:2000 V:1
 handle strike: blunt C:60 P:80 V:1
cleaver
 ITEM_WEAPON_CLEAVER
SWORD300
 3
32500
 37500
--MARAUDERS RAIDERSchop: edge C:3000 P:500 V:1.25
 flat slap: blunt C:5000 P:20 V:1.25
 handle strike: blunt C:50 P:80 V:1
machete
 ITEM_WEAPON_MACHETE
SWORD300
 2
32500
 37500
--STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERShack: edge C:15000 P:1150 V:1.5
 stab: edge C:50 P:1000 V:1.5
 grip strike: blunt C:20 P:80 V:1
training sword
 ITEM_WEAPON_SWORD_SHORT_TRAINING
SWORD300
 1
32500
 37500
YesSTABLEstrike: blunt C:2000 P:40 V:1.25
 handle strike: blunt C:100 P:100 V:1
flail
 ITEM_WEAPON_FLAIL
WHIP500
 2
42500
 47500
--SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERS
 R: STABLE
bash: blunt C:200 P:2000 V:2.5
scourge
 ITEM_WEAPON_SCOURGE
WHIP300
 1
22500
 27500
--SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERS
 R: STABLE
lash: edge C:30 P:100 V:2
slaver whip
 ITEM_WEAPON_WHIP_SLAVE
WHIP300
 1
22500
 27500
--SLAVERS SLAVER_MERCHANTS
 R: STABLE
lash: edge C:20 P:50 V:3



Table of ranged weapons: (count: 10)
 
Name
 ID
Ranged
 Skill
Force
 Max Vel.
AmmoSize
 Mat.
2H
 1H
CivsAttacks
anti-machine rifle
 ITEM_WEAPON_RIFLE_ANTIMACHINE
BOW
 MACE
162500
 3000
AMMO_HIGH1300
 6
62500
 82500
R: STABLEbutt bash: blunt C:50 P:100 V:1
Spitfire's Thunder
 ITEM_WEAPON_RIFLE_SPITFIRES_THUNDER
BOW
 MACE
200000
 3000
AMMO_HIGH1300
 6
62500
 82500
R: STABLEbutt bash: blunt C:50 P:100 V:1
combat pistol
 ITEM_WEAPON_PISTOL_COMBAT
CROSSBOW
 MISC_WEAPON
3800
 1100
AMMO_LOW250
 1
5000
 27500
R: STABLEbarrel slap: blunt C:30 P:50 V:1.25
Little Macintosh
 ITEM_WEAPON_PISTOL_LITTLE_MACINTOSH
CROSSBOW
 MISC_WEAPON
35000
 2000
AMMO_LOW350
 2
5000
 27500
R: STABLEbarrel strike: blunt C:40 P:60 V:1.25
revolver
 ITEM_WEAPON_PISTOL_REVOLVER
CROSSBOW
 MISC_WEAPON
5000
 900
AMMO_LOW300
 1
5000
 27500
WASTELANDERS MARAUDERS RAIDERS
 R: STABLE
barrel slap: blunt C:40 P:60 V:1.25
hunting rifle
 ITEM_WEAPON_RIFLE_HUNTING
BOW
 MACE
36000
 2500
AMMO_MEDIUM800
 4
42500
 72500
WASTELANDERS SLAVERS SLAVER_MERCHANTS
 R: STABLE
butt bash: blunt C:50 P:100 V:1
chainsaw rifle
 ITEM_WEAPON_RIFLE_CHAIN
CROSSBOW
 AXE
35000
 2800
AMMO_MEDIUM1000
 6
62500
 77500
TALONS
 R: STABLE
saw: edge C:25000 P:5000 V:4.5
combat rifle
 ITEM_WEAPON_RIFLE_COMBAT
CROSSBOW
 SPEAR
35000
 2800
AMMO_MEDIUM700
 4
42500
 72500
SLAVERS SLAVER_MERCHANTS
 R: STABLE
stab: edge C:10 P:1100 V:1.2
ripper rifle
 ITEM_WEAPON_RIFLE_RIPPER
CROSSBOW
 SPEAR
35000
 2800
AMMO_MEDIUM750
 5
42500
 72500
TALONS
 R: STABLE
drill: edge C:30 P:1300 V:3.5
air rifle
 ITEM_WEAPON_RIFLE_BB
CROSSBOW
 MACE
100
 100
PELLET600
 3
37500
 52500
STABLEbutt bash: blunt C:50 P:100 V:1


NOTES:
Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Items made out of metal will weight (about 8 times) more, of course. Larger size means more mass for blunt attacks.

2H / 1H values are responsible for who can use that weapon. 2H is MINIMUM_SIZE, the minimum creature size to wield that weapon at all. 1H is TWO_HANDED, the minimum creature size to use that weapon with one hand (or other grasper). It stands to reason that 1H >= 2H, so 1H is coloured red when that isn't the case. Creature size depends on species and has some variation. See http://dwarffortresswiki.org/index.php/DF2012:Weapon under "Size" for more details on this.

Mat. is MATERIAL_SIZE. It is responsible for how many bars get used to make that item and how many get produced when smelting it. An item will typically rexuire max{1, floor(MATERIAL_SIZE/3)} bars to make (so 1 for 1-5, 2 for 6-8, 3 for 9-11 and so on) and yield MATERIAL_SIZE*0.3 bars when melted. Note, however, that this is just the usual ammount, there ARE anomallies in Vanilla and mods can introduce custom reactions to make items that use different (amounts of) materials than what you might expect from this value.

Stone Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wooden log.

Train menas this is a training weapon, can only be made of wood and therefore will be ineffective in combat.

Shoot force is the amount of force used when firing projectiles - actual velocity and kinetic energy are determined by the projectile's mass.

Max velocity is the cap on projectile velocity when fired from this weapon. For small or otherwise light projectiles, this is the value that matters. There are also some irregularities from rounding. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892

Civs are the civilisations that have this item on embark and craftable, usually at the forge. Civilisations playable in Fortress Mode are highlighted green. Civilisations playable in adventure mode are in bold font. Everything listed after R is made in a custom reaction. This only takes into account the possibility, so if you have a reaction "open crate" that produces a no-quality revolver 4% of the time, it still counts as craftable. (A) means the item can be crafted in adventure mode. If this is empty, no one has access to this item. Unless I missed something, in which case let me know.

Attack lists all the attacks that can be made with this weapon. The attack is always chosen at random, with edged attacks being 100 times more likely. The format is name, type (edged or blunt), contact area, penetration, velocity multiplier. It can be shortened with --shortattack option.
  Blunt attacks are better at penetrating armour and breaking bones, while edged attacks can cause bleeding, pierce internal organs or even sever entire limbs. Edged attacks become piercing attacks when their contact area is less than 25% of the targeted body part or cutting attacks otherwise. So edged attacks with large contact area are primarily cutting, while those with 10 or 20 contact area are primarily piercing. Piercing attacks are better at penetrating armour and damaging internal organs (such as brain), but Cutting attacks can cut off entire limbs. The problem with cutting attacks is that there needs to be enough force behind them and enemy armour can convert them to blunt attacks, which tend to be much less effective.
  The higher the penetration is, the better, especially against bigger enemies. My best guess is that 10000 penetration is 1m.  Velocity multipler greatly increases effectiveness of an attack, multiplying the force behind it.
  If an attack is listed as FIXME, it means it doesn't conform to standard attack RAWs and the modder should fix it. It may still work, though.
  Rating and comparing attacks isn't trivial to do and is on the "nice to have features" list.


Table of ammo: (count: 4)
 
Name
 ID
SizeClassCivsAttack
large caliber bullet
 ITEM_AMMO_BULLET_LARGE
7AMMO_HIGHR: STABLEstrike: edge C:1 P:12000 V:0.001
small caliber bullet
 ITEM_AMMO_BULLET_SMALL
1AMMO_LOWWASTELANDERS MARAUDERS RAIDERS
 R: STABLE
strike: edge C:10 P:1000 V:0.001
medium caliber bullet
 ITEM_AMMO_BULLET_MEDIUM
2AMMO_MEDIUMWASTELANDERS SLAVERS SLAVER_MERCHANTS TALONS
 R: STABLE
strike: edge C:8 P:4000 V:0.001
pellet
 ITEM_AMMO_PELLET
1PELLETSTABLEstrike: edge C:10 P:10 V:0.001


NOTES:
Size is in cubic centimeters. Together with material density and weapon's shoot force this determines kinetic energy of the projectile, which is also capped by weapon's max velocity.

Class is the type of ammo listed in ranged weapons table.

Attack See notes under weapons. Of course when a projectile hits, an attack from the projectile and not the weapon is applied to the target. The weapon can influence it's power through shoot force and max velocity, though.


Table of trap components: (count: 6)
 
Name
 ID
Size
 Mat.
Screw
 Spike
Metal
 Wood
HitsCivsAttack
barbed wire
 ITEM_TRAPCOMP_BARBEDWIRE
200
 1
--
 --
Metal
 --
5STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERS TALONScut: edge C:10 P:10 V:0.01
bear trap
 ITEM_TRAPCOMP_BEARTRAP
800
 2
--
 --
Metal
 --
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTSclaw: edge C:14000 P:10000 V:1
enormous corkscrew
 ITEM_TRAPCOMP_ENORMOUSCORKSCREW
700
 3
Yes
 --
Metal
 Wood
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERSdrill: edge C:30 P:6000 V:1
large, serrated disc
 ITEM_TRAPCOMP_LARGESERRATEDDISC
1000
 4
--
 --
Metal
 --
3STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERSsaw: edge C:50000 P:5000 V:0.8
lawnmower blade
 ITEM_TRAPCOMP_LAWNMOWERBLADE
500
 1
--
 --
Metal
 --
3STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTShack: edge C:30000 P:4000 V:1
upright spike
 ITEM_TRAPCOMP_UPRIGHTSPIKE
400
 1
--
 Yes
Metal
 Wood
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTSstab: edge C:10 P:6000 V:1


NOTES:
Normal weapons (such as those brought in by invaders) can also be used in weapon traps, but specialised components are generally more effective.
Chance to hit by a weapon trap is affected by the quality of mechanism and possibly the quality of the weapon. In a retracting spike trap, probably just the weapon quality counts.

Size, Material size, Attack: see notes under weapons.

Screw means it may be installed in a screw pump.

Spike means it may be installed in a spike trap.

Metal, Wood mean that the trap component may be made out of metal or wood, respectively. If none of them apply, it is probably a product of some custom reaction.

Hits is the number of attacks by this weapon when a trap is triggered. There can be up to 10 weapons in a trap, so this can add up to quite a lot of overkill. Hits also multiply the value of the trap component, which is why serrated discs and spiked balls are so expensive.



NOTES:
Printing tables of toys and tools was considered, but toys, instruments and so on, aren't that interesting. They have ID, name and value. Tools can have attacks and uses, but can't be equipped by soldiers. Listing the names of backpacks, mining carts, etc. is not that interesting.
Known bugs:
* Item craftability by civilisations does not take into account availiable materials or if the produced item gains quality.
* Syndromes from weapon and ammo from special materials are out of scope for this script.
* There is an unspoken assumption that entities, items and reactions are in separate files. If they aren't, some may be skipped by this script.
* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on August 20, 2013, 11:38:28 am
Does anyone still play this?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: RoguelikesESP on August 20, 2013, 02:11:15 pm
De hell?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on August 20, 2013, 05:58:25 pm
De hell?
tahujdt bumped the thread to ask if anyone still plays the mod. That's all that happened.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: the1337doofus on August 20, 2013, 07:30:13 pm
Does anyone still play this?

Ooo! Mememememem! I do! I do!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on August 21, 2013, 02:59:31 pm
Does anyone still play this?

I still do. One of the best mods for DF ever.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: the1337doofus on October 21, 2013, 06:18:08 pm
So, did Lycaeon drop the mod? Or is it simply taking a while?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 21, 2013, 06:54:19 pm
> So, did Lycaeon drop the mod? Or is it simply taking a while?
He said, he was to busy to continue and asked for one of us to try and keep working on it instead. There were a few minor alterations and suggestions, but no one stepped up.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: the1337doofus on October 21, 2013, 10:43:48 pm
> So, did Lycaeon drop the mod? Or is it simply taking a while?
He said, he was to busy to continue and asked for one of us to try and keep working on it instead. There were a few minor alterations and suggestions, but no one stepped up.

Well, bollocks. At least I know that now, thanks mate.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: KingofstarrySkies on October 24, 2013, 04:14:35 pm
Shame this mod isn't being updated anymore. May it rest in peace, at least for now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 24, 2013, 04:29:46 pm
Well, if anyone is interested in reviving it, I have a script that can generate stonesense sprites for ponies (and just ponies), based on Eltrion's work on MLF mod: http://www.bay12forums.com/smf/index.php?topic=117374.msg4709717#msg4709717 I had very limited success in getting stonesense to work, though.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: KingofstarrySkies on October 24, 2013, 04:41:51 pm
Well, if anyone is interested in reviving it, I have a script that can generate stonesense sprites for ponies (and just ponies), based on Eltrion's work on MLF mod: http://www.bay12forums.com/smf/index.php?topic=117374.msg4709717#msg4709717 I had very limited success in getting stonesense to work, though.
Considering I don't know SHIT about modding, and no one else seems to want to step up...

ANSWER THE CALL, MAKLAK.
ACCEPT THOU DESTINY.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 24, 2013, 04:57:15 pm
I might make small patches, but I have nowhere near the level of skill or dedication Lycaeon had. I won't have that much time in near future too.

Oh, and I've just loaded stonesense for my old save from 0.30b. It spat out a bunch of errors and some ponies work, but a lot of them glitch. Some have foal bodies, but adult hair and eyes. The unicorn horns are the colour of their manes, not bodies. Finally some ponies only have bodies, without hair and eyes. I've only spent a few minutes at it, but I see no patterns to those glitches and don't know what I did wrong. I can look up the castes in Dwarf Therapists and look at the xml, but it looks like a failure now.

Besides, even if ponies work, the number of creatures that would need sprites and xml config is staggering, so removing stonsesense altogether was probably a smart move.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 27, 2013, 06:26:49 pm
A shame this mod is not being worked on, as regular DF is just too plain now. I still play it and love it. I dream of somebody with modding skills reviving this mod once season 4 starts, or maybe Lycaeon will come back. But for the moment I'll have to make do with the latest version.
Say, Maklak, I have seen you post on the other MLP mod treads. Would you recommend any of those for someone that loves this mod?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 28, 2013, 12:50:31 am
> Say, Maklak, I have seen you post on the other MLP mod treads. Would you recommend any of those for someone that loves this mod?

My knowledge of other mods is limited, I haven't really read their RAWs and I think this mod is the best (only there's too much to learn at first, even for DF veterans).

The Nikodeng's old pony mod is still playable and there were at least 2 community games with it, so it can be fun.

My Little Fortress is what I'm focusing on now. It isn't half as big as FoE and has some bugs, but is the spiritual successor to Nikodeng's old pony mod and has cutie marks and that has to count for something.

Vadiku's mod is nicknamed "pony hell" and I don't touch it. If you like Fortress Defence, it might be for you, otherwise it may be too hard. I don't know.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Valikdu on October 28, 2013, 10:14:36 am
I don't know about Defense. If I was asked, I'd probably list Masterwork as a source of inspiration, as well as some concepts (like the tiered tissue material system).

I don't really think that Rampage Ed. is THAT hard. Maybe this reputation stems from the fact that it started life as an addon that had ZERG in it, as I've felt that the original was kind of easy (as the ponies had an advantage with their 250K size and strength boost).
...And it's been almost two years since I've started. Man. Time flies.


Also, I wish Lycaeon was back.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on October 28, 2013, 04:31:52 pm
I will make Fallout mod for the new DF version ASAP, so someone could just make a modmod with ponies for that. It probably would be faster.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: TigerHunter on November 02, 2013, 01:07:11 pm
I don't know anything about MLP, but some things are so weird you just have to try them.

Posters above me, what sort of updates does this mod need? I've been wanting to get into modding and have a surfeit of spare time, if I like this enough I might be willing to do some work on it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 02, 2013, 01:21:15 pm
> Posters above me, what sort of updates does this mod need? I've been wanting to get into modding and have a surfeit of spare time, if I like this enough I might be willing to do some work on it.

Well, firstly just play it and see if you like it. Secondly read raw/objects/*.txt to get a general feel of how this mod works. You can also try some of the manuals linked in the first post, if you're not up to reading the whole thread. Once you do that, you can consider working on this mod, but in my opinion you'd need to be one of the top modders of bay12 to do as good a job as Lycaeon did.

If you read the last 20 or so pages of this thread, you'll bump into a few suggestions, some of them by me (which includes a poorly tested patch for a shotgun battle saddle). There is also a rather vague post by Lycaeon, describing his plans, which included things like magical energy weapons, crop overhaul, producing healing potions and med-x, chemical plant and some other stuff. I think there were also supposed to be some tweaks to the expedition system.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Zioko345 on November 05, 2013, 09:15:06 pm
What's this? I'm alive? AUGH.
I've been inactive due to reasons. Reasons being stuff. Science-y stuff. Anywho, I returned to see Lycaeon's exit post of sorts. All I can say is that I'm quite saddened by this development. I doubt this mod will end up dying though, as it's simply too superb. I may mess around with a few things, though I really need to train my [MODDING]. It's degenerated to a point of being rusty.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on November 06, 2013, 01:51:18 am
> Posters above me, what sort of updates does this mod need? I've been wanting to get into modding and have a surfeit of spare time, if I like this enough I might be willing to do some work on it.

Well, firstly just play it and see if you like it. Secondly read raw/objects/*.txt to get a general feel of how this mod works. You can also try some of the manuals linked in the first post, if you're not up to reading the whole thread. Once you do that, you can consider working on this mod, but in my opinion you'd need to be one of the top modders of bay12 to do as good a job as Lycaeon did.

...Not doing it. Would require too much consultation from my brother and I'm too busy. Not doing it.

(I'm giving myself reasons not to do it; I've never even read the story and I don't watch the show, but this mod is dangling in front of me)

I think it may be a good idea to set up a github for this mod, however. Turn it full-open-source style, with all that comes with that. However, I'm not gonna.

If anyone needs help with it, I'm always watching.

always.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 07, 2013, 03:41:10 pm
> Not doing it.
I'm not asking anyone to do it. I have some understanding of how much time, effort and dedication a project of this magnitude requires and it is not my place to impose such an ordeal on anyone. It took me a lot of work just to post feedback and write a few manuals.

> I've never even read the story
The story is quite long and in my opinion the first 6 chapters are great, the next 12 very good and the rest of it is so-so to good. Anyway, the first two or so chapters were animated by Urimas, who also made some MLP sprites for his game. You might want to take a look. I was pretty impressed when I found them. http://urimas.deviantart.com/gallery/31390019

If you want to form an opinion on MLP, I recommend watching the first two episodes. They should be on youtube somewhere, will take an hour of your time and will give you a general understanding of ponies and what the hype is all about.

> I think it may be a good idea to set up a github for this mod, however.
Git works with several maintainers who want to collaborate. With zero maintainers there is no point. Under Lycaeon "tarballs" worked well enough for small submissions, such as the cryo pods, so I don't really see a benefit, even if someone were to step up. (But then I've only ever used SVN and not git or mercurial.)

BTW, Putman, if you're willing to help, please take a look at my shotgun patch. As far as I've tested it, the battle-saddles sometimes jammed (the pony failed to use the interactions), the shots that hit their marks did very little damage and the pellets stayed on the ground instead of evaporating. Maybe you could turn it into something usable? http://www.bay12forums.com/smf/index.php?topic=118893.msg4218316;topicseen#msg4218316 (Or just search this thread for "shotgun".) I'm not just talking about this mod either; working shotguns (or shotgun under-barrels for assault rifles) could benefit several "modern" mods.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Putnam on November 07, 2013, 03:48:54 pm
If you want to form an opinion on MLP, I recommend watching the first two episodes. They should be on youtube somewhere, will take an hour of your time and will give you a general understanding of ponies and what the hype is all about.

I've heard the opposite advice for the most part. I've already watched a couple episodes, don't you worry. Its quality is about what I'd expect from the people running it; I'd watch it if it happened to be on and I watched TV and it was the right channel or nothing good was on (ridiculously common anyway).

Anyway, depending on how itemsyndrome was set up, it could be that the pony went 200 ticks without being able to use the interaction at all. Pellets stayed on the ground because that's just what globs sometimes do, which is very annoying. Shots doing little damage is due to the fact that they have a density half that of water, making them pretty light and without the velocity to make up for it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on November 12, 2013, 03:39:30 pm
Still playing...

Does anyone have the raws from the version before the item Syndrome update? I would greatly appreciate if someone could upload those somewhere. Thank you in advance.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 12, 2013, 04:43:20 pm
Which version would that be? I don't have them all, but I have several.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on November 13, 2013, 03:07:23 am
Reading the change log, I believe I need v0.95c. I would be happy to have v0.98.c too, so I could patch the former one up, albeit without the dfhack plugins. When the new version of dwarf fortress comes around these Foe versions will be easier to update. I have other plans with them as well.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 13, 2013, 05:04:23 am
I just uploaded all the versions I had.

DT v2.00:  https://dl.dropboxusercontent.com/u/71287918/FoE/Dwarf%20Therapist%20-%20v20%20-%20ALPHA.zip

v0.88:  https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.88%20beta.rar
v0.95:  https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.95%20beta%20(Phoebus).rar
v0.95b: https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.95b%20beta%20(Phoebus).rar
v0.95c: https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.95c%20beta%20(Phoebus).rar
v0.98:  https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.98%20beta%20(Phoebus).rar
v0.98c: https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.98c%20beta%20(Phoebus).rar

v0.30: https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.30%20(Phoebus).rar
v0.30b: https://dl.dropboxusercontent.com/u/71287918/FoE/Fallout%20Equestria%20v0.30b%20(Phoebus).rar
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on November 13, 2013, 12:48:16 pm
Thank you Maklak. I really appreciate it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 26, 2013, 10:22:15 am
I wrote a script http://www.bay12forums.com/smf/index.php?topic=133640.0 to compare the RAWs and stonesense config and run it for FoE. This is the result. The important part is that there are many creatures and plants missing. Some sprites could be salvaged from Lycaeon's and Deon's expansions of Phobeus. Salvage was qualified as crops because I didn't take it into account. I suppose that's something for me to fix. Ponies can be generated by my script based on Eltrion's work on enabling stonesese in MLF mod.



Comparing RAWs and stonesense config:

These items are referenced in xml, but have no RAW counterparts: "ITEM_ARMOR_MAIL_SHIRT", "ITEM_ARMOR_TOGA", "ITEM_GLOVES_GAUNTLETS", "ITEM_GLOVES_MITTENS", "ITEM_HELM_CAP", "ITEM_HELM_MASK", "ITEM_HELM_SCARF_HEAD", "ITEM_HELM_TURBAN", "ITEM_HELM_VEIL_FACE", "ITEM_HELM_VEIL_HEAD", "ITEM_PANTS_BRAIES", "ITEM_PANTS_GREAVES", "ITEM_PANTS_LEGGINGS", "ITEM_PANTS_LOINCLOTH", "ITEM_PANTS_SKIRT", "ITEM_PANTS_SKIRT_LONG", "ITEM_PANTS_SKIRT_SHORT", "ITEM_PANTS_THONG", "ITEM_SHOES_BOOTS", "ITEM_SHOES_BOOTS_LOW", "ITEM_SHOES_CHAUSSE", "ITEM_SHOES_SANDAL", "ITEM_SHOES_SHOES", "ITEM_WEAPON_AXE_BATTLE", "ITEM_WEAPON_AXE_GREAT", "ITEM_WEAPON_BLOWGUN", "ITEM_WEAPON_BOW", "ITEM_WEAPON_CROSSBOW", "ITEM_WEAPON_DAGGER_LARGE", "ITEM_WEAPON_HALBERD", "ITEM_WEAPON_HAMMER_WAR", "ITEM_WEAPON_MACE", "ITEM_WEAPON_MAUL", "ITEM_WEAPON_PICK", "ITEM_WEAPON_PIKE", "ITEM_WEAPON_SCIMITAR", "ITEM_WEAPON_SPEAR", "ITEM_WEAPON_SWORD_2H", "ITEM_WEAPON_SWORD_LONG", "ITEM_WEAPON_SWORD_SHORT", "ITEM_WEAPON_WHIP"

These plants are referenced in xml, but have no RAW counterparts: "BABY TOES SUCCULENT", "BAMBOO, ARROW", "BAMBOO, GOLDEN", "BAMBOO, HEDGE", "BENTGRASS", "BLACK_CAP", "BLOOD_THORN", "BLUE SEDGE", "BUBBLE BULBS", "CARPETGRASS", "CATTAIL", "CAVE MOSS", "CLOUDBERRY", "COMMON REED", "COTTONGRASS", "DALLISGRASS", "DOG'S TOOTH GRASS", "DOWNY GRASS", "DROPSEED GRASS", "EYEBALL", "FESCUE GRASS", "FIELD SEDGE", "FUNGIWOOD", "GLUMPRONG", "GOBLIN_CAP", "GRAMA", "HAIR GRASS", "HIGHWOOD", "KNOTGRASS", "MARSH THISTLE", "MEADOW-GRASS", "MEADOWSWEET", "MOUNTAIN AVENS", "NEEDLE GRASS", "NETHER_CAP", "PEBBLE PLANTS", "PURPLE MOOR GRASS", "REEDGRASS", "RUSH", "RYEGRASS", "SATINTAIL", "SAWGRASS", "SPORE_TREE", "TOWER_CAP", "TUNNEL_TUBE", "VELVET GRASS", "WHITE MOUNTAIN HEATHER", "WORMY TENDRILS", "ZOYSIA"

Trees in RAWs, missing in xml (important): "CAGE_VINE", "FIR", "MUSCLE_TENDRIL", "ROOT_TREE"

Bushes in RAWs, missing in xml: "BARREL_CACTUS", "BERRIES_FISHER", "BERRIES_PRICKLE", "BERRIES_STRAW_WILD", "BERRY_SUN", "BUSH_QUARRY", "CELERY", "GRASS_LONGLAND", "GRASS_WHEAT_CAVE", "HERB_VALLEY", "MILITARY_RATION", "MUSHROOM_CUP_DIMPLE", "POD_SWEET", "REED_ROPE", "ROOT_CARROT", "ROOT_HIDE", "ROOT_MUCK", "ROOT_RADISH", "SALVAGE_HIGH_A", "SALVAGE_HIGH_A_LOW", "SALVAGE_HIGH_B", "SALVAGE_HIGH_B_LOW", "SALVAGE_HIGH_C", "SALVAGE_HIGH_C_LOW", "SALVAGE_HIGH_C_SUBTERRANEAN", "SALVAGE_HIGH_D", "SALVAGE_HIGH_D_LOW", "SALVAGE_HIGH_D_SUBTERRANEAN", "SALVAGE_HIGH_E", "SALVAGE_HIGH_E_LOW", "SALVAGE_HIGH_E_SUBTERRANEAN", "SALVAGE_HIGH_F", "SALVAGE_HIGH_F_LOW", "SALVAGE_HIGH_F_SUBTERRANEAN", "SALVAGE_HIGH_G", "SALVAGE_HIGH_G_LOW", "SALVAGE_HIGH_G_SUBTERRANEAN", "SALVAGE_HIGH_H", "SALVAGE_HIGH_H_LOW", "SALVAGE_HIGH_H_SUBTERRANEAN", "SALVAGE_LOW_A", "SALVAGE_LOW_A_SUBTERRANEAN", "SALVAGE_LOW_B", "SALVAGE_LOW_B_SUBTERRANEAN", "SALVAGE_LOW_C", "SALVAGE_LOW_C_SUBTERRANEAN", "SALVAGE_LOW_D", "SALVAGE_LOW_E", "SALVAGE_LOW_E_SUBTERRANEAN", "SALVAGE_LOW_F", "SALVAGE_LOW_F_SUBTERRANEAN", "SALVAGE_MEDIUM_A", "SALVAGE_MEDIUM_A_LOW", "SALVAGE_MEDIUM_A_SUBTERRANEAN", "SALVAGE_MEDIUM_B", "SALVAGE_MEDIUM_B_LOW", "SALVAGE_MEDIUM_C", "SALVAGE_MEDIUM_C_LOW", "SALVAGE_MEDIUM_C_SUBTERRANEAN", "SALVAGE_MEDIUM_D", "SALVAGE_MEDIUM_D_LOW", "SALVAGE_MEDIUM_D_SUBTERRANEAN", "SALVAGE_MEDIUM_E", "SALVAGE_MEDIUM_E_LOW", "SALVAGE_MEDIUM_E_SUBTERRANEAN", "SALVAGE_MEDIUM_F", "SALVAGE_MEDIUM_F_LOW", "SALVAGE_MEDIUM_F_SUBTERRANEAN", "SALVAGE_TERMINAL_A", "SALVAGE_TERMINAL_A_SUBTERRANEAN", "SALVAGE_TERMINAL_B", "SALVAGE_TERMINAL_B_SUBTERRANEAN", "SALVAGE_TERMINAL_C", "SALVAGE_TERMINAL_D", "SALVAGE_VENDOR_A", "SALVAGE_VENDOR_B", "SALVAGE_VENDOR_B_SUBTERRANEAN", "SLIVER_BARB", "SPARKLE_COLA", "SPARKLE_COLA_RAD", "SUNRISE_SARSAPARILLA", "SYNTH_REED", "TUBER_BLOATED", "TUMBLEWEED", "VINE_WHIP", "WEED_BLADE", "WEED_RAT"

Grasses in RAWs, missing in xml (unimportant): "cave moss", "crystal lichens", "downy grass", "forest grass", "glassy moss", "glowing grass", "highland grass", "irradiated grass", "meadow grass", "oily grass", "PAVEMENT", "PAVEMENT_CRACKED", "pebble plant", "polar grass", "polar grass 2", "purple moss", "red moss", "savage polar grass", "savanna grass", "short grass", "swamp grass", "withering grass"

Checking creatures in xml for errors...
These creatures are defined in xml, but not in the RAWs. Unless some ot them are hardcoded, it should be safe to remove them from stonesense: "AARDVARK", "AARDVARK_MAN", "ADDER", "ADDER_MAN", "ALBATROSS_MAN", "ALLIGATOR", "ALLIGATOR SNAPPING TURTLE", "ALPACA", "AMPHIBIAN_MAN", "ANACONDA_MAN", "ANT_MAN", "ARMADILLO MAN", "ARMADILLO, GIANT", "AXOLOTL", "AXOLOTL_MAN", "AYE-AYE", "AYE-AYE_MAN", "BADGER", "BADGER MAN", "BADGER, GIANT", "BARK_SCORPION", "BARK_SCORPION_MAN", "BARN_OWL_MAN", "BAT_GIANT", "BAT_MAN", "BEAK_DOG", "BEAR_BLACK", "BEAR_GRIZZLY", "BEAR_POLAR", "BEAR_SLOTH", "BEAVER", "BEAVER_MAN", "BIRD_BLUEJAY", "BIRD_BUSHTIT", "BIRD_CARDINAL", "BIRD_CASSOWARY", "BIRD_COCKATIEL", "BIRD_DUCK", "BIRD_EAGLE_GIANT", "BIRD_EMU", "BIRD_FALCON_PEREGRINE", "BIRD_GOOSE", "BIRD_GRACKLE", "BIRD_GUINEAFOWL", "BIRD_HORNBILL", "BIRD_KAKAPO", "BIRD_KEA", "BIRD_KESTREL", "BIRD_KIWI", "BIRD_KIWI_GIANT", "BIRD_LOON", "BIRD_LORIKEET", "BIRD_LOVEBIRD_MASKED", "BIRD_LOVEBIRD_PEACH-FACED", "BIRD_MAGPIE", "BIRD_ORIOLE", "BIRD_OSPREY", "BIRD_OSTRICH", "BIRD_OSTRICH_GIANT", "BIRD_OWL_BARN", "BIRD_PARAKEET", "BIRD_PARROT_GREY", "BIRD_PEAFOWL_BLUE", "BIRD_PENGUIN", "BIRD_PENGUIN_EMPEROR", "BIRD_PENGUIN_GIANT", "BIRD_PENGUIN_LITTLE", "BIRD_PUFFIN", "BIRD_ROC", "BIRD_RW_BLACKBIRD", "BIRD_STORK_WHITE", "BIRD_SWALLOW_CAVE", "BIRD_SWALLOW_CAVE_GIANT", "BIRD_SWAN", "BIRD_TURKEY", "BIRD_WREN", "BLACK_MAMBA_MAN", "BLENDEC_FOUL", "BLIND_CAVE_BEAR", "BLIND_CAVE_OGRE", "BLIZZARD_MAN", "BLOOD_MAN", "BOBCAT", "BOBCAT_MAN", "BONOBO", "BROWN_RECLUSE_SPIDER_MAN", "BUGBAT", "BUSHMASTER", "BUSHMASTER_MAN", "BUSHTIT_MAN", "BUTTERFLY_MONARCH", "CAMEL_1_HUMP", "CAMEL_2_HUMP", "CAP_HOPPER", "CAPUCHIN", "CAPUCHIN_MAN", "CAPYBARA", "CAPYBARA MAN", "CAPYBARA, GIANT", "CASSOWARY_MAN", "CAVE_BLOB", "CAVE_DRAGON", "CAVE_FISH_MAN", "CAVE_FLOATER", "CAVE_LOBSTER", "CAVE_SWALLOW_MAN", "CAVY", "CENTAUR", "CHEETAH", "CHEETAH_GIANT", "CHIMPANZEE", "CHINCHILLA", "CHINCHILLA_MAN", "CHIPMUNK", "COATI", "COATI_MAN", "COCKATIEL_MAN", "COLOSSUS_BRONZE", "COPPERHEAD_SNAKE", "COPPERHEAD_SNAKE_MAN", "COUGAR", "COW", "COYOTE_MAN", "CRAB_MAN", "CREEPING_EYE", "CREEPY_CRAWLER", "CROCODILE_SALTWATER", "CROW_MAN", "CRUNDLE", "CUTTLEFISH_MAN", "CYCLOPS", "DAMSELFLY_MAN", "DEER", "DEMON", "DESERT TORTOISE", "DESERT_TORTOISE_MAN", "DINGO", "DINGO_MAN", "DONKEY", "DRAGONFLY", "DRALTHA", "DRUNIAN", "DWARF", "EAGLE_MAN", "ECHIDNA", "ECHIDNA_MAN", "ELEMENTMAN_AMETHYST", "ELEMENTMAN_FIRE", "ELEMENTMAN_GABBRO", "ELEMENTMAN_IRON", "ELEMENTMAN_MAGMA", "ELEMENTMAN_MUD", "ELEPHANT", "ELEPHANT_SEAL", "ELEPHANT_SEAL_MAN", "ELF", "ELK_BIRD", "EMU_MAN", "ETTIN", "FAIRY", "FISH_ANCHOVY", "FISH_BARRACUDA_GREAT", "FISH_BLUEFISH", "FISH_BULLHEAD_BLACK", "FISH_BULLHEAD_BROWN", "FISH_BULLHEAD_YELLOW", "FISH_CHAR", "FISH_CLOWNFISH", "FISH_COELACANTH", "FISH_CONGER_EEL", "FISH_FLOUNDER", "FISH_GAR_LONGNOSE", "FISH_GLASSEYE", "FISH_GROUPER_GIANT", "FISH_GUPPY", "FISH_HAKE", "FISH_KNIFEFISH_BANDED", "FISH_LAMPREY_BROOK", "FISH_LOACH_CLOWN", "FISH_LUNGFISH", "FISH_MARLIN", "FISH_MILKFISH", "FISH_MOLLY_SAILFIN", "FISH_OPAH", "FISH_PERCH", "FISH_PUFFER_WHITE_SPOTTED", "FISH_RATFISH_SPOTTED", "FISH_RAY_BAT", "FISH_RAY_MANTA", "FISH_RAY_THORNBACK", "FISH_SALMON", "FISH_SEAHORSE", "FISH_SHAD", "FISH_SKATE_COMMON", "FISH_STINGRAY", "FISH_SUNFISH_OCEAN", "FISH_SWORDFISH", "FISH_TIGERFISH", "FISH_TROUT_RAINBOW", "FISH_TROUT_STEELHEAD", "FLESH_BALL", "FLOATING_GUTS", "FLY_ACORN", "FLYING_SQUIRREL_MAN", "FORGOTTEN_BEAST", "FOX", "FOXSQUIRREL", "FROG_DEMON", "GAZELLE", "GECKO_LEOPARD", "GIANT", "GIANT PEREGRINE FALCON", "GIANT TORTOISE", "GIANT TORTOISE MAN", "GIANT_AARDVARK", "GIANT_ADDER", "GIANT_ALBATROSS", "GIANT_ANACONDA", "GIANT_AXOLOTL", "GIANT_AYE-AYE", "GIANT_BARK_SCORPION", "GIANT_BARN_OWL", "GIANT_BEAVER", "GIANT_BLACK_MAMBA", "GIANT_BOBCAT", "GIANT_BROWN_RECLUSE_SPIDER", "GIANT_BUSHMASTER", "GIANT_BUSHTIT", "GIANT_CAPUCHIN", "GIANT_CASSOWARY", "GIANT_CHINCHILLA", "GIANT_COATI", "GIANT_COCKATIEL", "GIANT_COPPERHEAD_SNAKE", "GIANT_COYOTE", "GIANT_CRAB", "GIANT_CROW", "GIANT_CUTTLEFISH", "GIANT_DAMSELFLY", "GIANT_DESERT_TORTOISE", "GIANT_DINGO", "GIANT_EAGLE", "GIANT_EARTHWORM", "GIANT_ECHIDNA", "GIANT_ELEPHANT_SEAL", "GIANT_EMU", "GIANT_FLYING_SQUIRREL", "GIANT_GILA_MONSTER", "GIANT_GRASSHOPPER", "GIANT_GRAY_LANGUR", "GIANT_GREAT_HORNED_OWL", "GIANT_GREEN_TREE_FROG", "GIANT_GREY_PARROT", "GIANT_HAMSTER", "GIANT_HARE", "GIANT_HARP_SEAL", "GIANT_HEDGEHOG", "GIANT_HORNBILL", "GIANT_HORSESHOE_CRAB", "GIANT_HYENA", "GIANT_IBEX", "GIANT_IMPALA", "GIANT_JACKAL", "GIANT_JUMPING_SPIDER", "GIANT_KAKAPO", "GIANT_KANGAROO", "GIANT_KEA", "GIANT_KESTREL", "GIANT_KING_COBRA", "GIANT_KINGSNAKE", "GIANT_KOALA", "GIANT_LEECH", "GIANT_LEOPARD_GECKO", "GIANT_LEOPARD_SEAL", "GIANT_LION_TAMARIN", "GIANT_LOON", "GIANT_LORIKEET", "GIANT_LOUSE", "GIANT_LYNX", "GIANT_MAGPIE", "GIANT_MANTIS", "GIANT_MASKED_LOVEBIRD", "GIANT_MINK", "GIANT_MONGOOSE", "GIANT_MONITOR_LIZARD", "GIANT_MOON_SNAIL", "GIANT_MOSQUITO", "GIANT_MOTH", "GIANT_NAUTILUS", "GIANT_OCELOT", "GIANT_OCTOPUS", "GIANT_OPOSSUM", "GIANT_ORCA", "GIANT_OSPREY", "GIANT_OTTER", "GIANT_PANGOLIN", "GIANT_PARAKEET", "GIANT_PEACH-FACED_LOVEBIRD", "GIANT_POND_TURTLE", "GIANT_PORCUPINE", "GIANT_PUFFIN", "GIANT_PYTHON", "GIANT_RATTLESNAKE", "GIANT_RAVEN", "GIANT_SKUNK", "GIANT_SLOTH", "GIANT_SLOTH_BEAR", "GIANT_SLUG", "GIANT_SNAIL", "GIANT_SNAPPING_TURTLE", "GIANT_SNOWY_OWL", "GIANT_SPARROW", "GIANT_SPERM_WHALE", "GIANT_SPIDER_MONKEY", "GIANT_SPONGE", "GIANT_STOAT", "GIANT_SWAN", "GIANT_TAPIR", "GIANT_THRIPS", "GIANT_TICK", "GIANT_WEASEL", "GIANT_WHITE_STORK", "GIANT_WILD_BOAR", "GIANT_WOLVERINE", "GIANT_WOMBAT", "GIANT_WREN", "GIBBON_BILOU", "GIBBON_BLACK_CRESTED", "GIBBON_BLACK_HANDED", "GIBBON_GRAY", "GIBBON_PILEATED", "GIBBON_SIAMANG", "GIBBON_SILVERY", "GIBBON_WHITE_BROWED", "GIBBON_WHITE_HANDED", "GIGANTIC SQUID", "GIGANTIC TORTOISE", "GILA_MONSTER_MAN", "GIRAFFE", "GNOME_DARK", "GNOME_MOUNTAIN", "GOAT", "GOAT_MOUNTAIN", "GOBLIN", "GORILLA", "GORLAK", "GRASSHOPPER_MAN", "GRAY_LANGUR", "GRAY_LANGUR_MAN", "GREAT_HORNED_OWL_MAN", "GREEN_DEVOURER", "GREEN_TREE_FROG", "GREEN_TREE_FROG_MAN", "GREMLIN", "GREY_PARROT_MAN", "GRIMELING", "HAMSTER", "HAMSTER_MAN", "HARE", "HARE_MAN", "HARP_SEAL", "HARP_SEAL_MAN", "HARPY", "HEDGEHOG", "HEDGEHOG_MAN", "HELMET_SNAKE", "HIPPO", "HONEY BADGER", "HORNBILL_MAN", "HORSE", "HORSESHOE_CRAB_MAN", "HUMAN", "HUNGRY_HEAD", "HYENA", "HYENA_MAN", "IBEX", "IBEX_MAN", "IMP_FIRE", "IMPALA", "IMPALA_MAN", "JABBERER", "JACKAL", "JACKAL_MAN", "JAGUAR", "JAGUAR_GIANT", "JELLYFISH_SEA_NETTLE", "JUMPING_SPIDER_MAN", "KAKAPO_MAN", "KANGAROO", "KANGAROO_MAN", "KEA_MAN", "KESTREL_MAN", "KING_COBRA", "KING_COBRA_MAN", "KINGSNAKE", "KINGSNAKE_MAN", "KIWI MAN", "KIWI_MAN", "KOALA", "KOALA_MAN", "KOBOLD", "LEECH_MAN", "LEECHMAN", "LEOPARD", "LEOPARD_GECKO_MAN", "LEOPARD_GIANT", "LEOPARD_SEAL", "LEOPARD_SEAL_MAN", "LION", "LION_GIANT", "LION_TAMARIN", "LION_TAMARIN_MAN", "LIZARD_RHINO_TWO_LEGGED", "LLAMA", "LOON_MAN", "LORIKEET_MAN", "LOUSE_MAN", "LYNX", "LYNX_MAN", "MACAQUE_RHESUS", "MAGGOT_PURRING", "MAGMA_CRAB", "MAGPIE_MAN", "MANDRILL", "MANERA", "MANTIS", "MANTIS_MAN", "MARMOT_HOARY", "MASKED_LOVEBIRD_MAN", "MERPERSON", "MINK", "MINK_MAN", "MINOTAUR", "MOGHOPPER", "MOLE_DOG_NAKED", "MOLE_GIANT", "MOLEMARIAN", "MONGOOSE", "MONGOOSE_MAN", "MONITOR_LIZARD_MAN", "MOON_SNAIL", "MOON_SNAIL_MAN", "MOOSE", "MOOSE MAN", "MOOSE, GIANT", "MOSQUITO_MAN", "MOTH_MAN", "MULE", "NARWHAL MAN", "NARWHAL, GIANT", "NAUTILUS_MAN", "NIGHTWING", "OCELOT", "OCELOT_MAN", "OCTOPUS_MAN", "OGRE", "OLM", "OLM_GIANT", "OLM_MAN", "OPOSSUM", "OPOSSUM_MAN", "ORANGUTAN", "ORCA", "ORCA_MAN", "OSPREY_MAN", "OSTRICH MAN", "OTTER_MAN", "PANDA", "PANDA MAN", "PANDA, GIGANTIC", "PANGOLIN", "PANGOLIN_MAN", "PARAKEET_MAN", "PEACH-FACED_LOVEBIRD_MAN", "PENGUIN MAN", "PEREGRINE FALCON MAN", "PIG", "PIXIE", "PLATYPUS", "PLATYPUS MAN", "PLATYPUS, GIANT", "PLUMP_HELMET_MAN", "POND_GRABBER", "POND_TURTLE", "POND_TURTLE_MAN", "PORCUPINE", "PORCUPINE_MAN", "PUFFIN_MAN", "PYTHON_MAN", "RABBIT", "RAT", "RAT_DEMON", "RAT_GIANT", "RAT_LARGE", "RATTLESNAKE_MAN", "RAVEN_MAN", "REACHER", "RED PANDA", "RED PANDA MAN", "RED PANDA, GIANT", "REINDEER", "REPTILE_MAN", "RHINOCEROS", "RIVER OTTER", "ROACH_LARGE", "RODENT MAN", "RUTHERER", "SASQUATCH", "SATYR", "SCORPION_DESERT_GIANT", "SEA OTTER", "SERPENT_MAN", "SHARK_ANGEL", "SHARK_BASKING", "SHARK_BLUE", "SHARK_BULL", "SHARK_FRILL", "SHARK_GREAT_WHITE", "SHARK_HAMMERHEAD", "SHARK_MAKO_LONGFIN", "SHARK_MAKO_SHORTFIN", "SHARK_NURSE", "SHARK_REEF_BLACKTIP", "SHARK_REEF_WHITETIP", "SHARK_SPINY_DOGFISH", "SHARK_TIGER", "SHARK_WHALE", "SHARK_WOBBEGONG_SPOTTED", "SHEEP", "SKUNK", "SKUNK_MAN", "SLOTH", "SLOTH_BEAR_MAN", "SLOTH_MAN", "SLUG_MAN", "SLUGMAN", "SNAIL_MAN", "SNAILMAN", "SNAKE_FIRE", "SNAPPING TURTLE", "SNAPPING_TURTLE_MAN", "SNOWY_OWL_MAN", "SPARROW_MAN", "SPERM_WHALE", "SPERM_WHALE_MAN", "SPIDER_BROWN_RECLUSE", "SPIDER_JUMPING", "SPIDER_MONKEY", "SPIDER_MONKEY_MAN", "SPIDER_PHANTOM", "SPIRIT_OF_FIRE", "SPONGE", "SPONGE_MAN", "SQUID MAN", "SQUIRREL_FLYING", "SQUIRREL_GRAY", "SQUIRREL_RED", "STOAT", "STOAT_MAN", "STRANGLER", "SWAN_MAN", "TAPIR", "TAPIR_MAN", "TENTACLE_DEMON", "THRIPS", "THRIPS_MAN", "TICK", "TICK_MAN", "TIGER", "TIGER_GIANT", "TIGERMAN", "TITAN", "TOAD", "TOAD_GIANT", "TREANT", "TROGLODYTE", "TROLL", "UNICORN", "VORACIOUS_CAVE_CRAWLER", "WAMBLER_FLUFFY", "WARTHOG", "WATER_BUFFALO", "WEASEL", "WEASEL_MAN", "WEREWOLF", "WHALE", "WHITE_STORK_MAN", "WILD_BOAR", "WILD_BOAR_MAN", "WIZARD", "WOLF_ICE", "WOLVERINE", "WOLVERINE_MAN", "WOMBAT", "WOMBAT_MAN", "WORM", "WORM_KNUCKLE", "WREN_MAN", "YAK", "YETI"
Done checking creatures in xml.

Creatures in RAWs, missing in xml (important) (Skipped varieties: Vermin Giants Men ): "ABOMINATION", "ABOMINATION_SUBTERRANEAN", "ANIMAL", "ANIMAL_GHOUL", "ANIMAL_TOUGH", "ASHES", "BALE_HOUND", "BALE_HOUND_EVIL", "BALEFIRE_PHOENIX", "BALEFIRE_PHOENIX_SICK", "BIGHORNER", "BIRD_FALCON", "BLOATSPRITE", "BLOODWING", "BLOODWING_SAVAGE", "BRAHMIN", "CYBERDOG", "DESERT_TORTOISE", "DOG_FERAL", "DRONE_ARENA", "EQUIPMENT_WAGON", "FLOATER", "FLOATER_SUBTERRANEAN", "GECKO", "GECKO_GOLDEN", "GRIFFON", "GRIFFON_BLANK", "GRIFFON_SPAWNER_BLANK", "HELLHOUND", "HELLHOUND_SUBTERRANEAN", "LANDMINE", "MAINTENANCE", "MINOTAUR_REAVER", "MIRELURK", "MISSILE", "MOLE_RAT", "MOLE_RAT_SUBTERRANEAN", "MR_HOOVES", "MR_MACINTOSH", "MR_MACINTOSH_DOMESTIC", "MR_MACINTOSH_SAVAGE", "MR_MACINTOSH_SUBTERRANEAN", "NEWBORN_ABOMINATION", "NIGHTSTALKER", "NURSE_REDHEART", "PARADOR", "PINKAMENA", "PONY_BLANK", "PONY_CANTERLOT", "PONY_CANTERLOT_TRANSFORMED", "PONY_EXPEDITION_LEADER_DEATHLANDS", "PONY_EXPEDITION_LEADER_IRRADIATED", "PONY_EXPEDITION_LEADER_RANGER_BUNKER", "PONY_EXPEDITION_LEADER_SLAVER_BASE", "PONY_EXPEDITION_LEADER_SLAVER_CAMP", "PONY_EXPEDITION_LEADER_TALON_BASE", "PONY_EXPEDITION_LEADER_WASTELAND", "PONY_EXPEDITION_LEADER_WEAPONS_CACHE_SLAVER", "PONY_EXPEDITION_LEADER_WEAPONS_CACHE_TALON", "PONY_GHOUL", "PONY_GHOUL_EVIL", "PONY_GHOUL_SAVAGE", "PONY_GHOUL_SUBTERRANEAN", "PONY_MARAUDER", "PONY_MUTATED", "PONY_RAIDER", "PONY_RANGER", "PONY_REAVER_EVIL", "PONY_REAVER_SAVAGE", "PONY_REAVER_SUBTERRANEAN", "PONY_SLAVE", "PONY_SLAVER", "PONY_SLAVER_MERCHANT", "PONY_SPAWNER_ABOMINATION", "PONY_SPAWNER_BLANK_RANGER", "PONY_SPAWNER_BLANK_SLAVER", "PONY_SPAWNER_EXPEDITION_CRATES_1", "PONY_SPAWNER_EXPEDITION_CRATES_2", "PONY_SPAWNER_EXPEDITION_CRATES_3", "PONY_SPAWNER_EXPEDITION_CRATES_4", "PONY_SPAWNER_EXPEDITION_CRATES_5", "PONY_SPAWNER_EXPEDITION_CRATES_6", "PONY_SPAWNER_EXPEDITION_CRATES_7", "PONY_SPAWNER_EXPEDITION_CRATES_8", "PONY_SPAWNER_EXPEDITION_SALVAGE_1", "PONY_SPAWNER_EXPEDITION_SALVAGE_2", "PONY_SPAWNER_EXPEDITION_SALVAGE_3", "PONY_SPAWNER_EXPEDITION_SALVAGE_4", "PONY_SPAWNER_EXPEDITION_SALVAGE_5", "PONY_SPAWNER_EXPEDITION_SALVAGE_6", "PONY_SPAWNER_EXPEDITION_SALVAGE_7", "PONY_SPAWNER_EXPEDITION_SALVAGE_8", "PONY_STABLE", "PONY_WASTELANDER", "PROTECTAPONY", "PROTECTAPONY_ARMORED", "PROTECTAPONY_MINIGUN", "PROTECTAPONY_SAVAGE", "PROTECTAPONY_SUBTERRANEAN", "RADBIT", "RADHOG", "RADIGATOR", "RADRAT", "RADROACH", "RADSCORPION", "RADSCORPION_GIANT", "RADSCORPION_LARGE", "RADSCORPION_LARGE_SAVAGE", "RADSHARK", "RADWHALE", "RAPTOR", "ROBOBRAIN", "ROBOBRAIN_MINIGUN", "ROBOBRAIN_SAVAGE", "ROBOBRAIN_SUBTERRANEAN", "SPAWN_CRATE_RANGER", "SPAWN_CRATE_SLAVER", "SPAWN_CRATE_TALON", "SPAWN_SALVAGE_ENEMY", "SPAWN_SALVAGE_HIGH", "SPAWN_SALVAGE_LOW", "SPAWN_SALVAGE_MEDIUM", "SPRITEBOT", "SPRITEBOT_ARMORED", "SPRITEBOT_MINE", "SPRITEBOT_NECROMANTIC", "STAR_SPAWN", "STASIS_POD", "SUPER_SENTINEL", "SUPER_SENTINEL_DEPLOYED", "TANK", "THUNDERHEAD", "TURRET_BASIC", "TURRET_FLAMETHROWER", "TURRET_MINIGUN", "UNITY", "YAO_GUAI"
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Urist McTeellox on January 02, 2014, 09:39:09 am
So, without going through 178 pages of history, I'm assuming that 0.30c is the most recent version? Is there any reason why one would use 0.98 or an earlier release?

And, I'm sure there's a good reason for this... but why did the version number go backwards? Did I miss a cool in-joke?

~ T
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on January 02, 2014, 07:44:17 pm
> I'm assuming that 0.30c is the most recent version?
Yes.

> Is there any reason why one would use 0.98 or an earlier release?
Probably not for playing; the newer versions either have new features or patches.

> And, I'm sure there's a good reason for this... but why did the version number go backwards? Did I miss a cool in-joke?
Feature creep and recalculation of progress bar.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Chimerat on January 16, 2014, 07:31:46 pm
Does there happen to be a tileset for this where ponies actually look like them instead of letters? (Yes, I'm one of those folks who were only able to actually try Dwarf Fortress once they discovered that the visuals could be "updated" :-[ )

Also, is there any way to turn off the music? It's nice and all, but it means I can't have anything else playing on the computer while I play it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on January 17, 2014, 10:16:30 am
Does there happen to be a tileset for this where ponies actually look like them instead of letters? (Yes, I'm one of those folks who were only able to actually try Dwarf Fortress once they discovered that the visuals could be "updated" :-[ )

Also, is there any way to turn off the music? It's nice and all, but it means I can't have anything else playing on the computer while I play it.
No pony pics.

