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### Author Topic: Fallout: Equestria (v0.30c) Pinkie Pie is Watching (Read 174779 times)

#### Replica

- Bay Watcher
- Temp. leave of absence

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1350 on: January 17, 2013, 06:57:25 pm »

This caste is racist, earth ponies are already at a major disadvantage skill gain wise and then this keeps popping up when I browse the castes.
Spoiler (click to show/hide)
UNICORN_FDN (Big Jerk)
"Despite not being an earth pony, she still holds a deep understanding of nature."
Animal Trainer 140%
Animal Caretaker 150%
Milking 70%
Shearing 75%
Trapping 150%
Druid 130%
Observer 150%
Herbalism 150%
Diagnosing 40%
Wound Dressing 75%
Consoler 50%
Beekeeping 50%
Alchemy 60%
Viewrange 30
Cleric Apprentice, Antimagic Apprentice
+9 Telekinesis
Updated it earlier today with the new clothesmaking, intimidation and woodcutting minor changes.
It was just for the shared skills that you changed intimidation right? Or was it changed all across the board?
Logged
Quote from: tahujdt

> I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.

Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

#### Lycaeon

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1351 on: January 17, 2013, 07:00:04 pm »

It's a rare caste, and besides, what did you think Fluttershy was?
Intimidation is a shared skill...all ponies will have it at 100 unless they have a talent that affects it.
Logged
“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?”

#### Replica

- Bay Watcher
- Temp. leave of absence

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1352 on: January 17, 2013, 07:17:40 pm »

...a big pegasus jerk?
Logged
Quote from: tahujdt

> I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.

Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

#### P(ony)SI

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1353 on: January 17, 2013, 07:46:51 pm »

