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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 406074 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2700 on: October 26, 2012, 12:18:36 am »

Quote
Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?

Looking into the raws, that is false. They are in the same category, and I don't even know if it is possible to get another category. The simplest way to find something out isn't to test it, it is to go into what creates it and see what it says.

There was a change a while back that Toady made where strange mood weaponsmiths would only choose their weapon type from the entity's permitted weapons UNLESS the strange mood dwarf in particular had a preference for another weapon type.  As this seriously skewed the probability of getting an unusual mod weapon, the weapons concept lab was added to compensate for this scarcity.

You CAN still get a khopesh, pair of katara, felling axe, etc. from a weaponsmith's strange mood, but ONLY if the dwarf in the strange mood has a preference for it.  If those odds aren't good enough for you, there's the weapons concept lab for churning out some random ones.  This is the best I can do without any access to the source code.

It does kind of make sense, though, that a dwarf would be inspired to master his craft by creating a pinnacle of one of his culture's signature weapons.

Note that this change was ONLY made for WEAPONSMITHS.  Bowyers, bone carvers, tailors, etc. will still select their artifact type at random, ignoring the entity's permissions.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2701 on: October 26, 2012, 06:11:07 am »

Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?

If that's the case, you can scum your moody dwarf's creation as often as you like, you'll have 0% chance of seeing one of those exotics from it.

This mod is heralded to be incredibly different.  Quotes from the first post:  "Countless hidden features and easter eggs which, individually, will not affect gameplay 99 out of 100 times, but are there to be discovered.  No playthrough will be the same!"  and "When you get a weaponsmith in a strange mood with my mod (or in the unlockable "weapons concept laboratory"), you have no idea what you're going to get.  Maybe you'll get a boring old sword or axe, or maybe you'll get "Blacktemples, a mithril khopesh," or "Hauntedrazor, a damascus steel pair of bladed chains."  Legendary weapons should be legendary.  Your civilization will be known forever for the weapon it creates, which will truly be one-of-a-kind. "
I know narhiril already explained what happened, but you need to remember- Unless you're able to do something like me (train every single dwarf to adequate weaponsmith), weaponsmith moods will be rare. I'm guessing a typical fortress not actively looking for weaponsmith moods would get 10 at most, and likely much less. WIth 60 new weapon types along with the original 15 or so available wepaons, it's quite likely that things will be unique per playthrough.

How rare does something have to be, for our (usually very accurate and honest) Narhiril to state that such things "will truly be one-of-a-kind"?  I say, very rare indeed.  Play/playtest all you want Sir; our modder has promised us a game which will never play the same twice.... and for that matter, this has so far proven true for you too, has it not?

This is, in my opinion, the VERY greatest of the Easter Egg mods (and the very greatest of all other mod categories, but I've more proof to support the Easter Egg category than the others).
Oh god the carbuncles my poor lungs they were everywhere D:

Another detail I'd like to comment on, you mentioned running into some disappointing voidwalkers.

I've met some wimpy voidwalkers too.  And plenty that were not.  Usually intermixed within the same game.  There's nothing to say that this one playthrough you are doing now might even have a civilization of voidwalkers who are almost all wimps - that certainly would be a unique happening that I know of.  Then again, voidwalkers have their own type of very special projectile weapon, and impressive aim at a distance, even through fortifications...  Maybe your game just needs a little more time for them dice to keep rolling.
As said before, I've been playing this fort for roughly 20 years. Maybe you're right and I do need some time, but I'm pretty sure I'm at around the limit where a typical fort dies or is quit for one reason or another.

I expect that THIS mod is going to be very hard for you to accurately define the odds on.  It's designed to be very variable; not just across one game but across many games.  I suspect some of the random stuff gets decided during world generation, and that there are scads of surprises that absolutely cannot possibly happen in any specific game that is already being played, because the variables that allow for them have already been selected against - that's one very nice way to guarantee that no playthrough will -ever- be the same, after all.

So keep writing of your adventures, and your satisfied or frustrated desires to delimitate and define what you see happening and what you think that means for every other playthrough too - I'd only advise that you perhaps phrase your findings either within the framework of a truly impressive pile of varied experiments that test what you believe you see, or that you speak of them as 'this is what's happening in my game', without adding in 'thus it's what happens in this mod for everyone'.  That's likely to keep those of us with teeth and troll-thirst benign, if not benevolent, as we consider your words and decide how to answer you.

