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Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching  (Read 483593 times)

Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2625 on: July 16, 2013, 10:46:34 am »

As for my proposed "manufacture ammo crate", it should speed up the production of minigun battle saddles. I added it to MWT prismatic forge, because it makes most sense. It uses exactly the same resources as making ammo the normal way, but skips the intermediate steps and any problems with soldiers claiming that ammo first. It uses metalcrafting and not mechanics (because that's what used for ammo quality), but it doesn't matter either way. Here are the RAWs:

Add to "reaction_forge_prism_MWT.txt"

[REACTION:MANUFACTURE_AMMO_MEDIUM_AP_PRISM_BOX]
   [NAME:manufacture a medium caliber ammo box (metalcraft)]
   [BUILDING:FORGE_PRISM_MWT:CUSTOM_SHIFT_A]
   [REAGENT:A:1050:BAR:NONE:INORGANIC:STEEL]
   [REAGENT:B:1050:BAR:NONE:INORGANIC:BRASS]
   [REAGENT:C:7:TOY:ITEM_GUNPOWDER:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_BOX_AMMO_MEDIUM:INORGANIC:BOX]
   [SKILL:METALCRAFT] 

Add to stable ponies in "entity_default.txt"

   [PERMITTED_REACTION:MANUFACTURE_AMMO_MEDIUM_AP_PRISM_BOX]

If you also want more efficient steel making reaction, my proposal is to use 1 scrap, 1 flux and 1 coal at the prismatic forge and make 2 bars. This uses up less of everything, has no byproducts from smelting scrap, such as copper and aluminum bars and works much faster. If you want to incorporate magnetite, limonite and hematite, it requires 3 more reactions that produce 4 bars each, but we make most of our steel from scrap anyway. In combination with processing lots of low quality salvage, this should make producing sets of combat armour and steel ammo relatively painless.

Add to "reaction_smelter_prism.txt"

[REACTION:STEEL_MAKING_PRISM_SCRAP]
[NAME:make steel bars from scrap (prism)]
[BUILDING:SMELTER_PRISM:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:SCRAP_METAL]
[REAGENT:C:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NONE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NONE:METAL:STEEL][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Add to stable ponies in "entity_default.txt"

   [PERMITTED_REACTION:STEEL_MAKING_PRISM_SCRAP] 

I believe there were some proposals for rubber / tarp "leather", gas masks and hazmat suits a few pages back.
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SirTeabottom

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2626 on: July 16, 2013, 02:20:24 pm »

So. I really need some help creating a good embark profile. I have NO idea what I need and what I don't need and how to designate skills properly.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2627 on: July 16, 2013, 05:37:12 pm »

Sell antique, scrap and makeshift stuff for extra embark points.

Take some food and drink, a bronze drill or two, a bronze hacksaw or two, 1-2 anvils, 2-5 toolboxes, seeds of synth-reed, sweet pods and quarry bushes and whatever else you want.

Chickens are needed to make robots later in the game (works by creature transformations). A few robots are nice, as they will shoot at animals and scare them away from the entrance, but don't count on them having any combat effectiveness without upgrades.

If you can take saltpetre stones with you, that's great, it is used to make gunpowder efficiently. Coal is always good, but don't take any ore -- if you have trees at all, scrap will be your ore. If you feel like gambling, take some high quality salvage, but keep it for a while as processing it quickly will bump up your fort value.

As for skills, it is pretty much the normal deal, except mechanics is very useful for high quality loot from crates and metalcrafting gives you high quality bullets. Other than that, look at what Cutie Marks you have and assign skills accordingly - CMs give up to 3 times better learn rates. 

I think I've written this all several times already.

EDIT: Looking at the RAWs, I think that  Balefire Phoenixes breath has too much range. But then it can has a 2 week wait period.

EDIT2: Looking at the RAWs, the Sprite-bots seem to only fire their lasers at ENEMY class creatures. I think this is a mistake.
« Last Edit: July 29, 2013, 03:24:04 am by Maklak »
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
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Research: Crossbow with axe and shield.
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Khenal

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2628 on: July 31, 2013, 06:22:04 pm »

EDIT2: Looking at the RAWs, the Sprite-bots seem to only fire their lasers at ENEMY class creatures. I think this is a mistake.

Pretty sure that's on purpose.  They used to have a nasty habit of shooting pony skulls in, instead of being mild to moderate annoyances.
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Slave traders occasionally bring feral ghouls for trade. I haven't decided if this is a bug or feature yet.

