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.
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?
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.
[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]
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.
And then pick up "laser shots" from the battlefield
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
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.
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 :'()
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.
Flame turrets will be a must for any self respecting murderhall.
Observation skill removed from stable citizens
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?
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.
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?
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! :)
vegetable cans
Med-X canisters
orthopedic surgery hologram
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
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
Wait, Rippers are knives?
Well, shit.
Now I feel silly for giving them to my Axeponies.
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.
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.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.
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.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.
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.
That does remind me, though: Kinetic hammers/super sledges. Any plans to allow for crafting them?
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.
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.
[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]
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 ;pSix or seven? I only use about two to be honest.
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. :)
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 "?".
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.
Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet. ???
...
[PREFSTRING:enticing hindquarters]
...
rehabilitate
rehabilitate
Riiiiiighht...
Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet.
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! :)
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 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.
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)
Actually, can make ammo that deals blunt crushing damage.
This. Bruising is not going to do diddly squat against a ghoul with four legs. Or a ghoul with no legs. Or a radroach.Actually, can make ammo that deals blunt crushing damage.
I've found that blunt ammo is universally useless.
Actually, can make ammo that deals blunt crushing damage.
I've found that blunt ammo is universally useless.
Well they're not butcherable so long as the EAT_SAPIANT_OTHER ethic isn't set to Acceptable. Right?
I'll DL it when my reclaim falls.
Speaking of which, I've settled down in myoldnew 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?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.
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.
Bacon Pants, were the snatchers Alicorns?
dogs
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.
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! >:(
1) Ponies don't have cave adaptation.
2) They can't go without clothes, they need shoes and a shirt.
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.
Edit: Nice Crazy Cow. :) Are the slave ponies proving helpful in your expansion?
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.
Robots are not cheap. A spritebot on embark costs ~125 points, a turret ~250, and a protectapony 1,000 points.
My fort continues. Man, those dogs and ghouls are brutal. I got some more migrants, but nopony suited for the militia.
Caduceus, my doctor / hunter shot a dog with a BB gun so hard, that his teeth scattered around like confetti.
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.
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?
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.
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)
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
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. :)
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.Count me in for the community fort, although my style is a bit weird.I wasn't aware there was someone normal here.
Adventure mode for this might finally be what makes me learn how to be an adventurer.
Adventure mode for this might finally be what makes me learn how to be an adventurer.
KHENAL! GRAB MY HOOF!
Adventure mode for this might finally be what makes me learn how to be an adventurer.
KHENAL! GRAB MY HOOF!
*grab*
Adventure mode for this might finally be what makes me learn how to be an adventurer.
KHENAL! GRAB MY HOOF!
*grab*
ADVENTURE!
Adventure mode for this might finally be what makes me learn how to be an adventurer.
KHENAL! GRAB MY HOOF!
*grab*
ADVENTURE!
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.
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.
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. :)
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!
(Did you really look through every inch of my raws? )
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.
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 got a box. A very special box. Do you know what I have in my box?
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.
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.
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.
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.
Thogh i kinda expect Lycaeon to come and say that they are already in the schedule.
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. :oThey 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.
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.
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
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?
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.
Well, this can only end in sunshine and rainbows, right? :o
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!".
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.
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
Case in point: Twig Gray likes to fashion intricate objects out of bone but has the creativity of a feral ghoul rock.
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.
Silly ponies need you to remind them to protect their little hoofsies.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.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.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.
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.
Silly ponies need you to remind them to protect their little hoofsies.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.
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.
Silly ponies need you to remind them to protect their little hoofsies.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.
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...
Silly ponies need you to remind them to protect their little hoofsies.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.
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.
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.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?
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.
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.
If you are going to have Dashite and ghoul citizens, you might as well throw in the rare donkey.
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
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.
• Toolboxes are now components of the buildings that need them, not the reactions.oh nooooooo
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.
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.
Ugh, why the HELL are there so many ambushes?Because Dwarf Fortress. That's just how the game works; nothing to do with the mod (unless it is?).
There are about 6 raider/slaver ambushes everytime a caravan comes. Not to mention that I get about 7 thieves also.
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.
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.
(http://i156.photobucket.com/albums/t33/Mattelus/jeez.png)
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!
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.
(http://i156.photobucket.com/albums/t33/Mattelus/jeez.png)
To bad Rainbow Dash wasn't around to take me in under her wing.Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
To bad Rainbow Dash wasn't around to take me in under her wing.Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
To bad Rainbow Dash wasn't around to take me in under her wing.Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
Fastest hat in Equestria.
God I love fimflam.
To bad Rainbow Dash wasn't around to take me in under her wing.Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
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.
"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.
To bad Rainbow Dash wasn't around to take me in under her wing.Or part of a named hat that gives an agility bonus. It would probably be restricted to evil characters, though.
It's quite a shame that she has been dead for over a hundred years, her wings are probably wasteland dust by now.
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)
My unicorn adventurer starts with four shields. So do invading unicorn's.
Oh gods the shield wall shenaigans!
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 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.