To turn off music, just use the DF menu or edit the init file.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on January 20, 2014, 11:05:59 pm
When i had my FUN FUN FUN FUN ‼FUN‼ with the new version of vanilla, I'm going to resurrect this mod. Pinkie promise.
EDIT:Cupcake in my eye. x_o
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on January 21, 2014, 03:35:16 am
I'm working on it on and off, right now I've got two major things in the works: construction and the MoI arc. Construction is stuff like finding a crane or building your own and then turning salvage into building materials (a lá New Apploosa). MoI will involve more ways to equip your ponies (mass jumpsuit fabricators, etc.) and possibly using magical gems more directly in equipment.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: tahujdt on January 21, 2014, 03:51:47 am
I'm working on it on and off, right now I've got two major things in the works: construction and the MoI arc. Construction is stuff like finding a crane or building your own and then turning salvage into building materials (a lá New Apploosa). MoI will involve more ways to equip your ponies (mass jumpsuit fabricators, etc.) and possibly using magical gems more directly in equipment.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: TheStratovarian on June 22, 2014, 03:29:44 am
Okay, ive started a second setting, and this game will not start me as anything but raiders. I have no idea why, no clue, and nothing fixes this. Is there any reason why it would do this, instead of starting me as the stable dweller civ?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on June 23, 2014, 02:42:49 am
1: Wow that is a pretty long necropost, I'd forgotten this existed.
2: Gen a new world. Sounds like maybe some genocides happened in worldgen.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: TheStratovarian on June 23, 2014, 05:03:23 am
i've genned three words. is there something intrinsic skill or stat wise to the raider faction that isn't in stable factions?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on June 23, 2014, 05:59:12 am
i've genned three words. is there something intrinsic skill or stat wise to the raider faction that isn't in stable factions?

Not really. If anything the raiders are usually the ones who get wiped out. Maybe a raw file got duplicated somewhere?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Bacon Pants on July 01, 2014, 07:30:57 pm
Hey guys, it's been a while since I posted here, but I started to get back into Dwarf Fortress and more specifically this particular mod. I just had a few questions (mostly about Expeditions and such) if anyone was willing to answer them.

How does the whole Expedition Staging Area work? I was able to send a single squad out into the normal wastelands one time, but I had no idea how or why I was able to. Also the entire squad consisted of my two Master Weapons Smiths, my only Bone Doctor, and some random migrant, which wasn't great seeing the first time.

So, for starters, how does one make only specified units go on expeditions? And as well, does a unit's skill in certain areas affect both the survivability of the unit and the quality of what it brings back? Also, what does it mean when it says "Drink; (3) drinks 1-containing item" or "Drink; (3) drinks 2-containing item" when it lists the required items? Does it mean something like a water-skin or flask or what?

So yeah, I'm not too experienced with the whole thing, but I just saw this as an easy way to boost the amount of tech and guns available for my fort without having to fight slavers with machetes and hammers, so any help would be useful.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: gzoker on July 02, 2014, 12:45:52 pm
The expedition staging area is one of the last things added to the mod, and as such a little buggy and really easy to exploit, even unintentionally.

It works like this: you queue up an expedition, a random pony takes the job, she hauls the necessary items to the staging area. When she is finished hauling she and the nearest ponies will go on an adventure become unconscious. When she and the team wakes up, parts of their bodies will turn into living creatures, then those creatures will die immediately, leaving behind the "loot". Depending on the expedition, sometimes these creatures will become ghouls and other nasty things.

The best way I found to use the staging area is to place it in a big enough room (11*11) with little stockpiles of the necessary items like barrels of drinks etc. in the same room; profile the staging area so only the lucky pony who will lead the expedition is allowed to work there, put the rest of the expedition party in a squad and station them in the room. When every member is in there, lock the room and queue up the job. When everypony has become unconscious, station another squad inside and anticipate FUN.

The expedition's success only depends on the type of expedition you choose, and completely ignores skill, equipment or the ability to even walk. (put it in your hospital and you have a miracle cure for cripples as a cheatbonus!) On the other hand hoof everypony who goes on an expedition has a fixed chance of dying, so you shouldn't use your best fighter ponies but the useless ones instead.

I haven't played for a long time, but if I said something really stupid then somebody will correct me, I'm sure.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Bacon Pants on July 05, 2014, 03:04:49 pm
Thanks for the reply, though for some reason even though I followed what you said and have a massive surplus of everything the queue said I needed, I'm still not able to send out more squads.

Also, I have a few other questions if you didn't mind. First, when crafting guns that require schematics (like the combat rifle), do you need a schematic for every build, or does the schematic stay? Because the station says I can build rifles, but whenever one of my smiths goes to craft one, I get an error saying that I need a schematic, even though I checked the stocks and everything and I definitely have at least one.

And for hologem crafting and the such, where do I find clear lenses? Do I have to start constructing a glass industry or is that a Salvageable item I basically need to wait for?

Thanks in advance for any question you might answer, I appreciate the help already.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on July 06, 2014, 01:41:08 am
When she and the team wakes up, parts of their bodies will turn into living creatures
That's horrifying.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 06, 2014, 03:31:20 am
> > When she and the team wakes up, parts of their bodies will turn into living creatures
> That's horrifying.
It's basically the only way to spawn new items that involves creatures. There is even a missile that works by separating a body part that seeks target and explodes into dust... which has the unfortunate side effect of regenerating the robot that fired that missile. Anyway, to me the weirdest part was that the ponies stuffed the stuff that spawned from an expedition into coffins, if I remember correctly.

> First, when crafting guns that require schematics (like the combat rifle), do you need a schematic for every build
Schematics are preserved, but there are two problems with them:
* There are few of them, so if you have a stockpile that accepts schematics, one of them will sometimes be reserved for hauling and be unavailable for a job.
* If you profile your workshops to accept only from certain stockpiles, you must do that for all input materials, including schematics.
So probably the sanest way to deal with this is to only have one workshop that makes guns and, not profile it for stockpile and not have a stockpile that accepts schematics. That way they will end up inside the workshop, which is where you want them anyway.

> And for hologem crafting and the such, where do I find clear lenses?
I'm pretty sure, I wrote a guide for this somewhere, but couldn't find it now.
IIRC, there are two kinds of lenses: Clear glass and pristinine diamond. You get diamonds from rock crushing and MAS crates (good luck with that) and they are required for the most advanced stuff. You get clear glass lenses from clear glass industry. I distinctly remember having a magma kiln, magma glassworks and 20+ sand bags in my largest stable. Anyway, I forgot what I needed them for. I didn't make that many AMRs, so I probably needed them for arcane research or something.

When it comes to military, have a melee squad and a ranged squad. It will take years for ranged squad to be any good, but you can later build a concrete wall with fortifications and tell them to "defend burrows" on top of it. If you get a pony with a sniper CM, give him a hunting (not combat) rifle. Basically hunting and AMR rifles use sniping skill, while other ranged weapons use guns skill.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on July 06, 2014, 04:40:24 am
Well it looks like this mod will be dying in the next couple of weeks anyway, unless someone feels like rewriting all of the raws to match the new format.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: twwolfe on July 07, 2014, 11:58:23 pm
Well it looks like this mod will be dying in the next couple of weeks anyway, unless someone feels like rewriting all of the raws to match the new format.

i thought i read somewhere that that was the reason they were holding off on updates, so they could dedicate time to fixing whats already there instead of adding new things
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: BlueMagic on July 20, 2014, 02:30:08 pm
Could there be an option to pick the Cutie Marks of the ponies you start with? It gets tedious to constantly restart to look for the right combinations of cutie marks.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Cakebomb on July 22, 2014, 02:21:47 pm
Hey, is it normal for Glowing Ghouls to one shot unarmored ponies, and for a feral ghoul to beat a legendary fighter that was recently exposed to said ghoul?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Morrigi on July 24, 2014, 11:09:45 pm
(removed)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on July 26, 2014, 05:37:01 am
> I  thought i read somewhere that that was the reason they were holding off on updates,
> so they could dedicate time to fixing whats already there instead of adding new things
As far as I remember, Lycaeon said that he just didn't have the time and energy to develop this mod and that real life took over.

> Could there be an option to pick the Cutie Marks of the ponies you start with? It gets tedious
> to constantly restart to look for the right combinations of cutie marks.
Nope, DF doesn't support it. So unless someone writes a dfhack script or some other tool to mess with castes and attributes, you have to take what you've got or re-roll. That said, it isn't terrible. Even if you don't get the right CM, it is good enough to have a pony of the right race for the job. It may also force you to change your strategy a bit, if you for example get 2 spearponies or something.

> Hey, is it normal for Glowing Ghouls to one shot unarmored ponies, and for a feral ghoul to beat
> a legendary fighter that was recently exposed to said ghoul?
Yep, ghouls are pretty overpowered and scary. Glowing ones have an interaction that cripples all ponies nearby, although Power Armour and Hazmat Suits can protect from that, I think. With blobbing up and getting some lucky shots with rifles you might be able to do something with ghouls in the caverns, but in my experience they tear up even the kind of military that can solo raider squads and keep up with Steel Rangers.

Normal ghouls are pretty bad news too, especially if there is a bunch of them (there always is).

Finally, there are Feral Minotaur Ghoul Reavers, semi-megabeasts who can kill or cripple in one hit. They can be overcome with zerg-rushing them, but expect a few casualties among soldiers with poor shield user and dodge.

(reply to removed removed)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: BlueMagic on August 02, 2014, 04:33:36 pm
So what would be some good advice? Because the local fauna keep kicking my butt with each new Stable. Then again I consider military in Dwarf Fortress to be difficult to manage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on August 03, 2014, 10:40:14 pm
So what would be some good advice? Because the local fauna keep kicking my butt with each new Stable. Then again I consider military in Dwarf Fortress to be difficult to manage.

1.  Dig down as quickly as possible on a brand new embark to avoid the Ghouls.  Remember to build a route that requires anything that wants to get at your ponies to traverse a single hall.  This will make it easy to trap or seal-up with a bridge, door, whateverhaveyou.

2.  As I've pointed out in this thread a while back, hunting is a loosing proposition; there are too many things that can kill your hunters, including the few things out there that are edible.  Disable it from all your ponies.

3.  For beasts which come up from the caverns, should you breach them, I suggest walling off your stairs save for a single point which you then cage trap/weapon trap.  Multiple or just one, its your preference.  This allows for catching the odd critter that's edible or tamable.  The random ghouls that come up get trapped (if you have enough traps built) and they never make it into your Stable.  Designate a pit, dig down (channel) about 11 z-layers and build an access point through which you can seal off.  Most things dropped that far will either die instantly or be so severely hurt they will eventually expire.  The tough ones get the "reward" of living.  Alas, usually my Stable dwellers become so jaded and infected by the Wasteland that they think nothing of dropping captured raiders into a pit with a Taint Abomination and listening to the screams.

4.  If you do ever decide you want a military, draft your Unicorns.  They have multiple graspers thanks to their telekinesis and can wield multiple shields along with a weapon.  I had an "untouchable" squad of Unicorns armed with 3 shields a piece and a good weapon (I recruited only those unicorns with the magic to support so many things at once).  Legendary Shield users, the lot.  With decent armor they were the quintessential "shield wall."  That being said, I put the quotations around untouchable because the Wasteland will find a way.  Glowing ghouls, Reavers, etc.  Even decked out in power armor or hazmat suits and good barding, if your pony gets infected by the rot from the ghoul, write them off.  I've pointed it out that the rot grows too fast for anything but a legendary surgeon to save, and then only if the wounded is brought to the Hospital with all haste*.  Should they somehow survive the rot, they are crippled for life and will never fully recover.  I know ghouls as a caste are not implemented, but I consider such walking-wounded to be such.  The only way they can be healed is through dfhack (should you have the right plugins).  The custom "fullheal" command or the expedition mechanic in the game (making sure you send your wounded on the expeditions) will fully heal those you select, but it's kinda like cheating.

*If you embark on a freezing biome, you can stave off the rot for a while.  Due to the extreme cold, if your pony is left outside, the rot will be dramatically slowed and they will not have the miasma floating about them.  A hospital exposed to the open, above ground air may be to your benefit.  Keeping a nearby, underground well will allow you to water and bath your wounded.  You will have to deal with flying threats, though, as as soon as you turn the hospital into an indoor area, the rot will proceed.  I've had infected ponies survive for months in situations like the one described above.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on August 10, 2014, 09:09:24 am
As for ghouls: one method of dealing with them is caging enough, then letting them out in an enclosed space. This will prevent more of them from coming.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on August 13, 2014, 04:28:51 pm
*If you embark on a freezing biome, you can stave off the rot for a while.  Due to the extreme cold, if your pony is left outside, the rot will be dramatically slowed and they will not have the miasma floating about them.  A hospital exposed to the open, above ground air may be to your benefit.  Keeping a nearby, underground well will allow you to water and bath your wounded.  You will have to deal with flying threats, though, as as soon as you turn the hospital into an indoor area, the rot will proceed.  I've had infected ponies survive for months in situations like the one described above.
Huh, that's something I've not heard before.
Learn something new every day.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: King Kravoka on August 16, 2014, 01:07:56 am
Someone should take over this mod before it becomes forgotten, does anyone know what happened to Lycaeon anyway?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on August 18, 2014, 05:17:24 pm
Someone should take over this mod before it becomes forgotten, does anyone know what happened to Lycaeon anyway?
Didn't want to/couldn't do it any more.
One of those, I forget which. You could probably dig it up easily the thread slowed down a lot after that.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on August 25, 2014, 10:43:30 am
Hello all, been a long time lurker in this forum, finally joined. This mod is awesome, it is such a pity that it is not continued anymore.

Anyway, decided to try my hand at modding, added in MED-X (Morphine) production. Opium is extracted from poppies, and is then distilled into MED-X at the Drug Lab. I plan to do the other drugs, but addiction seems hard to do.

Changes:
 - Added a new above ground plant: poppy plant that only grows in the spring
 - Added a new building: Drug Lab and two new reactions: Extract opium from poppy and Distill MED-X from opium
 - Added new item: opium
 - Chance of opium in civilian and MoM crates

This is based on the production of morphine. Sorry if this post comes off as rude or anything like that, this is the first time I have posted here. Let me know if you like the mod please?

Installing the mod

This goes into buildings_equestria.txt
Spoiler (click to show/hide)

This goes into plant_standard.txt
Spoiler (click to show/hide)

This goes into item_misc.txt
Spoiler (click to show/hide)
This goes into a new file reaction_drug_lab.txt
Spoiler (click to show/hide)
This goes into entity_default.txt under the stable dweller civ
Spoiler (click to show/hide)
This goes under the civilian and MoM crate reactions in reaction_depot.txt
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on August 29, 2014, 05:17:55 pm
Lycaeon wanted to add Med-X and healing potion production from Drugs.

So, poppy grows only in Spring and gives one crop per year. I'm not a fan of having cops so rarely, but it works for Masterwork. Combined with needing 3 plants and a 2-stage reaction to make Med-X this shouldn't produce an overwhelming amount of Med-X, but still enough for injectors for all the military.

Any ideas what to use for healing potions? Ginseng? Several different plants? Ground level 1 gems, a healing spell talisman [PRESERVED] and a charged battery [produces discharged]?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on August 31, 2014, 06:06:23 am
According to the novel, healing potions were designed to hold healing magic from a unicorn. Thus, my idea of healing potion production is two stages, one to produce a potion base and the other to enchant it. Taking from Maklak's idea, ground level 1 gems could be mixed with a drink to produce a potion base, which is then enchanted with a [PRESERVED] healing spell hologem and perhaps a spark battery by a unicorn at the Arcane Terminal?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on August 31, 2014, 06:20:43 am
> According to the novel, healing potions were designed to hold healing magic from a unicorn.
Yep, that's how it works in Project Horizon.

> Thus, my idea of healing potion production is two stages, one to produce a potion base and the other to enchant it. [...]
With gems from caravans and a reaction to "Prepare a gem for cutting 60%" gems are a renewable resource. So healing potions could be produced indefienetely, but the need for gems and a charged battery puts a serious damper on how many could be produced. It is also higher tech than Mex-X (plants are way easier to grow than batteries to charge in early game), so I think it would work out.

Come to think of it, MaS crates should have a low (1%) chance for basic spell hologems.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 03, 2014, 04:40:10 am
Healing potion production, suggestions on the production process courtesy of Maklak.

Low quality is alcohol is mixed with R1 gems into clear glass vials to produce potion base vials which are then enchanted by a unicorn with the alchemy labour enabled using a healing hologem and a charged spark battery. All this happens at the Drug Lab. The reaction to enchant the healing potions produces vapour similar to the one produced by low level arcane research.
Potion base vials also have a low chance of being found in MoP crates.

Installing the mod

This goes into item_salvage.txt:
Spoiler (click to show/hide)
This goes into reaction_drug_lab.txt:
Spoiler (click to show/hide)
This goes under the stable dweller civ in entity_defaults.txt:
Spoiler (click to show/hide)
Add this to the OPEN_CRATE_MINISTRY_PEACE reaction in reaction depot.txt:
Spoiler (click to show/hide)

This assumes you have already added the MED-X crafting mod.

Also, I have an idea. MAS and MWT crates have a chance of carrying the respective textbooks, which can be studied at the Scriptorium for a chance of getting a design note or spell scroll.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 03, 2014, 01:32:30 pm
I was thinking more along the lines of grinding low tier gems at the rock grinder into powdered gems (with separate reactions for each kind), then using that to make the potion bases. This method includes one more step, but is less of a drain on low restoration gems and gives a use for other low tier gems. I always end up with a lot of one or two kinds of low tier gems, but which one varies by my geological layers. So abundance of low restoration gems isn't a given, even with ordering them from caravans, but a use for any surplus T1 gems would be welcome.

Healing potion production already has a pretty big limiting factor of recharging the batteries (unless you luck out on power talismans).

I haven't tested them, but by the looks of it, your reactions look reasonable. Too involved to spam, especially early game, but after a few years there should be enough potions for injectors for vetaran military and potions shouldn't be a limiting factor for Power Armour anymore.

If you want to add some more reactions, I think a few pages back there were some ideas for turning plant oil into synthetic silk (nylon?) and rubber (used leather) to produce gas masks and hazmat suits. Also, plastic furniture.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on September 03, 2014, 06:06:14 pm
I am very happy to see some work being done on this mod. Hopefully once enough work has been done, you can make a patch so that those of us that are not too good at modding and editing can use the new functions you are adding :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 04, 2014, 04:34:34 am
I was worried that a grinding reaction would be one too many steps in the process. Also, I'm not too sure if it is possible to make a powder that goes into a bag.

Only restoration gems were used since I have a feeling that other low-quality gems may be used elsewhere in the future, for example magical weapon cartridges.

As for now, I think I will stick to trying to achieve a full set of drugs from Fallout Equestria.

A couple of ideas:

Drugs (Spoilered for length)
Spoiler (click to show/hide)

Stable-Tec
This idea has not been fully fleshed out yet and some of the ideas may be others who have previously posted in this thread, but I'm thinking of expanding Stable-Tec to include cheap mass-produced no-quality everything. Jumpsuit extruders which provide clothing ten at a time, mass producing furniture and weapons and food processors that accept corpses and turn them into a single type extremely low-quality food. We already have concrete blocks and water fountains.

Books
As mentioned before, certain crates could contain the appropriate books (a tool, not the game object) which can be studied at the scriptorium for a chance of design notes or spell scrolls.

These are only ideas. Any comments/criticism/suggestions are welcome.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 04, 2014, 03:27:32 pm
> I was worried that a grinding reaction would be one too many steps in the process.
Maybe it would. You could remove the potion base then, I guess.

> Also, I'm not too sure if it is possible to make a powder that goes into a bag.
Nah, just make a fake "tool", like gunpowder, potion base, etc.

> Only restoration gems were used since I have a feeling that other low-quality
> gems may be used elsewhere in the future, for example magical weapon cartridges.
I guess those could use the same powder too (I think PH mentioned energy weapon cardridges being made from powdered gems), but maybe it would make the powder too universal and take too much variaty out of the gem system whe have now.
Maybe the powder should be made at the arcane gemcrafting station rather than the rock grinder. All those reaction to make lenses and hologems could have a low chance of producing the powder as a by-product too.

I've seen an experimental mod with all kinds of crazy weapons like grenade launchers that were almost as much !fun! to your own troops as they were to the enemy. I'm far from being an expert on modding, but I think energy weapons would work about as well as the current expedition system.

How about neckaces / spell talismans (one per pony) that can grant spells or something?

> As for now, I think I will stick to trying to achieve a full set of drugs from Fallout Equestria.
I think there are simply too many. Either some would have to be consumable (which would be random with drinks and cumbersome with soldiers and workshops) or they would be tiered. You can only put 4 "socks" on a pony and we already have pipbucks, stealthbucks, healing potion and med-x autoinjectows. With more too choose from, there would be an optimal set and the rest would only be used if more availiable to fill in the holes. But then IIRC Power armour already has the effects of healing potions and autoinjectors, which frees up two slots.

> Clinic/Infirmary: Allows stable citizens to consume a drug rather than use an autoinjector.
Interesting idea, but I doubt I would have the amount of drugs to use this often. Or at all.
One thing to consider, might be some way to get a rare item that can boost one attribute by 100 or something (one time upgrades, like surgeries in Fallout) (Never expire, but you can't stack the same bonus as it checks for it's own syndrome).

> Hydra: [...] A Hydra autoinjector will have a vastly increased healing rate
> compared to a healing potion autoinjector but a Hydra consumed at the Clinic (see above)
> can heal all wounds.
Healing potion autoinjectors already max out recuperation half the time and it isn't very powerful.
A temporary transformation to heal everything would be quite overpowered, so it would have to be rarer than power talismans. For these reasons, I don't think Hydra would work in Dwarf Fortress.
> Hydras can be [TAMABLE] and [MILKEABLE] with their milk being able to be processed into Hydra. [...] 
This actually sounds ?fun?. The downside is the possibility of using tamed hydras for combat.

> Dash
We already have pipbucks with similar effect.
> Dash breathers allow the wearer to briefly have increased agility and willpower,
> [NO_PAIN], [NO_STUN], [NO_NAUSEA] and [NO_FEAR] for a very short amount of time
> while consuming it at a clinic increases the effect.
For a short effect to even be worth it, it would have to work for 100+ TUs and be activated in combat... much like pipbuck is.
> This comes at the cost of a chance of decreased willpower and focus when not on Dash.
Well... I guess, you could add a permament debuff syndrome (that doesn't stack with itself), then an equal but shorter-lasting buff to Dash to mask the effects.
> Brahmin are converted into GM Brahmin which [LAY_UNUSUAL_EGG] pile of Brahmin dung.
OK. Now I'm even less of a fan of Dash as I am of Hydra.

> Rage autoinjectors allow the wearer to have [PRONE_TO_RAGE] and maybe [CRAZED]
> for a short period of time when activated.
Nay for this one. It adds too much potential for !fun!, especially the [CRAZED] tag and [PRONE_TO_RAGE] is not that useful. It would need testing to check for possibility of loyalty cascades, berserking in the middle of a crowd and other unpleasanties.

> Buck autoinjectors briefly increase the users strength, agility, toughness and endurance when activated.
> Tubers are grown, and then crushed and Buck is extracted from the paste.
OK, this one actually sounds useful and worth it. With a process similar to Med-x, it shouldn't be over-abundant either. I like it.

> Stampede. A combination of Rage and Med-X, giving the effects of both.
> Stampede production involves mixing Rage and Med-X together.
Ah, so stampede is higher tier than rage and makes using it directly wasteful. Another reason I don't like having rage. Maybe just stick with Med-X instead.

> Mint-Als and Party Time Mint-Als Gives increased social sttributes for a short period of time,
> cannot be made into autoinjectors. Consuming them also grants the syndrome mint-al addiction,
> giving lowered analytical ability and focus when not consuming them.
That doesn't even look worth it.

> RAD-X Gives the tag [RAD_IMMUNE] for a moderate period of time, creatures with [RAD_IMMUNE]
> are [SYN_IMMUNE] to the effects of radioactive dust. RAD-X cannot be made into an auto-injector.
There are several levels of rad immunity in this mod. Maybe Rad-X should be used to boost protection of hazmat suits instead of getting consumed? Consuming is cumbersome and probably not worth it if the effect lasts for less than a season.

> Research I was thinking that some of the higher end combat drugs (Buck, Dash, Rage and Stampede)
> could require research much like the reverse engineering of combat rifles and the like.
Well, they could have recipes, like engineering has schematics.

> I'm thinking of expanding Stable-Tec to include cheap mass-produced no-quality everything.
> Jumpsuit extruders which provide clothing ten at a time, mass producing furniture and weapons
Meh, setting up production of these things is part of the fun. And I'm generally not short on them either, maybe except for furniture.
Mass-producing weapons would be too easy. And no-quality ones would be quickly replaced and melted.
> food processors that accept corpses and turn them into a single type extremely low-quality food.
Gross. Accurate in Project Horizon, but food is not a problem in DF anyway. Well, most of the time.

> As mentioned before, certain crates could contain the appropriate books
> (a tool, not the game object) which can be studied at the scriptorium for
> a chance of design notes or spell scrolls.
Sure, I'd take that. Maybe also a chance for a permament buff to some mental or social attribute.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 04, 2014, 10:04:42 pm
> Maybe the powder should be made at the arcane gemcrafting station rather than the rock grinder. All those reaction to make lenses and hologems could have a low chance of producing the powder as a by-product too.
That is an idea.

> How about neckaces / spell talismans (one per pony) that can grant spells or something?
I thought these have already been implemented?

> I think there are simply too many. Either some would have to be consumable (which would be random with drinks and cumbersome with soldiers and workshops) or they would be tiered. [...]
To be honest, having a full set of drugs is more of being "faithful" to the story. Most people would not use them, but crazy people still might for roleplaying purposes, just because they are there. However, if adding those drugs clutters things up too much, I will not.

> One thing to consider, might be some way to get a rare item that can boost one attribute by 100 or something (one time upgrades, like surgeries in Fallout) (Never expire, but you can't stack the same bonus as it checks for it's own syndrome).
Zebra potions in Four Stars crates?

> A temporary transformation to heal everything would be quite overpowered, so it would have to be rarer than power talismans.
In the story, Hydra was kind of overpowered for exactly the same reason and was balanced out by its rarity. Perhaps it could be used to heal your legendary soldier dying of radiation poisoning?
On a side note, I am going to change the number of head a hydra has to four to fit with MLP canon.

> OK. Now I'm even less of a fan of Dash as I am of Hydra.
Erm, I do not get this, why?

> It adds too much potential for !fun!, especially the [CRAZED] tag and [PRONE_TO_RAGE] is not that useful.
I thought that [PRONE_TO_RAGE] adds combat benefits? What if the [CRAZED]  tag gets removed?

> There are several levels of rad immunity in this mod.
Hazmat suits and gas masks? How about making RAD-X available at the start for the early game when hazmat suit and gasmasks have not been found?

> Mass-producing weapons would be too easy. And no-quality ones would be quickly replaced and melted.
All of the products of the reaction would be no-quality. How about using a new material with copper sharpness and steel lightness so their effectivity for sharp and blunt weapons is decreased.

> Gross. Accurate in Project Horizon, but food is not a problem in DF anyway. Well, most of the time.
Like I said, I am trying to be accurate to the stories. Maybe also adding the Stable 2 apple orchard as a workshop?

As a side note, I remember someone adding plastics before, can I ask their permission to include it assuming I am going to release a mod patch?

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 05, 2014, 01:28:21 am
> > How about neckaces / spell talismans (one per pony) that can grant spells or something?
> I thought these have already been implemented?
IIRC there is one that grants "hold target still with telekinesis", but it doesn't even drop from any crates. Nor is there a reaction to make it.

> However, if adding those drugs clutters things up too much, I will not.
Up to you in the end. Mine is just one opinion. If nothing else, I think I'd welcome Buck autoinjectors and some way to regenerate a pony (resurection talismans?).

> > One thing to consider, might be some way to get a rare item that can boost one attribute by 100
> > or something (one time upgrades, like surgeries in Fallout) (Never expire, but you can't stack
> > the same bonus as it checks for it's own syndrome).
> Zebra potions in Four Stars crates?
Zebra crates were planned, but I don't know what was supposed to be in there, aside from coal.
I was thinking more along the lines of actual surgeries (like in Fallout or Fallout Nev Vegas) or maybe implants (that wouldn't be recyclable). Yeah, surgeries would have to be one per pony, so at some point I'd just use a spreadsheet and try to upgrade everypony. Implants are a limited resource, which is better.

> In the story, Hydra was kind of overpowered for exactly the same reason and was balanced out by its rarity.
Also by it being useful only a short time after suffering a wound (which is why it wouldn't work for some characters), which can't be emulated in DF.
That said, I think I'd welcome resurrection talismans or hydra as a means to heal wounded soldiers, as long as it was so rare that I only got 0-3 from all those high yield crates over a few years.

BTW, I wonder if the RAWs ported to 0.40 will result in multi-tile salvage and more of it than I know what to do with. There are probably some tokens that control how big the trees will grow.

> > OK. Now I'm even less of a fan of Dash as I am of Hydra.
> Erm, I do not get this, why?
Brahmin shit joke. Other than that, your description sounds like small benefits (but stackable with pip-buck), permamnet debuff and a weird mechanics where brahmin lay eggs. Just imagine if someone uses it for cooking.

> I thought that [PRONE_TO_RAGE] adds combat benefits? What if the [CRAZED]  tag gets removed?
Check the magmawiki, but I'm pretty sure that [CRAZED] makes a pony go berserk, so that civilians get hurt and soldiers kill the crazy pony. [CRAZED] is used on robots gone mad. [PRONE_TO_RAGE] is safer, I think and rage / maritial trance does add some combat benefits (+4 skills I think). One downside is badger-like spam of it.
Best mod in a reaction to craftpony's workshop that causes the syndrom you're testing, embark and see what it does.

> Hazmat suits and gas masks? How about making RAD-X available at the start for the early game
> when hazmat suit and gasmasks have not been found?
If consumable than I guess I'd use it for woodcutters or something. If autoinjector than it should somehow stack with hazmat suits and power armour.

> > Mass-producing weapons would be too easy.
> How about using a new material with copper sharpness and steel lightness so their
> effectivity for sharp and blunt weapons is decreased.
I don't think it is worth to add new materials for this. I personally like to embark with tin and copper ore, so either bronze or iron or maybe even copper would do.
If you want to add these things, they should be availiable as "crates" of 10 at embark at a discount and also producible at the MaW forge (but not worth it at this point). Maybe Stable-Tec and MaW crates should have a chance for them, as long as I don't end up with a stash that I don't know what to do with.

> Like I said, I am trying to be accurate to the stories.
I know. I like fluff too, but am really more of a crunch king of guy.

> Maybe also adding the Stable 2 apple orchard as a workshop?
Heh, MLP mod had "apple tree" workshops that trained kicking. It was removed in the current version. There was also an idea to have trees as shearable pets which was even more bizzare. But try it anyway.

> As a side note, I remember someone adding plastics before, can I ask their permission to
> include it assuming I am going to release a mod patch?
I think there was a discussion of plastics, nothing more. But sure, collect what pathes were scattered over the last 20 or so pages of this thread if you plan to do a release. If you want to play around with my shotgun mod, you're welcome to it, although it doesn't seem to work well.

I also recommend that you make small projcetciles from material emissions be what is now medium bullets and medium bullets more deadly. I've seen turrets trying to hurt birds and barely bruising them with repeated shots. I'm talking about material emissions from turrets, not ammunition for pistols and rifles.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 05, 2014, 02:27:08 am
> some way to regenerate a pony (resurection talismans?)
If I remember correctly, Blackjack was healed by something that disintegrated the first time she was in the MoP hub.

> permamnet debuff and a weird mechanics where brahmin lay eggs. Just imagine if someone uses it for cooking.
I wonder how masterwork brahmin dung roasts taste like. The permanent debuff is just a nerf to the drug, I thought its effects were a bit too strong. Also, if I remember correctly, [LAYS_UNUSUAL_EGGS] will result in the creature producing an item, not an egg.

> If you want to play around with my shotgun mod, you're welcome to it, although it doesn't seem to work well.
Thank you.

Okay, I am going to complete the drugs but still kinda need suggestions for some things.
 - Rage. Production is a bit hard as it was not mentioned in either Fallout or Fallout:Equestria. The Fallout mod uses mushrooms, but I am not too keen on that.
 - Radaway. Is there a way to remove a syndrome from a creature? Otherwise, there is no way to "cure" radiation.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on September 05, 2014, 03:00:48 am
Quote
BTW, I wonder if the RAWs ported to 0.40 will result in multi-tile salvage and more of it than I know what to do with. There are probably some tokens that control how big the trees will grow.
The main downside here is that the trees are at least 3 tiles tall. I would love to have 1-tile high scrap piles in Wasteland mod, but alas, it's impossibru.

Quote
if I remember correctly, [LAYS_UNUSUAL_EGGS] will result in the creature producing an item, not an egg.
Holy damn, how could I forget about unusual eggs :). We could have a unique caste of brahmin laying special dung which can be used to make magic potions and drugs.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 05, 2014, 05:41:56 am
I like the image of a lone scavenger walking amongst towering piles of scrap.

Anyways, Hydra has been completed. A powerful drug capable of restoring any wound, it is only found very rarely in MoP crates. But despair not, for if through any means you tame a hydra, Hydra can be extracted from it.

I was not too sure about adding milk to the hydra, so it is in large part based off the brahmin. Also, unlike the others, the production has not been tested yet.

Installing the mod

Copy this into reaction_drug_lab.txt
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Copy this into interaction_MOP.txt
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Copy this into inorganic_syndromes.txt
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Copy this into body_default.txt
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Replace [CREATURE:HYDRA] in creature_standard.txt
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Add this to [REACTION:OPEN_CRATE_MINISTRY_PEACE] in reaction_depot.txt
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Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 05, 2014, 12:06:28 pm
> > some way to regenerate a pony (resurection talismans?)
> If I remember correctly, Blackjack was healed by something that disintegrated the first time she was in the MoP hub.
They had a very rare MoP resurrection talisman, but IIRC they used it on P21.

> Also, if I remember correctly, [LAYS_UNUSUAL_EGGS] will result in the creature producing an item, not an egg.
I didn't know.

> Rage. Production is a bit hard as it was not mentioned in either Fallout or Fallout:Equestria.
> The Fallout mod uses mushrooms, but I am not too keen on that.
Mushrooms work in Dwarf Fortress :) The biggest questions is, do you use mushrooms that have seeds an can be grown once per year or mushrooms that can only be collected by herbalism.

> The main downside here is that the trees are at least 3 tiles tall.
> I would love to have 1-tile high scrap piles in Wasteland mod, but alas, it's impossibru.
OK, and how wide can they be at minimum? Trippling wood is not such a huge deal that can't be offset with lowering some frequencies. But 10+ wood per tree and it becomes a problem.
I guess a last resort would be adding another stage to salvage->crate->good stuff, making it salvage->crate->identified crate->good stuff.

> I like the image of a lone scavenger walking amongst towering piles of scrap.
Hehe. Low quality scrap yeah. High quality scrap and it becomes too easy. 

> Anyways, Hydra has been completed.
Looks OK.

> > If you want to play around with my shotgun mod, you're welcome to it, although it doesn't seem to work well.
> Thank you.
It should be safe to assume that when people post proposals and patches here, they are OK with including them. And modders like Deon and Meph accept submissions from other poeple and borrow each other's stuff where applicable. Just remeber to include in the release notes "idea for xx taken from yy in his mod zz" and no one should argue.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 05, 2014, 10:21:54 pm
Been playing around with Arena Mode. Not an expert on interactions, is there an explanation why reactions like the minigun turret's Reload minigun cannot be targeted?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 06, 2014, 12:16:02 am
Lyceaon was quite an expert on interactions and there are whole chains of them. Minigun has several, including reload and material emission itself. I have no idea why it wouldn't work, but when I played around with my shotgun mod, sometimes the ponies simply wouldn't use it, despite having a battle saddle.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 06, 2014, 01:13:22 am
Oops, sorry for a bit of miscommunication. For some reason, some interactions could not be targeted when I was controlling them directly (as an adventurer).
Also, what raw changes are there in .40 apart from the trees? I can't seem to find a list.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 07, 2014, 03:16:43 am
Does this count as a double post?
Still play testing Dash production, meanwhile here is a little adventure mode reaction to consume hydra, helps to save that adventurer who had both legs cut off.

Paste this into any reaction_foo.txt
Spoiler (click to show/hide)

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 08, 2014, 05:12:15 am
Dash has been tested and completed.

Dash is a powerful combat drug capable of altering the user's perception, making them virtually fearless in combat. Originally developed by the MWT during the pre-war period, Dash has seen a resurgence of late due to the discovery that large quantities of rations had been contaminated by the chemicals used to manufactured the drug. Feeding the rations to brahmin caused their bodies to start synthesising the chemicals as well, allowing them to be extracted from the dung the brahmin leaves behind.

Brahmin are modified very much like how robots are upgraded. They need to be pastured next to the workshop.

Installing the mod

Copy this into interaction_MWT.txt
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Copy this into inorganic_syndrome.txt
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Copy this into item_helm.txt
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Copy this into reaction_workbench.txt
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Copy this into item_misc.txt
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Copy this into [CREATURE:BRAHMIN] in creature_equestria_domestic.txt
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Copy this into plant_standard.txt
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Copy this into interaction_stable.txt
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Copy this into inorganic_rune_stable.txt
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Copy this into reaction_drug_lab.txt
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Copy this into [REACTION:OPEN_CRATE_MINISTRY_WARTIME_TECHNOLOGY] in reaction_depot.txt
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Copy this into the stable citizen civ in entity_default.txt
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Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 08, 2014, 11:16:31 am
> Originally developed by the MWT during the pre-war period
IIRC, Dash was sumggled from Zebrica during the war and was illegal. There was even some mention of Zebra drugs being used in a sort of covert war to weaken the pony society. Besides, MWT and other ministries were formed during the war.

I think the interaction to inject Dash should have a hint to use it during combat, otherwise it will be used all the time. I'd rather have it reserved for combat than get the benefits for half a day everyday. Also, consider either shortening the effects or making it useable once a week.
Other than that, it's place is in interaction_stable.txt It is basically a better pipbuck, so take a look at this:
Spoiler (click to show/hide)


It should fit with either paralyze amulet (which doesn't even drop) or a gas mask under a helmet. I'd prefer all of them on one pony, but OK. Ah, nevermind. Looks, like the Dash injector helmet doubles as a gas mask.

Ah, so contaminated meat is a plant? That's rather bizzare. I think you didn't add seeds to it, so it can only be collected by herbalism. Fair enough. I'd drop the EDIBLE_COOKED from it though. You probably don't want to cook it, but save it for Brahmin.

A brahmin transformation lasts about 4 years. Long enough. The downsides are that I don't like dealing with grazers. Oh and There need to be some nest boxes in the pasture. And a workshop. And it takes 5 rations per reaction. I guess it's OK that Dash is so good with how difficult it is to get a contaminated Brahmin.

A Dash Container drops with 25% chance from MWT crates? That's high and probably makes the effort to get Brahmin redundant. I think you should lower the chance to 5% at most.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 09, 2014, 04:46:03 am
> IIRC, Dash was smuggled from Zebrica during the war and was illegal.
Wasn't that Mint-Als and Party Time Mint-Als?

> I think the interaction to inject Dash should have a hint to use it during combat
Good point.

> shortening the effects
Is 200 TU still enough to be useful?

> Ah, so contaminated meat is a plant?
The alternative is to have it packaged in crates. However, in-fluff, it does not make sense that contaminated food will be shipped around all the place. Perhaps it can still be found scattered after the storage silos were blown up?

> I think you should lower the chance to 5% at most.
Noted. Thank you.



Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 09, 2014, 11:48:58 am
> > IIRC, Dash was smuggled from Zebrica during the war and was illegal.
> Wasn't that Mint-Als and Party Time Mint-Als?
Hm, chapter 16 mentions Dash, but the focus is on Mint-als. Must be one of those things that was barely mentioned and we drew different conclusions from it.

Nothing on the wiki either: http://falloutequestria.wikia.com/wiki/Drugs#Dash

> Is 200 TU still enough to be useful?
In combat that's almost 30 attacks (with prepare 3 and recovery 3) or over 20 steps. On the other hand 200 with wait time 1200 is 1/6 the time. A pipbuck only has 100 / 1200 TUs of buff, which IMO is rather short. So judge for yourself, but if you want to keep Dash at 300-500 TUs then increase the wait time from 1200 to 2400 or 3600 or something, so it's once or twice per combat. You might also add "withdrawal" effects, that lower attributes after the initial boost, but if you go that route, be careful that there is a net benefit.

Another idea would be to make drugs more effective for Earth Ponies.

As a side note, time stop only lasts 20 TUs and may not even work properly in 0.40. Time Dilatation also lasts for a short time.

> > Ah, so contaminated meat is a plant?
> Perhaps it can still be found scattered after the storage silos were blown up?
Hehe, and it regrows, just like scrap. It is also easy to designate all of it for picking with dfhack.

Oh and back on Rage. magmawiki (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) says, that PRONE_TO_RAGE can be considered a combat benefit, but CRAZED will attack her own ponies.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 10, 2014, 04:33:54 am
> Oh and back on Rage. magmawiki says, that PRONE_TO_RAGE can be considered a combat benefit, but CRAZED will attack her own ponies.
Ok, so just add PRONE_TO_RAGE and not CRAZED.
On the topic of Rage, I was thinking that production could involve cultivating different types of mushroom, each mushroom can either be processed to yield its spawn or be turned into <colour> hallucinogen. Hallucinogens are very high value drinks but have a syndrome when ingested that knocks the drinker out for some time. The different types of hallucinogen are mixed together to form Rage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 10, 2014, 11:13:03 am
>> On the topic of Rage [...]
Two different types of mushrooms sounds OK. Any more than that and it is too much.

Don't make halucinogens drinkable. Good thoughts from it will be pretty negliglible (and close to none at all with a competent brewer and a variety of drinks). I don't want my ponies to pass out from drinking the wrong bottle and I don't want precious resources to be wasted on drinking. If you want to make drinks with syndromes, look at SPARKLE_COLA_RAD in plant_other.txt. It has some benefits for one day and is pretty rare. A proper drink with a syndrome should have some minor to moderate benefits for up to 8400 TUs.

Also, Rage with just PRONE_TO_RAGE is a pretty minor benefit. I consider it just a step to making Stampede to get the ultimate combat drug inhaler. Rage could buff Strength, Toughness, Willpower and Endurance, but that's kind of what Buck already does.

On another note, lowering Endurance for a while (maybe even by 50%) seems like a reasonable way to make the pony tired after (abu)using drugs.

I'm curious as to what modifiers you'll come up with for each drug and what will stack with what (for example Dash and Stampede as well as Rage and Stampede shouldn't stack if Stampede is made by combining them).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 11, 2014, 01:58:07 am
> Don't make halucinogens drinkable.
I thought that making hallucinogens drinkable will keep players from spam making them.

> Rage could buff Strength, Toughness, Willpower and Endurance, but that's kind of what Buck already does.
Perhaps Rage could give a much larger strength buff than Buck, at the cost of not buffing toughness, willpower and endurance.

> On another note, lowering Endurance for a while (maybe even by 50%) seems like a reasonable way to make the pony tired after (abu)using drugs.
That is an extremely nice idea, perhaps there could be some facility, requiring a MoP terminal, that purges the body's dependency on drugs?

> I'm curious as to what modifiers you'll come up with for each drug and what will stack with what
I think the effects of all the drugs should stack, unless a particular drug is made by combining two other drugs, in which case the effects of that particular drug does not stack with the effects of those two drugs. As for modifiers, I am not too sure of what you mean, but the drugs that modify a pony's attributes are pretty much done, with only Rage left.

Anyways, Buck and its production has been completed.
Buck is a powerful steroid developed by the Ministry of Wartime Technology during the war to enhance the user's strength, reflexes and endurance for a short period of time. To this day, the tubers from which Buck was extracted still continue to grow among the wastes, benefiting those with the knowledge in its production.

Installing the mod
Copy this into interaction_MWT.txt
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Copy this into inorganic_syndrome.txt
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Copy this into item_shoes.txt
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Copy this into item_salvage.txt
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Copy this into reaction_workbench.txt
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Copy this into plant_standard.txt
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Copy this into item_misc.txt
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Copy this into reaction_other.txt
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Copy this into reaction_drug_lab.txt
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Copy this into [REACTION:OPEN_CRATE_MINISTRY_WARTIME_TECHNOLOGY] in reaction_depot.txt
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Copy this into the stable citizen civ in entity_default.txt
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Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 11, 2014, 01:33:39 pm
> > Don't make halucinogens drinkable.
> I thought that making hallucinogens drinkable will keep players from spam making them.
Oh, if that's your concern then make the mushrroms grow just in autumn and spring for 2 crops per year and require several to make one portion of the drug. Making it for sale isn't really a concern with how much prepared meals are worth. Making lots of it for everypony is OK, I guess. It is just one piece of equipment for the military, not overwhelmingly good one compared to other drugs and if it has unwelcome side effects, there will be even less incentive to spam it.

> > On another note, lowering Endurance for a while (maybe even by 50%) seems like a reasonable way to make the pony tired after (abu)using drugs.
> That is an extremely nice idea, perhaps there could be some facility, requiring a MoP terminal, that purges the body's dependency on drugs?
I was thinking short-term side effects. Permament debuffs would probably make me not want to use drugs at all (which isn't the point) and a few days ago you had a problem that interaction can't remove another interaction with curing radiation sickness. Besides, military and workshop reactions don't mix well. I was thinking that Endurance should be lowered for maybe a thousand TUs. The net effect should be worth it in combat.

I think, Buck shouldn't buff agility. There are already other drugs that do that.
It buffs attributes for 600 out of 1200 TUs, which is too much. And I think it does this all the time, unlike pip-bucks that can only be used in combat. It looks too good. I think it should buff Willpower too.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 11, 2014, 09:48:00 pm
> It buffs attributes for 600 out of 1200 TUs, which is too much.
Good point. It has been lowered.

> And I think it does this all the time, unlike pip-bucks that can only be used in combat.
Oops, forgot usage hint.

> I think, Buck shouldn't buff agility.
In that case, how about kinesthetic sense? I think there needs to be something that ties it to boosting reflexes.

Apparently, PRONE TO RAGE cannot be added as a tag.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 14, 2014, 01:28:47 am
Rage has been completed. My test forts kept dying to other stuff before I could test production out, so it may be a little untested. Do you think there should be a reaction at the salvage yard to empty canisters, giving a clear glass vial?

Rage is a powerful hallucinogenic drug developed by the Ministry of Wartime Technology during the war. When used, it causes the user to become filled with rage, dramatically increasing their strength in combat, hence the name. What separates this from other combat drugs is that no one really knows how it was produced, but there are rumors of raiders extracting it from strange glowing mushrooms, found beneath the ruins of this world...

Installing the mod
Copy this into interaction_MWT.txt
Spoiler (click to show/hide)
Copy this into inorganic_syndrome.txt
Spoiler (click to show/hide)
Copy this into item_salvage.txt
Spoiler (click to show/hide)
Copy this into item_shoes.txt
Spoiler (click to show/hide)
Copy this into reaction_workbench.txt
Spoiler (click to show/hide)
Copy this into plant_standard.txt
Spoiler (click to show/hide)
Copy this into reaction_misc.txt
Spoiler (click to show/hide)
Copy this into reaction_drug_lab.txt
Spoiler (click to show/hide)
Copy this into the stable citizen civ in entity_default.txt
Spoiler (click to show/hide)
Copy this into [REACTION:OPEN_CRATE_MINISTRY_WARTIME_TECHNOLOGY] in reaction_depot.txt
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 14, 2014, 03:56:02 am
> My test forts kept dying to other stuff before I could test production out, so it may be a little untested.
That's odd. If you embark in a "Neutral" (average savagery, average evil) area and dig in fast, then make a "vault gate" out of a bridge and a lever, you should be OK. Also, embark with some cassiterite and malachite and coal to make about 5 sets of bronze weapons and security arour in the first two months (so some of them will have decent quality).

> Do you think there should be a reaction at the salvage yard to empty canisters, giving a clear glass vial?
I doubt I'd use it (vials are easier to make than drugs), but OK. I think these reactions should be at the LAB_DRUG rather than the salvage yard. We'll need vials mostly for drugs anyway.

My take on it is that whatever MWT claims, they took some zebra recipes for combat drugs (which were a long tradition for them). Then they experimented with those drugs until they could mass-produce them from available ingredients and got the dosages right for ponies. Besides, drugs are more up the alley of MoP than MWT, so maybe they should be inside MoP crates?.

Autoinjectors can already be worn with Power Armour, so there is no need to add more drugs to it's production process.

> INTERACTION:AUTOINJECT_RAGE
I still see nothing that would limit it to combat. Make sure to look at pipbuck and stealthbuck very closely to see how they work. Or maybe healing and med-x autoinjectors.

> INORGANIC:AUTOINJECTOR_BUCK 
I don't think this is the right one.

If having to grow 2 different species of mushrooms that give 1 crop per year won't limit the production of this drug, I don't know what will.

> spotted mushroom
Hehe, something from Amanita family then.

> EXTRACT_SPAWN
Wow, so I EITHER get a canister OR 1-2 (usually 2, minimum 1) spawn! This is insidious. Although I suppose with a good grower I'll get a stack of several mushrooms from 1 spawn and can extract spawn 1-2 times, then use the rest for potions. Consider adding 1 spawn to each "brew halucinogen", so we don't have to remember to save some for seed. That way the production process would be foolproof (and there is already too much information to remember about this mod) and there would be an extra option to multiply spawn fast.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 14, 2014, 04:22:05 am
> That's odd. If you embark in a "Neutral" (average savagery, average evil) area and dig in fast, then make a "vault gate" out of a bridge and a lever, you should be OK.
That's strange, my forts keep dying to ghouls even when not in savage (Terrifying) regions.

> Make sure to look at pipbuck and stealthbuck very closely to see how they work.
That helped a lot. Thanks.

> I don't think this is the right one.
Oopsies. Here is the correct one.
Spoiler (click to show/hide)

> This is insidious.
Thank you.
> Consider adding 1 spawn to each "brew halucinogen", so we don't have to remember to save some for seed.
Perhaps currently it is too hard, I will add 1 spawn to the reaction.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 14, 2014, 06:41:42 am
> > That's odd. If you embark in a "Neutral" (average savagery, average evil) area and dig in fast, then make a "vault gate" out of a bridge and a lever, you should be OK.
> That's strange, my forts keep dying to ghouls even when not in savage (Terrifying) regions.
Now that you mentioned it, I remember having some problems with hostiles in the early game. You got bad luck with ghouls (I think, they're a form of wildlife and I mostly got radrats, radhogs and birds.), but I remember raiders. Emarking with 2 military ponies and bronze ore and making +bronze matchettes+ and -full sets of bronze security armour- and growing the military to about 5 helped me survive until the outer wall was complete, but it was always a close call and I got some workshops demolished, some property stolen and a few soldiers usually died.

So what's left? Stampede? I think once you're done, you should make a release of all this stuff, so whoever wants to use it has everything in one place rather than patching the RAWS multiple times.

I would like to test this stuff at all rather than just commenting on your RAWs, but I'm chronically tired and out of time :(
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 14, 2014, 09:05:59 am
> but I remember raiders.
Oh yes, the raiders. I remember one somehow killed my militia commander before slaughtering the rest of my outpost with his guts hanging out due to a weapon trap. With an iron knife.

> So what's left? Stampede?
Stampede is the last of the combat drugs. I do not know if doing RAD-X and/or RadAway is feasible, but I think we should stick to the drugs in the main story.

> I think once you're done, you should make a release of all this stuff
Yes I will.

> but I'm chronically tired and out of time :(
That sucks.

On a side note, do you think Stampede should be more complicated than mixing Rage and MED-X? Also, should the higher end drugs require research?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 14, 2014, 09:19:51 am
> On a side note, do you think Stampede should be more complicated than mixing Rage and MED-X?
I think no.

> Also, should the higher end drugs require research? 
I think not, unless you mean finding recipes in crates or using the drug lab to analyze drugs to get recipes.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 14, 2014, 09:57:31 am
> I think no.
Do you think fuel should be required?

> I think not, unless you mean finding recipes in crates or using the drug lab to analyze drugs to get recipes.
There are other types of research than that? Also, which drugs do you think should require research?

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 14, 2014, 10:22:40 am
> > I think no.
> Do you think fuel should be required?
I'm surprised it is even required for other drug reactions, but OK. I suppose it makes sense. It also drains that scarce coke and charcoal from steel production, which is another reason to make fewer drugs. Mechanically adding fuel to making stampede makes little difference either way, so just keep it consistent.

> There are other types of research than that?
I think the MLP mod (the show-accurate one) has a building "Library" that has a reaction to "produce research", which is then combined into stacks of research and finally can be used to make schematics for buildings. But I find this system dull.
Although if you want to add apples, it has another system, where thee is a workshop that makes apples by a reaction that trains kicking, another workshop that sorts them and combines into baskets of apples and those can be eaten or brewed into cider. Seeing that apples were a primary source of food for Littlepip's Stable, maybe this should be in.

Then there is the "make special item at one workshop to build another" kind of thing that goes on with Terminals in FoE mod.

> Also, which drugs do you think should require research?
Oh boy, I just don't know. I think there should be at least 2 drugs that don't require any recipes to make, say med-X and Dash. It would kinda make sense to have recipes for at least some of the other stuff, but that brings the amount of effort to get them to such a level that they wouldn't seem really worth it (except for healing potions and med-x for power armour). IIRC only stuff like AMRs and Power Armours have schematics. Endgame stuff. Drugs are mid-game and should be quite doable at the time you have combat armour, gas masks and hazmat suits. So maybe have at most 1 or 2 "tier 2" drugs, like Stampede require recipes. In-fluff it would make sense to have recipes and schematics for everything. In-crunch it is just to delay the endgame stuff.

Once you have all the drugs, you might want to re-consider and re-balance their benefits. Especially when compared to pip-bucks. I think pip-bucks should be kept generally superior to autoinjectors and barely better than "tier 2" drugs. Increasing the 1200 TUs for recharge and having lingering debuffs (but not too big) would be reasonable.

I think you could add Steady (another drug from FoE) as buffing kinesthetic sense, spatial sense, focus and maybe even bow and crossbow skills by 2 or something.

Would someone else please join this discussion? Mine is just one opinion.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 14, 2014, 11:06:36 am
> I'm surprised it is even required for other drug reactions, but OK.
I like to think that heat is required to make the chemicals react, but Stampede is more of a mixture.

> Seeing that apples were a primary source of food for Littlepip's Stable, maybe this should be in.
Sounds good for Stable-Tec stuff...

> In-fluff it would make sense to have recipes and schematics for everything. In-crunch it is just to delay the endgame stuff.
Makes sense, drugs will not require research it is.

> Increasing the 1200 TUs for recharge and having lingering debuffs (but not too big) would be reasonable.
> I think you could add Steady (another drug from FoE) as buffing kinesthetic sense, spatial sense, focus and maybe even bow and crossbow skills by 2 or something.
Sounds good. I think increasing the limit can be justified as avoiding overdose or something.

> having lingering debuffs (but not too big)
The only debuffs I can think of are lowering attributes. If there is a way to make a pony stunned, it would be great.

> Mine is just one opinion.
But a very good one.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 14, 2014, 11:34:24 am
> The only debuffs I can think of are lowering attributes. If there is a way to make a pony stunned, it would be great.
Lowering attributes a bit is fine. I don't want to have a pony go into combat, buff for 200 TUs from autoinjector, then pass out while the enemy is still alive. The net benefits of drugs have to be positive for players to bother with them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 15, 2014, 09:38:04 am
> Lowering attributes a bit is fine
Hmm, this brings the question of which attributes to lower. Endurance as you have suggested is good, and perhaps Focus, but I think lowering the other attributes may put off players from using drugs.
On that matter, I think that MED-X should carry a small chance of lowered Focus for a short while (phantom pains and the such). Healing potions and Hydra should be left as-is since healing potions are literally healing spells in a bottle and Hydra is too rare and powerful for after-effects to matter much. The combat drugs (Dash, Buck, Rage and Stampede) should carry a high probability of short term lowered endurance (you feel tired after using them) and maybe Focus (sudden disorientation). As for Steady, to be honest, I have never heard of it. Still going to add it though.

