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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 402377 times)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #540 on: August 01, 2011, 08:35:31 am »

The enemies in the mod are quite challenging, and are balanced in quite an interesting way. Like how each race plays a certain 'role'. Lizardmen are thieves, and have a 'sapper' caste to pull unguarded levers and open cages. Bog trolls are muscles who smash through doors and are all raw power. Vanilla gobbos are the in between guys, what with their average fighting skills and pet trolls. Voidwalkers are just like your dwarves - powerful soldiers with good quality armor and weapons (they are slightly better, such as feeling no pain and releasing a stunning death wail upon death).

The main feature of the mod that separates it from many other mods is how it adds creative ideas and reactions. You have a certain type of booze to burn as bio weapon. You have explosive creatures to unleash on your enemies. You have the technology tree that expands the gameplay by providing stronger materials for armors, colored high quality crystals for high quality furniture and colorful megaprojects (next version), advanced mechanics that trains the skills of various professions, and the ability to produce advanced weaponry more efficiently.

So in a nut shell, the mod has difficult combat (not as extreme as, say, fortress defense. But enough to challenge the average DF player.) and a technology tree that adds to the experience by enhancing different fields.

EDIT: Also, could one of the rituals give uncut gems or anything? Gem cutters need jobs when the map's all mined out and sand is limited...
« Last Edit: August 01, 2011, 11:49:12 am by Pan »
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #541 on: August 01, 2011, 03:34:56 pm »

sand is limited...

That's a paradox if I've ever seen one!

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #542 on: August 01, 2011, 04:05:00 pm »

The enemies in the mod are quite challenging, and are balanced in quite an interesting way. Like how each race plays a certain 'role'. Lizardmen are thieves, and have a 'sapper' caste to pull unguarded levers and open cages. Bog trolls are muscles who smash through doors and are all raw power. Vanilla gobbos are the in between guys, what with their average fighting skills and pet trolls. Voidwalkers are just like your dwarves - powerful soldiers with good quality armor and weapons (they are slightly better, such as feeling no pain and releasing a stunning death wail upon death).

The main feature of the mod that separates it from many other mods is how it adds creative ideas and reactions. You have a certain type of booze to burn as bio weapon. You have explosive creatures to unleash on your enemies. You have the technology tree that expands the gameplay by providing stronger materials for armors, colored high quality crystals for high quality furniture and colorful megaprojects (next version), advanced mechanics that trains the skills of various professions, and the ability to produce advanced weaponry more efficiently.

So in a nut shell, the mod has difficult combat (not as extreme as, say, fortress defense. But enough to challenge the average DF player.) and a technology tree that adds to the experience by enhancing different fields.

EDIT: Also, could one of the rituals give uncut gems or anything? Gem cutters need jobs when the map's all mined out and sand is limited...

Most of the currently written rituals have an uncut gem or two as a possible byproduct.  Also, the crystal growth tank (which is done and ready for 0.14a) heavily employs the gem cutting labor.  I am always looking into exploiting labors that exhaust their usefulness at some point.  Fishing is next - I have a somewhat elaborate plan for making that work.  Fishing will get a ritual/tech tree crossover building that *might* just make it into 0.14a.

Sirdrake

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #543 on: August 01, 2011, 04:27:09 pm »

Love this mod

And would like to ask a question does this mod add the greater demon of wrath
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Sirdrake

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #545 on: August 01, 2011, 05:05:11 pm »

got a caravan from the nephilim and they didnt bring anything with them at all  :( ???
Is this a glitch or just something else

EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list
« Last Edit: August 01, 2011, 05:13:31 pm by Sirdrake »
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Palpatine

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #546 on: August 01, 2011, 05:45:33 pm »

got a caravan from the nephilim and they didnt bring anything with them at all  :( ???
Is this a glitch or just something else

EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list

Sirdrake, the Nephilim can't trade because they are flying creatures, and in the current DF version fliers can't be enabled to allow trading. 
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Sirdrake

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #547 on: August 01, 2011, 07:07:33 pm »

got a caravan from the nephilim and they didnt bring anything with them at all  :( ???
Is this a glitch or just something else

EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list

Sirdrake, the Nephilim can't trade because they are flying creatures, and in the current DF version fliers can't be enabled to allow trading.

So why did they come
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #548 on: August 01, 2011, 08:53:08 pm »

sand is limited...