Encyclopædia Magika
DISCLAIMERS: Since I have collected every spell in the mod (future spells not included for obvious reasons), this contains spoilers. Read at your own discretion.
This only contains magic related information. It does not contain all offensive/defensive interactions used by creatures in the mod.
THIS GUIDE IS NOT COMPLETE. More will be added as time goes by.
Spoiler: "Basic" Information (click to show/hide)
Spell Levels
Apprentice spells have three levels, which will be referred to as A1, A2, and A3.
A1 allows the unicorn to only use the spell when directly attacking an enemy; the spell can not be used when the unicorn is fleeing, for example.
A2 allows the unicorn to target an enemy even if he or she is not attacking it.
A3 comes with the benefits of A2, but at a half-rate cooldown.
Adept level spells don't have any levels, instead automatically coming with the benefits of A2.
Also, apprentice spells that target the caster or a friendly (such as Steadfast Ward) have slightly different rules. A2 halves the cooldown of A1, and A3 halves it yet again.
Your Unicorns and Magic
Any unicorn is capable of learning A1 spells; however, regular unicorns only have the capacity to learn from one school. For example, if a unicorn decides to learn Pain, a destruction apprentice spell, he or she can also learn Fever and Sunder but can't learn Bind, an alteration apprentice spell.
However, this changes when a unicorn with an apprentice-level cutie mark enters the equation. All apprentice-level unicorns are capable of learning A1 spells from an additional school as well as A2 spells from their school. For example, a destruction apprentice can learn an A2 apprentice spell from destruction as well as being able to learn A1 spells from an additional school like alteration. Be careful though: once the unicorn learns from the other school, the effect is permanent; the unicorn can't change the school into something else.
Adept-level unicorns can learn A2 spells from all schools, as well as being able to learn adept spells from their school AND learning A3 spells from their school.
Master-level unicorns can learn master spells, adept spells from all schools, and A3 spells from all schools.
A warning: unicorns MUST have their horns to cast magic; if an enemy cuts it off, the unlucky unicorn will never cast magic again. Common sense should tell you that, though.
ANTIMAGIC
Some creatures (and some cutie marks) have a syndrome class called ANTIMAGIC that prevents magic from working on them.
There are two ANTIMAGIC types, apprentice and adept. Spells are blocked if the spell's level is equal to or higher than the creature's ANTIMAGIC level.
In the cutie marks guide below, apprentice cutie marks get ANTIMAGIC_APPRENTICE, and adept cutie marks get ANTIMAGIC_ADEPT.
Note that ANTIMAGIC creatures are not targeted by spells; thus, your unicorns will not waste time on them.
Also, the elusive magic master cutie mark has ANTIMAGIC_MASTER, which blocks all spells.
Spoiler: Magical Cutie Marks (click to show/hide)
Apprentice cutie marks (most earth ponies can also have these cutie marks, but they still can't learn magic, obviously.)
three horseshoes (Alteration)
a long couch and notebook (Illusion)
a first aid kit (Restoration)
three shuriken (Alteration)
a Taijitu (All schools - Note: capable of learning A2 spells from all schools.)
a bible and rosary (Restoration)
a butterfly (Restoration)
a compass (Alteration)
a horseshoe wrapped in prayer beads (Alteration)
a star and pair of crossed sabres (Destruction)
Unicorn-only adept cutie marks
a transmutation circle (Alteration)
a skull and wax candle (Conjuration)
a ball of flames (Destruction)
a spiral triskele (Illusion)
a spread-winged dove (Restoration)
Earth-only adept cutie marks
an oak tree
a grassy meadow
The only master-level cutie mark is "a star surrounded by magic swirls."
Spoiler: List of all spells (click to show/hide)
All spells are categorized in different schools. Note that while all unicorns can learn apprentice spells, a unicorn must have an adept-level cutie mark for their school to learn an adept spell, and a unicorn must have the master-level cutie mark to learn a master spell.
- means apprentice, * means adept, and ^ means master. It also indicates that the spell can be blocked by a creature with a certain ANTIMAGIC tag, i.e. the spell Bind can be blocked by a creature with ANTIMAGIC_APPRENTICE.
Spells
-Bind - Changes speed, skill rolls, agility, and kinesthetic sense to 50%.
*Paralyze - Changes speed, skill rolls, agility, and kinesthetic sense to 1%.
*Time Dilation - Changes speed, skill rolls, agility, spatial sense, kinesthetic sense, and intuition to 200% as well as reducing enemy damage to 50%. Once spell effects are finished, all stats above as well as strength, endurance, and focus are changed to 80%.
^Time Stop - Changes speed to 1000% and skill rolls, agility, spatial sense, knesthetic sense, and intuition to 400% as well as reducing enemy damage to 1%. Once spell effects are finished, all stats above as well as strength, endurance, and focus are changed to 80%.
Conjuration Spells (there currently are none)
Destruction Spells
-Pain - Causes pain in all body parts.
-Fever - Causes fever, dizziness, and nausea.
-Sunder - Causes bleeding, bruising, pain, organ failure, and blood coughing.
*Torment - Powerful version of the pain spell.
