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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 472573 times)

Lycaeon

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #690 on: December 20, 2012, 02:03:56 pm »

The armor weights are straightforward and will be addressed...there's no need to argue over them.

The Prismatic Forge wasn't intended to be a replacement for ordinary metalsmithing, but I'll be adding reactions to it like combat armor, plasteel chains (for those sweet chain weapons), and plasteel riot shields. Basically useful objects...I don't want to go through and add every reaction for every metal that the metalsmith's forge has.
 
I'll look into cutting down surplus clothing. The ASCII version will be released alongside the next update.

Thanks for the feedback everyone! :)

Edit: Found a workaround for the socks. They'll be produced as an independent reaction in the craftspony's workshop, but won't be worn normally by Stable citizens.

Edit2: Cloaks will stay though...I want the option to make them out of leather, along with hoods.
« Last Edit: December 20, 2012, 03:06:47 pm by Lycaeon »
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Replica

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #691 on: December 20, 2012, 02:51:36 pm »

Performance and utility or ponies with socks?

I was going to say "isn't it obvious", but I honestly don't even know anymore with our fandom.
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Neowulf

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #692 on: December 20, 2012, 03:17:48 pm »

Doesn't the variety of wood and stone also attribute to lag?
I for one wouldn't mind seeing all the vanilla logs go, they seem so out of place in a fallout setting.
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Crazy Cow

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #693 on: December 20, 2012, 04:59:50 pm »

Also, how close is the ASCII version to being done?

It is. Pick up my tree mod, toss it into the RAW-only download and it's perfectly playable.

tahujdt

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #694 on: December 20, 2012, 05:09:17 pm »

How does that work?
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Crazy Cow

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #695 on: December 20, 2012, 05:15:34 pm »

It replaces plant_default.txt. Without it most of your trees will be blank spaces; with it they're just trees.

Putnam

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #696 on: December 20, 2012, 06:46:39 pm »

This... this actually exist.  A dwarf fortress mod about playing ponies who build magical nukes... eight months ago I was never involved in anything like this. 
And now that my initial astonishment is over, how playable is this mod?  Does it crash often or is it steady for the most part?

Also: How did you change the DF music on the start menu?

It's literally just replacing dwarf_title.ogg with a different file called dwarf_title.ogg. Fortbent does it, and so does Deon's post-apocalypse.
« Last Edit: December 20, 2012, 06:50:59 pm by Putnam »
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Maklak

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #697 on: December 20, 2012, 07:33:29 pm »

You want to be spoon fed? Here. Even though you found the link yourself, here. I cut out the part you wanted.

Armor User - related to how well a dwarf moves in armor, and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather clothes count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a kobold thief or predatory animals.

Like I said, USELESS. There are no numbers here, which is a regress from what was known about 40d. That is why I went through the trouble of digging it out. Numbers I can work with. Vague "it reduces encumbrance penalties of armour" isn't telling me much when I want to calculate the effective weight of worn items depending on Armour User and see where I should stop having speed issues.
Seriously, do you think "Armour user" for the current version wasn't the first place I looked?

I second the request to bump the learning speed of armour user and some other secondary soldiering skills on all ponies with military cutie marks. I would also like all military-minded ponies to have some bonuses to all weapons skills, not just their chosen ones. A fighter might like spears best, but should still be able to learn to use chainsaws or rifles faster than an average Joe. Do not bump shield user. It is fast enough already.

tahujdt:
There is very little clothing left already. Ponies have 4 horseshoes, a jumpsuit and a hood / hat. Invaders will generally have a weapon, a few shields, a body item, a head item and are usually barefoot. I don't see a problem here, or anything more to cut out for that matter. Hats and head wrappings are a bit annoying when all I want is hoods, but they are fine for variety.

Lycaenon and ponies in socks:
While I proposed socks, I had second thoughts about them, since it could lead to ponies walking around in a strange mixture of socks and horseshoes, which in addition to being weird would also endanger their hooves a bit more when they meet invaders. By your description, you have found the best of both worlds: ponies won't wear them by default, but I can still include them as part of my uniforms under security horseshoes, which is exactly what I wanted in the first place anyway. I can also make a lot of bronze security horseshoes and after a few years with no migrants, they'll become standard issue for civilians.

I don't plan on using Plasteel Riot Shields. AFAIK material for a shield doesn't matter (well, except for weight and maybe for setting it on fire, but if your pony is on fire, you have other things to worry about), so I make them out of low to medium quality leather. They weight less that way. Heavy Leather and Heavy Carapace are exclusively used for hoods, as they are about as good as low-tier metal. A helmet and 2-5 hoods should protect the head better than a helmet alone. I can use Leather Cloaks too, especially if they protect the hooves.

