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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 403023 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #975 on: November 08, 2011, 12:33:08 am »

No, it should be COPPER, that's what I get for doing it late at night >.<

Fixed for 0.14e.  In the meantime, enjoy your *glistening voidshard pitchforks,* their days are numbered.
« Last Edit: November 08, 2011, 12:36:04 am by narhiril »
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #976 on: November 08, 2011, 12:37:02 am »

So uh

just going to leave these here for later :P

http://dl.dropbox.com/u/13790475/inorganic_metal_two.txt

This is every elemental metal I could get data for that wasn't too radioactive. It's as accurate as I believe it gets. I'm not sure, though. Since you're using cobalt for uses OTHER than weaponry, however, you could probably use my pre-existing one (it's actually about as good as iron!). Just save some trouble.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #977 on: November 08, 2011, 05:00:08 am »

How will the enemies get more deadly? They'll get more numerous, yes...

But anyway, to properly combat enemies, I think you should include powerful weapons throughout the technology tree.
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Jilladilla

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #978 on: November 08, 2011, 05:11:53 am »

welli havent been too screwed by this yet, then again i havent been sieged by them yet, my militia takes out lizardman/goblin ambushes fairly easily, only lost one dwarf, quite a story too, how he died...

With the rest of the militia away, one swordsdwarf stood alone against a lasher squad led by a bowmen, due to his extraordinary skill with his weapon, he blocked almost every attack that went against him, and his hardrine chest plate soaked up most of the rest. When he turned his attention to the bowman, an arrow broke his leg, and his arms... and his other leg, and before he could strike the bowman he colasped right in front of him (no seriously and the goblin kept spawning arrows to shoot him with!). Eventually one of the hammerdwarves came back and easily dispatched the bowman... The swordsdwarf survived the battle, but his wounds were too great... A few months later, he succumbed to them... He is currently resting in the Hall of Legends for his sacrifice.

Yep only in dwarf fortress, and ill say this: You made an awesome mod  :D
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #979 on: November 08, 2011, 02:11:56 pm »

How will the enemies get more deadly? They'll get more numerous, yes...

But anyway, to properly combat enemies, I think you should include powerful weapons throughout the technology tree.

I won't say too much, because a lot of it is waiting on new features (specifically the expansion of the syndrome system), and mobile siege weaponry down the road.  It won't just be the voidwalkers either - even the good old lizardmen and bog trolls will be getting some new toys.  Bog trolls will be getting giant weapons, lizardmen will be getting poison darts (they technically already HAVE poison darts, but the poisons they use are pretty weak and don't usually work), and voidwalkers will be getting a variety of upgrades in the future to keep them challenging.  There are a lot of things I can tweak here to make existing creatures tougher as the dwarven race moves forward.


welli havent been too screwed by this yet, then again i havent been sieged by them yet, my militia takes out lizardman/goblin ambushes fairly easily, only lost one dwarf, quite a story too, how he died...

With the rest of the militia away, one swordsdwarf stood alone against a lasher squad led by a bowmen, due to his extraordinary skill with his weapon, he blocked almost every attack that went against him, and his hardrine chest plate soaked up most of the rest. When he turned his attention to the bowman, an arrow broke his leg, and his arms... and his other leg, and before he could strike the bowman he colasped right in front of him (no seriously and the goblin kept spawning arrows to shoot him with!). Eventually one of the hammerdwarves came back and easily dispatched the bowman... The swordsdwarf survived the battle, but his wounds were too great... A few months later, he succumbed to them... He is currently resting in the Hall of Legends for his sacrifice.

Yep only in dwarf fortress, and ill say this: You made an awesome mod  :D

Stuff like this keeps me going.  Thanks, I really do appreciate it.


So uh

just going to leave these here for later :P

http://dl.dropbox.com/u/13790475/inorganic_metal_two.txt

This is every elemental metal I could get data for that wasn't too radioactive. It's as accurate as I believe it gets. I'm not sure, though. Since you're using cobalt for uses OTHER than weaponry, however, you could probably use my pre-existing one (it's actually about as good as iron!). Just save some trouble.

This is beautiful and will save me a LOT of work.  Thanks a bunch, I'll be sure to give you due credit.

Now, unfortunately, I have quite a bit of work to do before I can get around to my Dwarf Fortress agenda for the day.  Today, testing ankylosaurs in combat, testing cavern wildlife, and some final tweaks to LFR's megabeasts (wyvern, behemoth, land mover, manticore). 

If I get around to it, I'd like to figure out for the sake of myself and the community exactly what the SOAP_LEVEL token does - if it does what I think it does, it *might* be possible to create a cure for infections (no promises there) - but that might be too ambitious a project for one day.  :\
« Last Edit: November 08, 2011, 02:25:02 pm by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #980 on: November 09, 2011, 12:22:43 am »

So I heard that crystalline blocks are of more value than a stone block. If so, will it make the room it is in more valuable when it is constructed there as a floor or wall? (I know, you can engrave normal rock. But I want the temples to be color coded for aesthetic purposes, and a shrine of victory in a mudstone cave is less inspiring than one in a crystal paved room.)