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. :)
Have you added deathclaws yet?
Edit: Nevermind, you renamed them Hellhounds, didn't you?
Value will be left as is...can't have a single terminal buying off a whole caravan now can we? :P
[quote a
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.
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.
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.
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.
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.
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)
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.
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.
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.
I keep severely underestimating radscorpions.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.
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.
Nothing to say here, but here's some artwork, courtesy from a girl at my school :3Spoiler (click to show/hide)
Edit: I believe flamethrower turrets can attack all enemies though, unlike the flamethrower battle saddle.
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.
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.
I'd like for them to be disarmed completely if caught in a cage.
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? ???
Irradiated crystal ponies are a good idea. I'll stick them in the development list for later.
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.
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.
He said "our love is like a semi-buried tank, you never know what hides under the surface".
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
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
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".
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. :(
i'VE... I've had raiders like that before. They were one of the factors leading me to abandon that fort.
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.
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.
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.
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.
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.
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.
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.
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.
Yes.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?
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.
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?
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.
Also, how close is the ASCII version to being done?
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?
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.
> The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.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).
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.
I would suggest, at the very least, reduce the weight by half.
[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.
Oh yeah Replica, that may be a sawpony, but it's holding a mace.
No, I'm a unicorn.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.
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]
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.
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.
And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :DJoke's on you, I don't trade with the caravan unless it's absolutely necessary.
inb4 Crazy Cow bonehead bias jab.
Also, can I have Seed, P(oni)SI?You asked first, so yes :D
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
And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :DJoke'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.
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.And I will also piss P(ony)SI off by going on season long breaks the second a caravan shows itself on the map! :DJoke'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. :)
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.
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.
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.
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.
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!Hmph. At least we're even now.
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.
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.
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!
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.
New version, yay! Also, can I have a spear of some kind instead of a hammer/mace? I just like spears.
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.
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.)
Oh yeah, Indigo, you want to be part of my haunted desert expedition?
Only two people have joined, there's five spots left :\
I'm assuming that's a yes.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*
Well what am I?Oh, you choose.
Well what am I?Oh, you choose.
My post with the positions is at the bottom of page 49.
I would like to join in on the probably doomed desert happyFixed that for you :Dfun!!FUN!! joy exploration. Pony me as a unicorn, preferable, by the name of Silent Night.
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.
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.Request granted.
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.Dangerous is an understatement when you're in an evil area in this mod.
I would like to join in on the probably doomed desert happyFixed that for you :Dfun!!FUN!! joy exploration. Pony me as a unicorn, preferable, by the name of Silent Night.
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.Any nickname and/or profession name you want me to give him?
I will take Raven, then.Any nickname and/or profession name you want me to give him?
I will take Raven, then.Any nickname and/or profession name you want me to give him?
Preferably, a doctorpony. Nickname "Head Orphaner".
@P(ony)SI, Maklak edited his post for your answer. I have no idea why....well, that explains why I didn't see it.
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.
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.
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...
Oh, that's lovely ;P
I bet she only married Replica because he's easy to push around.
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.
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.
What do you say Crazy Cow?Spoiler: Will you be my special somepony? ;) (click to show/hide)
What do you say Crazy Cow?Spoiler: Will you be my special somepony? ;) (click to show/hide)
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.
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.
What do you say Crazy Cow?Spoiler: Will you be my special somepony? ;) (click to show/hide)
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.
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.
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.
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.
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.
No pony needs rooms! Luxury breeds weakness; communal shelter is more than enough to satisfy a pony's needs.
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!
My female earth pony counterpart is turning out to be a right tough old bitch.
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.
Don't worry, I'm working on it. Just trying to get Lycaeon in bed so I can get myself a proper heir.Spoiler (click to show/hide)
That's the spirit!REPLICA!
See Crazy Cow, P(ony)SI is okay wit-Don't worry, I'm working on it. Just trying to get Lycaeon in bed so I can get myself a proper heir.Spoiler (click to show/hide)
-snip-
Don't be a Cheaty McCheatyface
Sorry, I don't even use Therapist. No idea how to help you ;S
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.
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.
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?
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.
Not using Dwarf Therapist is like opting to use a black powder matchlock instead of a cartridge rifle....no it isn't.
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.
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.
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.
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.
Indigo_Surprise has encountered an error and needs to be shut down....
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".
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.
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 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.
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". :PI'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.
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.
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?
It wouldn't sound as dramatic if I said "DFTherapist makes the game significantly less tedious". :PI'm being serious when I say that a text interface is faster AND easier for me than a graphical interface.
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.
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.
Really? You can disable all useless and dangerous labors from new migrants faster than I can with Dwarf Therapist?
It's all in jest, Maklak; I don't mind at all ;P
No you're not.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.
Hell... if the two of us are legendary miners give us power drills. Stone and flesh are the same thing, right? ;P
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.
> 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.
>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.
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. :)
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
P(ony)SI thread was deleted, d'aw, all that hilarity is gone now.Apparently rape jokes aren't allowed.
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
...
[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.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.
