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.
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.


However, I'm still taking feedback on the
), though pony nature calls for altruism and sacrifice.