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Messages - Lycaeon

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211
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 16, 2013, 10:19:36 pm »
Workshops and Industries

Guidelines

•   Setting up your salvage industry should be your main priority, as the items gained from salvage will aid greatly in both early survival and the later development of advanced technology.
•   Numerous buildings require toolboxes. It is recommended you bring a number of these upon embark, though they can also be made at the metalsmith's forge and salvage yard.
•   Large quantities of coiled wiring are used by both buildings and reactions, and can be made from copper bars at the smelter should you run low.
•   Powered buildings require power talismans, which may be found in Ministry or Industry crates. They are rare, however, so use them wisely.
•   Advanced buildings require terminals, which can be constructed at the Electronics Bench.
•   Workshops that upgrade creatures (Indicated by parentheses in the reactions) require you to pasture or station that creature adjacent to the workshop before running the reaction.
          o   Don't pasture/station them inside the workshop, or they may become stuck when the reaction is run.
          o   Large workshops require the creatures to be pastured closer to the position where the reaction is run.
•   Due to bugs in the DF stockpiling system, workshops will only recognize reagents in stockpiles/workshops that are nearby and not in a different burrow. Plan your layouts accordingly.
•   All salvage and technology items are classified as either tools or toys in Finished Goods, with item-specific material designations located under stone types in the stockpiles.
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Salvage Processing

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Resources

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Training

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Conventional Weapons and Armor

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Prismatic Manufacturing

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Robotics

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Arcane Sciences

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212
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 16, 2013, 08:23:52 pm »
> I believe you forgot to add in training reactions for clothesmaking, dyer, weaving, cutgem, and encrustgem.
That I did. I had another workshop in mind for them, but then forgot about it when planning out the training reactions. I also overlooked the Fountain and Philosopher's Garden when implementing the training boulders. Thanks for catching all this! :)

> A set of gems/reactions to train carpentry, masonry, stonedetailing, and the crafting skills would be nice.
Because of the expense of the required training simulators, the creation of hologems was reserved for skills valuable to the war effort or those specifically requested by the Ministry Mares (For example, the clothesmaking and gemcrafting hologems are found in the crates belonging to Rarity's Ministry of Image).

> I really suggest altering the biofuel reactions to use 1 oil = 1 canister as the base ratio, that way it respects oil stack sizes leaving only alcohol as a possible inefficient reaction.
These are good ratios. I've noted them down in the development list.

> Scrap produces every normal metal except nickel, bismuth, silver, and gold.
I only included metals that had military/technological uses (Aluminum will be used for manufacturing civilian robot models). Any trace metals would be lost in the smelting process.

> Can they take out ponies in steel armor with there claws?
Yep. ;)

213
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 16, 2013, 01:58:13 pm »
Version 0.95b beta has been released with numerous bugfixes and new features. Flow charts depicting the new and old industries will be added to the Workshops and Industries section in the coming days. The ASCII version has been delayed until tomorrow.

•   You can now research certain talismans, processing matrices, and spark batteries at the arcane/MAS research facilities.

