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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403048 times)

astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1005 on: November 15, 2011, 09:00:57 pm »

so, this is from a world i was playing over the weekend. couldn't give it up due to finding a goblin civ with two demons running it, one as master, the other as general

anyway, i looked through the legends for it and stumbled across this nephilim god, who seems to have a whole civ named after him

Germen Futuregrowth the Strapping Fountain of Seeds was a deity that occurs in the myths of the Master of Pregnancy. Germen was most often depicted as a male nephal and was associated with fertility
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1006 on: November 15, 2011, 09:47:33 pm »


Sabre toothed tigers are ~10% of the size of elephants (elephants are 5000k).  Real sabre-toothed tigers weighed over half a ton, so this didn't seem like an unrealistic size to me, considering that "size" is some vague amalgamation of weight, height, volume, etc.


Here's a (poorly drawn) approximation of the sizes of some of these creatures.

Spoiler: Image (click to show/hide)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1007 on: November 15, 2011, 11:41:27 pm »

Yea it's not as big as I thought. DF elephants are pretty damn big, though...
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1008 on: November 15, 2011, 11:43:05 pm »

Your greater demons are less "statues of liberty" and more "medium-sized town" >_>

Fairin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1009 on: November 16, 2011, 04:01:38 am »

great the statue of liberty is going to rampage through my 1 tile wide 1 z-level high fortress hallway .. >< there goes my immersion!!!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1010 on: November 16, 2011, 11:27:56 am »

great the statue of liberty is going to rampage through my 1 tile wide 1 z-level high fortress hallway .. >< there goes my immersion!!!

Well... sorry.  If there was a way to make multi-tile creatures, you can be certain that these would be among them.

If it helps restore a little of your immersion, I also find it worth noting that "size" is an ambiguous token - it's some amalgamation of weight, volume, height, etc. which is left to the imagination.  When someone says "the size of the statue of liberty," we usually think of height and volume, but it is possible for a much "smaller" object to be very heavy and therefore to be considered the same "size" in Dwarf Fortress.  Think of a lead washer and a tin can - the can is hundreds of times larger in volume, but the washer exceeds it in weight.  Demons are very heavy, whereas the statue of liberty is a hollow shell of iron and copper.  Make of that what you will.  :)

It seems about time to change the poll.  I think I mentioned it a while back, so let me find out what exactly it was that I wanted to poll before I actually go ahead and push that.
« Last Edit: November 16, 2011, 11:31:27 am by narhiril »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1011 on: November 16, 2011, 10:05:16 pm »

Had my laptop today in class, and I was able to slap together some testable raws for a new creature.  This thing is vicious - its only about the size of a human, but they attack in packs of 10-20 and rip things apart with obscene efficiency.  Those of you who are concerned need not be - fortresses that are not adequately prepared and actively seeking to fight these creatures will never even see them. 

For those of you who want to try the challenge, a unique weapon drops from these creatures.  Only attempt to fight these with the best possible gear and skills - anything short of ether, voidshard, hadrine, or adamantine will get shredded like paper.  They're meant to be an extremely challenging enemy to keep you on your toes if you want to go hunting for some of LFR's deepest secrets, some more of which I am currently testing.  :)

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1012 on: November 17, 2011, 02:07:59 am »

Had my laptop today in class.....  many exciting words of delightful and horrible future adventures to come, stories to live and fear through... :)

Impet cheers words of encouragement and delight, mind filled with wonder and expectation.

I'm so glad you've made, and continue to make, this mod.  Hip hip huzzah for awesomeness already extant and more that is still coalescing!
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For every trouble under the sun, there is an answer, or there is none.
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Jilladilla

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1013 on: November 17, 2011, 03:29:02 pm »

anything short of ether, voidshard, hadrine, or adamantine will get shredded like paper.

