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Author Topic: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers  (Read 27214 times)

thefriendlyhacker

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Since the original maintainers of this mod (Lycaeon and UnicodingUnicorn) are long gone, I am making another thread so that I have control of the OP.  Original thread here if you want to read the 200+ pages of history behind this mod.  Now, without further ado...

Once upon a time, in the magical land of Equestria…

There came an era when the ideals of friendship gave way to greed, selfishness, paranoia, and a jealous reaping of dwindling space and natural resources. Lands took up arms against their neighbors. The end of the world occurred much as we had predicted – the world was plunged into an abyss of balefire and dark magic. The details are trivial and pointless. The reasons, as always, purely our own. The world was nearly wiped clean of life. A great cleansing; a magical spark struck by pony hooves quickly raged out of control. Megaspells rained from the skies. Entire lands were swallowed in flames and fell beneath the burning oceans. Ponykind was almost extinguished, their spirits becoming part of the ambient radiation that blanketed the lands. A quiet darkness fell across the world…




[DF 0.44.12] Version 0.41.7 (DFFD)
Github Releases
FoER Wiki

A continuation of the total conversion mod for Dwarf Fortress, inspired by Fallout:Equestria and its many side stories. Lead an expedition of stable dwellers across the balefire-scorched wastes, forging the last bastions of civilization in a world without kindness or laughter. With everything once dear and loved to you now scattered dust, where all that remains seeks your demise, from abominations twisted by radiation, to your fellow ponies, consumed by madness, you may survive, or even persevere…but will you retain your virtues?

Screenshots
Spoiler (click to show/hide)

Installation
Download the following files:
Fallout Equestria Redux
Dwarf Fortress
dfhack
Phoebus graphics pack

I also suggest getting the Dwarf Therapist utility.  It isn't necessary, but it is very convenient.
Dwarf Therapist
If you want improved graphics, download TWBT.
Text will be Text

Once you have the necessary files, follow the instructions contained in the FoE install guide included with the mod files.

If you want another graphics pack/tileset instead of phoebus, you will need to change a few lines inside init.txt (the install guide explains how).

New to Dwarf Fortress?
Spoiler (click to show/hide)

Testimonials
Spoiler (click to show/hide)

Factions
Spoiler (click to show/hide)

The Wasteland
Spoiler (click to show/hide)

The Ministries
Spoiler (click to show/hide)

Gemstones
Spoiler (click to show/hide)

Credits
Spoiler (click to show/hide)
« Last Edit: November 13, 2018, 10:23:34 pm by thefriendlyhacker »
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MCreeper

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Re: [44.12]Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #1 on: September 21, 2018, 07:19:40 am »

Great to see this on new versiion. Very great! Now, most important question: will unicorns in tantrums cast spells offensive on other ponies, or just kick\slash them in the face?
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thefriendlyhacker

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Re: [44.12]Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #2 on: September 21, 2018, 07:54:54 am »

Great to see this on new versiion. Very great! Now, most important question: will unicorns in tantrums cast spells offensive on other ponies, or just kick\slash them in the face?
They will just kick other ponies.  Offensive interactions don't get used unless in "serious" combat i.e. anything in which the participants are trying to kill each other with weapons.  You will also notice this when your ponies get into a tussle with wildlife - your ponies won't draw weapons to fight wildlife or hose them down with minigun fire unless you issue an order through the squad menu, and the wildlife will eventually stop attacking your citizens if both your citizen and the wild creature survive long enough.  AFAICT this is also the reason why turrets don't open fire on wildlife, but do shoot invaders.

Berserking ponies will use attack spells, but there aren't any attack spells that can kill or permanently cripple ponies with a single cast IIRC.  The only spells that can do that are spells that target enemies, and berserking ponies still have to comply with the restrictions of the FFID system that prevents your casters from hurting their allies (they may even buff the other ponies they are trying to kill if they know an ally targeting spells).
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thefriendlyhacker

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Re: [44.12]Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #3 on: September 29, 2018, 03:51:57 pm »

I have a sorta-release available for anyone who cares to try it.  It adds shotguns weapons and canister rounds for the AMR (turning it into a high velocity shotgun).

While I am making a post, I might as well ask - does anyone have any feedback on the caste overhaul?  I didn't go over it too finely when I wrote it since it took forever to do and I just wanted to release the damn thing by the end, so I would not be surprised if it needs tweaks.