You mentioned cavern wildlife? You mean the list of prehistorical 'tanks' that was subject to discussion earlier on?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #981 on: November 09, 2011, 12:48:12 am »

So I heard that crystalline blocks are of more value than a stone block. If so, will it make the room it is in more valuable when it is constructed there as a floor or wall? (I know, you can engrave normal rock. But I want the temples to be color coded for aesthetic purposes, and a shrine of victory in a mudstone cave is less inspiring than one in a crystal paved room.)

You mentioned cavern wildlife? You mean the list of prehistorical 'tanks' that was subject to discussion earlier on?

Not all of them yet - haven't had time.  Ankylosaurs are basically done and ready to go aside from the graphic - I still can't decide if I should remake that or not.  I'm working on megalania right now, which wont take me too long, using cave crocodile as a base and changing or "enhancing" a few things.  Still need to do graphics for those, but that isn't that big a deal, either.  Unfortunately, today and tomorrow are very busy days for me (lots of due dates), so this stuff that would normally only take me a few hours will take three to four days.  Megabeast tweaks turned out to go a lot smoother than expected, which will help speed things along.

Crystalline blocks are worth 9, if i remember correctly (i can't remember off the top of my head lol), while regular stone is 3.  So yes, a room of crystalline block constructions is more valuable than anything but some very well-engraved stone.  In short, you shouldn't have trouble keeping value up even if you want to pave everything with crystalline blocks.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #982 on: November 09, 2011, 03:53:55 am »



Did a couple sprites for the ankylosaur...  child, adult, skeleton, zombie, war-trained.

Not sure if I will end up using these, but it's something to test with.

For what it's worth, I really like the ankyl sprites you showed.

I think I can guess why you might not be 100% content with them... I suspect that has a lot to do with the fact that if you showed those sprites to 20 random people and asked what it was, maybe 19-20 would not guess ankylosaur.... or even guess dinosaur.  I bet the most common answer would be  "... some sort of animal?  I don't know, that doesn't look like anything I've ever seen before...."

This is quite ok with me, because for the average person, ankylosaur is not a concept floating around their head.  They "can't" think of it when they see the pic, because expectations are rather limiting. 

But, if you said, "hey, do you think this is an ankylosaur?"  a good 75% or so of those who know what one is would probably say something like "Oh!  Yeah, I think that might be one.... cant be anything else, can it?"

Besides, these are pygmy ankylosaurs.  Why wouldn't some dimensions change?  Small dogs have rather different conformations, colors, and mannerisms than large dogs do...  why wouldn't some miniature dino breeds be slightly different from the full-sized type, and even carry their tails curled upwards most of the time?  (Being smaller, the weight of the tail tip is far less of an issue even - maybe every ankyl would carry their tail up if only it wasn't quite so heavy?)

Those sprites fit into my imagination well.  They're interesting.  The colors used, for each one of them, form a harmonious whole that's pleasing to my eye.  I'll be quite happy if you decide to use those sprites... though I'll probably applaud any other choice you make too (while missing the ankyls that almost were  ;))
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #983 on: November 09, 2011, 04:54:42 am »

What he said. You seem to have a busy schedule (don't we all? Stupid IB diploma and its extended essay...) anyway to be catering to something like a ankylosaurus sprite.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #984 on: November 09, 2011, 11:06:28 pm »

A quick update.  Megalania are done and ready to go - you can't embark with them because they're quite huge and strong, but you can capture them in any cavern level, and the will be easier to find now that zingers have been made less common.  Once captured, they can be bred and trained without a dungeon master.  Seeing as my weather-dependent event on Saturday has been postponed, expect 0.14e on Friday.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #985 on: November 09, 2011, 11:52:59 pm »

A quick update.  Megalania are done and ready to go - you can't embark with them because they're quite huge and strong, but you can capture them in any cavern level, and the will be easier to find now that zingers have been made less common.  Once captured, they can be bred and trained without a dungeon master.  Seeing as my weather-dependent event on Saturday has been postponed, expect 0.14e on Friday.

*shout of glee*  And with that, you've made my weekend  8)


Though I'm sorry to hear that your weekend was unmade!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #986 on: November 10, 2011, 07:27:51 am »

You know what would increase difficulty and make people more dependent on getting food via tech tree? Make farming plants take longer to grow.

Just a thought I've had.
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GaxkangtheUnbound

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #987 on: November 10, 2011, 08:27:27 pm »

I have an idea:
Blessed Seeds.
Idea:
You can offer seeds of a certain type to the Altar of Nature, and get a chance of blessed seeds in return. These seeds grow about twice as fast as normal crops and can be grown any time of year. I see no imbalance in this as long as the chance to get blessed seeds is at least semi-rare.

Effort Needed: Medium
All it would require is to duplicate the raws for each plant, rename it, and change the growth duration and seasons. After that, the reactions would have to be made.
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #988 on: November 11, 2011, 12:05:18 am »

Adventurer praying.

You can choose to sacrifice certain things during pray (through different reactions) or nothing at all.

Sacrificing nothing at all is liable to get you a nethack-like "deathgas everywhere from godly wrath" result.

Sacrificing a good amount (can't take quality into account, unfortunately) is likely to get you the good stuff. Armor, etc.

IamanElfCollaborator

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #989 on: November 11, 2011, 10:21:39 am »

Hm, if this isn't already in the mod, add in a workshop which turns stuff (e.g average leather shoes) to slightly more useful stuff (i.e metal high boots). I'm not sure if it is entirely workable, seeing as I haven't tested my own yet.
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