Plasteel is simply too scarce and good to waste it on shields. Especially with a density of 0.2 g/cm^3, which I think is a typo and personally I'd give it 3.5 g/cm^3 or anywhere from 3 to 5 g/cm^3. It would still be lighter than Steel, which has 7.8 g/cm^3 and therefore suitable for armour, aircraft, Scorpion Armour and so on. Duralumin has density 2.8 g/cm^3 and Plasteel should be heavier than that, but lighter than Steel, at least by my headcannon.

Neowulf:
Maph, the Masterwork Mod guy, wrote that having fewer leather, wood and stone types has improved his FPS by 25%, in combination with fewer clothes. FoE mod has already reduced the number of types of leather to about 5. However, wood is also salvage, and there are many kinds of salvage, so not much can be done here, I think. As for stone, I kinda prefer they way it is now. The number of types of gems could also be reduced, but I like it it the way it is now as well.



STUFF:

At some point we should be able to manufacture our own wiring out of copper and... plastic? silk thread?

While 70 or so spark batteries are plentiful for day-to day tasks, including magical research, at some point they become a limiting factor in mass-producing endgame weapons. It should be possible to manufacture them out of some types of gems and... wiring?
Otherwise I'd like a bunch of reactions to disassemble rippers, chainsaws, chainswords, chainsaw rifles and ripper rifles to get my batteries, wiring and scrap back.

> The schematics for power armor are actually their processing matrices.
Wait, those are preserved? I thought they are the equivalent of a micro-controller for the armour (CPU + Memory + Firmware + I/O), not a recipe for all the mechanical and hydraulic parts. A Power Armour should be the best armour overall (with Scorpion being a far second, but still better than combat armour) and you can go about as overboard on things they require as with battle saddles. They can require Prismatic forge, Steel (or Plasteel or Starmetal), 2 metal mechanisms, schematics (preserved, can be copied, can be reverse-engineered), processing matrix, jumpsuit (for padding), wiring, clear glass (for visor), battery, oil / tallow (for hydraulics), gems, Steel Ranger items and what have you, and people will still want to get them, if they are a considerable upgrade over combat armour.

If you want to give us the ability to manufacture Power Armour matrices, it should be at a specialised terminal and manufacture just the hardware, with firmware being copied. That is, the final reaction should take a working Power Armour Spell Matrix, some unfinished gem contraption and copy the spells, preserving the original matrix. This should be only possible to do once you have MAS terminals, I think. The Power Armours took years of work by experts to develop and a 100 pony stable shouldn't be able to just make them from base materials after a few years. Even Steel Rangers can't replicate Power Armour Matrices, I think. At the very least it should be a vary lengthy, time-consuming and complicated process and perhaps use up pipbucks or other things you can only get from salvage. Disassembling a working Power Armour for parts or reverse-engineering or whatever, should have a very high chance of preserving its Spell Matrix.

One more thing worth considering is to make all the endgame items producible out of plasteel (unless you want to cut it out) and starmetal, namely: combat armour, power armour, enclave armour, chainsaws, rippers, chain-swords, chainsaw rifles, ripper rifles and energy lances. For AMRs, miniguns and flamers the material doesn't matter as much, so steel is fine.

While you are at changing the prismatic forge, I think it should need two mechanisms to make as well, to reflect all the complex machinery. Maybe even require them to be metal. Your buildings in general need a lot of furniture and stuff, contrasting vanilla workshops, which usually just need one rock or wood.

How about a friendly Applejack Rangers civilisation that trades some terminal parts and other such stuff?

Any plans for Operation Cauterise and ambushes of pegasai in Scorpion Armour?

Scorpion Power armour should add a poison tail attack, if feasible.

Rage spell (illusion) adds OPPOSED_TO_LIFE to my ponies?! I haven't tested it yet, but are you sure it works correctly? Shouldn't it also change the ANGER personality trait? I have no idea about this, so forgive my ignorance. I just saw that OPPOSED_TO_LIFE is what makes undead attack everything but other undead.

I think paper stacks should stack. (That was a pun.) I made 5 trees into paper and then made some scrolls and with a shortage of bins the amount of items it generated is insane.

Party supplies (hats, cannons, balloons) should have a chance to perish when there is a party. They pile up from those MoM chests anyway. Some of this stuff should probably be producible out of paper, though.

I asked for plywood stockpile and plywood furniture stockpile, and you already said yes. I just want to add that my reason for wanting them is to have a stockpile for low-quality plywood furniture that takes from all other furniture stockpiles and is right next to my plywood workshop, so I can easily recycle low-quality furniture, while using the rest normally.
Also, no thing makable from plywood should require more than 10 of it. In 0.88 a Floodgate requires 20.
« Last Edit: December 20, 2012, 07:39:14 pm by Maklak »
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Lycaeon

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #698 on: December 20, 2012, 08:20:40 pm »

I'm not taking any more suggestions for the upcoming version, as it's about 75% done and I will need to finish it before I leave for a trip this weekend. That being said...

I will add a bump to armor skill to the development list. The armory will have an armor training reaction too, which be be set on repeat to train ponies in armor faster.