That's a paradox if I've ever seen one!

Well, sand is unlimited when your in a place with at least one sand tile. What I meant was when you have no sand tiles at all, and need to import all the sand from caravans. That's when it's 'limited'.

got a caravan from the nephilim and they didnt bring anything with them at all  :( ???
Is this a glitch or just something else

EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list

Sirdrake, the Nephilim can't trade because they are flying creatures, and in the current DF version fliers can't be enabled to allow trading.

So why did they come

Cuz they aren't there to trade. Their there to 'rest' between their own trade routes. If that annoys you, you could drown the merchants (who arrive before the animals) in the depot. The pack animals will just flee after that.

But technically speaking, it's cuz what Palphatine said. Narhiril is just not willing to remove them, since this probably adds variety.

They make free stuff sometimes when their pack mules die from heights or from ambushes. Free steel. Be sure to use DFhack to hack some magma on those tiles and destroy all those annoying clothes and other stuff that are not worth the time being hauled inside.
« Last Edit: August 01, 2011, 09:02:01 pm by Pan »
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #549 on: August 02, 2011, 07:13:34 am »

i absolutely love this mod. normally, after playing around with a mod for a while, i wind up making use of what i like in my own modified games and move on, but this one, the entire thing's moving along with me. and i'm  highly anticipating the ritual tech options, especially once the new syndrome stuff is available.

my previous fort crumbled when the voidwalkers came in force...with whips. nothing survived

the current one is an ocean embark, i figured i'd use an enclosed beach area as my entrance...only one small path non flying/swimming enemies can come through. all was good until the lizardman seige, where they just swam straight up to my front door (and promptly got slaughtered by my military and guard war everythings). something i found interesting, and not sure if you managed to do this on purpose or not, was the last surviving lizardman didn't flee like goblin seigers do. i mean, he ran away, yeah. but straight into the ocean, then while i watched, circled back around, and tried a one lizard assault from a different angle, and partially concealed by ocean mist. again, he died, but it's the thought that counts.

also, the current fort has no orichalcum ore, and the dwarf civ doesn't seem to have heard of it, either. luckily, the humans have access and kindly donated a bar with their first caravan. after they and the nephilim killed each other while locked in the depot after their guards weapons and armor were stripped away. unarmed, the nephilim sure love to resort to biting and shaking.

and once, i even got the nephilim to trade. the one time they decided to head down the same ramps the packbeasts had to use, instead of flying straight in. i was pretty shocked, actually

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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #550 on: August 02, 2011, 08:47:57 am »

Not to put any pressure, but when will the next version be released?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #551 on: August 02, 2011, 10:50:59 am »

Not to put any pressure, but when will the next version be released?

That's fair.  I have two more things to write and test - tier 2 ritual framework and two other new buildings (one for fishing, one for manufacturing temple components).  If everything goes smoothly and my real-life schedule stays constant, I anticipate it being done in no more than two weeks, and possibly as early as next week.

After that, if any bug fixes are necessary, those will be released as soon as possible - usually within a day or two of being reported.

Teneb

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #552 on: August 03, 2011, 06:49:41 pm »

Narhiril, would you mind if I used the weapons featured in your mod (an excellent and original one, I might add) in my own mod? My time has been rather short lately, and I might not be able to add as I would otherwise. Proper credit will be given, obviously.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #553 on: August 03, 2011, 07:12:35 pm »

Narhiril, would you mind if I used the weapons featured in your mod (an excellent and original one, I might add) in my own mod? My time has been rather short lately, and I might not be able to add as I would otherwise. Proper credit will be given, obviously.

It's fine with me, but you'll probably need to do some work on entities or custom reactions to make them available, as most of them are exclusive to the weapons concept laboratory (which is pretty deeply entangled in the tech tree raws).

Teneb

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #554 on: August 03, 2011, 07:20:12 pm »

Narhiril, would you mind if I used the weapons featured in your mod (an excellent and original one, I might add) in my own mod? My time has been rather short lately, and I might not be able to add as I would otherwise. Proper credit will be given, obviously.

It's fine with me, but you'll probably need to do some work on entities or custom reactions to make them available, as most of them are exclusive to the weapons concept laboratory (which is pretty deeply entangled in the tech tree raws).

Not a problem, thank you
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
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