     o   Requires blank data hologems, which can be produced from rough clear glass at the arcane/MAS gemcrafting stations.
     o   Produces a varying number of research data hologems.
•   Four research data hologems are required to turn a prismatic hologem (Made from diamond at the MAS gemcrafting facility) into a talisman design hologem.
     o   Performed at the arcane/MAS terminals.
•   Talisman design hologems are used at the arcane/MAS talisman forges to produce their talismans from varying combinations of arcane hologems.
•   This is another experimental system, so I will be collecting feedback to balance the gems required for future versions.
•   Fixed Unity and Talon mercenary invasion triggers. They should arrive and fight more consistently now.
•   Preparing a suit of power armor also produces a power armor calibration hologem allowing you to train a single pony to legendary armor user.
     o   Preferably the pony drinking the upgrade potion.
•   You can now repackage suits of power armor into boxes in case a power armor trained pony dies and you need to train a new pony for the suit.
     o   Unpacking it again for the training drink/calibration hologem will require new medical canisters.
     o   Scorpion power armor will also require new spark batteries.
•   Power armor manufacturing now also requires schematics in addition to the power armor processing matrices.
     o   Design notes may be obtained at the MWT prismatic forge by researching power armor boxes or broken power armor pieces for reduced yields.
•   Unicorn ponies can wear scorpion power armor.
•   Repairing frayed wiring, dismantling robot components, and building terminals have been moved to the electronics bench.
•   Firearms can be refurbished using chains/scrap parts and ammunition broken down for base components at the reloading bench.
•   Melee chain weapons can have their chains replaced at the workbench.
•   Refurbishing chain weapons requires steel or plasteel chains.
•   Scrap parts are no longer automatically processed into scrap metal.
•   Temporarily removed lasers from protectoponies while I try to figure out how to stop ponies from collecting errant laser bolts.
•   Opening ammo boxes now requires the mechanics skill, allowing quality levels.
•   The prismatic smelter now smelts specific ores.
•   Synthcola no longer considered an alcohol for the biofuel refinery.
•   Barrel cactuses now produce a wasteland water drink at the still.
     o   Water talisman fountains can produce an unlimited supply of this drink. (uses the brewing skill)
•   Spell targeting divided so that ponies will use weaker and stronger spells on the same targets.
•   Sensor modules can be manufactured at the RobronCo prismatic forge.
•   The bar and its reactions now use the brewing skill.
•   Bone BB pellets are now used to make bonemeal flux.
•   BB pellets have slightly improved penetration.
•   Bumped scrap smelting at the prismatic smelter to guarantee at least one iron bar.
•   Custom workshops have been sorted into categories, and workshops that exclusively use certain skills have those skills at the top of their reactions lists.
     o   Credits go to Meph for the concept.
•   Cyberdogs can gain skills but need to breathe.
•   Bumped clothesmaking to 60 for earth ponies, and removed intimidation boots from ponies in general.
•   Added woodcutting skill bonus to the scavenger talent.
•   Increased density of plasteel.
•   Removed radroaches and radrats from surface biomes, and radscorpions from subterranean caverns.
•   Increased yield of diamonds from the grinder for prismatic hologems.
•   Increased yield of gems from the grinder for basic hologems.
•   Power armor drink physical bonuses changed to static boosts.
•   Removed spark batteries from reactions that don’t deplete them.
•   Moved power armor repair to the armory.
•   Moved battle saddle crafting to the craftspony’s workshop.
•   Reduced the number of teeth belonging to generic creatures.
•   Perk system has been delayed until next version.

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

I will be heavily occupied by work over the coming weeks, so future updates will arrive at a slower pace.

214
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 16, 2013, 01:35:33 pm »
Actually, the Stable entity is the entire Stable-Tec corporation, with individual sites being considered individual Stables with their own overmares (mayors), and all in established contact with Stable-Tec corporate leadership (Who show up in legends). While this comes into conflict with the established canon of individual Stables being on their own, with little to no contact with the others, setting up Stable entities like that would drastically limit migration (Due to the low populations of individual Stables) and leave no leadership positions like nobility (As the highest position would be the overmare).

> Actually wait, you can thank me by adding the bread sword to the bakery and hairdresser/waste management castes.
All in good time. :) The bakery reactions will come along with the crop revamp, and I can probably add more castes in the coming versions.

> Also Lyc, I'd like to point out that the unicorn scavenger class doesn't have a bonus to woodcutting, it just has the axe and fighting bonus.
Thanks for pointing that out. I've edited it in.

> + telekinesis
I have those castes marked for additional telekinetic graspers, but as that will require separate bodies it was delayed along with the other missing aspects of the talent system.

In other news, I'm removing lasers from the protectoponies, as I have not figured out how to stop ponies from trying to stockpile errant laser bolts. The laser bolts weren't really effective anyways (The protectoponies are more dangerous in melee), so there won't be much of a consequence to this. The sprite-bots will still have them, as they fire less frequently and so provide only a small amount of job cancellation messages.


215
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 16, 2013, 12:35:59 am »
These are Stable ponies, most of whom have spent much of their lives in (relatively) safe environments insulated from the horrors of the wasteland. Not all of their talents are going to be useful, and there will be some that overlap to an extent.