*Affliction - Powerful version of the fever spell.
*Implosion - Very powerful version of the sunder spell.
Illusion Spells
-Rage - Causes the target to be not living, opposed to life, and like fighting. Also removes exertion and fear.
-Disorientation - Changes speed to 90%, skill rolls to 50%, and agility, focus, spatial sense, kinesthetic sense, and intuition to 75%.
Restoration Spells
-Healing (targets friendly) - Causes slight numbness and changes recuperation to max. Also cleans off contaminants. Target must be wounded for the spell to activate.
-Steadfast Ward - Changes enemy damage to 25%. Also gives the caster SHIELD_ADEPT, which is the same as ANTIMAGIC_ADEPT.
Misc Spells (These spells are used by creatures other than Stable citizens; your unicorns are incapable of learning them. The creature that uses this will be listed.)
Disable Robot (Steel Ranger unicorn) - Turns a robot offline, preventing them from working.
Unity Shield (All alicorns, targets self) - Changes enemy damage to 1%.
Manifest Illusions (Trixie alicorn) - Changes speed to 90%, skill rolls to 50%, and agility, focus, spatial sense, kinesthetic sense, and intuition to 75%.
Infiltrate (Trixie alicorn, targets self) - Hides from combat, preventing self from being attacked.
Teleportation Initiation (Twilight alicorn, targets self) - Allows teleportation to be used. Also prevents paralyzation (the status effect) from occurring and changes skill rolls to 1%.
Teleportation (Twilight alicorn, targets self) - Changes speed to 300% and agility, spatial sense, kinesthetic sense, and intuition to 200%.
Eviscerate (Twilight alicorn) - Causes minor internal bleeding, bruising, organ failure, nausea, blood coughing, and pain.
Gestalt Initiation (Twins alicorn, targets self) - Allows Gestalt Field to be used.
Gestalt Field (Twins alicorn, targets friendly) - Allows the 1st Gestalt propagation to be used.
Gestalt Propagation (Twins alicorn, targets friendly, spell levels 1, 2, 3, and 4) - Changes speed and skill rolls to 1% and allows a higher propagation to be used. Also removes emotion and fear. All propagations reduce damage to 10%. Propagation levels 2, 3, and 4 respectively allow Telepathic Assault, Telepathic Barrage, and Telepathic Snap to be used. The target is also allowed to use Gestalt Cage.
-Gestalt Cage (Twins alicorn) - Changes speed and skill rolls to 1%. Also adds NOBREATHE and reduces damage to target to 1%.
-Telepathic Assault (Twins alicorn) - Causes minor dizziness, nausea, and pain. Changes agility, endurance, analytical ability, focus, willpower, creativity, intuition, patience, memory, linguistic ability, spatial sense, musicality, kinesthetic sense, empathy, and social awareness to 80%. Target has a 10% to temporarily becoming opposed to life.
-Telepathic Barrage (Twins alicorn) - Same as Telepathic Assault, although dizziness, nausea, and pain are 10x stronger, affected stats are changed to 40%, and there is a 30% chance for the target to temporarily become opposed to life.
-Telepathic Snap (Twins alicorn) - Same as Telepathic Assault, although dizziness, nausea, and pain are 100x stronger, affected stats are changed to 20%, and there is a 90% chance for the target to temporarily become opposed to life.
Spoiler: Gems (click to show/hide)
Gems are needed to craft lenses, which is the first part of the quite complicated process of unicorns learning spells.
Also, Lycaeon removed plenty of the original gems so that only the arcane ones may be found; as such, this is also a complete list of "normal" gems.
Clear diamonds are used to make pristine universal lenses; regular universal lenses are made with clear glass.
Low Quality Gems
Citrine - Restoration
Rose Quartz - Destruction
Gold Quartz - Restoration
Blue Quartz - Alteration
Green Quartz - Illusion
Black Quartz - Conjuration
Helidor - Restoration/Illusion
Pink Tourmaline - Destruction
Morganite - Destruction
Violet Spessartine - Conjuration
Kunzite - Destruction
Yellow Grossular - Restoration
Amethyst - Conjuration
Chrysoberyl - Illusion
Light Yellow Diamond - Restoration
Mid Quality Gems
Black Zircon - Conjuration
Indigo Tourmaline - Alteration
Blue Garnet - Alteration
Tsavorite - Illusion
Green Tourmaline - Illusion
Demantoid - Illusion
Green Zircon - Illusion
Peridot - Illusion
Red Zircon - Destruction
Red Tourmaline - Destruction
Rhodolite - Conjuration
Alexandrite - Conjuration
Tanzanite - Alteration
Pink Garnet - Destruction
Yellow Zircon - Restoration
Golden Beryl - Restoration
Yellow Spessartine - Restoration
Yellow Topaz - Restoration
Blue Topaz - Alteration
Red Topaz - Destruction
Green Topaz - Illusion
Rubicelle - Restoration
Aquamarine - Alteration
High Quality Gems
Red Beryl - Destruction
Faint Yellow Diamond - Restoration
Emerald - Illusion
Ruby - Destruction
Sapphire - Alteration
Pristine Quality Gems
Red Diamond - Destruction
Green Diamond - Illusion
Blue Diamond - Alteration
Yellow Diamond - Restoration
Black Diamond - Conjuration
Star Sapphire - Alteration
Star Ruby - Alteration
Spoiler: ANTIMAGIC Creatures (click to show/hide)
Creatures with ANTIMAGIC_APPRENTICE
Hellhounds
Giant cave spiders
Giant radscorpions
Robobrains
Non-unicorn Steel Rangers
Minotaur reavers
Hydras
Sea serpeants
Sea monsters
Creatures with ANTIMAGIC_ADEPT
Dragons
Alicorns are immune to all spells at the moment.
« Last Edit: February 11, 2013, 07:52:38 pm by P(ony)SI »
Logged

