Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lycaeon

Pages: 1 ... 30 31 [32] 33 34 ... 43
466
DF Modding / Re: Help- variable features within a race without castes
« on: November 19, 2012, 04:41:45 pm »
Variations in body size are managed by the [BODY_APPEARANCE_MODIFIER:ATTRIBUTE:lowest:lower:low:median:high:higher:highest], with the attributes being HEIGHT, BROADNESS, and LENGTH. This can be defined within each caste or for the whole creature; i2amroy's response sums up caste vs. creature differences nicely.

Different body parts like claws can be caste-defined through the [BODY:body_parts] tokens, though this takes more effort as it involves the body_detail_plan and body part files. A quick and dirty way of making claws useless would be giving the claw attack to one set of castes but not others.

467
DF Modding / Re: Minor modding question
« on: November 19, 2012, 04:33:22 pm »
[AQUATIC] is the tag which makes them drown on land. However, you can replace it with [AMPHIBIOUS] to allow them to breathe in both environments.

468
DF Modding / Re: Help- variable features within a race without castes
« on: November 19, 2012, 04:27:07 pm »
While you can make a creature with any different combination of attacks, venoms, and material emissions, you need to define a caste for each combination. So no randomization, although you can approximate it somewhat if you give the creature a larger number of castes.

469
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 19, 2012, 12:10:18 am »
Enemy civilizations won't get their own battle saddles until later, but yes, expect Steel Rangers and Slavers to eventually carry modified versions of miniguns and flamethrowers.

470
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 09:00:59 pm »
I'm not going to spoil my own Stables that had flamethrower squads...just...

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

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

471
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 08:44:59 pm »
Oops, double post.

472
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 08:39:57 pm »
What happens is that the worker pony gives itself an interaction that it will use when attacking, in the same way as the ability to use pipbuck modifications and spells are added. Each pony can only acquire one battle saddle reaction, but their actual body and attributes don't change. :)

So something like this:


473
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 08:17:50 pm »
I would advise against that...there are new entities, reactions, and buildings in this version that require a new worldgen to take effect.

474
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 06:05:50 pm »
Yes...fire rate of ordinary weapons can't be modified...but a material_emission interaction that shoots bullets is another thing entirely. ;)

475
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 18, 2012, 05:28:32 pm »
Apologies for the smaller update everyone. Robots and automated turrets are proving to be very time-intensive to develop, so I decided to release what I did manage to finish for now. Fortunately, modding battle saddles has opened a whole vista of possibilities for both robots and ponies...and I'm happy to say that energy weapons as well as many other cool effects are now a possibility. :)

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

476
Mod Releases / Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
« on: November 18, 2012, 05:24:39 pm »


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

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

Changelog
Spoiler (click to show/hide)

Credits for the raider image go to Brisineo!

477
2500 castes sounds a bit extreme.  :o I mean, at some point gameplay speed takes precendence over caste variety, especially since the average fortress won't have more than 100 ponies.

Very impressive in any case, however...you'll never see the same mark twice.  :D

478
Mod Releases / Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
« on: November 17, 2012, 05:35:06 pm »
That's an artifact of the interaction...the bullets get stained with blood at the same time they hit.

Development itself is taking longer than I expected. I may have to divide it into two parts.

479
Mod Releases / Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
« on: November 17, 2012, 05:23:48 pm »
A small update on development progress.


480
Mod Releases / Re: Fallout Equestria: v0.71d beta (Phoebus Graphics)
« on: November 16, 2012, 09:27:22 pm »
Indeed...when I added the Unity alicorns, I found I couldn't add the high-explosive rockets and grenades that were the only effective weapons against them in the novel. :-[


Pages: 1 ... 30 31 [32] 33 34 ... 43