The prismatic forge will be renamed MWT prismatic forge and be able to make all major furniture items, blocks, mechanisms, chains, trap components, and combat armor from steel or plasteel (No plasteel combat armor, however). The nice thing about plasteel chains is that chain-weapons take their material from the chain...meaning plasteel chainsaws...and combat rifle-type weapons take their material from the weapon...meaning plasteel chain rifles. Plasteel itself will be sorted as a stone.

I've already reduced the material variations to a minimum short of naming all ordinary wood types to "generic wood" and stone types to "generic stone", which would be impractical for this mod for various reasons. However, I have removed redundant clothing items from invader civilizations, and the two that remain (leather barding and head wrappings) will be burnable at the scrapyard.

Good note on the disassembling reactions. I'll try to add those in for this version at least, alongside the reverse-engineering.

Power armor manufacturing at the prismatic forge is only a placeholder as I haven't implemented talisman production yet (This applies to spark battery production as well). I will keep your suggestions in mind, however.

The Grand Pegasus Enclave is planned for after v1.0. Keep in mind that they didn't show up until 200 years after the Last Day, so there was plenty of time when they weren't around.

The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I've cut paper yield to 10 stacks instead of 20...that should help with the cluttering issues, and 20 stacks was more than necessary anyways.

The suggestions are much appreciated, Maklak. Thanks! :)
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When all that once held meaning is shattered, ruined, bleeding
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Maklak

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #699 on: December 20, 2012, 08:31:14 pm »

> I'm not taking any more suggestions for the upcoming version, as it's about 75% done and I will need to finish it before I leave for a trip this weekend.

Hey, I'm not asking for all those things to be implemented ASAP. I'm sort of brainstorming ideas and some of them may be stupid. For those that are good, just put them on a //TODO list somewhere and I'm happy.

> The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I don't want my enemies to become enraged. It increases their damage and adds 4 to their weapons skills and dodge. Is is also a part of why I hate feral dogs and ghouls so much. I want my soldiers to become enraged or enter marital trances. Well, unless it makes my enemy attack nearby enemies and causes a loyalty cascade. That I'll gladly take.
« Last Edit: December 20, 2012, 08:38:12 pm by Maklak »
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P(ony)SI

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #700 on: December 20, 2012, 08:54:20 pm »

> The rage spell casts [OPPOSED_TO_LIFE] on the targeted opponent, making him attack everything nearby, including your ponies.

I don't want my enemies to become enraged. It increases their damage and adds 4 to their weapons skills and dodge. Is is also a part of why I hate feral dogs and ghouls so much. I want my soldiers to become enraged or enter marital trances. Well, unless it makes my enemy attack nearby enemies and causes a loyalty cascade. That I'll gladly take.
The rage spell doesn't make your enemies enraged. It adds OPPOSED_TO_LIFE and LIKES_FIGHTING (which will make it attack everything), NOT_LIVING (self explanatory), and NO_EXERT/NO_FEAR (also self explanatory).
Because of OPPOSED_TO_LIFE, the enemy's former friends will attack it. Dunno if it will cause a loyalty cascade after the spell wears off though.
Of course, seeing as the rage spell only lasts for 150 time units (1200 is an ingame day, for comparsion), it's not going to do that much.
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Maklak

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #701 on: December 20, 2012, 08:56:56 pm »

OK, sorry for the confusion. (That was a joke, as illusion spells confuse enemies.) I guess, I'll just make the spell hologem, teach it to a few Unicorn soldiers and see what will happen.

150 Frames is about the time it takes an average Dwarf (ponies are faster) to move 15 tiles or fire a crossbow once.
« Last Edit: December 20, 2012, 09:03:22 pm by Maklak »
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Kel the Oblivious

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #702 on: December 20, 2012, 11:24:11 pm »

The weight of Tough Carapace really screws over any use for it as a nice alternative to metal armor for light skirmisher squads.

Anything made out of it weighs more than it's steel counter part, and while I can't read raws to save my life, I am willing to assume it does not have nearly as good statistics as steel.

Hell, a cloak I found in adventure mode weighed something like 124 units. Due to this weight imbalance, I have taken to refusing all tough carapace sold by merchants, and have to screen new arrivals for "contraband" items that just weigh way too much.

I can understand having it's weight higher than even Tough Leather, but to make it completely impractical seems foolish.

I would suggest, at the very least, reduce the weight by half.
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Putnam

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #703 on: December 20, 2012, 11:34:02 pm »

[CRAZED] alone should cause attacking everyone, btw.

Lycaeon

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Re: Fallout Equestria: v0.88e beta (Phoebus Graphics)
« Reply #704 on: December 21, 2012, 12:22:23 am »

Nice catch on the tough carapace weights! It's actually supposed to weigh twice as much as ordinary chitin, but I accidentally copied over the weight stats when editing.

[CRAZED] causes loyalty cascades if used against your citizens (which can happen if the unicorn goes berserk), so OPPOSED_TO_LIFE will have to do for now.
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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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