Replica. You forgot to make a picture of me, even after all I've done...
loljk :P
Spoiler (click to show/hide)
Holy crap that is almost spot on. Very nice drawing Replica/Whoever drew that.
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.
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.
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?
YES! SQUEE!I have no choice in the matter. The random number god decides all.
... Squee!
You never said Khenal and I were lovers!
Also, you sir, have put my skill at the pony to shame.
I can send you something I drew, to give you an idea.
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.
Hah. Princess Bubblegum.
Shame, Lycaeon was so nice. And cute.
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.
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.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.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! :)
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
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.
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.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.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! :)
Alright Zimmerman.
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.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.
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…
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!"
Alright now Indigo, he had a (barely) legitimate reason. No need for any of that.
First and foremost, I'm going to make sure my analogies are understood.
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.
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.
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.
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 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.
> 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.
Have another diary page.
[snip]
What does this mean?
[REAGENT:D:1:TRAPPARTS:NONE:NONE:NONE]
Thats sick you guys, it's just a chainsaw and a copper security baton.GRAH! 911 cancer Amanda Todd Kony 2012!
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.
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
Replica, the random entry is entry 1 of Pine.
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.
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
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?
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)
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! :)
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?
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.
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.
Spoiler: Screenshots (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.
@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 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.
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'.
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?
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?
I went out of my way and actually got Fallout 3. Seems I was right to succumb to that particular urge.
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.
If only there was a way to butcher them and have the brain be part of the reaction.
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.
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.
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.
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.
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.
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.
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.
More like Borderblands.I don't see how robot invasions and alien element mutations would be bland, but okay.
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.
HOLY CHRISTExactly, that's why the Elder wants us gone. Such weaponry is DANGEROUS in the hooves of ponies.
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!
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.
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'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.
Turrets chase away ghouls? Interesting. How many turrets should I get?
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'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.
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.
@ Replica. I've never even traded 30K away in my entire history of playing DF.
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.
DFhack also has a tool to fix those events I believe.
> 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.
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...
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.
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.
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.
Nope nope nope nope. I've locked them both outside, I'll just wait for them to sort it out.
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.
>Fix loyalty cascade, a gamebreaking bug
>>Cheating hacks
Seems legit, bro. <3
you bunch of cheating hacks.http://www.thefreedictionary.com/cheating
you bunch of cheating hacks.http://www.thefreedictionary.com/cheating
You're confusing hacking with cheating.
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!
-snip-Definition 2: a person who is a professional at doing some sort of service, but does crappy work.
http://www.urbandictionary.com/define.php?term=hack
Definitions 2, 7, and especially 10.
-snip-Definition 2: a person who is a professional at doing some sort of service, but does crappy work.
http://www.urbandictionary.com/define.php?term=hack
Definitions 2, 7, and especially 10.
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.Definition 10: (2) Someone who couldn't get a job in the real world and overcharges for their self-employed services.
@Picture Ooh, are we having a picture war?
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
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....
"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.
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?
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.
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.
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...
I like it. like the sprite bots use their tiny yet intelligent birdy brains for a processor!
.... it would explain alot actually...
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.
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.
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.
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.
So much want. Maybe I'll be able to handle bots better than a real militia :P
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!
Replica for pony president!
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:
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].
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?I don't see that. It's all formatted fine for me.Sorry about the crop fail.Spoiler (click to show/hide)
All salvage and technology items are classified as either tools or toys, with item-specific material designations like (Tool-Unopened Crate),The bit it doesn't explain is that it's finished goods. I was trying to stockpile them as stones.
(Toy-Arcane Scroll), and (Toy-Spell Matrix) located under stone types in the stockpiles, allowing them to be sorted by item type.
I don't know about you chumps, but I'm going to wait for the testing and bugfixes before I start mine.
(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
> Training reactions now produce inert clouds and no longer require spark batteries.
Good, now the terminals / VR simulators only need hologem stockpiles.
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.
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.
[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[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]
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.
Suggestion: Use the current slavery system, slightly tweaked, to make mercs. Might not work, but who knows?
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.
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.
> Do various types of offensive interactions interfere with each other?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.
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.
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.
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.
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 )
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.
Its name will be remembered, in the halls of Sprite-Bot glory.
Rest in pieces, Butteryfrost.
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! :'(
> 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
Oh shit, Replica. I didn't recognize you without your smartass parrot avatar.
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.
Actually, goblins bring trolls.
> 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.
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!
I just started a vanilla fortress after being inspired by Erebor in "The Hobbit".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".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?
> 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.
> 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.
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.
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)
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?
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?
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
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 tothrow rocks atgiggle at the ghosties.
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.
So... I just had an armorer get moody and make some steel power armor.
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?
> > 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.
=bronze medium calibre ammo=
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.
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.
Will "bloody mess" be in the perk list? ;DHave you not seen what goes on outside its walls? Or in many cases, inside the walls... ?
> 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.
Something else I have found, is earth ponies ending up with mage marks.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.
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?
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.
After doing some research on Unity... Why would they be attacking our stables exactly?
