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Messages - Crazy Cow

Pages: 1 ... 12 13 [14] 15 16 ... 87
196
Mod Releases / Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
« on: November 26, 2012, 06:06:39 pm »
Yeah; critters with more than two legs don't wear boots normally. I replace their normal clothes with the military outfit and assign specific armors just to be sure, and toss a jumpsuit in there to avoid most of the unclothed bad thoughts.

197
It's only one melee soldier. Nobody said anything about two dozen crossbows giving him a hand. Toss me on the turn list, just for fun.

198
Mod Releases / Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
« on: November 26, 2012, 11:07:03 am »
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.

199
Mod Releases / Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
« on: November 26, 2012, 10:21:59 am »
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.
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.

200
Mod Releases / Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
« on: November 26, 2012, 01:37:52 am »
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. I don't blame you though, there's some strange weapon/skill combos. Did you know shovels are used like axes and drills are used like spears?

201
Mod Releases / Re: Fallout Equestria: v0.85b beta (Phoebus Graphics)
« on: November 25, 2012, 11:17:47 pm »
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

EDIT:
I apparently found some old pipbucks somewhere, so I'll put up a VaultTec terminal and install those.

202
Mod Releases / Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
« on: November 25, 2012, 10:40:16 pm »
My second fortress is going a lot better than my first one. I'm barely a year in, and among other things I dug up an Ironshod Firearms crate with a box of combat armor(!) inside. I've got a pair of knife users with rippers, and I'm getting a few more ponies together to use the combat rifles that came with the armor. I've also got the parts for two terminals and several matrices already, although a lack of hologems means I'm sitting on the parts for now.

203
Mod Releases / Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
« on: November 25, 2012, 07:37:45 pm »
I'm hardly even trying ;p Just jotting down what's going on for anyone that cares.

Spoiler: The End (click to show/hide)

204
Mod Releases / Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
« on: November 25, 2012, 05:10:46 pm »
Spoiler (click to show/hide)
I have a whole pile of bits that I can't seem to find a use for in your readme or in the workshops. I guess I could dig through the RAWs for an answer, but asking you is easier ;p
Code: [Select]
vegetable cans
Med-X canisters
orthopedic surgery hologram

205
Mod Releases / Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
« on: November 25, 2012, 02:05:22 pm »
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!  :)

I just cut the RAWs out of the download and tossed them in my usual DF version, and it's working fine for now. I'd appreciate an ASCII download that came without the entire game, by the by; it would make downloading a lot faster for me ;p


206
Mod Releases / Re: Fallout Equestria: v0.85 beta (Phoebus Graphics)
« on: November 25, 2012, 01:02:32 pm »
No idea how I managed to miss this for so long.
Spoiler: First Fortress (click to show/hide)

207
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: November 16, 2012, 12:51:27 am »
Nope, haven't done the slightest testing yet. Don't even have any blueprints; I'm just hammering out all the core stuff for now. Glad I mentioned it now instead of in a week when I realize that my snipers can't actually snipe ;p

208
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: November 16, 2012, 12:27:03 am »
Interestingly enough I'm using smoke damage as my flechette damage ;p Seeing as the player can't actually see any of these names it really doesn't matter what they're called as long as they're consistent.

209
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: November 16, 2012, 12:03:03 am »
Oh, wow. 160% damage times the already insane damage the spit does? I knew that they were painful, but those little blobs of gak are just... bleh. (What would be cool is if Mutons threw them like grenades or something. Maybe I can add that...)
What are the IM and SM damage types, by the way? UFOpaedia doesn't mention either of them.

210
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: November 15, 2012, 10:08:58 pm »
(since naked humans themselves have no resistances this is not yet an issue)
They actually have a vulnerability to all melee damage types and AC damage, whatever that is.

EDIT:
Ah, fuck. Posted instead of cutting the quote :|

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