I would also like some opinions on a change I am considering for weapon skills.  At the moment, all skills except whips and blowdarts are used by stable weapons.  Given that it is best to restrict squads to a single weapon skill for instruction purposes, I am not sure I like how many different squad types get pushed onto the player at once. I am thinking about consolidating weapon skills by doing the following:
  • All firearms get grouped into Gunner (probably Crossbow), with the exception of heavy weapons.
  • Heavy weapons, including the AMR, get grouped into a Heavy Weapons skill (probably Bows)
  • Energy weapons use an Energy Weapons skill (Blowguns).  Fallout players should recognize this skill arrangement.
  • All three projectile skills get stable training weapons (probably the crossbow, air rifle and something else)
  • Combat Knife and Ripper get classed as swords
  • Glaive weapons get classed as spears
  • Sledgehammers and Kinetic Hammers get classed as Maces
This will give the player a couple of weapon choices in each skill category, and should reduce the amount of squads they have to field to use all the skills they get from random migrants.

Thoughts?
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UnicodingUnicorn

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Wow, nice work! I've been sorta doing an update on and off for the past few years, but looks like you beat me to the punch.
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thefriendlyhacker

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Wow, nice work! I've been sorta doing an update on and off for the past few years, but looks like you beat me to the punch.
Oh, hey.  Welcome back.  Like what you see so far?

Also, if you care to take a look, I have another prerelease up.  Saddle/Robot energy weapons now shoot proper cutting energy blasts instead of throwing solid lumps of stuff.  Oh, and weapon skills have been consolidated, so you now only need to field ponies with 6 kinds of weapon skills: Hammers, Swords, Axes, Spears, Bows, Crossbows.  That will go up to 7 (Blowguns) when hand (hoof?) held energy weapons get added, which is my next major goal.  Oh, and I added proper axes, along with chainaxes (because what mod doesn't need chainaxes).
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thefriendlyhacker

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Re: [44.12] Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #6 on: November 01, 2018, 01:31:59 am »

Here is a question for anyone who wants to chip in.

At the moment, the current scheme for ranged weapon skills is bows for bolt action rifles, and crossbows for everything else.  I am moving from that to a fallout-like scheme of crossbows for guns, bows for heavy weapons (inc. heavy energy weapons and the anti material rifle), and blowguns for energy weapons.  I might add dart weapons later, and those will go under energy weapons.  Part of this change involves changing all the profession names for griffons and the various kinds of ponies.

So, the question is what to call the various ranged weapon users.  I need fairly generic profession names for stable ponies, wild west themed names for wastelanders, over the top "mad max" style names for raiders, and appropriate adjectives/nouns for the various kinds of scribes and knights/paladins of the Steel Rangers race/faction.  Griffons and slavers can use a mix of generic, wild west and mad max names, as appropriate.  Overlap is acceptable, but I would like some variety, particularly with the elite weapon users.  Here is what I have at the moment for possibilities:

firearms user (CROSSBOWMAN) - Gunner, Markspony/Marksgriffon, Knight Gunner, Scribe Gunner
heavy weapons user (BOWMAN) - Siege Gunner, Heavy Gunner, Heavy Weapons Knight, Scribe Siege Gunner
energy weapons user (BLOWGUNMAN) - Specialist, Tech Knight, Tech Scribe
elite firearms user (MASTER_CROSSBOWMAN) - Ranger, Sniper, Gunslinger, Marauder, Paladin Gunner, Senior Scribe Gunner
elite heavy weapons user (MASTER_BOWMAN) - Devastator, Operator, Heavy Weapons Expert, Heavy Weapons Paladin, Scribe Operator
energy weapons user (MASTER_BLOWGUNMAN) - Techslinger, Annihilator, Tech Paladin, Senior Tech Scribe

I am not particularly happy with a lot of these, so alternatives are welcome.
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KingofstarrySkies

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Re: [44.12] Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #7 on: November 03, 2018, 06:13:41 am »

Techslinger is both very goofy and very good, I'm a big fan. Energy Weapon raiders could maybe be Fiends as reference to New Vegas, if that's your fancy?
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Sigtextastic
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thefriendlyhacker

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Re: [44.12] Fallout Equestria Redux(v0.41.6):automatic weapons, caste overhaul
« Reply #8 on: November 03, 2018, 03:56:03 pm »

Techslinger is both very goofy and very good, I'm a big fan. Energy Weapon raiders could maybe be Fiends as reference to New Vegas, if that's your fancy?
Hmm, gun toting marauders and pew pew toting fiends.  Sure, that works.

In other news, I have discovered a major problem that, ironically, makes the whole profession naming thing a lot easier.  I didn't realize it until I looked at a caravan in a test fort, but any units entering the map carrying weapons that use the blowgun skill don't bring quivers, only carry 6 or so shots, and each shot is covered in some sort of poison.  It won't stop their weapons from functioning (the scripts don't care where they are carrying ammo or what it is coated with), but it isn't really appropriate to bring 6 shots for a gatling laser.

