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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 403423 times)

SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1485 on: February 25, 2012, 11:46:13 am »

Heheheh, friendly "fire". Heheheh. :P
Lookin' forward to the new temples and especially units.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1486 on: February 25, 2012, 02:09:09 pm »

Impressive, Narhiril. Emberlights counter undead, lacerators and the Hand of Armok counter lesser races with their steel skin. Can emberlights shoot fireballs through fortifications? Can they breathe fire, or shoot fireballs, or both?

they have fireballs and firebreath, not sure if they can fire through fortifications
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nukularpower

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1487 on: February 25, 2012, 06:22:57 pm »

Hmm.. maybe I'll try setting up a seperate little compound for Emberlights to keep them away from my main fort.
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Carn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1488 on: February 26, 2012, 11:55:36 am »

Just got back into DF after hearing about some of the new necromancer oriented additions (YES!) and I am *GLEEFUL* to see my favorite mod author has already updated their magnum opus. My metaphorical hat is off to you, Nar. You make playing DF something extra special.
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1489 on: February 26, 2012, 09:24:37 pm »

interestingly enough, there's a dwarven emberlight warrior vampire in my latest worldgen. saw him/her mentioned as worshiping one of the gods, and now just need to find them in the...entirely too expansive...units list in legends and see if they're still 'alive'. if so, hopefully can have 'em show up in a migrant wave. that'll be interesting

i do like how worldgen seems to ignore the fact that emberlight warriors are 0% population but, at the same time, still keeps their numbers low. it feels like the ritual for their creation was performed just a handful of times in the world's history. and that actually makes sense
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Palpatine

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1490 on: February 27, 2012, 01:30:05 am »

I'm wondering how much good lacerators having steel skin will do, since we can pretty much cover our dwarves in steel armour or better.  And in this mod, even if iron ore isn't present on the map, we can still acquire enough iron for military usage.  So, since anything that punches through the armor will usually keep going right through their skin, this seems like a weak advantage compared to emberlight warriors and other potential transformations. 

 
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1491 on: February 27, 2012, 02:50:35 am »

I'm wondering how much good lacerators having steel skin will do, since we can pretty much cover our dwarves in steel armour or better.  And in this mod, even if iron ore isn't present on the map, we can still acquire enough iron for military usage.  So, since anything that punches through the armor will usually keep going right through their skin, this seems like a weak advantage compared to emberlight warriors and other potential transformations.

Don't worry, they've got more going for them than just that.  ;)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1492 on: February 27, 2012, 04:53:25 am »

Based on earlier concept art, I guess they have razors for arms. Probably also able to wield large ass weapons (maybe include a workshop in the tech/ritual/mixed tree to specially produce such things) such as the scythe. And not needing to wear armor beneath and including steel.

So, what to expect for the next version?
« Last Edit: February 27, 2012, 06:09:25 am by Pan »
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1493 on: February 27, 2012, 02:55:36 pm »

I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.

Any reason for this or is it a weird quirk?

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trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1494 on: February 27, 2012, 03:06:26 pm »

I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.

It's a quirk of the .34, not LFR. Entire historical families will migrate now, so you'll get a lot more children than you used to. Setting the first number of BABY_CHILD_CAP in d_init to 30 or so will cap the amount of children there.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1495 on: February 27, 2012, 03:07:45 pm »

I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.

Any reason for this or is it a weird quirk?

Open up your d_init file.  The token [BABY_CHILD_CAP:100:1000] is what you're looking for.  I just used the default setting.

Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1496 on: February 27, 2012, 03:19:34 pm »

Ahhh thats right, I remember hearing something about historical families migrating, just didn't kick in that it would result in hordes of children moving in :)

Thanks for the fix all, I will take full advantage of it!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1497 on: February 28, 2012, 03:19:38 am »

I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.

Any reason for this or is it a weird quirk?

Open up your d_init file.  The token [BABY_CHILD_CAP:100:1000] is what you're looking for.  I just used the default setting.

 What would you change from here to change the children number?
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1498 on: February 28, 2012, 03:41:34 am »

What would you change from here to change the children number?

It's total children or percent of total pop, like this: [BABY_CHILD_CAP:TOTAL:PERCENT], so if you wanted no more than 20 children and no more than 10% of your population (so if you had more than 200 dwarves, you'd still have just 20), you would use [BABY_CHILD_CAP:20:10]

Note that this does NOTHING about immigrant children, pregnancies that existed before the pop limit was hit, or pregancies that existed in immigrant women, but while the number of children on your map exceeds the total or percent limit that you've set, there will be no new dwarven pregancies created directly on your map.
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groffen

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1499 on: February 28, 2012, 10:16:32 am »

The suggestion I found that worked very well was to find the [CHILD:12] tag in creature_standard.txt and change it to something like [CHILD:3]. This has incidentally cut down the size of migrant waves, as they don't bring along hordes of children anymore.

Other question: how does reactive platemail stack with other armors? Can you wear a chain shirt with it? I finally made some last night, but didn't get a chance to test.

Also thanks to narhiril - started trying out the mod with 34.02 and greatly enjoying it so far.
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