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.
> 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!
> 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.
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.
The Prismatic Generator maybe?
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.
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.
> 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.
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! :)
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.
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 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.
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).
Kinda weird to see that ponies are 'better' at intimidation then the baseline.
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.
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...
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.
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.
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.
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.
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.
Also, the philosopher garden reactions just add flavor.
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%.
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?
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.
Destruction spells lack their severity.You're spellist! The guide doesn't mention any of the spells' severities, and you only focus on Destruction!
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
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?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...
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
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.Skill books have been part of the fallout mythos since day 1. http://fallout.wikia.com/wiki/Skill_book
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.
> Notifications telling me that a Glowing Unicorn Ghoul is no longer enragedIf 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.
That's a vanilla DF bug; certain cavern announcements will show up even with the caverns unexplored.
Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.
Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.
Just found this mod. Downloading.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.
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.
> 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.
#!/bin/bash
cd $(dirname "$0")/df_linux
./df &
sleep 10
cd ../dwarftherapist/
exec ./bin/release/DwarfTherapist
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.
Obviously, the savages need to be made civilized. It would not reflect upon us well if we allow them to skulk about like that.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?
Indeed, the slave trader caravans also bring silk. Thanks for pointing that out!
> I've noticed that this is retardedly hard. Im okay with this. However, whats up with the delay after a gun firing?Yeah, I meant adventure mode, as I enjoy that just a bit more.
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.
[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]
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.
Got to warn you though Timmy, no alerts for radiation storms WILL kill you.
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.
[INTERACTION:BIND]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ENEMY]
...
...
[INTERACTION:BIND_OFFENSE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
...
The downside of this is that unicorns will use their spells against their friends and family if they tantrum or go insane.
TheDownside? All I see is fun on the horizon!downsidefun result of this is that unicorns will use their spells against their fellow ponies if they tantrum or go insane.
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?
.intel_syntax
mov eax , [esp+0x1C]
caste:
movsx ecx, word ptr[eax*2+0xdeadbeef]
race:
movzx eax,word ptr [eax*2+0xDEADBEEF]
ret
to.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.
...
[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]
...
...
[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]
...
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.
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 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?
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.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.
If they are, then the cap should be att_cap = initial_value + max {initial_value, median_for_that_caste}.
> 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.Oh this is not intended? I see raiders coming in ALL the time, with their clothing on fire and what-not.
That's odd...has anyone else experienced this problem? It could be a bug with that particular worldgen, but otherwise I'm not sure.
Pasture them next to the workshop
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.)
"Pegasuses are awesome."
"Pegasi."
"Yeah, them too."
Which makes me think, can we have MoP crates give soap> Pretty please with cupcake sprinkles on top?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.)
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]).
...is there a chance for stung ponies to survive the venom?
(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 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: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.
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.
Here is that secret mod I was working on...dude.
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!
Here is that secret mod I was working on...Not working for me, It sends me to something called here.
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!
The spawnrate for dogs might be a tad excessiveTechnically, the spawn rate is as fast as you can kill / capture all of the roaming 'monsters'.
This mod is awesome! :DFor food, can you fish? Or is that not ideal either?
...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... ::)
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?
[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]
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.
Guys, which civs supposed to appear in civ list prior to embark? All in "Factions" section, or just some of them?Stable
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.
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.
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.
I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.
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.
[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]
Just copy horses...
On that note, I have a Hellhound problem. Anyone know how many show up on average underground?2-4, underground. 1-3 above ground.
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.
Yes, I know.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.
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.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.
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
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
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.
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.
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...
convert animal tallow into coke at the biofuel refinery
On that note, I'll add the [...] hacksaw, among other essential items
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.
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.
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.
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.Mother of God.....
So, basically, right now it's a Bronze Colossus with buzzsaws and lasers. :P
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.
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)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...
If you are unable to read it, let me know... I am terrible at wording stuff, I just write it how it comes out.
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)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...
If you are unable to read it, let me know... I am terrible at wording stuff, I just write it how it comes out.
While I'm confounded on how that could happen, here are the changes I made apart from the raws: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?
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? ???
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.
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
I guess I'll just mod them myself to [SHOOT_FORCE:50] (Joules?) and [SHOOT_MAXVEL:300] (m/s?) and see what happens.
My Swordsmaster can parry bullets.
Please don't fix this. :P
My Swordsmaster can parry bullets.
Please don't fix this. :P
Can't be fixed, thankfully :P
My Swordsmaster can parry bullets.
Please don't fix this. :P
I have the mental image of the sword being a lightsaber.I can haz a plasma sword?
It makes most thing way more interesting.
> 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.
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. :)
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 dayI'm guessing you didn't roll lucky on the antiques either? But that was nerfed anyways wasn't it?
Before I forget, here are three full scale pics I drew while I was away.Spoiler: Thar be pics in dem spoilers (click to show/hide)
Before I forget, here are three full scale pics I drew while I was away.Spoiler: Thar be pics in dem spoilers (click to show/hide)
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 dayI'm guessing you didn't roll lucky on the antiques either? But that was nerfed anyways wasn't it?