Anyway, Stampede is done. I did not have the time to play test this, so it may still be unbalanced.
The origins of Stampede are perhaps the strangest yet. Discovered by Fluttershy's pet bunny, Angel, Stampede is literally a mix of Rage and MED-X, combining the properties of both to create super-soldiers who feel no pain. After the bombs fell, it has been discovered time and time again by many a junkie that injecting the two drugs together causes their effects to stack.

Installing the mod
Copy this into interaction_MWT.txt
Spoiler (click to show/hide)
Copy this into inorganic_syndrome.txt
Spoiler (click to show/hide)
Copy this into item_salvage.txt
Spoiler (click to show/hide)
Copy this into item_shoes.txt
Spoiler (click to show/hide)
Copy this into reaction_workbench.txt
Spoiler (click to show/hide)
Copy this into reaction_drug_lab.txt
Spoiler (click to show/hide)
Copy this into the stable citizen civ in entity_default.txt
Spoiler (click to show/hide)
Copy this into [REACTION:OPEN_CRATE_CIVILIAN] in reaction_depot.txt
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 15, 2014, 02:35:11 pm
> Hmm, this brings the question of which attributes to lower.
I'm not sure. Look at the attributes and things that can be influenced with syndromes on magmawiki. Ther's blisters, internal bleeding and all that nasty stuff too. In any case, this shouldn't be very long or very severe. Look at what the tired effect after time stop and time dilatation do. The net effect should be positive.
Come to think of it, negative after-effects give you more room to make primary effects pretty strong without out-performing the pipbuck.

> On that matter, I think that MED-X should carry a small chance of lowered Focus for a short while (phantom pains and the such).
Heh, I didn't even read the interaction page on magmawiki to remember you can have a chance of an effect rahther than 100%. Well then, instead of (or in addition to) short term mild negative effects, you can have 5-30% chance for a more severe effect, lasting up to a month. As long as it is not a death sentence in combat and the net expected effect is positive, it should be fine.

> As for Steady, to be honest, I have never heard of it. Still going to add it though.
It is a drug from project horizons and FNV that decreases spread from ranged weapons. It was on that wiki page I linked earlier. If you don't like it, maybe mint-als could buff mental attributes and be useable out of combat (not that this would be much good anyway).

> [IT_CANNOT_HAVE_SYNDROME_CLASS:STAMPEDE_COMPONENT]
Looks good, but did you add this syndrome class to Med-X and Rage? I also think Med-X and Rage must not work with syndrome class from Stampede, but I don't see it here.

> Recipes
If there are any recipes for drugs, they could come from studying pre-war books, if they are added for other things.

Stampede:
> [CDI:WAIT_PERIOD:1800]
> [...]
> [CE_ADD_TAG:NOPAIN:START:0:END:250]
> [CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:250]
> [CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:250]
Med-X:
> [CDI:WAIT_PERIOD:1200]
> [CE_ADD_TAG:NOPAIN:START:0:END:600]
> [CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:600]
> [CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:600]
What? So Stampede is actually worse than having separate Med-X and Rage autoinjectors? I think, Stampede should be slightly better than just the sum of it's ingredients.

You might want to add reactions to disassemble rage and med-x autoinjectors to get to get the carnisters back.

> Copy this into [REACTION:OPEN_CRATE_CIVILIAN] in reaction_depot.txt
> [PRODUCT:5:1:TOOL:ITEM_CANISTER_STAMPEDE:INORGANIC:CANISTER_MEDICAL]
Civilian? Those are common and it is supposed to be a Tier 2 drug. Civilian crates just have junk in any case. If anything, there should be a 1-2% chance (lower than for Rage and Med-X) in MoP crates. And come to think of it, combat drugs are more up the alley of MoP than MWT. Sure, soldiers got some crates of healing potions and drugs, but MoP was responsible for making and distributing them. Besides, MWT crates have a lot of good stuff already. MoP crates, not so much.

I suggest this for Stampede: (and lower the 250% strength to 150% for Rage)
[CDI:WAIT_PERIOD:1200]
[CE_PHYS_ATT_CHANGE:STRENGTH:150:0:START:0:END:300]
[CE_ADD_TAG:LIKESFIGHTING:START:0:END:600]
[CE_ADD_TAG:NOPAIN:START:0:END:600]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:600]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:600]
[CE_PHYS_ATT_CHANGE:ENDURANCE:80:0:START:400:END:1200]

Oh and magmawiki says those numbers STRENGTH:N1:N2 are N1 - percent change and N2 is probably just added to the outcome.

For clearing radiation and addiction, you might try CE_REMOVE_TAG, but I doubt it will work.

Rage could have CE_SKILL_ROLL_ADJUST to give Discipline skill... no wait, that's 0.40 stuff.

I checked WH40k Underhive mod and it has Frenzon, a pretty good analogue to Rage. That mod uses workshop reaction rather than autoinjector, so the effects last for a long time. They're also more severe than I think they should be in FoE.

Spoiler (click to show/hide)


Here's spook and since it is a workshop reaction, 5% chance to go berserk is manageable and acceptable. With an autoinjector it would be a ticking time bomb.

Spoiler (click to show/hide)

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 16, 2014, 04:32:14 am
> Come to think of it, negative after-effects give you more room to make primary effects pretty strong without out-performing the pipbuck.
Just asking, currently, how strong are the effects of the various drugs?

> Looks good, but did you add this syndrome class to Med-X and Rage?
Yes, forgot to post the edit.

> I also think Med-X and Rage must not work with syndrome class from Stampede, but I don't see it here.
Oops, forgot it must also work the other way around.

> I think, Stampede should be slightly better than just the sum of it's ingredients.
Oops again, edited MED-X effects to be as long as the Rage effects. Would making the attribute increases be 50% more than the original drugs be too much?

> You might want to add reactions to disassemble rage and med-x autoinjectors to get to get the carnisters back.
Nice idea, did not think of that.

> Civilian? Those are common and it is supposed to be a Tier 2 drug.
I thought civilian because Stampede was non-official. Ah well.
> MoP crates, not so much.
Okay, MoP crates it is. All drugs are now found in MoP crates with a 15% chance.

> For clearing radiation and addiction, you might try CE_REMOVE_TAG, but I doubt it will work.
It won't.

> and lower the 250% strength to 150% for Rage
> 5% chance to go berserk is manageable and acceptable. With an autoinjector it would be a ticking time bomb.
How about adding another interaction for the Rage that requires 10 or so enemies to be targeted instead of one, raises Strength to 250% and Focus to 125%, but carries a chance for the [CRAZED] tag to be added.

As for debuffs, I will be adding them after Steady. Do you think RAD-X and RadAway should be added?

Med-X
- Small chance for small decrease (10 units) in Focus

Healing potions
- I don't think there should be a debuff, they are meant to heal.

Hydra
- Maybe short-term [CE_PAIN]

Dash
- Short small decrease in Endurance and Focus, small chance of [CE_DIZZINESS] afterwards

Rage
- Short small decrease in Endurance and Focus
Stampede
- Same as Rage, the advantage of Stampede over Rage + MED-X is aftereffects do not stack.

Buck
-Short small decrease in Endurance and Focus

RAD-X is possible since radiation sickness is given by interactions. [IT_CANNOT_HAVE_SYNDROME_CLASS] and the like.

As a side note, what happens if you CE_IMPAIR_FUNCTION the heart?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 16, 2014, 12:25:08 pm
> Just asking, currently, how strong are the effects of the various drugs?
Unsure. I guess anything above 125 is pretty strong especially that pipbuck has 115, but they all last just for 200 TUs or so.

> Would making the attribute increases be 50% more than the original drugs be too much?
I think so. By slightly I mean "just enough to convince me to disassemble a med-x and a rage autoinjector and make stampede". 10% more bonus or 50 TU longer duration of one effect would be enough. Anything more than that and I think you should increase the CDI_WAIT_PERIOD to compensate.

> How about adding another interaction for the Rage that requires 10 or so enemies to be targeted instead of one,
> raises Strength to 250% and Focus to 125%, but carries a chance for the [CRAZED] tag to be added.
I  wouldn't like it. Firstly, how often do you fight 10 ememies? That's 2 squads together. Secondly interaction chains tend to break, because creatures don't alway use interactions, even when they can. Thirdly, with a single workshop reaction (in WH40kU) 5% chance is manageable. With an autoinjector, eventually I'd get a "natural 1".
If you want a low chance for addiction, give a chance for long term (3-6 months) for something weakening that doesn't stack with itself. But I'd just stick to debuffs that aren't going to impact the fight much and last up to a week.

> As for debuffs, I will be adding them after Steady. Do you think RAD-X and RadAway should be added?
You said you don't know how to do rad-away. As for Rad-X, it could check the current radiation resistance level RAD_4 to RAD_1, the lower the better and lower it by 1. The duration and wait period would have to be such that it won't stack with itself, but work near-constantly, so it synergizes with hazmat and power armour. 

> Med-X - Small chance for small decrease (10 units) in Focus
You mean FOCUS:90 for 90% focus?

> Healing potions - I don't think there should be a debuff, they are meant to heal.
Yep.

> Hydra - Maybe short-term [CE_PAIN]
Heh, except there are ways to get NOPAIN. How about the pony pretty much passes for a week and gets some nasty effects like vomiting, similar to low levels of irradiation.

> Dash - Short small decrease in Endurance and Focus, small chance of [CE_DIZZINESS] afterwards
Sounds good. Or maybe make them begin immediately (or after 50 TUs) and last longer than the positive effects.

> [...]
The rest of it looks fine.

> As a side note, what happens if you CE_IMPAIR_FUNCTION the heart?
I'm not sure, I want to know.

Come to think of it, one benefit of Power Armour is that it gives autoinjector for healing potions and med-x without taking up the clots, so you[re left with pupbuck + 3 hooves for Stampede, Buck and Stealthbuck(?) plus Dash Gas Mask. You can't get everything with just combat armour. And If there was Steady, I'd ditch stealthbuck on the ranged ponies, even if I had a surplus of them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 17, 2014, 08:45:52 am
Thanks for the feedback.

> Heh, except there are ways to get NOPAIN. How about the pony pretty much passes for a week and gets some nasty effects like vomiting, similar to low levels of irradiation.
The [CE_PAIN] probably does not matter much since it is used in a workshop reaction, not as an auto-injector.

> I'm not sure, I want to know.
Apparently, ponies can survive without a heart.

I am really tempted to make the ingredients of Steady Dash, Sunset sarsaparilla and scrap parts.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 17, 2014, 11:31:45 am
> scrap parts
I forgot what those even do. Anyway, why scrap parts?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 17, 2014, 11:56:19 am
> I forgot what those even do. Anyway, why scrap parts?
http://fallout.wikia.com/wiki/Steady
Look at the picture.

Just asking, do you think updating to .40 would be worth it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 17, 2014, 12:05:27 pm
> Look at the picture.
Looks like a bottle duct taped to a piece of pipe... or something.

> Just asking, do you think updating to .40 would be worth it?
It is the only thing that could keep this mod alive, but are you up to it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 17, 2014, 12:17:37 pm
> Looks like a bottle duct taped to a piece of pipe... or something.
According to the text, it is a Dash tube attached to a Sunset bottle. Otherwise, I honestly have no idea how to produce it.

> It is the only thing that could keep this mod alive, but are you up to it?
Creature raws look relatively simple, just tedious. Tree raws there is the whole issue of trees being towering masses of stuff. I remember seeing a list somewhere of things that were changed.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 17, 2014, 12:47:48 pm
Trees can be forced to give only 3 logs on being cut, I think. This seems acceptable, even for high quality slavage, especially if you lower the frequency a bit and maybe yield from salvage yard.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 18, 2014, 08:08:40 am
Just remembered that DFHack is needed for some of the syndromes/interactions to work. Ah well, by the time all the raws are updated, it may have been updated.
List of raw changes by Putnam:
http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312#msg4649312

Anyway, Steady has been completed along with all the miscellaneous things (debuffs, emptying canister and disassembling autoinjectors). RAD-X is next, and then this will be  completed.

Steady was yet another combat drug developed during the war, designed to steady the user's nerves and help them line up their aim, turning ordinary soldiers into deadly marksmen. Although the original recipe has been lost to time, it was discovered that reacting Dash with Sunrise Sarsaparilla somehow caused the drug to giving a calming effect, much similar to the original Steady.

Installing the mod
Copy this into interaction_MOP.txt
Spoiler (click to show/hide)
Copy this into inorganic_syndrome.txt
Spoiler (click to show/hide)
Copy this into item_salvage.txt
Spoiler (click to show/hide)
Copy this into item_shoes.txt
Spoiler (click to show/hide)
Copy this into reaction_workbench.txt
Spoiler (click to show/hide)
Copy this into reaction_drug_lab.txt
Spoiler (click to show/hide)
Copy this into [REACTION:OPEN_CRATE_MINISTRY_PEACE] in reaction_depot.txt
Spoiler (click to show/hide)
Copy this into the stable citizen civ in entity_default.txt
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 18, 2014, 12:35:42 pm
> List of raw changes by Putnam: 
That may be usefull for me for later. Thanks.

BTW, if you're moving this mod to 0.40, then military castes should learn discipline faster and some drugs should buff discipline. Dash and Rage in particular.

> Steady.
It should add 2+ to bow and crossbow and blowdart and misc object user skills. It is the only way to truly reduce spread, like Steady should.

15% drop from a MoP crate is too much I think. In any case, healing potions and Med-X would be more common.

Are all drugs save health potions getting [CDI:WAIT_PERIOD:1800] ?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 19, 2014, 09:17:42 am
> It should add 2+ to bow and crossbow and blowdart and misc object user skills. It is the only way to truly reduce spread, like Steady should.
I do not think that syndromes can raise skills.

> 15% drop from a MoP crate is too much I think. In any case, healing potions and Med-X would be more common.
Changed to the original 5%.

> Are all drugs save health potions getting [CDI:WAIT_PERIOD:1800] ?
Yep, standardise things to reduce complexity.

Anyways, I am going to skip RAD-X and RadAway since I am kinda aching to update the raws.

Drugs add-on; Production and Combat Drugs
Thanks to Maklak for suggestions and feedback
Description [disclaimer: Some of the fluff descriptions have stuff that is not officially in the wiki]
Spoiler (click to show/hide)

Installation:
Download the zip from here (http://dffd.wimbli.com/file.php?id=9780) and copy the files in the folder raws into the raws folder of a fresh install of the mod. Replace as needed and regen a new world.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 19, 2014, 10:11:06 am
Double posting since this post's content is not related to the previous post's.

In order to update the raws properly, several new values have to be added and since I do not like the idea of gallivanting through the raws as if I own them, I will post what I think here before editing them.

Weapons
All attacks in .40 now have to have ATTACK_PREPARE_AND_RECOVER. While it is tempting to just put 3:3 for prepare and recovery times respectively like the vanilla DF raws, I think it would be more realistic to have some weapons be faster than others. For example, a combat knife would good at slashing foes quickly as opposed to an AMR which is described as a 'slow weapon'.

Creatures
All creatures now have different gaits as opposed to a single [SPEED] token. In addition, there is now secretions, odors, low light vision and an additional interaction (spit) for sentient creatures. If I remember correctly, the values and personalities things for entities are also new.

Trees
This is the big one since it completely up-ends the current system. I propose that instead of continuing with the current single tile salvage piles, they will be replaced by whole buildings. This will make the dropping of multiple salvage make sense. However, if I remember correctly, they must either be the underground mushroom style or have growths of "rust".

Plants.
Growths need to be added.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 19, 2014, 12:21:49 pm
> I do not think that syndromes can raise skills.
Well, there is the CE_SKILL_ROLL_ADJUST token, but I don't know how it works. Deon?

> emptying of drug canisters
I doubt people will use it. There is plenty of broken glass from various crates.

> In addition, reactions to dismantle Rage and MED-X autoinjectors have been added to the Workbench.
Actually, healing potions and dash would be useful too. I may make some injectore early on, but need healing potions for power armour later. Basically anything, that's used by something other than an autoinjector.

> For example, a combat knife would good at slashing foes quickly as opposed to an AMR which is described as a 'slow weapon'.
Hehe, definietely. Not that melee attack on AMR is good for anything. I think combat knife (and other kinds of knives) 2:2, security battons, matchettes and rippers (and similar sized weapons) 2:3 and most of the others 3:3, maybe except 3:4 for chainsaw rifles and AMRs. 

Too bad, Toady One didn't make those more adjustible, as in make the default 300:300, then make the actual times be TU = (time / 100) and add 1 TU if (time % 100 => random_roll(1, 99)). (Kinda like it worked for the old speeds, so they were accurate in the long run).

> salvage piles, [...] replaced by whole buildings. This will make the dropping of multiple salvage make sense.
> However, if I remember correctly, they must either be the underground mushroom style or have growths of "rust".
Sounds good and Deon is working on his Wasteland mod too, you can always check out his scrap piles.
An alternative approach is to use clusters of junk in the soil layer, but I prefer the regrowing trees to strip-mining whole z-levels.
Or maybe bushes and plant gatering, but I think that would turn out silly an they would regrow too fast.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 20, 2014, 04:30:30 am
> I doubt people will use it. There is plenty of broken glass from various crates.
I doubt broken glass can be made into glass vials.

Anyway, the weapon raws have been updated along with the new reactions in reaction_other.txt. Most of the values are as suggested by Maklak, however the attack by ammunition has a 4:2 preparation/recovery time (need to properly orient the bullet to hit properly) while attacks made by hitting with the handle have a slightly longer preparation time.

The next thing in the list is the entity raws. Apart from the obvious values system, there are a couple new tags; [INDOOR_GARDENS] and [OUTDOOR_GARDENS]. Not too sure about the how the new sites work, do the hillocks appear based on the presence of [SETTLEMENT_BIOME]? Anyhow, the Steel Ranger usage of dwarven sites makes even more sense. Vaults and Dark Fortresses may be a bit of out of place though.

Back to the value system, the new values are listed in Putnam's post. However, the question here is whether we should follow vanilla and only have particular values present in each civ or just put in everything and try to come up with values. Personally, I prefer the former since its kinda hard to tell (for example) if raiders like/dislike commerce.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 20, 2014, 04:37:45 am
> I doubt broken glass can be made into glass vials.
I remember having some glass around from crates, but I forgot if vials are made from sand or block of glass.

>  its kinda hard to tell (for example) if raiders like/dislike commerce.
The default behaviour (and certainly for the crazed ones) would be to take what they want from whoever is too weak to defend it. But then in Fallouts, some of the more prosperous gangs were actually reasonable enough to profit from selling drugs and stuff rather than just raiding indiscriminetely.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 20, 2014, 09:40:26 am
From what I have been hearing about DF2014, ranged weaponry has been nerfed. So bullets may or may not kill people.

Anyways, it is starting to feel like we are the only two people in this thread, kinda like Fallout, a sad remainder living in the remains of a dead and dying world. Meh, below are the proposed values for each of the entities, if a value is not listed, it is skipped.

- Stable citizens
 > Positive: LAW, LOYALTY, FAMILY, FRIENDSHIP, ELOQUENCE, FAIRNESS, ARTWORK, COOPERATION, PERSEVERANCE, ROMANCE
 > Negative: POWER, SACRIFICE

Too tired to come up with the rest, but basically wastelanders will value friendship and peace-ish sort of things while devaluing artwork and decorum (what use are pretty things?), raiders/marauders will value cunning and power while devaluing law, decorum and tradition, slavers value martial prowess and cooperation while slave traders value commerce and eloquence, steel rangers value law and tradition while the unity values cooperation and devalues independence.

Also, I think raiders should get [ABUSE_BODIES].
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Teamwork on September 20, 2014, 10:55:03 am
Anyways, it is starting to feel like we are the only two people in this thread, kinda like Fallout, a sad remainder living in the remains of a dead and dying world.

Nooo, please keep going! I've been following this thread for a very long time now, and it made me sad to see my favorite mod dying from a lack of community, especially during that period in December through April, when only about one post was made every two months.

Ever since the update came out, I was really hoping to revitalize the mod, update it for 40.xx and maybe add some of my own things to it. Unfortunately though, I had to go to college, and knew I wouldn't have enough time to update all the raws for it. Regardless though, I was elated to find out that you had decided to do what I couldn't, and it made me very happy to see progress being done on the mod.
I doubt you noticed but I've been coming to this thread every day to see what new posts were made, and when you said that you felt like the only two people in this thread, I couldn't help but log in and type this.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 20, 2014, 10:59:27 am
I can agree with Teamwork. I'm glad to to see someone is still working on this and while I don't play the mod much anymore myself (largely due to various of DF projects and other games,) I have nosed around to keep up with what you guys have been doing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 20, 2014, 11:29:03 am
> Teamwork and Splint
Thanks, a big oopsies on my part, note to self: check page view figures before commenting on page views.
Since it is now confirmed there are more than two people in this thread, are there any suggestions from you? I will gladly accept them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 20, 2014, 12:23:38 pm
Nothing springs to mind on my end, not now anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on September 20, 2014, 12:26:53 pm
I exist. For the record. And I love this mod.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: the1337doofus on September 20, 2014, 01:29:00 pm
Since it seems like other people are making posts saying they're here...

I too, exist. And quite frankly, love every bit of this mod. I'd hate to see it die, it's, in my opinion, one of the best mods out there.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 20, 2014, 03:37:21 pm
> Vials
Oh, right. The glass from broken glass is green and the flasks for potions need to be clear and not every embark has sand. So yeah, under some circumstances the reactions to empty drug carnisters may come in handy.

> From what I have been hearing about DF2014, ranged weaponry has been nerfed. So bullets may or may not kill people.
Even before said DF 2014 nerf (which I'm unsure if I heard about), the firearms in this mod were pretty weak. This is my opinion and Lycaeon (and maybe Replica) said otherwise, but it was very rare for my ponies to do any serious harm even with pistols and rifles. Material emissions from robots and miniguns are also week. "Small calibre bullets" from basic turrets and ammo from bb guns can't do more than bruise a bird. Medium calibre material emissions from upgraded turrets and minigun battle saddles are weak, but the volume of fire kinda compensates for it. As for pistols, revolvers and AMRs, they can wound, but my victories were with melee weapons. Ranged were just support, even though I had quite a few of them.

You might want to look at something like ranged weapons in Underhive WH40k and upgrade weapons in this mod. I'd probably welcome the change.

Material emissions from miniguns can be made better by making their material's solid density higher.

> People.
Thanks for verbal support, but suggestions / patches / advice / comments on what you like and dont like, etc. would be more usefull. (I for one, dislike how broken the expeditions are and would like to see them removed. Although I might just as well simply not use them.)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 20, 2014, 03:59:50 pm
Really my only complaints have been with feral ghouls being overly numerous in places they shouldn't be all that common (I would expect to see them in evil and savage regions since those seem to be standing in for "spell impact ruins" and  "outskirts of ruins" respectively, but not jack-fuck nowhere,) and like others, with guns being weak. Last Stable I built saw little to no firearms use with a trio of machete-mares (one power armored thanks to a lucky drop from an MWT crate! :D) dealing with most threats pretty handily with just some robots for support usually.

I think I may have used a group of pistoliers and one of rifleponies as support, but on the whole aside from the AMR for armor piercing needs firearms didn't seem all that worth getting unless you happened to find some in loot or on the cheap from caravans. Of course I also didn't run into the Steel Rangers so take what I say about how useful guns in the mod are with a grain of salt.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on September 20, 2014, 05:14:26 pm
I will have to chime in with the "guns are weak" crowd.

I pointed out quite a while ago that hunting is an exercise in futility in this mod.  At the time, I said it was because the wild life was just that strong (and the ghouls are friggin' everywhere) and would more than likely murder your hunters in no time flat.  I even posted the way to have your hunters switch up their weaponry to make use of the piles of rifles and medium caliber bullets you can find through scavenging to give them a little more "umph" when hunting, but that it would still be less than worth it.

Part of this is that there is just not enough worthwhile things to hunt and, yes, that the wildlife is vicious.  Welcome to the Wasteland, baby.

Further experiments and thought has shown me that, indeed, the ranged weaponry is just weak.  I have, of course, been able to take off a Steel Ranger's head with a well aimed shot from an AMR.  That was with a fairly proficient pony, though.  And there were multiple times when the bullets just shrugged off.  If you do manage to kill something with bullets, it is more often due to bleeding out from the sheer amount of lead you've filled them with, than with the damage of the weaponry its self.

All my Stables either survive by simply locking themselves away (as any good Stable should!), or relying on the un-godly power of a squad of Legendary Unicorns and their whirling clouds of death, destruction and armor.  Little Pip had no reason to be ashamed of her levitation; none of my Unicorns learn anything other than the odd healing spell.  They don't need to.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on September 20, 2014, 05:19:52 pm
Yeah, using chainsaw ponies in power armour > ranged weapons. Also, I really like the mental image of chainsaw ponies in power armour, so bonus.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 20, 2014, 05:26:53 pm
Yeah, using chainsaw ponies in power armour > ranged weapons. Also, I really like the mental image of chainsaw ponies in power armour, so bonus.

I didn't need chainsaws. :P

Of course I didn't really get to late game either...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 20, 2014, 05:40:42 pm
> I even posted the way to have your hunters switch up their weaponry to make use of the piles of rifles and medium caliber bullets
Ah, if I remember it was to unassign bbs from hunters and assign them medium (or small) calibre bullets and they just pick the right weapons for it.

> it is more often due to bleeding out from the sheer amount of lead you've filled them with, than with the damage of the weaponry its self.
I've had at least one enemy take a hail of bullets with multiple hits, then still have the strength to crawl away bleeding and leaving a bloody path behind. That was concentrated fire from 2+ ranged ponies with rifles. Potshots just did a few wounds and bruises.

> none of my Unicorns learn anything other than the odd healing spell.  They don't need to.
I divided my Unicorn population more or less evenly among the schools of magic. It took a spreadsheet and lots of micro-management. Of course doctors got restoration and magical CMs got everything. Anyway, it was somewhat rewarding to see bind and the like being sometimes used in combat, but all the stronger enemies were immune and anything not immune died pretty quickly anyway with the kind of army I had by the time I had spell hologems.

But yeah, Unicron Shield wall FTW. Maybe having shields in the game is a bit much, but I hapily abuse that mechanic.

> Also, I really like the mental image of chainsaw ponies in power armour, so bonus.
I don't. There was that case of SRs using tools to cut through Littlepip's stable doors, but I dislike melee weapons in anything that has modern (or futuristic) firearms save maybe DUNE. I think ranged weapons should pretty much dominate the battlefield, if availiable.

As for chainsaws: IRL they look scary and can rend flesh and bone, but they get dulled easily against anything metal, like nails or tree spikes (to the point where tree spiking is an actual way to sabotage wood cutting). So a chainsaw would be pretty useless against anything like a car or someone in full metal armour. And they're damn unwieldy too. (One of my pet peeves with WH40k is why they don't make armour ouf of the same seemingly indestructible stuff they use for chainswors, so that they're at least immune to their own weapons, but I have a lot of pet peeves with WH40k)
But then FoE is a game and having rippers and chainsaws is OK, I'm just not enthusiastic about it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 21, 2014, 12:56:07 am
Wow, apparently there were more people than I realise.

Anyways, any comments on the values for [VALUES] for the different entities? Also, should raiders get [ABUSE_BODIES], making them put corpses on spikes etc?

Once this mod is updated to .40 with DFHack, I will see how weak firearms are and perhaps upgrade them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 21, 2014, 01:32:37 am
I will see how weak firearms are and perhaps upgrade them.

No perhaps. They need to be buffed to make it worth using them over rippers and crowbars.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 21, 2014, 01:43:27 am
> Also, should raiders get [ABUSE_BODIES], making them put corpses on spikes etc?
Unless you're modding in stuff for the adventure mode, I don't suppose it matters. But yeah, I think so. Especially the crazed ones.

Speaking of ranged weapons, I dislike how pathethic the bb guns are. The ammo is very cheap and they're OK for training and most Fallout games had them, but meh. Workshops can make air rifles that are better than this, but even so, it isn't easier than making actual firearms. In-crunch you can fix your own hunters, but caravan guards will still use bb guns and get murdered. So meh.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 21, 2014, 02:00:42 am
Since no one is commenting on the [VALUES] for entities, I will add them as I had listed previously.

> No perhaps. They need to be buffed to make it worth using them over rippers and crowbars.
Upgrade = buffed

Anyways, I will work on buffing firearms once this mod is in .40. The next two things in the list are the tough ones, creatures and trees.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on September 21, 2014, 02:07:54 am
It was the "perhaps" I took exception to, not upgrade.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 21, 2014, 03:33:28 am
> It was the "perhaps" I took exception to, not upgrade
Oh, the perhaps was because I had been meaning to do cybernetics after drugs.

Anyhows, entities have been updated. Time to move on to creatures. As far as I can tell, the new things about creatures is the replacement of [SPEED] with gaits and the addition of [LOW_LIGHT_VISION] and [ODOR]. If I remember correctly, there are also secretions, ie sweat and tears.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on September 21, 2014, 05:40:18 am
I too would like to voice my support for the work you are doing on this mod. I think you are doing a great job and I look at this tread daily to keep up on your work. This mod is what keeps me playing DF. I really do hope you will be able to port it over to DF 40.x but an upgraded 34.11 would work too.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 21, 2014, 05:48:10 am
Hehe thanks. What do you mean by an upgraded 0.34.11?

Anyways, forgot to ask this, but is there any feedback on the drugs add-on?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on September 21, 2014, 06:24:09 am
Hehe thanks. What do you mean by an upgraded 0.34.11?

Anyways, forgot to ask this, but is there any feedback on the drugs add-on?

When I said an upgraded 034.11 i meant a patch for the latest version of FO:E v0.30c that patches in the things you and Maklak have worked on for the last few weeks. So in another word it would be for you to make FO:E v0.31 or so. As Maklak said earlier the best would be to convert this mod for DF 40.x but I expect that would take a lot more work than updating the current version. That said, for this mod to survive it would require a move over to DF 40.x sooner or later.

As for the drugs add-on I haven't tried it yet, but if there is a patch I'll surely give it a go.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 21, 2014, 08:16:20 am
> Maklak have worked on for the last few weeks.
Specifiaclly Snail555 worked on it and I did what I do best: criticize.

> As for the drugs add-on I haven't tried it yet, but if there is a patch I'll surely give it a go.
Already posted by Snail555: http://www.bay12forums.com/smf/index.php?topic=118893.msg5672959#msg5672959 (http://www.bay12forums.com/smf/index.php?topic=118893.msg5672959#msg5672959)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 21, 2014, 10:28:09 am
> Specifiaclly Snail555 worked on it and I did what I do best: criticize.
Thanks, but your criticism is still a big help.

Depending on how you look at it, porting is almost halfway done. So far, to make the mod work in .40, only the raws for creatures and trees are left to be changed. Taking full advantage of the new features is a different matter.
That said, trees are gonna be a pretty large overhaul since they are now multi-tile monstrosities as opposed to single tile scrap heaps. The idea that is running now is to change scraps heaps to buildings, for example "gutted bunker". Any comments on this? If you can think of an another way to make use of multi-tile trees, posting it here is greatly appreciated. Also, if we go through on the buildings idea, what names should the buildings be?

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Treason on September 21, 2014, 11:05:13 am
> Specifiaclly Snail555 worked on it and I did what I do best: criticize.
Thanks, but your criticism is still a big help.

Depending on how you look at it, porting is almost halfway done. So far, to make the mod work in .40, only the raws for creatures and trees are left to be changed. Taking full advantage of the new features is a different matter.
That said, trees are gonna be a pretty large overhaul since they are now multi-tile monstrosities as opposed to single tile scrap heaps. The idea that is running now is to change scraps heaps to buildings, for example "gutted bunker". Any comments on this? If you can think of an another way to make use of multi-tile trees, posting it here is greatly appreciated. Also, if we go through on the buildings idea, what names should the buildings be?

"Gutted Bunker"
"Decaying Tower"
"Shattered chariot"
"Ruined Museum"
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 21, 2014, 11:42:50 am
Collapsed office, derelict house -> low quality.
Burned clinic
Old school
crashed skywagon
crashed vertibuck
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 22, 2014, 08:26:42 am
Did a tad bit of counting, there are 8 types of high quality salvage for evil areas, 6 types of medium quality salvage for savage areas, 7 types of high quality salvage for savage areas, 6 types each of low and medium salvage for normal areas and 1 soda vendor/destroyed terminal/disabled terminal for savage and evil regions.
In the caverns, there are 5 types of low quality salvage, 6 types of high quality salvage and 5 types of medium quality salvage, in addition to 1 type of soda vendor/destroyed terminal/disabled terminal.
Total = 52
That is a lot of names.

Also, I have a boatload of tests and homework this week, so please don't expect too much from me.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Teamwork on September 22, 2014, 02:06:04 pm
It seems strange to have entire buildings to, after they were removed, reappear a short while later. Though, I don't really know another substitute for for scrap gathering other than to have it (the scrap) be an ore found in shallow ground. If it were possible for a tree to be cut down and then not reappear, or just take a really long time, then I'd be fine with it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 23, 2014, 05:54:38 am
> It seems strange to have entire buildings to, after they were removed, reappear a short while later.
Hoofington. :)

> other than to have it (the scrap) be an ore found in shallow ground.
An alternative would be to have clusters of salvage found inside concrete, simulating buried buildings. Why not have both? A decreased frequency of salvage aboveground with clusters of salvage found underground for those whose surface is too dangerous to venture.
The only thing is that unless salvage is found in small clusters like aluminium or platinum, not every tile will produce a stone.

> or just take a really long time, then I'd be fine with it.
If I remember correctly, trees now take 3-5 years to grow.

Anyways, is it okay if the names of the types of salvage overlap, that is for example low quality salvage above and below ground have the same names? That would make stuff a whole lot easier.
As a side note, how are these names? abandoned relay station: disabled terminal logs; gutted relay station: destroyed terminal logs.
I have no idea what kind of building will drop soda. Soda dispensary?

EDIT: Tentative raws for new terminals/relay station:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on September 23, 2014, 10:51:12 pm
Don't the caverns fill the role of buried cities and buildings last I checked? As for clusters of salvage inside concrete, not all salvage tiles producing stone could be explained away as the minerponies accidentally breaking them by not exercising enough caution in excavating them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 24, 2014, 08:22:11 am
> Don't the caverns fill the role of buried cities and buildings last I checked?
They do, I was thinking salvage in soil layers represents more recently buried ruins.

> As for clusters of salvage inside concrete, not all salvage tiles producing stone could be explained away as the minerponies accidentally breaking them by not exercising enough caution in excavating them.
Nice explanation.

Anyways, underground salvage is just an idea. I will be sticking with converting aboveground "tree" salvage for the time being. And just asking, what happens if an above ground tree has no roots defined?

As a side note, terminals (relay stations) have been completed.

EDIT: Almost forgot to ask, has anyone played the add-on for drugs yet? I am looking forward to feedback.

EDIT EDIT: A new file has been uploaded for the drugs add-on, fixing some stuff I neglected to check for before uploading.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 24, 2014, 11:46:31 am
> Anyways, is it okay if the names of the types of salvage overlap,
> that is for example low quality salvage above and below ground have the same names?
Sure.

> I have no idea what kind of building will drop soda. Soda dispensary?
Convenient / groocery store. Derailed civilian wagon.

> Anyways, underground salvage is just an idea.
I think I prefer trees.

> And just asking, what happens if an above ground tree has no roots defined?
Unknown, but if this stuff is assumed to be partially buried, roots shouldn't be a proemel either way.

> Almost forgot to ask, has anyone played the add-on for drugs yet?
Sorry, but no.

> A new file has been uploaded for the drugs add-on,
> fixing some stuff I neglected to check for before uploading.
I think you should have posted a link.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 24, 2014, 12:20:59 pm
> Convenient / groocery store. Derailed civilian wagon.
Thanks.

> I think you should have posted a link.
Oops sorry, thought posting a link at the post where I posted the add-on will be enough. Here it is: http://dffd.wimbli.com/file.php?id=9780 (http://dffd.wimbli.com/file.php?id=9780)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 25, 2014, 09:51:53 am
A small update on progress.
So far, I have managed to complete the disabled terminals, destroyed terminals and soda vendors. These are now called abandoned relay stations, gutted relay stations and soda stores respectively. In addition, I am also halfway through low quality salvage, these three are now called scrap pile, collapsed office and derelict house.

Now, I am kinda in need of your help in coming up with names for the remaining salvage. So far, there are 3 remaining types of low-quality salvage, 6 types of medium-quality salvage, 8 types of high quality salvage. These are with overlap. I was thinking that maybe one type of high quality salvage could be called "Ministry building" or something?

Also, the drop rates for salvage at the salvage yard or the frequency of the salvage trees  have not been tweaked. Do you think it is necessary to do so? As compared to a similar area in .34, I think .40 would have fewer trees, since the multi-tile trees take up more space than the single tile ones, is that so?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 25, 2014, 11:29:22 am
> I was thinking that maybe one type of high quality salvage could be called "Ministry building" or something?
Or maybe an old / derelic bunker / cache

> Also, the drop rates for salvage at the salvage yard or the frequency of the salvage trees  have not been tweaked.
> Do you think it is necessary to do so?
Most liekly.

> As compared to a similar area in .34, I think .40 would have fewer trees, since the multi-tile trees take up
> more space than the single tile ones, is that so?
Fewer trees maybe, but they produce multiple logs and the overal amount of wood has increased.

> Now, it's just an idea, [...]
It is possible to have more kinds of salvage and tie them to various trees, but I imagine it would bloat the salvage yard reactions.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Teamwork on September 25, 2014, 11:43:23 am
Now, I am kinda in need of your help in coming up with names for the remaining salvage. So far, there are 3 remaining types of low-quality salvage, 6 types of medium-quality salvage, 8 types of high quality salvage. These are with overlap. I was thinking that maybe one type of high quality salvage could be called "Ministry building" or something?
Perhaps "Derelict Tank", or "Ministry of xxxx Transport Freight" for some of the high/medium quality scrap.

A small update on progress.
Also, the drop rates for salvage at the salvage yard or the frequency of the salvage trees  have not been tweaked. Do you think it is necessary to do so? As compared to a similar area in .34, I think .40 would have fewer trees, since the multi-tile trees take up more space than the single tile ones, is that so?
Yeah, the frequency for both should definitely be turned down a bit.

Now, it's just an idea, but is it possible to have salvage tree drop logs that were actually related to what they came from (e.x "abandoned relay station" being salvaged into "abandoned relay station parts" rather than a generic "high quality salvage")? With this it would be possible to have salvaging operations to consistently produce materials and crates that were directly related to what they came from. I would imagine that the jobs at the salvaging yard would have a similar function to how plant-processing jobs work where one job function (such as process plants) serves to spit out a variety of specific outputs that depend on the input work item.
Though I think that might end up with having normal tree logs being processed by the scrapyard and it would add a lot of typing to the raws.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on September 25, 2014, 02:14:01 pm
Now, it's just an idea, but is it possible to have salvage tree drop logs that were actually related to what they came from (e.x "abandoned relay station" being salvaged into "abandoned relay station parts" rather than a generic "high quality salvage")? With this it would be possible to have salvaging operations to consistently produce materials and crates that were directly related to what they came from. I would imagine that the jobs at the salvaging yard would have a similar function to how plant-processing jobs work where one job function (such as process plants) serves to spit out a variety of specific outputs that depend on the input work item.
Though I think that might end up with having normal tree logs being processed by the scrapyard and it would add a lot of typing to the raws.

Pretty sure the process plants reaction is hard coded and can't be duplicated, at least not without DFhack shenigans. If it CAN be done, then by all means do it. Best way IMO would be to split generic high quality salvage into different types for the different Ministries and a few other categories, while leaving low and medium quality salvage mostly generic. Or you could make the processing of salvage automatic[If it isn't already] and add a bajillian different types of salvage and reactions[Under the non-salvage processing ones in the salvage yard, of course]. Why complain about all the reactions the salvage yard has if you don't have to select them manually at all? Unless it causes lag when selected or something, in which case that might not be the best idea.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 25, 2014, 03:08:40 pm
> Pretty sure the process plants reaction is hard coded and can't be duplicated
Sigh. No. Look at the RAWs. All the false trees have things like [REACTION_CLASS:SALVAGE_MEDIUM], then the salvage yard has reactions that expect these classes, like so: [REAGENT:A:1:WOOD:NONE:NONE:NONE][REACTION_CLASS:SALVAGE_LOW]. It is easy to have more of them, but I'm unsure if that would be a good thing.

> Or you could make the processing of salvage automatic
There are some downsides to automatic reactions: wealth bloat, poniec carrying heavy stuff the long way before I set up a stockpile with wheelbarrows and link it, conflicts between salvage yards (an I did use more than one for other reactions than salvage. Lack of control over when and what you're salvaging (such as when embarking with 10 high quality salvage, but keeping it for a bit later)... all kinds of things, really.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 26, 2014, 01:25:01 am
> Or maybe an old / derelic bunker / cache
> Perhaps "Derelict Tank", or "Ministry of xxxx Transport Freight" for some of the high/medium quality scrap.
Thanks.

> Now, it's just an idea, [...]
I would like to stick to Lycaeon's system as much as possible.
But it can be done. Unless one is doing a big salvaging then processing operation, too many reactions should not be a problem as reactions with available reagents will appear on top of reactions without available reagents.

> It is easy to have more of them, but I'm unsure if that would be a good thing.
Agreed. I think Lycaeon had grouped salvage into three types for a reason.

EDIT: Since my imagination has been brutally murdered by exam revision, I would greatly appreciate it if you can help come up with 8 different names for high quality salvage and 6 different names for medium quality salvage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 29, 2014, 10:38:08 am
Quick update. Busy week is finally over, have finally completed medium quality salvage, moving on to high quality salvage tomorrow. I am still open to suggestions for names for salvage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on September 29, 2014, 01:32:14 pm
> I am still open to suggestions for names for salvage.
I guess you could check Deon's Wasteland mod for names of salvage. I think Lycaeon took the idea from him anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on September 30, 2014, 09:06:21 am
> I guess you could check Deon's Wasteland mod for names of salvage. I think Lycaeon took the idea from him anyway.
Oops sorry too late.

Anyway, salvage updating has been done along with the other trees. However, since the other trees are just copy/paste from the .40 raws, firs and alders have been removed, along with muscle tendrils, root trees and cave vines, since these are from Deon and not vanilla.

That done, time for the creature raws. As far as I know, updating the creature raws would require replacing the [SPEED] tag with gaits along with adding [SMELL_TRIGGER] and [LOW_LIGHT_VISION] values. The attack speeds for each creature attack would also need to be added. For sentient creatures, secretions like sweat and tears and the spit interaction would also have to be added along with [PERSONALITY] tags.
Did I miss anything? Also, what are your opinions?

Come to think of it, has DFHack been updated to .40 yet?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on September 30, 2014, 05:03:21 pm
Come to think of it, has DFHack been updated to .40 yet?

I very much doubt it, although a fair bit of progress has probably been made.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 01, 2014, 11:04:39 am
> I very much doubt it, although a fair bit of progress has probably been made.
Oh.

Started on creature raws today, birds have been completed. I am assuming only the gaits and [STANCE_CLIMBER] need to be added, please enlighten me if I am incorrect.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 04, 2014, 12:04:45 am
Around three quarters done with creature files, so totally not looking forward to the pony file.

Anyways, I was just wondering. Are power talismans too rare? They are used in like around 8 different buildings. I am not suggesting that their drop rate should be increased, just that is some immensely expensive reaction to produce one is feasible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 04, 2014, 12:25:05 am
Around three quarters done with creature files, so totally not looking forward to the pony file.

Anyways, I was just wondering. Are power talismans too rare? They are used in like around 8 different buildings. I am not suggesting that their drop rate should be increased, just that is some immensely expensive reaction to produce one is feasible.

Yes, they are. To the point that my nearly invincible Stable with legendary full power armour ponies and booming industries couldn't get one after processing hundreds of units of high quality salvage throughout ~5 years. Some way to either create one at great cost or have a ~25% chance to get one from a reaction that completely consumes ~20 high quality salvage would still keep them rare, but make it possible to get them.

^Above numbers may require tweaking.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 04, 2014, 02:22:08 am
>  Some way to either create one at great cost or have a ~25% chance to get one from a reaction that completely consumes ~20 high quality salvage would still keep them rare, but make it possible to get them.
I was thinking along the lines of a ~100 spark batteries, some A4 gems and a U4 gem.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 04, 2014, 02:32:02 am
> Power Talismans
I'm not even sure I got one of those, although I think I had MWT forge of something, so maybe. Yep, they're rare. Doesn't the talisman forge make them or something?

> I was thinking along the lines of a ~100 spark batteries, some A4 gems and a U4 gem.
Sounds expensive enough. I think I got to around 70 spare spark batteries, but I wasn't really trying.

I don't like it that the most likely way to get an U4 gem is to grind thousands of rocks. I never stop mining and still nearly run out of rock.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 04, 2014, 03:06:55 am
> I don't like it that the most likely way to get an U4 gem is to grind thousands of rocks. I never stop mining and still nearly run out of rock.
Or how about having them being reverse engineered at the MAS research facility, with a high chance of getting all four data hologems needed to produced the prismatic hologem, then having them forgeable at the Talisman Forge from some A4 gems. This way, you will need power talismans to make power talismans.

Oh yeah, and how were the rocket launchers in previous versions implemented and why were they removed?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 04, 2014, 06:04:21 am
Basically a fire breath attack (and under the name of incindiary rocket launcher.) never saw them in action myself though.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 04, 2014, 09:03:58 am
Do you want to know how big creature_pony.txt is? Notepad actually lagged when loading it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 04, 2014, 11:10:39 am
Oh yeah, and how were the rocket launchers in previous versions implemented and why were they removed?

Presumably they were removed because ponies equipped with them would burn down everything at the drop of a hat.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 04, 2014, 02:50:09 pm
I think I saw rocket launcher weapons in action in another mod, probably something by Deon or Putman. Yeah, all that crazy stuff like ammo that erupts in fire or an explosion of dust was almost as lethal to your own citizens as it was to enemies, so it didn't make it into this mod (well, except for the super sentinel, mines and "mined" sprite-bots). Although come to think of it, "balefire egg launchers" (dust + fire + irradiation) would make for a !fun! last chance weapon. "OMGZ, my fort is dying to Steel Rangers. I'll draft this mare, give her a launcher and I don't even care about losses at this point, just kill enough for them to leave".
Typical results of using such a WMD before "Godzilla threshold" was either liberal waste of ammo on roaming wildlife or killing your own melee squads that clustered around the enemy. Sometimes even hurting the pony using it, if the enemy was just 2 tiles away.
Anyway, in the mods that used(d) them, WMDs are typically meant for adventure mode where you control them manually which makes for a heck of a difference in friendly fire and ammo conservation.

> Do you want to know how big creature_pony.txt is? Notepad actually lagged when loading it.
I believe it was made with some version of Replica's pony caste script. I pity anyone who attempts to edit it manually. Oh and forget notepad. There's notepad++, notepad2, RJTextEd (that I used to write program for my master's degree), SciTe and many other better text editors. At the very least you want something that can search a file for a token and give you a list of all occurrences. You might also find regexp substitution useful.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 05, 2014, 02:53:21 am
> I pity anyone who attempts to edit it manually. Oh and forget notepad. There's notepad++, notepad2, RJTextEd (that I used to write program for my master's degree), SciTe and many other better text editors.
I just had to read this after spending my afternoon editing creature_pony.txt

Also, "[PREFSTRING:enticing hindquarters]", is this really a mainstay in every pony mod?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 05, 2014, 06:37:02 am
> "[PREFSTRING:enticing hindquarters]", is this really a mainstay in every pony mod?
Well, it is a funny joke.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 05, 2014, 09:35:32 am
Do you want to know how bad a modder I am? Look at this errorlog.

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 05, 2014, 05:56:38 pm
I think you are doing a great job. The errors are expected as there are some notable changes in DF 40.xx. especially related to speed and thoughts, and not surprisingly most of your errors come from there. Some suggestions; for the speed/gait part, try to copy it from the current DF 40.xx raws for ponies and tweak as needed. For the thoughts part try to copy from the current dwarfs and change to be more pony like such as more CHEERFULNESS, SYMPATHY and less ANGER(Griffons should have more than average anger though). Also less MODESTY would be nice so the ponies don't feel the need to wear a lot of clothes or get bad thoughts from it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 05, 2014, 06:33:19 pm
> What Destyvirago said.
Truth be told, that was the first errorlog I got. There are a lot of simple mistakes in there duplicated because copy/paste. I will post another one once I have sorted these out.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: TsiOriol on October 05, 2014, 09:38:54 pm
Looking forward to the next version I get to see snail.  I'm hooked on the version that is out now, so keep up the awesome work.   Dang my coming scheduled that will keep me from Dwarf fortress for a while! TT_TT
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 06, 2014, 12:04:24 am
> Looking forward to the next version I get to see snail.  I'm hooked on the version that is out now, so keep up the awesome work.
Hehe thanks.

> Dang my coming scheduled that will keep me from Dwarf fortress for a while! TT_TT
You won't be missing much, we still need to wait for DFHack to update.

Here's another errorlog after a morning of half-modding half-bio-revision. Gonna continue after lunch or postpone it, depends on a 2d20 roll.
Spoiler (click to show/hide)

Anyways, just recording down here a few things I plan to do after updating the raws. Cybernetics. Performance propagation via sprite-bot/pip-buck. Rifle turrets. Ranged weapon rebalancing. Rough glass recycling.
Reading past posts reveal Lycaeon talks a lot about the crop overhaul. Which incidentally is with drugs and cybernetics. If I remember  correctly, it involves baguette swords and other stuff. Any suggestions?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 06, 2014, 02:58:25 am
Last errorlog for today, just consists of obsolete personality tokens, don't feel like finding replacements.

Spoiler (click to show/hide)

Just started a .40 playtest, you have gotta be kidding me, the number of logs a tree produces.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 06, 2014, 12:10:15 pm
If you look at the DF wiki you can get some information about the personality traits there and what the values mean: http://dwarffortresswiki.org/index.php/DF2014:Personality_trait

Now that the Toady one is changing the personality system, this will probably change in the near future. However this will probably allow for better tuning of the personality of the Ponies.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 06, 2014, 12:45:27 pm
> Cybernetics.
Either wearable items (with dfhack) or workshop syndromes.

> Performance propagation via sprite-bot/pip-buck.
Not really my thing, but OK.

> Rifle turrets.
Heck yes. The turrets we have are a joke. The basic ones do pretty much nothing, the flamers are prone to friendly fire and burning things and miniguns are better used for battle saddles.

> Rough glass recycling.
Sure, we might as well use it for something.

> the number of logs a tree produces.
I think you can reduce trunk thickness to 1 and height to 3, giving 3 logs per tree. Other than that you might need to resort to reducing frequencies a lot. Finally, as a last resort, you might add another layer of indirection. Such as:
1) Low quality salvage -> has a chance to produce "battered chest" -> an automatic reaction to identify it produces the kind of chest we get from low quality salvage or nothing at all (the chest was damaged). But that could result in getting several chests from one.
2) Rare items don't have 1-5% drop chance. Instead you find a "locked box" that can have these items.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Hetairos on October 06, 2014, 03:24:39 pm
Also, "[PREFSTRING:enticing hindquarters]", is this really a mainstay in every pony mod?

I believe it's an easter egg dating all the way back to Nidokoenig's (?) first pony mod. Most, if not all of the later ones are based on it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 07, 2014, 03:36:35 am
> If you look at the DF wiki you can get some information about the personality traits there and what the values mean: http://dwarffortresswiki.org/index.php/DF2014:Personality_trait
Thanks, been referring to that, it's just that many old .34 personality traits do not have direct .40 replacements.

>> Cybernetics.
>Either wearable items (with dfhack) or workshop syndromes.
Most likely workshop syndromes.

> The turrets we have are a joke. The basic ones do pretty much nothing, 
If I remember correctly, that was because they only bruised and occasionally break bones. In .40, my test fort militia managed to buck a radscorpion to death ("its cex... explodes into gore!")
> the flamers are prone to friendly fire and burning things
I like to use them in a trap corridor to the caverns for ghouls
> and miniguns are better used for battle saddles.
Agreed.

>> the number of logs a tree produces.
>I think you can reduce trunk thickness to 1 and height to 3, giving 3 logs per tree.
Or I could just let us all be spoiled by the sheer amount of salvage we get.
Seriously though, once the personality system has been finished I will just post it irregardless of DFHack to just let you guys see and comment. Also, kinda sorry but due to a mistake in copying raws, I accidently used the raws with my drug add-on inside, hope you are okay with that.

Oh yeah, is there anything else for the crop revamp Lycaeon was planning other than simplifying the baking system?

Anyhow, gonna try and clear the errorlog before the end of today and start on re-balancing ranged weapons. Quit my test fort because I forgot to permit brew drinks reaction. Please let me know if you want me to post the updated raws.

UPDATE: Right now it's the end of the day, and I have yet to find replacements for these tags: ADVENTUROUSNESS,  MODESTY, COOPERATION, CAUTIONESS, EMOTIONALITY, SYMPATHY, STRAIGHTFORWARDNESS and INTELLECTUAL_CURIOSITY. Any help suggesting replacements is greatly appreciated.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 07, 2014, 01:41:29 pm
This is good news to hear that you are almost at the end of the error log. Would that mean that we would have a somewhat stable version for .40 that we can test on?  If we can get something running I could try to help to find bugs. No doubt there are things that will need to be tweaked for the .40 version.

You said you needed replacements for some tags. Maybe its my limited modding skills that are showing, but I am not sure I understand what you are asking for. If you use a standard .40 dwarf as a reference would you not see what tags are needed to make a workable pony? Are the tags you listed obsolete tags that only belong to the .34 version and can be cut from the .40 version? Just asking as my modding knowledge is limited.

I would also like to suggest that once you get a running version of F:Eq 0.40 going and that we bug squash the worst bugs, that you or Maklak should start a new tread called Fallout: Equestria 0.40. and post the mod there. Since Lycaeon is no longer with us and can update the thread with new information we need someone that cares about the mod that can maintain the thread with updated information. Information about the new drugs you have introduced should be with the other mod info at the front of the thread.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 07, 2014, 03:09:07 pm
> Would that mean that we would have a somewhat stable version for .40 that we can test on?
Something like that, but no dfhack means no itemsyndrome and without it buffs from power armours, autoinjectors and the like won't work.

> you [...] should start a new tread called Fallout: Equestria 0.40. and post the mod there.
I was going to suggest the same thing. Whoever controls the first post controls the mod and can post updates and manuals where people don't have to search for them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 08, 2014, 04:34:56 am
>> Would that mean that we would have a somewhat stable version for .40 that we can test on?
>Something like that, but no dfhack means no itemsyndrome and without it buffs from power armours, autoinjectors and the like won't work.
In addition to most end-game  industries, since if I remember correctly autoSyndrome is used to give the workshop worker the necessary interaction to do things.