#### Replica

- Bay Watcher
- Temp. leave of absence

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1354 on: January 17, 2013, 10:25:07 pm »

Good job P(ony)SI, linked your post in mine for reference.
Logged
Quote from: tahujdt

> I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.

Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

#### Maklak

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1355 on: January 18, 2013, 02:21:42 am »

> My only caveat is the low oil conversion rate...I would rather not have a Stable's fuel needs be filled by a few plots of synth-reed.
1 Synth-reed already can be converted to 1 oil or 5 synthcola and the rates to convert them to biofuel are the same. Personally I'd rather go the alcohol route than the oil route in any case, because I need drinks anyway. You just have to keep the rare Sparkle Cola Rads away and that's it.
> > Well, if not training holo-gems than some other kind of training reactions for crafting would be nice.
> I'll consider it, but the cutie marks for those labors are rather common as well.
Good point. With the upcoming update to Dwarf Therapist they'll also be easy to find.
> This caste is racist, earth ponies are already at a major disadvantage skill gain wise and then this keeps popping up when I browse the castes.
Lol, I disagree. Besides, those are rare and the only good things there are: Observer, Diagnosing, Wound Dressing, Viewrange 30, Cleric Apprentice, Antimagic Apprentice.
I'd rather keep castes like this one than get a taste of your proposed hairdressers and other military fodder.
Besides, I could understand "Earth Pony wannabe", but "a racist jerk"? It is impossible to come to such a conclusion.
Fluttershy was supposed to be an Earth Pony and Pinkie Pie a Pegasus, which would make a lot of sense. Granted, we wouldn't get the "Yay" and Hurricane Fluttershy, but there would be other jokes.
The magic guide is less than adequate. It doesn't say what spells are mutually exclusive. It doesn't even have durations and cooldowns, depending on who's casting it. That makes it even more incomplete then Replica refusing to put cutie mark descriptions along with caste descriptions in his caste guide and mocking me for even telling him to. Destruction spells lack their severity. With all this said, there is enough information in there for this to be useful, but there is much room for improvement.
Wow, there's a lot of creatures with some level of resistance to magic. Too many in my opinion, but it won't make such a big of a difference. By the time anyone has spells, the security should be ready to handle such threats without them.
"Apprentice level ponies will just learn spells from their school faster." No, apprentice+ get progressively better versions of the same spells. According to Lycaeon they can also learn one additional school of magic, but I haven't been able to find how this works in the RAWs and didn't do any tests.
Logged
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

#### Replica

- Bay Watcher
- Temp. leave of absence

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1356 on: January 18, 2013, 03:32:09 am »

"Thank you Replica & PSI for volunteering to do something important that I myself can't be arsed to do at all!
Also I understand why you can't follow my every whim, after all PSI just posted his work and Replica has many other things to do aside from babysitting me and tending to his post!
I'm sure that they will gradually update and improve their posts as the days pass and maybe even implement some of my suggestions if I am not acting like a total dickwad about it!
But you know guys, consider my suggestions, I know that not all of them are good and understandably you don't have the time to scour through all the cutiemarks and the entire creature_pony file to implement my cutiemark suggestion, but that's alright, because if it bothers me all too much I could just do it myself and help contribute instead of being a bitch about it, right?"
I appreciate your feedback and all Maklak, but god damn, calm your tits. :\
Logged
Quote from: tahujdt

> I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.

Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

#### P(ony)SI

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1357 on: January 18, 2013, 08:11:42 am »

Quote from: Maklak

> The magic guide is less than adequate. It doesn't say what spells are mutually exclusive. It doesn't even have durations and cooldowns, depending on who's casting it.

Yes, I can acknowledge that. I had only two days to make this, the first day being completely ruined because I didn't save the text.
...Mutually exclusive? Wha?
I would have posted the actual spell interaction, but it would end up cluttering the post.
Quote from: Maklak

> Destruction spells lack their severity.

You're spellist! The guide doesn't mention any of the spells' severities, and you only focus on Destruction!
Quote from: Maklak

> Wow, there's a lot of creatures with some level of resistance to magic. Too many in my opinion, but it won't make such a big of a difference. By the time anyone has spells, the security should be ready to handle such threats without them.

In this mod, all the creatures in which the spells would be most useful against are immune to it. Simple logic
Logged

#### Maklak

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1358 on: January 18, 2013, 09:55:36 am »

OK, Replica, I'm standing down. One of us should and I don't want this argument to escalate further. Besides, I can search castes by descriptions just as fine as I can by cutie marks. It is just that it would be convenient to have both.
> ...Mutually exclusive? Wha?
Hm... OK, I take that back. In 0.88 destruction spells were mutually exclusive and only one could run on a victim, so I argued that it isn't worth it to have Pain. By the looks of it, now each spell only checks if the same spell is running, so my bad.
Oddly, Bind and Paralyze don't even check if they are active for the same creature, so it would seem they stuck with themselves multiple times. NVM, I missed the tags. Both Bind and Paralyze have up to two variants and each of those variants checks for itself, so at most a creature can be under one each of: BIND, BIND_OFFENSE, PARALYZE, PARALYZE_OFFENSE.
Ah, "Rage" and "Disorientation" Illusion spells are mutually exclusive, but you probably don't want them running at the same time anyway.
Hm.., Steadfast Ward gives SHIELD_ADEPT, which means resisting most hostile magic. That's in addition to damage reduction. Nice.
Here's what info I'd find useful, using "Bind" as an example:
BIND and BIND_OFFENCE are copies of each other. They both lower Speed, Agility, Kinesthetic Sense and all Skill rolls to 50% for the duration of 150 TUs. Multiple binds can run on the same creature and they stack.
A normal Unicorn (MAGIC_NOVICE) can do it once per 288 TUs at a range of 2.
Magic Apprentice and Alchemist (Alteration?) Apprentice, as well as Adepts in other schools can use one BIND and one BIND_OFFENCE once per 288 TUs, so in practice they will use both and pin down their target harder. Their ranges are 2 for BIND and 3 for BIND_OFFENCE.
Finally Alchemist (Alteration) Adept and Magic Master learn the strongest version. They can BIND and BIND_OFFENCE once per 144 TUs each at ranges of 3 and 4, respectively. This means they can chain-cast it and keep their enemy pinned.
For other schools of magic there is generally at least the restriction not to cast the same spell on the same target until it wears off, so ponies who could do that, will instead cast their spells on two targets.
> In this mod, all the creatures against which the spells would be most useful against are immune to it.
When the assassin class comes around, I predict that it will be able to hide and insta-kill up to a Spell Ranger from very close once a week, but the really dangerous things will be immune. Still, that is a nice, cheap upgrade for expendable line troopers.
I added a section on defensive architecture to my military guide.
When it comes to Time Dilatation and Time Stop, TD can be used once per 2 days and TS once per 7 days, so in practice they will both be used once per combat. One of them will be used, then EXHAUSTION effect will kick in, reducing the Pony's speed and 300 TUs from the beginning, the second spell will be used, again causing EXHAUSTION. I don't have much of a problem with it in case of Time Dilatation, because I think it pays for itself in terms of total actions during those 300 TUs, but TS only works for 20 TUs, then leaves the pony exhausted for almost 300. I still don't think TS is worth it.
« Last Edit: January 18, 2013, 03:27:36 pm by Maklak »
Logged
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

