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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 405335 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #375 on: July 13, 2011, 12:14:16 am »


Also, a question about the megabeasts added by this mod: Do they have unique hides/bones/teeth/etc? I've found that this is a pretty good way to keep stuff alive in world gen, maintain a sense of danger when fighting them in adventure mode, and also provide a reward in the form of unique leather armor and bone weaponry and the like.

They don't at the moment.  Being one of the first additions to the mod, I was only just getting familiar with creature tokens.  This is something I plan to possibly revisit in the near future, particularly the idea of powerful bone weaponry.

The exception right now is the land mover, which uses a modified material for its shell.

Seriyu

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #376 on: July 13, 2011, 02:10:09 am »

So far I've spotted two

Spoiler (click to show/hide)


which appear to have died on embark despite me not doing anything to them.

EDIT: Make that three, this one died after embark, so it's not some wierd cave in incident or something.
« Last Edit: July 13, 2011, 02:36:12 am by Seriyu »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #377 on: July 13, 2011, 03:12:14 am »

So far I've spotted two

Spoiler (click to show/hide)


which appear to have died on embark despite me not doing anything to them.

EDIT: Make that three, this one died after embark, so it's not some wierd cave in incident or something.

They're not friends with other things lurking down there, and while they are very tough, they don't hold out forever.  I don't currently have a way to stop them from fighting each other, unfortunately.  You'll know when you find them, though.

Merijeek

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #378 on: July 13, 2011, 10:50:22 am »

Question...

I've got brand new fort started up. It's going relatively well. Problem is, I'm stuck at the very bottom of the tech tree because I haven't found any orichalum yet. Is there any other way to get on the tech tree? Every other LFR fort I've tried has had the stuff in the first fifteen minutes or so...

-Joe
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Stuebi

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #379 on: July 13, 2011, 11:38:16 am »

First of all, freaking Great Mod! I almost cant stop playing df since i use it^^

To share some of the awesomeness: (keep in mind im a df noob tough, so this might be uninteresting for most of you)

My first Fort in this mod held out for about 3 Years, a Bog Troll attack tore me apart. I Had set up my Military a year earlier, with an almost full Mithril Set for every Soldier (Some had a bit of Steel here and there, whcih i traded off a Caravan, i hillariously overdid it in Terms of Wealth). Half a Year after the funding i finally found some Orichalcum and made use of the Training Buildings, i was pretty confident my 10 Guys would be able to deal with most Threats that could come from outside. I was wrong, very wrong. When the Bog Trolls came i lured them into my Entrance Hallway, so my Dorfs could deal with one or two at a time, and not the entire Hoard. Still those Guys killed one Soldier after another, i dont know if i can be proud about this, but atleast i killed 3 before my Military fell. Afterwards i pulled all other Civilians into the Military and tried a Suicide attack. Funny enough, The Dwarf that survived the longest was the Legendary Cheesemaker that migrated into my Fort and was compeltely useless til the attack.

That stuff happened about an hour or two ago, and i have to say it was the most epic DF Fort i ever played. But i will probably have to change my habits and Buildorders for this mod if i want to survive other Onslaughts like that^^

Anyway, really great Mod and a big Thank you from Switzerland for making it!

PS. Just a quick Question, are Deep Wolves Trap and Tameable?
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thatkid

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #380 on: July 13, 2011, 02:57:15 pm »

Question...

I've got brand new fort started up. It's going relatively well. Problem is, I'm stuck at the very bottom of the tech tree because I haven't found any orichalum yet. Is there any other way to get on the tech tree? Every other LFR fort I've tried has had the stuff in the first fifteen minutes or so...

-Joe
Order some raw orichalcum, or some orichalcum bars, from your trade liaison.
You can also dig down to the caverns and hope some of the rare drop creatures pop up.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #381 on: July 13, 2011, 09:22:08 pm »

Question...

I've got brand new fort started up. It's going relatively well. Problem is, I'm stuck at the very bottom of the tech tree because I haven't found any orichalum yet. Is there any other way to get on the tech tree? Every other LFR fort I've tried has had the stuff in the first fifteen minutes or so...

-Joe
Order some raw orichalcum, or some orichalcum bars, from your trade liaison.
You can also dig down to the caverns and hope some of the rare drop creatures pop up.