>If we can get something running I could try to help to find bugs. No doubt there are things that will need to be tweaked for the .40 version.
I appreciate your support. After reading the above, do you still want the currently updated version without waiting for DFHack?

> Maybe its my limited modding skills that are showing, but I am not sure I understand what you are asking for.
Probably my bad phrasing skills, I meant that the [PERSONALITY] tag has some traits which are not directly replaced in .40, hence I am asking for help in selecting new traits that are roughly similar.
So far this is what I think:
 - INTELLECTUAL_CURIOSITY: ABSTRACT_INCLINED. Not an exact much, but descriptions in DF wiki seem similar
 - SYMPATHY: CRUELTY with reversed values. This is going to be painful, especially in creature_pony.txt
 - MODESTY: same as the above with IMMODESTY

> Are the tags you listed obsolete tags that only belong to the .34 version and can be cut from the .40 version?
Kind of, but I am really uncomfortable with removing tags unless there is a replacement for them, for example gaits replacing [SPEED] and [SWIM_SPEED].

>> you [...] should start a new tread called Fallout: Equestria 0.40. and post the mod there.
> I was going to suggest the same thing. Whoever controls the first post controls the mod and can post updates and manuals where people don't have to search for them.
I will, once DFHack is updated. Also, I am not too good with installing graphics packs/removing them, so I may need a tad bit of help there. I am assuming that you still play with the Phoebus graphics, please correct me if I am wrong to save my hair.
Come to think of it, can I only start a new thread once I finish Peace and Love as per this  (http://www.bay12forums.com/smf/index.php?topic=118893.msg4300684#msg4300684)?

> Since Lycaeon is no longer with us
No offence or anything, last time I checked he was last active on July 02 of this year, that was not so long ago.

Also, been reading through old posts, it seems that the crop revamp that Lycaeon had planned involved replacing most vanilla plants with ones from Fallout, better differentiating above-ground and underground crops, either remove dye plants or give them new uses and to simplify the baking system (add baguette swords as per Replica's request).

Any how, seeing as that I most probably failed a project today, I am in no mood for modding. Probably just gonna fool around in arena mode or something, see how bad firearms are.

UPDATE: Been playing around with gun ammunition values, realised that I forgot to ask how lethal do you think guns should be? Air rifles now tear muscle and occasionally fracture a bone, is this strong enough?

UPDATE UPDATE: Air rifles now fracture bone pretty easily on unarmoured targets, but only bruise anything with leather armor and above. I envision some sort of tier system for firearms, small caliber cannot injure combat armor and above while medium caliber cannot injure power armor and above. Large caliber can injure power armor and Unity shields.

UPDATE UPDATE UPDATE: Steel pellets do sometimes fracture through leather barding, but are deflected by security barding. This should be ok, steel is like the AP of ammunition anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 08, 2014, 10:39:52 am
Being able to kill something with pistols besides a painfully lucky shot is already a step in the right direction for the firearms.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 08, 2014, 12:20:41 pm
> Pony castes.
It is better if you ask pony mod authours (Sorcerer, Lycaeon and so on) for the caste script over editing the big file.

> New thread.
It is of course up to you if and when you want to start a new thread, but actually on realease of a .40 version that works, has dfhack, graphics and a few enchancements over the 0.34 version would be when it most makes sense.

> > Since Lycaeon is no longer with us
> No offence or anything, last time I checked he was last active on July 02 of this year, that was not so long ago.
Then I guess he is lurking, but unwilling or unable to continue. Too bad, he doesn't even give you pointers.

> involved replacing most vanilla plants with ones from Fallout
Deon is working on his wasteland mod (http://www.bay12forums.com/smf/index.php?topic=143002.0), so you might want to have a look. At least some ideas Lycaeon used came from previous version of the wateland mod. In any case, keeping tabs on other mods is probably a good idea. A lot of stuff in Pony Mods was developed elsewhere.

> Baking
I remember baking, but I forgot if it was in FoE or some old version of the (somewhat) show-accurate pony mod. In either case, I never got it to work.
> add baguette swords as per Replica's request
Wait, you want to add weapons made of bread? Why, that wouldn't even work at all? I though that was misspelled bayonet :/ 

> Air rifles now tear muscle and occasionally fracture a bone, is this strong enough?
Well, it is better than bruising the fat or doing nothing at all and somewhat on-par with old pistols, so good. I think air rifles should be at least somewhat viable for hunting radrats and the like, but far from deadly against ghouls and raiders (still able to wound as support if you have melee, though).

In addition to Deon's Wasteland, you might want to look at the stats for ranged weapons in these mods: Modern (http://www.bay12forums.com/smf/index.php?topic=133913.0), WH40k (http://www.bay12forums.com/smf/index.php?topic=120494.0) (although these are probably overpowered).

You might also want to modify INORGANIC:SMALL_CALIBER and INORGANIC:MEDIUM_CALIBER in inorganic_misc.txt, speciffically increase SOLID_DENSITY because the other stats are already on par with steel. Come to think of it, MEDIUM_CALIBER is already heavier then even lead, but small calibre could use a stronger punch. Thoose are used by material emissions from basic turrets (SMALL_CALIBER) and minigun turrets, battle saddles and steel rangers (MEDIUM_CALIBER).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 08, 2014, 01:53:15 pm
>> Would that mean that we would have a somewhat stable version for .40 that we can test on?
>Something like that, but no dfhack means no itemsyndrome and without it buffs from power armours, autoinjectors and the like won't work.
In addition to most end-game  industries, since if I remember correctly autoSyndrome is used to give the workshop worker the necessary interaction to do things.

>If we can get something running I could try to help to find bugs. No doubt there are things that will need to be tweaked for the .40 version.
I appreciate your support. After reading the above, do you still want the currently updated version without waiting for DFHack?

I can give it a shot   :)

> Maybe its my limited modding skills that are showing, but I am not sure I understand what you are asking for.
Probably my bad phrasing skills, I meant that the [PERSONALITY] tag has some traits which are not directly replaced in .40, hence I am asking for help in selecting new traits that are roughly similar.
So far this is what I think:
 - INTELLECTUAL_CURIOSITY: ABSTRACT_INCLINED. Not an exact much, but descriptions in DF wiki seem similar
 - SYMPATHY: CRUELTY with reversed values. This is going to be painful, especially in creature_pony.txt
 - MODESTY: same as the above with IMMODESTY

> Are the tags you listed obsolete tags that only belong to the .34 version and can be cut from the .40 version?
Kind of, but I am really uncomfortable with removing tags unless there is a replacement for them, for example gaits replacing [SPEED] and [SWIM_SPEED].

>> you [...] should start a new tread called Fallout: Equestria 0.40. and post the mod there.
> I was going to suggest the same thing. Whoever controls the first post controls the mod and can post updates and manuals where people don't have to search for them.
I will, once DFHack is updated. Also, I am not too good with installing graphics packs/removing them, so I may need a tad bit of help there. I am assuming that you still play with the Phoebus graphics, please correct me if I am wrong to save my hair.
Come to think of it, can I only start a new thread once I finish Peace and Love as per this  (http://www.bay12forums.com/smf/index.php?topic=118893.msg4300684#msg4300684)?

That would work. Once DFHack is updated there would have to be a bit of bug testing to make sure everything works.

> Since Lycaeon is no longer with us
No offence or anything, last time I checked he was last active on July 02 of this year, that was not so long ago.

True, but his last post was basically him saying "Good luck" to those that wanted to continue the mod. Until he posts here saying that he wants to continue the mod himself we must assume that we have to carry on without him. 

Also, been reading through old posts, it seems that the crop revamp that Lycaeon had planned involved replacing most vanilla plants with ones from Fallout, better differentiating above-ground and underground crops, either remove dye plants or give them new uses and to simplify the baking system (add baguette swords as per Replica's request).

Any how, seeing as that I most probably failed a project today, I am in no mood for modding. Probably just gonna fool around in arena mode or something, see how bad firearms are.

UPDATE: Been playing around with gun ammunition values, realised that I forgot to ask how lethal do you think guns should be? Air rifles now tear muscle and occasionally fracture a bone, is this strong enough?

UPDATE UPDATE: Air rifles now fracture bone pretty easily on unarmoured targets, but only bruise anything with leather armor and above. I envision some sort of tier system for firearms, small caliber cannot injure combat armor and above while medium caliber cannot injure power armor and above. Large caliber can injure power armor and Unity shields.

UPDATE UPDATE UPDATE: Steel pellets do sometimes fracture through leather barding, but are deflected by security barding. This should be ok, steel is like the AP of ammunition anyway.

About guns and their power. Airguns can be made somewhat deadly and there is good historical grounds for doing so. Back in the 17th century some army units actually used airguns for warfare. The power was roughly like a modern day 9mm so it was deadly to be shot by them. Most recreational airguns of today are actually made to have very limited power in order to make them more safe. However it is possible to get airguns that can take down large game. I would imagine in a post apocalyptic scenario it would make sense to remove any limit to the power of the airguns as they would make a very decent hunting and defense tool that are very cheap to shoot.

What you said about the tier system for firearms makes sense to me, and if that could make weapons a bit more deadly than today that would be a great. For the moment small caliber and air guns just enrages the enemy without having enough stopping power to do anything before the shooter runs out of ammo. I feel that against normal unarmored targets they should actually be deadly. Ideally they should be able to deal with ghouls.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 08, 2014, 01:58:01 pm
To be fair, Lycaeon put BB guns in as a joke because many Fallout games had them as a joke. But the frustration of having useless weapons on start is a bit much and I think they should be buffed to be almost on par with what we have for pistols. Just make the ammo bronze or lead or copper or anything less effective than steel.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 09, 2014, 04:37:08 am
> It is better if you ask pony mod authours (Sorcerer, Lycaeon and so on) for the caste script over editing the big file
The last post there is over a month ago...
And nothing beats find and replace :)

> It is of course up to you if and when you want to start a new thread, but actually on realease of a .40 version that works, has dfhack, graphics and a few enchancements over the 0.34 version would be when it most makes sense.
Personally I would rather start a new thread when an arc is complete.
>  graphics
So people still use those. Well, no time to learn like the present.

> Too bad, he doesn't even give you pointers.
To be fair, July was over a month before I started modding this.

> I remember baking, but I forgot if it was in FoE or some old version of the (somewhat) show-accurate pony mod. In either case, I never got it to work.
Baking was borrowed from the original pony mod.
> Wait, you want to add weapons made of bread? Why, that wouldn't even work at all? I though that was misspelled bayonet :/ 
Well, Replica did ask for it. And look at the season 4 finale.

> but far from deadly against ghouls and raiders
Pellets break ghoul bones, but since they have [NO_PAIN], it does not really matter much. Anything except for steel pellets just bruise the skin under the leather barding raiders wear.

> Thoose are used by material emissions from basic turrets (SMALL_CALIBER) and minigun turrets, battle saddles and steel rangers (MEDIUM_CALIBER).
I kind of have a problem, security turrets refuse to shoot things in Arena Mode.

> I can give it a shot   :)
Ok, uploading the file once personality traits are sorted out.

Anyway, been reading through old posts, apparently sprite bot/pipbuck performance propagation was originally Maklak's idea, so remind me to credit him for that.

Forgot to post the testing criteria for the guns. Each gun is tested on an earth pony wearing the appropriate armor by a legendary unicorn of the appropriate skill with bronze ammunition first, then steel. This tries to simulate what ammunition most forts will use.

Also, I have no idea what Lycaeon means by usage of drugs on prisoners. Any ideas? Also, what is your stand on the presence of vanilla plants in the mod?

UPDATE: The personality traits Adventurousness, Cooperation and Straightforwardness have been commented out due to lack of replacement options.
The updated version has been uploaded pre-installed here (http://dffd.wimbli.com/file.php?id=9885). The increased-power firearms are also included.
Small caliber weapons now penetrate up to security barding and medium caliber weapon now penetrate up to combat armor. I presume large caliber weapons are fine in the penetration front?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 09, 2014, 11:29:46 am
Very nice. I'll give it a try now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 09, 2014, 12:53:58 pm
> And nothing beats find and replace
Basically you'd be doing that on a mych smaller file, then run a perl script. But whatever works for you.

> >  graphics
> So people still use those. Well, no time to learn like the present.
To me Lazy Newb Pack and Phobeus Tileset were how I started playing the game in the first place. I fired up ascii half a year before, went "wtf is all this?" and quit. Now I can stomach the default graphics, but strongly prefer tilesets.

> Well, Replica did ask for it. And look at the season 4 finale.
You mean "Twilight's Kingdom"? I don't recall any bread weapons, much less effective ones, but then this fandom tends to obsess over little details visible in some episode for like 10 seconds. I remember when people proposed to have eypatches as decorative items after "It's about time". Oh well, I can just not use the parts I don't like, skip baking entirely and relay on old good 4 ingredient meals. 

> Pellets break ghoul bones, but since they have [NO_PAIN], it does not really matter much.
I think it is still fine as help to melee squads. Even some more bleeding and damage adds up. I also think that creatures have a limited number of dodges and blocks, so a bullet now and then may create an opening for a metchette.

> I kind of have a problem, security turrets refuse to shoot things in Arena Mode.
It would seem that creature sometimes don't use the interactions they have. A special issue with turrets may be that their strong attacks may target only strong creatures (ones with ENEMY), but I don't remember. Checking... yep, looks like it, at least for miniguns: [IT_AFFECTED_CLASS:ENEMY]

> sprite bot/pipbuck performance propagation was originally Maklak's idea
Huh? That must have been a long while ago, before I actually started reading RAWs and had wilder ideas.

> Each gun is tested on an earth pony wearing the appropriate armor by a legendary unicorn of the appropriate skill with bronze ammunition first, then steel. 
Hehe, safety first (that was a joke).
> This tries to simulate what ammunition most forts will use.
Heh, yeah, at least my forts. I tend to embark with some bronze ore and scrap is a bronze ore on top of that.

> Also, I have no idea what Lycaeon means by usage of drugs on prisoners. Any ideas?
I don't know. Some permament caste-changing effects from workshop reactions?

> Also, what is your stand on the presence of vanilla plants in the mod?
Cut most of them out. We're playing wasteland, not temperate forest with meadow.

> Small caliber weapons now penetrate up to security barding and medium caliber weapon now penetrate up to combat armor.
Ideally steel bullets should penetrate bronze armour and bronze bullets be stopped by steel armour.

> I presume large caliber weapons are fine in the penetration front?
I had little opportunity to test them (I got few snipers and tarinig them with hunting rifles was slow, then there was the problem of having AMR and making expensive ammo). I think if you're buffing all ranged weapons, large calibre should get a boost too.

I forgot, but I think I looked at some calculations and decided that the ammo in this mod is so slow that the only thing that effectively matters for it's kinetic energy is SHOOT_MAXVEL and not SHOOT_FORCE. I think shoot force and ammo weight are taken into consideration when calculating projectile velocity, but it is capped at SHOOT_MAXVEL. DF crossbows have ammo sizes at over 100 cubic centimetres and bullets are 7 or less. But it was some time ago and I may be wrong.

Hm, by looking at the RAWs it would seem that combat rifles are slightly more powerful than hunting rifles and it should be the other way around. Same with pistols and revolvers.

Little Macintosh should have ATTACK_PREPARE_AND_RECOVER:3:2, like the rest of revolvers and pistols.

SHOOT_MAXVEL for high calibre rifles and spitfire's thunder is now so close to combat rifles that the biggest difference is ammo size.

I haven't looked at more RAWs.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 10, 2014, 07:46:31 am
> Very nice. I'll give it a try now.
Have fun. :)

>> And nothing beats find and replace
> Basically you'd be doing that on a mych smaller file, then run a perl script. But whatever works for you.
"That was a joke...HAHA...Fat chance." (Another joke)

> You mean "Twilight's Kingdom"?
That stained glass window Discord was messing with. To be fair, it was intended to be a joke.

> To me Lazy Newb Pack and Phobeus Tileset were how I started playing the game in the first place. I fired up ascii half a year before, went "wtf is all this?" and quit. Now I can stomach the default graphics, but strongly prefer tilesets.
Ok, uploading the Phoebus version later tonight.

> Huh? That must have been a long while ago, before I actually started reading RAWs and had wilder ideas.
It's still your idea.

> I don't know. Some permament caste-changing effects from workshop reactions?
I meant, what effects could drugs have on prisoners? I was thinking about a mixture of Buck and Dash increasing their endurance and maybe taking away [FLEEQUICK]. Asking around my classmates also gave drugs as sedatives and execution.

> Cut most of them out. We're playing wasteland, not temperate forest with meadow.
Ok, I presume this is for above-ground plants. How about subterranean?
Right now for vanilla plants the only things of note are rope reed, whip vine and longland grass, which give cloth and flour respectively. The rest are just edible raw brewable generic plants, except for rat weed, which is not edible raw.
Checking Deon's Wasteland mod reveals some plants Lycaeon has already added in. Apart from that, there are agave bushes, which only yield tequila, hemp and cotton plants which yield thread and millable rock nut like seeds, corn and wheat which give grain, potatoes and other food-only crops and some strange plants which I assume are for drinks.
Of these, if we are following his mod, I would prefer to just have one of each class (Fiber, Processable, Normal and Special-Product) to keep things simple. If possible, I would like to merge several of the crops together, for example tubers in the current mod being merged with yams and such.

> Ideally steel bullets should penetrate bronze armour and bronze bullets be stopped by steel armour.
You have no idea how much time I have spent trying to make this work, but I think I'm close.

> I think if you're buffing all ranged weapons, large calibre should get a boost too.
> SHOOT_MAXVEL for high calibre rifles and spitfire's thunder is now so close to combat rifles that the biggest difference is ammo size.
Okay, after medium-caliber weapons.

> Hm, by looking at the RAWs it would seem that combat rifles are slightly more powerful than hunting rifles and it should be the other way around. Same with pistols and revolvers.
Okay, will be switching things.

> Little Macintosh should have ATTACK_PREPARE_AND_RECOVER:3:2, like the rest of revolvers and pistols.
Changed.

> I haven't looked at more RAWs.
Take your time.

Also, just asking, what are your opinions now on mainframes? Been reading old posts, mainframes that reprogram Stable-Tec matrices into Ministry matrices sound like a good part of a Stable-Tec arc I plan to do after Peace and Love and before Everfree (refer to Lycaeon's development list).

Should shale be refinable into flamer fuel (not a 1:1 ratio)?

UPDATE: Phoebus graphics set version (http://dffd.wimbli.com/file.php?id=9891)
Getting combat rifles to kill things but not kill things in steel combat armour is proving to be extremely irritating.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 10, 2014, 12:01:25 pm
If it's too much of a headache, tone them down slightly, beef up the larger caliber weapons, and just chalk it up to a case of "Hit it enough times and it'll break." After all, an assault rifle in Fallout might not be the best choice to fight a pissed off Paladin or Enclave soldier, but it'll get the job done.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 10, 2014, 05:18:03 pm
> That stained glass window Discord was messing with. To be fair, it was intended to be a joke.
Heh, this is what I was talking about. Some joke visible for a few seconds in the background of one episode and people notice it and talk about it and I don't get it.

> Ok, uploading the Phoebus version later tonight.
It actually took me a while to figure out why you had a problem here, but it is quite obvious. You're not upgrading the old version with new RAWs, but actually have to upgrade a 0.40 df version. Well, remember that in addition to Phobeus, FoE had a few customs sprites made by Deon (and Lycaeon?) for robots, monsters and so on, so you probably want to include that too.

> I meant, what effects could drugs have on prisoners?
Presumably up to and including caste transformations, like Pinkamena robot currently does.

> Plants
Here is my table with plants from previous version: http://www.bay12forums.com/smf/index.php?topic=118893.msg4117958;topicseen#msg4117958

> Apart from that, there are agave bushes, which only yield tequila
In FoE mod agave or some other cacti gives a decent drink (value 3) and can be used at a screw press to produce buckets of water for the hospital.
> Of these, if we are following his mod, I would prefer to just have one of each class
Yep, keep it relatively simple. DF 0.40 has too many plants, just as 31.25 (?) had too many animals. When you add poppy, mushrooms and other plants for drug production it will still be more plants than it makes sense to grow in one fort (well, maybe Replica can pull it off, but I can't).

> You have no idea how much time I have spent trying to make this work, but I think I'm close.
Close is probably good enough. If anything, stay on this side of "weak". Just remember to buff the turrets as well. I've seen a graph of what it takes to pierce a material in some old thread and it looked like a cliff. Either the majority of attacks were barely weakened by armour or majority of them were deflected, with little room in-between.

> Also, just asking, what are your opinions now on mainframes?
Sadly no maneframes that you can link up to terminals are even possible. For making things out of gems there is the talisman forge. I'd have to see proposals of what maneframes could do to have an opinion, so my preliminary opinion is "meh".

> Should shale be refinable into flamer fuel (not a 1:1 ratio)?
Maybe, but I wouldn't really bother. What little flamer fuel I need, I can make out of alcohol. But then I think there is a reaction to make coke out of flamer fuel, so maybe it makes sense to have another source, although we already have a lot of wood to make charcoal. So I don't know.

> After all, an assault rifle in Fallout might not be the best choice to fight a pissed off Paladin or Enclave soldier, but it'll get the job done.
Versus 12 Damage Threshold and 40% damage resistance, 8-16 damage is inadequate, but a dozen or more just might get the job done with lots of critical hits.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 10, 2014, 05:25:50 pm
Maybe I should've said "Get the job done - eventually. And after pissing through a good bit of your spare mags." :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 11, 2014, 02:26:30 am
> After all, an assault rifle in Fallout might not be the best choice to fight a pissed off Paladin or Enclave soldier, but it'll get the job done.
Only steel combat rifle bullets pierce power armor, that is certain. The trouble is getting bronze bullets to not kill people in steel combat armor while still killing people otherwise.

> Heh, this is what I was talking about. Some joke visible for a few seconds in the background of one episode and people notice it and talk about it and I don't get it.
To be honest, Replica asked for it way before that episode aired and Lycaeon agreed, so might just as well...

> You're not upgrading the old version with new RAWs, but actually have to upgrade a 0.40 df version.
I do not understand that, what I did was to edit the raws so they can be stuffed into .40 without error, then overwrite the entire raws folder of a vanilla .40 installation with those raws. After that, I copied the world gen settings over and added the poles and divine material option. As for the Phoebus graphics, I downloaded the original and overwrote the graphics section of a copy of the ASCII version.

> Here is my table with plants from previous version: http://www.bay12forums.com/smf/index.php?topic=118893.msg4117958;topicseen#msg4117958
Thanks. You may need to redo it once this revamp is done, though.
> In FoE mod agave or some other cacti gives a decent drink (value 3) and can be used at a screw press to produce buckets of water for the hospital.
Barrel cacti, it was borrowed from Deon's old Fallout mod.
> Yep, keep it relatively simple. DF 0.40 has too many plants, just as 31.25 (?) had too many animals.
On the topic of animals, did Lycaeon fix the falcons and other animals not having children? I forgot to check.
> When you add poppy, mushrooms and other plants for drug production it will still be more plants than it makes sense to grow in one fort (well, maybe Replica can pull it off, but I can't).
So far, I have only added four farmable plants, poppies, tubers and the two mushrooms. I can merge tubers with the yams in Deon's Wasteland mod and according to Wikipedia poppies also produce oil and latex. As for mushrooms, I would rather leave them as-is or herbalism only, just like contaminated rations.
I plan on removing the dye plants or saving one to produce ink for printing and replacing whip vine and longland grass with wheat and a generic 'flour' with flour from cave wheat being called 'Stable flour'. Normal flour is, of course, higher value than Stable flour. Rope reeds are going to be replaced by cotton. As for alcohol, potatoes, which are only edible cooked, can be brewed into vodka (5) and grapes, which are very low yield, can be brewed into wine, which is a high value alcohol (10). Barrel cacti and tumbleweed remain as-is while yam and corn are going to be the edible raw food crops, with yam serving a role in drug production and corn being brewable into low value beer (3). Valley herbs are going to be removed, they just do not fit in.
As for subterranean crops, synth-reeds are going to remain as-is. I am tempted to give them slightly high yields/shorter growth durations since Stable-tec will logically design them to survive in an irradiated environment. I am strongly tempted to leave cave wheat and remove their brewability in since Stable-dwellers will want some variation in their diet. Dimple cups are to be removed. There is a strong case for removing quarry bushes and hence the prepared meals exploit since the oil they produce is now substituted by two above-ground crops. Sweet pods I think should be moved above-ground as sugar cane to give an incentive to Stables to expand overground inside of turtling in a hole in the ground. As for the three root plants (celery, carrot and radish), I think they should be left as-is with a reduced yield and value or be moved above-ground or be changed to being vegetable-can only.

> Sadly no maneframes that you can link up to terminals are even possible. For making things out of gems there is the talisman forge. I'd have to see proposals of what maneframes could do to have an opinion, so my preliminary opinion is "meh".
The linking thing was part of the ideas around fifty pages back. Anyway, since Stable-tec is said to be the maker of terminals (check the FoE wiki), what do you think of a building, requiring a rare "Stable-tec maneframe core", that copies the programming of the Ministry and RobronCo processing matrices onto a Stable-tec processing matrix?

> Maybe, but I wouldn't really bother. What little flamer fuel I need, I can make out of alcohol.
I suggested it because I embarked in an area with a whole lot of shale and it was slightly irritating that I could not make use of it. Do you think 2 shale boulders to a canister of flamer fuel an okay ratio?

Just asking, is  this (http://www.bay12forums.com/smf/index.php?topic=139553.0) DFHack for DF2014?

UPDATE: I give up on combat rifles.
Reading through old posts, I also realised tahujdt was working on a construction and MoI arc around ten pages ago. It would really be nice if you could upload it if it is completed. This is still a community mod, only Lycaeon can hold true dominion over it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 11, 2014, 04:33:59 pm
> plants
Maybe change "tuber" to "bloated tuber" to give it more of a mutated feel.
I'm not sure if beer (3) means value 3 or 3 beers per plant. In any case, I wouldn't go above drink value 5 (as per sunshine). I'm not even sure if value of drinks translate to better thoughts because someone wrote somewhere that it seemed random and sounded convincing.
I dislike dimple cups and other dye only plants. They are picked by my herbalists and usually end up clogging my plant stockpiles forever.
I'd drop all the root plants (celery, carror, radis) in favour of bloated tubers and making them vegetable-can only.
Basically as long as I can make everything (food, drink, cloth, oil) and don't have like 40+ plants (not counting trees and salvage), I'm fine.

> what do you think of a building, requiring a rare "Stable-tec maneframe core",
> that copies the programming of the Ministry and RobronCo processing matrices onto a Stable-tec processing matrix?
So we'd basically be trading processing matrices used for terminals for processing matrices for robots. Well, easier then forging, and it is some use for stable-tec processing matrices when there are enough terminals to go around. Then maybe it would be too easy as compared to forging. I'm rather out of touch now, but I guess having this option would be good, except maneframe should perhaps be a pretty end-game building, requiring power talisman and several terminals.
Another option is making our own pipbucks. With all the drugs, pipbucks aren't that good anymore and in Project Horizons one character says that he is working on pip-buck production, but needs more funds. Anyway, compared to robot processing matrices, how hard can they be?

> Do you think 2 shale boulders to a canister of flamer fuel an okay ratio?
I guess so. That's 8 dug up tiles and 2 stones I wouldn't have available for rock crushing, concrete, mechanisms, furniture and all the things I end up using it for.

> Just asking, is this (http://www.bay12forums.com/smf/index.php?topic=139553.0) DFHack for DF2014?
It certainly looks like it.

> This is still a community mod, only Lycaeon can hold true dominion over it.
IIRC Lycaeon said that if anyone wants to take over, he is fine with that and some projects (like Dwarf Therapist) changed their maintainer several times. So these things just happen.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 01:53:19 am
> Maybe change "tuber" to "bloated tuber" to give it more of a mutated feel.
Okay, thanks for the idea.

> I'm not sure if beer (3) means value 3 or 3 beers per plant.
Value 3.
> In any case, I wouldn't go above drink value 5 (as per sunshine).
If I remember correctly, sunshine is value 10. While we are it, grapes are also going to get the [GOOD] tag, they can only be found in the unirradiated parts of the wasteland.
> I'm not even sure if value of drinks translate to better thoughts because someone wrote somewhere that it seemed random and sounded convincing.
In-fluff it also makes sense, wine is rare and valuable. Whiskey is well, whiskey.

> They are picked by my herbalists and usually end up clogging my plant stockpiles forever.
The alternative to dye as ink is mineral ink, but let's discuss that when we actually get around to doing printing. Right now, dye plants will be removed.

> So we'd basically be trading processing matrices used for terminals for processing matrices for robots.
Actually, they are all for terminals, robots do not get involved in this.
> Another option is making our own pipbucks. With all the drugs, pipbucks aren't that good anymore and in Project Horizons one character says that he is working on pip-buck production, but needs more funds. Anyway, compared to robot processing matrices, how hard can they be?
Pipbucks could be a good addition to a Stable-tec arc, probably after some reverse engineering. Personally, I rather have it involve more steps than other reverse engineering, pipbucks are supposed to be complex.
Another problem is that there isn't a thematically-fitting building to put pipbuck production in. If I do a Stable-tec arc, I was thinking about adding a Stable-tec Industrial Complex building along with some other smaller stuff. This could require a power talisman and steel furniture manufacturing could be also moved here from the MWT Prismatic forge. Pipbuck production could be placed here. Plasteel furniture never fit anyway, if I remember correctly, the stuff was valuable even before the Last Day, no one was going to make furniture out of it.

> It certainly looks like it.
Installing to try out.

Ok, so here is the list of crops that are going to be added (values in brackets is the material value):
(Above-ground)
 - Barrel cactus (3), brewable into wasteland water (1), extractable into barrel cactus jam (15), edible raw and cooked [Already inside the mod]
 - Bloated Tuber (1), brewable into beer (3), used in Buck production, edible cooked
 - Poppy (2), not brewable, used in MED-X production, seeds are like rock nuts, not edible
 - Cotton (2), not brewable, produces thread (2), seeds are like rock nuts, not edible
 - Wheat (2), brewable into whiskey (5), millable into flour (20), not edible
 - Corn (2), brewable into moonshine, millable into floor, edible raw and cooked
 - Grapes (4), brewable into wine (10), edible raw and cooked, good biomes only
Cotton and corn are to be borrowed from Deon's Wasteland mod if he gives permission.
[I may add prickle berries to good biomes as part of the Everfree arc]
 - Tumbleweed, as-is, not available on embark, herbalism only
 - Contaminated rations, not brewable, used in Dash production, not edible or cooked, herbalism only
(Subterranean)
 - Synth-reed (2), brewable into synth-cola (2), processable into thread (2), pressible into oil (5), not edible
 - Cave wheat (2), brewable into Stable beer (2), millable into Stable flour (10), not edible
 - Sweet pod (2), brewable into Stable swill (1), millable into sugar (5), candy (10), syrup (5), edible raw and cooked
 - Carrot, celery and radish, as-is, not farmable, only found in vegetable cans
 - Spotted and glowing mushrooms, used in Rage production, not edible, herbalism-only
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 12, 2014, 03:38:46 am
> If I remember correctly, sunshine is value 10.
I just checked and sunshine is value 5. I still say that should be the highest value for a normal drink (sparkle cola rad and other drinks with a syndrome can go higher) and beer should be value 2.

> While we are it, grapes are also going to get the [GOOD] tag
Yep, I think it is a good idea to differentiate plants a bit, so they're not available in all biomes. Whip vines were savage and sunberries good in vanilla. Maybe some plants should only grow in savage or evil biomes?

> Dye-only plants
My problem is not that I can make dye out of plants. It is that I have to, because some plants are not edible, not cookable and not brewable. Another somewhat irritating thing is that they come in stacks of 1-3 which translates to 1-3 dye (or flour) and I can buy these things in sacks of 10.

> steel furniture manufacturing
I don't use it because stone is cheaper (while less climatic) and I need all the steel I can get for arms and armour. In any case, I think MWT forge fits the bill more than Stable-tec. But then any forge that can make steel sheets, hinges and screws could produce steel furniture, it isn't that hard compared to weapons and armour.

> plasteel furniture removal
Sure, It was rare and best saved for Scorpion Power Armour.

> Bloated Tuber (1), brewable into beer (3), used in Buck production, edible cooked
If I remember correctly, plants used for drugs would only grow once a year, so maybe increase value to 2 and beer (2). And I think beer is made out of grain, not tubers IRL. And we already have Stable beer. Consider changing the drink to Rot Gut (http://fallout.wikia.com/wiki/Rot_gut)

Hm, there may be too few plants now, not sure.

I'd increast the value of cotton to 3 over synth-reed. This plant needs to have something going for it.

Looks like corn (maize (http://fallout.wikia.com/wiki/Maize)?) is going to be the staple of aboveground crops.

> Sweet pod (2), brewable into Stable swill (1)
The drink value seemls low, especially with it being so sweet and ponies generally liking candy and other sweets.
Come to think of it, if you're doing baking, there should be candy.

> Spotted and glowing mushrooms, used in Rage production, not edible, herbalism-only
Found this: http://fallout.wikia.com/wiki/Cave_fungus

Some fruit for when Toady finishes making that stuff work: http://fallout.wikia.com/wiki/Fruit Apples and mutfruits will make the most sense to add in.

Some notes from my own experience in gardening (but I have normal (rather heavy) soil, not wasteland:
Fruit trees - easy to grow, but require seasonal cutting and are hard to produce by seeds or combining branches from different races. The harvest is short, but the yield is high. Can be preserved in jars or jam. Need lots of space.
Berries - easy to grow and reproduce, but labor intensive to collect. Can be preserved in jars.
Pumpkin - easy to grow. High yield (I got 450 kg this year and gave that stuff away to several families, nothing save fruit comes even close in yield). They can be kept for 3-9 months and preserved in jars on top of that. Seeds are unstable (pumpkin will mutate from year to year, especially if several races and other plants from the same family grow close by), but it will still be edible). Heck, I got some pumpkins that look like something out of a fallout game.
Beans and peas - easy to grow, but needs something to climb. Labor intensive to collect, but it is tasty and can be preserved when dried.
Roots - I don't have the right kind of soil for them and tend to put them too tightly together.
* Parsnip is easy and grows anywhere (with easily harvestable seeds), but takes up a lot of room and isn't even that tasty.
* Beetroot is OK and the leaves can be preserved in jars and used as soup ingredient. I failed to get any seeds from it, even when I tried.
* Parsley is not as strong as parsnip, but I get anough to use for soup during the summer. I got some seeds.
* Carrot is a failure. I need to use improved soil and even then they don't grow big. I got some seeds.
* I buy some small ones and they grow larger, but not very large. I got some seeds no problem, but the plants die when I try to use these seeds. Tho closes to working reproduction I got is leaving them in for the winter and eventually they split into several smaller onions.
* Celery grow just fine, but mice eat them from below and I failed to get seeds.
* Turnips grow, but bugs tend to eat them. I can get seeds if I want to.
Cabbage
* Lettuce is easy and tasty and the yield is enough for all kinds of salads. Cannot be preserved and I didn't get any seeds. Watch out for snails. Same with spinach.
* Cabbage, cauliflower, broccoli - caterpillars everywhere, don't bother.
* Brussels - the caterpillars can be picked by hand, but don't touch the small round heads. The big leaves are edible too. Medium yield, somewhat labor-intensive, need a lot of room and I can get seeds.
Tomato - pretty tasty, but low yield and labor intensive. I don't even have to extract seeds because the small ones grow like weed. They get sick and die, though.
Maize - needs lots of space and I haven't figured out what to do with it, other than use as soup ingredient.
Sunflower - easy to grow, but very low yield. Older plants can be used as stalks for beans to climb, but until they're over 1m tall, they're vulnerable.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 04:23:40 am
> I just checked and sunshine is value 5.
Oops, it was 10 in .34.

> I still say that should be the highest value for a normal drink (sparkle cola rad and other drinks with a syndrome can go higher) and beer should be value 2.
Okay.

> Dye-plants.
I don't think any of the plants in this mod can be milled to dye logically, also, who cares about looking pretty in the wasteland?

> I don't use it because stone is cheaper (while less climatic) and I need all the steel I can get for arms and armour.
It's mostly just for fluff. I forgot to mention that I will also be adding efficient light horseshoe production and plastic (Neowulf would be credited.

> If I remember correctly, plants used for drugs would only grow once a year, so maybe increase value to 2 and beer (2).
Now, all above ground plants are growable from Spring to Autumn since they have a myriad of uses.

I am thinking of making subterranean crops growable in a lower number of seasons to give players a reason to want to plant above-ground.

> And I think beer is made out of grain, not tubers IRL.
Okay, wheat is getting beer.
> And we already have Stable beer. Consider changing the drink to Rot Gut
Or whiskey. Think of Blackjack! (joke)

> I'd increast the value of cotton to 3 over synth-reed. This plant needs to have something going for it.
Okay.

> Looks like corn (maize?) is going to be the staple of aboveground crops.
Good point, I did not realise corn was a direct advantage over barrel cactus, how about rice? Requires wet biomes and requires processing, but produces larger stacks of grain, kind of like quarry bushes.

> The drink value seemls low, especially with it being so sweet and ponies generally liking candy and other sweets.
Sweet pods can be eaten raw and are also processable into three mid value products, I wanted something that would give players a reason to plant cave wheat rather than it.

> Come to think of it, if you're doing baking, there should be candy.
Candy is already in the mod.

> Found this: http://fallout.wikia.com/wiki/Cave_fungus
The scarcity of Rage comes from two different rare ingredients, I am not sure how replacing the two with one will affect balance.

> Some fruit for when Toady finishes making that stuff work: http://fallout.wikia.com/wiki/Fruit Apples and mutfruits will make the most sense to add in.
If I remember correctly, that is still some way off.

> Assorted gardening data
I am not sure how to make use of that.

UPDATE: How do ponies eat corn off the cob?
Also, I have determined the cause of turrets not shooting stuff, it is due to their [IMMOBILE] tag.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 12, 2014, 05:54:46 am
> I forgot to mention that I will also be adding efficient light horseshoe production
I never had any issue with horseshoes. Ponies die fast and I just recycle clothes. Besides, bronze security horseshoes are easy to make.

> I am thinking of making subterranean crops growable in a lower number of seasons to give players a reason to want to plant above-ground.
Not a bad idea, but the downside may be a possibility of starvation. Huh, looks like we don't have any easily edible subterraneran crops. This is a bad thing for evil biomes where digging in is about the only viable survival strategy. I think there should be one subterranean crop value 1-2 that's edible raw, cooked and brewable. Ah, OK, we have Sweet Pods. 

> Or whiskey. Think of Blackjack! (joke)
That's also made out of grain. But I won't argue.

> how about rice? Requires wet biomes and requires processing,
> but produces larger stacks of grain, kind of like quarry bushes.
Nah, maize is good. Besides, you removed quarry bushes to not have 4 plants -> 20 leaves -> 50 + roast, value 5k+, which is good, I think.

> Sweet pods can be eaten raw and are also processable into three mid value products
Ech, sorry if I miss the obvious or even am contradicting myself.

> > Found this: http://fallout.wikia.com/wiki/Cave_fungus
> The scarcity of Rage comes from two different rare ingredients, I am not sure how replacing the two with one will affect balance.
Don't replace 2 with one. In fact I think spotted mushrooms (Amanita?) and glowing mushrooms sound less generic than cave mushrooms.

> EDIT: How do ponies eat corn off the cob?
When it is still young, the seeds are quite soft. Ponies / horses have strong teeth and can just bite it off, kinda like humans eat cooked corn on the cob. The seed only get tough (like the ones used for popcorn) when they get older and dry.

> > Assorted gardening data
> I am not sure how to make use of that.
I don't think you even could until DF replaces the current crop system with something a lot more accurate. Pumpkins are pretty amazing if you have the soil for them, though. I'm not asking that you add them to this mod (they like pretty good soil after all), they're just what I'd focus on, if I needed to grow my own food for the winter. 

> Also, I have determined the cause of turrets not shooting stuff, it is due to their [IMMOBILE] tag.
Huh? But they need to stay stationary where pastured. And they were using their material emissions just fine in previous versions. What is the fix, then?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 06:39:18 am
> I never had any issue with horseshoes. Ponies die fast and I just recycle clothes. Besides, bronze security horseshoes are easy to make.
I remember someone having problems with 1 bar = 2 horseshoes

> spotted mushrooms (Amanita?) and glowing mushrooms
I chose the descriptions based purely on the strange mushrooms you probably should not eat cliche

> Nah, maize is good.
The problem is that it is directly superior to cacti. How about making it [WET] only while cacti can be [WET] and [DRY]?

> And they were using their material emissions just fine in previous versions.
I think it is something to do with gaits replacing speed, like the creature only can do an action when it is affected by that gait.
> What is the fix, then? 
There is probably a gait that relates to doing things while standing still, but I am having so much fun playing wastelanders vs Unity vs Steel Rangers in the object testing arena now to find out.

And good news, Deon has given permission for me to use the cotton and corn in his mod.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 12, 2014, 07:19:46 am
> The problem is that it is directly superior to cacti. How about making it [WET] only while cacti can be [WET] and [DRY]?
Some plants are better than others in vanilla too. Besides, cactus has food value 3 and can be pressed into buckets of water. Either way, I don't have a problem, but having 1 solid staple crop for food and drink would be useful.

> Turrets.
Well, someone will figure it out. Masterwork has turrets too, so may be worth checking.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 07:41:55 am
> Some plants are better than others in vanilla too. Besides, cactus has food value 3 and can be pressed into buckets of water. Either way, I don't have a problem, but having 1 solid staple crop for food and drink would be useful.
So players would still have a reason to plant barrel cacti, okay.

> Well, someone will figure it out. Masterwork has turrets too, so may be worth checking.
Okay, hopefully I can upload an updated version tomorrow. Do you know if Putnam has updated his itemSyndrome script to .40 yet?
Seriously, pitting 30 unarmed Unity of various colours against 30 wastelanders of varying equipment is fun and totally uneducational.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on October 12, 2014, 10:32:02 am
Masterwork turrets are IMMOBILE. In the new version immobile creatures are useless. Let's hope Toady fixes it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 10:58:29 am
> Masterwork turrets are IMMOBILE. In the new version immobile creatures are useless. Let's hope Toady fixes it.
Wow, thanks for saving my time. Meh, in this version turrets will be meat/metal shields that you hope whatever eldritch abomination of the apocalypse chooses to slaughter rather than your militia.
Alternatively, temporarily remove [IMMOBILE] and hope players do not abuse moving turrets.

Now that turrets are confirmed broken, I am moving onto plants. DFHack seems to be sorta working, though I need to find and install itemSyndrome. Expect an upload by two days time. I will be using plants as they were described/discussed in the previous posts.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on October 12, 2014, 11:16:29 am
There's an easy workaround: just give turrets chassis and make them move very slowly. Then people will have to pasture them anyway because they won't be usable as patrol creatures otherwise.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 12, 2014, 11:21:45 am
I think the turret's firing speed is directly related to its speed, that's why minigun turrets are much faster than normal turrets, but I'll give it a shot, thanks.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 12, 2014, 12:25:21 pm
Of course a more effort/building intensive solution is to set the turrets up in pill boxes that it can't move (or move very much,) anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Deon on October 12, 2014, 12:27:27 pm
Quote
I think the turret's firing speed is directly related to its speed, that's why minigun turrets are much faster than normal turrets, but I'll give it a shot, thanks.
Attack speed are nothing related to GAITS, so you can set it to a fast firing with slow gaits.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 13, 2014, 08:43:03 am
> Attack speed are nothing related to GAITS, so you can set it to a fast firing with slow gaits.
Thanks, it works. You're awesome. I suck as a modder.

The baking system looks intimidating. Is it okay if it simplified to one type of dough/bread and one type of cookie?

The crops expansion has been completed and I am currently installing DFHack into the mod. I think I will be able to upload an update by tonight or latest by tomorrow. Any feedback on drugs and the gun revamp will be greatly appreciated in the meantime.

UPDATE: Update (http://dffd.wimbli.com/file.php?id=9885)
Have not touched baking since I am awaiting your response.

Reading past posts has revealed Lycaeon intended the Chemistry Lab to be the site of drug production. Should I move all the reactions there? It would reduce the number of buildings.
Anyway, after crops it's turret buffing. Rifle turrets will be part of the Stable-tec expansion. That will probably be completed by the end of tomorrow.
After that, it is either cybernetics or drug use on prisoners. Cybernetics is kinda fleshed out, but would take quite a bit of time while drug use on prisoners is sketchy but would require a lot less time to do.

Cybernetics is going to be split into three groups: medical, militiary and implants. Medical cybernetics are a generic item that are rarer than power talismans in MoP crates, they can either be reversed engineered at the Cybernetics Lab or installed at the Surgery Table. The Surgery Table is a one-tile workshop that can be easily placed in the hospital so reaction interactions can easily target the wounded pony you want to heal. "Consume Hydra" is going to be modified to "Administer Hydra" and shifted here. Once reverse-engineered, medical cybernetics can be constructed at the Cybernetics Lab from some robot motors, sensor modules, a spark battery and a steel bar.
Military cybernetics would require the addition of a new rare crate, the OIA crate. OIA crates would be like MoI crates, replacing posters with paperwork, in addition to having a ~16% chance of a Project crate. As of now, only Project Steelpony will  be fleshed out. It would have a high chance of having spark batteries, mid-tier gems, robot motors, sensor modules and steel bars, a medium chance of carrying implants, which will be touched on later, and power talismans, and a small chance of having a cyberpony upgrade which I have no idea what to call. A worker can be assigned to upgrade himself with a cyberpony upgrade at the Cybernetics Lab, kind of like the stasis pod reaction. This would require the cyberpony upgrade, a power talisman and several gems and may not be completely balanced yet. Once complete, the reaction would transform him into a new creature, the cyberpony, which has natural skill and improved skill rates in all combat skills as well as having superior physical attributes and kinesthetic/spatial sense at the cost of decreased skill rates at everything else and the NOTHOUGHTS and NOEMOTIONS tag. However, there would be a chance of them going berserk a la robot upgrades in addition to having a syndrome causing mild pain for the rest of their lives.
Implants are the not so extreme form of cybernetics. Basically, when a pony upgrades himself with them, he gains a tag, for example synthetic lungs granting NOBREATHE and cybernetic eyes granting EXTRAVISION. To be honest, those are the only implants I have thought of so far, any suggestions are welcome. All cybernetics can be reverse-engineered and produced from steel, sensors and motors and some other stuff.
That wraps up cybernetics, feedback and suggestions are welcome.
While on the topic, here is a brief run through of the other Project crates (dangit, now an OIA arc has been added to the dev list):
Project Chimera (pony hybrids): MED-X and statis talismans, along with terminal components and MoP processing matrices. Stasis pod parts
Project Partypooper (Mass-assasination) [very rare drop]: Anti-machine rifles, large caliber bullets, very rarely combat armor
Project Starfall (megaspell-ish thingy): Spell hologems, high tier gems, star-metal (very rarely)
Project Redoubt (Stable 0): [contents of Stable-tec crate, biased towards higher end stuff], wine
Project Horizons: Sorry to disappoint, I have no idea what to add. Blame Goldenblood (joke).
Project Eternity: Wait for Zebra/MoI arc

Okay, as for usage of drugs on prisoners, I have a couple of ideas, some of which are obtained from my classmates. All reactions will fit in the Pony Resources Centre.
- Use Buck and Dash to increase slave/blank endurance, possibly recuperation and removing FLEEQUICK.
- Using Med-X (?) to sedate slaves/blanks, removing FLEEQUICK but decreasing agility
- Using everything to kill slaves/blanks
Any suggestions/feedback are welcome.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 13, 2014, 01:36:07 pm
> Seriously, pitting 30 unarmed Unity of various colours against 30 wastelanders of varying equipment is fun and totally uneducational.
pics plzx. :)

> The baking system looks intimidating. Is it okay if it simplified to one type of dough/bread and one type of cookie?
> Have not touched baking since I am awaiting your response.
I'm surprised you even have to ask. Baking system was a separate mod, merged into pony mods among other things. In my experience it was bloated and never really worked anyway. I sure wouldn't miss it, even if it was removed completely, although Replica might.

> Reading past posts has revealed Lycaeon intended the Chemistry Lab to be the site of drug production.
> Should I move all the reactions there? It would reduce the number of buildings.
Yes, we already have too many buildings.

> Rifle turrets will be part of the Stable-tec expansion.
So something in between basic turrets and minigun turrets? Works for me, as long as it has steel chaisis and uses at most 1 crate of medium ammo to build.

> Medical cybernetics are a generic item that are rarer than power talismans in MoP crates, they can either be reversed engineered
In my experience it hardly makes sense to RE something that needs 4-5 items to RE when I'm expected to get maybe 1 or 2 before FPS death.

> replacing posters with paperwork
Posters are at least marginally usefull for parties. Paperwork? I guess we can burn that into ash with low yield or somehow process it into clean paper for scrolls.

> cyberpony upgrade
I'm OK with single implants, but I don't like the idea of having a complete set for a steelpony. Deus was just a prototype and even Zodiac, the creator of this project, failed to get replacement parts in over 10 years. But then Blackjack did, so maybe.
Hm, steelpony is a complete set, with armour plating, 120 mm guns (which should be 20-30mm). In-game you could add a caste with steel skin and max physical attributes, but that pony could still use normal equipment... except Blackjack did just that. 
OK, looks like I got nothing, but my advice is still to add a few implants and see how that works out, before considering steeplony.

You could add autosanguine from WH 40k, which works like healing autoinjector, only all the time, maxing disease resistance and recuperation. But maybe that would be OP.

> Using everything to kill slaves/blanks
I can easily do that without using up drugs.

The rest of these ideas sound scary-wild to me. I think it would be too much overpowered stuff. It would take away from the "wasteland theme" and move towards "mad science theme". But that's just one opinion.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 13, 2014, 05:33:01 pm
I have tried the latest updates, but I always crash after selecting my embark gear and starting the embark. Do you have that problem too?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 01:29:36 am
> pics plzx. :)
Okay. Next time I do that again.

 > So something in between basic turrets and minigun turrets? 
Medium caliber with the speed of a normal turret.

> In my experience it hardly makes sense to RE something that needs 4-5 items to RE when I'm expected to get maybe 1 or 2 before FPS death
For those crazy people who want to. It was a relatively recent technology before the last day, so I expect schematics would just be as widely distributed as the actual thing.

> . Paperwork? I guess we can burn that into ash with low yield or somehow process it into clean paper for scrolls. 
To be honest, it's mostly just there for flavour.

> In-game you could add a caste with steel skin 
I would prefer a new creature, eliminate cyberponies being born.

> I can easily do that without using up drugs. 
This shows how desperate I am for ideas.

> I have tried the latest updates, but I always crash after selecting my embark gear and starting the embark. Do you have that problem too?
To be honest, I have only played arena mode. My exams are coming soon, I have no time for a full blown test fort. Still, I think it is related to DFHack, I will look into it once I reach home.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 14, 2014, 01:32:29 am
New creatures can't be issued orders and far as I know, don't do labors they don't have a natural ability to do (as thier labors can't be turned on.) Or more, transforming them into a new creature may limit them to military use only (and only if they were already in at the start.)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 03:08:12 am
> New creatures can't be issued orders and far as I know, don't do labors they don't have a natural ability to do (as thier labors can't be turned on.) Or more, transforming them into a new creature may limit them to military use only (and only if they were already in at the start.)
Miltiary cyberponies are pretty much military only, since they perform other skills so poorly. This could also be another downside to upgrading a pony, while you gain an extremely powerful soldier, you lose a member of your workforce.

Oops, silly me, this version does not have DFHack.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 14, 2014, 03:32:00 am
It seems kind of... I'm trying to figure out a way to word what I want to say without sounding sarcastic or anything. Unfair I guess. I'd say Stable ponies wouldn't be so militant that they'd deny function restoring treatments to thier people if they needed it and had the resources, and a little redundant restricting it to military only when power armor pipbucks and drugs are likely to be a far more readily available means to buff a soldier.

I mean granted Security is probably going to be the ones making heaviest use of it but other workers who are injured (like say, particularly valuable engineers, metal workers, or speedy farmers you need to feed everyone, or that one stupidly popular pony you can afford to lose without half the population caving in with greif) would greatly benefit in the event of crippling injury. Besides that, making the popratio extremely an low level greatly reduces the chance of cyberponies being born to low enough points where migrant ones would actually even make sense to an extent, since that seems to work properly in the newest DF version.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 03:51:39 am
> It seems kind of... I'm trying to figure out a way to word what I want to say without sounding sarcastic or anything.
Be as sarcastic as you wish.

> I'd say Stable ponies wouldn't be so militant that they'd deny function restoring treatments to thier people if they needed it and had the resources, and a little redundant restricting it to military only when power armor pipbucks and drugs are likely to be a far more readily available means to buff a soldier.
Cybernetics are not restricted to military only, there are military cybernetics which were described, and medical cybernetics (prosthetics?) that completely heal a pony very much like Hydra. They were described in my post above.

Oh yes, Destyvirago, the problem seems to be in your version. My works perfectly fine. However, I have found that synth-reeds cannot be brought at embark. An updated version fixing this along with simplified baking and improved turrets should be uploaded by tonight or tomorrow latest.

UPDATE: It seems that bloatsprites are actually particularly immune to turrets. Turret bullets kill other things fine; vultures, wastelander etc, but bloatsprites are only propelled away by the shot, somethings exploding a particular part of the body into gore.
Speaking of that, I got a friend to start DF by showing him a combat report.
More playing around with Arena mode reveals minigun turrets are OP. They can literally slaughter reavers, giant radscorpions and wildlife with ease. About the only thing so far that can actually survive one is an Unity Alicorn.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 14, 2014, 05:51:00 am
Well, the way it was described came off as a giant "screw you" to anyone not already part of a lifer militia squad, as in the way it was worded implied that restricting them in such a manner flatout barred them from being used by civilians in any capacity. Regardless I don't think a separate creature is a good way to go, because you never know when you may need those soldiers to stop soldiering and for example, help keep wounded alive after some horrific disaster, especially if they're the only ones not currently literally and figuratively flipping shit.

While arguably that could be the whole point, it making a new creature, one that would likely not be counted as a citizen anymore (the only game I have to go on for this is Masterwork, as golems require a dwarf be turned into a nondwarf to make them go,) heavily discourages the use of combat cybernetics entirely because it could very likely result in them being  completely (and strangely,) useless in a crisis where you need ponies who are hardened enough to plow through the crisis and get what needs doing done without punching people or breaking shit, as well as the possibility of them not being "counted" during such a disaster (that last foal starve and wounded lye maker dehydrate? Game over buddy, regardless of the 3 cyborgs you had doin' thier soldierin' job like usual due to them not being counted as citizens, but animals.)

While this would be fine and even make complete sense if they were... Say, servitors or golems that ostensibly are no longer human or equivalent in any capacity anymore and just mindless killing machines intended to be an unfeeling and veritable wall of death to intruders and berserk residents, a cyberpony that's just been beefed up with some mechanical legs, reinforced spine, and some filters implanted in his lungs so that he can be a better fighter and tackle dangerous work in radiation-laden dust storms shouldn't be like that.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 09:08:51 am
> What Splint said.
That is a good point. I will hold off combat cybernetics for the mean time and focus on medical cybernetics and implants. Hopefully, I can get that done by the end of this week and receive your feedback on it.