The G.O.A.T. has positions for "waste management specialist" and "hairdresser", after all. ;)

216
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 15, 2013, 06:41:47 pm »
Should you choose to do so, I'll put it under the Arcane Sciences section.

Thanks PSI! :)

Edit: ALICORN is the highest class of antimagic; they're pretty much immune to all the currently available spells due to the collective knowledge of the hive mind. You'll have to wait until the Ministry of Arcane Sciences arc for spells that can counter Unity magic...they'll be collective, increasing in strength with the number of unicorns available to cast them.

217
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 15, 2013, 06:20:46 pm »
> Fallout: Equestria Pony Skill Rates (as of v0.95)
Many thanks for this Replica...I've posted it up on the first page under pony skill rates. :) I've added you and Maklak to the credits section for your contributions to the mod.

> I think it's weird that many castes have wordsmith skill differences, it's not used for anything as far as I can tell.
Flavor, mostly, though some of the skills like poetry are used by the scriptorium.

> Nurse Redhearts
On Maklak's recommendation they'll be left as indefinite use. However, I'll increase the amount of drugs needed to initially make one once drug manufacturing is available.

> What's planned after the robot arc? Ministry of Peace? Combat drugs would be nice, but I can live without them.
The 2nd post on the first page has the features in progress for January/February. Creature expansion will come first, followed by the crop revamp and the drug system, then finally the Everfree forest as the finale for the Ministry of Peace arc.

> Would it be okay if I list of cutie marks which are capable of casting spells, as well as being immune to other spells?
I think Replica's working on that for the unicorn castes, and there's also the image under the Arcane Sciences in Workshops and Industries.

> I'll also go ahead and post which spells can't be cast against specific ANTIMAGIC castes.
The ANTIMAGIC tags are more fuzzy, as are the spells they are resistant towards (There are spells cast by your ponies and unique spells cast by enemies like the Unity), and so are likely to be edited more often.

Thanks everyone! :) This mod wouldn't be where it is today without your support.

218
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 14, 2013, 06:48:14 pm »
Replica and Maklak, while I am grateful for your efforts to create a list of castes, just bear in mind that the current system will be changed drastically when cutie marks get revamped. On the other hoof, the revamp is far on the horizon, perhaps months away...brainstorming castes, sorting skills/attributes, and writing out descriptions is a time-devouring task, but you know that already ;). A guide to the present would be helpful for a while, especially for newer players.

Thank you both! :D

> I noticed that some of the specialists have classes such as "[CREATURE_CLASS:NATURE_LORD]", "[CREATURE_CLASS:ANTIMAGIC_ADEPT]", etc.
They mostly detail interactions between specific pony castes/creatures and interactions like spells. For example, the ANTIMAGIC tags impart resistance to spells of that level, both from your own ponies and magic-using enemies like the Unity. The important ones are the unicorn magic classes, but those are already listed in the first post.

> Is there an ETA to next update?
In a day or two. It won't be a major update; the main features are talisman research/production (With some limitations...power and water talismans require additional resources that haven't been implemented yet) and fixes to the Talon and Unity factions so that they don't spaz out when they invade. Real life just hit me like a freight train so I won't be able to maintain the same pace of updates as before. :(

219
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 13, 2013, 07:20:46 pm »
That feral ghoul reaver... :o It's easy to forget at times that every unfortunate migrant pulled down by a ghoul is a living, breathing pony, and that the last thing she sees is a rotting, snarling face tearing into her flesh.

Love the update Replica!

220
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 13, 2013, 06:54:19 pm »
> You missed the pasture with robots, chickens, dogs and slaves and a stockpile for upgrade potions on that flowchart.
There will be links provided along with each flowchart.

The Nurse Redhearts are indefinite use for now. Once the chem industry is implemented you'll need to replenish their supplies of Med-X and healing potion once a year.

Has anyone managed to get the robotics industry up and running? Though I'm not making any major changes to robot manufacturing this update, any information that could help me balance the components needed would be useful.