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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2629 on: August 01, 2013, 12:54:05 am »

> They used to have a nasty habit of shooting pony skulls in, instead of being mild to moderate annoyances.
I don't recall anything like it and they are on my side anyway. I'd like them to shoot those buzzards and parasprites, like protectaponies do. If some invader skulls get smashed in the process, I have no problem with it. But maybe I'm wrong and you're right.

Anyway, have a table of robots from my new script.

Table of robots:
 
Name
 ID
SizeSpeedValueClassPet
 Train
SteelFreq.SkillsSynd. Int.
Arena Drone
 DRONE_ARENA
7000020010----
 --
----SITUATIONAL_AWARENESS:20INT:test expedition (R:10, W:8400)
armored protectapony
 PROTECTAPONY_ARMORED
9000015004000EnemyPet
 War
Yes--THROW:6
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:6
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:200)
 INT:Sterilize self (Self, R:0, W:300)
armored sprite-bot
 SPRITEBOT_ARMORED
300001000500EnemyPet
 War
Yes--DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:300)
 INT:Sterilize self (Self, R:0, W:300)
cyberdog
 CYBERDOG
500008302000EnemyPet
 War
----BITE:8
 SITUATIONAL_AWARENESS:8
INT:Sterilize self (Self, R:0, W:300)
flamethrower turret
 TURRET_FLAMETHROWER
6750010005000EnemyPet
 --
Yes--THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:flamethrower (Emission, U:Attack, R:6, W:100)
 INT:Sterilize self (Self, R:0, W:300)
landmine
 LANDMINE
5000200150--Pet
 --
----SNEAK:4
 SITUATIONAL_AWARENESS:2
INT:Detonate (Self, R:1, W:10)
 INT:Detonate (Self, R:1, W:10)
 INT:engage (Self, R:10, W:10)
 INT:engage2 (Self, R:10, W:10)
 INT:engage3 (Self, R:10, W:10)
 INT:Infiltrate (Self, R:0, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
military protectapony
 PROTECTAPONY_SAVAGE
9000015006000Enemy--
 --
Yes17THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
military protectapony
 PROTECTAPONY_SUBTERRANEAN
9000015006000Enemy--
 --
Yes9THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:100)
minigun protectapony
 PROTECTAPONY_MINIGUN
9000015006000EnemyPet
 War
Yes--THROW:6
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:6
INT:Reload minigun (Self, R:10, W:600)
 INT:Reload minigun (Self, R:10, W:600)
 INT:Sterilize self (Self, R:0, W:300)
minigun robobrain
 ROBOBRAIN_MINIGUN
12500015008000EnemyPet
 --
----GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Reload minigun (Self, R:20, W:600)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Sterilize self (Self, R:0, W:300)
minigun turret
 TURRET_MINIGUN
675002005000EnemyPet
 --
Yes--THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:Reload minigun (Self, R:20, W:600)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Sterilize self (Self, R:0, W:300)
missile
 MISSILE
500010010Enemy--
 --
----DODGING:12INT:Detonate (Self, R:1, W:10)
 INT:Detonate (Self, R:1, W:10)
 INT:Kill self (Self, R:0, W:10)
Mr. Hooves
 MR_HOOVES
12500020002000RoamingCommon
 --
----AXE:4
 MECHANICS:4
INT:maintain robot (R:5, W:300)
 INT:Clean (U:Cln. other, R:5, W:1200)
Mr. Macintosh
 MR_MACINTOSH_SUBTERRANEAN
125000150010000Enemy--
 --
Yes3THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
Mr. Macintosh
 MR_MACINTOSH
125000150010000Enemy--
 --
Yes3THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
Mr. Macintosh
 MR_MACINTOSH_DOMESTIC
125000150010000EnemyPet
 War
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
 INT:Ready flamethrower (Self, R:3, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
Mr. Macintosh
 MR_MACINTOSH_SAVAGE
125000150010000Enemy--
 --
Yes9THROW:8
 SITUATIONAL_AWARENESS:4
 AXE:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
necromantic sprite-bot
 SPRITEBOT_NECROMANTIC
300002000250Enemy--
 --
--9DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Necromantic Broadcast (Self, R:5, W:300)
Nurse Redheart
 NURSE_REDHEART
125000150010000EnemyPet
 --
----DRESS_WOUNDS:4
 SUTURE:4
 SPEAR:4
 SURGERY:4
 SET_BONE:4
SYN:Med-X overdose (Inj. Sick)
 INT:stabilize patient (Self, R:5, W:8400)
 INT:Clean (U:Cln. other, R:5, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
offline robot
 MAINTENANCE
3000010000100--Pet
 --
--------
Pinkamena
 PINKAMENA
12500010010000EnemyPet
 --
----PERSUASION:2
 LYING:4
 CONVERSATION:2
 NEGOTIATION:2
 SURGERY:2
 INTIMIDATION:4
 COMEDY:4
 JUDGING_INTENT:2
INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:begin memory extraction (Self, R:1, W:8400)
 INT:Sterilize self (Self, R:0, W:300)
protectapony
 PROTECTAPONY
9000020001000PredatorCommon
 War
--9THROW:4
 RANGED_COMBAT:4
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
 INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
rigged sprite-bot
 SPRITEBOT_MINE
300001000250--Pet
 --
----DODGING:6
 SITUATIONAL_AWARENESS:10
INT:Seek target (Self, R:10, W:1200)
 INT:Sterilize self (Self, R:0, W:300)
robobrain
 ROBOBRAIN_SUBTERRANEAN
12500020008000Enemy--
 --
--3GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
robobrain
 ROBOBRAIN
12500020008000Enemy--
 --
--3GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
robobrain
 ROBOBRAIN_SAVAGE
12500020008000Enemy--
 --
--9GRASP_STRIKE:4
 THROW:8
 SITUATIONAL_AWARENESS:6
 RANGED_COMBAT:8
INT:Fire a plasma bolt (Emission, U:Attack, R:40, W:100)
security turret
 TURRET_BASIC
600001000500RoamingCommon
 --
----THROW:4
 SITUATIONAL_AWARENESS:2
 RANGED_COMBAT:4
INT:Fire a bullet (Emission, U:Attack, R:20, W:30)
sprite-bot
 SPRITEBOT
300002000250RoamingCommon
 --
--33DODGING:6
 THROW:4
 SITUATIONAL_AWARENESS:10
 RANGED_COMBAT:4
INT:Fire a laser bolt (Emission, U:Attack, R:40, W:300)
stasis pod
 STASIS_POD
200000100001000----
 --
--------
super sentinel
 SUPER_SENTINEL_DEPLOYED
300000150010000Enemy--
 --
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
--
super sentinel
 SUPER_SENTINEL
300000150010000Enemy--
 --
Yes--THROW:8
 SITUATIONAL_AWARENESS:4
 RANGED_COMBAT:8
INT:Create missile (R:40, W:300)
 INT:Reload minigun (Self, R:20, W:600)
 INT:Deploy Missile (Self, R:20, W:8400)
wagon
 EQUIPMENT_WAGON
120001000----Common
 --
--------