And Destyvirago, sorry but I still can't find what is causing DF to crash for you. Are you using Phoebus graphics? I haven't tested that yet.

Still working on simplifying bakery (read removing most of the stuff) and adding baguette swords, should be ready later tonight.

And more fun with the Arena, minigun turrets are capable of killing power armored ponies in addition to almost everything that is not a megabeast or end-game enemy.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 14, 2014, 11:02:28 am
Actually I used the file as I downloaded it. I made no modifications. Only thing I did was start up Dwarf Therapist as I like to take a closer look at my ponies before embarking so I can give them fitting jobs. After I gave them skills and gear and pressed the embark button, the game stopped. Maybe I'll try again later with a fresh install. 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 11:16:32 am
Good luck. I hope you can make it work.

Anyway, new version uploaded (http://dffd.wimbli.com/file.php?id=9885). Turret damage has been buffed and the baking system simplified to just one type of bread and cookie. Because everyone likes cookies. Baguette swords have been added and are hilariously impractical, I may consider to increase the weapon's velocity multiplier to make them actually do damage.

Anyway, feel free to download and play with this version, the next version is a long way off.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 14, 2014, 01:27:06 pm
> > Paperwork?
> To be honest, it's mostly just there for flavour.
I'd rather not have useless crap clog my stockpiles. Add a low yield reaction to burn it to ashes to salvage yard, based on the reaction to burn posters:

[REACTION:CREMATE_POSTERS]
   [NAME:burn posters (5) (wood burning)]
   [BUILDING:SALVAGE_YARD:CUSTOM_T]
   [REAGENT:A:5:NONE:NONE:NONE:NONE][REACTION_CLASS:poster]
   [PRODUCT:5:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [PRODUCT:5:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [PRODUCT:5:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [PRODUCT:5:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [PRODUCT:5:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [SKILL:WOOD_BURNING]
   
> This shows how desperate I am for ideas.
My advice: don't be. Take a step back and focus on what's important right now: porting stuff to v0.40. This mod has a lot of content as it is and in my opinion it could even do without a few things it has (bakery, expeditions, hydroponics farm). You have crashes, balance issues, dfhack issues, tree and salvage issues and other things to worry about. I also think some more vanilla workshops / reactions are now moddable, so you might want to move reactions to different workshops. New content can wait.

When adding new conctent, you have to watch out for "pwer creep - power sweep". There is a natural tendency to add progessively more powerful things, but you have to compare them to what we have so far and how difficult it is to get. For example your combat drugs are more powerful than pipbucks.

> steelpony.
I like seeing my ponies as morally gray at worst. Cyborgizing a pony is a pretty evil thing to do. I'm not talking about replacement limbs, but about making a normal pony into another Deus. During the war there was a reason to develop superweapons, but I don't think most stables would go quite that far anymore. But then we already have Pinkamena and blank slaves, so maybe.

> I'd say Stable ponies wouldn't be so militant that they'd deny function restoring treatments to
> thier people if they needed it and had the resources
Well, there is always Hydra. Making a cyberpony is a pretty desperate move.

> More playing around with Arena mode reveals minigun turrets are OP. They can literally slaughter reavers,
> giant radscorpions and wildlife with ease. About the only thing so far that can actually survive one is an Unity Alicorn.
Lycaeon said the same thing. Maybe I just didn't ever manage to make a minigun turret then. In any case, the basic ones were pathethic.

> that last foal starve and wounded lye maker dehydrate? Game over buddy,
> regardless of the 3 cyborgs you had doin' thier soldierin' job like usual due to them not being counted as citizens, but animals
Hahahaha :) The 3 cyborgs were so chromed up that they didn't have any equininity(?) left, so they weren't considered ponies.

I have another idea for an implant: some sort of built-in armour that permalently adds CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:3 or something // The 3 should be between 2 and 5, I think.

> Baguette swords have been added and are hilariously impractical,
> I may consider to increase the weapon's velocity multiplier to make them actually do damage.
Why? They're made of bread, which makes them worse than wooden training weapons.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 14, 2014, 02:59:18 pm
Propaganda posters and party items are one of the best parts of this mod. It adds realism. And its fun. Plus it gives you ash that requires an extra step of processing, a mechanic that I really like. It definitely adds to the whole "scavenging from civilization's corpse" feel of the mod. Paperwork would serve the same effect, but it just wouldn't be the same.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 14, 2014, 03:08:45 pm
Agreed. So does broken glass, burned out wires, vegetable cans and other crap.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 14, 2014, 03:27:45 pm
I got the new version up and running correctly. Though it did remind me how much I like and depend on the Phoebus graphic pack. I have pretty much always played DF with the Phoebus graphic pack, so the transition to ASCII is brutal. I think implementing that would be a nice goal for the future.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 14, 2014, 08:56:03 pm
> Add a low yield reaction to burn it to ashes to salvage yard, based on the reaction to burn posters:
That's what I meant when I said that it was based on posters.

> My advice: don't be. Take a step back and focus on what's important right now: porting stuff to v0.40.
The raws work for 0.40. Unless what you mean is actually taking advantage of .40 (Discipline, added Personality traits etc)

> in my opinion it could even do without a few things it has (bakery, expeditions, hydroponics farm)
Personally I think the bakery can stay, it's just a little standalone side industry that does not affect things much and allows those who wish to produce higher value food for their citizens.
The expedition is due for a revamp in the Everfree arc. Once we get there, I'll see whether it is so hopeless it has to be removed.
Hydroponics is a little difficult to have a decision on. On one hand, it can be easily be improved by adding other crops (cave wheat, sweet pods) and having a high chance of getting all 5 plants you would normally get from farming normally in addition to a smaller chance of getting additional plants. However, no amount of output is going to beat traditional farming since it is literally possible to have an entire level of farms.

> You have crashes, balance issues, dfhack issues, tree and salvage issues and other things to worry about.
You're right about that. So far, I have not found crashes to be frequent when doing a few test world-gens/embarks. Then again, I have not played a full test-fort, so I may not know. The last time I checked, itemSyndrome was still for .34, so we need to wait for that.
As for tree and salvage issues, I am personally in favour of letting ourselves get spoilt by the sheer amount :P (joke). Seriously though, I think a 1/4 reduction in drop rates from processing salvage should be enough. Normal trees are fine since they allow coal-less forts to have a metal industry.

> For example your combat drugs are more powerful than pipbucks.
I was worried about that. Do the after-effects not balance out their advantage?

> I have another idea for an implant: some sort of built-in armour that permalently adds CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:3 or something // The 3 should be between 2 and 5, I think.
Nice idea, noted down. Thanks.

> Why? They're made of bread, which makes them worse than wooden training weapons.
"Introducing the new baguette sword! The training weapon for wood-starved Stables!" (joke)

> Paperwork would serve the same effect, but it just wouldn't be the same.
I am curious, how?

>  I think implementing that would be a nice goal for the future.
Oopsies forgot about the Phoebus version. Going to update it when I reach home. Meanwhile, is there any feedback/suggestions?

Looking at combat reports, it seems that the turret's new found power has got to do with the new pulping mechanics.

UPDATE: Updated Phoebus version here (http://dffd.wimbli.com/file.php?id=9891).
I would not suggest downloading the current versions. There are a couple of useless reactions in there as a result of the crop revamp. Also, I am gonna compress the number of workshops a bit. Do you think moving the sole reaction in the Butter Churn to the Farmer's Workshop is a good idea?

Before you start commenting on not posting uncompleted versions, I only realised this mistake after I had posted the file.

I just read about ITEM_REACTION_PRODUCT:BEST_OPTION from DFWiki. I am going to look through existing reactions tomorrow to see whether any reactions can be made better by the addition of this, but meanwhile if you have an idea, feel free to suggest it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 15, 2014, 12:53:56 pm
> I think a 1/4 reduction in drop rates from processing salvage should be enough.
It might be OK if we end up using low quality salvage for furniture, but other things should still be somewhat scarce.

> > For example your combat drugs are more powerful than pipbucks.
> I was worried about that. Do the after-effects not balance out their advantage?
I'm not sure. Maybe it is that Med-X and healing potions aren't that good anyway and pipbucks were rather unimpressive to begin with. I argued about time spells too and Lycaeon buffed at least one of them. Speaking of which, someone should test how time spells affect combat. Do they just buff walking speed, or attack and recover as well?

> > Paperwork would serve the same effect, but it just wouldn't be the same.
> I am curious, how?
I think he meant that paperwork is generic and with posters you can just about imagine what they look like and they help immersion.

> Looking at combat reports, it seems that the turret's new found power has got to do with the new pulping mechanics.
I thought pulping mechanics was already in 0.34, but I don't know, I don't go to evil biomes.

> Do you think moving the sole reaction in the Butter Churn to the Farmer's Workshop is a good idea?
Sure, it does everything from yarn to cheese, so it fits. I'm pretty sure Lycaeon said, he added some worhskops just because most workshops weren't moddable in the previous version.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 15, 2014, 02:03:27 pm
Pulping wasn't in .34 in the sense it is now. I mean yeah, if you hit something enough times it'd eventually die but it'd either be a lucky shot the managed to damage the brain or blood loss that'd do it, unless you chopped them in half. Pulping now is more a matter of "Continue striking until part losses any semblance of structural integrity. Even bone swords can kill provided they get enough damaging shots in, and both maces and hammers can now be carried with true pride knowing they can literally cave in someone's ribcage.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 15, 2014, 03:06:32 pm
So I guess, I've seen pulping in a devlog and thought it was already in 0.34
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 16, 2014, 05:45:57 am
Quick update, for some reason, DF crashes upon fort retirement. Do you have this problem?

Also, apart from adding improved Discipline skill rates to military cutie marks, is there are any other optimisations/improvements you think can be added?

UPDATE: Did some testing in Arena, security batons can now hold their own against ghouls/raiders.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 16, 2014, 06:09:23 am
UPDATE: Did some testing in Arena, security batons can now hold their own against ghouls/raiders.

Refreshing, considering how abysmally awful they were before.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 16, 2014, 07:27:30 am
Short list of stuff I hope to complete by tonight:
- Squash bug where celery seeds show up for embark
- Add Discipline skill rates to military cutie marks
- Add sweat/tears and spitting to entity creatures and slaves and bkanks
- Find out if itemSyndrome/autoSyndrome has been updated to .40
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 16, 2014, 12:27:22 pm
I asked and someone said, that something similar to itemsyndrome is now part of dfhack as "hack/scripts/modtools/item-trigger.lua", but I have no idea how to use it.

I checked Masterwork, but it just seems to add splatter to normal items to give them syndromes:

[INORGANIC:BRONZE_COATING_ARMORY]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Protection from pain, given by the bronze rune][STATE_NAME_ADJ:LIQUID:Protection from pain, given by the bronze rune][STATE_NAME_ADJ:GAS:Protection from pain, given by the bronze rune]
[MELTING_POINT:19000][BOILING_POINT:11905][SOLID_DENSITY:20][MATERIAL_VALUE:1]
    [SYNDROME]
         [SYN_NAME:rune]
         [SYN_CONTACT] [SYN_INHALED]
   [SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:DWARF_INTER]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
   [SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_ADD_TAG:PROB:100:NOPAIN:START:0]


[REACTION:SPATTER_ADD_ARMORY_AMMO_BRONZE]
   [NAME:Engrave bronze runes (nopain)]
   [BUILDING:RUNEARMORY:CUSTOM_B][BUILDING:MAGMA_RUNEARMORY:CUSTOM_B]   [BUILDING:WORKSHOP_DWARF:CUSTOM_NONE]
   [REAGENT:A:150:BAR:NONE:NONE:NONE]
      [REACTION_CLASS:BRONZE_COATING]
   [REAGENT:object:1:ARMOR:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
   [IMPROVEMENT:800:object:COVERED:INORGANIC:BRONZE_COATING_ARMORY]
-PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_RUNEARMOR-
   [SKILL:DETAILSTONE] was soapmaker/runesmith[FUEL]
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 16, 2014, 09:46:28 pm
Even though I'm not interested in the show myself, the theme of post-apocalyptic survival drew me in.

I've got the feeling I'm doing things wrong, though. Am I supposed to melt down the crapton of toolboxes/trapcomps I get for metal? How do you get higher-grade salvage material or find crates? I found a broken civilian crate once but that's it, are they just really low salvage rate? And what's this "scrap metal ore" stuff that I'm supposed to be finding but I'm not? Is it a generated "mineral"? I haven't found any minerals or gems yet, the "Equestria" advanced world setting must have minerals set real low.

In the meantime, my fortress isn't doing so well - a pony failed his fey mood and killed one other before being put down by my 1-man army (used to be two but the first one died during the Ghoul Onslaughts of the first couple seasons). Then my legendary miner went stark raving mad, and afterwards the next migrant wave gave me way more ponies than I could deal with, along with a grand total of 28 totally useless foals. At least I'll never run out of food with infinite fishing, but that doesn't really help progress at all.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 17, 2014, 01:52:34 am
Yay a new player!

Salvage in this mod are trees above ground and in the first cavern layer that have decidedly untreelike names like "scrap pile". It sounds like you have only been getting low quality salvage, which most of the time only nets you scrap metal, which is a type of metal ore that can also be found rarely in soil layers. Medium and high quality salvage are the ones which give you most of the crates, but are only found in savage or evil areas or the first cavern layer. Scrap metal ore should be found relatively easily in low quality salvage. As for your low mineral levels, the advanced world-gen option for Mineral Scarcity is defaulted to 2500, which is extremely low. Personally, I set it to 100, but some crazy people like things hard.

> In the meantime, my fortress isn't doing so well - a pony failed his fey mood and killed one other before being put down by my 1-man army
Ponies are way larger than dwarves, so they are deadlier to each other
> along with a grand total of 28 totally useless foals.
Ah, the joys of DF migration.

Just curious, are you using the .34 release postes by Lycaeon on the first page or the buggy .40 alpha I posted a few posts back?

> I asked and someone said, that something similar to itemsyndrome is now part of dfhack as "hack/scripts/modtools/item-trigger.lua", but I have no idea how to use it.
Thanks for asking, I was about to read 76 pages of the DFHack thread.
Reading the code yields little, it calls a lot of DFHack stuff I do not understand.

EDIT: Screw stuff, I am gonna learn how to program DFHack for the fun of it, future updates for the weekend may be a bit sparse.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 17, 2014, 05:01:05 am
Just curious, are you using the .34 release postes by Lycaeon on the first page or the buggy .40 alpha I posted a few posts back?
I'm using the .34 version from the first post, which is (hopefully) the latest official version.

As for the scrap metal, I was quite confused because of course I was getting tons of it, yet none of it said "scrap metal ore" and was just named "scrap metal". I was using it to make toolboxes instead, which while that will always give you something made of iron/steel, can't give anything else.

I suppose I'll start a new world with better mineral gen.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 17, 2014, 05:05:53 am
> I'm using the .34 version from the first post, which is (hopefully) the latest official version.
It is, the .40 version is still quite buggy and half the features are unavailable due to lack of DFHack.

And, I am such a genius, apparently I convinced myself celery carrot and radish seeds were removed when in fact they were not.

UPDATE: You have got to be freaking kidding me, I scroll through creature_pony.txt, looking for appropriate castes, and why do I see? [SKILL_RATE:DISCIPLINE]. I tellya, Lycaeon is psychic.

Going to figure out DFHack over the weekend, so meanwhile here is an update of the stuff I have done so far for ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891).
This is probably the last update for now I will make without adding new content/DFHack, so feel free to play with it and give feedback.
Dangit, itemSyndrome is going to be hard to test, even in the old version, it does not activate in Arena Mode. Oh yeah, I also need to check what became of autoSyndrome, test fort time!

EDIT: Next time, google first (http://www.bay12forums.com/smf/index.php?topic=139781.0) [And check the readme].

Another update: Looking at the new DFHack command reaction-trigger and item-trigger, it looks like they are going to be used in conjunction with add-syndrome. I think. It would be nice if someone moreo experienced at this sort of thing can give assurance it is the case.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 17, 2014, 12:06:14 pm
There is lots of low-quality, some medium-quality and no high-quality salvage on the surface in peaceful areas. You can bring high quality on embark, go to the caverns and fight the ghouls for it or embark in an inhospitable place and die to radiation storms.

Basiacally, what Snail555 said, for metal you process low quality salvage at the salvage yard, get scrap and either smelt iron or bronze out of it. Use normal trees for charcoal. You'll want to set up separate stockpiles for salvage trees and normal trees, link them to workshops (salvage to salvage yard, normal wood to wood burner and carpenter) and add 3 minecarts to the one for salvage.
There is just so much scrap that I don't even care about minerals anymore. Well, maybe flux, saltpetre (for gunpowder) and coal (but I can get enough on embark, except for flux).

> Reading the code yields little, it calls a lot of DFHack stuff I do not understand.
If I raed it correctly, you could have things like power armour that wouldn't work by themselves. You'd have to have a reaction to activate power armour by giving it a coating of syndrome-bearing stuff. It could work, but it is preferable to use something like itemsyndrome.

> Screw stuff, I am gonna learn how to program DFHack for the fun of it, future updates for the weekend may be a bit sparse.
Lol, that's the spirit, modder!

> Dangit, itemSyndrome is going to be hard to test, even in the old version, it does not activate in Arena Mode.
I'm starting to regret talking you into porting to 0.40 so early. But then it would have to be done anyway.

There is really no point in testing drugs without worn items giving syndromes.

> http://www.bay12forums.com/smf/index.php?topic=139781.0
Looks interesting, but I haven't read through it yet.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 17, 2014, 05:51:33 pm
My first artifact while using this mod (unfortunately it was a possession):

"Unswerving Control", a feral dog bone coffin
Spoiler (click to show/hide)
What the artwork doesn't include is the fact that Truth got mauled badly by the mirelurk and is now wandering about aimlessly; it's a wonder it hasn't fallen apart already. The protectapony was actually trying to protect a foolish hunter with a BB gun, who got killed in action soon after entering the map by aforementioned mirelurk.
Turns out it was the spouse of one of my ponies as well. Wow.

After playing for a while longer I was wondering whether I was getting anywhere until I discovered the first cavern... it was a long way down, to 40 z-levels below ground (due to the game's default worldgen giving very deep worlds) and got loads of free salvage. Nothing was down there, surprisingly, but I won't take my chances with whatever might be lying in wait for me.

...I spoke too soon. A forgotten beast has been made aware of our presence: a bloated, tailed blob composed of water with poisonous vapors!
How the hell do you kill something made of water?!

EDIT: Looking at the wiki, it turns out that watery blobs are just about the weakest thing ever. All I hope is that the poisonous vapors aren't extremely dangerous.

EDIT2: Hilariously, the beast couldn't hold its own watery form and collapsed after a few minutes time! :P
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 17, 2014, 11:10:10 pm
>  It could work, but it is preferable to use something like itemsyndrome.
I may have gotten the hang of using item-trigger, but it would make previous saves uncompatible and may not work.

> I'm starting to regret talking you into porting to 0.40 so early.
Why? As far as I can tell, things have been going so swimmingly (sacarsm, sorta).

> "Unswerving Control", a feral dog bone coffin
At least it is usable, not some random piece of junk like an earring.
> The protectapony was actually trying to protect a foolish hunter with a BB gun, who got killed in action soon after entering the map by aforementioned mirelurk.
In the .34 version, BB guns suck and cannot kill anything. Coupled with the fact that most things are way more deadly than vanilla, it is advised to turn off hunting on everyone.
> Turns out it was the spouse of one of my ponies as well. Wow.
Wait, robots can marry ponies, that is strange. No one ever mentioned that happening.

> How the hell do you kill something made of water?!
You drink it (joke).

That brings up an issue,
Spoiler (click to show/hide)
. How do we fit that in fluff wise?

And I have a gameplay question for the more experienced players, how do you go about capturing slaver thieves, they keep getting spotted before they reach the cage traps and run away.

Updating reactions look easy enough, the hard part is item-trigger. And the good news is that the whole system is a lot cleaner, boulders will still be produced to train the skill, but apart from that lists upon lists of different inorganic material seem to be a thing of the past.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 17, 2014, 11:44:58 pm
Ignoring the slab part, the demon vaults could be considered some form of pre-war lab, while spires could be considered a case of outright madness: The setting is quite magical/fantastical/horrific when thought about sometimes and demonic entities would surely exist, either escapees from horrible experiments or intruders from other planes of existence.

As to slaver capture, I just set up cage traps at corners of defensive barriers. They'll generally come around the corner and get nabbed if they come from the north(east and west,) when they take the corners. Not perfect, but it generally results in a few prisoners an ambush season or if I sprange for weapon traps, a few corpses that need cleaning up.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 17, 2014, 11:48:57 pm
> Turns out it was the spouse of one of my ponies as well. Wow.
Wait, robots can marry ponies, that is strange. No one ever mentioned that happening.
The hunter, not the robot, was the spouse of one of my ponies. I can see where you could have gotten mixed up with that though.

Also, about the BB guns: Are they better in the v40 version due to pulping, like how security batons got buffed too? Or they still just plain bad?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 17, 2014, 11:54:09 pm
I think they got replaced by pneumatic rifles, unless I read it wrong before. Not going to be taking on power armored goons with them but you can at least hurt things now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 18, 2014, 12:20:16 am
I think they got replaced by pneumatic rifles, unless I read it wrong before. Not going to be taking on power armored goons with them but you can at least hurt things now.
I thought they already were called "air rifles" in the df34 version.

What skill does the Energy Lance use? I chanced upon a plasteel one from a crate, and would like to know which kind of pony I should give it to.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 18, 2014, 01:21:37 am
> I thought they already were called "air rifles" in the df34 version.
They are, but they are still very weak. I buffed them while I was migrating the mod to .40

> What skill does the Energy Lance use?
Spear.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 18, 2014, 02:14:38 am
My computer crashed when I was answering.

> How do we fit that in fluff wise?
Starmetal fits thanks to project horizons. The bad stuff is what remained of miners, kind of like generation 2 supermutants from Fallout 2.

> Also, about the BB guns: Are they better in the v40 version due to pulping?
From what Snail555 said, they seem to be on-par with old pistols and all ranged weapons got buffed. As for pulping, he said it seems to make miniguns and other material emissions overpowered.

> It uses the spear skill. In general UPs are better at it (104 rate for UPs, 80 rate for EPs), but you'd want to give it to a spear CM or an arms master (240 or 260 learning rate). You can recharge the lance at a workbench with 2 spark batteries to make it more deadly.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 18, 2014, 04:53:50 am
> As for pulping, he said it seems to make miniguns and other material emissions overpowered.
For miniguns and normal turrets, I also increased the density of the emission. To be honest, I have not tested the emissions of other robots and such.
And miniguns were already OP in the first version if I remember correctly, the sheer number of bullets dramatically increased the chance of them hitting something squishy.

Okay, I have a question. Should I go ahead and complete adding reaction-trigger for all the necessary reactions, which is relatively simple but tedious, or should I keep trying to find out how to make item-trigger add syndromes?

Oh, and I just discovered a ton of extra sprites in raws/graphics. Any idea how to add them to the Phoebus version? I am not too good with this sort of thing.
UPDATE: Never mind, found out how. Do you find it strange Steel Rangers have sprites but other ponies don't?

...-modded\Old stuff\df_40_13_win - Copy\hack\lua\utils.lua:598: duplicate arg:
5: reactionName
stack traceback:
        [C]: in function 'error'
        ...-modded\Old stuff\df_40_13_win - Copy\hack\lua\utils.lua:598: in func
tion 'processArgs'
        ...13_win - Copy\hack\scripts/modtools/reaction-trigger.lua:160: in main
 chunk
        (...tail calls...)
Is this error part of the script?
Line in init file: modtools/reaction-trigger -reactionName UPGRADE_TURRET_MINIGUN -syndrome "minigun upgrade"
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 18, 2014, 11:42:57 am
> As for pulping, he said it seems to make miniguns and other material emissions overpowered.
For miniguns and normal turrets, I also increased the density of the emission. To be honest, I have not tested the emissions of other robots and such.
And miniguns were already OP in the first version if I remember correctly, the sheer number of bullets dramatically increased the chance of them hitting something squishy.

Realistically speaking using a minigun on anything living is massive overkill. A minigun usually fires about 50-100 rounds pr second. A normal machine gun fire at about 10-12 rounds per second. I am just asking, but could we implement a way to limit the minigun turrets without nerfing their power too much? Is there a way to "deactivate" a minigun turret after a set amount of shots so we have to rearm it in order to use it again? Using a minigun turret should be somewhat expensive and something you have to work for.

Quote
Okay, I have a question. Should I go ahead and complete adding reaction-trigger for all the necessary reactions, which is relatively simple but tedious, or should I keep trying to find out how to make item-trigger add syndromes?
Well, my coding skills are very limited, but from what I understand how to make syndromes and reactions have now changed a bit. I would think that going with the way that is more forward oriented and give the most flexibility would be best

Quote
Oh, and I just discovered a ton of extra sprites in raws/graphics. Any idea how to add them to the Phoebus version? I am not too good with this sort of thing.
UPDATE: Never mind, found out how. Do you find it strange Steel Rangers have sprites but other ponies don't?
Actually I love the Fo:E specific sprites. I think it ads to the mood. I do hope that this is something that can be expanded upon in the future. 
Quote
*snip coding parts I don't understand*
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 18, 2014, 04:09:00 pm
> Should I go ahead and complete adding reaction-trigger for all the necessary reactions
I'd go with boring and tedious for as long as you can bear it, then switch to learning.

> Sprites
You might also want to look at Deon's Wasteland mod. He has sprites too and was willing to share them with Lycaeon.

> Do you find it strange Steel Rangers have sprites but other ponies don't?
For Steel Rangers or Raiders you just need a few sprites. For ponies, you'd need at least one for each profession or something. I've seen spritesheets with like 200 sprites for Dwarfs. And having colour-coded p ane e isn't so bad.

> Stack trace.
I don't think I can help you. One thing I know is that reaction names have to be unique, so grep your init files for "UPGRADE_TURRET_MINIGUN".

> Minigun turrets
You have to use a minigun, two crates of ammo and some other things, which makes it a major expense, so it should be powerful. About the only way I can think of to deactivate minigun turret would be to turn it into a basic turret after a year or five, regardless if it fired any shots.

> Actually I love the Fo:E specific sprites. I think it ads to the mood.
> I do hope that this is something that can be expanded upon in the future.   
Heh, I tried to make a Steel Ranger sprite once and it turned out horrible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 18, 2014, 08:58:39 pm
RE: Immobile creatures[IE:Turrest] not being able to do interactions

Going to be fixed in 40.14, so don't redesign the turrets and such completely. Just wait for the Almighty Toad to fix it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 19, 2014, 01:21:37 am
> Is there a way to "deactivate" a minigun turret after a set amount of shots so we have to rearm it in order to use it again?
The minigun turrets already have an interaction that must be activated to allow them to fire bullets. Once it runs out, it has to wait some time before it can be used again.

> You might also want to look at Deon's Wasteland mod. He has sprites too and was willing to share them with Lycaeon.
The sprites in there are already in Lycaeon's release.

> Going to be fixed in 40.14, so don't redesign the turrets and such completely. Just wait for the Almighty Toad to fix it.
That's good news, thanks. I only commented out the tag and set their speed to a very slow one.

It turns out the error was because I pasted the same line twice accidentally.

As a side note, how hard do you think programming Adventurer style combat into Nethack will be?

UPDATE: On extremely long basic world-gens, the world tends to get overrun by hordes of Steel Rangers.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 19, 2014, 12:20:37 pm
Using the v34 version, I really wanted to make some chain weapons, right? However, even though I am 100% certain that I have all the materials, the Workshop doesn't let me make one! I have looked through my stocks and found everything required: a steel machete/hacksaw/knife, a coiled wire, a charged battery, a steel chain, and steel mechanisms.

Is there something I'm missing here?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 19, 2014, 12:28:16 pm
Do you have any burrows active? If so, remove them. Burrows + Custom reactions = Bugs galore.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 19, 2014, 12:56:23 pm
Do you have any burrows active? If so, remove them. Burrows + Custom reactions = Bugs galore.

Nope, no active burrows. I do have a burrow to make sure everyone rushes inside, but nobody's assigned to it.

EDIT: After deleting the burrow all of those options suddenly became available, thanks!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on October 19, 2014, 12:58:07 pm
Do you have any burrows active? If so, remove them. Burrows + Custom reactions = Bugs galore.

Nope, no active burrows. I do have a burrow to make sure everyone rushes inside, but nobody's assigned to it.

Sorry, imprecise wording. Even burrows like that can still cause problems. Try deleting it and see if that helps.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 19, 2014, 01:04:57 pm
Try moving the items closer. I have similar problems in other mods if materials are considered "too far away."
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 19, 2014, 01:14:54 pm
My problems with reactions were usually from workshops being linked to stockpile of some, but not all, materials. I think there should be an option of "take from links first" in addition to "take from anywhwere" and "take from links only".
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 20, 2014, 04:05:30 am
Okay, while I am sorting out DFHack, if you are playing the .40 version, have you encountered any bugs/crashes yet?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 20, 2014, 06:05:16 pm
Whenever I find this, so hilarious...
Spoiler (click to show/hide)
I know that laser bolts aren't supposed to exist after they're shot but sometimes, if they miss, they tend to just... stay there... for a while :P And this one has water on it, who's ever heard of a water-covered laser bolt, seriously?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Chimerat on October 20, 2014, 08:27:11 pm
Odd question, but would "Text Will Be  Text" (I think that's what it's called...) allow this mod to have proper pony tiles?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 21, 2014, 02:51:29 am
> who's ever heard of a water-covered laser bolt, seriously?
Magic. :P

> Odd question, but would "Text Will Be  Text" (I think that's what it's called...) allow this mod to have proper pony tiles?
I don't really know, haven't looked into tilesets yet. Right now the priority is implementing DFHack to allow majority of features to work and trying to rectify any crashes/error thingies that may occur. While we are at it, has anyone apart from Destyvirago downloaded and played the .40 version yet?

Oh yes, in another mod, called The Earth Strikes Back, there is a custom script to spawn a creature when a stone is mined:
Spoiler (click to show/hide)
I think this can be modified to spawn a creature from a workshop reaction inside of using chickens. Since I am only a competent programmer at best, this may or may not be true, do you think it's possible to do so?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on October 21, 2014, 05:06:18 am
I've encountered a few crashes immediately after arriving at an embark site, and the occasional mid-game one, but I can't reliably reproduce either.
Slaves seem to be impossible to free/permaslave.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 21, 2014, 06:07:19 am
> Slaves seem to be impossible to free/permaslave.
The reaction that does that requires DFHack, which the .40 version does not yet have.

I also get some crashes in adventure mode, can't reliably reproduce it either. So far, the only crash that has been reliable and I've been able to fix is a divide by 0 in the raws.
Does anyone else get these crashes?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 21, 2014, 01:59:26 pm
Yeah, laser and plasma bolts tend to stick around. I had the same problem with pellets when I tried to add shotgun battle saddles.

> Text will be Text: http://www.bay12forums.com/smf/index.php?topic=138754.0
I think the problem is lack of sprites themselves rather than anything else. And I'm fine with having backgrounds and items as graphics and cratures as symbols.

> custom script to spawn a creature when a stone is mined
> I think this can be modified to spawn a creature from a workshop reaction inside of using chickens.
It seems like he did the hard parts and you'd have to connect reaction to calling SpawnUnit(..). It would be best, if you asked him about spawning from reactions. I'm sure quite a few people could use that.

> Crashes
Heh, trouble is, on this computer, I wouldn't know if it was DF's fault. The Browser crashes quite often, for example.

Oh, you're doing adventure mode too?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 21, 2014, 09:56:51 pm
> It seems like he did the hard parts and you'd have to connect reaction to calling SpawnUnit(..). It would be best, if you asked him about spawning from reactions. I'm sure quite a few people could use that.
Okay, I will once the rest of DFHack-related stuff is done.

> Oh, you're doing adventure mode too?
Yep, after the Ministry of Peace/Morale arc is completed.

Looking through some of the interactions, there are syndromes that give interactions that give syndromes. Why can't thee syndrome be directly applied?

Also, my year-end exams start tomorrow, so I may actually need to start studying for them. Please do not expect much from me for the next week or so.

And just for the record, what I intend to do with cybernetics:
- Surgery Table:
 > The name is variable. Basically, a one tile workshop that is built with a table meant to be easily constructed in the middle of a hospital. Reactions that are intended for doing things to ponies too injured to do it themselves will be located here. On that note, "Consume Hydra" will be modified to "Administer Hydra" and moved here.
- Medical Cybernetics (Prosthetics?)
 > Found with a ~4% chance in MoP crates. Used in a reaction along with a spark battery at the Surgery Table (see above) to completely heal a pony similar to the "Administer Hydra" reaction. I think there should be a downside to doing so, but cannot think of any that make sense.
- Project Steelpony crates
 > Right now, I am kinda divided on whether to add them. Adding them will also require the addition of OIA crates along with the other Project crates, since Project Steelpony crates on their own will be rather strange, but the other Projects will have to be fleshed out later. On the other hand, limiting cybernetics to MoP crates will keep things simple, at the cost of realism.
 > If added, Steelpony crates will contain: spark batteries (90%), coiled wiring (90%), neural interface talismans (75%), implants (see below) (50%), Project Steelpony processing matrix (45%). Keep in mind these crates already have a fairly low drop rate.
- Cybernetics Lab
 > A building requiring a MoP/Steelpony terminal, chair, mechanisms and a kinetic talisman. All reactions affecting healthy ponies, for example installing implants, occur here. For simplicity's sake, rather than realism's, the pony doing the reaction is affected by the change.
- Implants
 > Can be found in either MoP or Steelpony crates depending on the above. Implants add a tag to the pony who has it installed, for example synthetic lungs adding [NOBREATHE]. The list of implants is variable and I am open to any suggestions, along with downsides. Ponies can only have one implant installed and will blink a '+' symbol like in earlier versions with pipbucks. Listed are the implants I plan to add:
 > Synthetic lungs: Add [NOBREATHE] and radiation immunity (most of the radiation is absorbed through the airways).
 > Dermal armour: Reduces force of blows akin to Unity shields, to a lesser extent. Suggestion courtesy of Maklak.
 > Cybernetic Eyes: Gives [EXTRAVISION] and glow tile ", because it looks cool.
- Steelpony
 > Collect enough implants and you can assemble a Steelpony upgrade at the Cybernetics Lab with some neural interface talismans, coiled wiring, sensor modules, robot motors and a couple other stuff. This allows one to upgrade a pony into a cyberpony, which has a lot of tags, including [NOTHOUGHT], and improved military skill rates at the cost of civilian ones. Right now, after hearing Splint, I am in favour of making cyberponies an extremely rare caste rather a separate creature.
- Production
 > Before the Last Day, cybernetics were a relatively recent technology. As such, I think schematics should be as common as the cybernetics themselves since they will be distributed to allow more localised places to start manufacturing them. Cybernetics can then be manufactured at the Cybernetics Production Lab, another building requiring at least a power talisman and terminal, from steel, sensor modules, robot modules, neural interface talismans and coiled wiring.
Please comment on these ideas.
As a side note, I think that each crate should have an end-game industry to aspire to. For MWT crates, we have power armour production, MOM has interrogation/intel and expeditions, Robronco has robotics, MoP would have cybernetics, MAS already has spells and its arc has not even been started yet. The rest have not been fully fleshed out yet.

And reading the page with Lycaeon's development list, creatures with natural skill do labours. So how about giving blanks/slaves or foals with certain CMs natural skill in certain logical areas, like fishing?

And forgive me for being ambitious/arrogant/proud/synonyms, but do you think we can/should submit this to EQD/EQG once the MoA/MAS arcs are done or earlier?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 22, 2014, 01:58:07 pm
That looks like many new workshops. Maybe too many.

I think Hydra should have 2 reactons: "Consume Hydra" (self) and "Administer Hydra" (other). That way I can order a wounded pony to take it herself and not bother with another pony, but get an option to rescue a severely wounded pony too.

> Looking through some of the interactions, there are syndromes that give interactions that give syndromes.
> Why can't thee syndrome be directly applied?
I don't know enough, but a lot of it seems to have something to do with either cooldowns or propagations. For things like "Sterilise self" I have no idea. Presumably it was the way to do it.

> Steelpony
I think you should either drop it or put it off.

> Implant list
Check Cyberpunk, Shadowrun, Deus Ex and Warhammer 40h for some ideas.
Maybe a cortex implant that boosts mental stats, but messes up social stats and things like empathy?
Maybe something that gives NATURAL_SKILL, but you can only choose one of a few?

> Before the Last Day, cybernetics were a relatively recent technology.
> As such, I think schematics should be as common as the cybernetics themselves
They were bleeding edge and experimental. Red Eye's Stable continued the research and Professor Zodiac got shut down. PH even had around 40 stasis pods waiting for implants or other cure. I think schematics would be way rarer than any implants, which would already be quite rare.

> Cybernetics Production Lab
Another workshop. Oh well.

> So how about giving blanks/slaves or foals with certain CMs natural skill in certain logical areas, like fishing?
I think foals weren't given NATURAL_SKILL, just a high learning rate, for the very reason that they would start doing jobs without much control over them.

Slaves, I'm not sure.
Fishing, Hunting or Beekeeping shouldn't be given to anypony without a deathwish.
If you want to give slaves NATURAL_SKILL, consider jobs where skill level doesn't affect quality, like:
Animal care, Small animal dissection, Butchery, Tanning, Soap making, Wood burning, Potash making, Lye making, Milling, Plant processing, Cheese making, Milking, Shearing, Spinning, Pressing, Fish cleaning, Fish dissection, Furnace operating, Strand extraction, Glazing. Those are the "dirty" jobs anyway.

> And forgive me for being ambitious/arrogant/proud/synonyms, but do you think we can/should
> submit this to EQD/EQG once the MoA/MAS arcs are done or earlier?
I tried EQG several times and they ignored me and kept an old link to a 31.25 pony mod instead. I haven't treid EQD. In either case, wait until you have something that works reasonably well and a reason to start a new thread.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 22, 2014, 07:06:46 pm
> That looks like many new workshops. Maybe too many.
3 new workshops is too many?

> I don't know enough, but a lot of it seems to have something to do with either cooldowns or propagations. For things like "Sterilise self" I have no idea. Presumably it was the way to do it.
I meant things like workshop syndromes. For example, the Stasis Bay gives a syndrome that gives an interaction that turns one's self into a stasis pod.

> Maybe something that gives NATURAL_SKILL, but you can only choose one of a few?
What kind of thing would give one NATURAL_SKILL in something apart from swimming?

> I think schematics would be way rarer than any implants, which would already be quite rare.
Good point.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 23, 2014, 12:45:17 pm
> > That looks like many new workshops. Maybe too many.
> 3 new workshops is too many?
3 new workshops from an update. You plan to do a lot of updates, presumably adding workshops along the way. Their number is already high.

> For example, the Stasis Bay gives a syndrome that gives an interaction that turns one's self into a stasis pod.
Well, you could remove the middle step and see what happens. Maybe it has something to do with baystanders not getting hit by the syndrome. I don't know.

> > Maybe something that gives NATURAL_SKILL, but you can only choose one of a few?
> What kind of thing would give one NATURAL_SKILL in something apart from swimming?
Cyberpunk-style skill chips. Kind of like learning hologems, but they give bonuses once and you can only have one per pony.

Is this the newest version? http://www.bay12forums.com/smf/index.php?topic=118893.msg5739471#msg5739471

Huh, I genned a world, but the RAWs in my save are corrupted. Copying the ones from data/objects fixed it. Huh, my civilisation is dead or dying. Not good. Huh, no dfhack console? And it seems, I have to download the pony therapist separately. 

I managed to gen a world, but Dwarf Therapist can't connect to the game. It crashed, but I have a starting save with everything you'll need, except ponies don't have all skills assigned. I lucked out on CMs somewhat and got 2 x Axe, Sword and Assault Rifle (crossbow). Not so good on civilians, though.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 23, 2014, 08:40:35 pm
I was going to make a "school" with training terminals and a research center with scriptoriums and such, except that the lag from 150+ ponies really slowed it down to the point where it was a pain to play (15-18 FPS). Created a new world and lucked out with getting medium-quality surface salvage yet peaceful wildlife, then accidentally flooded my new Stable while trying to build a well. Apparently water pressure is a thing in this game and the way I had set it up pushed the water through my nice well-holes in the floor and all over the place.

To reduce lag I tried to use the ASCII version and have even switched to using the Mac version of dfhack so that Wine wouldn't get in the way, if using it affects performance at all. Unfortunately, that doesn't seem to have done anything besides make the graphics suck, and messing around with the init file and increasing CPU priority didn't seem to do anything either. I know this is in the wrong area of the forums for complaints about lag, so I'll ask another question instead - what's the smallest population cap I can have without missing any population triggers for invasions or other things? I saw somewhere that the Unity can start attacking at 110, is that as low as is required to have all the features?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 24, 2014, 01:22:08 am
Heh, I get FPS death around 80-100 ponies and 5-8 years. I was never invaded by Unity, though. Graphics doesn't have much to do with lag. The number of items does.

You can depressurize water, by linking to it diagonally. And I'm surprised, you didn't install an input valve. I always do, even thoug it slows down the construction of water reservior considerably.

Did you download dfhack separately?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 24, 2014, 04:14:09 am
> You plan to do a lot of updates, presumably adding workshops along the way.
Those 3 workshops are going to be the only I am going to add for a long time. Drug use on prisoners will be using the Pny Resource Centre, Expedition/Talon Mecenaries are going to be at the Expedition Starting Point and Energy Weapons at the MAW Prismatic Forge.
MAS is probably going to have new buildings (megaspell chambers), though.

> Well, you could remove the middle step and see what happens. Maybe it has something to do with baystanders not getting hit by the syndrome. I don't know.
I'll try it.

> Is this the newest version?
They all link to the same two pages (ASCII/Phoebus) which I keep updating.

> Huh, my civilisation is dead or dying.
I get that a lot in the new version if I do a long world-gen. Still using the old mod's world-gen settings for advanced, though. Might need retweaking.
> Huh, no dfhack console?
Still in the middle of implementing it.
> And it seems, I have to download the pony therapist separately. 
Sorry, not sure if everyone uses it and to save space/speed upload download.

> I managed to gen a world, but Dwarf Therapist can't connect to the game.
Sorry, didn't test Dwarf Therapist compatibility.
> It crashed,
The game, or Dwarf Therapist? Where did it crash?

> I saw somewhere that the Unity can start attacking at 110, is that as low as is required to have all the features?
To allow your ponies to get slaughtered by everything possible, yes. Personally I cap my population at 30. I suck at managing large populations.

> Did you download dfhack separately?
He is using Lycaeon's .34 release.

And dangit, now DFHack crashes.
Quick question, why is autoSyndrome preferable to boiling rocks?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on October 24, 2014, 09:46:05 am
My guess is because it uses less materials (less materials to keep track of in turn means better FPS.) unless I misinterpreted something somewhere.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 25, 2014, 01:53:24 am
Dang, reaction-trigger either keeps throwing back errors or crashing DFHack.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 26, 2014, 04:18:47 am
Okay, couple of quick questions, because of, ugh, humanities.

1. Does anyone get crashes during Adventure Mode? I received a bug report on the DFFD Phoebus page saying that.

2. How does Unity reproduce? No, not in-fluff, I do not want to know that, but during world-gen, they manage to overrun the world (The Age of Unity, which kinda sounds cool). Is it because they are so OP that even with non-replenishing numbers they can kill everyone else?

3. Would you prefer me to continue developing content for .34 rather than trying to work on a buggy .40?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on October 26, 2014, 04:47:52 am
I do believe that the future of this mod relies on it eventually getting a .40 version released. However due to the status of DF .40 at the moment with new patches and new content being released every few weeks I do realize that all the tools needed to make a full transition to .40 may not yet be available.  So in the short term new content for .34 can work.

As for adventure mode I don't play that. My personal opinion is that this mod is probably best played in dwarf(Pony?) mode and not adventure.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on October 26, 2014, 03:58:15 pm
Adding additional .34 features will simply increase the total load that needs to be ported and rebalanced. 
Certain features don't work yet, but the mod is playable and has more potential than the .34 version.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 27, 2014, 03:48:35 am
I read the last reliable DFHack release is for 40.08, so I am gonna to stick to that for the mean time. Anyway, 40.14 said something about growths being related to plant gathering, so it looks like plants will have to be reworked.

> Certain features don't work yet, but the mod is playable and has more potential than the .34 version.
Wait, it does not crash for you?

EDIT: On second thoughts I like the look of all the bug fixes since .40.08, but I suspect DFHack crashing has something to do with the version.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on October 27, 2014, 06:27:20 am
On all 3 PCs I've tested it on, crashes only happen on extreme occasion, and I can't reliably reproduce them.
When are you getting the crashes?
I'm playing this version: http://dffd.wimbli.com/file.php?id=9891
with DFhack. 
I increased the starting populations in the RAWS so stable ponies don't die out and ended world get at year 80.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 27, 2014, 08:09:55 am
>  crashes only happen on extreme occasion, and I can't reliably reproduce them.
Yay.

> When are you getting the crashes?
Retiring/abandoning a fortress and adventure mode. I also have received a bug report saying it crashes during adventure mode character generation.

> with DFhack
Which version?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on October 27, 2014, 08:13:00 am
I'm using the most recent DFhack:http://dffd.wimbli.com/file.php?id=9744
I've had no issue retiring/abandoning.
I occasionally get a crash when I save a fort, but the save always goes through.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 27, 2014, 08:26:51 am
> I've had no issue retiring/abandoning.
How? Mysteries of this world... (joke)

> I'm using the most recent DFhack:http://dffd.wimbli.com/file.php?id=9744
Please note that even so some features will not work. The system has been changed.

Anyway, by the end of the week, I should be back to implementing DFHack.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on October 27, 2014, 07:04:19 pm
Would a 40.14 update be quick and painless?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 27, 2014, 10:08:13 pm
Updating to 0.40 would require the addition of growths to all the existing plants, and the addition of stepladders to item and entity files. Making use of it would mean adding fruit trees. Apples, anyone?
The main issue is to wait for DFHack to update.

As a side note, what happened to the MLP mod Sorcerer is maintaining? The thread seems to be rather quite.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on October 28, 2014, 06:52:31 pm
How do you install SATS? I have a Stable-Tec terminal but there isn't any "install SATS" reaction on it. I tried building a bunch of the magic related buildings/terminals to see if it was in there (technically being a spell and all) and still nothing. What I DO see on the Stable-Tec terminal is a bunch of reactions for training civilian labors and social skills and another that says "arcade games" (which I assume boosts a pony's happiness level).

I'm still playing the .34 version btw.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 28, 2014, 10:15:19 pm
Installing SATS is only in the older versions of the game before DFHack. Now, SATS comes automatically with wearing a PipBuck.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Valikdu on October 29, 2014, 07:40:18 am
Updating to 0.40 would require the addition of growths to all the existing plants

Well, you don't *have* to. Plants will still work like they used to.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 30, 2014, 01:26:47 am
> Well, you don't *have* to. Plants will still work like they used to.
They do? That's a relief, less work to do.
Still, if I have the time, going to add edible growths to appropriate shrubs for adventure mode.

And another question, I am going to get started on development by the end of tomorrow, so would you rather have .40.14 now or are you okay with waiting until Everfree for it (apple trees are going to be found in the Everfree)?

Also, for those who have played the latest .40 version, do you find that there are too little crops?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Valikdu on October 30, 2014, 01:48:09 am
> Well, you don't *have* to. Plants will still work like they used to.
They do? That's a relief, less work to do.

Well, the crop plants work. I'd updated the trees before testing anything in my mod, then played a test fort with unchanged crops.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 30, 2014, 02:36:36 am
I recommend that you include a manifest.txt file somewhere with basic info, like this thread, version of df, version of dfhack, version of the mod and last RAW modification date. Even just the mod version would be fine. The purpouse is to make it much easier to see "what version is this" at first glance.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 30, 2014, 08:13:04 am
> Well, the crop plants work.
In .40.14?

> I recommend that you include a manifest.txt file somewhere with basic info,
Okay, in the next release. Meanwhile, can someone please explain how the version numbering system of this mod works?

Speaking of releases, my exams end tomorrow so I can begin modding very soon. A release should be done by the end of the weekend. Meanwhile, here are a couple of questions for those playing the 40.13 release:
 - Are you experiencing crashes? If so, where and how?
 - Do you feel that the current crops are imbalanced?
 - Would you prefer an update to .40.14 now, or later with the Everfree arc?
 - Overall, are there any balance issues, especially with combat and the new pulping system?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Valikdu on October 30, 2014, 08:21:26 am
AFAIK, there wasn't a major change in the plants themseves between 13 and 14. The crop plants that have fruit Growths can now be used as intended, same for the trees that also have those. I think that's it. Plants with no Growths, like plump helmets, work the same as they always had.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 30, 2014, 12:10:44 pm
> Meanwhile, can someone please explain how the version numbering system of this mod works?
It is similar to DF in that it denotes "completeness". The jump from 0.88 (or 0.92) to 0.30 was because of new features on the TODO list. Since you're the modder now, you can pick a versioning scheme that makes sense to you. Basically as long as you bump a number or letter with each new release we're good.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 30, 2014, 08:12:13 pm
Hmm, would you rather have more Fortress Mode content first or basic Adventure Mode crafting first?

Also, look what I got when playing with world-gen:
(https://lh6.googleusercontent.com/iQnheeb4WmzRnGUJ7xqLWsLP2Do3LRSP0zV_L8rm11qi7bbb6BTA-LDGI-X5pNTNHFxFTUAFniU=w1256-h523)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on October 31, 2014, 01:30:19 am
Fortress Mode. It is where we already have content and it is how the mod is meant to be played.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on October 31, 2014, 05:36:03 am
Woohoo, exams are over. Expect an update by the end of the weekend. Another question, is the current language file fine, or do you think wasteland-appropriate responses will be more fluffy?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 01, 2014, 05:19:41 am
Okay, I am not too sure if this is an error with DFHack, but whenever I manage to run reaction-trigger without error, DFHack crashes.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on November 01, 2014, 11:18:50 pm
I always found it weird how the pony mods update the fastest
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 02, 2014, 01:58:38 am
If you call posts updates, half the time it is me spewing random stuff.
Otherwise, the updates are small and buggy. The .40 is still in alpha-ish state.

Alternatively, we are a bunch of crazy people with nothing better to do.

Oh yeah, forgot another thing, do you want broccoli as an edible raw value 1 growable food plant in honour of Puppysmiles?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 02, 2014, 03:49:34 am
> Oh yeah, forgot another thing, do you want broccoli as an edible raw value 1 growable food plant in honour of Puppysmiles?
Meh, I don't want too many of anything, including crops. Come to think of it, lettuce would make a nice edible raw crop, but it isn't brewable. It is kinda cookable, though (if you count adding salad to a main dish as cooking). I'm not sure about value, but it grows fast (2 months irl is enough) and can be grown in hydroponics.

EDIT: I'm not against broccoli. I'm against having multiple crops that do essentially the same thing. And if you say, there is just a few, then adding another is OK.
You know what, just disregard what I said. I got out of touch with the mod.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 02, 2014, 03:58:09 am
> Meh, I don't want too many of anything, including crops.
If I remember correctly, there are only 3 underground crops and 5 above-ground ones. Another underground one wouldn't hurt, right? Because surely something as disgusting as broccoli couldn't have sprouted under the light of Celestia's Day, right? Right? (joke)

UPDATE: I must apologise for not presenting the update as promised. Things have been harder than they seemed. Sorry for getting your hopes up. Next Estimated Date of Release: End of this month.
And to continue tradition: I suck at modding.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 02, 2014, 07:57:35 pm
And it turns out that all my problems so far have been caused by two spaces. Two. Freaking. Spaces.
So, because life kinda hates me, I now have another problem. DFHack now crashes instead of throwing back errors at me.

UPDATE: Yep, found out it also crashes in vanilla. Not sure if this is a problem with DFHack or my computer though...

Do you mind if you help me determine 2 things from here (http://dffd.wimbli.com/file.php?id=10018)?

a) Does unpausing the game for the first time crash DFHack?

b) Does running the "Test syndromes" reaction in the Farmer's Workshop crash DFHack?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on November 03, 2014, 06:12:26 am
No crash, but DFhack says this when testSyndromes is done.
(http://i.imgur.com/hoBaw7V.png)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 03, 2014, 08:54:42 am
Hmm...Looking into it. Do PipBucks work?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: totallyLegit on November 03, 2014, 07:06:55 pm
How would I test that exactly?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 03, 2014, 08:12:07 pm
Enlist a victim volunteer into the military. Give him/her a PipBuck. Sic him/her on something like a ghoul or a large radscorpion. Check the [r]eports for mentions of activating SATS.
You can also skip the hassle of obtaining a PipBuck through natural means by selecting a unit with [k] look and entering into the DFHack console createitem SHOES:ITEM_SHOES_PIPBUCK INORGANIC:STEEL 1. A PipBuck will appear at that unit's feet.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 04, 2014, 12:04:35 pm
Come to think of it, according to lore, Stable ponies have pipbucks in general. So maybe instead of (or in addition to) having a pipbuck item with the syndrome, Atable ponies should have a "natural" interaction to use pipbucks, like turrets can fire bullets by themselves.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 04, 2014, 02:25:26 pm
Come to think of it, according to lore, Stable ponies have pipbucks in general. So maybe instead of (or in addition to) having a pipbuck item with the syndrome, Stable ponies should have a "natural" interaction to use pipbucks, like turrets can fire bullets by themselves.

I was wondering when someone would point that out. Always struck me as odd that they needed to dig out something from wreckage and such that was supposed to be standard issue to Stable Ponies.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 04, 2014, 08:35:46 pm
So in game-play terms that would translate into essentially having steel skin for the left lower foreleg, or right lower foreleg if it is the Red Eye caste, and a self-targeting existing PipBuck-like interaction tied to that particular leg that gives the powers of SATS. This would also simplify the radio propagation reaction I plan for later on.
But that brings two problems: a) What to do with existing PipBucks? The only thing I can think of is a reaction to give blanks/slaves one. b) SATS is kinda powerful, and your basically giving everyone it. So there will be balance issues.
And I'm really tempted to reference Duck and Cover, the protaganist's PipBuck was a sticker.

EDIT: Oopsies, almost forgot. Do the PipBucks work? I still get crashes and not the error for the reaction.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 05, 2014, 01:21:58 pm
I haven't even thought about steel foreleg. Just the SATS interaction.

> a) What to do with existing PipBucks? The only thing I can think of is a reaction to give blanks/slaves one.
Also, adventure mode item for other races (Griffins?) and an expensive sock.

> b) SATS is kinda powerful, and your basically giving everyone it. So there will be balance issues.
I think this is the reason Lacaeon didn't do it.

Another problem I see, is freeing up a leg for an autoinjector or something.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 05, 2014, 09:24:18 pm
> and an expensive sock.
I like the sound of that.

