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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 406113 times)

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2670 on: October 23, 2012, 07:13:26 pm »

Been enjoying this mod (probably a little too much, since there are a lot of things I really should be doing instead), run into a few problems (NOTE: I'm avoiding looking at the raws to prevent spoilers):
Hammerhead javelins are useless- I've got golden javelins fired from exceptional throwers being deflected consistently by bog troll's cloth armor. When they do hit, they can actually send the troll flying a tile or two back, which is pretty cool. I suggest reducing contact area.
There are no traitor dwarves, or at least they're really rare (or, my watchers aren't detecting them at all).
A friendly dwarf popped up (not under my control) in a recent migrant wave. Is this a problem with the "traitor"s, or was it a werecreature in disguise? (Either way, it was murdered by the merchants, yet I still had to bury it)
Foundries only produce one block, not four. You probably forgot to update this from the older version where stones would always drop (with a legendary miner, at least) instead of 25% of the time.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2671 on: October 23, 2012, 07:37:28 pm »

Quote
Hammerhead javelins are useless- I've got golden javelins fired from exceptional throwers being deflected consistently by bog troll's cloth armor. When they do hit, they can actually send the troll flying a tile or two back, which is pretty cool. I suggest reducing contact area.

Who uses blunt anyway? And why golden? I mean, lead is cheaper, and better...

But you are right, they are useless. But then again, why are you using hammer, when you can cut them in half with broad head?

Quote
There are no traitor dwarves, or at least they're really rare (or, my watchers aren't detecting them at all).

I have not see any either. Maybe they are really good at hiding? (Though to be fair, I have not seen any vampires in a while, so it might just be me not playing as much...)

Quote
A friendly dwarf popped up (not under my control) in a recent migrant wave. Is this a problem with the "traitor"s, or was it a werecreature in disguise? (Either way, it was murdered by the merchants, yet I still had to bury it)

Was it a trader? Friendly dwarfs appearing is a venella thing, though usually they are friendly and not slaughtered by traders.

Quote
Foundries only produce one block, not four. You probably forgot to update this from the older version where stones would always drop (with a legendary miner, at least) instead of 25% of the time.

Yep, and yep. Everyone and their grandma has mentioned this, I am going to assume it is known about.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2672 on: October 24, 2012, 04:02:13 am »

I'm using gold hammerheads because I have a huge amount of gold, hundreds of bars compared to other metals. You can only make hammerheads out of gold. It's not an ideal metal, but since it's dense, it should've been decent as a blunt weapon.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2673 on: October 24, 2012, 04:29:30 am »

I'm using gold hammerheads because I have a huge amount of gold, hundreds of bars compared to other metals. You can only make hammerheads out of gold. It's not an ideal metal, but since it's dense, it should've been decent as a blunt weapon.

None of the theories or hints I mention below come from looking at the raws, though I did have me a good glimpse at the manual that comes with our favorite game before I decided to try and answer ya.  So feel unspoiled in reading - unless even the manual's tmi for your playstyle 8)

You mentioned these hammerheads are being deflected by cloth armor... yet there are hints that these javelins are designed to smash through armor.  Mayhap 'deflected' is slightly misused in the combat reports...

I suspect that these heavy javelins are intended to be used against heavy armors, and may be impressive if used as intended - they sound as if they are rather thick and thus probably much easier to see coming than the other sorts of sharp-tipped javelins, leading to a lot of enemies 'leaping aside, but getting a bit of the edge of their cloth armor brushed by the javelin as it passes', i.e., deflecting the javelin's path at least a tiny bit.

Instead, use them  against the guys that are decked out like tanks, whom are able to laugh at your sharp edged javelins, but who simply cannot shift all that mass against inertia in time to 'dodge' your hammerheads.

Just a theory - but if you happen to be willing/able to test it, by all means please do let us know!
« Last Edit: October 24, 2012, 04:39:49 am by Imp »
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2674 on: October 24, 2012, 04:38:34 am »

I'm far too impatient to test things in the arena, so I suppose I'll wait for armored enemies.

Your theory makes some sense in real life, but remember- we're talking about legendary marksdwarves with exceptional weapons aiming at common thieves. Half the time, targets already lying on the ground and bleeding/unconscious from regular bolts/arrows. I think we still have the problem that I had when I made my own mod ages ago- large creatures have clothing thickness scaled up, so for anything drastically larger than a dwarf, its regular clothes would be impervious to almost anything.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2675 on: October 24, 2012, 04:41:08 am »

I'm far too impatient to test things in the arena, so I suppose I'll wait for armored enemies.

Your theory makes some sense in real life, but remember- we're talking about legendary marksdwarves with exceptional weapons aiming at common thieves. Half the time, targets already lying on the ground and bleeding/unconscious from regular bolts/arrows. I think we still have the problem that I had when I made my own mod ages ago- large creatures have clothing thickness scaled up, so for anything drastically larger than a dwarf, its regular clothes would be impervious to almost anything.

Well, if it turns out that your gold hammerhead javs really are useless.... consider the effort required to throw a shotput versus a dart.... or for that matter how much harder it would be to throw a dart made of gold.  It is possible (not certain) that golden hammerheads -could- be so much heavier than other types of javs that these cannot be properly thrown even with a thrower, which at very least should make them far easier to dodge/'deflect'.

