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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 403159 times)

kingfisher1112

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1170 on: January 11, 2012, 02:09:07 am »

WTF is up with weapon prodigies. Did you mod that or is it vanilla.
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1171 on: January 11, 2012, 02:11:06 am »

Modded in.

kingfisher1112

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1172 on: January 11, 2012, 02:14:00 am »

Savant and weapon prodigy. What do they do.
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1173 on: January 11, 2012, 02:16:21 am »

Savant and weapon prodigy. What do they do.

Savants have natural skill in alchemy, and gain alchemy skill faster, but they are slow learners in all else.

Weapon prodigies are the same in weaponsmithing skills.

There are others that are similar.

kingfisher1112

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1174 on: January 11, 2012, 02:18:37 am »

Wouldn't it be simpler having castes rather then seperate skills?
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1175 on: January 11, 2012, 02:21:10 am »

Not sure what you mean by that.

They are castes.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1176 on: January 11, 2012, 03:10:08 am »

Weapon and armor prodigy guys are pretty common. Frequently have at least one of each in my forts.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1177 on: January 11, 2012, 03:23:40 am »

Weapon and armor prodigy guys are pretty common. Frequently have at least one of each in my forts.

That's approximately the desired distribution.

I briefly considered giving all dwarves a natural skill of 1 in weapon, armor, and bowyer skills.  That way children would make something useful in strange moods instead of making those damned tetrahedrite mugs over and over again.  But I suppose they aren't as much fun if they're too common.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1178 on: January 11, 2012, 04:25:12 am »

I always wondered what the big deal with the accidental cheese is all about. But I suppose LFR is 'there to be discovered, not asked'?  ;D

Bog troll siege came right after a voidwalker ambush and left 2 swordmasters, 1 axelord and the entire iovium hammerdwarf rookie squad of 3 dead. I could swear the bastards planned this shit. The voidwalker ambush had 2 squads of annihilators that crept up the causeway and shot at the marksdwarves in the fortifications, shooting and killing one outright while injuring another (hole in fortifications and two marksdwarves were standing there instead of the 9 tiles they could possibly be at). I sent my swordmasters (3) out to run the bastards off. They were in full damascus steel and wielding a mithril cutlass, ethereal dadao, and a common gladii. They hacked the voidwalkers to pieces, taking no shots thanks to their shields.

Then the bog trolls showed up in the process of the slaughter and made a beeline for my causeway. 2 lasher squads and 1 cutter squad. I retreated the men back in before they could see the bog trolls while on the causeway and charge them, but realized the militia commander was lagging behind due to him lacking a foot and using a crutch. The cutter squad caught up and tried to smash through his armor to no avail. I decided to charge all my soldiers out to save him. When the carnage had ended, I had lost 6 of my fort's best equipped and trained (the latter doesnt apply to those idiots with iovium hammers) to bog troll lashes. Those things are overpowered, them lashes.

Also, causeways are a bad idea to fight on since everyone is always falling off the edge.
« Last Edit: January 11, 2012, 10:40:21 am by Pan »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1179 on: January 11, 2012, 10:51:47 am »

I cannot dump the slabs of accreditations. None of my garbagedwarfs will even pick them up. That makes me sad. Is there a reaction anywhere to get rid of them without getting the technology advancement slabs? Cuz I also have a ton of those.

They cannot be stockpiled, either. Whats with that?
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Esta

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1180 on: January 11, 2012, 11:33:54 am »

Small request:  For wood (and/or bone, or both together) "practice" javelins.  Ideally they would be totally useless in real combat, only really existing to make managing a practice marksman squad you want to use javelin throwers a bit easier, so they have non-metal ammo to practice with.  They wouldn't even need to be hammerhead or any special type - totally generic junk ammo.

This would actually solve another problem I have right now - dwarven caravan guards showing up with javelin throwers and no ammunition for them.  I think the problem is coming from javelin throwers being a permitted weapon, while javelins are not (instead crafted from a permitted reaction).  I was considering moving the javelin thrower to the advanced mechanics workshop to fix this, but permitting a weak type of javelin ammo would both allow for training and at least give the guards something to fire at people.

