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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 477229 times)

gzoker

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2085 on: March 28, 2013, 03:05:31 pm »

If you use them, burrows can mess up the custom workshops in the mod, even if they aren't active. Make sure you cover all stockpiles and workshops with the same burrow, so the workshop can 'see' the items you want to use.
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Thirtyeight

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2086 on: March 28, 2013, 03:47:13 pm »

That did it, thank you very much.
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ArchAIngel

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2087 on: March 28, 2013, 05:48:44 pm »

Ok, I am the luckiest bastard ever. Got a armorsmithing mood, had starmetal, and got a starmetal power armor. Hell yeah!

Maklak

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2088 on: March 28, 2013, 07:07:53 pm »

I just played again and had a few setbacks.

First is that I went to a Wilderness place and green irradiated dust clouds keep spawning. Most of them seem to just pass me by, but still, it is something of a problem. When it hits a pony, that pony is knocked unconscious and sick for a month.

Secondly I decided that if the security was so great at exterminating feral dogs and radscorpions in my previous fort, then geckos will be a breeze. To maximise training I gave Pierce a wooden stick and the gunner a bronze BB gun with no ammo and 3 leather shield each. Not only did they manage to get themselves into hospital, setting me back a month, it actually turned out that geckos are venomous. The infected pony starts to rot, spreads miasma and requires surgery. I thought Pierce was going to die, but he made it through. His ability to stand is lost, but he still walks around, without a crutch. He is going to be a prime candidate for future expedition leader. Do not start hunting with the military before getting T1 metal weapons and bronze security barding + helmet.

Speaking of Pierce, we should be able to to forge pitchforks for spear-wielding soldiers.

My military is cripples and my workforce spread very thin, so I was happy to get 9 migrants. Unfortunately they spawned on the wrong side of the river, before I built a bridge. Then geckos started chasing them around. In this mod everything is PRONE_TO_RAGE, including the overgrown lizards. They killed a few ponies. To make things worse, an irradiated dust storm spawned in the middle of the migrants. Finally 4 Bloodwings showed up, but somehow didn't do any damage yet and just fly around. They aren't the blood-sucking killers they used to be.
My architect / mason is in the hospital and the doctor is busy cutting rot out of my farmer, who was bitten by a gecko, so building the damn bridge is going to take a while. Meanwhile a murderous gecko runs rampant among what's left of my migrants on the other side of the river and I can do nothing about it.

On the plus side, I made some test of how the air rifles perform.
* Bone pellets dent the scales on Geckos and sometimes bruise their fat or dent the muscle. They usually glance away from radscorpions, but sometimes fracture the chitin.
* Bronze pellets wound radscorpions. On Bloodwings they tend to fracture bones and tear the fat.
All in all, air rifles are still much weaker than pistols and you can't kill with them (stun at best), but they will cause red wounds and aren't as weak as they used to. In Ponderplanned, I needed steel pellets to do any damage at all.

I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions. I run out of alcohol too. It is clear that this reaction doesn't work like intended. Did You forget a DOES_NOT_DETERMINE_PRODUCT_AMOUNT somewhere? I kinda like some exploits and can always use more construction materials, but building my walls out of bars of disinfectant alcohol is just too much for me.

> gess its like the bio-fuel reaction. It takes a barrel of booze and then creates as much Bars out of the booz in 1 action as possible. (1 bar per 2 alc if i remember correctly. so a barrel with 10 wastland gin f.E. would create 5 Bars in 1 action, consuming all the gin)

Even so, that's too easy. I get 5 alcohol per plant and will make some anyway. Soap needed 2 specialised workshops, multiple steps and it took some effort to get. Disinfectant is spammable and faster than mason's shop can produce stone blocks.
« Last Edit: March 28, 2013, 07:58:36 pm by Maklak »
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Wurgel

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2089 on: March 28, 2013, 07:47:52 pm »

I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions. I run out of alcohol too. It is clear that this reaction doesn't work like intended. Did You forget a DOES_NOT_DETERMINE_PRODUCT_AMOUNT somewhere? I kinda like some exploits and can always use more construction materials, but building my walls out of bars of disinfectant alcohol is just too much for me.

gess its like the bio-fuel reaction. It takes a barrel of booze and then creates as much Bars out of the booz in 1 action as possible. (1 bar per 2 alc if i remember correctly. so a barrel with 10 wastland gin f.E. would create 5 Bars in 1 action, consuming all the gin)
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Thirtyeight

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2090 on: March 28, 2013, 07:57:51 pm »

I'm finding it difficult to keep up with my forts clothing needs. Its not too difficult to keep everyone in jumpsuits, but making enough horseshoes before ponies start rioting is proving quite difficult. If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
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Treason

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2091 on: March 28, 2013, 09:00:16 pm »

Update on my current Stable:  Woot!  Rarity Statue.  I may actually complete the set, at this rate.  I haven't even sent out any expeditions, yet.
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Byakugan01

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2092 on: March 28, 2013, 09:18:26 pm »

Shouldn't disinfectant be easy to get? I mean, it basically IS just alcohol, whereas soap has to be processed from lye and tallow or oil first. In booze, you have your active ingredient already sitting there. Heck, that's one of the reasons people drank so much alcohol back in the middle ages up until relatively recently; the fermentation process killed any bacteria or other disease agents that were present, meaning that alcohol was safer to drink than water.

