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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 406072 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2730 on: November 03, 2012, 03:18:57 am »

Narhiril, the evil races are too weak in this game in world gen. Nephilim and humans own shedim in world gen, and bog trolls are nowhere to be found. Could they be buffed up in any way? Most worlds are quite benign and friendly, with even elves owning shedim in world gen.
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Deon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2731 on: November 03, 2012, 03:24:04 am »

Wait, you have VOIDWALKERS? Sorry so much! I thought I came up with a unique name in Genesis 5, I will revise it! :D
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2732 on: November 03, 2012, 06:15:20 am »

Narhiril, the evil races are too weak in this game in world gen. Nephilim and humans own shedim in world gen, and bog trolls are nowhere to be found. Could they be buffed up in any way? Most worlds are quite benign and friendly, with even elves owning shedim in world gen.

I've found that this is a difficult thing to tweak directly, and I'm still often left scratching my head as to why certain races seem to dominate.  I'm going to play around with the litter sizes and see if I can get it a little bit more balanced.


Is there a reason why glistening voidshard isn't magma-safe, balance or lore-wise?
Spoiler (click to show/hide)

Of course it's not great against demons, it's...  oh wait, I haven't revealed that yet.  Oops.

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

Getting close.  Still finishing up temple building materials, the new ritual transformation reactions, a few graphics, and a few other minor details.  Documentation also hasn't quite caught up with the newest features, so I'm pushing to get that done as well.  Honestly the most difficult part has been finding exactly where I left off on a lot of these things (I keep my own logs, but it's still a bit of a search), and that's mostly done now.  Barring any unforeseen events (meteor impact, plague, tsunami in the midwest, etc), I think it's fair to finally say I'm back on track here.

A few of the constructs planned for this update are going to be backlogged and finished after I can finish and release everything that's partially or almost done.  Right now, just mantises made it into the upcoming release, but expect tarantulas and scarabs to follow in the weeks after.  I'm also tossing around ideas for farming woody plants, but that won't make it into this update.


The change in bold is one that I can't recall if I've discussed at any length or not.  Basically, I'm scrapping the material components of transformations, and making the only necessary component available through prayer.  The more your dwarves pray to a god, the more chances you get to make that god's ritual units.  It makes a lot more sense and should be a lot less frustrating that way.
« Last Edit: November 03, 2012, 07:02:42 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2733 on: November 03, 2012, 01:10:13 pm »

Narhiril, the full preinstalled version has your test embark profiles here and there, and pre-world gen settings all saved. Just an observation.

And looking forward to the release!
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2734 on: November 03, 2012, 02:04:56 pm »

I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.

Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.

EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
« Last Edit: November 03, 2012, 04:53:36 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)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2735 on: November 04, 2012, 06:55:53 am »

I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.

Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.

EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
Like a biological tank or mech?
I had a simular idea for the voidies, a Void-distructor a voidwalker with absurd melee capabilitys but very fragile at range or very fragile without armour
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2736 on: November 04, 2012, 10:13:19 am »

I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.

Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.

EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
Like a biological tank or mech?
I had a simular idea for the voidies, a Void-distructor a voidwalker with absurd melee capabilitys but very fragile at range or very fragile without armour

Absurd melee capabilities in this game mean being untouchable (say, legendary+20 dodging natural skill level). Being fragile at a range while absurdly powerful in melee isn't possible because of weapon parries being based on melee skill level. Being fragile without armor would mean that all you'd need is two dwarves and it'd go down easily because it can't instantly attack two dwarves at the same time (with a weapon).

You know what enemies are missing? Webs and heavy armor. Webs to make ranged weapons a necessity (ever fought a giant cave spider? Full legendary elite squads can't rush one). Extremely heavy armor that shrugs off bolts without problem, and protects the entire body with one piece of armor (hadrine plate robe?) so enemy civs won't come half-armored. For added evil, combine both :D

Seriously though- a web spewing shedim could be interesting.
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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 #2737 on: November 04, 2012, 03:26:11 pm »

Quote
Absurd melee capabilities in this game mean being untouchable (say, legendary+20 dodging natural skill level)

Last I checked, it only goes up to +5.

Quote
Being fragile at a range while absurdly powerful in melee isn't possible because of weapon parries being based on melee skill level.

Actually it is really easy. Being made out of steel, for example, would make you immune to all weapons below steel. But in range, you would still be vulnerable to even wooden bolts.

Quote
Being fragile without armor would mean that all you'd need is two dwarves and it'd go down easily because it can't instantly attack two dwarves at the same time (with a weapon).

Wha....What? It would have armor on. Go to the arena and put a dwarf in adamantine armor against two dwarves with steel weapons and lets see what happens.

Have...Have you ever played dwarf fortress before?

Quote
You know what enemies are missing? Webs and heavy armor. Webs to make ranged weapons a necessity (ever fought a giant cave spider? Full legendary elite squads can't rush one).

Why webs? Just why?

Quote
Extremely heavy armor that shrugs off bolts without problem, and protects the entire body with one piece of armor (hadrine plate robe?) so enemy civs won't come half-armored.


Now take that dwarf in full adamantine armor and put him against a single dwarf with a crossbow and wooden bolts. Notice how it doesn't block anything. At all.

Do you even know how the armor system works in dwarf fortress?
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2738 on: November 04, 2012, 04:23:55 pm »

Now take that dwarf in full adamantine armor and put him against a single dwarf with a crossbow and wooden bolts. Notice how it doesn't block anything. At all.

Do you even know how the armor system works in dwarf fortress?

I know I've sworn to ignore you, but seriously. Crossbow research thread.
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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 #2739 on: November 04, 2012, 04:28:53 pm »

Quote
I know I've sworn to ignore you, but seriously. Crossbow research thread.

Apparently you are not very good at swearing things. Or researching things.


The flying mangrove bolt strikes Dwarf 2 in the upper leg, chipping the bone threw the small adamantine chain leggings!

The flying mangrove bolt striked Dwarf 2 in the upper body, tearing the muscle and tearing the liver threw the small adamantine breast plate!

Etc. Etc.
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This is my signature. There are many like it, but this one is mine.

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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2740 on: November 04, 2012, 04:36:33 pm »

Now we know why your other forum kicked you out.
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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)

Xantalos

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2741 on: November 04, 2012, 04:37:19 pm »

I'm definetely putting this in my 'to be downloaded' list.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2742 on: November 04, 2012, 04:40:58 pm »

Quote
Now we know why your other forum kicked you out.

It has to do with the forum directors wife, the FBI, and something I did with your mom. Feel free to interpret that as you will.
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This is my signature. There are many like it, but this one is mine.

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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2743 on: November 04, 2012, 05:30:17 pm »

Ranged weapons don't seem to obey the laws of physics in DF.  You can have a steel bolt deflected by a cloth robe, or a bone bolt penetrate an adamantine plate.  It's actually quite frustrating from a balancing perspective.

I've heard that increasing the contact area of bolts to 10-20 works to significantly lower the frequency of these events.  I can very easily include this as an optional component.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2744 on: November 05, 2012, 09:14:26 am »

Marksdwarf killed a cavedragon with wood bolts. One shotted the wing and it passed out. Bolts are overpowered.

Anyone else seen a crystal dragon, yet? Or a cannon beetle? Interesting creatures I have never seen before :(
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