Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 61 62 [63] 64 65 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 402992 times)

Fairin

  • Bay Watcher
  • Furry!
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #930 on: October 29, 2011, 06:02:33 am »

i didnt mess with the raws, put in df hack with fusion and whatnot everything runs smoothly

i came on today and made a new world get my fort plan idea dug out pritty underground fortress begin to equip my military and find out for whatever reason...

i cannot make high boots.. at all it doesnt even show in the menu, so i got curious and checked the raws  and referenced it to the 5 other installations of DF (various other mods and vanilla) and cant seem to see anything different. is there a specific place i should be obviously looking to see if i can re-enable making highboots for my dwarves?

-- checked the -default- raws. and none of them seem to bother to include highboots. yet my other realms can make them but not this one, nor any in this specific mods realms anymore
« Last Edit: October 29, 2011, 07:55:55 am by Fairin »
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #931 on: October 29, 2011, 08:40:23 am »

hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #932 on: October 29, 2011, 11:15:59 am »

i didnt mess with the raws, put in df hack with fusion and whatnot everything runs smoothly

i came on today and made a new world get my fort plan idea dug out pritty underground fortress begin to equip my military and find out for whatever reason...

i cannot make high boots.. at all it doesnt even show in the menu, so i got curious and checked the raws  and referenced it to the 5 other installations of DF (various other mods and vanilla) and cant seem to see anything different. is there a specific place i should be obviously looking to see if i can re-enable making highboots for my dwarves?

-- checked the -default- raws. and none of them seem to bother to include highboots. yet my other realms can make them but not this one, nor any in this specific mods realms anymore
In te dwarven entity file, high boots are listed as common, which means that usually you should have them but sometimes (like now) you get unlucky and can't use them.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #933 on: October 29, 2011, 06:53:18 pm »

hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.

This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab.  I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.

fire1666

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #934 on: October 30, 2011, 11:14:56 am »

hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.

This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab.  I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.
wow that was damn lucky on my half, but its a rearly good consept, also i love this mod, joint 1 with genesis on my mod list, keep up the very good work :D
Logged

Tyler6498

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #935 on: October 30, 2011, 11:57:10 am »

hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.

This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab.  I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.

Glacier Farm?  :o
Logged
I play adventure mode because it's hard and when I play, I am too.
I believe we're talking about full scale colonisation here.  You don't just leave all your shit in the van when you move house.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #936 on: October 30, 2011, 06:00:11 pm »

Woooo, artifact mithril mail shirt. Embarking on this volcano was the best decision I've ever made.
« Last Edit: October 30, 2011, 06:18:10 pm by Seriyu »
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #937 on: October 30, 2011, 10:33:35 pm »

hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.

This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab.  I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.

Usually, by then people would have already have irrigation set up. Also, how long will the reactions in it take? I mean, farming usually has the farmer take a seed, plant it and then go about his business. If this is a workshop, then does it mean the farmer will plant a seed and wait for it to grow the entire duration (the farmer will be in the workshop. So if the reaction is to take a seed into the workshop and produce a plant, then I'd be imagining the dwarf taking a seed into the workshop, planting it and just sitting there waiting. Which is strange.)?

 Will being a better farmer make a plant grow faster (since increased skill leads to faster reactions)?

Not that I don't like the idea. Just pointing out some head scratchers here and there.
Logged

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #938 on: October 30, 2011, 10:41:24 pm »

It can be very difficult to get irrigation in areas without rivers, and having a farm in a safe area (IE, not in the caverns or outside, which can be difficult on riverless maps) can be a huge boon. I could definatly see them making more uninhabitable areas a bit easier to live in.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #939 on: October 31, 2011, 12:23:48 am »

It can be very difficult to get irrigation in areas without rivers, and having a farm in a safe area (IE, not in the caverns or outside, which can be difficult on riverless maps) can be a huge boon. I could definatly see them making more uninhabitable areas a bit easier to live in.

But by the time your at tier 4, you would have been in the game for quite some time already, therefore already having a food source.

I like the idea, and I'm just pointing out some 'against' arguments.
Logged

Fairin

  • Bay Watcher
  • Furry!
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #940 on: October 31, 2011, 01:13:07 am »

i have a dwarfy concept idea, how possible it is to create golems for your milita ? set up a reaction to take 10 bars or something(expensive) and get a new creature in your fortress specfically made for combat

maybe make it a -tame- animal spawn and train it as a war animal

make adamantite golem requires 10 wafers 2 abysal eyes -- or rainbow diamonds! walking tank of destruction (as would your dwarf be with 10 wafers of adamantite)

fun way to "weaponize" other metals, along with giveing that option of "fodder" troops or gate guards that dont totally 'suck'

or a full blown golem defense...

i wouldnt suggest making it equipable and assignable to squads. that sounds kind of .. irritateing

Golem foundry tier 1 - copper - bronze - lead golems! (small - weak- say 1/2 size of dwarf)
golem manufactory tier 2 silver gold steel (medium size average - dwarfish)
golem Enchantory tier 3, mithril addy damascus steel? (large size (twice dwarf - strong tougher)
say tier 4 smelts golems (and corpses of) back down to base materials? - with minor chance of failure - possible loss of gem / other resources


editnote - resource idea as well . make ethereal spheres a component? . and make them more common? (never .. ever seen an ethereal sphere in my forts, dozens of phantasmal statues tho!)
« Last Edit: October 31, 2011, 01:18:37 am by Fairin »
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #941 on: October 31, 2011, 01:17:34 am »

As has been said numerous times before, this is not possible.. yet. It might be in the next version though, so keep your fingers crossed.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Fairin

  • Bay Watcher
  • Furry!
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #942 on: October 31, 2011, 01:19:54 am »

not possible for a workshop to "create" an animal through a reaction?

and for numerous times before -.- i do -lurk- abunch on the forums but never seen it mentioned
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #943 on: October 31, 2011, 01:52:22 am »

Spoiler (click to show/hide)
Maybe not numerous times, but at least once. It's been mentioned in other threads too, involving golems.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #944 on: October 31, 2011, 09:34:03 am »

It can be very difficult to get irrigation in areas without rivers, and having a farm in a safe area (IE, not in the caverns or outside, which can be difficult on riverless maps) can be a huge boon. I could definatly see them making more uninhabitable areas a bit easier to live in.

But by the time your at tier 4, you would have been in the game for quite some time already, therefore already having a food source.

I like the idea, and I'm just pointing out some 'against' arguments.

The advantage would be the ability to farm above-ground plants in biomes that don't support that, as well as give you a bit of a tighter control on your food supply (which, if you're like me, can get out of hand).  Of course, you'll need a food source to keep you going until then.  I haven't quite worked out the logistics of this workshop yet - I will probably end up using a "percent yield" system (i.e. plant 10 seeds, get 5 plants, plant 10 seeds with fertilizer, get 10-15 plants, etc).
Pages: 1 ... 61 62 [63] 64 65 ... 240