Also, dig around if you find microcline, since that's where it's usually hiding.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #382 on: July 13, 2011, 09:51:39 pm »

First of all, freaking Great Mod! I almost cant stop playing df since i use it^^

To share some of the awesomeness: (keep in mind im a df noob tough, so this might be uninteresting for most of you)

My first Fort in this mod held out for about 3 Years, a Bog Troll attack tore me apart. I Had set up my Military a year earlier, with an almost full Mithril Set for every Soldier (Some had a bit of Steel here and there, whcih i traded off a Caravan, i hillariously overdid it in Terms of Wealth). Half a Year after the funding i finally found some Orichalcum and made use of the Training Buildings, i was pretty confident my 10 Guys would be able to deal with most Threats that could come from outside. I was wrong, very wrong. When the Bog Trolls came i lured them into my Entrance Hallway, so my Dorfs could deal with one or two at a time, and not the entire Hoard. Still those Guys killed one Soldier after another, i dont know if i can be proud about this, but atleast i killed 3 before my Military fell. Afterwards i pulled all other Civilians into the Military and tried a Suicide attack. Funny enough, The Dwarf that survived the longest was the Legendary Cheesemaker that migrated into my Fort and was compeltely useless til the attack.

That stuff happened about an hour or two ago, and i have to say it was the most epic DF Fort i ever played. But i will probably have to change my habits and Buildorders for this mod if i want to survive other Onslaughts like that^^

Anyway, really great Mod and a big Thank you from Switzerland for making it!

PS. Just a quick Question, are Deep Wolves Trap and Tameable?

Deep wolves are not trainable, although I did see a [PET] tag.

 And yea, those bog trolls... I changed my tactics from the usual, vanilla '10 or 12 guys of various weaponry decked out in iron/steel/adamantine' to 'around 15 melee guys or so decked out steel/adamantine plus around another 15 marksdwarves'. The first tactic rewarded me with pretty much the same thing as you. Then I relied more heavily on marksdwarves, and the casualties stopped piling up so high. Bog trolls feel pain, so a wooden bolt to the spleen will very likely render them unconscious.

 The last fort that died of FPS issues had a bog troll siege (4 squads) where my 15 marksdwarves killed around 3 bog trolls, but rendered almost 2 and a half squads unconscious on the causeway to my entrance! The melee soldiers, most of them just out of boot camp (there isn't one) sallied out, swarmed the ragtag squad that made it to the gates, and delivered coup de grace to the three squads of unconscious bog trolls, their civ leader included. I later added javelin throwers to the mix, and saw a lot more kills to the marksdwarves credit. And a lot more clean up from all the limbs.
« Last Edit: July 13, 2011, 09:53:11 pm by Pan »
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #383 on: July 13, 2011, 10:54:56 pm »

Whenever I gen a world with this mod, the world tends to end in the age of heroes, which I find very odd, considering the fact that megabeasts are near-impossible to kill by the default civs. I don't find it too unusual when, say, Nephilim kill megabeasts, but meowkin tend to as well. I believe it's caused... other oddities in worldgen for me, as well. (Not that oddities are bad :P)

http://dl.dropbox.com/u/13790475/Second%20age%20of%20Myth.png

http://dl.dropbox.com/u/13790475/Second%20age%20of%20Myth%202.png

http://dl.dropbox.com/u/13790475/Age%20of%20Legends.png

Stuebi

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #384 on: July 14, 2011, 04:57:37 am »

First of all, freaking Great Mod! I almost cant stop playing df since i use it^^

To share some of the awesomeness: (keep in mind im a df noob tough, so this might be uninteresting for most of you)

My first Fort in this mod held out for about 3 Years, a Bog Troll attack tore me apart. I Had set up my Military a year earlier, with an almost full Mithril Set for every Soldier (Some had a bit of Steel here and there, whcih i traded off a Caravan, i hillariously overdid it in Terms of Wealth). Half a Year after the funding i finally found some Orichalcum and made use of the Training Buildings, i was pretty confident my 10 Guys would be able to deal with most Threats that could come from outside. I was wrong, very wrong. When the Bog Trolls came i lured them into my Entrance Hallway, so my Dorfs could deal with one or two at a time, and not the entire Hoard. Still those Guys killed one Soldier after another, i dont know if i can be proud about this, but atleast i killed 3 before my Military fell. Afterwards i pulled all other Civilians into the Military and tried a Suicide attack. Funny enough, The Dwarf that survived the longest was the Legendary Cheesemaker that migrated into my Fort and was compeltely useless til the attack.

