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Messages - Lycaeon

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196
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 26, 2013, 01:48:08 am »
> Apparently I have not triggered the Steel Rangers or Alicorns after 5 years, cause the ghouls and sometimes the attackers kill some of the traders.
They're population triggered as well at 110 ponies. The alicorns don't even have a trade trigger, in fact.

> Radscorpions, Protectaponies, carp, Sprite-Bots, and radigators
A small, well armed militia and a few robots do much to help survival in the first few months. After that, defensive Stable design (Killing halls, etc) and careful scavenging should limit deaths even further.

> I complained to Lycaeon that the [yellow ghoul] radiaton sickness is so severe. The answer was "working as intended".
Upon reexamination I agree, but the next lower radiation level is too weak. I'll probably give them an increased cooldown so once they've used the radburst you'll be able to kill them safely.

> For some reason I am massively terrified of starting a new fort. I can't bring myself to do it.
Loss is not something to be feared, but embraced. Watching a fortress you've cultivated over many years collapse within the span of a month due to a myriad of insurmountable forces can be just as exciting, if not more so, than the process of building it up. At least, I like to think that's why some of you choose to embark in evil/savage regions and get mauled by ghouls. ???

> I updated the archive and description for the Linux executable, but it appears that so far no one cares.
I concur with Zangi; you should give it more time, seeing as even the mod itself is quite young.

> How old was she and that other old pony that died?
Migrants are derived from the worldgen population and so can be of any age.

> I got around 10 slave ponies running around drinking my water and possibly even eating my food, maybe.
They won't require food/water in future versions, but for now you can always convert them to enslaved laborers.

197
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 25, 2013, 11:51:46 am »
> Unicorn slaves run wild in the first cavern layer.
That’s a side effect of the workaround I used so slave traders could bring them. They should be rare, however.

> Also, ghoulified ponies don't seem to be candidates for burial?
Are the ghouls still alive? You need a body for burial, though if they’re dead and you still can’t bury them, a slab might work.

> Talon Company... they ambush in both Autumn and Winter?  Did not expect to see em around
I set the hostile factions to be active all year, though I’m thinking about changing that. Do let me know if you’re only being attacked by a single faction - it could be crowding out the others.

> I just wanted to seed your Linux executable, so you can update the RAWs as needed.
That’s fine too. I linked to your post as it contained a lot of helpful advice, but I can make a DFFD upload later, as it’s just a matter of replacing the raws.

Thanks for the feedback everyone! :)

198
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 24, 2013, 06:23:48 pm »
Looks good! My own experience with Linux is nonexistent so I won't be able to do much more than put the link up in the front post.

The link will be to your post (For all the troubleshooting info) and as I upload new versions I guess you can replace the raws in the linux file.

Many thanks for this Maklak! :D

> The fast roaming ghoul packs really do a number on the traders and the migrants...  made my start pretty hard and annoying too...
That's fairly reasonable in the evil and savage zones, though with the bulk of the upcoming creatures being evil/savage the ghouls should become somewhat diluted.

199
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 24, 2013, 01:16:50 am »
> I'm working on a Linux version of this mod. I'm trying to include as many patches and utilities as I can.
That's very kind of you Maklak...to say that I'm appreciative of this would be an understatement. :)

> Slave foals will still take years to grow up.
Good point...no guarantee the Stable will even survive eight years. I'll put the idea on hold for now.

> Replica
Love the picture, as usual. :) The next update's going to add more nasties so the swarms of radscorpions (and feral dogs) won't be as ubiquitous as they are now. Oddly enough, the floaters were only moderately difficult to create compared to some of the other finished creatures, and I'm only 1/4th of the way through the list.

> ITS HARD AS BALLS.
Adventure mode isn't optimized yet - I haven't developed a crafting system (analogous to fortress mode salvage and research), modified the interactions system for single pony use, added difficulty tags to many creatures (Which can lead to hilariously !!FUN!! encounters), or even looked at a whole host of adventure-only fluff like creature sounds and NPC lore. There's only so much time available to mod, so I'm focusing on fortress mode for the time being.

200
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 22, 2013, 11:31:20 pm »
> They were pictured green.
That's unfortunate...but then again, the lone alicorns are forced to be the thief profession, which is limited to a single sprite. Hopefully the ambushes will have matched colors. Thanks for the info!

> Technically, slaves may be more useful if the population had a much lower default cap then the 200.
I can make them breedable if you guys want more slaves than the caravans bring.

201
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 22, 2013, 10:30:56 pm »
Does anyone know how, if possible, to designate which weapon that thieves use?