> I think this is the reason Lacaeon didn't do it.
The option is to make SATS only available after a reaction at something like the Stable-Tec terminal, since I also have some civilian uses planned for PipBucks, like radio propagation.

> Another problem I see, is freeing up a leg for an autoinjector or something
Currently, I think the problem is getting the resources to produce all the available autoinjectors, since the effects of multiple same autoinjectors do not stack. I think.

Asking this again, do the PipBucks work without crash? Even if there is a crash, please tell me.

EDIT: Small development list, not in any order, to take my mind off DFHack:
 - Broccoli. Pink Eyes, enough said.
 - Cybernetics, mega-post couple of pages back
 - Stable-tec stuff
  > Mass-production of stuff, batch processing etc
  > PipBuck related civilian things, like radio broadcasts involving sprite bots
 - Drugs, another small post couple of pages back
 - Everfree, apple trees + update to .40.14
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 07, 2014, 10:16:41 am
No one answering? Ah, well. Another question for those kind enough to help with DFHack debugging, does your game crash upon abandonment/retirement?

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 07, 2014, 10:51:07 am
I've honestly been waiting for things to bottom out as it were, so mods and such can actually update themselves, DFHack can catch up, and we can have a fairly stable run for a little while. Plus oddly enough a mess slightly related to this very mod has left me in a depressive episode the last few days and not really in shape to play... Anything the last day or so really, never mind this mod.

As to PipBucks, could always have the found ones replaced with Military PipBucks/military upgrade hologems/disks/whateverthehelltheyuseIdon'trememberwhich, and have the StableTec ones they'd start with only confer half the bonuses for half as long they'd get if they were optimized for combat -- after all, you'd be expected to use that for some nonthreatening target shooting, playing soccer, or taking care of the odd bunch of largely unthreatening radroaches that just won't sit still. Nobody is expected to actually be using those things to kill other ponies on a regular basis.

Obviously this would hinge on being able to replace the StableTec SATS interaction with an "Combat Optimized" SATS (obviously by way of itemsyndrome if possible.) Of course it'd be in addition to whatever else is planned. Then again I'm slightly sleep deprived so take any of that shit I just typed with a grain of salt.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 07, 2014, 09:28:32 pm
> so mods and such can actually update themselves, DFHack can catch up, and we can have a fairly stable run for a little while.
Personally I am going to cap it at .40.13 for Cybernetics and Drugs on Prisoners Effects (DoPE).

> PipBucks
That is actually a fairly good idea. Even having half the bonuses of SATS will help stop hunting being such a death sentence.

Ok, found out how to make reaction-trigger syndromes work, so those should be done by the end of today. I once again repeat myself, to those kind enough to help test the DFHack, does it crash upon abandonment/retirement and do the PipBucks work?

And another question, are you okay if I remove the Magma Gunsmith's Forge? All the other Magma forges have been removed.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 08, 2014, 06:44:58 am
> so mods and such can actually update themselves, DFHack can catch up, and we can have a fairly stable run for a little while.
Personally I am going to cap it at .40.13 for Cybernetics and Drugs on Prisoners Effects (DoPE).

> PipBucks
That is actually a fairly good idea. Even having half the bonuses of SATS will help stop hunting being such a death sentence.
Sounds like a good idea. Normal citizens get a weak SATS as standard, but we can find Military PipBucks for the soldiers. As it is normal citizen ponies are heavily outmatched by most of the fauna they encounter that I don't believe it will be unbalanced.
Quote

Ok, found out how to make reaction-trigger syndromes work, so those should be done by the end of today. I once again repeat myself, to those kind enough to help test the DFHack, does it crash upon abandonment/retirement and do the PipBucks work?
I'm gonna try the latest version you have posted this weekend. Had a lot of work recently and haven't had the time to play as much as I have wished for
Quote
And another question, are you okay if I remove the Magma Gunsmith's Forge? All the other Magma forges have been removed.
This sounds like a good idea actually. I actually had some thoughts about the resource system. Basically since the Stable is supposed to be a modern hi-tech facility and the Stable dwellers themselves have had access to modern science it doesn't make sense for them to rely so much on coal to power most things. What if we where to change many workshops to instead of needing coal they would use spark batteries instead. So a "Powered Forge" would need a charged spark battery + metal to make an item, instead of coal + metal. When the operation was complete you would get the item + an depleted spark battery that can be recharged for new use. This way we can simulate electricity used to power modern tools. I think this could be a novel way to show how the stable is a hi-tech bastion in a wasteland. Charged spark batteries could then be used for  powered versions of most forges and Kilns so we could have "Powered Glassmelters" ect. We then might need new ways to recharge spark batteries, so an early stable that doesn't have a power talisman, might make a Coal turbine that uses 1 coal to recharge 2 or 3 spark batteries.

Well, I have rambled enough for now  :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 08, 2014, 06:53:17 am
Coal turbine (I like,) and water pump.
Pump fills barrels with an undrinkable dirty water liquid.
Barrel of dirty water and coal are taken with the batteries, and boom. Get an empty barrel and charged batteries. Seems doable to me. For bonus theme points, only build the pump workshop next to a water source.

I'm also in approval of the battery powered workshops idea. Corrosion made use of one or two as I recall.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 08, 2014, 07:08:48 am
Quote
Ok, found out how to make reaction-trigger syndromes work, so those should be done by the end of today. I once again repeat myself, to those kind enough to help test the DFHack, does it crash upon abandonment/retirement and do the PipBucks work?

Say, the latest version I downloaded didn't have DFHack installed. Is there a version I should download separately or can you make a version for download that has DFHack included?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 08, 2014, 07:54:40 am
I posted it on another page since it was no really under the mod persay, tuhere should be a link within the previous two pages or so.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 08, 2014, 09:03:41 am
> Basically since the Stable is supposed to be a modern hi-tech facility and the Stable dwellers themselves have had access to modern science it doesn't make sense for them to rely so much on coal to power most things. [...]
1) The Zebra war was about coal (and gems). Stable-tec ponies use spark reactors, though.
2) There already is a prismatic smelter that takes a power talisman to build and doesn't require fuel, except for steel production (which needs carbon).
3) With the trees update we get more charcoal, so I don't have that big of a problem with ponies burning trees for fuel rather than taxing their ancient generators even more. Although canonically, trees in most places are dead.

I think it would be a good idea to add to the prismatic smelter a reaction that takes 1 scrap ore, 1 flux stone (or maybe even a flux stone bar) and 1 coal to make 2 steel bars. It would be much more efficient than the current process an we would miss out on some copper, aluminum, etc as a tradeoff. Plus prismatic smelter needs a power talisman, so it should be good.
In reaction_smelter_prism.txt 
[REACTION:STEEL_MAKING_SCRAP_PRISM]
[NAME:make steel bars from scrap (prism)]
[BUILDING:SMELTER_PRISM:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:SCRAP_METAL]
[REAGENT:C:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NONE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NONE:METAL:STEEL][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

I prefer having power talismans being used to build workshops than juggle so many spark batteries at once. I can see some appeal, but for endgame power talismans are better, doubling workshops for spark battery and power talisman versions would be a bit much (although I could simply upgrade the workshops as power talismans become available) and I prefer to think that ponies would prefer to link everything to a generator / central battery bank rather than carry spark batteries everywhere.

> Civilian SATS / military SATS.
I'm in favor of pure solution (either just wearable pipbucks or everypony gets it as part of their CREATURE), but not enough to make a fuss.

> Barrel of dirty water and coal are taken with the batteries, and boom. Get an empty barrel and charged batteries. [...]
This makes no sense whatsoever to me. Besides, we already have a Flux converter that a Unicorn can use to charge a spark battery, while getting a nasty syndrome for a week (an EP would simply die).

Hm, this computer doesn't crash (as much), so I might be able to see how it goes. You basically want me to find and equip a pipbuck and see if it works?
Here is a hint for further testing: Add a workshop "CHEAT" that takes 1 boulder to build and has reactions with no reagents that produce all the stuff you're testing. Make sure to make the IDs for those reaction like this: TEST_PIPBUCK. Then you can easily remove this stuff for release and can test even advanced things within an hour of embarking.

And if you want us to test something, include the link to what you want us to test. I can't speak for the rest of us, but I'm lazy and prone to confusion.

> Magma workshops.
Yeah, remove. I built a big metal industry with magma in FoE, but geothermal doesn't fit FoE much.
(http://www.img.ie/pvwe6.jpg)

> Ok, found out how to make reaction-trigger syndromes work, so those should be done by the end of today. 
That's good news. I'll wait then.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 08, 2014, 09:34:39 am
>PipBucks
It was just a solution to balance things out. It's up to those actually working on the mod to make it so.

>This makes no sense whatsoever to me.
Seems much more snippy to me than it's probably meant to. Main purpose of the suggestion is an alternative to getting your unicorn(s) sick, based on what someone else mentioned. Dirty (as in undrinkable so it can be kept out of food storage stocks,) water goes into the generator/turbine to make steam (with the fuel,) steam makes juice, said juice goes into charging batteries. May take more effort than the flux converter (if I'm assuming right; never used one myself, I got bored or killed by the unending hordes of feral ghouls/radscorpions before ever getting to the fancier workshops,) but it's an alternative means to recharge batteries without workers getting sick or in the case of poorly timed EP haulers, possibly killed.

As to safely located generators, you can look into masterwork for that. They have steam generators (water and fuel go in, power comes out for x amount of time,) to power many workshops for the gnomes and I think some dwarven workshops.

Spoiler: rambldyramble (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 08, 2014, 09:42:35 am
> I think it would be a good idea to add to the prismatic smelter a reaction that takes 1 scrap ore, 1 flux stone (or maybe even a flux stone bar) and 1 coal to make 2 steel bars.
Noted, will get to it after DFHack.

>RAWS
Wow, doing my work for me. Thanks.

> You basically want me to find and equip a pipbuck and see if it works?
Yep, don't really need to find it though...And also help see if unpausing crashes the game. Most of the DFHack-ish changes are in the raws folder under onload.init

> has reactions with no reagents that produce all the stuff you're testing
Or use DFHack.

> And if you want us to test something, include the link to what you want us to test. I can't speak for the rest of us, but I'm lazy and prone to confusion.
Here (http://dffd.wimbli.com/file.php?id=10018). Basically gen a world and embark anyway, preferably an area with things like ghouls or radscorpions, give a pony a PipBuck and then sic him/her on the local wildlife. Check the resulting combat logs for mentions of SATS being activated.

> could be used with a rad-x or radaway item
Oh right, I kinda skipped over those...RadAway may actually be viable now, since DFHack has the -erase option on the add-syndrome command.

> Could look at it as the Earth pony way of keeping the damned things charged when unicorns aren't available or few in number
In-fluff, prewar there were prismatic generators and post-war spark batteries were plentiful/valuable. That said, in-crunch I have no idea what to say.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 08, 2014, 09:48:15 am
what you find are primarily already-depleted ones in the mod mostly, not all primed and ready for use. At least last time I played that was the case. Anyway, a simple "That's stupid, not going to use it." would suffice. If you don't feel it should be included, then don't include it. You're doing the bulk of the gruntwork now so it's your call in the end.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 08, 2014, 09:59:02 am
I suck at making calls.

Anyway, assaulting people won't trigger sieges because of DF army movement stuff.

UPDATE: Phoebus (http://dffd.wimbli.com/file.php?id=9891) and ASCII (http://dffd.wimbli.com/file.php?id=9885)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 08, 2014, 12:23:36 pm
Just downloaded the latest version with DF Hack, but it seems you forgot the dfhack.init file so I got an error message. I'll try to copy the dfhack.init file from the test you posted earlier today.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 08, 2014, 12:28:49 pm
> Dirty (as in undrinkable so it can be kept out of food storage stocks,) water goes into the generator/turbine to make steam (with the fuel,) steam makes juice, said juice goes into charging batteries.
Ah, I get it now. Thanks. I'm unsure if I support the idea and leaning on "no", but at least I get it. Lol, steam ponies :)

> Selling purified water.
Nah, this doesn't make as much sense with barrel cactus water and other sources of water we have. Besides, I get wealth pretty quickly. And exports are never a problem with prepared meals or clothes.

> > RAWS
> Wow, doing my work for me. Thanks.
Yeah, I learned to read some of the RAWs by studying this mod (starting with reactions), but am not much of a modder myself.

> > has reactions with no reagents that produce all the stuff you're testing
> Or use DFHack.
So it has an insert item command? Yes, that works even better.

> what you find are primarily already-depleted [batteries] in the mod mostly
I think this is working as intended. Having as many recharged batteries would be too powerful, IMO. Plus it gives us an incentive to build prismatic generators. The Flux converter (that I proposed) is just an option to "I need a charged battery now". Yeah, it wouldn't work so well in a fort with low population and almost exclusively Earth ponies.
One change, I'd propose to flux generators is that magic CMs at master level don't get (as) affected by the syndrome.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 08, 2014, 01:21:17 pm
>Water
Again, just a thought/suggestion. I was thinking less "useable drink" and more "explicitly a trade good" though, since not everywhere has the benefits of things like cacti that survived the war to get water from. If it's anything like the original source (lovely ol' Fallout,) then the vast majority of people have to rely on somewhat scarce purifiers, groundwater that may or may not be safe, or hope to god the water that they are getting isn't severely irradiated (which is what dirty water is in the games,) though the places that weren't bombed back to the stone age at least are more or less safe from irradiated water hazards and just have to worry about any germs that might have survived in it. Here there's also water talismans, but those are rather rare as I recall and I doubt anyone would want to part with them willingly or only at a greatly inflated cost, as a working water talisman would be a godsend to any wasteland settlement.

>Steam ponies
Not really (since that phrase made me think you though steampunk,) most electrical generators use steam to turn the turbines to make electricity, though hydroelectric turbines of course use water to spin the things up directly instead of through some sort of fuel (like coal.) I figure a slightly more resource intensive - since it needs fuel and some otherwise unsafe useless water to make any power - a batch recharging generator would make sense. Or perhaps digging up a schematic to make a battery charging station.


But again it's up to the people doing the work, not me, as I am busy with other things and have no idea how to do workshops.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 08, 2014, 01:38:45 pm
Tried the latest release. Here is how it went.

Upon startup i got a notification that the dfhack.init file was missing. I copied the one I got from the test save Snail555 released earlier and got it working. After some careful setup I sent my 7 ponies out for adventure and sudden violent death as they started next to 5 or so Rad crocodiles. Livestock and Ponies got eaten within seconds of unpause. Seeing the horror unfolding I quietly retired the fort... and crashed DF. 
I booted up again and noted that my previous embark was not saved so the calendar still showed the 15th as I tried to embark yet again. After selecting my gear and skills I tried to embark again, but just as I embarked DF crashed again. I got an error message saying:

....40.2 Phoebus\hack\scripts/modtools/reaction-trigger.lua:223: Could not find syndrome assembling Pinkanema
Stack traceback: [c]: in function 'error'
....40.2 Phoebus\hack\scripts/modtools/reaction-trigger.lua:223: in main chunk
(...tail calls...)

I do wonder if the old version of Phoebus has been used as I noticed that the new version has vastly different trees. That could probably be some of the reason for the crash.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 08, 2014, 02:02:55 pm
With water merchants in Fallout and Water Talisnans in stables, pretty much my only complaint about water as trade good is that stable ponies will dehydrate over drinking it themselves :)

> Steam ponies.
I was thinking steam engine from a train (and Equestria had some coal powered trains) as a generator.

> Workshop requiring power that can charge batteries.
Heh, I'd just use water reactors :)

I'm fine on batteries, charged or otherwise in any case. Well, maybe a bit low in the beginning.

EDIT: Got the game running. Is thiss the command to get a pipbuck?
#createitem SHOES:ITEM_SHOES_PIPBUCK INORGANIC:PIPBUCK
It makes two pipbucks worth 200 each.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 08, 2014, 06:23:36 pm
Ah, off the top of my head: Make learning rate for Armour User 500 (the maximum) for everypony, because that skill trains so slowly that legendaries are lucky to have 3 in it.

I think we should have "generic" gems and "downgrade gem" reactions. That way, if we have for example I2 gems, we can make "Low grade" illusion gems and use them for reactions that require I1 gems.

Add a chance for concrete blocks to low quality salvage.

=============================

I run DF on Linux under WINE. I got the newest Phobeus version.

I got a splash screen about missing dfhack.init.

World generated.
Got some dfhack errors: 
....40.2 Phoebus\hack\scripts/modtools/reaction-trigger.lua:223: Could not find syndrome assembling Pinkanema
stack traceback:
        [C]: in function 'error'
        ....40.2 Phoebus\hack\scripts/modtools/reaction-trigger.lua:223: in main chunk
        (...tail calls...)
I have wastelanders, raiders and Steel Rangers.
My civilisation is dead or dying... again.

Found a place to embark. Two warm wilderness forest biomes with a brook. Embark screen says Flux Stone, but #prospect doesn't (and I'm supposed to only have 3 types of gems). It has some cliffs, which I dislike, but it's just for test anyway.

Ponies:
Sentry - EPM, shield CM. (Military)
Warm Blanket - EPM, smiling flower CM. (Miner)
Hail of Metal - EPF, assault rifle CM. Very quick to anger and takes no pleasure in her talents and appearance. (Military)
Dawn Guard - EPM, shield CM. (Military)
Cherelee - EPF, smiling flower CM. Hahaha "She is prone to strong feelings of lust". (Mechanic and Builder)
Silver Blood - UPM, leader CM. Has poor intuition and is incurious, but is otherwise a nice guy. (Noble) 
Happy Days - EPF, smiling flower CM. "She is not the type to fall in love or even develop positive feelings". (Food)

I lucked out on embark points with antique buckets, splints, crutches and cart for 2800, so I could even afford some robots.

Huh, the trees are now just dark spots and it got me confused. There is lots of of a corn and cotton on the map. There is lots of low quality salvage (and no medium salvage, seriously?) and not that much normal wood. #prospect all reveals no Flux stone, which is problematic, because I neglected to bring any.
I have green zircon(I2), tanzanite(A2) and some black quartzes(C1) which sucks too, especially with a dead civilisation and possibly no caravans, but then I only have 1 Unicorn.

Dwarf Therapist 28 works. It looks different than version 20 which I used for 0.34.

Meh, Shield CM is nothing exciting. Sentry and Dawn Guard will get machetes.

Wow, that's a lot of low quality salvage. Holy carp, the map is just littered with it. Consider making all salvage trees just give 3 wood like those mushrooms in the caves.

Lol, security turret is walking around. I guess, I should pasture it.

#createitem SHOES:ITEM_SHOES_PIPBUCK INORGANIC:PIPBUCK
They just lay on the ground and ponies won't equip them, despite having pipbucks as part of their uniforms. Does it interfere with light horseshoes? It shouldn't if I'm reading the RAWs correctly.
There seems to be a space in front of " PipBuck".

A hostile Mr Macintosh came along and is killing a dog. The militia tries to rush it, but this is before they have decent equipment, so this is bad. Happy Days got hurt in the hoof. I have 3 soldiers, 2 bronze machetes that barely dent the casing and the dogs got destroyed and their teeth are everywhere. Wow. Lucky for me, the militia ponies gang up on the threat and mostly dodge it's attacks, while slowly denting the casing in multiple places. Except even a single hit on a pony is enough to fracture bone, because I didn't make armour yet. Hooves seem to make for an easy target. Most attacks against the robot glance away and those that don't, dent it. Dawn Guard gets hit with a plasma bolt and falls unconscious. Happy Days is so angry about getting wounded in the hoof earlier that she charges at the robot and bucks it, doing no damage. 2 riot shields per pony keep them alive and the Macintosh seems to be retreating. Except for Happy Days, who gets grappled and sawed to pieces. Then Sentry gets wounded. A bighorner who joined the fight earlier is almost dead. The Macintosh makes a circle and runs to the centre of the camp, firing plasma bolts at everything is sight and damaging a sprite-bot. Silver Blood gets hit with the circular saw and goes unconscious. So much for our doctor. Hail of Metal also gets hit. Sentry finally sticks his machete in the robot's primary eye and does some damage. Cherelee charges it with a bronze hacksaw. This can't end well. She cuts off it's tertiary eye, but gets killed. The gunner is sawed and falls unconscious. Sentry is pretty much the only one fighting. The robot feigns escape, but comes back for more. It leaves the map eventually. The survivors are very unhappy. Wow, that was intense.

Maybe hacksaws make better weapons than machetes? At least that way, I can later upgrade to chainsaws.

The game crashed while saving.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 09, 2014, 01:18:23 am
> Just downloaded the latest version with DF Hack, but it seems you forgot the dfhack.init file so I got an error message. I'll try to copy the dfhack.init file from the test you posted earlier today.
Oops, forgot to copy over dfhack.init to the Phoebus version.

> Power-requiring workshop schematic
Power isn't moddable without DFHack.

> That could probably be some of the reason for the crash.
ASCII also crashes where you mentioned. The error is a typo made by me.

> pretty much my only complaint about water as trade good
Another problem is that in order to make water valuable, the drink would have to be high value, which in turn would increase the magnitude of the good thought experienced by drinking it.

> My civilisation is dead or dying... again.
Oh, that means I need to fiddle with world-gen parameters.

> There seems to be a space in front of " PipBuck".
That's from INORGANIC:PIPBUCK. The old itemSyndrome required a special material to function. Also, do note I haven't touched item-trigger so far, so things like PipBucks, autoinjectors and battle saddles won't work.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 09, 2014, 01:20:46 am
Or replace hacksaws with hatchets, or have hatchets as a slightly more expensive option. Hacksaws would easily be a terrible weapon no matter what you do; they're freaking hacksaws. But having hatchets as an option would at least give soldiers a viable axe-skill weapon, but at an additional cost in points/increased buying price from merchants (there's some means of increasing cost, based on material size I think.)

End result is hacksaws can stay as a budget tool to get shit requiring an axe done (especially early on,) and hatchets can be used in place of them by a militiapony. I am also in favor of generic gems, sounds like it'd greatly simplify things.

>water
I fail to see how that makes a difference. Thoughts generally don't kill your people. Radscorpions and poor planning do. And it's a suggestion, as in you can feel free to tell me to stuff it and not bother if you don't want use it. I'd get snippet about this but this isn't the place for an argument over whether or not water makes sense as a trade item.

>power
Since you're already making use of it anyway I fail to see the problem. Besides the script not being up to date. As above if you don't want to use it for whatever reason, then it can be politely directed to the "fuckoff reject bin" and never discussed again.

>dead civ
Nothing can be done about that since stable ponies use mountain home sites. FBs will attack such sites during world gen frequently (more than one dwarf civ got knocked out early on this way for me,) and if it happens early then the civ gets bumped off early. Nothing can be done save not using mountain home sites for them anymore.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 09, 2014, 01:40:56 am
> Hachets
Sounds like a good idea.

> And it's a suggestion, as in you can feel free to tell me to stuff it and not bother if you don't want use it.
I was about to suggest having a packaging/unpackaging reaction with 100% efficiency before I got lazy to type it.

And Phoebus updated (http://dffd.wimbli.com/file.php?id=9891). Nobody really plays the ASCII version but it's also updated.

Another question, would you prefer a pocket world-gen be available for those with slower computers? Also, would you prefer the drink opening reactions of the Bar to be moved to the Still?

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 09, 2014, 06:33:17 am
Looks like Machete is slightly better, but hacksaw isn't bad either and it may be a good idea to use hacksaws to train axe because I can find depleted chainsaws and recharge them later and chainswords have to be assembled.
I think hacksaw is in honour of either cupcakes or slaves cutting scrap to pieces in Fallout Equestria. Adding a "Fire Axe" while keeping and nerfing hacksaws would reduce some silliness from ponies fighting with hacksaws. Although to be fair, both Fallout3:The Pit and Fallout Equestria used a variant of circular saw power tool rather than manual saws.

I still say, low quality salvage reaction should have concrete blocks for building. You might want lower drop rates to make concrete production more viable, though.
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
[PRODUCT:50:1:BLOCKS:NONE:INORGANIC:CONCRETE]
While you're at it, I'd increase concrete block production to at least 25 blocks per reaction. Otherwise it is only worth it because everything made of concrete is gray.
reaction_foundry_stone.txt:   [PRODUCT:100:25:BLOCKS:NONE:INORGANIC:CONCRETE]

The low quality salvage explosion must go. It is not enough that the drop rates have been reduced, it actually requires more work now to process all that salvage and a salvage yard is easily choked, while map is still covered in salvage. To keep up, I'd need several salvage yards and like 10-20 ponies just for cutting salvage, hauling and sorting it.. which may not even be that unrealistic. Ugh, lets see:   

   [TRUNK_PERIOD:1000]   lower is faster and these shouldn't grow much. DF has this in 7-40. FoE has 1, so these would grow fast ???
   [HEAVY_BRANCH_DENSITY:0]
   [BRANCH_DENSITY:0]
   [MAX_TRUNK_HEIGHT:1]    height 1 translates to height 3.
   [HEAVY_BRANCH_RADIUS:1]  or 0? With no branches we get blocky buildings. With branches from trunk, they would be "jagged".
   [BRANCH_RADIUS:1]
   [TRUNK_BRANCHING:0]    Or 1
   [MAX_TRUNK_DIAMETER:1]    More for buildings would make too much salvage. 1 for buildings would produce "forest of spires".
   [TRUNK_WIDTH_PERIOD:20000]    these shouldn't really get thicker.
   ROOT_DENSITY:5  Underground trees have no roots, but should salvage have roots? Probably not.
   ROOT_RADIUS:3

Meh, you seem to have this stuff mostly covered. [MAX_TRUNK_HEIGHT:1] [MAX_TRUNK_DIAMETER:1] would produce "spires", but may be necessary, because the amount of low quality salvage has to go down. Your trunk periods seem to low. These things shouldn't really grow or at least not fast. On the other hoof, after we cut down everything including the caverns and it effectively stops growing, we stop getting new salvage, except from caravans.

> Another question, would you prefer a pocket world-gen be available for those with slower computers?
Sure, if you can make a "less tall" embark with one cavern layer and a small world with 80 years of history, that would be good.

> > Power-requiring workshop schematic
> Power isn't moddable without DFHack.
Well, if it is moddabe with dfhack, then possibilities should be explored. Now may not be the time for it, though.

> Also, do note I haven't touched item-trigger so far, so things like PipBucks, autoinjectors and battle saddles won't work.
Now I'm more confused. Why would you ask us to test them if they don't work? To give you error message from dfhack? In any case, my ponies somehow didn't equip pipbucks made with dfhack, I have no idea why they were made part of their unoforms and weren't forbidden or anything.

> Also, would you prefer the drink opening reactions of the Bar to be moved to the Still?
Yeah and remove the bar completely if it has no reactions left. As climatic as a bar may be, it was only there as a crutch.

Come to think of it, the reaction to turn 10 bone pellets into bonemeal should use 2 bones instead. IIRC reactions respect bone stack sizes now, so I'd rather remove the middle step than make bone pellets to compensate for not having flux.

> Artificial Gems.
I'm thinking something along the lines of:

In inorganic_stone_gem.txt:
[INORGANIC:RESTORATION_LOW]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:15][IS_GEM:low-grade restoration gem(R1):low-grade restoration gems(R1):OVERWRITE_SOLID]
No environment, so it doesn't show up.
[REACTION_CLASS:RESTORATION_LOW]
[SOLID_DENSITY:2650]  Common to quartz gems
[STATE_COLOR:ALL_SOLID:CREAM]

Then at reaction_arcane_gemcraft.txt:
[REACTION:MED_TO_LOW_RESTORATION]
   [NAME:downgrade R2 gem to R1]
   [BUILDING:ARCANE_GEMCRAFT_STATION:NONE]
   [REAGENT:A:1:ROUGH:NONE:NONE:NONE][REACTION_CLASS:RESTORATION_MID]
   [PRODUCT:100:1:ROUGH:NONE:INORGANIC:RESTORATION_LOW]

The reactions added to Stable entity. This repeated for downgrading high to mid and mid to low for all schools of magic. I may get around to writing the rest of this later.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 09, 2014, 06:40:13 am
I can confirm that things using stacks respect stack sizes now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 09, 2014, 09:22:33 am
Not sure what is happening, but the game crashes pretty much every time at embark. I have tried fresh installs but I always get the message that DF has stopped working after I have used the embark points and press the e button to start. Its pretty frustrating as I have tried for several hours without luck. On a separate note, I do wonder if the Phoebus tileset has been correctly updated. the mod data/art Phoebus 16x16 file is different from the Phoebus release that is supposed to work for DF 40.13
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 09, 2014, 09:37:03 am
> I still say, low quality salvage reaction should have concrete blocks for building. You might want lower drop rates to make concrete production more viable, though.
Noted.

> FoE has 1, so these would grow fast ???
Having a pile of salvage/building slowly extrude itself from the ground is a bit strange.

> but should salvage have roots? Probably not.
Omitting root definition causes the game to default but setting it to zero causes it to crash. I think it is due to a divide by 0 thing somewhere in the code.

> Well, if it is moddabe with dfhack, then possibilities should be explored. Now may not be the time for it, though.
Another thing is that so far as I can see, power-related stuff in DFHack is related to producing power, not using it. So there may be a bit of a trouble.

> Come to think of it, the reaction to turn 10 bone pellets into bonemeal should use 2 bones instead. IIRC reactions respect bone stack sizes now, so I'd rather remove the middle step than make bone pellets to compensate for not having flux.
Noted again.

> Now I'm more confused.
Oops, sorry. The thing I wanted you to test was another file uploaded on a seperate page, since I felt that it was only partial and such.

> but I always get the message that DF has stopped working
Did the message come from the DF window or the DFHack window?

> the mod data/art Phoebus 16x16 file is different from the Phoebus release that is supposed to work for DF 40.13
I'm not too sure about that. I remember downloading the Phoebus tileset some time back, so it could be for .40.10.

So, list of small things to be done:
 - Sort out salvage
 - Broccoli
 - Add concrete to low salvage and increase reaction yields
 - Remove bone pellets in flux making
 - Update Phoebus tileset (check first)
 - Move Bar stuff to Still
 - Downgrade gems reaction thingies
 - Play around with world-gen settings to reduce occurence of dead/dying civ
 - Smaller world-gen parameters
 - Water as a trade good for those who wish to RP.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 09, 2014, 11:41:01 am

> but I always get the message that DF has stopped working
Did the message come from the DF window or the DFHack window?

It comes from the DF window itself. I get a white window saying that Dwarf Fortress.exe has stopped working. I have tried fresh installs from the latest version you posted. I did not run anything else such as Dwarf Therapist. The DF Hack window did not indicate that there where any errors.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 09, 2014, 12:10:15 pm
In reaction_grinder.txt

Replace:
[REACTION:BONE_GRINDING]
   [NAME:grind (10) bone BB pellets to bonemeal (flux)]
   [BUILDING:GRINDER:CUSTOM_B]
    [REAGENT:A:10:AMMO:ITEM_AMMO_PELLET:NONE:NONE][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
   [SKILL:MASONRY]

With:
[REACTION:BONE_GRINDING]
   [NAME:grind bones to bonemeal (flux)]
   [BUILDING:GRINDER:CUSTOM_B]
    [REAGENT:A:2:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
   [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
   [SKILL:MASONRY]
And see if it works

> > Gems

I'm not sure about the system I came up with. For example should we be able to change the type of a gem when downgrading by 2 steps? Or substitute Diamonds for anything? Should we be able to take no less than 2 and no more than 5 gems of the same type and get a higher tier gem?

One downside of this proposition is that we get lots of generic gems, which might decrease performance slightly, but more importantly I liked having real names for gems. Would reactions like "convert D2 gem to rose quartz (D1)" be any better, though? Well, ponies have Alchemy, so maybe getting rid of all those artificial gems and picking one "default" gem per tier and school of magic would be better.

Should those reactions be at MAS gemcrafting station too?

My proposal is a compromise and I don't like it. Does anyone have comments? Anyway, here goes:

In inorganic_stone_gem.txt:
Spoiler (click to show/hide)

Then at reaction_arcane_gemcraft.txt:
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thegamemaster1234 on November 09, 2014, 10:13:24 pm
I'm really confused as to what you really want out of these gems.

Why would you want a kind of "generic" gem? Sure, you could change between higher and lower tiers of gem easily, but what's the point?

Generally, if you aren't selling your gems, you're polishing them up to be used in lenses. Why not put this whole debacle aside and put a crapton of extra reactions to lens making? It doesn't hurt thematics and doesn't cause much confusion. Also, higher-tier gems are not realistically better simply because they're bigger - in fact, rarer, more valuable gems tend to be smaller in size due to their rarity (or because people are obsessed with cutting them down). While lower-tier lenses should be craftable from better gems, you shouldn't be able to magically split a T2 gem into 2-5 less valuable ones of a very different mineral composition. However, using many lower-tier gems to make a higher-tier lens makes things easier for players who may not have access to that gem on their embark square.

Example:
Spoiler (click to show/hide)

Tell me if there's something big I'm missing here that would actually justify the need for actual gem-to-gem conversion.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 10, 2014, 12:40:03 am
I mainly support the generic gem thing because it'd mean less for the game to have to keep track of.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 10, 2014, 05:14:07 am
My rationale is that some of the gems are better for magic use than others. So a T2 gem may be used as spell hologem for a basic spell, while T3 is needed for a more complex spell. Which means T3 gem hologem should be able to hold that lesser spell just fine. (Basically I think of gem tiers as progressively bigger (specialised) memory chips.) In Project Horizons there is a conversation with Twilight Sparkle and she says that diamonds are basically the best for any type of spell matrix, but for destruction spells, cheaper and more available rubies work just as well. She is asked to optimise gem usage to lower the cost of things.

The reactions to downgrade gems aren't really meant to convert gems by alchemy (although in FoE that may be possible), they are to use an "overkill" solution when you don't have lesser gems available.

> Why would you want a kind of "generic" gem? Sure, you could change between higher and lower tiers of gem easily, but what's the point?
One alternative to generic gems is to choose a "goto" existing gem for each school of magic and tier. Which would suggest alchemy rather than "oversizing". It might be a better idea, though.
R1 -> Citrine
D1 -> Rose quartz
A1 -> blue quartz
And so on. Then the reactions would be very similar, but we wouldn't need generic gems.

> you shouldn't be able to magically split a T2 gem into 2-5 less valuable ones of a very different mineral composition. 
I agree and I never suggested that we should. I just want to substitute 1 hogher tier gem for 1 lower tier gem whenever I need to.

Using 2-5 lesser gem for a 1 tier higher one follows the rationale of "maybe if this gem is not good enough to hold that spell / be used as spell matrix, then connecting several of them with filigree wires will be almost as good as a higher tier gem".

> I mainly support the generic gem thing because it'd mean less for the game to have to keep track of.
It would be more to keep track of. I never suggested replacing the gems we have with generic ones. Just adding them.

> Tell me if there's something big I'm missing here that would actually justify the need for actual gem-to-gem conversion.
Checking... http://www.bay12forums.com/smf/index.php?topic=118893.msg4157271#msg4157271
Lens: It is better to use higher tier ones where available.
Spell research: Uses lenses to get better scroll and higher tier lenses are better.
Hologems: Basic required for basic spells. Basic and advanced required for advanced spells. T3->T2 and T4->T3 (alteration and destruction) justified
Forging Talismans: Basic hologems of all kings reqiured. T3->T2justified

I should have begun by such analysis. It invalidates T2->T1 conversions.
T1 gems are only good for lenses, after that they aren't used by arcane research. So it would be useful to substitute 2-5 of them for a T2 gem of the same school (to make a basic hologem).
T2 gems are used for basic hologems. Many of those are required for arcane research and talisman forge. T2 lenses are better than T1. So it doesn't make any sense to "downgrade" then to T1 of the same school, while using 2-5 of them to make an advanced hologem would be useful.
T3 gems are used for advanced hologems. You need a limited number of them and a limited number of T3 lenses. While these are rare, I'd say there is a strong case for substituting them for basic hologems. Using 2-5 to make a high quality hologem would be useful.
T4 gems make the best lenses and hologems. But we need a limited number of them. So using them for basic and advanced hologems might be useful.
Diamonds are needed for 2 prismatic lenses for MAS Research facility and prismatic hologems for reverse engineering. I think they should be substitutable for anything else.

So basically changing gem tiers would be used to make hologems. Therefore it might be a better system to not add any generic gems and instead add a bunch of reactions.

Arcane Gemcrafting Station:
* Rough A3/C3/D3/I3/R3 gem -> Basic hologem (100%) (ITEM_HOLOGEM_ALTERATION_LOW)
* Rough A4/C4/D4/I4/R4 gem -> Basic hologem of the appropriate school (100%) (ITEM_HOLOGEM_ALTERATION_LOW) 
* Rough A4/D4/ gem -> Advanced hologem of the appropriate school (90%) (ITEM_HOLOGEM_ALTERATION_MID) 
That's 12 reactions.

MAS Gemcrafting Station:
* Rough A3/C3/D3/I3/R3 gem -> Basic hologem (100%) (ITEM_HOLOGEM_ALTERATION_LOW)
* Rough A4/C4/D4/I4/R4 gem -> Basic hologem of the appropriate school (100%) (ITEM_HOLOGEM_ALTERATION_LOW) 
* Rough A4/D4/ gem -> Advanced hologem of the appropriate school (100%) (ITEM_HOLOGEM_ALTERATION_MID) 
* 4 Rough A1/C1/D1/I1/R1 gem -> Basic hologem (80%) (ITEM_HOLOGEM_ALTERATION_LOW)
* 4 Rough A2/D2/ gem -> Advanced hologem of the appropriate school (70%) (ITEM_HOLOGEM_ALTERATION_MID) 
* 4 Rough A3/D3/ gem -> High quality of the appropriate school (60%) (ITEM_HOLOGEM_ALTERATION_MID)
That's 21 reactions. Not counting diamonds, which should be able to be used as any hologem and diamond lenses usable in place of other lenses.

With downgrading / upgrading generic gems there would be fewer reactions, but I think I like making hologems better.

So we have 4 options:
1) Do nothing.
2) Gems can be converted to generic gem of one tier lower (always) or upper (uses a few and not 100%).
3) As 2, but we're converting gem types to existing gems.
4) Just add more reactions to make hologems out of different tier gems.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on November 10, 2014, 05:18:25 am
Oh. Well, when I hear generic x I generally assume "less" instead of "more" when it comes to DF, since that's usually what people mean.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 10, 2014, 05:24:14 am
Fluff wise, gems direct to hologems make the most sense. But in-crunch, not everyone uses the manager, so they will have to scroll through long lists of stuff, which is kinda bad, so in-crunch will support just downgrading gems. Personally, I prefer the former.

> It comes from the DF window itself. I get a white window saying that Dwarf Fortress.exe has stopped working. I have tried fresh installs from the latest version you posted. I did not run anything else such as Dwarf Therapist. The DF Hack window did not indicate that there where any errors.
I'll try redownloading the Phoebus graphics to see if it does any good.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 10, 2014, 02:15:21 pm
> > FoE has 1, so these would grow fast ???
> Having a pile of salvage/building slowly extrude itself from the ground is a bit strange.
Having it excrude itself fast is even weirder. I picked high numbers, so that buildings would almost never grow. But then these things have to be tested in practice.

> Fluff wise, gems direct to hologems make the most sense. But in-crunch, not everyone uses the manager,
> so they will have to scroll through long lists of stuff, which is kinda bad, so in-crunch will support
> just downgrading gems. Personally, I prefer the former.
So hologem making it is. On the plus side, a lot of those extra reactions will be red, because we will rarely get all gem types.

In my last playthrough, I didn't get any ore and I don't think I even got any ore-like stone (not layer one). Consider decreasing default mineral scarcity.

> Can't you make bronze from scrap metal and get steel power armour and chainsaws and such from crates?
I do that, but I'd like more gem types and some of them seem to only pop in non-layer stone.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on November 10, 2014, 03:09:07 pm
Can't you make bronze from scrap metal and get steel power armour and chainsaws and such from crates? When I played this, I never even bothered mining ore, except to make valuable wall engravings for nobles.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 11, 2014, 06:05:36 am
> Having it excrude itself fast is even weirder. I picked high numbers, so that buildings would almost never grow. But then these things have to be tested in practice.
Okay, in the next version I'll raise the values to see.

> So hologem making it is.
Yep.
> Consider decreasing default mineral scarcity.
More world-gen settings to play with.

> I never even bothered mining ore
I've just realised it is entirely probable to build a completely surface fort with all the industries in this mod.

And I'm really, really tempted to use the localisation patch to change "dwarves" to "ponies".

Update! ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891)

The Phoebus graphics I am using is up to date, so that can't be the problem. Has anyone else experienced the same kind of problem Destyvirago has?
Apart from that, any bug reports and such?

And if I'm pushing out new updates a bit too fast for your liking, please say so.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 11, 2014, 07:13:07 pm
Hello

I got the latest version working. I did have one crash right after my first embark, but trying again it seemed to be stable and I was able to play for a few hours before saving. I didn't quite reach the point where I could test Pipbucks, but I should be there shortly.

Say, how does the work on integrating DF Hack with the mod go? I I haven't gotten to the late game industries yet, but does magic and such work?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Graknorke on November 11, 2014, 08:02:34 pm
Ooh, updated to DF2014? I'll have to take a look at this.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 12, 2014, 04:49:17 am
> I didn't quite reach the point where I could test Pipbucks, but I should be there shortly.
PipBucks, autoinjectors, battle saddles and the like will not work since I have not those bits yet.

> Say, how does the work on integrating DF Hack with the mod go? I I haven't gotten to the late game industries yet, but does magic and such work?
Magic and robotics should work.

And oops, forgot about arcane poisoning. Arcane poisoning would either only affect the worker (through reaction-trigger), or the surroundings (through classic boiling rock). Currently, I am doing the former, since it serves the original purpose (preventing EPs from doing arcane research) and also prevents random innocent hauler deaths. But some may feel it removes the excitement and danger of arcane research or some such. What do you think?

EDIT: And add to that the friendship statuette reactions. Dang, the things I forget sometimes... Anyway, the reactions look pretty strange, does anyone know why the reactions produce multiple of the same syndrome-bearing boulder, apart from the nice <colour> mist effect?

EDIT2: Just going to reaction-trigger the whole thing but leave the boulders in to give atmosphere. The vapour wold not be harmful since the syndrome does not have [SYN_CONTACT] or [SYN_INHALED]
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on November 12, 2014, 11:55:43 am

The Phoebus graphics I am using is up to date, so that can't be the problem. Has anyone else experienced the same kind of problem Destyvirago has?
Apart from that, any bug reports and such?


I get the same issue, it seems to happen almost entirely at random, i could play for an hour and not have an issue, only for it to happen seemingly without cause sometime later.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 12, 2014, 08:51:52 pm
Which window crashes, the DF window or the DFHack window? Did you run a reaction right before the crash happens or attempted to save the game?

EDIT: A little talk about industries (Half of which is just ideas):
In the mod, I think most of the industries available can be divided by crate type, for example technology being tied to MWT, Ironclad and Ironshod crates, then being further divided by mid-game/late-game-ness.

- Technology (Completed). Tied to MWT, Ironclad Industries and Ironshod Firearms crates.
 > Mid-game industry. Firearms reverse-engineering/production.
 > Late-game industry. Power armour reverse engineering/production and prismatic forging
- Robots (Completed). Tied to Robronco crates.
 > Mid-game industry: Robot upgrades/maintainence.
 > Late-game industry: Robot production/cyborgs
- Medical stuff. Tied to MoP crates.
 > Mid-game industry: Drug production and auto-injectors.
 > Late-game industry: Cybernetics
- Intelligence stuff: Tied to MoM crates.
 > Mid-game industry: Basic expedition system. Scavenging the wastelands.
 > Late-game industry: Interrogation and assaulting other factions
- Energy weapons: Tied to MoA crates
 > Mid-game: Energy weapon reverse-engineering/production
 > Late-game: Crystal Pony energy weapons (Probably based on Finding Rainbow Dash)
- Magic: Tied to MAS crates:
 > Mid-game: Spell system.
 > Late-game: Megaspells
I think these would be like the main industry trees that can be built upon. Probably there would be some other stuff like Stable-Tec things and hazmat suits.

Also, in his development list (http://www.bay12forums.com/smf/index.php?topic=118893.msg4300684#msg4300684), Lycaeon mentioned that beyond 1.0 is what happened beyond the Day of Sunshine and Rainbows. I wonder how to implement that. It seems the best way is as a seperate mod, since having that happen in game is going to rely on a ton of fancy DFHack stuff/ be impossible/be too gamey .
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on November 13, 2014, 08:25:06 am
Which window crashes, the DF window or the DFHack window? Did you run a reaction right before the crash happens or attempted to save the game?

The DF window, At the time of the crash i was not running any reactions other than ones present in Vanilla.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 13, 2014, 09:55:27 am
Did you try to save the game when it crashed?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on November 13, 2014, 10:56:13 am
Did you try to save the game when it crashed?

No, It just occurred out of the blue shortly after embark, The most recent version doesn't seem to crash randomly for me however, at least it hasn't done just yet
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 13, 2014, 10:58:14 am
That's good, please tell me if it does. Apart from that, is there any feedback/suggestions you wish to give?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on November 13, 2014, 11:09:04 am
That's good, please tell me if it does. Apart from that, is there any feedback/suggestions you wish to give?

I've found that FPS drops like a stone very quickly, but that isn't something that has an easy fix.

I'll let you know when/if it crashes again also.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 13, 2014, 01:53:34 pm
> I've just realised it is entirely probable to build a completely surface fort with all the industries in this mod. 
Yep, with the abundant wood and low quality salvage, it is easy to wall off a square of the embark fast and construct dormitories and other buildings.

> And I'm really, really tempted to use the localisation patch to change "dwarves" to "ponies".
Is there any reason not to?

> And if I'm pushing out new updates a bit too fast for your liking, please say so.
Well, I wouldn't start a fort intended to last, but I might play again in the weekend.

If dfhack updated, you might want to take a look at newest version of DF, because it may solve the "Unity invades, ponies die" problem.

> Arcane poisoning would either only affect the worker
This.

> does anyone know why the reactions produce multiple of the same syndrome-bearing boulder
My best guess is that it didn't work with one, so more were added. Creatures sometimes fail to use their syndromes whenever they can, which tends to break interaction chains that jump among multiple creatures.

> Just going to reaction-trigger the whole thing but leave the boulders in to give atmosphere.
This may make sense with arcane research, but not so much with parties and such (unless you think of it as confetti).

> Which window crashes, the DF window or the DFHack window?
Is there even a way to tell? Crashes affect the whole thing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 14, 2014, 01:33:58 am
> I've found that FPS drops like a stone very quickly, but that isn't something that has an easy fix.
It could be due to the sheer amount of random junk you get from salvage.

> Is there any reason not to?
Could be seen as a bit disrespectful to the Toady One...

> because it may solve the "Unity invades, ponies die" problem.
There's a problem like that?

> Is there even a way to tell? Crashes affect the whole thing.
In Windows at least, the window which crashes turns white while the other has the normal colour, and the notification pops up when that window is selected.

And another question, does anyone play the ASCII version?

Oh, I just remembered I have not added the new personality traits that came with .40.xx. Do you think those are necessary? If so,  what do you think the values should be?

EDIT: More stuff on personalty cos I'm bored:
And here is a list of what I think they should be, please comment [Note: Default values is 0:50:100 (lower bound:median:upper bound), "a bit higher than average" would be something like 0:60:100 while "higher than average" would be 0:75:100]:
- abstract_inclined: Default
- excitement_seeking: A bit higher than average. Come on, having spent their lives cooped up in a concrete bunker, who wouldn't want a little excitement>
- activity_level: Default
- thoughtlessness: Default
- swayed_by_emotions: Higher than average. Explains the belly-button gazing.
- tolerant: A bit higher than average. Case example: Blackjack.
- closeminded: A bit lower than average. Converse of tolerant
- privacy: Default
- curious: A bit higher than average, another case of being cooped up in underground concrete bunkers
- hopeful: A bit higher than average, Stable ponies tend to be the ones that change the world or something
- singleminded: Default
- vengeful: A bit lower than average
- humour: A bit higher than average
- gratitude: A bit higher than average
- ambition: Higher than average, "saving the world" and all that
- vanity: Default
- bravery: A bit higher than average
- disdain_advice: Default
- politeness: Default
- wastefulness: Lower than average. Underground concrete life support bunkers and all that
- violence/greed: Lower than average.
- Envy propensity: Default
- Love propensity: Default
- Lust propensity: Default. Because I really do not wish to go there.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Teamwork on November 14, 2014, 03:29:21 pm
I use ascii.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 14, 2014, 08:03:19 pm
Yay, a puritan at last! (Just joking)

And seriously, does anyone not have a comment on the long, rambling posts that I put up on changes to be made on the game while I wait for expwnent to reply on whether item-trigger is bugged?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 15, 2014, 04:37:21 am
> > Is there any reason not to?
> Could be seen as a bit disrespectful to the Toady One...
I disagree. I mean people make all kinds of mods without dwarves in them.

> > because it may solve the "Unity invades, ponies die" problem.
> There's a problem like that?
Well, there is a problem of dead Stable ponies civilisation. But I think someone said it was due to forgotten beasts, not Unity. In any case, failed invasions might help.

Most stable ponies seemed rather apathetic and used to the routine, rather than hopeful, curious, brave or any of that. Littlepip and Black Jack are exceptions.

> swayed_by_emotions: Higher than average. Explains the belly-button gazing.
The what?

> tolerant: A bit higher than average. Case example: Blackjack.
> closeminded: A bit lower than average. Converse of tolerant
I'd say that the rigour of living in a survival shelter would make them disciplined by default, but OK.

> privacy: Default
Lower than average. There is little room for privacy with communal showers, foals living with their parents in the same room DF-style (that was a joke) and so on.

- wastefulness: Lower than average. Underground concrete life support bunkers and all that
- violence/greed: Lower than average.
Yep, most important things are communal and they are taught not to waste from a young age.

> Lust propensity: Default. Because I really do not wish to go there.
Lol. You could lower it, then. In the show they are quite square and prude (granted, the "show for little girls" has a lot to do with that). Though the fandom produces clop like there's no tomorrow, as if to compensate.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 15, 2014, 12:53:11 pm
> I've found that FPS drops like a stone very quickly, but that isn't something that has an easy fix.
It could be due to the sheer amount of random junk you get from salvage.

> Is there any reason not to?
Could be seen as a bit disrespectful to the Toady One...
I think you should change it. The embark text could use some changes to make it fit, such as changing Mountainhome for Stable and such. I don't think changing it is in any way disrespectful.

Quote
> because it may solve the "Unity invades, ponies die" problem.
There's a problem like that?

> Is there even a way to tell? Crashes affect the whole thing.
In Windows at least, the window which crashes turns white while the other has the normal colour, and the notification pops up when that window is selected.
My DF window freezes and I get the notification that DF.exe has stopped working. I have only had 1 crash with the latest version.
Quote
And another question, does anyone play the ASCII version?
I only use Phoebus when playing. That and Dwarf Therapist.
Quote
Oh, I just remembered I have not added the new personality traits that came with .40.xx. Do you think those are necessary? If so,  what do you think the values should be?

EDIT: More stuff on personalty cos I'm bored:
And here is a list of what I think they should be, please comment [Note: Default values is 0:50:100 (lower bound:median:upper bound), "a bit higher than average" would be something like 0:60:100 while "higher than average" would be 0:75:100]:
- abstract_inclined: Default
- excitement_seeking: A bit higher than average. Come on, having spent their lives cooped up in a concrete bunker, who wouldn't want a little excitement>
- activity_level: Default
- thoughtlessness: Default
- swayed_by_emotions: Higher than average. Explains the belly-button gazing.
- tolerant: A bit higher than average. Case example: Blackjack.
- closeminded: A bit lower than average. Converse of tolerant
- privacy: Default
- curious: A bit higher than average, another case of being cooped up in underground concrete bunkers
- hopeful: A bit higher than average, Stable ponies tend to be the ones that change the world or something
- singleminded: Default
- vengeful: A bit lower than average
- humour: A bit higher than average
- gratitude: A bit higher than average
- ambition: Higher than average, "saving the world" and all that
- vanity: Default
- bravery: A bit higher than average
- disdain_advice: Default
- politeness: Default
- wastefulness: Lower than average. Underground concrete life support bunkers and all that
- violence/greed: Lower than average.
- Envy propensity: Default
- Love propensity: Default
- Lust propensity: Default. Because I really do not wish to go there.

Seems pretty good to me.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on November 15, 2014, 03:25:42 pm
Changing embark text for non-dwarf mods is probably fine. IIRC, the only reason its not currently moddable without DFhack is because Toady simply hasn't bothered. I seem to recall him saying something about making less stuff hardcoded so modders have an easier time at some point. If you really wanted, you could probably PM him about it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 16, 2014, 09:33:49 am
> Well, there is a problem of dead Stable ponies civilisation.
If I remember correctly, the new version fixes the problem of invaders always winning if the game is in fortress/adventure mode. World-gen battles are fine.

> The what?
Long paragraphs of whining about the morality of their actions.

> rather than hopeful, curious, brave or any of that
So a bit lower than average values then?

> I think you should change it. The embark text could use some changes to make it fit, such as changing Mountainhome for Stable and such. I don't think changing it is in any way disrespectful.
> Changing embark text for non-dwarf mods is probably fine.
Okay, I'll do so.

> I have only had 1 crash with the latest version.
Just asking, as compared to how many in the previous one?

And while I'm waiting for a reply from expwnent, will you prefer to receive the (redacted) cybernetics update already? It does not require item-trigger.
Also, if you don't mind, I am going to release cybernetics and drugs on prisoners together.

EDIT: Just thinking, for drug administration, only one set of drugs can be administered to one slave, for example you cannot improve the endurance of a slave who already has drugs to improve his combat ability. Any comments?
And one question, what happens if FLEEQUICK and LIKES_FIGHTING both exist on the same creature at the same time?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 17, 2014, 09:34:43 pm
Stuff that is going to be implemented into cybernetics (drugs on prisoners is done):
- Prosthetics:
  > Same as before, just a component in a reaction to heal everything
- Cybernetics Lab:
  > Going to be the sole building, apart from the Surgery Table, that is going to be added. All cybernetics related reactions, apart from installation of cybernetic prosthetics, are going to be situated here.
  > Instead of/in supplement to reverse engineering, there is going to be an option to try and copy a particular cybernetic part with only 64% chance of success. The reaction will require things like kinetic/neural interface talismans and irregardless of success, those would be consumed. This is intended as a high cost, but not as high a cost, alternative to reverse engineering.
  > Reverse engineering would still be in place, with success rates similar to flamethrowers/combat rifles. Schematics will not only guarantee a 100% success rate, but also allow a reduced component count (less stuff needed for trial and error).
- Implants:
  > Still going for cybernetic eyes, dermal armour and synthetic lungs. Perhaps also a neural implant to enhance cognitive function and synthetic muscles which boost strength and agility.

Apart from that, PipBucks/Stable Citizens are going to have EFS using CE_SENSE_CREATURE_CLASS:GENERAL_POISON:<stuff>:<colour>. GENERAL_POISON is used because I am too lazy to slap a class onto every single creature in the raws.