(how do you end up with a wimpy civ? I'm not really sure how that works. Will they actually have lower skills than others? If so, ignore the next part. Also- should I leave worldgens long when using this mod? I've been using minimum years out of habit from when kobolds would starve.)
Since I doubt there were castes created specifically to have a "weaker" version of voidwalkers, this means that all voidwalker invaders will have roughly the same skill levels. Every other enemy invader I've ever seen in various has some form of "elite" troop leading a group of lesser ones. It might just be me, but the lore makes it sound like killing even one of them should be a challenge.
I just realized that I'm using overpowered weapons (crossbows, bows) quite a bit, so I'll try some other playthroughs before commenting on enemy balance.

There are certain things I'm pretty sure don't change based on world generation.
The effect of a preset syndrome (to transform creatures) shouldn't change, or we wouldn't end up with the same blessed warriors.
Weapon moods aren't affected by worldgen at all, and that was confirmed to be sorta buggy.
I commented on the strength of an individual voidwalker. I've never seen a case of specific creatures in a civ being stronger/weaker based on worldgen- only their numbers, aggressiveness etc.

I haven't commented on things like devourers of the depths being too common, crystal dragons not existing, or anything that worldgen and luck play a huge part in, have I?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2702 on: October 26, 2012, 06:29:26 am »

Woah! Suddenly LoFR turns from a crypt to the House of Parliament. Glad Narhiril's back :) What's the progress, if I may ask?
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2703 on: October 26, 2012, 06:52:31 am »

Woah! Suddenly LoFR turns from a crypt to the House of Parliament.
Is that a good thing? :c

Anyway, a few pages back some friend/school issues were mentioned, not sure if they still apply.

EDIT: Caved in and looked at raws. Saboteurs are created through curses, so anyone with short worldgens may end up with little/none.
« Last Edit: October 26, 2012, 07:15:15 am 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)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2704 on: October 26, 2012, 11:52:47 am »

Some of the debates seem pretty... heated. But that's a good thing anyway, I'd imagine.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2705 on: October 26, 2012, 02:31:30 pm »

Found a typo:

Rakshasa scratches are "scratchess" instead of "scratches".
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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)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2706 on: October 26, 2012, 10:33:02 pm »

I always wondered regarding the 'bug' on inhaled syndromes that produces emberlights, wavebreakers and others, where the gas is unreliable and the dwarf does not always transform. Maybe if a single inhaled syndrome is not enough, create multiple of these syndrome stones? They will therefore inhale it much more than just one blast, right? This will increase the chances of the transformation going well.

By the way, anyone else seen th
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2707 on: October 27, 2012, 05:39:53 am »

It doesn't always succeed according to the raws iirc. However, some dwarves seem to be just plain immune to transformations one way or another (had one dwarf light ceremonial pyre twice, earth ritual three times, and he might've been the one that stole the batch without transforming).

I'm also wondering- maybe it doesn't age dwarves, but it sets them to middle age? I'll test this when I get some dwarves 110 or so years old, if I actually make it there.
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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)

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2708 on: October 27, 2012, 01:16:03 pm »

Has anyone thought of making a magnetic dart launcher, then supersizing it into a cannon siege weapon?
It would probably need fairly high level magnetic tech, or a new tree, but it would be fun and !!FUN!!

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2709 on: October 27, 2012, 01:19:04 pm »

Siege weapons are unmoddable.

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2710 on: October 27, 2012, 01:24:45 pm »

I meant a brand new siege weapon, not changing a current one if that is what you mean. If that is not possible, oh well.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2711 on: October 27, 2012, 01:27:29 pm »

By unmoddable, I mean nothing can be done with them whatsoever, including adding.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2712 on: October 27, 2012, 03:11:39 pm »

Unless you take a regular one and make it really, really heavy so the dwarf is pretty much slowed to a standstill. Then you can also watch the hilarity when enemies reach your handheld siege 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)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2713 on: October 30, 2012, 02:51:09 pm »

Is there an ETA for the next version?
or is that still up to debate...
(please be before christmas)
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Tarkanos

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2714 on: October 31, 2012, 09:17:46 am »

I've just installed this, and now my worlds dont' generate flux stone. What happened?
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