I've noticed that thieves and babysnatchers will only use weapons in their entity that have [SKILL:DAGGER].

CE_DISPLAY_NAME

Also note that citizens affected by this in fortress mode no longer show up in Dwarf Therapist.

202
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 22, 2013, 12:03:37 am »
Zangi, were your alicorns sprited correctly? (As in the colors corresponded to their description) I added sprites for them in the last update, but since castes can't be given their own sprites, I had to do it by profession. As you've mentioned, I decreased most of the skill rust rates, so they aren't too bad.

> Do you have any plans on making the Steel Ranger's playable? If not, would you mind/care if I whip up a playable version of them and post them here?
No plans...they're less viable as a civ due to their low populations. You're welcome to make them playable, though it won't be an easy task as many of the mod's features were built upon the stable pony raws.

> Arena mode
While arena mode works in a pinch (The current Unity was balanced from arena battles), it's not the same as a developed Stable with killing halls and a kitchen sink militia.

> Just found this mod.
Hope you enjoy the mod, King! :) While your citizens may be ponies, the bloodshed and death of the wastes should be familiar to you as any dwarf fort.

> There are also slave ponies, but I've no clue how to work that angle yet.
You can buy them from slave traders and incorporate them into your working population at the Pony Rehabilitation Center workshop. In this version they can starve to death, so try to convert them quickly!

> The RNG has had its revenge upon me for cheating.
Pretty sure part of it was the evil savage region you embarked in. ;)

203
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 20, 2013, 11:41:31 pm »
> By perchance, could this involve a, dare I say it, Flux/Taint/IMP industry?
Oh yes...IMP technology has a whole page on the development list to itself. ;) But its prerequisites (for one particular thing, you'll need captured Enclave pegasi) are part of the later Ministry arcs, so it won't be released in the near future. As we're still on the Ministry of Peace, there are plenty of other features that take priority.

> I just had another fire, but it started from a Spritebot's laser missing a Bighorner.
I've reworked the lasers; a quick test Stable with an embark of a hundred gatling laser turrets spraying in all directions for thirty minutes didn't produce any fires. Suffice to say I think I've fixed the problem for the next version. Thanks for the assistance! :)

> I think salvage is just a tad overpowered.
Can you provide more details? Depending upon the source and Stable age, a large amount of good salvage may or may not be unusual (Your case would make sense if your embark was in an evil/savage area and you bulldozed the surface/lasted a few years). I balanced salvage with the late-game opponents in mind, though it's not finalized (I haven't received any feedback on the Unity).

204
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 20, 2013, 04:33:17 pm »
> I'd like to see the ability to create chem induced crazed ponies.

Pony experimentation, upon both your own citizens and captured invaders, is on the development list awaiting implementation of chems and the neural interface talisman.

> Notifications telling me that a Glowing Unicorn Ghoul is no longer enraged

That's a vanilla DF bug; certain cavern announcements will show up even with the caverns unexplored.

205
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 19, 2013, 11:44:59 pm »
The skill books didn't give appreciable increases either. ??? In any case, I will consider a book training system, perhaps one piggybacked off actual reactions so that by sacrificing the product, you create study notes that can help other ponies gain the same experience. It won't be a priority...many important skills are covered by the training hologems, while the cutie marks for the remainder are rather common.

Apologies for the delay on the updated workshops and industries guidelines...I'm feeling a bit under the weather so I hadn't gotten around to finishing them today as I'd hoped. :( However, I'm still taking feedback on the flowcharts, as well as any other suggestions for features you'd like to see. :)


206
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 19, 2013, 02:14:30 am »
Pragmatism is especially attractive in the wastelands (If anyone's going to live it might as well be your guys, right? :P), though pony nature calls for altruism and sacrifice.

I enjoyed how you played the dichotomy between the two in this update. :)

> If there are Zebras in this mod, what should they be anyway?

A pre-war Zebra legionnaire on the front lines of the Zebra-Equestrian front, shortly before the Zebras launched their megaspells and obliterated pony civilization;



(Not that this is what they'll be, but I thought the concept was pretty cool)

207
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 18, 2013, 11:48:28 pm »
> I have a question, I started a Stable once and about one month in, the ground outside my Stable burst into flames.
I didn't intend for lasers to cause fires. ??? Yours may be isolated incidents (It's not something I noticed in any of my own Stables), but let me know if it happens more often, with the details. Thanks to you and Neowulf for bringing it up!

> Anyone know why skills like security baton and all that aren't showing up in my embark skill allocation?
The security baton uses the mace skill, the ripper uses the knife skill, the chainsaw the axe skill, and the chainsword the sword skill.