So, new divide.  Energy weapons are Crossbows, Firearms (inc. conventional heavy weapons) are Bows.  That should solve everything, and I won't need to figure out better names for heavy weapon users.  Unless I stumble on another major problem, I should be able to release 0.41.7 within the next couple of days (all the content is done, just gotta do a thorough sweep for bugs).  Anyone who want to can go on github and take a look at the current Dev branch if they want to take a sneak peek at the new energy weapons.  Alternatively, they can read the armor and weapons guide on the wiki - I have already updated it with some info on the new energy weapons (still gotta do shotguns and the AMR canister rounds though).

EDIT: Ok, I have pushed the weapon skill changes to dev branch.  I think that is it for .07.  Download a zip of the dev branch source code from github if anyone wants to try it.  I will do a proper release within the next day or so.
« Last Edit: November 03, 2018, 06:23:53 pm by thefriendlyhacker »
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thefriendlyhacker

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #9 on: November 04, 2018, 06:00:57 am »

...and done.  0.41.7 is now officially released.

Spoiler: full changelog (click to show/hide)
First off, I consolidated combat skills quite a bit.  Here are the weapon skills your stable needs: Swords, Axes, Spears, Hammers, Bows (Guns), Crossbows (Energy Weapons).  That is it.  No more needing 10 squads just to have a mono-skill squad for each weapon

I made a couple of scripts for spawning new projectiles or editing their velocity, so multishot weapons are now a thing.  For conventional weapons, this comes in the form of buckshot for the shotgun, and canister rounds (giant high velocity buckshot shells) for the AMR.  Saddles and robots also now shoot proper projectiles instead of solid lumps of materials (the minigun might be a tad excessive, tell me how it goes).  However, that isn't the biggest addition.

This update introduces the new energy weapon system.  The short of it is this: there are two tiers of weapons and ammo (a third is planned), three kinds of weapons and two kinds of ammo within each tier, all weapons are compatible with all types of ammo, and each weapon/ammo combo has it's own (mostly unique) behavior.  Slap crappy energy cells in a pulse rifle and you get a lacerating rapid fire rifle.  Slap micro-spark clusters in that baby and you end up with an energy shotgun.  Take those micro-spark clusters and stick them in a novasurge rifle to fire piercing plasma blasts that knock down trees or blow the limbs off megabeasts.  The first tier (Pulse weapons aka lasers) can be produced at the MWT forge.  The second tier (nova weapons aka plasma guns) requires the MAW forge.  Ammo can be produced at either of those or at the talisman forge.  All tiers require a schematic, and heavy weapons require two different schematics.  Several entities have also been given energy weapons, so you can look forward to griffon techslingers blowing away your rifleponies through fortifications with plasma fire.

Oh, and I added proper axes, and chain axes.  Because if there is one thing the pony mod needs to rip off more, it is 40k.

Download and enjoy.  Tell me how it goes, or if there are any problems.
« Last Edit: November 04, 2018, 08:12:10 pm by thefriendlyhacker »
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KingofstarrySkies

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #10 on: November 04, 2018, 06:22:17 pm »

Any way to transfer a saved game from one version to the next? I've not played fort mode in a long time and just started a new one, don't quite want to toss it out yet.
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Sigtextastic
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There'll be another King, another sky, and a billion more stars...

thefriendlyhacker

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #11 on: November 04, 2018, 08:27:01 pm »

Any way to transfer a saved game from one version to the next? I've not played fort mode in a long time and just started a new one, don't quite want to toss it out yet.
That depends.  Were you using 0.41.6 or one of the pre-releases/dev builds of 0.41.7?  If you are using 0.41.6, then no - there are a lot of entity changes, and you will definitely need to gen a new world.  If you are using a build newer then last friday (when energy weapons were finished), then you might be able to.  I tried updating a test fort from 2 days ago, and it appeared to work fine aside from some skill weirdness.  In any case, you can try by copying your save over to an install of the new version, and then copying the raw files from the new version's raw folder into the raw files contained within your save.
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toradrow777

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #12 on: November 29, 2018, 02:15:07 pm »

How do you install Dwarf Therapist?
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Alkmayix

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #13 on: November 29, 2018, 07:19:41 pm »

How do you install Dwarf Therapist?

You just download the file and unzip it. It's just a self contained executable so after you unzip you just run it and done. :3
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thefriendlyhacker

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Re: [44.12] Fallout Equestria Redux v0.41.7:Boomsticks and Gatling Lasers
« Reply #14 on: November 29, 2018, 10:06:11 pm »

How do you install Dwarf Therapist?

You just download the file and unzip it. It's just a self contained executable so after you unzip you just run it and done. :3
Yep.  After you unzip it, you just run the executable. If you also have dwarf fortress running with a fort loaded, dwarf therapist will read data from that dwarf fortress instance and allow you to manipulate things.
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