#### Zangi

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1359 on: January 18, 2013, 01:03:11 pm »

Current fortress... over 100 ponies now. No mass die-outs due to starvation or dehydration this time around.
Random Highlights:
Got me a vampire pony. She is my defacto carpenter of forever and ever alone... and I have so many ponies now. Usually they die as fast as they come in, due to the above mentioned problems and/or plain ol invaders.
One of the stable caravans got ambushed and crushed at the edge of the map by slavers or something.
Minotaur boss finally breaks down one of my doors and curbstomps a pony trying to get outside. Minotaur boss ends up fighting a Mr Hooves, they were practically equal... my +30 recruits made quick work of it while it had its attention on the Mr Hooves. Before then, Minotaur Boss was doing the Benny Hill loop with some random pony outside.
Necromancer set fire to half the map. It freed... and burned a buncha invaders that were in some cage traps. The ambush, minotaur and the necro were all on the map at the same time.
I am the proud owner of +15 thieves/snatchers and roughly the same in invaders. I don't know what to do with them.
I've bought 2 slaves and they've ended up starving or something before I remembered to do anything with em. Well, I was half way to getting the 2nd slave out of the cage...
The dust cloud of barfings is more dangerous this time around or something. Had one taking forever to do surgery/chop off infected skin from one of my more important ponies, rotting all over the body... still only scraping off the right cheek when she finally succumbs to infection. I just only remember the pony deaths relating to this being caused by choking on their own vomit... cause ponies too busy dying in droves. (No water or food.)
I'm just waiting for something superbly catastrophic to happen anyday now... time to build up a stocked up bunker area.
Logged
All life begins with Nu and ends with Nu... This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

#### Lycaeon

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1360 on: January 18, 2013, 02:39:31 pm »

PSI, I'll put up your magic guide once I've completed the flowchart revamp of the Workshops and Industries. Thanks!
> You just have to keep the rare Sparkle Cola Rads away and that's it.
Certain drinks like sparkle cola aren't considered alcohol for the purposes of the reaction, so no worries there.
> In this mod, all the creatures in which the spells would be most useful against are immune to it.
It's more like an ordinary unicorn's magic is too weak to affect stronger creatures.
> Oddly, Bind and Paralyze don't even check if they are active for the same creature.
The two spell types and their offense versions do check for themselves, so each creature can only be affected by one bind and one paralyze at a time.
> TS only works for 20 TUs, then leaves the pony exhausted for almost 300.
The dramatic speed increase lets the unicorn do much more within that time frame, but perhaps I'll increase it.
> Current fortress... over 100 ponies now. No mass die-outs due to starvation or dehydration this time around.
Vampires and necromancers are disabled in the custom Equestria worldgen, so you're probably using the default Create World. That's well and good...though I may have to fast forward some parts of development if people want FoE-adapted versions.
I guess I should give slaves NO_EAT and NO_DRINK, so they can survive until you get around to turning them into robobrains.
Logged
“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

#### Maklak

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1361 on: January 18, 2013, 03:53:45 pm »