NOTES:

Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Bodies made out of exotic material will weight more, though. The extended option to print sizes has the format of years:days:size.

Speed is really delay, the bigger the "speed", the slower the creature. It is further modified by agility and strength, but basically 1000 speed (the default) means you can perform an action every ten "ticks".

Class is a rough approximation of how dangerous a creature is, based on tokens such as "LARGE_ROAMING". Benign creatures aren`t aggressive, but will still be attacked by the military. "Enemy" is a FoE-only category for the most dangerous enemies. Basically, when it comes to relative threat, Enemy > Predator > Roaming > Benign.

Grazer means you either have to pasture it on soil or it will die of starvation. The smaller the value the more grass it needs.

Misc column lists various RAW tokens such as OPPOSED_TO_LIFE.

Synd. Int. displays basic info about syndromes and interactions.
    SYN:name (Inh., Cnt., Inj., Sick, INT) is a Syndrome. Inh. is inhaled, Cnt. is contact and Inj. is injected. Sick means the syndrome causes some kind of sickness or even death. INT means the syndrome gives the ability to use an interaction.
    INT:name (emission, U:hint, self, R:0, W:0) is an interaction. Emission menas this is a material emission. U is usage hint. Self means SELF_ONLY. R is range. W is wait period (in ticks, so 1200 is one day, 8400 is one week and so on).

Known bugs:

* Some creatures are "duplicated" if this script reads "entity_default.txt", so only feed it files with creature RAWs. "*creature*.txt" works for most mods.

* Some caste-specific information, such as interactions, is duplicated. This is because interactions are added as the script encounters them inside creature RAWs, regardless of castes. Some things are pushed into arrays, others overwritten by new data, others still just stay the same once defined.

* There is no indication which syndrome gives which interactions.
 
