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Messages - Zioko345

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76
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 22, 2013, 03:48:24 pm »
So it would be like the dart gun from Fo3?

Does anyone have any suggestions regarding tin? Is it best used to make bronze or pewter or just used by itself to make bins?
Yes, it would be like the dart gun, in Fo:E canon Littlepip makes a needle gun, equivalent to the dart gun.
I don't mind using excess tin for bins, but I make most of it into bullets if I lack a lot of steel.

77
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 22, 2013, 03:25:34 pm »
The syndrome thing should be relatively easy with the new autosyndrome plugin by Putnam.
Auto syndrome plugin? Tell me more. I will make the gun and the reactions. It can be made at a workbench.

EDIT: Maybe the needle gun will cause the limb it hits to stop working for a time if it can get into the blood. Short range but effective if you have a melee squad mop up the paralyzed.

78
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 22, 2013, 01:20:35 pm »
I noticed that there aren't SMGs yet. I could make some using small ammo and the same skill as miniguns, since, for one, there isn't a real way to train miniguns well, and secondly, another kind of gun would always be nice. And I was thinking of coding a needle pistol, the ones that shoot paralyzing needles, the needles could be bone, and be able to be fired without gunpowder. Maybe barrels of venom along with bone would make the needles, and wire, a wood block and some sort of metal for the gun. Is it possible to add a syndrome to ammo using the [ENTERS_BLOOD] tag? Would work well on creatures who have weak or no armor.

EDIT: An SMG would be too much like a pistol, wouldn't it?

79
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 22, 2013, 06:56:32 am »
Maklak, just post it on a outside source or something, its a good guide.

80
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 21, 2013, 07:39:47 pm »
There's probably a fight between a ghoul and something else in the cavern layer.
Okay, never had a fight between non-visible creatures. Sorry, even playing for a long time I still miss things.
And it would have to be a friggin powerful enemy to kill all 20 of the ghouls.

EDIT: Now there is a Military Protectapony listed as dead, must have been in the caves fighting ghoul hordes. I applaud it for killing a butt ton of them, and making so that I did not.

81
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 21, 2013, 07:36:17 pm »
Time for another glitch. I am in a 5x5 embark zone, full of bloatsprites and carp, nothing out of the ordinary there.  I look at the Unit screen, I see just these animals, and a radigator or two. Then I get announcement spam about how "The Feral Unicorn Ghoul" or "The Feral Glowing Earth Pony Ghoul is no longer enraged." I am getting tons of these, but none are on map. No idea what would cause this.

EDIT: When I try to zoom to location, it will not, implying that the creature does not, in fact, exist.

EDIT 2: The Ghouls are listed as Deceased on the Unit tab, implying that they were in combat, though there were none at any time on the Creatures tab, and the combat Reports.

82
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 20, 2013, 10:22:29 pm »
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course.
Laser Bolts are a known bug that has been plaguing us for a long while.  They are supposed to evaporate if you have temperature on, or something like that.  If I remember correctly, exiting the game and reloading it should evaporate the stuff on load.
Of course, noone would mind if you find an alternative/better fix for it...
Okay. Seems that occasionally, the laser bolt will land, it normally seems when it crosses Z-Levels, like bolts, and will not disappear. I have deduced that it would easily be fixed by them acting like non-broken bolts, just forbid them on landing, as to keep suicidals from grabbing a dropped laser bolt in the middle of a firefight between a 12 protectaponies and a Unity Alicorn. What tag is it in a bolt that does that? I will have to check, then test it on my fortress.

EDIT: Can't find any tag which happens to forbid things on drop, I know it happens to ammo like bolts and items off of corpses, and I soon must go for the night.

83
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 20, 2013, 09:57:52 pm »
Okay, got a bug. My Protectapony was shooting at some bighorners wandering a bit too close to my ponies, and my ponies are picking up some of his laser bolts he fired. Instead of disappearing, the bolts are on the ground, and my ponies are taking them to stockpiles. I know that it works for bolts and such, but it doesn't seem right to farm bolts. I will look at the laser bolt RAWs and see if I can find a fix.