EDIT: I never do things on time do I? I keep telling myself release by today then kablam! Day's over and I'm still halfway through. Anyways, cybernetics + drug use on prisoners should probably be up by tomorrow. Still no item-trigger though, sorry. I'm waiting for DFHack to update itself to .40.16 for the sake of the emotion fixes there, since expwnent said that item-trigger should be fixed  by DFHack 0.40.15-r1.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 18, 2014, 01:51:24 pm
This is excellent news to hear that you are making progress. I'm having quite a bit of fun with the latest version as it is. I'm definitively looking forward to the next version.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 18, 2014, 10:58:40 pm
Another question, I am kinda wary of adding new items, but do you think adding a "repair talisman" to justify cybernetic things/power armour repairing themselves is reasonable?

Also, do you wish for a guide on the new industries I have added?

UPDATE: v .44 ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891). Includes a half-done verbose changelog. Still no item-trigger, waiting for DFHack to update to .40.16.

Steelpony (Deus-like cyberpony) has not been added yet because only Maklak has voiced disapproval for it. The rest of you, no offense, have only voiced their opinion assuming it has been implemented. So I'll ask this now, does anyone have an opinion on whether Steelpony should be added?

Also, Peace and Love arc is done! While I wait for DFHack 0.40.16-r1, I'm going to stuff in a few small bits and bobs, like built-in civilian PipBucks, radio propagation and rifle turrets. After that, new thread and then Everfree arc.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 19, 2014, 12:29:15 pm
> do you think adding a "repair talisman" to justify cybernetic things/power armour repairing themselves is reasonable?
No.
1) Making Power armour is already a pretty involved process.
2) Dwarf Fprtress Armour doesn't break anyway.
3) Just assume that either repair talisman is a part of power armour talisman or they make repairs between fights.

> Also, do you wish for a guide on the new industries I have added?
A guide would be nice and I'm unlikely to write one myself.
BTW, wasn't I supposed to write hologem-making reactions?

> Steelpony
I already said what I think about adding that as an option to fabricate. If anything, Steelpony would be better as ae enemy, like a Super Sentinel without the missile.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 19, 2014, 07:39:51 pm
> BTW, wasn't I supposed to write hologem-making reactions?
Oops, sorry.

Industry guides coming up below. Meanwhile, are there any other things you want in Minor Updates other than the things listed above?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 19, 2014, 09:28:07 pm
Drugs/Production
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 20, 2014, 04:03:11 pm
Nice to have a guide to how the chemistry works. I'm looking forward to when you can start a new tread and we can post all the guides at the first page of the thread. Now a lot of info is spread over 200 or so pages.  That makes it hard to find the info I am looking for.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 21, 2014, 10:04:58 am
> That makes it hard to find the info I am looking for.
If I remember correctly, Lycaeon linked all the useful stuff at the front page.

Anyway, quick status update thingy, right now, Stable ponies have civilian SATS, which give 10% less bonuses than normal SATS, and EFS, which is basically just for adventure mode. Still to come is the capability of radio propagation. Do you have any other ideas on what can go into a PipBuck?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 21, 2014, 05:16:17 pm
> > That makes it hard to find the info I am looking for.
> If I remember correctly, Lycaeon linked all the useful stuff at the front page.
Yes and he did a good job of it.

> Do you have any other ideas on what can go into a PipBuck?
It would be things like clock, compass, audio recorder, radio, light, notebook and so on. Nothing that matter on DF's level of abstraction other than what's already there comes to mind.

> Cyberware:
Cyberpunk implants: http://www.mecha.com/~conkle/cyber/cyberware.html
Shadowrun implants: http://shadowlandsl.wikia.com/wiki/Cyberware or  http://www.shadowrun.us/materials/Shadowrun%20Sourcebook%20-%20The%20Ultimate%20Shadowrun%20equipment%20list.pdf  or http://www.evenmere.org/~bts/Salvage/cyberware/list.html
 
One idea is to introduce a 1-5% chance of CRAZED cyberpsychosis, depending on equinity loss from how extensive the modification. Most of these implants should have a 1 per pony limit. And they should probably lower scial skills and attributes. The list below is too long. I'm just braimstorming ideas. I'm also tired.

1) NOBREATHE - basically a built-in gas mask / rebreather / air tank / breathing apparatus / artifficial lung, that doesn't take up head slot space.
2) I was thinking drug autoinjectors, but normal autoinjectors are probably enough. The built-in ones would have to expire after 2 years or so. Things that boost general health and short-term performance go here.
3) Something that boosts strength and toughness maybe? (Extensive modification, +500 or something).
4) Permamently installing a skill hologem, boosting skills or skill rates or giving natural skill to 1-3 skills. One cranial uplink of the same type, but multiple different onces can be installed.
5) Bone reinforcement / lacing and dermal armour (effects similar to shield spell), but you already have that. Maybe it should boost toughness and willpower too?
6) Magic dampener, adds SHIELD_APPRENTICE
7) Cyber eye / machine senses. gives EXTRAVISION. Maybe intimidation, but lowers other social skills. Oh and boosts OBSERVER skill.
8) A built-in weapon (gives material emission, similar to what basic turret has).
9) Replacement limb - a short duratiom transformation that heals completely. But this is OP and we have Hydra and these were in short supply.
10) Something with NOEAT NODRINK NOSLEEP maybe? Or would that be too powerful? It would be something providing sustenance by magic, without the need to eat.
11) Retractable Climbing Claws - better climbing. Maybe an extra attack if that is possible. Also WEBIMMUNE
12) Autotargeter - boosts offence, either with CE_SKILL_ROLL_ADJUST or like Steady. 
13) A built-in web launcher, usable once per month. Or maybe that's better for a battle saddle.

> Making hologems out of lower or higher tier gems.
This is what I made, please check for errors before accepting.

reaction_gemcraft_makeshift.txt:
Spoiler (click to show/hide)

reaction_gemcraft_makeshift_MAS.txt
Spoiler (click to show/hide)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 22, 2014, 12:20:21 am
> Cybernetic ideas
Those sound good. I'll wait for feedback on existing cybernetics first before I continue.

> Gem reactions
Sorry, I have already completed most of them, though the reaction to produce prismatic hologems looks good.

Another question, because I've been slacking and playing Stable Dwellers in adventure mode instead of modding. Do you think Stable Citizens should be playable in adventure mode?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 22, 2014, 02:41:06 am
> Do you think Stable Citizens should be playable in adventure mode?
I think Wastelanders are for adventure mode. That said, I don't play adventure mode (last time I tried, the FPS died after 2 hours), so I don't much care either way.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on November 22, 2014, 08:14:05 am
> That makes it hard to find the info I am looking for.
If I remember correctly, Lycaeon linked all the useful stuff at the front page.
True, but a lot has changed since then and has been added. Things like drugs/new plants and the weapon list I find handy.

Quote
Anyway, quick status update thingy, right now, Stable ponies have civilian SATS, which give 10% less bonuses than normal SATS, and EFS, which is basically just for adventure mode. Still to come is the capability of radio propagation. Do you have any other ideas on what can go into a PipBuck?
Say, would it be possible to make a radio station workshop? When a pony is using it it gives bonuses to every pony in the Stable? You could have different radio programs that give different bonuses. So as an example you could have radio programs that boost works speed, increase happiness, reduce the chance of tantrums. Maybe this can be linked to the ponies social skills so a good persuader can get the ponies to work faster and a good consoler can significantly reduce the chance of tantrums.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 22, 2014, 11:02:30 am
> I think Wastelanders are for adventure mode.
I'm asking this because I've added default SATS and EFS. I'll say it now, EFS is awesome.

> Say, would it be possible to make a radio station workshop?
I'm intending the radio propagation for the performance system. That said, what you suggested sounds pretty good, though I'll probably have to dive nose-first into DFHack to do the thought stuff.

Anyways, sorry for keeping everyone waiting for item-trigger.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on November 23, 2014, 08:25:43 pm
E.T.A on  stable .40 release?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 23, 2014, 09:28:17 pm
Currently there is a stable .40 release with the Peace and Love arc completed, but if you are talking about item-trigger, should be by the end of November/first week of December. I hope. For more accurate stuff, add 1-2 weeks to the above values.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 24, 2014, 05:05:35 am
v 0.45 ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891)!
This adds default PipBucks for all Stable Ponies, Rifle turrets and radio propagation of performances.

And here is my thoughts on what goes into the Everfree arc.

The first thing in the Everfree arc is to do the Everfree forest, which involves fleshing out the "Good" biomes. The idea is that these biomes were not irradiated during the megaspell fallout, allowing all sort of things to grow in it, along with whatever flora and fauna were there in the first place. Thus, all the trees that are going to be found in that good biomes are "normal' trees, with salvage being extremely rare, in addition to the grass actually being green. On the other hand, ghouls (hopefully) would not make an appearence and there will be no radiation. As for plants and animals, I have already added grapes, and plan to add harvestable apple trees in addition to timberwolves (which will have an interaction to transform into a much larger timberwolf when in proximity to the corpses of its fellow comrades) and killing joke. Killing joke, regrettably, will be an animal. At this point, there are two options. One is to give it a lot of different melee attacks and tie different interactions that will simulate killing joke effects to them. The other is to give it specifically tailored effects for every single caste in creature_pony.txt.
If you have any other ideas for animals and plants, please do not hesitate to post them here.
After the Everfree forest, there is irradiated changelings, which will be found in cavern layer two, underneath the cities. Since they are insectoid, they will follow a caste system similiar to ant men, with drones and a queen. The drones will have the ability to hide themselves like hellhounds/blue Unity Alicorns and an interaction chain that gradually decreases the social stats and speed of a single target. The rare queen would have the ability to do many of those chains at once in addition to being able to shoot a webbing attack.
As for the recruitable Talon mercenaries, I think that this can be implemented by having an item "Talon contract" that is sold by the slave traders. From there, you can either use a chicken reaction to summon a Talon mercenary that will fight for you Stable or use the contracts in expeditions to increase chances of survival/amount of loot. After the expedition is over, you only have a percent chance of retrieving the contract, representing random things like the Talon dying or leaving.
To be honest with you, I have no idea what places the expedition system went wrong in since I've never played that. Can anyone contribute what went wrong with expeditions please?
If you have any comments/suggestions, please do not hesitate to post.

EDIT: I've also been toying around with the idea of a perk system that rewards you for killing things in adventure mode. Since now you are able to butcher intelligent creatures, there could be some reactions that require the hearts of a certain number of creatures, for example the hearts of 3 raiders or the heart of one dragon, and produce a syndrome bearing cloud. The syndrome can then give you a choice of interactions offering different advantages that you can target yourself with, but you can only target yourself with one of them, due to SYN_CLASSES and stuff. There will be different perks stemming from different creatures, for example radscorpion could give higher disease resistance or something. Then again, I may have grossly misinterpreted the meaning of a perk. Any comments?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 24, 2014, 03:00:59 pm
> if you are talking about item-trigger, should be by the end of November/first week of December. I hope.
Maybe I'll play it during Christmas, then.

> good biomes are "normal' trees, with salvage being extremely rare,
Makes sense, but we rely on salvage so much, that I don't know if it'll work out.

> The other is to give it specifically tailored effects for every single caste in creature_pony.txt.
That would be great, but a lot of work. 20 or so random syndromes should do it, I think.

> If you have any other ideas for animals and plants, please do not hesitate to post them here.
Plants with a nasty syndrome when digested or carried would sound like everfree, but it's just too sinister to be playable.

> irradiated changelings
There are at least 3 castes: Queen, Drone and Soldier/Officer: http://mlpfanart.wikia.com/wiki/Changeling (see armoured changelling section)

> an interaction chain that gradually decreases the social stats and speed of a single target.
It would be simpler and work just as well to give them a "drain" interaction that's about on-par with basic spells cast by Unicorns with no talent in magic. Officers / Soldiers could have a stronger version and Queens a single-target "I win button".

> you can either use a chicken reaction to summon a Talon mercenary
This is funny because Griffins hate to be called "giant chickens". (That was a joke.)

> To be honest with you, I have no idea what places the expedition system went wrong in since I've never played that.
My experience was that a pony died and all those chest from the expedition were burried with him.
http://www.bay12forums.com/smf/index.php?topic=118893.msg4130109;topicseen#msg4130109

> or example the hearts of 3 raiders or the heart of one dragon
Sounds gross. Well, maybe Griffins or raiders would go for it.
I don't have an idea for a better perk system.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 24, 2014, 09:58:29 pm
> Makes sense, but we rely on salvage so much, that I don't know if it'll work out.
Maybe we could add something else that balances out salvage, like herbs and such? Or would that be more suited for the zebras?

> There are at least 3 castes: Queen, Drone and Soldier/Officer
But how to differentiate drones and soldiers, apart from giving soldiers higher physical stats and better interactions?

> It would be simpler and work just as well to give them a "drain" interaction that's about on-par with basic spells cast by Unicorns with no talent in magic.
Ordinary drones would take a longer time to drain emotions than a soldier or queen would. Having a progressive drain rather an instant one would also give the target a fighting chance. Also, according to a post a lot earlier in this thread, Changelings are supposed to be starved of emotions and will drain an appropriate target dry when given the chance. Thus, I think the end result should be the same, just the time taken in reaching there.

> My experience was that a pony died and all those chest from the expedition were buried with him.
I think that was because the chests were spawned from the body of that pony and hence were considered a part of him. Do you think that instead of a pony, the expedition leader will be some pack animal, like a brahmin? That way, not only will the spawned parts (hopefully) not be buried, since no one buries strays, it can also be pastured in some common area to increase the chances of recruiting the correct personnel for the mission.

> Sounds gross.
The idea is to just have a commonly obtainable part of the body that can be used in reactions.

Also, I have just found out that due to Lycaeon using fancy DFHack stuff for whatever reason and changes of protocol, interrogation will not produce blank ponies. The problem has been fixed for the next version though.
And while I am waiting for a reply from expwnent regarding item-trigger, I will be doing adventure mode reactions for the fun of it. Do you have any suggestions on obtaining salvage?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 25, 2014, 02:25:33 pm
> > Makes sense, but we rely on salvage so much, that I don't know if it'll work out.
> Maybe we could add something else that balances out salvage, like herbs and such? Or would that be more suited for the zebras?
Herbs won't cut it. Salvage is the main source of metal for the militia. And the junk from crates definietely helps. Crates can be found in medium and high quality salvage in the caverns, but metal is needed very early on.

> > There are at least 3 castes: Queen, Drone and Soldier/Officer
> But how to differentiate drones and soldiers, apart from giving soldiers higher physical stats and better interactions?
Soldier: +50% SIZE, better attributes and natural skills, skin has tougher carapace, not sterile, better magic. I think that's about it. Also, different picture if you're doing that. http://tbaransk.deviantart.com/art/Changeling-3-410266334

Changelings draining ponies to near-death is about as scary as glowing ones weakening with bursts of radiation, then bludgeoning them to death. I don't think I can train and equip enough military to survive the caverns.

> Do you think that instead of a pony, the expedition leader will be some pack animal, like a brahmin?
That's an idea worth trying, maybe (although I detest GRAZERs). But apart form it, I think there were other annomalies with who got picked for the expedition, if they were healed, if the interaction chain broke and so on. If you can get expeditions to work, great, but I remember not being a fan of them.

> I will be doing adventure mode reactions for the fun of it. Do you have any suggestions on obtaining salvage?
I suggest a look at what Deon does for adventure mode: http://www.bay12forums.com/smf/index.php?topic=140950.0
Also, his Fallout mod. Previous version had some adventure mode reactions, but I can't quite figure it out: http://www.bay12forums.com/smf/index.php?topic=143002.0
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 25, 2014, 08:31:51 pm
> Salvage is the main source of metal for the militia.
Some mods have metal-grade wood to help elves out a bit. Hoe thematic do you think a smeltable wood will be?

> Soldier: +50% SIZE, better attributes and natural skills, skin has tougher carapace, not sterile, better magic.
Nice ideas. Noted.

> Changelings draining ponies to near-death is about as scary as glowing ones weakening with bursts of radiation, then bludgeoning them to death. I don't think I can train and equip enough military to survive the caverns.
Use the standard glowing ghoul strategy. Either use turrets and robots, or send a one-pony squad in first to tie up their interactions then send the main militia to mop up. Alternatively, just seal the cavern layer 2 off, the only resource there is wood and/or water. Besides, changelings won't be terribly common either.

> I suggest a look at what Deon does for adventure mode: http://www.bay12forums.com/smf/index.php?topic=140950.0
I remember that the previous Wanderer's Friend (reluctantly) gave you the ability to magic wood from nowhere as long as you had a hatchet.
> Also, his Fallout mod. Previous version had some adventure mode reactions, but I can't quite figure it out: http://www.bay12forums.com/smf/index.php?topic=143002.0
I have no idea how the raws in his previous version worked, but I could not find a trace of adventure mode reactions. His current version has adventure mode reactions, but they do not make a mention of wood anywhere.

Also, most of the adventure mode reactions will require a toolbox, which can be made from scrap parts which can be made from disassembling weapons. Any comments?

And for the fun of it...
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 25, 2014, 11:09:59 pm
(http://images1.wikia.nocookie.net/__cb20120219132627/falloutequestria/images/b/b9/Fallout_equestria_mop_by_catsby-d48sbnc.jpg)
Update: Peace and Love
Part 2 of the Ministry of Peace
Throughout the ages, people have said that war never changes. But, what about peace? Like war, peace has never changed. As much as creatures have fought among themselves, there have always been times of peace, of harmony. Even the Ministry Mares were the Bearers of Harmony once. As the war raged on, there were still attempts at diplomacy, at negotiation, for you cannot have peace without war, as much as you cannot have war without peace. The Great War pushed the boundaries of Peace as much as it pushed the boundaries of War, bringing forth great new technologies at the forefront of medical research. Yet, it was still not enough...

Changelog
Spoiler (click to show/hide)

As always, I greatly appreciate feedback on any issues encountered as well as suggestions for improvements. I hope everyone enjoys the new update!

Credits for the image go to Catsby (http://catsby.deviantart.com)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on November 26, 2014, 01:11:40 am
No download link. I will skin you
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 26, 2014, 01:22:11 am
Right, sorry. ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891)
Same things as my last update, just did a fancy post so I have something to link to once we start a new thread.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on November 26, 2014, 01:38:44 am
>New thread
Yeah mods delete this!!!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 26, 2014, 01:42:15 am
>New thread
Yeah mods delete this!!!
Please don't yet. We still need to wait for item-trigger to be fixed and there are a ton of guides and stuff in here I am too lazy to copy over and will just link to.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on November 26, 2014, 04:59:02 pm
> > Salvage is the main source of metal for the militia.
> Some mods have metal-grade wood to help elves out a bit. Hoe thematic do you think a smeltable wood will be?
I think it would be better to have hardwood / ironwood / chitin / crystal armour and weapons, similar to how wooden, bone and obsidian arms and armour work in normal DF. Smelting wood would be way weirder in-fluff than just carving, reshaping or transmuting it into shape.

> Use the standard glowing ghoul strategy. [...]
Ah, that explains it. My standard strategy is zerg rush... Except the soldiers are always busy sleeping, requipping or whatever, which results in them going in and dying one by one.

Wasteland mod had a file for adventure mode reactions and they included making arms and armour at workshops and opening crates. I didn't play adventure mode, and from the RAWs I don't understand how getting basic materials in the first place actually worked. So my advice is see what Deon does and do what you want based on that.

> Update: Peace and Love
Nice flavour text.

Lucklilly deleting threads isn't standard policy on this forum. Besides, it has too much history to let it go.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 26, 2014, 09:00:53 pm
> I think it would be better to have hardwood / ironwood / chitin / crystal armour and weapons, similar to how wooden, bone and obsidian arms and armour work in normal DF.
That would mean extra reactions, though. And where to place them? The Craftspony's Workshop or the Carpenters? Or would a new workshop be necessary?

> My standard strategy is zerg rush...
I remember reading from somewhere in this thread that the best way to deal with glowing ghouls is to first send in something expendable like a dog. The glowing ghoul would then use all its radbursts on the dog and have to undergo a long recharge and will be as vulnerable as a regular ghoul.
Anyway, the changeling interactions would only be able to target one per time, so unless you are facing a group of them, zerg rushing may work.

> So my advice is see what Deon does and do what you want based on that.
I read his raws and they did not make a mention of gathering salvage.

> Lucklilly deleting threads isn't standard policy on this forum. Besides, it has too much history to let it go.
Yay. And the urge to reference is to strong...

Anyway, so far for the Everfree forest I can only think of three creatures to add: Killing Joke, Timberwolves and Cockatrices. Any ideas for other things to add?

EDIT: Playing Adventurer Mode/Fortress Mode has alerted me to some bugs that have been fixed in the next version. Namely, the tissue that gives Stable Ponies steel left lower forelegs lacks some tags and thus is rather susceptible to being severing. Also, the cybernetic box opening reaction is free because, again, missing tags. Note to self: Play test a round before releasing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on November 28, 2014, 06:54:14 am
ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891).

Finally! The Update where you can now prance around the balefire-scorched post-apocalyptic wastelands in socks! In addition to other less important stuff like being able to refurbish weaponry and not starve to death in the middle of a grove of barrel cacti. But, yeah, socks!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 04, 2014, 11:24:10 am
I never keep my word do I? I'm supposed to give all of you a nice big update with full functionality but no, I am still trying to sort out item-trigger crashing with expwnent, who is being totally awesome. I'm also play-testing and collecting/fixing bugs/fixes. So far, it has been mostly typos in stuff, but there are still some things I am considering. Comments, feedback and suggestions welcome.

First, the Hydroponics Farm requires both a power and water talisman, two very rare resources, yet gives a pitiful yield of synth-reeds in return. Here, I can think of two ways to fix this, the first is to give a guaranteed base yield of 5 or so plants, then have additional yields with progressively lower chances. The second is to allow the Hydroponics Farm to support all crops, including aboveground ones, allowing you to plant underground for a high cost. Alternatively, the Hydroponics Farm can be made to require spark batteries instead of a power talisman.

Secondly, power talismans are required for a lot of buildings yet are extremely rare. So I am suggesting that there be a reaction to produce at something like the MAS Talisman Forge. Although in-crunch it would make sense to not require reverse-engineering since it is rare enough already, but in-fluff it will not make any sense whatsoever. In this case though, crunch wins fluff. I'm thinking of a reaction requiring a U4 gem/prismatic hologem and a couple of spark batteries.

And one last thing, shouldn't aluminium be less valuable than vanilla? This is a post-industrial society which had easy ways to smelt bauxite.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 04, 2014, 02:08:20 pm
> Hydroponic Farm.
I think, it wansn't meant to be efficient. Besides, I prefer normal farms anyway, so I don't care much. 

> I'm thinking of a reaction requiring a U4 gem/prismatic hologem and a couple of spark batteries.
Make that between 20 and 50 batteries and about 5-10 coils of wire.
Batteries should be consumed rather than discharged, because the way I see it, we're not making a true power talisman, just jurry-rigging a generator out of batteries. And you need a lot of truck batteries to have enough Ah to last you a while.

> And one last thing, shouldn't aluminium be less valuable than vanilla? This is a post-industrial society which had easy ways to smelt bauxite.
In vanilla they don't have electrolysis yet, so bauxite doesn't work and they just have rare bits of native aluminium, so it is as it should be. In FoE aluminum should be fairly cheap.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on December 04, 2014, 04:18:46 pm
Well, when I play I usually have bad luck finding power talismans, so I often feel a bit limited due to not finding them and therefor being unable to build the required workshops.  A way to make power talismans is something I welcome. I think 20 spark batteries should be enough for 1 talisman.

As for the Hydroponics Farm I have no problem with them being effective. I can imagine that stables would rely on them for food as they didn't have the ability to work the ground outside when locked down. Given the amount of resources used to make one they should be good, after all, building a normal farm plot is free.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 08, 2014, 06:14:41 am
The fixes have been complete among other things, including the ability to make a knife out of the horns of your fallen enemies for whatever reason. However, unfortunately I have still been unable to get item-trigger to work without crashing and it seems I will be unable to do so soon seeing as I am going on a trip. So, at this point, I am asking would you rather wait for item-trigger or have a release now before Christmas with the fixes and new reactions?

Also, so far the only creatures for the Everfree have been Timberwolves and Poison joke. Do you have any other ideas?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on December 08, 2014, 06:42:34 am
The fixes have been complete among other things, including the ability to make a knife out of the horns of your fallen enemies for whatever reason. However, unfortunately I have still been unable to get item-trigger to work without crashing and it seems I will be unable to do so soon seeing as I am going on a trip. So, at this point, I am asking would you rather wait for item-trigger or have a release now before Christmas with the fixes and new reactions?

A release now before Christmas would be nice. Then hopefully you can get the item-trigger to work later.

Quote
Also, so far the only creatures for the Everfree have been Timberwolves and Poison joke. Do you have any other ideas?

Well, we also have seen; Basilisks (small chickenlike thing that turns ponys to stone), Manticores and Chimera. Some of these may already exist in DF, but they are probably different from the show creatures.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 08, 2014, 10:20:52 am
> Basilisks
The way I see it would be a chicken sized/shaped animal, perhaps tamable, with a tail and wings, that has a touch range medium (quarter-half a day) recharge interaction that gives paralysis for ~half a day. The idea here is to zerg rush it. However, it would not be prone to anger/like fighting.

> Manticores.
I am going to borrow this from Dwarf Chocolate (with permission), cause I'm lazy.

> Chimera
Is the chi pronounced chi as in chinese or key? Anyway, new three-headed creature, perhaps fire-breathing/fireball throwing? The sad part about the Everfree is that it is not irradiated, so you cannot have twist abominations of nature.

And I was thinking, evil/savage areas give you higher quality salvage, normal areas give you more peace, so how about good areas? The only benefit I can think of is food that literally grows on trees - apples. But that seems a little weak with how rampant wild shrubs are, another way is to also reduce the frequency of all plants.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on December 08, 2014, 10:40:08 am
Manticores aren't exactly "normal" in the traditional sense either (being lions with bits from other creatures and all,) that is native to the Everfree, as are (obviously smaller than DF megabeast) hydras, basilisks which some would also consider unusual even for post-magitek nuclear disaster, and water dragons, so a three-headed firebreathing monster wouldn't be much of a stretch, though I'm of the opinion the fire breathing could be substituted with extremely high aggression and strength (though not speed, since the heads may all be arguing about target priorities or distracted,) since fires can screw up everyone's pathing with the smoke and actually cause the chimera to potentially choke to death (as I've witnessed a dragon die of smoke inhalation before.)

Smaller radscorpions would also probably find a place like the everfree a good nest site due to being able to move about the forest better than their freakishly larger brethren, and feral ghouls are bound to blunder through the area, though the larger locals and poison/killing joke would cause them to be a rare sight there.

And the chi- in chimera I've always heard pronounced like kai.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 08, 2014, 06:31:55 pm
> Basilisks
Make the interactions last about a week or two. Once you're turned to stone, you're out for good. Also SHIELD_ADEPT doesn't seem to be immune, if Twilight is any indication. Maybe SHIELD_MASTER is.

> Manticores.
Just don't forget the poison. It should be about as vile as the larger radscorions. Also give them SHIELD_ADEPT for good measure. They're immune to taint, resistant to radiation and smaller ponies shouldn't bother them with the weak spells.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 16, 2014, 10:29:45 pm
Right, back to modding. To make the Everfree Forest more attractive, I have nerfed plant gathering a bit, right now, plants (should be) rarer, and plants like synth-reed, corn and cotton cannot be found anymore in the wild. Also, I'm going to add a new type of smeltable wood, orewood, which has rates better than scrap metal. And apples.

Anyway, I found the cockatrice to be a bit weak in combat due to its size so its petrification attack has a range of 3 tiles and petrifies for a week and its blood has a contact syndrome that slows.

And two last questions, do you think any of the Everfree animals should be tameable? Also, Maklak, can I use the sprites on your devianart for the cockatrice, timber wolf and manticore?

EDIT: Oh yeah, suggestions for killing joke effects are greatly appreciated.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 17, 2014, 04:52:28 pm
> Also, I'm going to add a new type of smeltable wood, orewood, which has rates better than scrap metal.
I strongly dislike the idea. I'd rather we got some hard wood or chitin plates to make weapons and armour, similar to how rock swords and bone armour are made in vanilla. That said, steel is a necessity in this mod, so I understand the compromise.

> And two last questions, do you think any of the Everfree animals should be tameable?
The smaller and more docile ones, probably.

> Also, Maklak, can I use the sprites on your devianart for the cockatrice, timber wolf and manticore?
Sure, but those were meant for Stonesense, so you'll need to resize and basically redo them in whatever resolution Phobeus is using. Don't forget to select all the "magical pink" colour areas and make them transparent before resizing.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on December 17, 2014, 06:03:04 pm
Right, back to modding. To make the Everfree Forest more attractive, I have nerfed plant gathering a bit, right now, plants (should be) rarer, and plants like synth-reed, corn and cotton cannot be found anymore in the wild. Also, I'm going to add a new type of smeltable wood, orewood, which has rates better than scrap metal. And apples.

Is this new orewood tree something that only grows in good biomes such as the Everfree forest? I hope so as otherwise we will get too many types of building materials in normal salvage rich biomes.

I wonder if it would be possible to make a genetically modified apple tree that the ponies can plant underground? I was thinking of a tree that grows about 3-4 z-levels high and have a radius of about 2-3 squares. The tree would grow apples that would drop to the ground or be harvested with the new stepladder. Naturally for this to work you would need  to mine out a dome that leave at least 4 z-levels to the ceiling. It would be a bit more work than a normal farm plot initially, but having a tree that you didn't need to replant every year and would keep dropping new apples would be a new way of getting food. If nothing else it would make for an interesting challenge when making the stable and would give an unique look to the stable.   

Quote
Anyway, I found the cockatrice to be a bit weak in combat due to its size so its petrification attack has a range of 3 tiles and petrifies for a week and its blood has a contact syndrome that slows.
Sounds good. The cockatrice didn't look like very durable or powerful physically. It was its abilities that made it dangerous.

Quote
And two last questions, do you think any of the Everfree animals should be tameable? Also, Maklak, can I use the sprites on your devianart for the cockatrice, timber wolf and manticore?
What creatures where you thinking of? Rabbits and other small animals should be tamable.
Quote
EDIT: Oh yeah, suggestions for killing joke effects are greatly appreciated.

Lets see: Size reduction from 25-75%(think tiny Applejack), Size increase from 25-50%,  Disability of magic for unicorns. Disability of flight for flying creatures. inability to hold items. I take it that the effect will be random and last for a short while?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 18, 2014, 09:49:39 am
I strongly dislike the idea. I'd rather we got some hard wood or chitin plates to make weapons and armour, similar to how rock swords and bone armour are made in vanilla. That said, steel is a necessity in this mod, so I understand the compromise.
If I did that, it would probably mean a new workshop or a ton of new reactions lumped at the back of the Craftspony's Workshop. A steel equivalent wood that is rare/resource intensive is possible.

The smaller and more docile ones, probably.
The problem is that all the animals so far are the ohnoweareprobablyscrewed type of creature. I could make Everfree radscorpions tameable and handwave it off as them being more docile due to less radiation magic things.

Sure, but those were meant for Stonesense, so you'll need to resize and basically redo them in whatever resolution Phobeus is using. Don't forget to select all the "magical pink" colour areas and make them transparent before resizing.
Thanks, I don't mind doing that and will make sure to credit you.

Is this new orewood tree something that only grows in good biomes such as the Everfree forest? I hope so as otherwise we will get too many types of building materials in normal salvage rich biomes.
Yep, it is meant to balance out the lack of scrap metal from salvage.

I wonder if it would be possible to make a genetically modified apple tree that the ponies can plant underground? I was thinking of a tree that grows about 3-4 z-levels high and have a radius of about 2-3 squares. The tree would grow apples that would drop to the ground or be harvested with the new stepladder. Naturally for this to work you would need  to mine out a dome that leave at least 4 z-levels to the ceiling. It would be a bit more work than a normal farm plot initially, but having a tree that you didn't need to replant every year and would keep dropping new apples would be a new way of getting food. If nothing else it would make for an interesting challenge when making the stable and would give an unique look to the stable.   
Making an underground apple tree is plausible, but I don't think making ponies be able to plant it is possible short of breaching the caverns and hoping for one to sprout up.

What creatures where you thinking of? Rabbits and other small animals should be tamable.
I have no idea as pointed out above. Suggestions for small hopefully-not-so-harmful creatures are welcome.

Lets see: Size reduction from 25-75%(think tiny Applejack), Size increase from 25-50%,  Disability of magic for unicorns. Disability of flight for flying creatures. inability to hold items. I take it that the effect will be random and last for a short while?
Yep, thanks for the ideas, though I'm afraid that the disabling of flight and/or grasping is impossible. Due to gameplay stuff, I cannot be evil and make the effects last forever, so they will last for 1 month, or maybe a season?
Okay, so here is a list of effects so far, I am aiming for twenty:
Spoiler (click to show/hide)
That's about all so far. Comments and suggestions welcome.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 18, 2014, 11:57:53 am
> plants like synth-reed, corn and cotton cannot be found anymore in the wild.
I missed this one. Don't make them not grow in the wild at all, just lower their frequency a lot. Mass designating outdoor areas for plant gathering should yield a few seeds eventually.

> I could make Everfree radscorpions tameable and handwave it off as them being more docile due to less radiation magic things.
Well, maybe. Things like Bears and GCS should be the general upper limit for what's tameable. The truly powerful creatures shouldn't be.

> so they will last for 1 month, or maybe a season?
Whichever. Both are long enough that the combat will end before the syndrome runs out.

> Size increment
That sounds actually beneficial. But OK.

> Making a pony [CRAZED] but reducing their strength/combat stats to 1%
That pony will still be killed by the militia long before the syndrome runs out. But then killing joke sometimes does that.

> Switch genders (This is very tedious)
Would it be less tedious to switch to "generic blank-flank female unicorn or earth" or "generic blank-flank make unicorn or earth"? If yes, then maybe also switch races on ponies. But then both of these sound not-deadly.

Killing joke should have some more deadly or at least painful stuff, like bleeding and blisters.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 19, 2014, 10:27:26 am
> plants like synth-reed, corn and cotton cannot be found anymore in the wild.
I missed this one. Don't make them not grow in the wild at all, just lower their frequency a lot. Mass designating outdoor areas for plant gathering should yield a few seeds eventually.
The thing about this is that edible plants are going to be too common, unless and add a "weed" plant to crowd them out.

> I could make Everfree radscorpions tameable and handwave it off as them being more docile due to less radiation magic things.
Well, maybe. Things like Bears and GCS should be the general upper limit for what's tameable. The truly powerful creatures shouldn't be.
Some suggestions would be helpful. I've already added in a weaker version of radscorpions since I like the idea of a pet mutated giant scorpion. Personally, I think things like rabbits/cavies would be out of place, yet the next tier is cats/dogs, which we already have. So, this is quite a conundrum.

> Size increment
That sounds actually beneficial. But OK.
How about removing that scaling law? So you are let's say 4 times larger but 4 times weaker?

> Making a pony [CRAZED] but reducing their strength/combat stats to 1%
That pony will still be killed by the militia long before the syndrome runs out. But then killing joke sometimes does that.
Or how about giving them harder skin to boot to make sure your militia is pounding uselessly rather than concentrate on the problem at hand? Alternatively, killing joke kills.

> Switch genders (This is very tedious)
Would it be less tedious to switch to "generic blank-flank female unicorn or earth" or "generic blank-flank make unicorn or earth"? If yes, then maybe also switch races on ponies. But then both of these sound not-deadly.
Yep, way less. But switching castes directly is more realistic and I literally have the whole day to do it (holidays).

Killing joke should have some more deadly or at least painful stuff, like bleeding and blisters.
But I have trouble translating that into, you know, joke form. Why would spontaneous bleeding and such be (depending on perspective) funny?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 19, 2014, 03:49:28 pm
> How about removing that scaling law? So you are let's say 4 times larger but 4 times weaker?
Maybe. I also think armour gets heavier for bigger creatures, slowing them down.

> Or how about giving them harder skin to boot to make sure your militia is pounding uselessly rather
> than concentrate on the problem at hand? Alternatively, killing joke kills.
It would force the militia to attack the wrong target, keeping the killing joke alive longer. I'm also not sure if they end attacking once the CRAZED is over. And there is no in-fluff explanation for this resistance to damage. And then there still are lucky shots sometimes. In short, if you want to do this at all, killing joke kills. Which is what I'd hate to happen to an experienced soldier.

> But I have trouble translating that into, you know, joke form. Why would spontaneous bleeding and such be (depending on perspective) funny?
Killing joke removed the stripes from a Zebra (causing severe bleeding), turned ponies into Seaponies (far from any bodies of water) and so on. Sometimes it is funny, sometimes not quite, but kinda funny. In any case it is often deadly and always dangerous.

As a side note, I like what I'm reading about DF getting job priorities and improved designations.
Title: Re: Fallout: Equestria (v0.46) Peace and Love
Post by: UnicodingUnicorn on December 19, 2014, 10:59:01 pm
> Or how about giving them harder skin to boot to make sure your militia is pounding uselessly rather
> than concentrate on the problem at hand? Alternatively, killing joke kills.
It would force the militia to attack the wrong target, keeping the killing joke alive longer. I'm also not sure if they end attacking once the CRAZED is over. And there is no in-fluff explanation for this resistance to damage. And then there still are lucky shots sometimes. In short, if you want to do this at all, killing joke kills. Which is what I'd hate to happen to an experienced soldier.
Another reason to send less trained rookies first. Alternatively, have a vaccine sort of thing first or make the attacks unable to penetrate armour.

> But I have trouble translating that into, you know, joke form. Why would spontaneous bleeding and such be (depending on perspective) funny?
Killing joke removed the stripes from a Zebra (causing severe bleeding), turned ponies into Seaponies (far from any bodies of water) and so on. Sometimes it is funny, sometimes not quite, but kinda funny. In any case it is often deadly and always dangerous.
I do hope that I'm not the only one who notices the lack of zebras (joke). Anyway, some suggestions will be nice as to how spontaneous blisters/necrosis/whatever will be (somehow) funny.

As a side note, I like what I'm reading about DF getting job priorities and improved designations.
Me too, no more having to use DFHack reveal to mine out veins.

Also, I'm going to add in a useless "weed" plant for the purpose of making useful plants rarer in non-good biomes to make good biomes more attractive.

EDIT: Changed the title. Also, testing the killing joke out finds their bodies are very squishy due to being made of plant stuff. This should be balanced by their powerful interactions.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 20, 2014, 04:21:21 am
> Anyway, some suggestions will be nice as to how spontaneous blisters/necrosis/whatever will be (somehow) funny.
They don't all have to be quite so funny. Something similar to radiation poisoning from ghouls would work IMO.

> Also, I'm going to add in a useless "weed" plant for the purpose of making useful plants rarer in non-good biomes to make good biomes more attractive.
Make it at the very least cookable value 1 or something. I hate it when my plant stockpiles get clogged with useless stuff, like dye-only plants. But then, I suppose, I could disable that particular plant for all my stockpiles... if I remember to do that.

> Also, testing the killing joke out finds their bodies are very squishy due to being made of plant stuff.
Then make it spawn in swarms. The particular plants will be squashy, but with enough of them, the interactions will start flying. Add something similar to bind spell and ghould rad burst, make it climb well and it becomes really scary (unless SHIELD_ADEPT and SHIELD_MASTER protect from some of it's syndromes). Also see if it will DIAF against a flamethrower turret, because if yes, then forest fires might be a preferred way to deal with it. (Well, Red Eye did use a lot of flamethrower fuel). 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 20, 2014, 09:55:40 am
> Anyway, some suggestions will be nice as to how spontaneous blisters/necrosis/whatever will be (somehow) funny.
They don't all have to be quite so funny. Something similar to radiation poisoning from ghouls would work IMO.
Right, okay.

> Also, I'm going to add in a useless "weed" plant for the purpose of making useful plants rarer in non-good biomes to make good biomes more attractive.
Make it at the very least cookable value 1 or something. I hate it when my plant stockpiles get clogged with useless stuff, like dye-only plants. But then, I suppose, I could disable that particular plant for all my stockpiles... if I remember to do that.
Oh yeah, they will still be collected. The idea here is to make them useless for food, how about allowing them to be burnt for ash at the Salvage Yard?

> Also, testing the killing joke out finds their bodies are very squishy due to being made of plant stuff.
Then make it spawn in swarms. The particular plants will be squashy, but with enough of them, the interactions will start flying. Add something similar to bind spell and ghould rad burst, make it climb well and it becomes really scary (unless SHIELD_ADEPT and SHIELD_MASTER protect from some of it's syndromes). Also see if it will DIAF against a flamethrower turret, because if yes, then forest fires might be a preferred way to deal with it. (Well, Red Eye did use a lot of flamethrower fuel).
They will be vulnerable to flamethrowers, but the binding and climbing bit sounds good. In the story, if I remember correctly, even alicorns got affected, so I don't think SHIELD_ADEPT/SHIELD_MASTER should matter.

Also, how does the subject thingy at the top work?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 20, 2014, 10:25:33 am
> how about allowing them to be burnt for ash at the Salvage Yard?
That will work, especially with an automatic reaction. Just make they yield low, like maybe on average 1 ash per 10-20 plants.

> Killing joke
For even more fear factor, give them stealth, hiding and starting hidden (if possible).

> Also, how does the subject thingy at the top work?
You can type something in there and change the thread title.
> I tried it a couple of posts back, but it does not stick.
Then maybe it works only for the first post, but I though I saw it sticking when used for some later post.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 20, 2014, 11:01:11 am
> Killing joke
For even more fear factor, give them stealth, hiding and starting hidden (if possible).
That sounds really, really evil. Its perfect! (joke)
Anyway, I can give them the Hellhound hiding interactions.

> Also, how does the subject thingy at the top work?
You can type something in there and change the thread title.
I tried it a couple of posts back, but it does not stick.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: DevouringOne on December 20, 2014, 06:13:05 pm
Well, surprisingly Velvet uses shields to defend against killing joke all the time so shields should stop the effects of killing joke
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 20, 2014, 11:53:46 pm
Well, surprisingly Velvet uses shields to defend against killing joke all the time so shields should stop the effects of killing joke
Okay, so unicorns under the effects of Steadfast Ward will be immune.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 21, 2014, 04:40:19 am
> Okay, so unicorns under the effects of Steadfast Ward will be immune.
If it is a touch thing (and I'm pretty sure it is, then Hazmat Suit, Power Armour and other environmentally sealed suits should work as well. That would be powerful, but Power Armour is hard to get anyway.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 21, 2014, 10:11:49 am
> Okay, so unicorns under the effects of Steadfast Ward will be immune.
If it is a touch thing (and I'm pretty sure it is, then Hazmat Suit, Power Armour and other environmentally sealed suits should work as well. That would be powerful, but Power Armour is hard to get anyway.
I would love to add that once item-trigger is up and running.

Anyway, I just realised because I was lazy and made all mammals geldable, slaves/blanks can be gelded.

ÉDIT: Right, I'm really really hoping for a release by 23rd +8 UTC yadayada. And counting the number of killing joke effects, they number 6, 8 including horn rot and rad poisoning-ish thing. Suggestions for at least 2 more will be nice.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: twwolfe on December 21, 2014, 02:06:05 pm
> Okay, so unicorns under the effects of Steadfast Ward will be immune.
If it is a touch thing (and I'm pretty sure it is, then Hazmat Suit, Power Armour and other environmentally sealed suits should work as well. That would be powerful, but Power Armour is hard to get anyway.

I would say that would work only with things that are sealed and armored. My bet would be since Hazmat suits aren't especially durable, KJ would be able to go through them.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 22, 2014, 10:35:34 pm
Merry Christmas everyone! ASCII (http://dffd.wimbli.com/file.php?id=9885) and Phoebus (http://dffd.wimbli.com/file.php?id=9891).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on December 26, 2014, 06:38:06 am
Some of the graphics on certain things in the latest version seem to be wrong, like crates and terminals.

also i seem to be getting huge mountains of tallow from just one animal, is this intentional?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 26, 2014, 08:37:07 am
Some of the graphics on certain things in the latest version seem to be wrong, like crates and terminals.
Oops, didn't check all the graphics for the graphical version since most of the graphics is a direct port. Can you tell me what went wrong with the graphics please?
also i seem to be getting huge mountains of tallow from just one animal, is this intentional?
I do not know, Lycaeon's version also gives huge amounts of tallow which I assume has something to do with fat layers. I'll look into it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on December 26, 2014, 08:56:51 am
Probably equal parts layers and animal size (what with many of the animals around being the size of a small care half the time...)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on December 26, 2014, 09:01:05 am
Some of the graphics on certain things in the latest version seem to be wrong, like crates and terminals.
Oops, didn't check all the graphics for the graphical version since most of the graphics is a direct port. Can you tell me what went wrong with the graphics please?
also i seem to be getting huge mountains of tallow from just one animal, is this intentional?
I do not know, Lycaeon's version also gives huge amounts of tallow which I assume has something to do with fat layers. I'll look into it.

Well Things like crates and terminals seem to be picking out the wrong graphic, for instance terminals appear to be using a human sprite (i think) and crates are some kinda tree looking thing.

Upon looking again the center part of the salvage yard appears to be using a tree sprite as well as opposed to what i assume was a crane sprite
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 26, 2014, 09:08:32 am
Some of the graphics on certain things in the latest version seem to be wrong, like crates and terminals.
Oops, didn't check all the graphics for the graphical version since most of the graphics is a direct port. Can you tell me what went wrong with the graphics please?
also i seem to be getting huge mountains of tallow from just one animal, is this intentional?
I do not know, Lycaeon's version also gives huge amounts of tallow which I assume has something to do with fat layers. I'll look into it.

Well Things like crates and terminals seem to be picking out the wrong graphic, for instance terminals appear to be using a human sprite (i think) and crates are some kinda tree looking thing.

Upon looking again the center part of the salvage yard appears to be using a tree sprite as well as opposed to what i assume was a crane sprite
Great, I think I know what the problem is. I'll probably have it fixed by the next version. Any other comments/suggestions/feedback?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on December 26, 2014, 09:51:43 am
Im not sure if this has been mentioned before, but stable themed decoration (other than terminals of course) might be something to consider, like doors, floors, walls, columns
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 26, 2014, 11:34:16 am
What do you mean by that? Do you mean changing the sprites to have a more Fallout-ty feel?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on December 26, 2014, 11:54:48 am
What do you mean by that? Do you mean changing the sprites to have a more Fallout-ty feel?

Pretty much yes
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 26, 2014, 12:01:12 pm
What do you mean by that? Do you mean changing the sprites to have a more Fallout-ty feel?

Pretty much yes
I'll see what I can do/borrow, seeing that I'm not a very good sprite artist. If anyone wishes to help, it would be very much appreciated.

Other than that, have you played the Expedition System? If so, do you have any complaints/gripes/improvements for it?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on December 26, 2014, 01:37:16 pm
Not yet no (i've never really used it at all anyway), i've only recently started a new stable on the latest version, i'll get around to it when i can and see if i get any ideas on how it could be improved
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 26, 2014, 09:26:45 pm
Not yet no (i've never really used it at all anyway), i've only recently started a new stable on the latest version, i'll get around to it when i can and see if i get any ideas on how it could be improved
Thanks, also would you all prefer me to discuss stuff here first, or just do it and have comment on what needs to be improved?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 27, 2014, 04:47:34 am
> Thanks, also would you all prefer me to discuss stuff here first, or just do it and have comment on what needs to be improved?
Discuss. When some of us disagree, you still have the option of doing it anyway, but at least you get some early feedback.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 27, 2014, 10:12:24 am
Right, so the next half of the Everfree arc:

Recruitable Talon mercenaries would be fairly simple, stemming from a "Talon contract" item obtainable only by purchase from slave traders. This item can then be processed at the Expedition Staging point into either a unit using a chicken reaction or as something to skew the odds in your favour during an expedition. During the latter option, there is only a percent chance to get the contract back.

As for revamping the expedition system, some complaints I have gathered from reading past posts is that going on an expedition completely heals members, it is difficult to get the chosen squad to be the targets and the resulting salvage may sometimes get buried with civ members. One way to reduce the impact of the first and last problems is to make the expedition leader role stem from a pack animal like a bighorner or brahmin. First of all, big herd animals are unlikely to be anyone's pet and hence have a very low chance of getting buried along with any things they may spawn. Secondly, I doubt anyone cares much about some pack animal getting completely healed. As for the targeting, I personally think blocked tiles affect line of sight interactions, so the expedition staging point will be revised to have as little to none unblocked tiles as possible.

Any thoughts/comments/suggestions?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 27, 2014, 01:04:56 pm
> Talon Mercenaries.
Sure, I can use powerful pets. There should be several tiers, with varying levels of protection and firepower. The last being on-par with minigun Steel Rangers.

> Brahmin Expedition.
That sounds like a pretty good idea, actually. Well, except I hate anything that grazes and would prefer to use a dog or a chicken, but a Brahmin makes more sense in-fluff.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 28, 2014, 09:21:58 am
> Talon Mercenaries.
Sure, I can use powerful pets. There should be several tiers, with varying levels of protection and firepower. The last being on-par with minigun Steel Rangers.
The only way I see to do this is to have the reaction "outfit" them as well. First tier, which does not require any resources apart from the contract, gives a standard Talon unit, perhaps with a ranged small caliber interaction since they won't equip stuff. Second tier is to outfit them with a combat rifle/armour, requiring a combat rifle, medium caliber ammunition and a combat armour box, giving them [CE_MATERIAL_FORCE_MULTIPLIER:3:4] or something like that  to simulate armour in addition to a medium caliber interaction. Last tier, is to swap the rifle in the previous tier for a flamethrower or minigun, consuming the same resources and giving them the same interactions as their respective turrets.

> Brahmin Expedition.
That sounds like a pretty good idea, actually. Well, except I hate anything that grazes and would prefer to use a dog or a chicken, but a Brahmin makes more sense in-fluff.
From what I hear, the grazing rewrite made grazers better. Anyway, one thing I forgot to mention is using a DFHack script to make the Expedition Staging Point outside only, to prevent mysterious portals to nowhere. Comments?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 28, 2014, 10:04:19 am
> Expedition Staging Point outside only
Doesn't make that big of a difference IMO. It is easy to build a sealed-off building outside.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 28, 2014, 10:32:32 am
> Expedition Staging Point outside only
Doesn't make that big of a difference IMO. It is easy to build a sealed-off building outside.
Okay, is there anything else any of you would like to see in the new update?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on December 28, 2014, 11:20:45 pm
Is the new version done yet?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 29, 2014, 03:14:53 am
Is the new version done yet?
What do you mean by new version?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on December 29, 2014, 02:17:58 pm
i meant update.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 29, 2014, 09:22:43 pm
i meant update.
But I just released on Christmas! (joking) Anyway, the second half of the Everfree arc should be out by next week if I can manage to poke my lazy rump into doing it. After that, I'm going to wait for ~DFHack 0.40.23 and item-trigger to be fixed.

EDIT: I just realised that hired mercenaries would lay eggs. Would you rather leaves this behaviour in or leave it out?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Jimexmore on December 29, 2014, 11:39:49 pm
LEAVE IT IN.mercenary EGG STEW!!!!!
AAHAHAHHAAHHAHA
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Maklak on December 30, 2014, 07:40:11 pm
> I just realised that hired mercenaries would lay eggs. Would you rather leaves this behaviour in or leave it out?
Uhm undecided, but I guess not. Using Gryphoon eggs for cooking is undesireable.
Eggs could probably be made to work with forbidding all the nests, but which caste of Gryphins would actually hatch? It would work if you got the basic Gryphins from eggs, then upgrade them normally when they grom up in several years. It can probably be achieved by making caste frequencies high for standard Gryphins and low for the upgrades.

Oh and do give us a reaction to strip weapons and armour from upgraded Griffin corpses, like with Steel Rangers, except with a good yield. That way giving them good stuff will be less of a waste.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on December 30, 2014, 08:19:01 pm
Inane ramblings
> I just realised that hired mercenaries would lay eggs. Would you rather leaves this behaviour in or leave it out?
Uhm undecided, but I guess not. Using Gryphoon eggs for cooking is undesireable.
Eggs could probably be made to work with forbidding all the nests, but which caste of Gryphins would actually hatch? It would work if you got the basic Gryphins from eggs, then upgrade them normally when they grom up in several years. It can probably be achieved by making caste frequencies high for standard Gryphins and low for the upgrades.
I just commented out the line with griffons laying eggs, I doubt rough and tumble meceaneries will be going around plopping eggs into assorted boxes after all.

Oh and do give us a reaction to strip weapons and armour from upgraded Griffin corpses, like with Steel Rangers, except with a good yield. That way giving them good stuff will be less of a waste.
Right, sounds like a good idea.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on January 01, 2015, 09:58:01 am
Sorry if this has been mentioned before, But raiders don't seem to generate during worldgen, i've generated multiple worlds but they don't appear in any of them
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on January 02, 2015, 08:58:46 am
Sorry if this has been mentioned before, But raiders don't seem to generate during worldgen, i've generated multiple worlds but they don't appear in any of them
Nope, it has not. And thanks, it now has (hopefully) been fixed.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on January 08, 2015, 10:26:04 am
How is progress on the next version coming along?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on January 09, 2015, 08:51:09 am
Depending on how you like at it, fine. I've completed half of the expedition thingies and Talon mercenaries so the only thing left is the actual interactions. The thing is, the moment I slack off schoolworkfind some leisure time, I take one look at all the messy interaction stuff, go WTF and close the computer. As a side note, I'm going to replace the spawning interaction with DFHack scripts to hopefully remedy the civ member salvage problem.
If you didn't bother reading the above, it's fine. Summary:Release hopefully around Chinese New Year.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on January 09, 2015, 09:23:02 am
No i didn't read the above, now i feel silly
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on January 15, 2015, 09:45:22 am
To be honest, I'm getting a little tired of modding, so I'm going to do a little side project related to this mod. What I'm asking here is what do you think are the main aspects changed from vanilla DF, apart from the following:
 - Factions
 - Weapons and armour
 - Industries
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on January 15, 2015, 09:51:33 am
Other than those three i can't think of anything off of the top of my head, i'll have to give it some thought
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on January 15, 2015, 09:59:29 am
Other than those three i can't think of anything off of the top of my head, i'll have to give it some thought

Same here. Then again there isn't much many mods can do besides modify those.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on February 10, 2015, 04:41:28 am
Right, status update. Right now, the computer with all the progress on the mod has died, and I'm stuck with an Intel Atom that hangs running DF. So unfortunately, I may have lost the work on Talon Mercenaries thus far, and a future update may be delayed until I get another computer that can run DF properly.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on February 10, 2015, 05:51:31 am
Hopefully you didn't lose too much, i know the feeling of when a system dies and you lose a ton of progress on something
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on February 14, 2015, 12:48:39 am
Yay, two pieces of good news. First, my parents were kind enough to get me a new laptop. Second, upgrading to DF 0.40.24 and DFHack 0.40.24 r2 now means that reaction-trigger works.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on February 14, 2015, 10:46:33 am
That's good to hear!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on February 14, 2015, 11:53:02 am
This is great news!   :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: twwolfe on February 14, 2015, 02:20:55 pm
and there was much rejoicing!

yay
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on February 15, 2015, 12:05:45 am
Oops, I just realised I typed reaction instead of item.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Iceblaster on February 16, 2015, 10:28:10 am
I thought I'd come here and mention how I've been awaiting the unofficial fan update thingie.