* Filtering out fake creatures is not foolproof, so there are still some of those in other tables as well as false positives. Make sure to use --fake if you`re missing a creature.

* The superset of best natural skills for all castes is printed. For example if one caste has DODGING:5 and HAMMER:10 and another DODGING:2 and SWORD:10, you`ll get DODGING:5; HAMMER:10; SWORD:10. The alternative is to specify --allskill so that natural skills are printed with repetitions for all castes. In the earlier example this would be DODGING:5; HAMMER:10; DODGING:2; SWORD:10. Choose whichever you think has fewer disadvantages.
 
* Sorting sometimes throws "undefined value" errors around. This is normal, but try to sort by columns that have most if not all values.

* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
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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

Plazma_Rush

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2630 on: August 06, 2013, 07:45:31 pm »

I don't think it's because he's legendary.  I think that the various special salvage toys are linked to the toy pool to craft.  He also just made a gold Pinkie Pie statuette.
That shouldn't happen, side they only make the toys that their civ has.
I'm probably a bit late, but you can fix this by going to entity_default and adding toy tokens for all the stuff you want them to be able to make. I'm guessing that if there aren't any toys that they're specifically supposed to make, they'll just make every possible one.
I tested this by adding the tokens and generating a new world, it worked for me.
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Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2631 on: August 08, 2013, 05:19:18 am »

Thanks for the fix, Plazma Rush.

Masterwork RAWs helped me to figure out how to make AMR cut off limbs. First you need to bump MAX_VELOCTY to some very high value, like 30000 or 50000 (the current is 3000) (and while you're at it, make the value for Spitfire's Thunder higher than for AMR).

Then you need the AMMO_HIGH to have an attack with high contact area (10-50k), high penetration (it already is) and high velocity multiplier (2-15, which translates to 2000-15000).

Finally, ammo needs to be bigger to have more mass.

I haven't tested it, but it should work (and of course needs balancing, we don't want to obliterate everything with 3 shots... or do we?) Some of those parameters make little sense, like big contact area and mass, but a high velocity multiplier makes perfect sense.

All the ammo has a velocity multiplier of "1", which translates to 0.001, the default being 1000. This must be part of a reason why I found ranged weapons to be so underpowered and should be fixed.

Anyway, have a table of weapons:


Read 32 melee weapons, 10 ranged weapons, 4 ammunition types and 6 trap components.

Table of melee weapons: (count: 32)
 
