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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


Pages: 1 ... 174 175 [176] 177 178 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406189 times)

Hurize

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2625 on: September 02, 2012, 08:38:42 pm »

We need more danger....
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The amount of malice in this thread is actually causing me some concern. I mean, chaining up mothers and forcing them to breed, just so we can drown their children to harvest their organs? Does this strike no one else as absolutely horrific?
You misspelled 'hilarious'

wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2626 on: September 04, 2012, 08:39:08 pm »

While we're on the issue of stone, is the alchemist experiment still supposed to cost 10 stones?  That's a huge price now (equivalent to 40 stones worth of raw material in 0.34.07).  I understand it was intended to "get rid of unwanted stones" back in the older versions, but now you have to do a bunch of extra mining just to get enough stones for it.

I've been wondering about this too. As someone who builds a lot of above ground structures/ fussy with my interior decor and also turns off migration (I hate being dumped with 20-60 new dwarves every season that drink all my booze like little bearded locusts), I tend to have quite small forts and with the new vanilla changes I just don't have the stone available to keep up block production, furniture production, stone crafts for early trading, and alchemy all at the same time any more.

However, in my musings I also took things a step further than just lowering the boulder cost as my thoughts kept getting drawn to how to make alchemy feel more plausible (even in alchemy it was traditionally lead in to gold (or not as the case may be), not some random rock they found on the ground in to gold) without distancing it from it's surrounding fantasy settings, which oddly brought me to Narhiril's mention of the new "object of deity" for ritual transformation. Basically instead of "praying for a gods favour" the alchemist would instead "perform a preliminary experiment" (or whatever) and from that they'd get a "preliminary theory" (object of deity) that could be stocked up (in bins!) and then used for regular alchemy like we already have instead of boulders. Basically substituting raw resources with time to try and keep things balanced.

Not that I'm suggesting changes to alchemy are a priority or anything, but I thought I may as well throw this out there since it was sort of on topic at the moment. :)
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2627 on: September 05, 2012, 07:43:54 am »

I think alchemy would benefit greatly from being converted to being wholly plant based. Based on rarity, you would farm the most common ones which form the basis of most simple reactions that can result in various products and scientific journals used for more applied research. This should include both surface and cave plants, but crucially I think the rarest materials should be gathereable from the deepest caves but not farmable. So your supply of rare plants to perform the most exotic alchemical processes would be limited to what you're able to gather from the caves.

Include more materials from animals, for example unprocessed organs from butchery. I think this could be a very interesting and rewarding system, but it would take a great deal of work.
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2628 on: September 05, 2012, 11:24:39 am »

Oh, that's an even more interesting idea! It would probably feel more rewarding in the long run, but then I do seem to like things the tougher and more challenging they are to accomplish. Though now all I can hear is "Dragon Tooth! Dragon Tooth!", followed by a loud roar and a dwarf running around on fire holding a giant fang with a pair of rapidly melting pliers.  :D
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sum1won

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2629 on: September 06, 2012, 12:20:34 pm »

Are crossbows identical to vanilla crossbows, with other ranged weapons in this mod upgrading from there?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2630 on: September 10, 2012, 03:49:37 pm »

Are crossbows identical to vanilla crossbows, with other ranged weapons in this mod upgrading from there?

Yes, they're unchanged.

I apologize to everyone for the huge delay between posts and updates...  Things have been insane in my life right now.  I've been juggling school with trying to take care of two of my closest friends, one of whom has gallbladder disease and the other of whom has been staying with me lately to escape from domestic violence.  I hope you all understand that I'm doing my best here.  The real slowdown has been on the graphical end, but that's almost finished now.  I'm hoping to get this release up by the end of the week.  I might have to hold off on scarabs to make that deadline, but I'll push to try to get them in as well.

Arkenor

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2631 on: September 10, 2012, 05:07:37 pm »

Looking after friends is far more important, and I'm sure you're stressed enough already without giving yourself deadlines. I ended up having my gall bladder removed, so I know how crippling that one can be.
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2632 on: September 11, 2012, 04:47:44 am »

Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2633 on: September 11, 2012, 03:01:08 pm »

Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)

Yes, actually, I'm extremely interested in this.

agentanorexia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2634 on: September 11, 2012, 06:35:10 pm »

Fired up this mod, and I have two questions:

How do I make the orichalcum precision tools? I have ~350 bars according to my stocks screen, the workshops are within 10 tiles of the stockpile. Magma vs non magma makes no difference. I add it to the queue fine but no dwarves ever make them.

Are the meowkin immune to traps? They don't seem to be affected by cage traps, or at least a very tiny percentage chance.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2635 on: September 11, 2012, 06:52:19 pm »

1. Make sure there aren't any burrows that may be conflicting with the job.
2. If they're not affected by cage traps at all, either a diplomat has seen the traps or they're [TRAPAVOID] (which, IIRC, is the latter in the case of meowkin)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2636 on: September 11, 2012, 07:53:32 pm »

Quote
How do I make the orichalcum precision tools? I have ~350 bars according to my stocks screen, the workshops are within 10 tiles of the stockpile. Magma vs non magma makes no difference. I add it to the queue fine but no dwarves ever make them.

Do you have anyone on mechanic duty?

Quote
Are the meowkin immune to traps? They don't seem to be affected by cage traps, or at least a very tiny percentage chance.

Nope, not if they are an enemy. Not unless their diplomat saw the traps.
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agentanorexia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2637 on: September 11, 2012, 10:44:40 pm »

I've got a bunch of mechanics (traps are a pretty important part of the defense), no warren problems.

Guess the diplomat must have seen them then, makes sense. I'm not sure why exactly they attacked me, no big deal. Can always use more layers of defense.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2638 on: September 11, 2012, 11:35:36 pm »

Quote
I've got a bunch of mechanics (traps are a pretty important part of the defense), no warren problems.

Can you do other things with the alchemist lab? They only have one square that you can enter properly, so you may have placed them wrong.
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agentanorexia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2639 on: September 12, 2012, 04:31:14 pm »

Does not appear I can do anything else from any of my alchemy labs. I don't think the sides issue from one of the earlier posts, 2 have nothing touching them on any sides.
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