"Engraved on the wall is a well-designed image of a balefire radiation by Beach Crater."
Welcome back! :)dammit that song is awesome.
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.
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.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.
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?
Lycaeon, the mod is still awesome despite it being a work in progress. Everything awesome is usually a work in progress.You might have wanted to use anti-machine rifles for penetration.
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.
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.
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.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.
*snip*
Pegasi stables were all built in mountains above cloud level. The Enclave opened them already.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.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.
*snip*
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.
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.]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.
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.
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)
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)
• Sprite-bots will only shoot lasers at enemies.
:} I shall only play with the Matrix tileset and its color scheme.Good luck with that.
:} I shall only play with the Matrix tileset and its color scheme.Good luck with that.
mutated pony with a second horn(http://images.wikia.com/mspaintadventures/images/c/c7/Rose_eyebrows.gif)
mutated pony with a second horn(http://images.wikia.com/mspaintadventures/images/c/c7/Rose_eyebrows.gif)
oozing blood from every medically plausible location and more.
That's ebola for you.oozing blood from every medically plausible location and more.
Oh god... my imagination amde me think of something disgusting..... ewwww
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.
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.Oh dear armok.....
... I have an idea. :D
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.
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.
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
Why not both?ideabola.
Anyway, I know we get ghouls from irradiated dust and pink cloud, but do we get sentient ghouls?
My Ebola-spewing deathbot no longer causes the game to crash.
Now, to make it stop dying in one hit to everything... :-\
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 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.
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.
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.
> 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.
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!
Actually, the one I was hired to kill was the only non-alicorn in the camp. Ironically enough, he's a slaver.
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! :)
> Zebra migrants
Not possible, I'm afraid, as all migrants belong to the same pony creature.
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.
From looking at Putnam's Fortbent thread, there's no way to create a syndrome to increase the punching power of a creature.
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. :)
Which would make sense, being that love and happiness are in quite short supply in post-apocalyptic Equestria. :)
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.
Love and happiness are the main exports of all my stables.But Replica, terror and death are much more profitable!
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.
Love and happiness are the main exports of all my stables.But Replica, terror and death are much more profitable!
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})
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?
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.
The best that could be done with this is one-shot "shotguns" firing "slugs".Exactly what I was saying.
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...
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.I like the factory workshop. Especially if the drug interactions have a second, catalyst dependent reaction and well.
It also opens up the possibility of finally making plasteel out of glass, plastics, kevlar / fiberglass / carbon nanotubes / whatever and steel.
Regarding wax and plastics, I thought about expanding the current wax situation.2: Processing shale stones into fossil fuel canisters would be a good one, then use those canisters in whatever reaction you want.
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.
Please don't remove vanilla farming...
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!
Naturally as soon I start playing again my entire fort surges out and takes the salvage. Figures.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.
I really appreciate you listening to me, that's very considerate of you.
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.
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. |
CropsAgree 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).
Underground Crops
|
> 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! :)
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.
This wasn't even a evil biome..
[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. [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]
[USE_ANIMAL_PRODUCTS]
[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]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[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]
[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: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.[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[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]
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?
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!
Highlanders: yes, they are the group from PH, not the immortal sword wielders. :PThey apparently still use swords.... :P
As far as brain drained prisoners go...why not set them to work doing hauling jobs and rock grinding?
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.
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 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.
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...
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...'
I'm not sure if there's a DFhack script that can remove relationships.
-- 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)
> Should an earth pony be holding a machete in his hoof?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.
Ponies can hold things in their hooves. Shocking, I know, but otherwise earth ponies would only have one grasper.
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.
Maybe a lawnchair.
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.
I'd like to have an option of making plastics and concrete furniture, but I don't expect it to be efficient or valuable.First embark crashed in summer, so I decided to whip these up.
> 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.
>>Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amsuingAs 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.
>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
>>Though a 1-tile building that just requires the chair and gives some relaxation reactions would be amsuingAs 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.
>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
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.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.
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.
This is not what your RAWs say.Crap, typos...
This is how I would like concrete to work: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.
* 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.
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.
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.
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.
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.
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.
Pony Skill Rates, courtesy of Replica and Splint
> 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.
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).
>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
>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.
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?
Edit: *snicker* My Wastelanders come from "God." I am trading with "Merchants from God."
That's not a bug, that's an unexpected feature.The difference being...?
Grimdark pony fanfiction writers don't have souls :P
Grimdark pony fanfiction writers don't have souls :P
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.
Grimdark pony fanfiction writers don't have souls :P
Are bale hounds part of FO:E or are they exclusive to the mod?
Grimdark pony fanfiction writers don't have souls
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.
Grimdark pony fanfiction writers don't have souls :PYou say that as if I ever had one.
I must have missed something, and if so, I apologize. Did radishes, carrots and celery get removed from the game?
> 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).It's just as a "Ohcrapmyponiesarestarving!" thing so I don't see a reason to give more than 1 output.
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.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.
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.
