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Messages - Indigo_Surprise

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31
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 09, 2013, 08:59:04 pm »
Well of course slavers kill others, it's what they do. In Fallout 2 if you join the slavers you have to kill a whole bunch of armed guards to get at the cash earning slaves. That only got more and more difficult as it went along. Use shock and awe, overwhelming firepower to get others into capitulating. Happened to me once when a squad of slavers slipped through my walls. And then a titan came.

32
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 09, 2013, 04:24:12 pm »
That's the thing, based on the wiki Unity is incredibly intelligent and they only assimilate ponies who willingly come into their fold. They don't force ponies into assimilating since that causes every alicorn in the Unity to become pained from the forced transformation. It also doesn't say anything about only turning certain types of ponies either.

It boils down to there simply not being a reason for them to invade seeing as we're playing as vault dwellers and not griffons or any other nonpony creature that they want to subjugate.

As for being super mutant stand ins, they remind me more of the Dark Ones in Metro 2033 than Fallout's super mutants.

33
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 09, 2013, 03:05:22 pm »
After doing some research on Unity... Why would they be attacking our stables exactly?

34
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 09, 2013, 01:42:22 am »
On Steel Rangers and robots:
I asked in the modding subforum, why goblins bring Trolls with them and it seems to come down to trolls being EVIL and goblins having USE_EVIL_ANIMALS. Therefore EVIL or GOOD could be used for robotic pets of Steel Rangers, but those are already reserved for ghouls in irradiated sites and everfree forest, respectively. Since it would look strange for SRs to bring ghouls or similar creatures with them, robots for SRs are rather out of the question. At least that's my current theory.

If only twas a way to bring animals from certain biomes.

35
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 09, 2013, 01:06:40 am »
This gives me an idea. Need to see if it works since it's less complicated than y'alls'.

36
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 08, 2013, 01:24:00 pm »
Speaking of crazy emotional mares, I'm going to toss my hat into this. I wish to be a mare, any type of mare so long as she's the fort's armor or weapon (or both) smith. Name her Rose Gold.

37
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 07, 2013, 07:36:06 pm »
You do know that polygamy is illegal in pre-war Equestria?

WAS illegal. It don't exist no more.

38
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 07, 2013, 03:37:41 am »
When I see that perks might be added my first thought is: Awesome!
My second thought is: Ah hell, another potential upgrade potion fiasco.

39
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 07, 2013, 01:33:20 am »
Good thinking about Power Armour training, Lycaeon. Removing a problem that leads to people looking for exploits is a very good way to discourage them from using exploits.

Damn it, I had another proposal, but forgot it.
Oh well, I'll go with: Un-nerf the BB guns. They eject their ammo with a strength of 2 (whatever that means) and are pretty much incapable of doing anything. It may be OK for training, but hunters also insist on using them. While their force should be less than a pistol and it seems about consistent with what you usually have in mind when talking about them, some old designs could rival hunting rifles http://en.wikipedia.org/wiki/Air_gun and I think a Stable would want them reasonably good.

On one hand, I love air guns. On the other, I just put in crossbows for my Irregulars in place of BB guns.

40
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 06, 2013, 06:36:44 pm »
*sigh*

If only the [GNAWER] token worked as intended and not just for artifact cages.

41
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 06, 2013, 04:00:00 pm »
I'm for rifle-sized firearms being hoof-held and mouth bit or lever triggered, with this image as a good concept:
Spoiler (click to show/hide)

Now that's a proper weapon.

By the way, can anyone give me a rundown on all the trap immune creatures?

42
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 06, 2013, 02:53:33 am »
In my Napoleonic model of Equestria's military, I've long had horned helmets as standard issue kit. It fills the role of a bayonet for the average musketpony, which is needed since ponies can't use bayoneted weapons on a battle saddle rig.

If you're worried about magic not being usable due to coned protection, simple fix. Widen the cone out to give the horn breathing room and cut off the tip of the cone so the upper part of the horn is exposed. The possibilities of pony combat has long fascinated me. With how enchanting works, it's possible to make firearms that don't need gunpowder, just lead balls fed by a hopper. Equestrian artillery would be COMPLETELY devastating. Combine enchanted magical shells with intelligence gathered by quick flying pegasi and you can launch devastating coordinated attacks without the need for radios.

I played the original pony Victoria 2 mod over the summer after the end of the first season, it was fin coming up for the pony equivalents of infantry, cavalry, dragoons, and how everything would work together. How does an earth pony reload a blackpowder weapon? I theorized a reloading system based on how the US military organized itself in World War Z, they fight around caches of ammunition and rifles with a team or reloaders. On the attack, ponies make their way to the front one row at a time. First fire, second moves up. Second fires, 3rd moves up, and so on. Meanwhile behind the regiment there are ponies busy at work reloading new rifles and moving munitions forward to keep pace with the lineponies. Ponies at the back get both of their rifles (one on each side of a battle saddle) replaced with a fresh reloaded one and wait for their turn to fire, weapons are constantly being reloaded to provide a continual rate of fire. The next evolution on this tactic is for the unit to adopt a more loose formation to allow freshly reloaded ponies to move directly to the first rank instead of waiting. Defensive and retreating maneuvers are also in my book of pony tactics but they all function similarly to the offensive model, relies heavily on well coordinated support and harmony.

After reading a bit of Fallout Equestria I instantly knew that mouth fired guns are dumbfucktarded. However my solution to it is a bit complicated, or rather more complicated than it needs to be. It's akin to the many strange gun patents of the late 1800s and early 1900s that never saw production or even the light of day. I didn't know how it would work exactly but the pistol would be strapped on the shin of a foreleg. In order to fire a pony would have to first extend their leg forward and then flex a shoulder muscle to fire. How this would work, I don't really know but it would solve nearly all instances of accidental misfire since two specific actions have to first be made that aren't done in normal walking or interacting. Not being equine I lack the necessary point of view needed to conceptualize a practical pistol. Well except for a pistol mounted on a pony's head and fired with a standard trigger bit, but that'd look silly. Also damage sensitive pony ears if gunpowder is the propellant.

I consider myself an expert in theoretical pony warfare, mostly since I haven't seen anyone else try to come up with tactics or hardware solutions from a pony perspective rather than force human concepts onto them. Except for Kkat. The trigger bit and battlesaddle are genius. I'm very confident I wouldn't have thought of them.

43
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 05, 2013, 07:56:32 pm »


>  Put the horn through a hole and the ring they put it through sinches down (to accomodate horns that are thicker than others) to create an airtight seal.
Power armor was designed by earth ponies for earth ponies, and plus, unicorns don't really have the strength and toughness to make good Steel Rangers. :P

Balls to all that. The unicorns in At the Gala were buff as hell. And you can't say Shining Armor wouldn't be an unstoppable beast in power armor.

Knowing the Earth ponies at the time, the way the suit would work would probably block the magic from the horn itself, they'd be a beast..But have no magic. Of course they built it in a way that Unicorns couldn't wear it to begin with though, and it'd be hard to make some Jerry-rigged modifications without causing the overall structure of the suit to weaken.

This part of the FoE mythos rubs me the wrong way.

44
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 05, 2013, 06:56:57 pm »
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!

In all honesty, when was the last time any of us played vanilla?
I just started a vanilla fortress after being inspired by Erebor in "The Hobbit".

Is Erebor the dwarf kingdom? That entire sequence reeked of Dwarf Fortress.

45
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 05, 2013, 05:29:39 pm »
Huh...I forgot about that. :-[ In that case I'll try working in some robot pets for invaders. Thanks for pointing that out!

In all honesty, when was the last time any of us played vanilla?

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