That stuff happened about an hour or two ago, and i have to say it was the most epic DF Fort i ever played. But i will probably have to change my habits and Buildorders for this mod if i want to survive other Onslaughts like that^^

Anyway, really great Mod and a big Thank you from Switzerland for making it!

PS. Just a quick Question, are Deep Wolves Trap and Tameable?

Deep wolves are not trainable, although I did see a [PET] tag.

 And yea, those bog trolls... I changed my tactics from the usual, vanilla '10 or 12 guys of various weaponry decked out in iron/steel/adamantine' to 'around 15 melee guys or so decked out steel/adamantine plus around another 15 marksdwarves'. The first tactic rewarded me with pretty much the same thing as you. Then I relied more heavily on marksdwarves, and the casualties stopped piling up so high. Bog trolls feel pain, so a wooden bolt to the spleen will very likely render them unconscious.

 The last fort that died of FPS issues had a bog troll siege (4 squads) where my 15 marksdwarves killed around 3 bog trolls, but rendered almost 2 and a half squads unconscious on the causeway to my entrance! The melee soldiers, most of them just out of boot camp (there isn't one) sallied out, swarmed the ragtag squad that made it to the gates, and delivered coup de grace to the three squads of unconscious bog trolls, their civ leader included. I later added javelin throwers to the mix, and saw a lot more kills to the marksdwarves credit. And a lot more clean up from all the limbs.

Thanks for the hint! But personally im not really confident if i could train marksdwarves myself. I Heard they tend to have horrible aim, and also like other Military skills, it takes ages to train it^^

But im probably gonna try out Javelin Throwers, considering all the Splatter you mentioned  :P
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #385 on: July 14, 2011, 11:28:01 am »

Horrible aim? Yes, at first. But it's hardly a problem. Their safe from the enemy, so they have the time to train and with a number of them, the bolts are bound to hit. Make them use bone bolts at first, and put them in a tower 1 z level above ground at your entrance area. They will train up quite fast. To get them to use archery targets, designate a barracks, bolts for training, and designating archery ranges will do the trick. But really, all my Elite Marksdwarves get their exp almost entirely from shooting at enemies, and why not make the bone bolts go through the enemy's throat instead of through an archery target? Gives more exp that way, anyway. The first elite marksdwarf took around two and a half years to reach elite status, and the others swiftly follows suit. (had around 4 at Master, and two squads of rookies ranging at proficient to accomplished)

Give you marksdwarves javelin throwers only when their higher leveled. The ammo is expensive like hell. Also, use broadheads. Hammerheads are absolutely useless. Not too sure on piercing, but limb severing is more reliable.
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thatkid

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #386 on: July 14, 2011, 01:15:46 pm »

IIRC hammerheads might be useful if you're facing an invasion of bronze colossi or something.
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The Master

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #387 on: July 14, 2011, 11:04:09 pm »

I love this mod! It honestly feels like this mod was already in the game! TOADY, ADD THIS TO THE MAIN GAME, PRONTO!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #388 on: July 15, 2011, 05:36:59 am »

I just got another milestone in my DF histoy - the first useful artifact for the military. A fey bowyer made a wooden repeating crossbow. Is it actually better than an actual crossbow? Cuz I know how rate of fire cannot be changed, so how much better is it than the vanilla one?
« Last Edit: July 15, 2011, 05:50:05 am by Pan »
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thatkid

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #389 on: July 15, 2011, 12:48:36 pm »

I haven't looked at the weapon raws, but IIRC you can raise max velocity, which is essentially the same as rate of fire because the archer can't fire another shot until after the first has been declared a hit or miss. And even if it isn't that much better than a regular crossbow, it has the artifact bonus meaning it's incredibly accurate.

I'd say give it to the most experienced crossbowman who isn't using a jav thrower.
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