• Hazmat suits can be worn under security and combat armor, but not power armor.
Version 0.30c beta has been released with bugfixes and new features.It might be a good idea to restrict the overmare position only to female unicorns. Also, can we refurbish revolvers too?
• 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.
Lemme translate that.It might be a good idea to restrict the overmare position only to female unicorns.
Fuck you
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.
>>Old MLPEhh, it was a joke. But anything can happen :D.
>Possible inspiration for 'The Pegasus Enclave'
That is so unlikely it HAS to be true
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.
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.
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 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.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)
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.
> Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.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).
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.
> Plants can be ground up into a generic plant mulch item.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.
While a good idea, custom reactions that use plant stacks don't work properly.
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.
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.
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.
T1 | T2 | T3 | T4 | |||||
Alteration | - | 6+6+6+6+6+6 | 4 | - | ||||
Conjuration | 8+8+6 | 6+6+6 | - | - | ||||
Destruction | 8+6+6+6 | 6+6+6+6 | 4 | - | ||||
Illusion | 8+6+6 | 6+6+6+6+6+6 | 4 | - | ||||
Restoration | 8+8+6+6 | 6+6+6+6+6+6 | 4 | - |
T1 | T2 | T3 | T4 | |||||
Alteration | - | - | 64+32+16 | 32+32 | ||||
Conjuration | - | - | - | 32 | ||||
Destruction | - | - | 64+32+16 | 32+32 | ||||
Illusion | - | - | 64+32+16 | 32 | ||||
Restoration | - | - | 64+32+16 | 32 |
> I can still get crashes at the military screen, I quicksave before and after.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.
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?
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.
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.
Actually, Meph managed to do it with shattering crystal trees.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.
Can trees be made to drop an additional item over the log?
> 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
That is surprising... I thought it would be the other way around
> 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.
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!
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?Yes. Proceed murdering caravans as needed to acquire.
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 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=20050413I 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...
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.
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.
Flying + armor + assault rifles = dead ponies. My legendary melee squad fares surprisingly well against them, though.
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.
It's two horseshoes per bar.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...
... you can always get rid of the unnecessary legs...Spoiler (click to show/hide)
He meant bipedal ponies... basically pastel colored dwarves with tattoos. Hard to properly imagine bipeds 'buck'...... you can always get rid of the unnecessary legs...Spoiler (click to show/hide)
Worm Ponies? But then they couldn't put socks on their hoovsies to keep them warm at home!
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.
..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.
Found an interesting bug. My second squad's captain got knifed in theI 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.kneeleft 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?
• 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?
Found an interesting bug. My second squad's captain got knifed in thekneeleft 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 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.
Totally unrelated, but I just watched Luna Eclipsed again and realized that Spike is wearing a dragon costume. As in, an actual costume.
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.Are we going to get sending squads to other places? I though that wasn't coming until the Army Arc.
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.
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.
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.Just because you don't like killing your ponies doesn't mean that no one else does.
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.
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.
Will Good biomes be easier to settle as in Vanilla, or will they have terrible hazards of their own?
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...@Alien trigger, 140 Population or 300k(or 200k) wealth. Currently as how DF works, 'other civilization' triggers are an either/or affair.
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')
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, 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...@Alien trigger, 140 Population or 300k(or 200k) wealth. Currently as how DF works, 'other civilization' triggers are an either/or affair.
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')
Your triggers as proposed would look like:Code: [Select]PROGRESS_TRIGGER_POPULATION:5 (140 Population is the trigger)
What this means is,
PROGRESS_TRIGGER_PRODUCTION:5 (300k Wealth is the trigger)
PROGRESS_TRIGGER_TRADE:0 (No trigger set)
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.
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.
You could make an alien civilization without them attacking or trading with your fort I believe. No progess_trigger?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?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"
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.
• 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?
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.
> 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.
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.In the mod, we can say, Talons are hired to murder everyone in your fort.
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.
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.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.
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.
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.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.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.
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.
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.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.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.
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.
Of course, noone would mind if you find an alternative/better fix for it...
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.
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.
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?
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.
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.
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.
So it would be like the dart gun from Fo3?Yes, it would be like the dart gun, in Fo:E canon Littlepip makes a needle gun, equivalent to the dart gun.
Does anyone have any suggestions regarding tin? Is it best used to make bronze or pewter or just used by itself to make bins?
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.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.
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.
is no way to tell it to shoot them fast
wtf is thisThis mod is based on Fallout Equestria, a My Little Pony fanfiction crossover between Fallout and MLP:FiM.
wtf is this
"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.wtf is thisThis mod is based on Fallout Equestria, a My Little Pony fanfiction crossover between Fallout and MLP:FiM.
> Needle gunsThank 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.
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
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.
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.
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!
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.
[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]
Stupid question, how can I get large serrated disc.
Now my industry go nowhere without papers, something !!FUN!! gonna happen soon. :D
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 ???
Another stupid question, hope you guys don't mind :P40k Export is reasonably low, but you are mainly just lucky.
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 ???