The throwers are possibly designed to throw lighter javs, Mebby I'll get lucky one of these days and keep at a single fortress long enough to have a chance to find out for myself  ???
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2676 on: October 24, 2012, 04:52:34 am »

The weapon doesnt care at all what weight the ammo is, velocity and so forth is just a number in the raws. Heavy ammo is not slower, and dodging is only based on a creatures dodge skill, not the ammo shot at them.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2677 on: October 24, 2012, 06:46:53 am »

I've noticed that ever since I installed this mod, I haven't been able to planepack items at will anymore. Anyone else experiencing this?
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2678 on: October 24, 2012, 03:59:18 pm »

Interesting justification. Despite the difficulties that you would have in real life dodging a huge flying projectile, I suppose you can doge bolts as well. But it does fall apart when you realize that it is reflected by literally any armor, and is only a threat to a naked man. It can't pierce armor at all, copper armor blocks it in the arena.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2679 on: October 24, 2012, 06:25:28 pm »

Troll thieves (especially master ones) are pretty funny, getting angry at people while hidden and giving themselves away.

Just wondering if anyone knows this (trying to minimize looking in the raws, as said before): In the manual, the temple of fire is marked as not yet implemented, but exists on the buildings list, and the materials to make it appear to be available. What exactly is un-implemented with it?
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2680 on: October 24, 2012, 06:32:31 pm »

Troll thieves (especially master ones) are pretty funny, getting angry at people while hidden and giving themselves away.

Just wondering if anyone knows this (trying to minimize looking in the raws, as said before): In the manual, the temple of fire is marked as not yet implemented, but exists on the buildings list, and the materials to make it appear to be available. What exactly is un-implemented with it?

That's a manual error.  Thanks for catching that for me.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2681 on: October 24, 2012, 06:47:25 pm »

I'm playing this way more than I should be, more bug reports coming up.

Anything on watchers/traitor dwarves? That entire mechanic seems to be missing.

EDIT: Certain dwarves seem to be immune to the transformations...?

EDIT2: Armor issues. Perfectly covered dwarves will not be affected by the transformation.
« Last Edit: October 24, 2012, 09:42:19 pm by katana »
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2682 on: October 24, 2012, 10:06:46 pm »

Quote
EDIT: Certain dwarves seem to be immune to the transformations...?

EDIT2: Armor issues. Perfectly covered dwarves will not be affected by the transformation.

I have not seen that, my armored dwarfs have been preforming fine. Its more of the random nature of inhaled syndromes...
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2683 on: October 25, 2012, 11:08:50 am »

I've sorta tested this (small sample size though)-
Every one of my military dwarves that wears armor + clothes (armor over clothing) is immune to the transformation. When I took the same dwarves and told them to replace clothing with armor (and uncover various body parts), they were able to transform.

Things I've found:
Transformation appears to age creatures. I took a 13 year old dwarf, and post transformation, he appeared to be 81.
If your battlefield has grass and/or items strewn about it, emberlight warrior's fireballs will burn stuff and prevent pathing, likely locking themselves for a few days while the fire burns out.
Voidwalkers are just plain underwhelming. They need much higher natural skills or something, a few competent marksdwarves shouldn't be able to kill an ambush.

EDIT: Haven't been getting artifact unique weapons at all. Just me?
Tried reloading like 9 times: long sword, long sword, spear, spear, maul, maul, mace, great axe, great axe. It seems unlikely that if the artifact-only weapons worked, I'd have failed to get one this many times.
« Last Edit: October 25, 2012, 03:28:47 pm by katana »
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2684 on: October 25, 2012, 05:10:40 pm »

Quote
I've sorta tested this (small sample size though)-
Every one of my military dwarves that wears armor + clothes (armor over clothing) is immune to the transformation. When I took the same dwarves and told them to replace clothing with armor (and uncover various body parts), they were able to transform.

Like I said, that is a dirty pirate lie. The syndromes are inhaled. The armor has nothing to do with it.

Quote
Transformation appears to age creatures. I took a 13 year old dwarf, and post transformation, he appeared to be 81.

Possible, but really it does nothing, unless you are going to have a game for fifty in game years...

Quote
If your battlefield has grass and/or items strewn about it, emberlight warrior's fireballs will burn stuff and prevent pathing, likely locking themselves for a few days while the fire burns out.

Yeah. They set stuff on fire. For that information, I raise your rank Colonel. Congratulations, Colonel Obvious!

Quote
Voidwalkers are just plain underwhelming. They need much higher natural skills or something, a few competent marksdwarves shouldn't be able to kill an ambush.

Why not? A larger group (Like a siege) can be devastating. But personally, I have been getting less voidwalker attacks lately. The Shedim seem to have that covered. Would you prefer it took a whole army to beat one of them?

Quote
EDIT: Haven't been getting artifact unique weapons at all. Just me?

Think. How many strange moods did you have? Now think again. How many of those where weapons? If your answer is less then ten, then it is highly unlikely that your strange moods would yield a special weapon.

Quote
Tried reloading like 9 times: long sword, long sword, spear, spear, maul, maul, mace, great axe, great axe. It seems unlikely that if the artifact-only weapons worked, I'd have failed to get one this many times.

Save scummer! *Wriggles finger disapprovingly*. I have not gotten a weapon personally (Though I only have gotten a handful in my whole career....) though I have gotten several hats, a soap shield, and several other mod things, so there is no reason to assume you can't get them.

You should probably get more information before making assumptions, considering the random nature of it all.
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This is my signature. There are many like it, but this one is mine.

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