Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 128 129 [130] 131 132 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403800 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1935 on: April 03, 2012, 11:52:12 pm »

Wow... I appear to have underestimated what interactions can achieve.

[VERBAL].

That is all.

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1936 on: April 04, 2012, 02:28:14 am »

Spoiler: Images (click to show/hide)


...Overall, a pretty productive afternoon.
bloddy hell...
anyways any answers for my dwarf therapist problem?
plz halp
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1937 on: April 04, 2012, 02:37:05 am »

once again i dont know if this is possible, but i thought of somthing cool for the void walkers.
a (some what) Necromancer that resurrects nearby voidwalkers ONLY, that could make them even more challenging to fight, also possibly reactive armor???
but also i think i need to clarrify what i said earlyer.
(no offance to anyone) im not a great fan of relegion or the idea of using it for weapons but, i do belive it would be good idea to try to make relegion more beneficial like the weapon elemental cross over idea alot, i would love to see my spear dwarfs setting goblings on fire, or freezing them in ice  :D
what i ment was i think its ok for weapons ect to be enchanted but not dwarfen casters, my reason (yes fire what could possibly be a good reason for this argument)
the last thing we need are 2 10 dorf squads of JUST caster, e.g. fire. then there will be no need for the tech.
otherwise i think this mod looks very good and promasing, i would donate but i dont have credit card + no job atm XD.
but a bit of a bug...
I cant use therapist with current version of LFR this is what i get
Im sorry but I dont know how to talk to this version of dwarf fortress (checksum:0x4f7592fe)
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1938 on: April 04, 2012, 04:53:16 am »

You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1939 on: April 04, 2012, 11:52:31 am »

You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?
thx for that :D
the only way i think would be either of the following...
1. explosive ordanance / Explosive arrows /bolts /bullets
2. robotic armor (retractive gauntlet blades)
3. damage reducers (mostlikly impossible)
4.mechanical turrets?
anyways thats what i think would make it awesome :D
maby a tech piece that disables relegion system BUT allows the same benefits e.g. mass fabricator?
possibly something you link to a leaver that takes from ammo depots within (set distance) and automaticly fire in a givern direction.
if u like ideas... good luck implimenting them XD
« Last Edit: April 04, 2012, 11:56:55 am by fire1666 »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1940 on: April 04, 2012, 12:01:35 pm »

You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?

Ritual units are rather difficult to amass with the no-guarantees reactions.  Right now, we're only dealing with "lesser" ritual units....  a few abilities here and there and that's that.  Yes, they're powerful, and they add a versatility to a dwarven force not previously seen, but they're also very unreliable in practice, taking a massive amount of resources for what they give.  If need arises, I can tweak this cost as I see fit, but I haven't yet seen sufficient evidence to believe that the current ritual units are anything but fair.  If I had to tweak anything, I might move the "prayer for ritual materials" to the temple of origin when it's finished.

Future, more powerful ritual units will carry other risks associated with them. You might get the powerful juggernaut to crown as your champion that you desire, but you might get something else - maybe turning into a chicken or spreading a plague or accidentally summoning a greater demon.  Those things tend to screw up fortresses in a hurry.  The ritual tree, particularly the higher end of it, is high risk, high reward.

In contrast, the risks of the tech tree are considerably lower.  While some reactions may pose risk to individual dwarves or nearby flammable materials, decent stockpile management and workshop placement makes this relatively safe.  The rewards from the tech tree are not always as grand in scale as the ritual units, but are every bit as powerful in practice.  It takes a lot of time, patience, investment, trial, error, trial, error, and more trial to finally get something like a hadrine or dart launcher production line going, but once established, production is limited only by your resources.  Given a choice between a squad of wavebreakers (which takes a LONG time and a LOT of cobalt and silver to build up) and a squad of normal dwarves with hadrine helms with advanced bayonet dart launchers, I'd probably pick the marksdwarves - simply because when a ritual unit (not counting the currently unfinished paragon) dies, the investment is lost with it.  When a marskdwarf dies, someone else can grab his stuff and take over.  The system is also set up to encourage player choices...  You can pour your resources into one tree or the other to advance faster, or you can build them both up (at considerably greater cost) to get a squad of zephyrs with spring-loaded bayonet crossbows - which, might I add, kick a disproportionate amount of ass.

Admittedly, at the moment, the ritual tree is a lot flashier than the tech tree, but here's a glimpse of what's planned for the next tier or two...