>My stable is 3 years old now, with 2000k wealth, 40k export and 114 ponies.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.
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.
#cursecheck -- A big disappointment. It might list ponies with raider rabies, but doesn't list spellsThere 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.
Saw my first Necromantic Sprite-bot.
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 :)
> 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 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?
> Concrete tweaked to 3 common + 1 flux input and 20 blocks/5 furniture output is really nice. Drab concrete cells apartments for everypony!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.
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.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?Mind pointing me to any documentation there is? The readme has nothing and searching the forums is a bit overwhelming.
This would require a specialised script by someone like Putman and isn't likely to happen.
> Idea: Reusing maps. Probably not worth it since it doubles the expedition reactions, but it's an idea.Wouldn't mind seeing that applied to all the map expeditions
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.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.
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 [...]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?).
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 ourtest subjectsunlucky 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.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.
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
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.
>RoanPeriodically...
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.
> 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.
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.
> 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?
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.
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'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.
>MaklakI was going to make a reference to the purpose for which Mr. Horse built the original Sweetie Bot,but thought better of it.
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)
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.
Lyc, can you add a way to make black leather? That would be awesome for my security force.
I was thinking closer to a bunch of bangers.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
Gangers. I meant gangers.I was thinking closer to a bunch of bangers.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
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.
|
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!
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.
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.
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.
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 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.
(http://i.imgur.com/Hhl9SBX.png)
I... I... I don't even... WHAT?!?!
(http://i.imgur.com/Hhl9SBX.png)
I... I... I don't even... WHAT?!?!
Well, that's interesting. Does she lay eggs?
(http://i.imgur.com/Hhl9SBX.png)
I... I... I don't even... WHAT?!?!
> Pony EggsYes, but that is Pinkie. What she does is not something that should be counted as something ponies in general can do.
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
>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!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.
>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.
I think that we should have the triple balloon CM caste be able to lay eggs and randomly get speed:0 briefly.> Pony EggsYes, but that is Pinkie. What she does is not something that should be counted as something ponies in general can do.
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
Well, what do you think ruined the castle in the everfree? Or what the nightmare wars were?>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!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.
>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.
Well, they mention WSD, so we can assume there has been nothing recent, at least.Well, what do you think ruined the castle in the everfree? Or what the nightmare wars were?>> Whoa whoa whoa, hold the phone, hold the mother-bucking phone!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.
>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.
> 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.
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.
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.
Thirded.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
FourthdedThirded.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
FourthdedThirded.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
...
...
I'm not going to ask about earth ponies.
You mean the adventure mode doesn't grind into a halt after 2 hours for you?
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?
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.
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.
This has probably already been asked to death but what's a good embark profile for a beginner?
[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]
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.
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?
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.
> 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.
EDIT2: Looking at the RAWs, the Sprite-bots seem to only fire their lasers at ENEMY class creatures. I think this is a mistake.
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 |
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 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.
Table of ranged weapons: (count: 10)
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De hell?tahujdt bumped the thread to ask if anyone still plays the mod. That's all that happened.
Does anyone still play this?
Does anyone still play this?
> 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, 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...
> 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 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.
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" :-[ )No pony pics.
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.
i've genned three words. is there something intrinsic skill or stat wise to the raider faction that isn't in stable factions?
When she and the team wakes up, parts of their bodies will turn into living creaturesThat's horrifying.
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.
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.
*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.
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.
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.
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.
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.
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 will see how weak firearms are and perhaps upgrade them.
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?
> 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?
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.Yeah, the frequency for both should definitely be turned down a bit.
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?
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.
Come to think of it, has DFHack been updated to .40 yet?
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.
Oh yeah, and how were the rocket launchers in previous versions implemented and why were they removed?
Also, "[PREFSTRING:enticing hindquarters]", is this really a mainstay in every pony mod?
>> 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.
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.
UPDATE: Did some testing in Arena, security batons can now hold their own against ghouls/raiders.
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.
> Turns out it was the spouse of one of my ponies as well. Wow.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.
Wait, robots can marry ponies, that is strange. No one ever mentioned that happening.
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.
> 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?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
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.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.
UPDATE: Never mind, found out how. Do you find it strange Steel Rangers have sprites but other ponies don't?
*snip coding parts I don't understand*
Do you have any burrows active? If so, remove them. Burrows + Custom reactions = Bugs galore.
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.
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.
They do? That's a relief, less work to do.
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.
> so mods and such can actually update themselves, DFHack can catch up, and we can have a fairly stable run for a little while.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.
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.
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
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.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.
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?
> 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.
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?
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?
Did you try to save the game when it crashed?
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 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.
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.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.
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?I only use Phoebus when playing. That and Dwarf Therapist.
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]:Spoiler: List of personality traits not in creature_pony.txt (click to show/hide)
- 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.
> That makes it hard to find the info I am looking for.True, but a lot has changed since then and has been added. Things like drugs/new plants and the weapon list I find handy.
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?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.
>New threadPlease 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.
Yeah mods delete this!!!
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?