Name
 ID
SkillSize
 Mat.
2H
 1H
TrainCivsAttacks
chainsaw
 ITEM_WEAPON_CHAINSAW
AXE800
 5
42500
 72500
--SLAVERS SLAVER_MERCHANTS RANGERS
 R: STABLE
saw: edge C:25000 P:5000 V:4.5
 flat slap: blunt C:18000 P:300 V:1.25
 handle strike: blunt C:100 P:200 V:1
depleted chainsaw
 ITEM_WEAPON_CHAINSAW_DEPLETED
AXE800
 5
42500
 72500
--R: STABLEhack: blunt C:25000 P:1300 V:1.25
 flat slap: blunt C:18000 P:300 V:1.25
 handle strike: blunt C:100 P:200 V:1
hacksaw
 ITEM_WEAPON_HACKSAW
AXE500
 3
42500
 47500
--STABLE WASTELANDERS MARAUDERS RAIDERShack: edge C:10000 P:800 V:1.25
 flat slap: blunt C:12000 P:200 V:1.25
 handle strike: blunt C:100 P:200 V:1
lyre
 ITEM_LYRE_LYRA
AXE750
 2
32500
 37500
----chop: edge C:2000 P:500 V:1.25
 flat slap: blunt C:5000 P:20 V:1.25
training axe
 ITEM_WEAPON_AXE_TRAINING
AXE600
 1
32500
 37500
YesSTABLEstrike: blunt C:300 P:50 V:1.25
 handle strike: blunt C:100 P:100 V:1
combat knife
 ITEM_WEAPON_KNIFE_COMBAT
DAGGER220
 1
5000
 27500
--STABLE SLAVERS SLAVER_MERCHANTSslash: edge C:775 P:225 V:1.35
 stab: edge C:10 P:1100 V:1.2
 handle strike: blunt C:20 P:70 V:1.2
knife
 ITEM_WEAPON_KNIFE
DAGGER200
 1
5000
 27500
--WASTELANDERS MARAUDERS RAIDERS
 R: STABLE
stab: edge C:5 P:1000 V:1
 slash: edge C:700 P:150 V:1.15
 handle strike: blunt C:20 P:60 V:1
ripper
 ITEM_WEAPON_RIPPER
DAGGER300
 3
32500
 37500
--RANGERS TALONS
 R: STABLE
stab: edge C:30 P:1300 V:3.5
 slash: edge C:8000 P:2500 V:3.5
 handle strike: blunt C:30 P:50 V:1
training knife
 ITEM_WEAPON_KNIFE_TRAINING
DAGGER200
 1
5000
 27500
YesSTABLEstrike: blunt C:700 P:150 V:1.15
 handle strike: blunt C:40 P:60 V:1
kinetic sledgehammer
 ITEM_WEAPON_SLEDGEHAMMER_KINETIC
HAMMER1000
 6
62500
 77500
--SLAVERS SLAVER_MERCHANTS RANGERS TALONS
 R: STABLE
head bludgeon: blunt C:100 P:10000 V:6
sledgehammer
 ITEM_WEAPON_SLEDGEHAMMER
HAMMER1000
 6
62500
 77500
--STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERSbash: blunt C:200 P:6000 V:2
training hammer
 ITEM_WEAPON_HAMMER_TRAINING
HAMMER500
 1
32500
 37500
YesSTABLEstrike: blunt C:10000 P:200 V:1.25
 handle strike: blunt C:100 P:100 V:1
cello
 ITEM_CELLO_OCTAVIA
MACE4000
 4
52500
 80000
----bash: blunt C:600 P:6000 V:2
morningstar
 ITEM_WEAPON_MORNINGSTAR
MACE500
 3
32500
 37500
--MARAUDERS RAIDERSbash: edge C:10 P:500 V:2
 handle strike: blunt C:50 P:100 V:1
security baton
 ITEM_WEAPON_BATON
MACE400
 3
32500
 37500
--STABLEbash: blunt C:300 P:2000 V:2.6
spiked mace
 ITEM_WEAPON_MACE_SPIKED
MACE400
 3
32500
 37500
--MARAUDERS RAIDERSbash: blunt C:10 P:500 V:2
training mace
 ITEM_WEAPON_MACE_TRAINING
MACE450
 1
32500
 37500
YesSTABLEstrike: blunt C:10000 P:200 V:1.25
 handle strike: blunt C:100 P:100 V:1
power drill
 ITEM_WEAPON_DRILL
MINING500
 4
42500
 47500
--STABLE RANGERSdrill: edge C:10 P:3000 V:2
shovel
 ITEM_WEAPON_SHOVEL
MINING500
 4
42500
 47500
--WASTELANDERS SLAVERS SLAVER_MERCHANTS
 R: STABLE
slash: edge C:5000 P:600 V:1.25
 flat slap: blunt C:5000 P:1000 V:1.25
 handle strike: blunt C:100 P:200 V:1
depleted energy lance
 ITEM_WEAPON_LANCE_ENERGY_DEPLETED
SPEAR600
 4
52500
 57500
--R: STABLEstab: edge C:5 P:8000 V:1
 shaft bash: blunt C:500 P:300 V:1.25
energy lance
 ITEM_WEAPON_LANCE_ENERGY
SPEAR600
 4
52500
 57500
--R: STABLEpierce: edge C:5 P:10000 V:5
 shaft bash: blunt C:500 P:300 V:1.25
jagged spear
 ITEM_WEAPON_SPEAR_JAGGED
SPEAR400
 3
5000
 47500
--MARAUDERS RAIDERSstab: edge C:25 P:6800 V:1
 shaft bash: blunt C:400 P:160 V:1.25
pitchfork
 ITEM_WEAPON_PITCHFORK
SPEAR400
 3
37500
 52500
--MARAUDERS RAIDERS
 R: STABLE
jab: edge C:20 P:5000 V:1
 stab: edge C:20 P:5000 V:1.2
 shaft bash: blunt C:50 P:30 V:1.25
training spear
 ITEM_WEAPON_SPEAR_TRAINING
SPEAR500
 1
5000
 47500
YesSTABLEstab: blunt C:50 P:60 V:1
 shaft bash: blunt C:10000 P:160 V:1.25
bow
 ITEM_BOW_OCTAVIA
SWORD200
 1
5000
 27500
----razor ribbon slash: edge C:750 P:200 V:1.45
chainsword
 ITEM_WEAPON_CHAINSWORD
SWORD350
 3
32500
 37500
--RANGERS
 R: STABLE
gut: edge C:25000 P:8000 V:3.5
 stab: edge C:50 P:2000 V:1
 handle strike: blunt C:60 P:80 V:1
cleaver
 ITEM_WEAPON_CLEAVER
SWORD300
 3
32500
 37500
--MARAUDERS RAIDERSchop: edge C:3000 P:500 V:1.25
 flat slap: blunt C:5000 P:20 V:1.25
 handle strike: blunt C:50 P:80 V:1
machete
 ITEM_WEAPON_MACHETE
SWORD300
 2
32500
 37500
--STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERShack: edge C:15000 P:1150 V:1.5
 stab: edge C:50 P:1000 V:1.5
 grip strike: blunt C:20 P:80 V:1
training sword
 ITEM_WEAPON_SWORD_SHORT_TRAINING
SWORD300
 1
32500
 37500
YesSTABLEstrike: blunt C:2000 P:40 V:1.25
 handle strike: blunt C:100 P:100 V:1
flail
 ITEM_WEAPON_FLAIL
WHIP500
 2
42500
 47500
--SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERS
 R: STABLE
bash: blunt C:200 P:2000 V:2.5
scourge
 ITEM_WEAPON_SCOURGE
WHIP300
 1
22500
 27500
--SLAVERS SLAVER_MERCHANTS MARAUDERS RAIDERS
 R: STABLE
lash: edge C:30 P:100 V:2
slaver whip
 ITEM_WEAPON_WHIP_SLAVE
WHIP300
 1
22500
 27500
--SLAVERS SLAVER_MERCHANTS
 R: STABLE
lash: edge C:20 P:50 V:3