Well, I personally wouldn't advise just making it outright weak. There should definitely be a weakness compared to the better javelins, so that people don't just create lots of them instead of the more powerful javelins, but not so weak that they're useless for the caravan guards to bring and become dead weight (or maybe you do, given the Fun potential.) In any case, I thought of an idea to try to weaken the cheaper javelins somewhat:
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_JAVELINS_NORMAL]
[NAME:javelin:javelins]
[CLASS:JAVELIN]
[SIZE:2000]
[ATTACK:EDGE:100000:100000:strike:strikes:NO_SUB:900]
[ATTACK:EDGE:10:200000:strike:strikes:NO_SUB:1250]
[ATTACK:BLUNT:100000:2000:smash:smashes:NO_SUB:900]

My idea is to try to weaken them substantially by cutting the size and making them more unpredictable - they may be far more efficient in javelin-per-bar because the 25-per-1 reaction is hardcoded [I think], but they are also weaker due to their size and speed cut, at least theoretically. I'm not sure how well they'll turn out, and I run so many experimental tests that I'm not sure how balanced they are and that I'm not particularly qualified to try and test them. Hopefully they'll be a good starting point, at least.
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1181 on: January 11, 2012, 12:54:43 pm »

my favorite (though now long deceased) fortress had *four* of my starting seven as prodigies. well, three, really. and another rare caste with 'em. two bowyer prodigies, an armor prodigy, and a bum (who, for reasons of hilarity, i made my expedition leader)

the first migrant wave consisted entirely of another armor prodigy and his two children, a savant and another armor prodigy. took a bit longer for my first weapon prodigy to arrive, but man was that fort swimming in prodigies. sheer insanity. haven't seen similar since, and that early assortment stuck with me

i also enjoy the 'practice' javelins idea. partially since my forts usually focus on 'steal the shit off the merchant guards to melt down or sell back to them' in the first year or two while still setting up to mass produce everything
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1182 on: January 11, 2012, 01:10:03 pm »

Although one would wonder why the mountainhomes do not properly case javelins for their caravan guards.
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1183 on: January 11, 2012, 02:14:14 pm »

I always wondered what the big deal with the accidental cheese is all about. But I suppose LFR is 'there to be discovered, not asked'?  ;D

Bog troll siege came right after a voidwalker ambush and left 2 swordmasters, 1 axelord and the entire iovium hammerdwarf rookie squad of 3 dead. I could swear the bastards planned this shit. The voidwalker ambush had 2 squads of annihilators that crept up the causeway and shot at the marksdwarves in the fortifications, shooting and killing one outright while injuring another (hole in fortifications and two marksdwarves were standing there instead of the 9 tiles they could possibly be at). I sent my swordmasters (3) out to run the bastards off. They were in full damascus steel and wielding a mithril cutlass, ethereal dadao, and a common gladii. They hacked the voidwalkers to pieces, taking no shots thanks to their shields.

Then the bog trolls showed up in the process of the slaughter and made a beeline for my causeway. 2 lasher squads and 1 cutter squad. I retreated the men back in before they could see the bog trolls while on the causeway and charge them, but realized the militia commander was lagging behind due to him lacking a foot and using a crutch. The cutter squad caught up and tried to smash through his armor to no avail. I decided to charge all my soldiers out to save him. When the carnage had ended, I had lost 6 of my fort's best equipped and trained (the latter doesnt apply to those idiots with iovium hammers) to bog troll lashes. Those things are overpowered, them lashes.

Also, causeways are a bad idea to fight on since everyone is always falling off the edge.

Whips are extremely overpowered in DF, it's not just a LFR thing.  I personally change mine to be an edged attack instead of the defaut blunt (which makes no sense at all) with low penetration.  After all, if you whip someone, they get cut, not crushed.  They also normally get a 5x velocity damage multiplier, which is 2.5x higher than any unmodded weapon in the game, so I tone that down too (another reason they are so ridiculous normally.)

I find it works out a lot more realistic.  There is a reason RL soldiers didnt use whips in big battles - they are totally useless vs armor.  DF takes the other extreme, where armor is totally useless against them, thanks to them being classified as blunt for some reason and giving them an extremely small hit area and extremely high velocity multiplier.  If it annoys you, try changing it like I did - they are still very effective against low armor, but not the ridiculous, indefensible deathdealers they are by default.
« Last Edit: January 11, 2012, 02:21:33 pm by nukularpower »
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1184 on: January 11, 2012, 11:51:02 pm »

I cannot dump the slabs of accreditations. None of my garbagedwarfs will even pick them up. That makes me sad. Is there a reaction anywhere to get rid of them without getting the technology advancement slabs? Cuz I also have a ton of those.

They cannot be stockpiled, either. Whats with that?

Interestingly, I can dump these.  In fact, that's how I manage them, every so often I dump over the workstations that produce them, with my active dumpsite the center of the alchemy workshop.  Everyone rushes over and rapidly hauls them off, and then my (un)lucky alchemist doesn't have much delay between each new chance to risk his life.

So, in the (o)rders menu, do you have any of your (r)efuse turned off?  if not, maybe your difficulty lies in what your garbagedwarves can and cannot haul?  I keep all labors on most of my dwaves, so maybe some combination of unpermitted tasks is blocking the dumping for you?
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For every trouble under the sun, there is an answer, or there is none.
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