> > Oddly, Bind and Paralyze don't even check if they are active for the same creature.
> The two spell types and their offense versions do check for themselves, so each creature can only be affected by one bind and one paralyze at a time.
I checked again and... yes, you're right of course. I missed the [IT_CANNOT_HAVE_SYNDROME_CLASS:BOUND] because I expected those to be lower. I partly fixed my previous post. Once I'm close to understanding how spells work, the system looks quite elegant.
I tried to look up more spells on the forum, but they were mostly things like "ice shards", similar to what you already have for destruction.
> > TS only works for 20 TUs, then leaves the pony exhausted for almost 300.
> The dramatic speed increase lets the unicorn do much more within that time frame, but perhaps I'll increase it.
To me this is something of an all-or-nothing situation. The Unicorn will act once per 1-2 turns for 20 TUs and possibly overwhelm the enemy all by himself, but if not, you're looking at 280 TUs of partial vulnerability. This is a top-tier spell and most stables won't even get a Unicorn who can learn it or be willing to sacrifice all the resources (including a perfectly good Time Dilatation hologem) to make the Time Stop hologem. I was thinking more along the lines of reducing the exhaustion, but increasing the duration would be good too. For the effort it takes to get it, it should outshine Time Dilatation by far, especially that casting it once a week effectively means once per combat. Even if you were to bump it to 50 TUs, at most there would be one or two Unicorns per stable capable of casting this, and by the time a stable scrambles together the resources to get this spell, it won't tip the balance all that much in favour of ponies.
> I guess I should give slaves NO_EAT and NO_DRINK, so they can survive until you get around to turning them into robobrains.
In-fluff we can just pretend they are being fed scraps from the dining room
In-crunch it would be very helpful and it's not like unsorted slaves will eat and drink enough to make any difference. As of now, I can probably pasture them over grates over my reservoir and close to a food stockpile and they'll be OK while I spam the reaction to free them or wait for a pony to get thirsty and give them "a free upgrade". (That was a joke. In Doctor Whoves, Cyberponies are ponies who got a "free upgrade".)
> Books.
I don't know. On one hoof a library would be kinda nice and we already have paper, but it has its uses, if only for speeches, spell research and music. On the other once we have hologems, books seem kinda superfluous. On the third there are hardly any worthwhile books left after MoI is done with them. Plus as Lycaeon stated, crafting cutie marks get massive bonuses to learning rates anyway, which makes training of non-essential skills partly redundant. I abstain.
« Last Edit: January 18, 2013, 04:51:24 pm by Maklak »
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Quote from: Omnicega

> Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.

On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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#### Neowulf

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1362 on: January 18, 2013, 04:06:45 pm »

Yeesh I'm slow...
Books.
Training hologems are pre-war technology, and as such only war relevant skills are found on them. But what about regular old books?
Using the hologems as a template, it would be simple to add pre-war books to salvage with a desk building to read them in and a paper based production chain to copy and create new ones.
New books could be created through a long process of writing research notes using the relevant skill (paper scroll + skill = 50% chance of a note), and maybe some "field work" reactions that create syndrome boulders to harm the researcher in a relevant way (100% chance of atleast 1 note). Once you have enough notes you transcribe them onto a blank datagem and get a book template hologem, which can be used at a printer building with paper stacks to make a usable book.
Have books cover every skill and reading them trains with 1 training boulder. Then change the hologem reactions so they give 5-10 boulders per reaction, being a superior training method for the limited skills they cover.
There is precedence from the games, and this way you have a reason to cover all the non-wartime skills like plant gathering, carpentry, and masonry.
PS: Calling myself slow because I've been debating whether to take the time and create a custom simulator building that requires all the different hologems to build and makes all the trainings available reagent/hauling free. Books can do the exact same thing, thematically better even, as a library.
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#### Zangi

- Bay Watcher

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1363 on: January 18, 2013, 05:28:06 pm »

>Vampires and necromancers are disabled in the custom Equestria worldgen, so you're probably using the default Create World. That's well and good...though I may have to fast forward some parts of development if people want FoE-adapted versions.
Actually, I edited your custom Equestria worldgen to add in a very small number of those things. And made the world gen more of the embarks I like. Many Bothans diedtweeks and rejections to get it right.
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All life begins with Nu and ends with Nu... This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

#### Graknorke

- Bay Watcher
- A bomb's a bad choice for close-range combat.

##### Re: Fallout: Equestria (v0.95b beta) Feather and Flame

« Reply #1364 on: January 18, 2013, 05:42:37 pm »

Anyone know why skills like security baton and all that aren't showing up in my embark skill allocation?
I'm not really sure why it's showing up with default skills.
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Quote from: Loud Whispers on February 29, 2016, 01:05:54 am

> `Cultural status:
> Depleted ☐
> Enriched ☑`

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