Bit sad that you lost data, buuuuut, I don't mind the wait :P

Hope everything's going well and all.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: UnicodingUnicorn on April 01, 2015, 05:30:48 am
Alright, how do I put this? As many of you may have noticed, it's been a coupla months since the last update came out. Truth is, I think I've kinda been losing interest in modding DF, since my old computer died. Thus, I regret to say I would no longer be continuing the mod. It's been a blast, these few months, less than a year even, I would like say that I release my personal hold over the mod blah blah blah like Lycaeon did, but I can't, since I have no hold in the first place. So go ahead and do whatever you feel like doing to it. I may continue this at a later time, I may not, but I will still lurk around here and wish whoever decides to take up the lead the best of luck.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Destyvirago on April 05, 2015, 05:29:22 am
I am sad to hear that you are now longer working on the MOD, but I have to thank you for the time and effort you put inn. This MOD is probably what has kept me interested in DF for so long, but all good things must come to an end I suppose.
I wish you the best of luck with whatever you will work on next  :)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on April 11, 2016, 06:33:11 am
Does anyone still have any interest in this mod? its a shame to let it just be forgotton.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Splint on April 13, 2016, 12:11:19 am
Does anyone still have any interest in this mod? its a shame to let it just be forgotton.

I'm sure there's some interest still. I've been kinda piddling along with a little story stable/town I haven't updated in forever ( wanteds to have a really big update for it, but a full-time job kinda hit at the time I started on said update,) and I'm sure some people still play it now and then, either for some nostalgia, something different, or as a result of rereading Fallout: Equestria or a sidestory.

But with the new version being out, DFhack not being able to catch up very well for whatever reason (effectively crippling power armor and hazmat suits/gas masks which depend on it,) and nobody really willing/able to commit the time the mod needs, it seems the mod is doomed like many others to fall by the wayside.

At least a valiant effort was made on the parts of others to try and continue mod development, but I honestly feel that ultimately, Lycaeon was the best one for the job here (not to diminish the work that Snail555 and UnicodingUnicorn put in on their go at updating it,) as the work he did resulted in a more "finished" product so to speak. Hell, one could say the mod's development plans were a story in and of themselves, covering the time right after the war (what with raiders, and slavers being a constant problem and the Steel Rangers being colossal bullies,) up to the founding of the NCR in Equestria and New Roam in the Zebra Homeland.

Ultimately though, unless someone comes along with the right amount of dedication and free time available and DFHack updates sufficently, the mod can be safely assumed to be collecting dust.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: HeartfireFlamewings on April 13, 2016, 03:14:29 am
There is an alpha version of DFHack for the latest version, not sure if it'll play nicely with some of the features though, i havent tested it.

I'd put in an effort myself if i could understand DF modding at all, i suppose at least the mod has been left in a good enough state so that it can be played
or be updated, i think the hardest part would be adapting it for the latest version.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on April 14, 2016, 06:26:17 pm
Does anyone still have any interest in this mod? its a shame to let it just be forgotton.

I still do. Have neither the time nor the skill to take up the mantle of the Equimodder, but I'm still interested in it.



@Splint:

I'm pretty certain Snail555 and UnicodingUnicorn are the same person.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: bluemovie on April 16, 2016, 09:29:15 am
Im still interested. All this things, stuff and ideas. Oh, that's super-cool
If only we can have version on actual Df version, once..
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: c0mplex on April 27, 2016, 06:00:39 pm
I used to love playing this mod a while back and would like to see it get new content again. Unfortunately, I do not have the modding experience with DF to really do anything constructive with it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Multi on June 09, 2017, 08:12:33 pm
Hi all, so im a long time lurker and was sad to notice that this mod was dead. However i actually want to continue this mod myself starting from Pinkie Pie is Watching and following that theme. Unfortunately i have no idea how to mod. However i AM willing to learn, so if someone is willing to teach me or at least point me to a guide, id happily begin working on this as soon as possible!

Thanks!
-Multi
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: cesarjunior233 on June 10, 2017, 10:22:24 am
How to download ??? And , have adventure mode ?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Enemy post on June 10, 2017, 10:28:03 am
How to download ??? And , have adventure mode ?

Here's the link to the download. The OP's links are to the old version of DFFD.

http://dffd.bay12games.com/file.php?id=7117
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: cesarjunior233 on June 10, 2017, 10:33:52 am
How to download ??? And , have adventure mode ?

Here's the link to the download. The OP's links are to the old version of DFFD.

http://dffd.bay12games.com/file.php?id=7117
Thanks
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 15, 2018, 02:10:21 pm
I have been working on something for a while.  I am finally happy enough to throw it out to the world in it's currently unfinished, but nonetheless very playable state.

Behold, and enjoy. (http://dffd.bay12games.com/file.php?id=13760)

Ministry of Morale stuff, radiation effects, and anything else depending on non-combat interactions* going off is still more or less broken, but everything *should* work.  However, testing a mod this size is time consuming with the amount of iterations it goes through, so let me know if anything else is broken/confusing/nonsensical etc.  Also, feel free to ask questions - I have been fiddling around with this for so long that I find it hard to even remember how some things used to work before, so there might be major changes I have flat out forgotten about.

Major changes that you should probably know about
Spoiler: spoilered for length (click to show/hide)
Well, tell me how it goes.  Good luck, and try not to get too many ponies killed.

*Interactions only ever trigger during combat regardless of usage hints, so any interaction that doesn't get utilized in combat is hopelessly broken.  However, a lot of stuff doesn't depend on non-combat interactions any more - the entire robotics industry and slavery, for example. 
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Garfink on May 16, 2018, 12:30:34 am
That is awesome, will try it tonight!  Any quirks or tips we should be aware of?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 16, 2018, 04:18:42 am
That is awesome, will try it tonight!  Any quirks or tips we should be aware of?

Aside from what I already mentioned, there is probably a couple more things I should bring up.

As per normal for Fallout Equestria, you might want a military pretty quickly, especially since now robots don't go after wildlife properly. When I mean quickly, I mean you can have 5 ghouls or several radgators blundering into your wagon in the first 3 minutes.  It happens.  Bring some security armor and weapons, and max out some ponies in military skills (remember to check for military cutie marks in the embark screen so you save points).  Since not many other skills are vital, I have started just bringing 2 miners, 1 woodcutter (all with appraisal for redundancy) and 4 mil ponies on my last coupe of embarks.

Oh, and you may not want worldgen to run for too long (I would not run it past 250, and even that is pushing it).  Stable dwellers and Slavers tend to not go very well in worldgen compared to armor plated shock troops, literal goddesses and highly trained, winged, clawed, chainsaw toting beefcakes.  Even with a short worldgen, having a dying stable civ at 100 isn't unheard of.  Don't turn up civ number either, that just gets you infinite worldgen rejects.

Beyond that, much of the old starting advice applies, so take a skim through the old guides and such.

EDIT: Oh, and there is an intermittent worldgen crash that I am completely clueless as to causes on.  I though it had gone away with the .10 update, but I just tried to gen another world and apparently it is back.  It doesn't happen most of the time, so just try again if it crashes (which will happen fairly quickly, about year 100 on a default sized world, or year 200 on a small world).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 21, 2018, 07:14:15 pm
Version 0.40.1 is now on DFFD.  Mostly just bug fixes, tweaks and an FFID script for spell targeting.  Oh, and now orewood (which only shows up in Good surroundings) has a very low chance to drop star metal on smelting.  That should give a mild incentive to tolerate the complete lack of salvage in Good biomes.

The FFID script isn't a game changer on its own, but next on my list of things to do is an overhaul of the spell system.  With that, I can actually have buffing interactions that target fort allies only, or that can spread from enemy to enemy.  Mildly useful, to say the least.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: PenguinMuster on May 21, 2018, 10:17:26 pm
Hi, just wanted to say awesome work updating this mod good on you!
However there seems to be a problem processing steel ranger corpses. Even though I have almost 30 of them I am unable to process any of them in the salvage yards. I do not have them forbidden and they are in my stockpiles, but they do not appear when I use the DFHack enhanced view as even being owned by me. I do not know what the problem could be, as I was able to deconstruct cyberdogs corpses very easily. Sorry in advance as this may just me being stupid.

Thank you,

Penguin.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on May 21, 2018, 10:39:05 pm
This is a known bug in vanilla DF where your citizens will refuse to use the corpses of sapient beings in any reactions, even if their ethics should allow them to. Its kind of a pain for modding stuff like this.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 22, 2018, 08:19:41 am
Hi, just wanted to say awesome work updating this mod good on you!
However there seems to be a problem processing steel ranger corpses. Even though I have almost 30 of them I am unable to process any of them in the salvage yards. I do not have them forbidden and they are in my stockpiles, but they do not appear when I use the DFHack enhanced view as even being owned by me. I do not know what the problem could be, as I was able to deconstruct cyberdogs corpses very easily. Sorry in advance as this may just me being stupid.

Thank you,

Penguin.
I assume this isn't the latest version?  If you are using 0.40.0, there is a serious bug caused by the mod extraction script I used that prevents dfhack scripts from executing on loading/starting a game.  Fixing it is pretty simple:

1. In the DF base directory, rename onload.init to something else (like onload2.init).  This is because (on windows 7 at least) renaming with only capitalization changes seems a bit buggy, and I don't know if it could cause problems.
2. Now, rename it to onLoad.init (note the capitalization).
3. Scripts should now be working properly.  Get your ponies to move the steel ranger corpses around.  Doesn't matter where, there is a script that clears the dead_dwarf flag on ranger corpses on pickup by anyone so just get them hauled somewhere.  This will make them dismantlable.
4. Dismantle those steel ranger corpses.  If any of them were friendly merc rangers, remember to make some engraved slabs since they don't drop normal entombable bodies for your ponies to stuff in a coffin.

This is a known bug in vanilla DF where your citizens will refuse to use the corpses of sapient beings in any reactions, even if their ethics should allow them to. Its kind of a pain for modding stuff like this.
Been there, done that, got utterly confused and though I broke the game somehow, eventually figured out what the hell was going on, wrote a short script for it, more or less fixed it (at least for ITEMCORPSE drops, can't remember if normal corpses work the same or not in terms of flags).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: PenguinMuster on May 22, 2018, 12:03:48 pm
Did what you said now it works. Thank you for your help.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Necro991 on May 22, 2018, 02:13:21 pm
Version 0.40.1 is now on DFFD.  Mostly just bug fixes, tweaks and an FFID script for spell targeting.  Oh, and now orewood (which only shows up in Good surroundings) has a very low chance to drop star metal on smelting.  That should give a mild incentive to tolerate the complete lack of salvage in Good biomes.

The FFID script isn't a game changer on its own, but next on my list of things to do is an overhaul of the spell system.  With that, I can actually have buffing interactions that target fort allies only, or that can spread from enemy to enemy.  Mildly useful, to say the least.

For whatever reason, I'm having some issues with the mod. Some fonts work just fine, but the pony descriptions and some minor fonts keep getting replaced with symbols, making the whole thing illegible What do?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 22, 2018, 05:00:57 pm
...
For whatever reason, I'm having some issues with the mod. Some fonts work just fine, but the pony descriptions and some minor fonts keep getting replaced with symbols, making the whole thing illegible What do?
I *think* I might know what the problem is.

If you aren't using the Phoebus tileset, go into your DF installation and go to data/init/init.txt.  Find the lines that say:
Code: [Select]
...
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:Phoebus_16x16_text.png]
...
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Phoebus_16x16_text.png]
...

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
...

Open up your graphics pack/tileset.  Find the data/init/init.txt file.  Find the corresponding lines in those files, and replace all the Phoebus fonts with the corresponding fonts in your set.  If you aren't using a graphics pack/tileset or if your graphics pack doesn't come with a different tileset then use the base DF fonts (given below for convenience).
Spoiler: base DF fonts (click to show/hide)
Tell me if this fixes your problem.  In any case, I will change the install readme to warn that this needs to be done for non-phoebus tilesets in the next release.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: PenguinMuster on May 22, 2018, 06:42:00 pm
I hate to do this to you again but, it seems like making scrolls is not working. They take the sheets and the scroll rollers to the station and after they are done both of the items are gone but there is no scroll produced.

Edit:There is a error in DFHack that seems to be related to this. Would show a picture of the log but do not know how to insert images on this website.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 22, 2018, 08:12:09 pm
I hate to do this to you again but, it seems like making scrolls is not working. They take the sheets and the scroll rollers to the station and after they are done both of the items are gone but there is no scroll produced.

Edit:There is a error in DFHack that seems to be related to this. Would show a picture of the log but do not know how to insert images on this website.
You are still on 0.40.0, right?  Cotton was called "cotton" in some places (including the plant definition) and "COTTON" in others, leading to...problems.  One of those problems is that the sheets dropped by MoI crates don't have a defined material in game (they will just be called "sheet" in your stocks screen, instead of "cotton sheet").  This leads to dfhack's item-trigger script throwing errors because it is referencing the material of a material-less item.  Given your problems, I would guess that it is also breaking the scroll making reaction.  Try making some cotton/synth-reed sheets via the vanilla reactions or buying sheets/parchment from caravans for your scroll making.  I *think* mat-less sheets should be OK for reverse engineering/data extraction where nothing inherits materials, but test it if you want to be sure.

Anyway, this was *mostly* fixed in 0.40.1.  There is still a minor bug in that dropped sheets are called "cotton plant sheets" instead of "cotton sheets" due to having a material subtype when they shouldn't, but that shouldn't have any meaningful impact in game.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Kraiger on May 23, 2018, 02:35:42 pm
Spoiler (click to show/hide)
Tell me if this fixes your problem.  In any case, I will change the install readme to warn that this needs to be done for non-phoebus tilesets in the next release.
[/quote][/spoiler]

I tried this using the Stained Glass texture pack, however, I'm under the impression that I am running into the same sort of error that Necro is.

Screenshot: https://imgur.com/a/nVYoZf3 (https://imgur.com/a/nVYoZf3)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on May 23, 2018, 07:47:49 pm
...
I tried this using the Stained Glass texture pack, however, I'm under the impression that I am running into the same sort of error that Necro is.

Screenshot: https://imgur.com/a/nVYoZf3 (https://imgur.com/a/nVYoZf3)
I downloaded stained glass and had a quick play around with two installs of DF, one with the mod, one without.  The only significant difference in settings besides graphics sprites being enabled is that the mod data/init/init.txt file has TRUETYPE:YES, while the other has TRUETYPE:24. AFAICT this means that a modded install will always force true type font, while a vanilla+dfhack install will only use true type font when the text size is >= 24 pixels high, which in practice is when you are using a 24x24 or 32x32 tileset.  If you don't like true type font being on, you can toggle it in game with F12, or you can just change the init file.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Hexatona on July 04, 2018, 12:56:07 pm
Awesome, glad to see this was resuscitated!
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 05, 2018, 11:44:26 am
Awesome, glad to see this was resuscitated!
Good timing on the thread bump.

0.41.0 is now up.

Really, really big things:
- updated to DF 44.11
- massive overhaul of magic system - 9 spells in each school, or 45 total
- sver's combat overhaul mats, more leather mod and my own tweaks(notably, sane melting points for fat) have been integrated into the mod
- griffons now have several castes that specialize in certain areas of combat.

Spoiler: full change log (click to show/hide)

Feedback on spells would be welcome - I haven't done much testing on a lot of them, so there are probably balancing issues.  Let me know if anything is too weak/ridiculously strong/buggy and broken.  Particularly Crimson Gift (conjuration school, adept sanguimancy) - I don't know if it even works, let alone if it is balanced for an adept level effect.

In the near future (within the next week), I am going to get a bunch of guide stuff written up. When that is ready, I will probably start a new thread so I can have control of the OP (and so I can reserve the first half dozen posts for guides).  In the meantime, people will have to make due with basic information from the old guide (http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710), plus a quick writeup on my changes.

Spells work fairly similarly to how they did before, with a few major exceptions:
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 07, 2018, 09:03:13 pm
Glad to see work being done for this mod, i'm a long time lover of it and was sad to see it no longer being updated, especially with the new stuff in DF. Thanks for continuing it's development @thefriendlyhacker! If you're thinking of completing this mod, might I suggest a new thread? Though i understand why you wouldn't with a lot of the help and information stored here.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 10, 2018, 02:52:20 pm
Don't mean to double post, but would anyone be adverse to me learning how to mod via adding various creatures to this?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 10, 2018, 09:12:41 pm
Don't mean to double post, but would anyone be adverse to me learning how to mod via adding various creatures to this?
Both previous mod authors have released stewardship over the mod and left several years ago.  I also learned how to mod by altering FoE.  I don't think there is even anyone still around who has the right to object in the first place.

And hey, if you manage to come up with some stuff that is vaguely backed up by MLP/FoE/Fallout lore, works reasonably well, and fits in nicely with everything else then I might just stick it into the mod proper (with your permission, of course).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 10, 2018, 09:26:30 pm
Yea i wouldn't mind it, if the stewardship really has been released over this, then that just means that this is a community mod now, sustained and built on by the community members themselves instead of just a single person. I'd do more then just creatures, but i know nothing of modding and i think Creature's might be the easiest to do, i'll have to look through the creature files and see what's already done, but i think i might start with the simple Radroach first, might move onto Changeling version of Rabid Ghouls or some other creature yet, Hellhounds if those haven't been done, i'll check. I want to keep it to FoE lore as much as possible.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 19, 2018, 05:12:03 pm
(sorry for double post) So did some research and found that the only creature from FoE that hasn't been modded in yet is the Hospital Horrors.

Looking on it, it seems that most of the Ministry of Peace - Peace and Love Arc was done (i think the only thing needed on that point is Cybernetics and the use of drugs on prisoners till that one's fully done), and seems like thefriendlyhacker has been making progress on the Ministry of Magic - Progress arc due to the new spells and the like. Maybe I could mod in Cybernetics and the use of drugs on prisoners to actually get those 2 points done and have the Ministry of Peace - Peace and Love arc fully done? Though that'll take some research as i'm a total newb to modding DF.

Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 21, 2018, 07:37:59 pm
So decided to just mod in something that wouldn't ultimately break the game, that being about 141 cutie marks and will most likely add more later (my endgame is about 1000+ cutie marks for that ultimate uniqueness, no more ponies with twin cutie marks). However I couldn't find the file that contains cutie marks that give effects/effects stats/labors/ect, so either it doesn't exist or i'm just not finding it, but it has to exist somewhere, as I had a pony with twin drills that was really good at mining alongside other ponies with cutie marks that are really good at what that cutie mark depicts, but that cutie mark isn't in the descriptor_color_cutiemark file, which is the only file besides descriptor_color_cutiemark_evil that has cutiemarks in it that I can find.

So i'm missing something, if someone could point out the file then please do and I'll start adding more that will actually affect stats and the like.

Here's the link: http://dffd.bay12games.com/file.php?id=13913
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 22, 2018, 01:18:58 am
So decided to just mod in something that wouldn't ultimately break the game, that being about 141 cutie marks and will most likely add more later (my endgame is about 1000+ cutie marks for that ultimate uniqueness, no more ponies with twin cutie marks). However I couldn't find the file that contains cutie marks that give effects/effects stats/labors/ect, so either it doesn't exist or i'm just not finding it, but it has to exist somewhere, as I had a pony with twin drills that was really good at mining alongside other ponies with cutie marks that are really good at what that cutie mark depicts, but that cutie mark isn't in the descriptor_color_cutiemark file, which is the only file besides descriptor_color_cutiemark_evil that has cutiemarks in it that I can find.

So i'm missing something, if someone could point out the file then please do and I'll start adding more that will actually affect stats and the like.

Here's the link: http://dffd.bay12games.com/file.php?id=13913
Here is how the cutie mark system works in terms of the RAWs:
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 22, 2018, 01:37:18 am
So decided to just mod in something that wouldn't ultimately break the game, that being about 141 cutie marks and will most likely add more later (my endgame is about 1000+ cutie marks for that ultimate uniqueness, no more ponies with twin cutie marks). However I couldn't find the file that contains cutie marks that give effects/effects stats/labors/ect, so either it doesn't exist or i'm just not finding it, but it has to exist somewhere, as I had a pony with twin drills that was really good at mining alongside other ponies with cutie marks that are really good at what that cutie mark depicts, but that cutie mark isn't in the descriptor_color_cutiemark file, which is the only file besides descriptor_color_cutiemark_evil that has cutiemarks in it that I can find.

So i'm missing something, if someone could point out the file then please do and I'll start adding more that will actually affect stats and the like.

Here's the link: http://dffd.bay12games.com/file.php?id=13913
Here is how the cutie mark system works in terms of the RAWs:

Right, I was looking through the Stable pony stuff and saw the sheer amount of castes and wondered what those were for, i would definetly go for merging castes and moving the slave/freed slave/blank castes into their own file and then putting multiple cutie marks for different castes. Lets for more Caste creation room for later if its ever needed, lessens the sheer bulk by quite a bit, and makes it so that more and more cutie marks can be seen rather then one seen for that caste over and over.

If you merge all the Castes, I can start putting multitudes of cutie marks for each one (due to the sheer amount of castes, im thinking anywhere from 20 to 50 cutie marks per caste, for that uniquess), though i do apologize in the long run if I have copy cutie marks or somehow mess something up while adding them, as this is my first time modding DF in any way.

I was also thinking of adding the FoE version of combo drugs(Psychojet, Buffjet, Psychobuff, ect) once i figured out what syndromes and the drugs do.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: sanek213 on July 22, 2018, 07:32:42 am
I was also thinking of adding the FoE version of combo drugs(Psychojet, Buffjet, Psychobuff, ect) once i figured out what syndromes and the drugs do.
I could help you with that. In raw inorganic_syndrom.txt is only a part of activating of syndrome(drug) with command to activate it. Effects of activated syndromes is stored in Interaction_MOP.txt. There you can find everything what they do.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 22, 2018, 04:03:44 pm
I was also thinking of adding the FoE version of combo drugs(Psychojet, Buffjet, Psychobuff, ect) once i figured out what syndromes and the drugs do.
I could help you with that. In raw inorganic_syndrom.txt is only a part of activating of syndrome(drug) with command to activate it. Effects of activated syndromes is stored in Interaction_MOP.txt. There you can find everything what they do.

Yea I was looking at that, but can't seem to find the file that dictates where you make said drugs and what reagents are used to make them ect, as i believe someone updated earlier that made crops that can be made into said drugs. The main problem is that i'm trying to see what each workshop does in-game so I can get a good idea of what to look at myself, but all of my stables keep dying before I can make any headway due to a lot of bad things that keep happening to them that I can't stop nor control (my most recent one died because a heard of radigators wandered in and decided to slaughter everyone, and that one had only been going for an in game month)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 22, 2018, 05:43:32 pm
I was also thinking of adding the FoE version of combo drugs(Psychojet, Buffjet, Psychobuff, ect) once i figured out what syndromes and the drugs do.
I could help you with that. In raw inorganic_syndrom.txt is only a part of activating of syndrome(drug) with command to activate it. Effects of activated syndromes is stored in Interaction_MOP.txt. There you can find everything what they do.

Yea I was looking at that, but can't seem to find the file that dictates where you make said drugs and what reagents are used to make them ect, as i believe someone updated earlier that made crops that can be made into said drugs. The main problem is that i'm trying to see what each workshop does in-game so I can get a good idea of what to look at myself, but all of my stables keep dying before I can make any headway due to a lot of bad things that keep happening to them that I can't stop nor control (my most recent one died because a heard of radigators wandered in and decided to slaughter everyone, and that one had only been going for an in game month)
Ok, another quick run through of how things work:
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 22, 2018, 05:47:28 pm
I was also thinking of adding the FoE version of combo drugs(Psychojet, Buffjet, Psychobuff, ect) once i figured out what syndromes and the drugs do.
I could help you with that. In raw inorganic_syndrom.txt is only a part of activating of syndrome(drug) with command to activate it. Effects of activated syndromes is stored in Interaction_MOP.txt. There you can find everything what they do.

Yea I was looking at that, but can't seem to find the file that dictates where you make said drugs and what reagents are used to make them ect, as i believe someone updated earlier that made crops that can be made into said drugs. The main problem is that i'm trying to see what each workshop does in-game so I can get a good idea of what to look at myself, but all of my stables keep dying before I can make any headway due to a lot of bad things that keep happening to them that I can't stop nor control (my most recent one died because a heard of radigators wandered in and decided to slaughter everyone, and that one had only been going for an in game month)
Ok, another quick run through of how things work:
  • reaction_workbench holds the reactions to produce auto-injectors. Auto-injectors are the final products that ponies use to receive drugs, and each auto-injector requires some sort of drug in their production.
  • onLoad-equipment.init (in the main DF folder) holds the equip-trigger script calls that actually make auto-injectors do something.  This is what associates a drug injector syndrome with an auto-injector.
  • reaction_chemistry_lab is where drug production from raw materials is handled.  If you want to know what a drug is made of, check here.
  • inorganic_syndrome is where the syndromes that each wearable auto-injector gives are defined.  Each syndrome gives ponies access to a specific interaction, and defines how frequently they can use it, as well as what types of creature (unicorn, griffon etc) can gain the benefits of the auto-injector.
  • interaction_MOP is where the individual drug injector interactions are defined.  Drug effects and their durations are defined here.

Gooootcha, thanks for the help! Sorry if it's annoying but I do want to help in this even though i've only just started, hence why i'm trying to keep to the simplest things I can think of.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Prismaa on July 23, 2018, 02:04:16 am
I'm not big MLP fan but I love fallout and since there is no fallout mods around I gave this a go and I LOVE it xD
Oh and is the "Equestria" setting no more in world creation?
Also having issues to find areas with other than low and medium salvages, I guess I should embark to something like evil biome to get other stuff?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 03:34:13 am
I'm not big MLP fan but I love fallout and since there is no fallout mods around I gave this a go and I LOVE it xD
Oh and is the "Equestria" setting no more in world creation?
Also having issues to find areas with other than low and medium salvages, I guess I should embark to something like evil biome to get other stuff?

Yea the Equestria setting isn't in advanced world creation anymore, though I have no clue what happened to it. And yes, you do need to be in evil biomes to get High Salvage.

Update on the drugs, i'm MOSTLY done with them, but i'm currently trying to figure out a few things about syndromes. I know it does the effects in percentages, but what does the severity number mean exactly? Like if it had severity 5 what would that mean?

Second question is does the 
Code: [Select]
SYN_CONCENTRATION_ADDED:x:x for syndromes work and if so, how exactly does it work?

Third question is:
Code: [Select]
[CE_MENT_ATT_CHANGE:FOCUS:80:0:START:200:END:300] I know that the 80 after focus is a percentage, but does that mean that it's adding 80% of the base number for FOCUS to itself, thereby increasing it, or does it mean that FOCUS is only working at 80% of it's stat, instead of 100% (aka, if the FOCUS stat was 100, does the 80 mean that 80 is getting added to the 100, or does it mean that 100 is reduced to 80) and what does the 0 after the 80 mean?

Once these questions are answered, I can also start on adding withdrawal symptoms that appear after the effects wear off, but is it possible to make it a percentage chance for a syndrome to begin, so that Withdrawal doesn't happen every time, or does that just mean I put a
Code: [Select]
PROB:X after each symptom in the withdrawal syndrome?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 23, 2018, 04:29:44 am
I'm not big MLP fan but I love fallout and since there is no fallout mods around I gave this a go and I LOVE it xD
Funnily enough, this isn't far from where I am at. Don't really care about MLP, but like I like fallout and I like how mechanically interesting this mod's weird caste based quadrupeds with fallout style tech is.  Throw in magic for even more exotic stuff and it makes for a really interesting mod.
Quote
Oh and is the "Equestria" setting no more in world creation?
I think I forgot to transfer it over to my development copy of the mod from the last version by UnicodingUnicorn when I was initially merging the out of date mod with a newer DF version file by file.  I later noticed, and was going to re-add it and tweak it once I finished merging everything else and getting it error free.

I then forgot about it again.

I just put a note in my little dev notepad thingy.  After I finish shifting around slaves/blanks to their own file and merging castes, I will either copy the old version's worldgen over and tweak it if necessary, or set up a few new custom Equestria worldgens from scratch.
Quote
Also having issues to find areas with other than low and medium salvages, I guess I should embark to something like evil biome to get other stuff?
High Q salvage is primarily found in evil and savage biomes, as well as in caverns.  It sometimes shows up elsewhere, but if you want to see it reliably then starting in a terrifying biome is usually your best bet.

FYI, I almost never embark in a biome that isn't either evil, savage or both.  The salvage boost is too useful.  I also bring 2-4 military ponies, for what it is worth.
Update on the drugs, i'm MOSTLY done with them, but i'm currently trying to figure out a few things about syndromes. I know it does the effects in percentages, but what does the severity number mean exactly? Like if it had severity 5 what would that mean?
It...well...determines severity.  A lot of symptoms aren't just on/off, but have a magnitude which determines just how crippling they are. Creatures can also tolerate or ignore some negative symptoms to a limited degree.  That is why a (non-giant) cave spider bite occasionally makes a dwarf/pony a little dizzy, instead of pretty much incapacitating them which is what would happen if the dizziness in the cave spider bite syndrome was at 10000.

You will have to play around with severity and test it in arena to figure out if it is intense enough.  From what little testing I have done, I *think* sev:10000 is when symptoms cap out, but I am not sure.  sev:1000 is usually pretty crippling, and sev:100 is generally noticeable but tolerable.   Be aware that AFAICT at some point syndromes were weakened so that you need a much higher severity than you used to in earlier DF versions, which means that the current batch of symptom severities aren't that useful as guides.  I think that change is why glowing ghouls don't incapacitate ponies a lot of the time.  In fact, IIRC GCS venom often doesn't paralyze stable citizens.  A while back, I was also testing scripts in vanilla using add-syndrome with GCS venom as the indicator to see if the script was working, and I had to massively jack up the severity to see an effect from vanilla GCS venom on vanilla dwarves.
Quote
Second question is does the 
Code: [Select]
SYN_CONCENTRATION_ADDED:x:x for syndromes work and if so, how exactly does it work?
Dunno, haven't used it, don't have the faintest idea how it works.  Test it and tell me how it goes.
Quote
Third question is:
Code: [Select]
[CE_MENT_ATT_CHANGE:FOCUS:80:0:START:200:END:300] I know that the 80 after focus is a percentage, but does that mean that it's adding 80% of the base number for FOCUS to itself, thereby increasing it, or does it mean that FOCUS is only working at 80% of it's stat, instead of 100% (aka, if the FOCUS stat was 100, does the 80 mean that 80 is getting added to the 100, or does it mean that 100 is reduced to 80) and what does the 0 after the 80 mean?
To pick a more illustrative example than yours, if a pony has a focus of 1000, FOCUS:120:500 changes its focus to 120% of 1000 plus 500, for a total focus of 1200+500=1700. 

You will have to check the pony RAWs to see what the typical numbers are.  1000 is "typical", and is the normal average for a human.  5000 is the max a creature can get naturally or by modding the RAWs, but I am reasonably sure that syndromes can push it over that - I noticed that Titan Power Armor + adrenaline rush was more powerful than just Titan PA during some "hack at a dragon with an aetherite ripper" style arena mode testing, and I know this because having both syndromes active allowed me to dismember a dragon 25 times my pony's size with a chainsaw-knife.  I think the actual max is somewhere between 50000 to 100000, probably 65535 since that is the maximum number of a 16 bit unsigned int.
Quote
Once these questions are answered, I can also start on adding withdrawal symptoms that appear after the effects wear off, but is it possible to make it a percentage chance for a syndrome to begin, so that Withdrawal doesn't happen every time, or does that just mean I put a
Code: [Select]
PROB:X after each symptom in the withdrawal syndrome?
Yes, PROB:X determines the probability of a particular effect happening, where X=100 is a 100% chance.  Note that probabilities are per effect.  FYI, if you wanted to make groups of withdrawal symptoms happen sometimes as a batch, the only way I can think of to probabilistically give a group of effects all at once is to use an interaction chain - the auto-injector interaction could give another drug interaction some of the time, and that second interaction could actually apply the drug side effects.  DF AI always spams every interaction it can while in combat, so the side effect syndrome will almost always get used when in a fight (and if it doesn't get used, the fight was probably just finishing as the drug injector was triggered, so the pony isn't actually benefiting from it).

Oh, and be aware that ponies will often trigger things like drug injectors or SATS when walking near wildlife, so don't make drug syndromes too crippling long term because they will get used for the most pointless reasons.

Lastly, have you checked out the fallout equestria wiki?  IIRC there are a list of drugs on it that you could rip off, if you haven't already.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 04:45:01 am
I'm not big MLP fan but I love fallout and since there is no fallout mods around I gave this a go and I LOVE it xD
Funnily enough, this isn't far from where I am at. Don't really care about MLP, but like I like fallout and I like how mechanically interesting this mod's weird caste based quadrupeds with fallout style tech is.  Throw in magic for even more exotic stuff and it makes for a really interesting mod.
Quote
Oh and is the "Equestria" setting no more in world creation?
I think I forgot to transfer it over to my development copy of the mod from the last version by UnicodingUnicorn when I was initially merging the out of date mod with a newer DF version file by file.  I later noticed, and was going to re-add it and tweak it once I finished merging everything else and getting it error free.

I then forgot about it again.

I just put a note in my little dev notepad thingy.  After I finish shifting around slaves/blanks to their own file and merging castes, I will either copy the old version's worldgen over and tweak it if necessary, or set up a few new custom Equestria worldgens from scratch.
Quote
Also having issues to find areas with other than low and medium salvages, I guess I should embark to something like evil biome to get other stuff?
High Q salvage is primarily found in evil and savage biomes, as well as in caverns.  It sometimes shows up elsewhere, but if you want to see it reliably then starting in a terrifying biome is usually your best bet.

FYI, I almost never embark in a biome that isn't either evil, savage or both.  The salvage boost is too useful.  I also bring 2-4 military ponies, for what it is worth.
Update on the drugs, i'm MOSTLY done with them, but i'm currently trying to figure out a few things about syndromes. I know it does the effects in percentages, but what does the severity number mean exactly? Like if it had severity 5 what would that mean?
It...well...determines severity.  A lot of symptoms aren't just on/off, but have a magnitude which determines just how crippling they are. Creatures can also tolerate or ignore some negative symptoms to a limited degree.  That is why a (non-giant) cave spider bite occasionally makes a dwarf/pony a little dizzy, instead of pretty much incapacitating them which is what would happen if the dizziness in the cave spider bite syndrome was at 10000.

You will have to play around with severity and test it in arena to figure out if it is intense enough.  From what little testing I have done, I *think* sev:10000 is when symptoms cap out, but I am not sure.  sev:1000 is usually pretty crippling, and sev:100 is generally noticeable but tolerable.   Be aware that AFAICT at some point syndromes were weakened so that you need a much higher severity than you used to in earlier DF versions, which means that the current batch of symptom severities aren't that useful as guides.  I think that change is why glowing ghouls don't incapacitate ponies a lot of the time.  In fact, IIRC GCS venom often doesn't paralyze stable citizens.  A while back, I was also testing scripts in vanilla using add-syndrome with GCS venom as the indicator to see if the script was working, and I had to massively jack up the severity to see an effect from vanilla GCS venom on vanilla dwarves.
Quote
Second question is does the 
Code: [Select]
SYN_CONCENTRATION_ADDED:x:x for syndromes work and if so, how exactly does it work?
Dunno, haven't used it, don't have the faintest idea how it works.  Test it and tell me how it goes.
Quote
Third question is:
Code: [Select]
[CE_MENT_ATT_CHANGE:FOCUS:80:0:START:200:END:300] I know that the 80 after focus is a percentage, but does that mean that it's adding 80% of the base number for FOCUS to itself, thereby increasing it, or does it mean that FOCUS is only working at 80% of it's stat, instead of 100% (aka, if the FOCUS stat was 100, does the 80 mean that 80 is getting added to the 100, or does it mean that 100 is reduced to 80) and what does the 0 after the 80 mean?
To pick a more illustrative example than yours, if a pony has a focus of 1000, FOCUS:120:500 changes its focus to 120% of 1000 plus 500, for a total focus of 1200+500=1700. 

You will have to check the pony RAWs to see what the typical numbers are.  1000 is "typical", and is the normal average for a human.  5000 is the max a creature can get naturally or by modding the RAWs, but I am reasonably sure that syndromes can push it over that - I noticed that Titan Power Armor + adrenaline rush was more powerful than just Titan PA during some "hack at a dragon with an aetherite ripper" style arena mode testing, and I know this because having both syndromes active allowed me to dismember a dragon 25 times my pony's size with a chainsaw-knife.  I think the actual max is somewhere between 50000 to 100000, probably 65535 since that is the maximum number of a 16 bit unsigned int.
Quote
Once these questions are answered, I can also start on adding withdrawal symptoms that appear after the effects wear off, but is it possible to make it a percentage chance for a syndrome to begin, so that Withdrawal doesn't happen every time, or does that just mean I put a
Code: [Select]
PROB:X after each symptom in the withdrawal syndrome?
Yes, PROB:X determines the probability of a particular effect happening, where X=100 is a 100% chance.  Note that probabilities are per effect.  FYI, if you wanted to make groups of withdrawal symptoms happen sometimes as a batch, the only way I can think of to probabilistically give a group of effects all at once is to use an interaction chain - the auto-injector interaction could give another drug interaction some of the time, and that second interaction could actually apply the drug side effects.  DF AI always spams every interaction it can while in combat, so the side effect syndrome will almost always get used when in a fight (and if it doesn't get used, the fight was probably just finishing as the drug injector was triggered, so the pony isn't actually benefiting from it).

Oh, and be aware that ponies will often trigger things like drug injectors or SATS when walking near wildlife, so don't make drug syndromes too crippling long term because they will get used for the most pointless reasons.

Lastly, have you checked out the fallout equestria wiki?  IIRC there are a list of drugs on it that you could rip off, if you haven't already.

I have actually been using the Fallout Equestria wiki this entire time, as a result i believe i have added about 5 to 10+ drugs at this point? including 2 stronger versions of Dash (Dash-fuel and Dash+(which is just Ultra Dash)) and 2 stronger versions of Rage (Fury and Rage+(Which is just Overdrive)), alongside adding Mint-al's and Party Time Mint-als ((alongside Berry, Grape and Orange Mint-als)i have their auto-injectors as re-breathers like Dash, but might change it to auto-feeders word wise, to give more flavor text sense. The idea for rebreather though was that they were crushed into a powder and then flowed into the mask).

Once i have these combo drugs and the like done, i'll most likely start working on the other drugs like Celestia's tears (with most likely a 300-400 boost to strength but 99% chance to inflict a pain to brain with 5,000 severity. Hellloooo last resort drug).
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on July 23, 2018, 05:27:17 am
...like Celestia's tears (with most likely a 300-400 boost to strength but 99% chance to inflict a pain to brain with 5,000 severity. Hellloooo last resort drug).
A few of words of caution about that, if you haven't figured them out already:

300-400 strength isn't that much for a drug with massive downsides.  Unless you mean 300%-400%, which is better for something with severe side-effects, but still very "all in".

I am reasonably sure 5000 pain will insta KO anything that isn't flat out immune to pain.

DF AI has no concept of conserving interaction uses.  It will get used at the start of every single combat.

Anything equipped with it will sometimes use it because a vulture came within 15 tiles, so it can't be too ridiculous downsides wise.

Anything that is immune to pain or can get immunity to pain can use it without downsides.  This includes earth ponies during adrenaline rush (which doesn't last long, but still), a few spells and med-X.  Celestia's tears are going to be popular drinks for Conjuration, Restoration and Magic masters, since they can all get pain immunity.  Anything near a Restoration Master near the start of combat will probably be spell-buffed by pain immunity too - Stoicism even lets apprentices hand out pain immunity if they take the restoration school.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 05:53:02 am
...like Celestia's tears (with most likely a 300-400 boost to strength but 99% chance to inflict a pain to brain with 5,000 severity. Hellloooo last resort drug).
A few of words of caution about that, if you haven't figured them out already:

300-400 strength isn't that much for a drug with massive downsides.  Unless you mean 300%-400%, which is better for something with severe side-effects, but still very "all in".

I am reasonably sure 5000 pain will insta KO anything that isn't flat out immune to pain.

DF AI has no concept of conserving interaction uses.  It will get used at the start of every single combat.

Anything equipped with it will sometimes use it because a vulture came within 15 tiles, so it can't be too ridiculous downsides wise.

Anything that is immune to pain or can get immunity to pain can use it without downsides.  This includes earth ponies during adrenaline rush (which doesn't last long, but still), a few spells and med-X.  Celestia's tears are going to be popular drinks for Conjuration, Restoration and Magic masters, since they can all get pain immunity.  Anything near a Restoration Master near the start of combat will probably be spell-buffed by pain immunity too - Stoicism even lets apprentices hand out pain immunity if they take the restoration school.

Well, i'll tell ya i know nothing of the lore of Fallout Equestria, but what i was saying about Celestia's Tears syndrome being so ridiculous (and yes, i did mean 300-400%, not 300-400 flat bonus) is based off of the wiki entry. I was gonna put more then just pain to the brain, to make sure that those who use it die. I was gonna make it so that there's a 99% chance for the various "killing" syndromes to kill, or maybe 1 killing syndrome that you can't be immune to.


Other drugs like Cloudpack or drugs like Scorpio and Moondust (aka Drugs that don't really do anything besides make you hallucinate or some other singular but useless effect, drugs that say "Not present in the Wasteland, or drugs that would be redundant with other drugs basically being a copy of it) i won't be adding. That cuts down the last to me adding Celestia's Tears, Hawkeye, Rainboom and maybe Luna's Tears if i make it a more lethal but more effective Celestia's Tears.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 07:29:32 am
Okay so, made the drugs and everything needed for them, will most likely add more to them later. However, these drugs need to be tested, as I need to sleep as i've been working on this for 15 hours straight.

I did one test with a Mint-al Injector in the object testing arena, but for some reason it said "Steady Autoinjector" (which is another drug, but not the right one), if anyone could point out why please tell me so I can fix it.

Let me know if anyone tests to see if they work right!


Here's the link to download it: http://dffd.bay12games.com/file.php?id=13919 (http://dffd.bay12games.com/file.php?id=13919)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 07:57:25 pm
Okay so, made the drugs and everything needed for them, will most likely add more to them later. However, these drugs need to be tested, as I need to sleep as i've been working on this for 15 hours straight.

I did one test with a Mint-al Injector in the object testing arena, but for some reason it said "Steady Autoinjector" (which is another drug, but not the right one), if anyone could point out why please tell me so I can fix it.

Let me know if anyone tests to see if they work right!


Here's the link to download it: http://dffd.bay12games.com/file.php?id=13919 (http://dffd.bay12games.com/file.php?id=13919)

Okay, I figured out why it was saying Steady instead of the appropriate drug, so managed to fix that. Still iffy on adding Luna's Tears as a more effective but more lethal Celestia's Tears. Other then that, the drugs should all be done.

Next part is possibly adding Withdrawal and maybe addiction? I have no clue how i'd go about doing addiction, but I have a semi-idea of making different interactions that activate once a drug finishes, giving the withdrawal.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on July 23, 2018, 10:53:38 pm
I goofed majorly and forgot to edit the entity_stable file so that you could actually make these drugs and their auto-injectors. Derp, here have a hotfix.

Here's the link (http://dffd.bay12games.com/file.php?id=13920)

Sorry for Quad post

Edit: Just had an epiphany with those "useless" drugs. Would it be possible to use drugs via syndromes that give positive moodlets? Lessening stress and increasing positive moods?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: TheBestPony on August 08, 2018, 02:31:19 am
I goofed majorly and forgot to edit the entity_stable file so that you could actually make these drugs and their auto-injectors. Derp, here have a hotfix.

Here's the link (http://dffd.bay12games.com/file.php?id=13920)

Sorry for Quad post

Edit: Just had an epiphany with those "useless" drugs. Would it be possible to use drugs via syndromes that give positive moodlets? Lessening stress and increasing positive moods?

It's not about drugs, but i think i found a bug - alicorns (and griffons) can't fly(or can only fly if tag [flier] is added to their files). Can you fix this, please?
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on August 08, 2018, 05:49:03 pm
I goofed majorly and forgot to edit the entity_stable file so that you could actually make these drugs and their auto-injectors. Derp, here have a hotfix.

Here's the link (http://dffd.bay12games.com/file.php?id=13920)

Sorry for Quad post

Edit: Just had an epiphany with those "useless" drugs. Would it be possible to use drugs via syndromes that give positive moodlets? Lessening stress and increasing positive moods?

It's not about drugs, but i think i found a bug - alicorns (and griffons) can't fly(or can only fly if tag [flier] is added to their files). Can you fix this, please?

So, I went through the griffon and Unity (aka Alicorn) creature files and found that they did have FLIER, but they weren't bracketed, meaning they weren't enabled. I was a bit confused but fixed it, and then went through all of the creature raws and found that all of them had tags that weren't bracketed, most of them were Personality tags, and also gave [FLIER] to all the appropriate things that needed them (like Pegasus Ghouls).

Should be fixed now.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Arcvasti on August 09, 2018, 12:40:25 am
I think that FLIER is bugged for fortress citizens, which is probably why it was disabled. I'd recommend re-disabling it.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on August 09, 2018, 01:10:39 am
Edit: Just had an epiphany with those "useless" drugs. Would it be possible to use drugs via syndromes that give positive moodlets? Lessening stress and increasing positive moods?
Syndromes can cause thoughts, and thoughts affect stress.  It is straight forward to add reactions that let a pony "consume" a drug in exchange for long duration syndrome induced thoughts, as well as whatever other side affects you want.  I would also suggest doing this for mint-als that aren't mixed with other drugs - aside from NOEXERT they don't do much in combat, but giving them to an armorsmith to boost armor quality for 6 months would be nifty.
So, I went through the griffon and Unity (aka Alicorn) creature files and found that they did have FLIER, but they weren't bracketed, meaning they weren't enabled.
I unbracketed (and thus disabled) the FLIER tag on griffons and alicorns.  FLIER does not play well with invaders or visitors, and I am reasonably sure there is no way around it.  You can either have flying griffons and alicorns, or you can have siegers that don't hover above the map edge forever and a map that isn't littered with "stuck" visitors 5 tiles above the ground.  You can't have both.  After playing a few test forts with FLIER enabled on them, I opted for the choice that wasn't incredibly obnoxious.  I am going to add a note to the griffon and alicorn RAWS explaining this, but otherwise I wouldn't recommend changing anything.  It just gets too damn annoying.

If we are incredibly lucky then Toady will fix flight as part of his next update (because the same issue also affects mounts, and Toady is doing stuff with them).  Otherwise, flight will remain borked for the forseeable future.  Probably until the magic update (i.e. 2-3 years).  It is a shame too, I would like to add (rare) Pegasus wastelanders to account for the (very rare) birth of a pegasus from non-pegasus parents (which is a thing if I remember correctly), but there isn't a point if I have to disable their flight or leave them broken and annoying in fortress mode.
I think that FLIER is bugged for fortress citizens, which is probably why it was disabled. I'd recommend re-disabling it.
I don't remember any problems cropping up with griffon mercenaries once their petitions were accepted, but it wouldn't surprise me if there were a few more obscure bugs waiting to be stumbled upon in addition to all the really obvious siege/visitor breaking bugs.
I was a bit confused but fixed it, and then went through all of the creature raws and found that all of them had tags that weren't bracketed, most of them were Personality tags, and also gave [FLIER] to all the appropriate things that needed them (like Pegasus Ghouls).
There are a whole bunch of little things that have been disabled via unbracketing.  Most of them weren't me, and I have no idea why a lot of them are there, besides a desire to preserve functioning code.

As for ghouls, am I missing something?  There is a [FLIER] token just underneath every Pegasus Ghoul's BODY definition.

In other news, I got around to integrating those drugs of yours.  I haven't tested much beyond some very basic stuff, but here is some feedback from my !!Debugging!! session and a bit of testing, as well as a couple of other observations.
Spoiler: spoilered for length (click to show/hide)
Anyway, on this end I started a test fort to double check that drugs work, and ended up finding a whole bunch of bugs here and there, trying a new flamethrower interaction to replace the old one that is more lethal for it's operator than the target, debugging a problem with dfhack's siege-engine, fending off a few sieges using both conventional troops and turret pillboxes and generally testing most parts of the system in one way or another.  I still have a few more things I want to do, among them resizing reactions+scripts so griffon mercs can carry battle saddles, catagorizing a lot of reactions and possibly redoing the autoinjector system so individual autoinjectors use the same item but have different materials to distinguish them (to cut down on obnoxious item bloat in the squad equipment selection menu), but eventually I will be tossing out another release.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on August 09, 2018, 01:43:04 pm
Edit: Just had an epiphany with those "useless" drugs. Would it be possible to use drugs via syndromes that give positive moodlets? Lessening stress and increasing positive moods?
Syndromes can cause thoughts, and thoughts affect stress.  It is straight forward to add reactions that let a pony "consume" a drug in exchange for long duration syndrome induced thoughts, as well as whatever other side affects you want.  I would also suggest doing this for mint-als that aren't mixed with other drugs - aside from NOEXERT they don't do much in combat, but giving them to an armorsmith to boost armor quality for 6 months would be nifty.
So, I went through the griffon and Unity (aka Alicorn) creature files and found that they did have FLIER, but they weren't bracketed, meaning they weren't enabled.
I unbracketed (and thus disabled) the FLIER tag on griffons and alicorns.  FLIER does not play well with invaders or visitors, and I am reasonably sure there is no way around it.  You can either have flying griffons and alicorns, or you can have siegers that don't hover above the map edge forever and a map that isn't littered with "stuck" visitors 5 tiles above the ground.  You can't have both.  After playing a few test forts with FLIER enabled on them, I opted for the choice that wasn't incredibly obnoxious.  I am going to add a note to the griffon and alicorn RAWS explaining this, but otherwise I wouldn't recommend changing anything.  It just gets too damn annoying.

If we are incredibly lucky then Toady will fix flight as part of his next update (because the same issue also affects mounts, and Toady is doing stuff with them).  Otherwise, flight will remain borked for the forseeable future.  Probably until the magic update (i.e. 2-3 years).  It is a shame too, I would like to add (rare) Pegasus wastelanders to account for the (very rare) birth of a pegasus from non-pegasus parents (which is a thing if I remember correctly), but there isn't a point if I have to disable their flight or leave them broken and annoying in fortress mode.
I think that FLIER is bugged for fortress citizens, which is probably why it was disabled. I'd recommend re-disabling it.
I don't remember any problems cropping up with griffon mercenaries once their petitions were accepted, but it wouldn't surprise me if there were a few more obscure bugs waiting to be stumbled upon in addition to all the really obvious siege/visitor breaking bugs.
I was a bit confused but fixed it, and then went through all of the creature raws and found that all of them had tags that weren't bracketed, most of them were Personality tags, and also gave [FLIER] to all the appropriate things that needed them (like Pegasus Ghouls).
There are a whole bunch of little things that have been disabled via unbracketing.  Most of them weren't me, and I have no idea why a lot of them are there, besides a desire to preserve functioning code.

As for ghouls, am I missing something?  There is a [FLIER] token just underneath every Pegasus Ghoul's BODY definition.

In other news, I got around to integrating those drugs of yours.  I haven't tested much beyond some very basic stuff, but here is some feedback from my !!Debugging!! session and a bit of testing, as well as a couple of other observations.
Spoiler: spoilered for length (click to show/hide)
Anyway, on this end I started a test fort to double check that drugs work, and ended up finding a whole bunch of bugs here and there, trying a new flamethrower interaction to replace the old one that is more lethal for it's operator than the target, debugging a problem with dfhack's siege-engine, fending off a few sieges using both conventional troops and turret pillboxes and generally testing most parts of the system in one way or another.  I still have a few more things I want to do, among them resizing reactions+scripts so griffon mercs can carry battle saddles, catagorizing a lot of reactions and possibly redoing the autoinjector system so individual autoinjectors use the same item but have different materials to distinguish them (to cut down on obnoxious item bloat in the squad equipment selection menu), but eventually I will be tossing out another release.

Okay got it, thanks for all of the work you went through for both this mod and to help me in getting better at this. I think i'll wait for your next release before I start bugfixing all of this stuff. Is there some way we can talk more instantly (like Discord?) so that we can more immediately discuss and so that I don't overstep anything or mess with anything you had already done (like me adding and bracketing stuff that you had unbracketed/removed for balance purposes?)
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: thefriendlyhacker on August 14, 2018, 07:26:26 am
Good news. I am still alive, and I have another update.

DFFD file link (http://dffd.bay12games.com/file.php?id=13760)

Spoiler: change log (click to show/hide)
I moved slave and blank castes to another file, but otherwise put off a stable pony caste/cutie mark overhaul until next update.  Likewise, drugs are getting released in a (hopefully) functional albeit unrefined state.  Resizing reactions, chem industry tweaking and a balancing pass will come later.  In the meantime, there are a few neat little new things to play around with, including explosive AMR rounds (ultra high area edged projectiles that suck against armor but can stun and toss armored victims around), plasma caster equipped protectaponies, various equestria advanced worldgen options for different map sizes, resizable special equipment (minigun griffons are now a thing) and a new style of flamethrower that lobs globs of hot liquid napalm at medium range instead of incinerating the user with a short range cone. 

Tell me if there are any problems, or if anyone has suggestions, feature requests, general feedback etc.  In the meantime, I have some other stuff to do, including a script that will let a terminal reaction mimic heal/regeneration spell casting, a functioning addiction system with scaling penalties based on severity (which I think I have worked out how to implement already), turning the tangled mess that is the stable cutie mark caste system into something easy to read and alter, and I might even get around to making my local git installation play nice with github so I can put a development branch up and let others make pull requests.
Title: Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
Post by: Unknown72 on August 17, 2018, 11:40:56 pm
Good news. I am still alive, and I have another update.

DFFD file link (http://dffd.bay12games.com/file.php?id=13760)

Spoiler: change log (click to show/hide)
I moved slave and blank castes to another file, but otherwise put off a stable pony caste/cutie mark overhaul until next update.  Likewise, drugs are getting released in a (hopefully) functional albeit unrefined state.  Resizing reactions, chem industry tweaking and a balancing pass will come later.  In the meantime, there are a few neat little new things to play around with, including explosive AMR rounds (ultra high area edged projectiles that suck against armor but can stun and toss armored victims around), plasma caster equipped protectaponies, various equestria advanced worldgen options for different map sizes, resizable special equipment (minigun griffons are now a thing) and a new style of flamethrower that lobs globs of hot liquid napalm at medium range instead of incinerating the user with a short range cone. 

Tell me if there are any problems, or if anyone has suggestions, feature requests, general feedback etc.  In the meantime, I have some other stuff to do, including a script that will let a terminal reaction mimic heal/regeneration spell casting, a functioning addiction system with scaling penalties based on severity (which I think I have worked out how to implement already), turning the tangled mess that is the stable cutie mark caste system into something easy to read and alter, and I might even get around to making my local git installation play nice with github so I can put a development branch up and let others make pull requests.

A github would certainly be useful. As will the balancing of drugs, as I mainly try to make them as canon as possible, but being new to DF modding, I don't actually know appropriate scales for stuff.