221
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 13, 2013, 02:39:10 am »
> Maybe put... the building codes for the buildings?
The building codes are subject to change, so the flowcharts won't have them for now.

> I was thinking about either upgrading the Mr Hoof I have flying around to either a Mr Macintosh or Nurse Redheart.
All indications are that it works. You set up the Stable-Tec terminal in your hospital next to the wounded, pasture the Nurse Redheart nearby, and run the designate healing reaction.

> I haven't noticed a way to make new batteries from gems, though.
Batteries are considered a basic talisman and so you'll be able to reverse engineer them as well.

> It might be both easier to make and to read, if instead you had a series of flowcharts for each industry.
That is exactly what I'm intending. The one above has all the industries in one image, but the front page version, when posted, will have chapters containing modules like this:
Spoiler (click to show/hide)

That way adding new industries like drugs and medicine will simply be a matter of another flowchart image.

222
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 12, 2013, 03:38:51 pm »
The flowchart is complete and may be found here. 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! :)

223
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 12, 2013, 02:57:45 am »
> Should I expect any to ghoulify or are they just going to bleed and stink for the rest of their lives?
Ghoulification isn't common and only takes place with severe radiation poisoning. If they aren't ghouls by the time they reach your hospital then you're safe (Apart from the whole bleeding and necrosis thing :) ).

> No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive.
In that case, all you need to do is remove one or both boulder products. ARCANA3_CONJURATION is the one that kills the earth ponies, while ARCANA_DRAIN puts unicorns to sleep.

224
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 11, 2013, 05:04:16 pm »
I'm currently making a large flowchart that will incorporate all the major industries and areas of research. It's taking quite a bit of time, but the effort should be worth it for both current and future players.

Maklak: I've looked over the revisions, and have no problems with it. It's an excellent guide, and I'll go about incorporating it further into the first post at a later time. Your effort is much appreciated, thank you. :)

> Effects for similar syndromes are multiplied, at least for affecting speed, strength and the like.
It may be a bit OP, but given the rarity of magically adept unicorns I feel the overall benefits won't be significant.

> We could get a "Nurse" upgrade - a pony with interactions for friendly targets that boost healing, reduce pain and nausea, buff them with combat drugs and so on.
That's actually in the list for the second Ministry of Peace update, which will introduce the drug industry.

> On another note, the Auto-axes in F3 and FoE are disc grinders rather than chainsaws.
The distinction isn't that large, but I've noted it for later.

> I'm also having a heated dispute in the Dwarf Therapist thread about "Roles" and especially sorting by them being bogus.
I've read over it as well. I personally am not a fan of arguing over mod/utility creators over the direction of their work, as it is entirely their effort and therefore their judgement as to what should be done. In any case, it will be a moot point once I revamp the cutie mark system, as by then attributes will be matched to skill rates, and cutie mark descriptions at a glance will be enough to sort ponies without having to check Dwarf Therapist.

Neowulf:
> Bonemeal flux
The next version will have bonemeal made from bone BB pellets, which actually respect stack size when made.

> Spark Batteries
Whoops, I forgot to remove them from the other reactions that preserved them (Mostly the spell industry). Thanks for the reminder!

Gzoker: Thanks! I hope you enjoy the mod! :)

225
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 11, 2013, 05:01:49 pm »
Though I disagree with Maklak's argument of the concept, I do see his point about caste skill rates being weighted more highly than attributes and traits. Over the course of a fortress's lifetime, most dwarves, barring the rarity of strange moods, will reach legendary through sheer effort, repeating dozens of reactions to produce goods in order to gain enough experience. This is the most time-consuming portion of training a dwarf to legendary, and it is to this portion that skill rates have the highest contribution, and so should be duly considered when assigning unskilled dwarves belonging to a caste-system with differing skill rates.

Of course, attributes, traits, and preferences have significant roles as well, and so must also be weighted (Especially as the majority of DF games played have no differing skill rates). As such, perhaps an option to weigh/not weigh skill rates would serve as a compromise?

In the end, it is your effort splinterz, and so it is entirely up to you how you want Dwarf Therapist to work. Regardless of what happens, I will greatly appreciate the end result. Thank you! :)

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