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 - Indigo_Surprise

Pages: [1] 2 3 ... 18
1
The game is updated. The mod is updated. I've got the battle music from Super Mario RPG in my head. Let's do this.

2
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: September 15, 2013, 12:21:37 pm »
There was a bit of discussion on this in the first pages, but I found nothing concrete related to my question. We all know we can transform creatures into other creatures, but can you transform a dwarf into a domestic animal and have them show up on the livestock screen?

3
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...

Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!

I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.

Note: if you don't like ponies, don't do this. It'll make it far worse. If you already think of bronies as creepy, FO:E will make you think of them as psychotic.

Nah, that's Cupcakes.

4
I'm laying my claim on Bunny Oilgrowth, renaming her to Rose Gold. Let the arms be manufactured and the bedrooms propagated.

5
Mod Releases / Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« on: March 18, 2013, 12:55:31 am »
I like the syndrome items. I don't necessarily like the rest of the fluff crowding up my interface. I'm probably going to delete everything but the syndrome items.

Nah, just the mouse interface and search.

6
Mod Releases / Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« on: March 17, 2013, 09:53:08 pm »
Maklak pretty much said everything I was going to. I'll expand a little more, but not much. First village you go to in the initial Fallout has farms, and you can get experience if your Int is high enough by introducing them to crop rotation. First town you go to in Fallout 2 is a community of trappers. The only area that gets by exclusively on scavenging, which I think has tarnished your perspective, is the Capital Wasteland of Fallout 3 where the only things that are produced are small batches of ammunition, small batches of hydroponic vegetables, brahmin beef and milk, and only recently fresh water. Damn near everything in Fallout 3 is unrealistic in terms of settlements. 200 years of high levels of radiation should have depleted all the local resources, given DC's fairly high population once you take into account that the supermutants and centaurs are all locally produced.

Also I don't care for the DF Hack utilities. They get more in my way than help, and the bane of my existence is the mouse query tool.

7
Mod Releases / Re: Fallout: Equestria (v0.98c beta) Life Goes On...
« on: March 17, 2013, 01:50:02 am »
Please don't remove vanilla farming...
You can't remove vanilla farming! My livelihood and that of my sla... workers... no, slaves depends on it!

8
DF Modding / Demons and Heads of State
« on: March 13, 2013, 01:12:10 am »
Something has struck me being rather odd. In the vanilla game, any civilization can be ruled by demons. However, it seems as though goblins are always ruled by demons. In mods, such as Fallout Equestria and Rise of the Mushroom Kingdom, there are entities that are also always ruled by demons. However, there's no token anywhere that allows for this to work. The closest  I'v found is in ROTK a religious noble appoints the monarch of that demon ruled civ. Sadly this isn't replicated in the vanilla game or in any other.

Does it have something to do with the ethics? Or is there a possible religious connection in the pantheon of a civilization's religion?

9
Mod Releases / Re: Fallout: Equestria (v0.98b beta) Life Goes On...
« on: March 02, 2013, 02:40:33 am »
>Looking forward to them!  I enjoyed implementing your previous mod - the stasis pods now have a metal hull, glass dome, and a sleeping pony inside that dies should the dome be shattered. They can also be lined up in nice, orderly rows in enormous sleep chambers...putting away all those unwanted migrants.

Or placed in certain hallways and in important ponies' offices.

10
Mod Releases / Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« on: February 17, 2013, 10:23:39 pm »
Yeah, the one I fought strangled a new mother to death while her baby kicked it ineffectually for multiple pages (the Unicorn Baby Cherry Fluffsun feels a rush of adrenaline! x5). Then it snapped my executor's neck with a single laser bolt while decapitating-slash-grappling the other melee soldiers, tanking their steel chainswords.

So, basically, right now it's a Bronze Colossus with buzzsaws and lasers.  :P
Mother of God.....

11
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 16, 2013, 04:45:58 am »
Yeah, I was going through and checking all my new migrants cutie marks to figure out what to do with them and I noticed something odd about the wife to the philosopher that had just arrived:

Spoiler (click to show/hide)

I have no idea what this even means.

I would have flipped my shit if I saw that in my own game.

12
DF Modding / Re: Pik-Pik Fortress Version 1.1
« on: February 14, 2013, 11:40:52 pm »
Why is there an archived objects file in the raws?

13
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 14, 2013, 03:37:48 pm »
@Maklak I haven't made any changes. You can't change something that hasn't been done yet. It's all in development.

14
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 14, 2013, 06:05:55 am »
In preparation of making my latest custom entity and the ponies that are going to populate it, it became apparent to me that I would have to study the method Lyc's used in making the stable ponies. When you look through creature_pony initially it's just an unnavigable incoherent mess. However after looking through and making a note of where everything is placed, it makes complete sense to me. I'm posting my notes here for anyone else that wants to look through and know how to read through this unique (at least to me anyway, was completely foreign) way of stringing together multiple castes.

Spoiler (click to show/hide)

Good lord once you actually get in you can just see all the different possible variations of ponies, their own individual attributes, skill rates... really complicated. Mine will be using a similar structure, though I'm going to try and move things around to make it easier to read, and to not take up as much page space.

And if anyone's wondering, my entity is a conglomerate of slavers, raiders, and wastelanders that seek the reformation or destruction of all other slavers and raiders to make the wastes a better place for all.

The raiders bring with them a large number of highly undisciplined potential canon fodder. Raiders will usually have a debuff associated with their cutie mark, such as 'a plate of rotten vegetables' will bring with it a -100% penalty to farming. Raiders in general will more than likely have decreased social skill rates as well. You have two options in dealing with raiders. First, you can either drill them until they become disciplined, which will alter their personalities (by changing their caste), and make it to where they'll be far less likely to go go rampaging through the stable whether bezerking or simply throwing a tantrum (which they will do often with their high anger and liberalism. Disciplining them will also significantly reduce the duration of their breaks. The alternate method is burning their cutie mark off, which will both pacify them and eliminate their debuffs. Going back to my plate of rotten vegetables example, if you don't need a soldier but you really need a farmer you might want to take this pony's identity away and shove her/him off to work. This second method carries a risk with it though. The act of burning a cutie mark off is intensely traumatic. When the procedure is over they have a 20% chance of becoming OPPOSED_TO_LIFE, so you'd have to be sure to keep your oppressive military around in case something goes wrong. Surprisingly, raiders have a fairly good understanding of how the pony body works and will be more plentiful than the more skilled wasteland doctors. Now there's finally a reason for DF's healthcare system to be completely neglectful.

Slavers are a bit better out of the box than raiders. There are fewer of them and they'll have castes that give bonuses to the skill rates of animal training, appraisal, judge of intent, record keeping, slavers in general are geared more toward administrative roles.

And lastly, the wastelanders. Wastelanders are the bricks and mortar of a fort's industries and infrastructure and are decent enough soldiers should one decide to go down the 'pinish or purge all raiders' line and burn off all of their cutie marks.

And with that I'm off to bed.

15
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 09, 2013, 07:35:49 pm »

I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.

Pretty sure those were removed for, realy, taking up space in the RAWs. I suppose if they were playable, they would have more marks, but at the moment they just dont need them.

I know exactly why they were removed. Nevertheless, I want them so I can start on my own custom ponies.

Pages: [1] 2 3 ... 18