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.
Creature Name
General Personality
General Attributes
General Skill Rates
Caste Descriptions and Designations
Earth Gender Assignment F
Body
Earth Gender Assignment M
Body
Unicorn Gender Assignment F
Body
Unicorn Gender Assignment M
Body
Earth Specific Tokens
Personality
Attributes
Skill Rates
Earth Slave
Personality
Attributes
Skill Rates
Unicorn Specific Tokens
Personality
Attributes
Skill Rates
Unicorn Slave
Personality
Attributes
Skill Rates
Body Detail Plans
Female Appearance Modifiers
Male Appearance Modifiers
Body Sizes
General Appearance Modifiers
Attacks
Unicorn Attacks
Child Ages
Profession Names
Mannerisms
And the great bulk of this file...
Individual Castes, Colors, and Skill Rates.
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.