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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 ... 201 202 [203] 204 205 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 405866 times)

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3030 on: January 19, 2013, 12:46:33 pm »

Oh mighty narhil, how much work would it be for you to change your mantis/tarantula-type of reaction to make a steel dog? (Robodog)
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javierpwn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3031 on: January 19, 2013, 01:13:57 pm »

I would like a steel dog, which is trainable for war, would be more useful than the dogs I always have guarding the entrance
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3032 on: January 19, 2013, 01:46:36 pm »

Ehem. You could have a look at the pet_armored_masterwork.txt in my raws, if you desire a steel dog. Its not a robo-dog, but only a dog clad in steelarmor with improved claws/teeth, but it has the same effect.
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Maximiliator

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3033 on: January 20, 2013, 06:26:01 pm »

is this mod well suited for an adventurer?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3034 on: January 20, 2013, 08:17:49 pm »

Quote
is this mod well suited for an adventurer?

Adventurer has some additions, the extra races show up for the most part, as well as her adding a bunch of reactions. You can also choose to be one of the god races, meaning you will be able to shoot fire or throw magic stones. The extra weapons do show up, and you can make your own with the new reactions. I would say it is pretty good for adventure, though compared to fortress mode it is a little neglected.
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javierpwn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3035 on: January 21, 2013, 02:08:40 am »

Do you know what I like to do
Kill an animal, get their skull or any other random bone
Carve it into 25 bone bolts
Use up 24 bone bolts
Use single bone bolt to make 25 +bone bolts+
?????????
Profit

I've also played as a void walker, it was fun killing everything, until the bogeymen came.....
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3036 on: January 21, 2013, 10:16:45 am »

I think Nari should tweak the values a bit for her creature content. Way too often I see boring, standard DF creatures "block" her content. You have to purge the caverns before sentinels show up
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3037 on: January 21, 2013, 10:53:58 am »

Or diversify the LFR creature count? Small touches and additions, here and there. Make people feel like they are truly exploring a 'forlorn realm'. Of course, easier said than done. I'm just throwing an idea out there. I merely suggest cuz I love it when I go into the caverns and see LFR creatures.

Also, Narhiril, do you think it'll be terribly unbalanced for the Shedim to have a caste that flies?
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3038 on: January 21, 2013, 11:01:07 am »

Or diversify the LFR creature count? Small touches and additions, here and there. Make people feel like they are truly exploring a 'forlorn realm'. Of course, easier said than done. I'm just throwing an idea out there. I merely suggest cuz I love it when I go into the caverns and see LFR creatures.

Also, Narhiril, do you think it'll be terribly unbalanced for the Shedim to have a caste that flies?
I wouldn't think so, maybe a caste that flies and avoids traps, since Shedim otherwise are just asking to be caged?
Shedim are always my favorite race; they have this nasty habit of bringing along war polar bears.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3039 on: January 21, 2013, 12:29:29 pm »

Maybe only the smaller castes will be caged, the vibrants and currants. Wall arms, Ah tels and the big bads all immune? Or maybe it's already like this... Haven't much time to play  :(

Oh, speaking of which, seeing Simonthedwarf and Remuthra and some others (whom I've had the pleasure of having a LFR succession game before)... who's interested in a story oriented LFR succession/community game in the near future?  :) I'm almost at the finale of my current succession fortress and wouldn't mind being in another, since the worst of my exams and stuff are over for at least a few months.
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3040 on: January 21, 2013, 02:17:45 pm »

I think Nari should tweak the values a bit for her creature content. Way too often I see boring, standard DF creatures "block" her content. You have to purge the caverns before sentinels show up
I don't see 'boring DF creatures blocking her content'. I'm literally swimming in Deep wolves, having commited several annihilation expeditions, sacrificing several military and civilian dwarves in progress. Same goes for sabre-toothed tigers. I'm yet to breach third cavern level, so I can't speak for them, but I'm getting as much LFR-related fun as I could ever want.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3041 on: January 21, 2013, 03:14:20 pm »

Deep wolves are 4 legged crundles. No threat at all and a cheap source of bad meat. How'd you lose soldiers to them? Get em armored a bit, and he'll slay a pack himself!
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javierpwn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3042 on: January 21, 2013, 03:16:07 pm »

I'm swimming in deep wolves, which are next to the artifact stone

Their swarming tactics are almost as bad as crundles.....
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3043 on: January 21, 2013, 05:34:02 pm »

Deep wolves are 4 legged crundles. No threat at all and a cheap source of bad meat. How'd you lose soldiers to them? Get em armored a bit, and he'll slay a pack himself!
My soldiers wear full armor (helm, mail, breastplate, leggins, greaves, gauntlest, high boots, shield). The worst metal present is iron. They are armed with mix of damascus steel/iovium/captured voisdhard weaponry. Still, they die.
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(Warning: Do not ask about the manufacturing process for gecko sauce)
(Warning: Gecko sauce may cause acute respiratory failure on contact)

javierpwn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3044 on: January 21, 2013, 06:17:37 pm »

My hunters wearing regular clothing  only get bruises from deep wolves unless they bite....
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