-Mechanical constructs - creating special, friendly creatures from reactions.  Yes, this works.  The first of these will be the Elder Scrolls style "dwarven spider prototype" seen in the screenshot a few posts back, but these will build up to more advanced systems.  Some of these constructs can be repaired if destroyed (don't ask, I haven't written this massive block of interaction code yet).
-Armor upgrades - pieces of armor to be worn on top of regular armor for added protection.  If you want to test one of these out, open up arena and equip someone with a "steel strength field barrier pack." in addition to regular armor and watch.
-Vaccines - abilities granted via syndrome to combat the plagues from the future ritual tree advances.
-Elixirs - alcohol that grants special bonuses (speed boost, etc).
-Silk farms.

once again i dont know if this is possible, but i thought of somthing cool for the void walkers.
a (some what) Necromancer that resurrects nearby voidwalkers ONLY, that could make them even more challenging to fight, also possibly reactive armor???

Voidwalkers don't leave corpses, so this is problematic.  I am considering this ability for the shedim, however.  I have more sinister plans for the voidwalkers once the dwarves get powerful enough to warrant them. :)

I cant use therapist with current version of LFR this is what i get
Im sorry but I dont know how to talk to this version of dwarf fortress (checksum:0x4f7592fe)

I haven't touched the executable, so this is probably a DT issue.  Try downloading the latest release over on that thread.

I should also note that the unofficial "caste patch" version of DT doesn't quite work right with LFR - it runs, but it gets the castes wrong.  Not really sure why, but it's not my project.

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1941 on: April 04, 2012, 12:48:56 pm »

You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?

Ritual units are rather difficult to amass with the no-guarantees reactions.  Right now, we're only dealing with "lesser" ritual units....  a few abilities here and there and that's that.  Yes, they're powerful, and they add a versatility to a dwarven force not previously seen, but they're also very unreliable in practice, taking a massive amount of resources for what they give.  If need arises, I can tweak this cost as I see fit, but I haven't yet seen sufficient evidence to believe that the current ritual units are anything but fair.  If I had to tweak anything, I might move the "prayer for ritual materials" to the temple of origin when it's finished.

Future, more powerful ritual units will carry other risks associated with them. You might get the powerful juggernaut to crown as your champion that you desire, but you might get something else - maybe turning into a chicken or spreading a plague or accidentally summoning a greater demon.  Those things tend to screw up fortresses in a hurry.  The ritual tree, particularly the higher end of it, is high risk, high reward.

In contrast, the risks of the tech tree are considerably lower.  While some reactions may pose risk to individual dwarves or nearby flammable materials, decent stockpile management and workshop placement makes this relatively safe.  The rewards from the tech tree are not always as grand in scale as the ritual units, but are every bit as powerful in practice.  It takes a lot of time, patience, investment, trial, error, trial, error, and more trial to finally get something like a hadrine or dart launcher production line going, but once established, production is limited only by your resources.  Given a choice between a squad of wavebreakers (which takes a LONG time and a LOT of cobalt and silver to build up) and a squad of normal dwarves with hadrine helms with advanced bayonet dart launchers, I'd probably pick the marksdwarves - simply because when a ritual unit (not counting the currently unfinished paragon) dies, the investment is lost with it.  When a marskdwarf dies, someone else can grab his stuff and take over.  The system is also set up to encourage player choices...  You can pour your resources into one tree or the other to advance faster, or you can build them both up (at considerably greater cost) to get a squad of zephyrs with spring-loaded bayonet crossbows - which, might I add, kick a disproportionate amount of ass.

Admittedly, at the moment, the ritual tree is a lot flashier than the tech tree, but here's a glimpse of what's planned for the next tier or two...

-Mechanical constructs - creating special, friendly creatures from reactions.  Yes, this works.  The first of these will be the Elder Scrolls style "dwarven spider prototype" seen in the screenshot a few posts back, but these will build up to more advanced systems.  Some of these constructs can be repaired if destroyed (don't ask, I haven't written this massive block of interaction code yet).
-Armor upgrades - pieces of armor to be worn on top of regular armor for added protection.  If you want to test one of these out, open up arena and equip someone with a "steel strength field barrier pack." in addition to regular armor and watch.
-Vaccines - abilities granted via syndrome to combat the plagues from the future ritual tree advances.
-Elixirs - alcohol that grants special bonuses (speed boost, etc).
-Silk farms.

once again i dont know if this is possible, but i thought of somthing cool for the void walkers.
a (some what) Necromancer that resurrects nearby voidwalkers ONLY, that could make them even more challenging to fight, also possibly reactive armor???