Table of ranged weapons: (count: 10)
 
Name
 ID
Ranged
 Skill
Force
 Max Vel.
AmmoSize
 Mat.
2H
 1H
CivsAttacks
anti-machine rifle
 ITEM_WEAPON_RIFLE_ANTIMACHINE
BOW
 MACE
162500
 3000
AMMO_HIGH1300
 6
62500
 82500
R: STABLEbutt bash: blunt C:50 P:100 V:1
Spitfire's Thunder
 ITEM_WEAPON_RIFLE_SPITFIRES_THUNDER
BOW
 MACE
200000
 3000
AMMO_HIGH1300
 6
62500
 82500
R: STABLEbutt bash: blunt C:50 P:100 V:1
combat pistol
 ITEM_WEAPON_PISTOL_COMBAT
CROSSBOW
 MISC_WEAPON
3800
 1100
AMMO_LOW250
 1
5000
 27500
R: STABLEbarrel slap: blunt C:30 P:50 V:1.25
Little Macintosh
 ITEM_WEAPON_PISTOL_LITTLE_MACINTOSH
CROSSBOW
 MISC_WEAPON
35000
 2000
AMMO_LOW350
 2
5000
 27500
R: STABLEbarrel strike: blunt C:40 P:60 V:1.25
revolver
 ITEM_WEAPON_PISTOL_REVOLVER
CROSSBOW
 MISC_WEAPON
5000
 900
AMMO_LOW300
 1
5000
 27500
WASTELANDERS MARAUDERS RAIDERS
 R: STABLE
barrel slap: blunt C:40 P:60 V:1.25
hunting rifle
 ITEM_WEAPON_RIFLE_HUNTING
BOW
 MACE
36000
 2500
AMMO_MEDIUM800
 4
42500
 72500
WASTELANDERS SLAVERS SLAVER_MERCHANTS
 R: STABLE
butt bash: blunt C:50 P:100 V:1
chainsaw rifle
 ITEM_WEAPON_RIFLE_CHAIN
CROSSBOW
 AXE
35000
 2800
AMMO_MEDIUM1000
 6
62500
 77500
TALONS
 R: STABLE
saw: edge C:25000 P:5000 V:4.5
combat rifle
 ITEM_WEAPON_RIFLE_COMBAT
CROSSBOW
 SPEAR
35000
 2800
AMMO_MEDIUM700
 4
42500
 72500
SLAVERS SLAVER_MERCHANTS
 R: STABLE
stab: edge C:10 P:1100 V:1.2
ripper rifle
 ITEM_WEAPON_RIFLE_RIPPER
CROSSBOW
 SPEAR
35000
 2800
AMMO_MEDIUM750
 5
42500
 72500
TALONS
 R: STABLE
drill: edge C:30 P:1300 V:3.5
air rifle
 ITEM_WEAPON_RIFLE_BB
CROSSBOW
 MACE
100
 100
PELLET600
 3
37500
 52500
STABLEbutt bash: blunt C:50 P:100 V:1


NOTES:
Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Items made out of metal will weight (about 8 times) more, of course. Larger size means more mass for blunt attacks.