> Books.
I'm aware of the library systems some other mods have, but I've always been skeptical of being able to level up by reading (Especially as there's no limit to this...you could get ponies up to grandmaster on reading alone). The training hologems work differently; they're programs in simulators that create virtual worlds in which ponies actively train the skill. There's precedent for this even in reality; medical simulation technology exists for surgeons, and flight simulators train military pilots.

Of course, it's not complete yet...I haven't implemented the medical simulator from the Ministry of Peace, or the neural interface talisman that will be required by all simulators.

Edit: In trying to solve the problem of lasers/turret bullets causing job cancellation messages, the only solution I've found so far was to disable fat as a stockpile setting in food. The messages aren't terribly inconvenient apart from the spam and the occasional distracted pony, but in case you get annoyed, having no fat stockpiles is an option.

The only downside is that your regular fat doesn't get stockpiled, but this shouldn't be too much of a problem...you can put your soap workshops near your butcher's shops. With this in mind I plan to reintroduce lasers in the next version.

208
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 18, 2013, 02:39:31 pm »
PSI, I'll put up your magic guide once I've completed the flowchart revamp of the Workshops and Industries. Thanks! :)

> You just have to keep the rare Sparkle Cola Rads away and that's it.
Certain drinks like sparkle cola aren't considered alcohol for the purposes of the reaction, so no worries there.

> In this mod, all the creatures in which the spells would be most useful against are immune to it.
It's more like an ordinary unicorn's magic is too weak to affect stronger creatures.

> Oddly, Bind and Paralyze don't even check if they are active for the same creature.
The two spell types and their offense versions do check for themselves, so each creature can only be affected by one bind and one paralyze at a time.

>  TS only works for 20 TUs, then leaves the pony exhausted for almost 300.
The dramatic speed increase lets the unicorn do much more within that time frame, but perhaps I'll increase it.

> Current fortress... over 100 ponies now.  No mass die-outs due to starvation or dehydration this time around.
Vampires and necromancers are disabled in the custom Equestria worldgen, so you're probably using the default Create World. That's well and good...though I may have to fast forward some parts of development if people want FoE-adapted versions.

I guess I should give slaves NO_EAT and NO_DRINK, so they can survive until you get around to turning them into robobrains. :P

209
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 17, 2013, 07:00:04 pm »
It's a rare caste, and besides, what did you think Fluttershy was? ???

Intimidation is a shared skill...all ponies will have it at 100 unless they have a talent that affects it.

210
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 17, 2013, 06:50:50 pm »
ASCII version is up. I made a few changes to switch the odd looking shrubs back to their ASCII forms, something I missed in the previous version. Enjoy! :)

> Biofuel conversion rates
5 tallow/1 oil/5 alcohol = 1 biofuel
1 flamerfuel = 5 biofuel
1 biofuel = 1 coke
10 biofuel = 1 flamerfuel

Neowulf's rates appear reasonable to me. I never intended tallow to be an efficient source of biofuel, merely an option for those overseers wishing to deal with excess amounts of it. The reduced yield of biofuel from flamer fuel is due to the need to concentrate biofuel to create a sufficiently flammable liquid, losing liquid volume in the process. My only caveat is the low oil conversion rate...I would rather not have a Stable's fuel needs be filled by a few plots of synth-reed. I'll play around with the numbers later.

> Well, if not training holo-gems than some other kind of training reactions for crafting would be nice.
I'll consider it, but the cutie marks for those labors are rather common as well.

> Adding gold and silver to the ore probability would allow spamming scrap to billion and electrum.
Making brass and bronze from scrap ore is already barely acceptable, and only because those metals have established uses. Scrap metal comes from the ruins of Equestria's cities, and so will contain the metals used in city and transportation infrastructure. Bismuth, gold, silver, and platinum are not among those metals.

> I know it isn't even remotely possible, but it would be great if coiled wiring could be built into floors and walls and transmit electric power and data.
A good approximation would be a large maneframe workshop that requires numerous terminals, coiled wiring, and other components. However, these maneframes would have very specialized uses, and while such uses are planned, we're still far from that stage in development.

> It would help if either the VR simulator or the Armoury trained Dodge.
Noted. I don't know why I didn't include it earlier.

> Maybe we should get 2 upgrade slots
At the moment the only way to know what a pony has is its name change. Maybe if Dwarf Therapist listed syndromes for ponies...but for now each pony can only receive one.

> I updated the military training section of my guide.
Thanks! :)

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