Voidwalkers don't leave corpses, so this is problematic.  I am considering this ability for the shedim, however.  I have more sinister plans for the voidwalkers once the dwarves get powerful enough to warrant them. :)

I cant use therapist with current version of LFR this is what i get
Im sorry but I dont know how to talk to this version of dwarf fortress (checksum:0x4f7592fe)

I haven't touched the executable, so this is probably a DT issue.  Try downloading the latest release over on that thread.

I should also note that the unofficial "caste patch" version of DT doesn't quite work right with LFR - it runs, but it gets the castes wrong.  Not really sure why, but it's not my project.
kk thx for the DT advice ill work on that shortly, also thanks for clarafying the rirural units thing :D
i hope the mod goes well
also i love the idea of making void walkers tougher once again might be impossible to code, but maby the more they get hurt the more fanatical in combact, martial trance on styeroids? i would lol so much about that
Void walker (name) has cancled attack dorf: GONE ABSOLUTLY BAT SH*T INSANE!!!!!
2 minutes later
The siege is over......
9001 dorfs dead with only one voidwalker left standing XD
(sry had to be done)
« Last Edit: April 04, 2012, 12:53:52 pm by fire1666 »
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1942 on: April 04, 2012, 12:55:12 pm »

could voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])
« Last Edit: April 04, 2012, 01:09:00 pm by fire1666 »
Logged

Atlan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1943 on: April 04, 2012, 01:23:08 pm »

could voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])

If they dropped a soul gem and you could recover them before anyone thrall'd, there's all sorts of fun !!SCIENCE!! I could see involved. Slaying your enemies and using their souls as a long-term power source? Refining their very souls into weapons to fight off their friends, some sort of soul spear made to pierce the spirit instead of the physical body? Smells like dwarf fortress.
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1944 on: April 04, 2012, 01:36:46 pm »

could voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])

If they dropped a soul gem and you could recover them before anyone thrall'd, there's all sorts of fun !!SCIENCE!! I could see involved. Slaying your enemies and using their souls as a long-term power source? Refining their very souls into weapons to fight off their friends, some sort of soul spear made to pierce the spirit instead of the physical body? Smells like dwarf fortress.
smells like a new update to LFR if u ask me XD
Logged

Undeadlord

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1945 on: April 04, 2012, 01:52:47 pm »

Whats that? You want to build a giant mechanical spider of Doom to defeat your enemies?

No problem, just get me a few voidwalker, goblin, orc, FB soul gems to power it ... :)
Logged

Atlan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1946 on: April 04, 2012, 01:54:40 pm »

smells like a new update to LFR if u ask me XD

I wouldn't be that overly confident. They're neat ideas, but Narhi has many plans already laid out for the future of LFR. I'm always more interested in the tech tree advances though, and I'll try to come up with some novel concepts that might be used in them. Truth be told, I haven't bothered making a single shrine except one or two plays. !!Science!! > Religion, to me :3
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1947 on: April 04, 2012, 02:06:47 pm »

Code: [Select]

[CREATURE:DWARF_SPIDER_ALPHA_LFR]
[DESCRIPTION:A small, eight-legged mechanical device.  Through intense research and development, the dwarves have managed to give it a rudimentary control system that can detect and respond to basic threats.  It is not very durable, however.]
[NAME:dwarven spider prototype:dwarven spider prototypes:prototype]
[CASTE_NAME:dwarven spider prototype:dwarven spider prototypes:prototype]
[CREATURE_TILE:249][COLOR:6:0:1]
[PREFSTRING:mechanical eyes]
[PREFSTRING:robotic noises]
[PREFSTRING:metal bodies]
[NOT_LIVING]
[SPEED:700]
[LIKES_FIGHTING]
[FIREIMMUNE_SUPER][MAGMA_VISION][AMPHIBIOUS]
[NOFEAR][NOEXERT][NOPAIN][NOEMOTION][NONAUSEA][NO_SLEEP][NOSTUN][NO_EAT][NO_DRINK][NO_GENDER][NO_FEVERS][PARALYZEIMMUNE][NOBREATHE]
[BODY:MECH_SPIDER_LFR:VISUAL_SCANNER_LFR:EXHAUST_PIPE_LOWERBODY_LFR:CONTROL_MODULE]
[BODY_DETAIL_PLAN:MECH_MATERIALS_IRON]
[BODY_DETAIL_PLAN:MECH_TISSUES_IRON]
[BODY_DETAIL_PLAN:MECH_EYE_MATERIALS]
[BODY_DETAIL_PLAN:MECH_EYE_TISSUES]
[BODY_DETAIL_PLAN:CONTROL_MODULE_TEMPLATE]
[BODY_DETAIL_PLAN:CONTROL_MODULE_TISSUE_TEMPLATE]
[BODY_DETAIL_PLAN:MECH_SPIDER_TISSUE_LAYERS:ARMOR:SKIN:BONE]
[TISSUE_LAYER:BY_CATEGORY:EYE:MECH_EYE:NORMAL]
[TISSUE_LAYER:BY_CATEGORY:EXHAUST:ARMOR:NORMAL]
[TISSUE_LAYER:BY_CATEGORY:BRAIN:CONTROL_MODULE:NORMAL]
[CREATURE_CLASS:LFR_MECHANICAL]
[BODY_SIZE:0:0:7000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_EDGE]
[HOMEOTHERM:10020]
[SWIMS_INNATE][SWIM_SPEED:2200]
[NATURAL_SKILL:STANCE_STRIKE:3]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[SOUND:PEACEFUL_INTERMITTENT:12:1000:NONE:click:clicks:clicking]
[SOUND:ALERT:100:1500:NONE:clank:clanks:clanking]
[SOUND:ALERT:20:2000:NONE:beep:beeps:beeping at regular intervals]
[CASTE:GENERIC]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:RED:1:GREEN:1:BLUE:1:YELLOW:1:WHITE:1:BLACK:1:AQUAMARINE:1:JADE:1:INDIGO:1]
[TLCM_NOUN:paint:SINGULAR]