2H / 1H values are responsible for who can use that weapon. 2H is MINIMUM_SIZE, the minimum creature size to wield that weapon at all. 1H is TWO_HANDED, the minimum creature size to use that weapon with one hand (or other grasper). It stands to reason that 1H >= 2H, so 1H is coloured red when that isn't the case. Creature size depends on species and has some variation. See http://dwarffortresswiki.org/index.php/DF2012:Weapon under "Size" for more details on this.

Mat. is MATERIAL_SIZE. It is responsible for how many bars get used to make that item and how many get produced when smelting it. An item will typically rexuire max{1, floor(MATERIAL_SIZE/3)} bars to make (so 1 for 1-5, 2 for 6-8, 3 for 9-11 and so on) and yield MATERIAL_SIZE*0.3 bars when melted. Note, however, that this is just the usual ammount, there ARE anomallies in Vanilla and mods can introduce custom reactions to make items that use different (amounts of) materials than what you might expect from this value.

Stone Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wooden log.

Train menas this is a training weapon, can only be made of wood and therefore will be ineffective in combat.

Shoot force is the amount of force used when firing projectiles - actual velocity and kinetic energy are determined by the projectile's mass.

Max velocity is the cap on projectile velocity when fired from this weapon. For small or otherwise light projectiles, this is the value that matters. There are also some irregularities from rounding. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892

Civs are the civilisations that have this item on embark and craftable, usually at the forge. Civilisations playable in Fortress Mode are highlighted green. Civilisations playable in adventure mode are in bold font. Everything listed after R is made in a custom reaction. This only takes into account the possibility, so if you have a reaction "open crate" that produces a no-quality revolver 4% of the time, it still counts as craftable. (A) means the item can be crafted in adventure mode. If this is empty, no one has access to this item. Unless I missed something, in which case let me know.

Attack lists all the attacks that can be made with this weapon. The attack is always chosen at random, with edged attacks being 100 times more likely. The format is name, type (edged or blunt), contact area, penetration, velocity multiplier. It can be shortened with --shortattack option.
  Blunt attacks are better at penetrating armour and breaking bones, while edged attacks can cause bleeding, pierce internal organs or even sever entire limbs. Edged attacks become piercing attacks when their contact area is less than 25% of the targeted body part or cutting attacks otherwise. So edged attacks with large contact area are primarily cutting, while those with 10 or 20 contact area are primarily piercing. Piercing attacks are better at penetrating armour and damaging internal organs (such as brain), but Cutting attacks can cut off entire limbs. The problem with cutting attacks is that there needs to be enough force behind them and enemy armour can convert them to blunt attacks, which tend to be much less effective.
  The higher the penetration is, the better, especially against bigger enemies. My best guess is that 10000 penetration is 1m.  Velocity multipler greatly increases effectiveness of an attack, multiplying the force behind it.
  If an attack is listed as FIXME, it means it doesn't conform to standard attack RAWs and the modder should fix it. It may still work, though.
  Rating and comparing attacks isn't trivial to do and is on the "nice to have features" list.


Table of ammo: (count: 4)
 
Name
 ID
SizeClassCivsAttack
large caliber bullet
 ITEM_AMMO_BULLET_LARGE
7AMMO_HIGHR: STABLEstrike: edge C:1 P:12000 V:0.001
small caliber bullet
 ITEM_AMMO_BULLET_SMALL
1AMMO_LOWWASTELANDERS MARAUDERS RAIDERS
 R: STABLE
strike: edge C:10 P:1000 V:0.001
medium caliber bullet
 ITEM_AMMO_BULLET_MEDIUM
2AMMO_MEDIUMWASTELANDERS SLAVERS SLAVER_MERCHANTS TALONS
 R: STABLE
strike: edge C:8 P:4000 V:0.001
pellet
 ITEM_AMMO_PELLET
1PELLETSTABLEstrike: edge C:10 P:10 V:0.001


NOTES:
Size is in cubic centimeters. Together with material density and weapon's shoot force this determines kinetic energy of the projectile, which is also capped by weapon's max velocity.

Class is the type of ammo listed in ranged weapons table.

Attack See notes under weapons. Of course when a projectile hits, an attack from the projectile and not the weapon is applied to the target. The weapon can influence it's power through shoot force and max velocity, though.