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.Sounds good. The cockatrice didn't look like very durable or powerful physically. It was its abilities that made it dangerous.
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.
EDIT: Oh yeah, suggestions for killing joke effects are greatly appreciated.
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?
> plants like synth-reed, corn and cotton cannot be found anymore in the wild.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 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.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.
Well, maybe. Things like Bears and GCS should be the general upper limit for what's tameable. The truly powerful creatures shouldn't be.
> Size incrementHow about removing that scaling law? So you are let's say 4 times larger but 4 times weaker?
That sounds actually beneficial. But OK.
> Making a pony [CRAZED] but reducing their strength/combat stats to 1%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.
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)Yep, way less. But switching castes directly is more realistic and I literally have the whole day to do it (holidays).
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.But I have trouble translating that into, you know, joke form. Why would spontaneous bleeding and such be (depending on perspective) funny?
> Or how about giving them harder skin to boot to make sure your militia is pounding uselessly ratherAnother reason to send less trained rookies first. Alternatively, have a vaccine sort of thing first or make the attacks unable to penetrate armour.
> 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?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.
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.Me too, no more having to use DFHack reveal to mine out veins.
> Anyway, some suggestions will be nice as to how spontaneous blisters/necrosis/whatever will be (somehow) funny.Right, okay.
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.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?
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.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.
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).
> Killing jokeThat sounds really, really evil. Its perfect! (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?I tried it a couple of posts back, but it does not stick.
You can type something in there and change the thread title.
Well, surprisingly Velvet uses shields to defend against killing joke all the time so shields should stop the effects of killing jokeOkay, so unicorns under the effects of Steadfast Ward will be immune.
> Okay, so unicorns under the effects of Steadfast Ward will be immune.I would love to add that once item-trigger is up and running.
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.
> 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.
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.
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.
Great, I think I know what the problem is. I'll probably have it fixed by the next version. Any other comments/suggestions/feedback?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
What do you mean by that? Do you mean changing the sprites to have a more Fallout-ty feel?
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.What do you mean by that? Do you mean changing the sprites to have a more Fallout-ty feel?
Pretty much yes
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 improvedThanks, also would you all prefer me to discuss stuff here first, or just do it and have comment on what needs to be improved?
> Talon Mercenaries.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.
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.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?
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.
> Expedition Staging Point outside onlyOkay, is there anything else any of you would like to see in the new update?
Doesn't make that big of a difference IMO. It is easy to build a sealed-off building outside.
Is the new version done yet?What do you mean by new version?
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.
Inane ramblings
> I just realised that hired mercenaries would lay eggs. Would you rather leaves this behaviour in or leave it out?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.
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.Right, sounds like a good idea.
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 themNope, it has not. And thanks, it now has (hopefully) been fixed.
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
Does anyone still have any interest in this mod? its a shame to let it just be forgotton.
Does anyone still have any interest in this mod? its a shame to let it just be forgotton.
How to download ??? And , have adventure mode ?
ThanksHow 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
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.
Hi, just wanted to say awesome work updating this mod good on you!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:
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.
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).
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.
...I *think* I might know what the problem is.
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?
...
[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]
...
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.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.
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.
...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.
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)
Awesome, glad to see this was resuscitated!Good timing on the thread bump.
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.
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.Here is how the cutie mark system works in terms of the RAWs:
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
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.Here is how the cutie mark system works in terms of the RAWs:
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=13913Spoiler: boring details, spoilered for length (click to show/hide)
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.
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.
Ok, another quick run through of how things work: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: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)
- 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.
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?
SYN_CONCENTRATION_ADDED:x:x
for syndromes work and if so, how exactly does it work?[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?PROB:X
after each symptom in the withdrawal syndrome?
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 xDFunnily 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.
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.
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.
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.
Second question is does theDunno, haven't used it, don't have the faintest idea how it works. Test it and tell me how it goes.Code: [Select]SYN_CONCENTRATION_ADDED:x:x
for syndromes work and if so, how exactly does it work?
Third question is: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.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 aYes, 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).Code: [Select]PROB:X
after each symptom in the withdrawal syndrome?
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 xDFunnily 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.QuoteOh 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.QuoteAlso 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.QuoteSecond question is does theDunno, haven't used it, don't have the faintest idea how it works. Test it and tell me how it goes.Code: [Select]SYN_CONCENTRATION_ADDED:x:x
for syndromes work and if so, how exactly does it work?QuoteThird question is: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.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?
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.QuoteOnce 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 aYes, 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).Code: [Select]PROB:X
after each symptom in the withdrawal syndrome?
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.
...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:
...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.
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!Spoiler: FoE 0.41.2 Drug Test Edition changelog (click to show/hide)
Here's the link to download it: http://dffd.bay12games.com/file.php?id=13919 (http://dffd.bay12games.com/file.php?id=13919)
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?
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?
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.
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.
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.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.Spoiler: spoilered for length (click to show/hide)
Good news. I am still alive, and I have another update.
DFFD file link (http://dffd.bay12games.com/file.php?id=13760)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.Spoiler: change log (click to show/hide)
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.