EDIT: Oddly enough, the laser bolt items go into a food stockpile. I will forbid them until I can find the error, if it can be fixed, of course. The laser bolt is located in the INORGANIC_MISC RAW.

EDIT 2: Because of the fact that is a projectile, the laser bolt needs to have a certain resistance to impact stress. I was thinking to make it where the Fracture value broke it almost 100% of the time, but then it may not have the same ability in combat. I will test it, though it most likely will break against armor, and therefore make energy weapons useless.

84
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 20, 2013, 01:23:25 am »
I figured it would be. Just trying to figure out something that needs to be added. Hm... I might just add some more guns, and ammo. A shotgun basically just fires several small projectiles from one unit of ammunition, and with varying kinds and such. Maybe a reaction to saw off the end of a double barrel, which just decreases size. Wouldn't a combat shotgun just have a shorter wait time on shooting to account for the larger clips and it being semi-auto? A scrap shotgun could also be a cheap but crude gun, with low fire speed and damage, but doesn't require any blueprints. The ammo could be a mixture of gunpowder and scrap metal, or a bar of any grade metal. Technically, just about anything could be broken down to little bits to fire out of it, even stone or glass. Maybe add a reaction to the Gunsmith for a block of wood, and a bar of any semi strong metal, maybe copper plus. Ammo could be a special 'scrap shotgun shot' with a tag before it like 'Glass shard scrap shotgun shot', because of the variability of the ammo it would be good for those early on with little metal. I may work on this now... Even if it isn't accepted I'll mess with it.

85
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 19, 2013, 11:32:40 pm »
Maybe since Talons aren't technically an enemy, (they are mercs)maybe a way to hire them. The basic buying units like slaves wouldn't really work, as those are from caravans and such. Maybe a diplomat type with a contract, give them so many units of worth in items and they will send ___ soldiers for ___ days. This might be a bit of trouble though, never done anything with a liason type like that before.

Edit : Since we don't have the ability to send expeditions, maybe pay the Talon Mercs so much to send ___ soldiers to attack another civilization, which if it succeeds (based on the number of soldiers,  and the civilizations strength) will slow down sieges by that particular faction, or branch of faction. The sieges may also be stopped if you succeed so many times or so well. They may retaliate though, maybe with a heightened siege chance after the Mercs attack them. Still would be hard to work out, but I may try.

86
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 19, 2013, 04:26:50 pm »
What would the aliens be like? They couldn't be the humanoid like things from Fallout 3. Maybe a four pegged variant? Or at least something different than the original, it is Equestrian, after all. Maybe a way to research their weapons to use, though they would be like bows in original DaF in they way that you can't manufacture them or the ammunition, you would have to rely on their loot or probably RARELY a group having a few cells to trade.

87
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 19, 2013, 11:25:41 am »
Well, love the mod. I wouldn't mind helping if you want, RAWs aren't too hard to do anything with. I'm still learning some things, but it's easily within my grasp to help ya.

88
Well, it appeared with the classic titan redbox, so I thought it was a titan. I was just shocked about getting attacked so early, though they didn't hurt me, my a pet turtle (wow), some war dogs, and a untrained fisherman beat it to death slowly, it was odd because it didn't use it's fliers abilities in combat, and it didn't scare civilians as is usual.



89
DF Dwarf Mode Discussion / VERY Early Titan Attacks. *MASTERWORK DF MOD*
« on: December 23, 2012, 09:07:39 pm »
I just started the Masterwork mod, got a good place started, lots of metal and such. I was about to let a caravan in year one when a WereZebra titan appeared, killed some random things, then ran off. Next spring, before the Elven caravan, I was attacked by a flies type titan beetle with a nasty fever and dizziness syndrome. Not much wealth, only 25 dwarves first titan and 50 second. Bug or just unlucky?

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