This has a fair number of dependencies, but most of it's there...  And they kick sickening amounts of ass.  I put 8 of them in arena and then put them up against three aatxes (I tend to use the aatxe as a benchmark for strength) and they killed all three within seconds - the only injury sustained being one of them losing a leg in the process.  Looks like these little guys are going to be pretty expensive...  You'll have to construct the frame and the control core to make one, and I'm currently deciding on what those will require.  Obviously, iron and copper will be involved.

What I found so suprising (read: amusing) was that their size is not very big...  roughly 11% of a dwarf's adult size, and yet they still swarmed and easily defeated a creature over twenty times larger.  If this is any indication, future mechanical constructs are going to be a terrifying thing indeed.

... All of this gave me a sickening idea for a new monster in the deep caverns.  Between these, the two new greater demons, and jagged crystal dragons, things underground are about to get a lot more FUN.

Whats that? You want to build a giant mechanical spider of Doom to defeat your enemies?

No problem, just get me a few voidwalker, goblin, orc, FB soul gems to power it ... :)

A "soul gem" system, or soul harvesting, is something I can actually implement.  I like the idea of incorporating this into mechanical constructs, so stay tuned for more on that front. 

Many of the more advanced mechanical units will require rare reagents, such as ectoplasmic remnants, sentinel cores, clockwork pendants, and twisted prisms (not yet implemented - planned drop for the jagged crystal dragon).  Basically, that means you'll need to start hunting down some powerful creatures and/or vanguard ruins if you want some of LFR's most advanced constructs on your side.  That's not until tier five, though.  ;)

smells like a new update to LFR if u ask me XD

I wouldn't be that overly confident. They're neat ideas, but Narhi has many plans already laid out for the future of LFR. I'm always more interested in the tech tree advances though, and I'll try to come up with some novel concepts that might be used in them. Truth be told, I haven't bothered making a single shrine except one or two plays. !!Science!! > Religion, to me :3

While I tend to agree with you, I think you'll really like paragons and radiant priests.  ^_^

Also, I'm making an executive decision to change the "EMP" ability for tempests.   Instead of blocking abilities, this spell will interfere with a target mechanical creature.  So if you're hunting damascus sentinels, you might want to bring one along...  Just try not to let him get punched.
« Last Edit: April 04, 2012, 02:12:27 pm by narhiril »
Logged

Atlan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1948 on: April 04, 2012, 02:13:28 pm »

Will we ever have the classic, enchanted suit of ghost armor, inhabited by a vengeful spirit and powered by souls of the damned? Not quite a damascus sentinel, but I pictured it being a cross between the Tech and Rituals, fine armor, inscribed with runes by priest and given life through alchemy's ability to pull things from beyond the ether. Perhaps an ectoplasmic remnant is the essence from which the spirit is born, kept chained to its metal prison by the runes and blessings of gods, augmented by technology.
Logged

Vanaheimer

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1949 on: April 04, 2012, 03:27:06 pm »

Perhaps to make them more expensive you could bump up the quality of the metal? Instead of iron and copper, use steel and orichalcum... that would make them very expensive indeed.
Logged
Pages: 1 ... 128 129 [130] 131 132 ... 240