Edit: Treason, Maklak was saying it is too easy to get Disinfectant alcohol, unless I misread his post. I was countering by saying why it should be easy.
« Last Edit: March 28, 2013, 09:48:46 pm by Byakugan01 »
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Treason

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2093 on: March 28, 2013, 09:33:58 pm »

Shouldn't disinfectant be easy to get? I mean, it basically IS just alcohol, whereas soap has to be processed from lye and tallow or oil first. In booze, you have your active ingredient already sitting there. Heck, that's one of the reasons people drank so much alcohol back in the middle ages up until relatively recently; the fermentation process killed any bacteria or other disease agents that were present, meaning that alcohol was safer to drink than water.

Uh...it is?

Build a Soap Maker's Workshop.  Brew some low-grade alcohol.  Use the job at the Soap Maker's shop to turn it into disinfectant.
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Replica

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2094 on: March 29, 2013, 07:16:30 am »

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Lycaeon

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2095 on: March 29, 2013, 11:36:10 am »

> On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies.
It's possible, but too convoluted to be worth the result due to overlapping support interactions.

> Another thing that could increase survivability during expeditions is being under the influence of a "Friendship" syndrome from statuette workshops.
I don't see the statuettes increasing survivability, as in the novel they only provided small bonuses unless they were all together.

> starmetal power armor
Starmetal power armor doesn't have the bonuses of regular power armor as those are still attached to the material. This will be changed.

> We should be able to to forge pitchforks for spear-wielding soldiers.
Perhaps, though salvage should yield enough pitchforks for your needs.

> I discovered a building material exploit. I made less than 10 disinfectant and somehow have 42 "bars" which can be used for constructions.
Thanks for pointing this out. I'll see what I can do to balance the products for the next version.

> gess its like the bio-fuel reaction.
Last I checked there were no problems with the biofuel reaction.

> If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
This creates an exploit as four shoes can be melted down for more than one bar.

> Wait what
Whoops! No idea how I made that mistake. Sorry about that, it's been corrected.

Thanks for the feedback everyone! :)
« Last Edit: March 29, 2013, 11:42:13 am by Lycaeon »
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Zangi

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching *hotfix*
« Reply #2096 on: March 29, 2013, 12:46:56 pm »

> If this is not already the case, could we have 1 bar of metal make a full set of horseshoes?
This creates an exploit as four shoes can be melted down for more than one bar.
Isn't there something somewhere where you can set it so each smelted horseshoe = 1/5 or 1/4 of a full metal bar?

Magmawiki on Melting stuff, like shoes.  Probably further testing needed, but yea...  from what I remember, smelting light horseshoe = % of a full metal bar...
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Neowulf

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
« Reply #2097 on: March 29, 2013, 03:33:00 pm »

Since clear glass is needed for some extra things and will probably expand more, could we get Trona deposits as a new vein stone? With a rock grinder reaction to turn 1 rock into a couple pearlash?

Trona is a mined source of sodium carbonate (soda ash), which is used in making glass just like pearlash.
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Firehawk45

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
« Reply #2098 on: March 29, 2013, 05:16:01 pm »

How about this for expeditions: Have special castes (transformation, called "training", needs equipment, and a mean to learn, either memory orb or book) just for that, so you dont try to get mister nopony to face the deathlands, but a specialiced group of ponys. Basically the tenpony tower idea, the normal residents dont leave it, the scavengers do.

I thought about things like:
Hacker (brings back blueprints (?), the content of electronic safes and some other crap he downloads from terminals)
Medic (Has the cumulative reduction of bleeding danger, but doesnt bring back loot)
Lockpicker (The content of crates, plus some small chance for rarer stuff)
Scavenger (not the name i want, because it overlaps, brings back salvage, a good junk of it, medium and high quality)

So, you could put together your own scavenging party, depending on what you need, and if you feel greedy, you leave the medic at home, risking your valuable lockpicker. Risk reward it is.

Also, i thought about sending groups to trade with other settlements. Either for bottlecaps (needs goods, depending on who you trade with) or for goods (you need bottlecaps for them).
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Maklak

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Re: Fallout: Equestria (v0.30b) Pinkie Pie is Watching (Bug fixes in 2nd Post)
« Reply #2099 on: March 29, 2013, 06:14:41 pm »

I played on, built a bridge across the river and saved most of the ponies. The last gecko left before the military got to it. There were 7 survivors out of 9, including 3 foals, but Laurel died to infection and a few of the rest are crippled.

A Feral Pegasus Ghoul shows up. It kills a dog and a cat, then Pierce engages it, but since he is slowed down from "ability to stand lost", the ghoul is much faster and Pierce just blocks and rolls on the ground. The ghoul is finally killed by a shot to the head from a sprite-bot.

Laurel comes back as a ghost. I get my first batch of coffins ready.

