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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 478593 times)

Lycaeon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1650 on: February 18, 2013, 07:08:54 pm »

The names and youtube links of the title songs are in the first post under the Credits section.
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Maklak

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1651 on: February 18, 2013, 08:38:29 pm »

An article about scrap furniture got linked in the Fallout thread. I just want to share it here.

http://www.dvice.com/archives/2010/10/furniture-made-1.php


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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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tahujdt

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1652 on: February 18, 2013, 08:46:27 pm »

I can haz explanation of telekenesis?

Right now, in the rawa it says that magic master unicorns have +99 tele. What's that supposed to mean? Does it mean they have 100 tele grips? How?
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KingofstarrySkies

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1653 on: February 18, 2013, 10:27:31 pm »

So, how can abuse Use my water talisman to give me water?
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Sigtextastic
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Lycaeon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1654 on: February 18, 2013, 11:21:38 pm »

> An article about scrap furniture
Interesting. Guess you really can make furniture out of the scrap that litters the wastes. :)

> I can haz explanation of telekenesis?
All unicorns have two telekinetic graspers. The notes in the raws were placeholders for my original plan to give magically talented unicorns more graspers, but it turned out five was enough.

> So, how can abuse Use my water talisman to give me water?
The fountain is the building you want. Other buildings of interest you may want to check out are listed in the Workshops and Industries Guide in the first post.

Edit: ASCII version has been released with corrected vermin tiles.
« Last Edit: February 19, 2013, 12:32:12 am by Lycaeon »
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

KingofstarrySkies

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1655 on: February 18, 2013, 11:36:45 pm »

Thanks.
Also, feral dogs are now my mortal enemy for the rest of time.
My god damn hunter was torn to bits.......
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Sigtextastic
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Maklak

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1656 on: February 19, 2013, 08:23:31 am »

Always disable hunting with this mod. Hunters will only ever pick BB guns and they are a joke. BBs can be used for training or just some fire support, but on their own they will barely even dent or bruise the skin with metal pellets and much of the wasteland wildlife won't simply run away from your hunter, but rather rage for the +4 bonus, charge and tear her to shreds. 

I asked Lycaeon to un-nerf BB guns and he said yes. I've noticed some changes in item_weapon_ranged.txt, but BBs are still at [SHOOT_FORCE:2] and [SHOOT_MAXVEL:50]. I guess I'll just mod them myself to [SHOOT_FORCE:50] (Joules?) and [SHOOT_MAXVEL:300] (m/s?) and see what happens.

I think that if you can make a 4.5 mm BB gun, making a higher calibre one is not that much more difficult and the best Air guns were on par with 1800s gunpowder rifles and the Stables would figure out pretty quickly that they want weapons that can wound at least, not just dent the skin. http://en.wikipedia.org/wiki/Airgun

I'm aware that the counter-argument is that pistols should be enough of an upgrade to make the player want to switch, despite the higher cost, but there is still some space between the pistols and the nerfed BBs we have now.

Another possibility would be to default hunters to combat pistols and allow bringing combat pistols and small calibre ammo on embark. That way hunters become more viable and the BBs are still available for low-cost training.
« Last Edit: February 19, 2013, 09:47:00 am by Maklak »
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

tahujdt

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1657 on: February 19, 2013, 09:20:34 am »

Note: Cyberdogs should be war-trainable.
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Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

tahujdt

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1658 on: February 19, 2013, 01:23:05 pm »

I would like to recommend that energy weapons just use an ordinary ammo type, but they are called "spark pack-powered bolt" or whatever. Maybe the gun ejects the drained battery after each shot, and we can assume that the ponies recover them and recharge them.
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DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Deon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1659 on: February 19, 2013, 01:40:49 pm »

The ejection speed of the drained battery is extremely fast, I must say :D. It hits people across the screen.
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Maklak

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1660 on: February 19, 2013, 03:21:09 pm »

I imagine there are some problems with energy rifles. Such as temperature of ammo and reusing stuck ammo. The closest thing I can imagine to an energy weapon, other than an upgrade with interactions is Gauss gun: Ammo is made from a bar and charged battery (possibly depleting it) and contains a syndrome transmitted by blood. The damage of the bullet is at least on par with an AMR and the syndrome is a destruction spell.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

KingofstarrySkies

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1661 on: February 19, 2013, 03:34:08 pm »

I try so hard to play adventure mode......
ITS SO IMPOSSIBRU
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Pokon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1662 on: February 19, 2013, 06:00:57 pm »

I just had the most horrible/wonderful idea for the megabeast to end all megabeast:

Spoiler (click to show/hide)
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A vile force of dark'ness has arrived, led by their champion Ebony Dark'ness Dementia Raven Way.

Deon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1663 on: February 19, 2013, 06:34:51 pm »

It will emit only in a small radius around it.
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Lycaeon

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Re: Fallout: Equestria (v0.98 beta) Life Goes On...
« Reply #1664 on: February 19, 2013, 06:36:46 pm »

> BB guns
I didn't get a chance to test improved airguns, so I'll work on adding them in for the next release. I can't do much with pistols as adding small caliber ammunition would allow Stable citizens to make bullets without gunpowder.

> Cyberdogs should be war-trainable.
That they should. Thanks for pointing that out! :)

> Energy weapons.
I've mulled over several options, none of which are perfect:
- A glob shooting interaction akin to the ones used by robots and miniguns. They're crippling weapons though, and don't have the desired effects of energy weapons like disintegration and melting. One possibility though is giving the globs high temperature so that they set the victim on fire should they get stuck.
- A glob shooting interaction coupled with a ranged interaction that imparts the melting/disintegration syndrome to victims wounded by the glob (Through a blood contact tag). This is a convoluted method that won't work 100% of the time, due to enemies already covered in blood also being targeted, difficulties in pairing the glob and syndrome interactions, and so on.
- A ranged weapon that uses plasma charge ammunition that explodes into boiling plasma upon getting stuck in the victim. The ammunition may boil prematurely though from being handled by your ponies.

The melting from plasma contact is a must, otherwise plasma rifles would be no different from conventional ranged weapons.

There were no gauss rifles in the novel, and anti-machine rifles pretty much fill their role in combat.

> I try so hard to play adventure mode...
Can you provide information on the problems you're having? (Like what tends to kill you the most). It will help me identify what areas need fixing when I get around to adventure mode.

> I just had the most horrible/wonderful idea for the megabeast to end all megabeast.
The current late-game technologies are mid-, or even semi-early-game, in the grand scheme of things.
Another way of looking at it - the Ministry of Awesome and Ministry of Arcane Sciences crates are half empty as they are now.
;)

Thanks for the feedback everyone! :)
« Last Edit: February 19, 2013, 06:39:16 pm by Lycaeon »
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”
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