Table of trap components: (count: 6)
 
Name
 ID
Size
 Mat.
Screw
 Spike
Metal
 Wood
HitsCivsAttack
barbed wire
 ITEM_TRAPCOMP_BARBEDWIRE
200
 1
--
 --
Metal
 --
5STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERS TALONScut: edge C:10 P:10 V:0.01
bear trap
 ITEM_TRAPCOMP_BEARTRAP
800
 2
--
 --
Metal
 --
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTSclaw: edge C:14000 P:10000 V:1
enormous corkscrew
 ITEM_TRAPCOMP_ENORMOUSCORKSCREW
700
 3
Yes
 --
Metal
 Wood
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERSdrill: edge C:30 P:6000 V:1
large, serrated disc
 ITEM_TRAPCOMP_LARGESERRATEDDISC
1000
 4
--
 --
Metal
 --
3STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTS RANGERSsaw: edge C:50000 P:5000 V:0.8
lawnmower blade
 ITEM_TRAPCOMP_LAWNMOWERBLADE
500
 1
--
 --
Metal
 --
3STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTShack: edge C:30000 P:4000 V:1
upright spike
 ITEM_TRAPCOMP_UPRIGHTSPIKE
400
 1
--
 Yes
Metal
 Wood
1STABLE WASTELANDERS SLAVERS SLAVER_MERCHANTSstab: edge C:10 P:6000 V:1


NOTES:
Normal weapons (such as those brought in by invaders) can also be used in weapon traps, but specialised components are generally more effective.
Chance to hit by a weapon trap is affected by the quality of mechanism and possibly the quality of the weapon. In a retracting spike trap, probably just the weapon quality counts.

Size, Material size, Attack: see notes under weapons.

Screw means it may be installed in a screw pump.

Spike means it may be installed in a spike trap.

Metal, Wood mean that the trap component may be made out of metal or wood, respectively. If none of them apply, it is probably a product of some custom reaction.

Hits is the number of attacks by this weapon when a trap is triggered. There can be up to 10 weapons in a trap, so this can add up to quite a lot of overkill. Hits also multiply the value of the trap component, which is why serrated discs and spiked balls are so expensive.



NOTES:
Printing tables of toys and tools was considered, but toys, instruments and so on, aren't that interesting. They have ID, name and value. Tools can have attacks and uses, but can't be equipped by soldiers. Listing the names of backpacks, mining carts, etc. is not that interesting.
Known bugs:
* Item craftability by civilisations does not take into account availiable materials or if the produced item gains quality.
* Syndromes from weapon and ammo from special materials are out of scope for this script.
* There is an unspoken assumption that entities, items and reactions are in separate files. If they aren't, some may be skipped by this script.
* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
« Last Edit: August 09, 2013, 11:57:48 am by Maklak »
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tahujdt

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2632 on: August 20, 2013, 11:38:28 am »

Does anyone still play this?
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RoguelikesESP

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2633 on: August 20, 2013, 02:11:15 pm »

De hell?
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Graknorke

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2634 on: August 20, 2013, 05:58:25 pm »

De hell?
tahujdt bumped the thread to ask if anyone still plays the mod. That's all that happened.
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the1337doofus

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2635 on: August 20, 2013, 07:30:13 pm »

Does anyone still play this?

Ooo! Mememememem! I do! I do!
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Multiple babies means that the force is distributed per baby, so less force total per baby.
burning dwarves is a sign of productivity

Destyvirago

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2636 on: August 21, 2013, 02:59:31 pm »

Does anyone still play this?

I still do. One of the best mods for DF ever.
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the1337doofus

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2637 on: October 21, 2013, 06:18:08 pm »

So, did Lycaeon drop the mod? Or is it simply taking a while?
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Multiple babies means that the force is distributed per baby, so less force total per baby.
burning dwarves is a sign of productivity

Maklak

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2638 on: October 21, 2013, 06:54:19 pm »

> So, did Lycaeon drop the mod? Or is it simply taking a while?
He said, he was to busy to continue and asked for one of us to try and keep working on it instead. There were a few minor alterations and suggestions, but no one stepped up.
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On mining Organics
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the1337doofus

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Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« Reply #2639 on: October 21, 2013, 10:43:48 pm »

> So, did Lycaeon drop the mod? Or is it simply taking a while?
He said, he was to busy to continue and asked for one of us to try and keep working on it instead. There were a few minor alterations and suggestions, but no one stepped up.

Well, bollocks. At least I know that now, thanks mate.
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Multiple babies means that the force is distributed per baby, so less force total per baby.
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