After that there was a second wave of migrants. Military got crippled by irradiated storm (I think it causes the rot as well as geckos), Hive tantrumed and killed a pony, nothing got done on time, ponies were being killed off by geckos and the outpost was slowly declining, when a massive wave of migrants arrived and saved the day. The military grew from just 2 ponies to 2 squads of 3 each, One ranged, one melee. I got a sniper CM too, so maybe I should switch to rifles.

I got a leather riot shield artefact and a Legendary+5 leatherworker. Great.

Industries are gradually moved underground. I build farms to have something to sell to caravans. On autumn year 2, after cutting down about 80x60 tiles, I have 120 scrap metal, so it is abundant again. I mostly just made bronze, because I didn't have enough charcoal to make steel. I still say, there should be an efficient reaction to make steel at the prismatic smelter.

There is no option to make plywood wheelbarrows Oh and I got plywood to work. It indeed is stored as "plywood" (stone) tool or toy (type). I have no idea why it didn't work the last time I tried.
I can't figure out how to store alcohol disinfectant now. It isn't stored in my stockpile that only accepts soap. I guess it's OK, though. Ponies leave it close to the well and hospital beds, where it is needed.

I dig down to magma and prepare the place for magma smelters and forges. This will save on charcoal considerably.

The reservoir is built and this time it has 3 z-levels. Even more than Ponderplanned had! Hopefully this will remedy the design error in the method of water depressurisation that allows the water to flow back. It can bite me when I finish the water pump gym a few levels below.

The general lack of everything is slowly remedied and industries expanded. I'm almost ready to pursue robotics and magic.

Hens produce around 40 chickens after sitting on the forbidden eggs for a season or two. Two of them continue to sit on their eggs. It took a while, but I got all the chickens I'll need, so I pastured them in a 30x10 pasture that will lead to robotic workshops. I can probably expand the pasture later if I need to. For now the chickens and puppies don't fight, so there's enough room.

I got stacks of 60 small calibre bullets from somewhere (probably chests). Not that I'm complaining, but we normally make these in stacks of 30.

Two pipbucks got equipped on the same pony It is as I feared, the hoof upgrades will be used inefficiently. On the plus side, SATS works.

I got an FB  named "Hell". Not that I care, I've sealed off the caverns for now.

After the un-nerfs the air rifles with bronze pellets can wound wildlife, but just barely. I switched to combat pistols and they are a great upgrade. Small calibre bullets tear radscorpions apart. I've seen torn muscles, bullets getting stuck in wounds, damaged veins and nerves and even a body part getting cut off by a pistol shot. Oh and I got a box of BB pellets right after I stopped needing them.

Since we can't make Hunting rifles, could we at least refurbish them? We can only get them in in low quality and
they are useful to put ponies with combat and hunting rifles in one squad to give them all medium bullets, so that snipers learn from gunner veterans. This a a viable and reasonably cheap method of training snipers; they are safer in a bigger ranged squad and benefit from the demonstrations by gunner veterans (well, not gunnery, but dodge, armour user, shield user and so on).

Shortly before I finished the session, a bunch of foal snatchers, crazed raiders (with the syndrome) and Ranger Scouts have shown up. Apart from one who got caught in a cage and executed, the military had no trouble killing them all.

Despite sorting through a lot of medium quality salvage, I didn't get any plans. Just some parts for robots and trerminals.

I dot a plasteel depleted energy lance. Is this normal?

> > On expeditions, how about making it cumulative? Each power armor or battle saddle involved also increases the survivability of the other ponies.
> It's possible, but too convoluted to be worth the result due to overlapping support interactions.
It would be doable to have each pony in Power Armour give "Heavy Support" syndrome to two other nearby ponies, without stacking. Heavy Support could increase survival chances and maybe provide some minor boost to combat effectiveness or defence. Power Armoured soldiers could give this to each other, kind of like Team Player perk works in Fallout Tactics. This should be simple enough to implement and close enough to the proposal.
When it comes to expeditions causing bleeding, divide the effect into smaller chunks in separate interactions that don't fire up if "Power Armour present", "Battle Saddle Present" and "Heavy Support present".

> > starmetal power armor
> Starmetal power armor doesn't have the bonuses of regular power armor as those are still attached to the material. This will be changed.
I guessed the syndromes wouldn't be there, but hey, that thing is a lot better than combat armour, in the current version he can still wear it over a hazmat suit and throw in autoinjectors to get similar effects. No Strength and Endurance boosts, though.

> > We should be able to to forge pitchforks for spear-wielding soldiers.
> Perhaps, though salvage should yield enough pitchforks for your needs.
It usually does, but It didn't this time around until I got a plasteel depleted energy lance a year later. It would just be more reliable to be able to forge all T1 weapons. Besides, a spear is simple to make compared to the rest of this stuff and I'm not the first to ask for this.

> Horseshoes.
I get plenty from dead ponies and end up selling the bronze ones and melting iron and steel ones. My advice is to just make some bronze security horseshoes (you can melt scrap directly into bronze for a lot of bars) and keep a few spares. Though I'm pretty sure those are made in sets of 2 and not 4 for some reason.
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