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Messages - ender1200

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1
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 08, 2013, 01:05:56 am »
Will "bloody mess" be in the perk list?  ;D

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Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 04, 2013, 03:24:20 am »
Hey Long time no see. What did i miss? (Read throgh the archive) ...well, nevermind.

I was too buessy the last couple of weaks to really play DF, and i won't really have the time to do so soon, but once i get some free time ill come back with feedback and maybe even some stable reports.
I see that you are finlay getting in to the ministry of peace arc.
considering that this is a DF mod and so buffing the world of a wide verity of realistic wildlife is a good thing, and that we are sorely serching for animals that don't eat ponies, i would offer these two wikipedia entries for sources for animals:
List of animals in the Mojave Desert
and: chernobyl disaster effacts on natural life

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 21, 2012, 11:55:14 am »
I know Vanilla DF have some mythological creatures that do not exist, instead they are placed in the raw files so that Dwarves can engrave their images, as decoration. I think This trick can be used in this mode in so stable ponies will commemorate, events and sights from before the war. Stuff like extinct races and even historical characters such as the princesses and the ministry mares (by making a non existing alicorn princess race with "Celestia" and "Luna" as their only possible names, for example).

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 16, 2012, 02:00:51 am »
Irradiated crystal ponies are a good idea. I'll stick them in the development list for later.

Here is an alternate concept for crystal ponies. Crystal ponies l, not being a part of equestrian were never bombed. Despite this fact the world around them turned into a hellish nightmare as civilizations collapsed and monsters filled the world. This have turns them to an extreme isolationist faction that keep itself safe sare with extremely powerful magic shields. As a civilization that was cut off the rest of the world for more than thousand years they have no modern technology, but they are the vast magic adapts in the world.

Crystal ones will be crystal ponies that were irradiated in the wasteland and can't return to the empire for this.

Edit: and another idea, if they can trade with player stable they treat salvage as vanilla elf treat wood, that is they blame technology for the apocalypse and will refuse to trade in it.

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 15, 2012, 01:38:32 pm »
The buffolo's could play a bigger role on adventure mode than in Stable Mode.
for instace we can have them as a playeble race.

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 14, 2012, 02:54:46 pm »
As for the Khans, people can always escape. You can see this with gangs in previous decades. One gang member shows up to town or neighborhood, suddenly there's twenty of them. It ain't too hard to recruit other people, and that's basically the explanation given for the Khans being around in New Vegas. Some escaped the massacre and started back up.

No, you literally wipe every last Khan out in FO2.

You meet this old guy with a flamethrower that tells you that he is the last survivor of the original khans, and you kill him and his entire gang.
Also your name is Pat and you are new there.

The great khan could be copycats, or simply a coincidance. The same way that if every memeber of the real life "hell angels" will deside to hang his motorcicle halmet and quit at the same time, you can bet that in less than a decade a new "hell angels" will form.

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 13, 2012, 09:18:39 am »
Have you added deathclaws yet?
Edit: Nevermind, you renamed them Hellhounds, didn't you?

Eyup! Hellhounds are essentialy deathclows the same way that unity alicorns are super mutants. The lore of FoE connect them to a race of monsters from the show called diamond dogs. You say that you were attacked by them on the serface?

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Mod Releases / Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« on: December 12, 2012, 03:58:49 pm »
Fallout 3 had "squirel on a stick" and "iguana bites" as food items. i suspet that those cretures exist in the world, even if not encountered directly.
you can allso make the molerats relatively harmless, they were kind of a joke in the game.
FoE mentions becons severall times, and bacon comes from pigs.
Lastly you can put some birds especialy Ravens and voltures, these are animals that you can expect to see in the wasteland.

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Mod Releases / Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
« on: December 11, 2012, 12:44:23 pm »
So after getting tired of seeing ghouls chase my Ponies around all the time, i desided to update to 0.88d.

I got a nice world at the second generation, and started a fortress in an untamed wilds area.
So far so good. My map has a river with a one level waterfall. I spoted some rad scorpions, but they are on the other side of the river and do not harras my ponies. That gives me time to work in peace 'till something spawns in my side. I allso got some radiated dust stormes, but by that point all my ponies were underground.
So far i haven't gotten very far. my diggers finished digging the entrance and some space for strage and industries. next step is to dig a dining hall, living quarters and offices. And start metal and salvege industry going.

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Mod Releases / Re: Fallout Equestria: v0.88d beta (Phoebus Graphics)
« on: December 10, 2012, 03:29:04 am »
Is it possible we'll get machinegun grenade launchers with the eventual power armor  ;D?

Sounds good regardless though. Hope the issues get worked out!

You want your ponies using a weapon even Stealhooves was hardly capable of using without hurting his friends? well, have !!FUN!! with that.

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Mod Releases / Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
« on: December 09, 2012, 02:37:13 pm »

If you are going to have Dashite and ghoul citizens, you might as well throw in the rare donkey.

I'm pretty sure that all surviving donkeys have mutated in to some sort of a tow headed unintelligent beast. Same way cows have turned into Brahmins.

But you know what would be really hilarious? a super rare chance to get a sentient Brahmin as a citizen  :P

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Mod Releases / Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
« on: December 07, 2012, 10:16:39 am »
I Thought of something for the comunity world project.
Every stable can have a "secret experiment" in the spirit of the story and the original fallouts. They will be Some sort of restriction or objective that the player will have to abide by. Stuff that goes along the line of "Ponies are veriterian so no meat allowed" or "One pet robot for Everypony!".

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Mod Releases / Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
« on: December 07, 2012, 12:44:42 am »
Actualy, finding a Stable underground could be sweet, if only Underground civs could, yah know, make things other than a simple camp they hang around in. A true undergound city would be nice.

So next DF uptade than? i think toady one works on deep dwarve for it.

Well, this can only end in sunshine and rainbows, right? :o

Remember what pinkie said: it will all end in sunshine and raindows (or was it magic mirror pinkie?)

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Mod Releases / Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
« on: December 06, 2012, 03:22:23 am »
tHAT'S.... Freaking modding caps... That's a negatory on all fronts. Well if the Dashites are ponies (I haven't read much of the novel) then it'd be possible to set them as a really rare caste, just like the alicorn in Losing is Magic.

Dashite are pegasi that were exlied from The enclave.
so yeah pony cast. Thogh i kinda expect Lycaeon to come and say that they are already in the schedule.

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Mod Releases / Re: Fallout Equestria: v0.88 beta (Phoebus Graphics)
« on: December 06, 2012, 01:40:05 am »
The problem with little macintosh and spitfire thunder is fluff wise they bouth yould be much more fitting as Artifacts.
is there a way to force world Gen to create an artifact with a certin name? becouse if there is than i would offer to make them world gened artifact that can be found on Adventure mod (mybe making them a very rare category of items that can only generate in certin areas such as abandond factories).

Also any chance for Dashite immegrents? They should be rare thogh.

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