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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 403875 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2010 on: April 08, 2012, 04:57:20 pm »

Is there any chance that Mithril can be made more common? It's supposed to be a lighter version of steel but with its extreme rarity and the fact it takes 4 ore to create one bar makes it completely impractical to use. It's actually easier to just produce Damascus steel since Vanadium is actually common compared to Mithril.

Mithril veins only occur in obsidian.  Everywhere else, it's just small clusters.  It's intended to make embarking on volcanoes a bit more exciting, seeing as volcanic areas tend to lack coal and flux.  Mithril also holds an edge 20% sharper than steel and equivalent to damascus steel.


Oh that makes perfect sense then, I'll have to embark on a vulcano next time. My current fort is drowning in steel right now and I found a massive vein of vanguard ruins. What exactly are the core's and clockwork pendants for right now? I salvaged them but seemed to just yield trade goods. Oh and how strong is a glowing mithril sword?

Pendants can be broken down into mechanisms and precision tools at the alchemy lab.  Cores are used for creating a special type of crossbow at the alchemy lab (which is roughly equal to a mechanized bayonet crossbow).  Glowing mithril long swords are quite powerful - if your military isn't using adamantine, ether, or voidshard weapons, there aren't really that many better swords that you can make.

There are a lot of creatures without graphics, why not ask if you Narhiril can borrow from others mod, some are rather well furnished!

I'm keeping a close eye on this thread to try to fill out the rest of the graphics as they become available.  I'll have to see what permissions I can get, but I hope to incorporate some of them.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2011 on: April 08, 2012, 05:42:49 pm »

All of today amounted to one and only one little bullet point in the patch notes...  But I think it was worth it.

Emberlight warriors can now safely swim, stand, see, and fight in magma without any negative consequences.

Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2012 on: April 08, 2012, 05:57:40 pm »

How'd you pull that one off? O_o
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2013 on: April 08, 2012, 06:15:27 pm »

o_o ... Does this mean I may actually get around to building some temples? Hmmmm.... On the one hand I'm really lazy and tech is easy for me to get, but on the other magma-proof miners and fortification engravers... Hmm.... Hmmmmmm... Decisions, decisions.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2014 on: April 08, 2012, 09:14:01 pm »

This, combined with it's new and planned abilities, is a great buff for the Ember light. I am only worried about it's path finding....

Other than that, a magma-filled fortress would be amazing to have. It may be a little less piratical than the underwater fortress, considering half the items you use would probably burn, but if you just had a room for food and wood(For making more emberlights) you would be invincible to attack.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2015 on: April 08, 2012, 09:27:16 pm »

This, combined with it's new and planned abilities, is a great buff for the Ember light. I am only worried about it's path finding....

Other than that, a magma-filled fortress would be amazing to have. It may be a little less piratical than the underwater fortress, considering half the items you use would probably burn, but if you just had a room for food and wood(For making more emberlights) you would be invincible to attack.

what about the HFS? isn't that magma proof?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2016 on: April 08, 2012, 10:31:36 pm »

This, combined with it's new and planned abilities, is a great buff for the Ember light. I am only worried about it's path finding....

Other than that, a magma-filled fortress would be amazing to have. It may be a little less piratical than the underwater fortress, considering half the items you use would probably burn, but if you just had a room for food and wood(For making more emberlights) you would be invincible to attack.

The combat pathfinding, at the very least, seems to work properly.  I spawned two emberlights in the arena and put a bunch of lava down between them, and they ignored it and attacked each other anyway, fighting right in the middle of the pool.

Also, new poll.  I have a feeling I know where this one is going, but I thought I'd ask anyway.

Weaselcake

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2017 on: April 08, 2012, 10:42:39 pm »

So, Is there a modded phoebes version of this mod?

I can't get over ironhands detail, and I can't get over vanillas simplicity. Phoebes is that perfect middle-tileset that I can't play this without.

Please don't make me search 130+ pages to find one. :(
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2018 on: April 08, 2012, 11:47:10 pm »

So, Is there a modded phoebes version of this mod?

I can't get over ironhands detail, and I can't get over vanillas simplicity. Phoebes is that perfect middle-tileset that I can't play this without.

Please don't make me search 130+ pages to find one. :(

Support for Phoebus' set is something that I've been meaning to do for a long while, but I've never gotten around to it.  It involves combing through raws and manually changing tile numbers... a LOT of tile numbers.  Basically, every single tile in every material, tool, and building (UGH) file would need to be re-mapped.  That's what's keeping it from happening right now.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2019 on: April 09, 2012, 01:59:54 am »

So, what's up for now, Narhiril? I ask merely for information.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2020 on: April 09, 2012, 04:23:11 am »

Can someone tell me the qualities or strategy to use these metals, compared to iron as the standard:

vanadium
tungsten
bismuth bronze


I know that heavy is good for blunt weapons so I make my hammers in silver. Is a soft but heavy metal not good for a bolt? I guess so...
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2021 on: April 09, 2012, 04:35:13 am »

Tungsten is better than silver for blunt, but paradoxally I find iovium to be more common so I just use that exclusively. Vanadium comes from ferrovanadium which produces both iron and vanadium and its used to convert steel into Damascus steel which is just better. I believe bismuth bronze is just used for crafts and is crap for weapons and armor.

I have noticed though that a lot of the surface races use tungsten for edged weapons, which is good, considering it sucks at it :P

Anyway I have a question. Are goblins supposed to be trap avoid? I've had invisible thieves and snatchers trigger my entrance traps and get cut to bits, causing corpses to just magically appear.

And a general question probably not related to the mod. I have a lot of corpses and other things clogging up my surface fort, is there any way to get rid of them that doesn't involve turning on collect refuse on the surface? I'd rather not have my dwarves run out like crazy every time something dies.

Edit: Might be intentional, but I noticed that vanguard artifacts are treated as cassisterite for stockpile purposes.
« Last Edit: April 09, 2012, 04:49:30 am by Demiurge »
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2022 on: April 09, 2012, 06:12:26 am »

bismuth bronze is the same as reguler bronze, which if I remember correctly, is slightly worse than iron weapon wise
it does have a material value of 6, beating bronzes 5

use tungsten the same way you use silver, or save it for hadrine production (i know it's heavy as hell (20% heavier than iovium if i'm reading this correctly!), but hadrine, as narhiril stated earlier, is superior to all except adamantine... and reactive shields FAR outclass tower shields, if your worried about the weight too much: reactive shields)

note that you also need mithril and reguler steel for 1 piece of hadrine armor (as well as advanced mechanisms)
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2023 on: April 09, 2012, 06:36:12 am »

Shield materials only really apply when bashing. A leather shield will block just as well as an adamantine one (and adamantine is super light so its actually terribad for shields).

I've been genning worlds for 2 hours now with 200 volcanoes to get a good lava fort going but so far I haven't managed to avoid lizardmen or bog trolls going extinct. Actually come to think of it I've NEVER genned a world where kobolds survived, their numbers are always below a thousand.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2024 on: April 09, 2012, 09:32:20 am »

well the [BLOCKCHANCE] of a shield matters! and reactive shields have a pretty high blockchance...
for reference:
bucklers have [BLOCKCHANCE:10]
shields have [BLOCKCHANCE:20]
tower shields have [BLOCKCHANCE:30]
reactive shields have... [BLOCKCHANCE:55]

this makes a hadrine reactive shield the best shield of the game if your willing to ignore the heavy weight
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