 :o
So will D-steel be able to do something?
Hope so, I like my steel... a lot...  :(
(I'm too conservative with candy... far far too conservative...  :-\)

Oh and keep it up narhiril! I can't play DF without this mod anymore!
« Last Edit: November 17, 2011, 03:31:17 pm by Jilladilla »
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GaxkangtheUnbound

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1014 on: November 20, 2011, 12:26:24 pm »

So, I get this dwarf as a migrant, and he happens to be a savant.
His description?
Quote
A short, sturdy creature fond of drink and industry. He is a bit simple-minded, but likes to experiment and constantly mutters the the word ☼enchantment☼.
Very clever reference, Narhiril.
EDIT: Not only is he a master alchemist, he is also an expert weaponsmith. How lucky I am!
« Last Edit: November 20, 2011, 12:29:01 pm by GaxkangtheUnbound »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1015 on: November 20, 2011, 05:51:29 pm »

So, I get this dwarf as a migrant, and he happens to be a savant.
His description?
Quote
A short, sturdy creature fond of drink and industry. He is a bit simple-minded, but likes to experiment and constantly mutters the the word ☼enchantment☼.
Very clever reference, Narhiril.
EDIT: Not only is he a master alchemist, he is also an expert weaponsmith. How lucky I am!

Teehee :)

anything short of ether, voidshard, hadrine, or adamantine will get shredded like paper.

 :o
So will D-steel be able to do something?
Hope so, I like my steel... a lot...  :(
(I'm too conservative with candy... far far too conservative...  :-\)

Oh and keep it up narhiril! I can't play DF without this mod anymore!

D-steel will still help immensely versus wrestling and blunt force calculations that tend to get thrown around in combat with these creatures, but be aware that their claws, at least, are capable of penetrating it.  Don't worry, though, you'll most likely have your ears filled with candy by the time these ever become a problem.  The more important aspect of combat here is to just try to keep the numbers even.  :)
« Last Edit: November 21, 2011, 11:42:04 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1016 on: November 24, 2011, 08:30:10 am »

Being able to grow plants that can be processed into wood would be very helpful lategame, I imagine. Perhaps put this technology (to obtain the seeds) into one of the later tiers of the tech tree?
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1017 on: November 24, 2011, 03:33:00 pm »

there's always the possibility of incense, too, plant and/or mineral based. incense is very often associated with various religious ceremonies. maybe require certain rituals to burn some types of incense to work, and the burning of it releases...i dunno, a cloud that makes your priest sleepy? disoriented for a bit?

i've been enjoying my priests quite a bit. they even got their rooms built and smoothed before my starting seven (and before any migrants even showed up). been shoving dwarves with fairly high mentals but likes (blue jay tooth...) that keep them from becoming baron candidates into my religious cadres and decorating their rooms and those with the shrines, altars, and temples (well...temple, currently) with statues of the various gods. i *did* add one building, a meditation garden, so that they could work on their concentration skill in other ways than just "pray at a shrine, stick it on repeat"

oh, and on another note, i know the pegasus isn't technically yours, but it's missing a preference string. one of my recent migrants pointed that out to me. he "likes pegasoi for their     " (i put in 'feathery wings' 'cause couldn't think of anything better at the time)

also, i'm loving the ankylosaurs. mine seem to one shot any thief they encounter, even a few voidwalker ones, which caught me offguard. and they do seem to be able to take quite a beating from sieges/ambushes while the other war critters wade in and start with the dismembering (and occasionally getting tripped up on giant spider silk the tarantulas shoot everywhere)
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1018 on: November 25, 2011, 12:21:40 am »

Heh? War tarantulas? Free silk? What mod you using? I want!
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1019 on: November 25, 2011, 07:27:00 am »

i use bits of a whole bunch of mods, all mashed together, but, as said somewhere earlier, lfr is the only mod i continue to use in entirety. as for the tarantulas, they're something i made myself. my first attempt at modding (well...second, but the attempt at an aquatic civilization didn't go so well). they're basically just a reskinning of the giant cave spider, use a different color, a different description, can actually have offspring, and are war trainable. other than that, they're the gcs.

and, on silk, i'm a bit of a silk addict, myself. have seven or eight different spiders ranging from cat to horse size, at least that many vermin spiders, and two non-spider silk producing vermin that make hives but aren't artificial-hiveable (they're also pets, which allows bringing some on embark and then having a swarm gather around the cage, producing silk constantly). the cat-sized spider was my next attempt at modding, and replaces cats as my standard vermin hunters.
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