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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 403040 times)

trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #960 on: November 04, 2011, 09:07:32 pm »

The Glyptodon and Megalania are my favorites, but it's up to you.
I think armadillos are actually one of the donation animals that are coming up in the next release? Not positive, but I seem to recall Toady mentioning armadillos curling up in to a ball as an example of an interaction.
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #961 on: November 04, 2011, 10:17:50 pm »

When I try to see the pygmy, http://bucketfoot-al.tripod.com/DinoModels/Kanky5a.JPG - I see only an image hosted message, but no image can be seen.


Even unseen, I continue to like the Ankylosaurus (I'd like them even if you made them scabrous and fragile, I simply like them)!

Arctodus is fine, who wouldn't want a "better bear"?  And Megalania - who wouldn't want a better (possibly less aquatic) alligator?  But those don't really seem tanky to me.  (sure thick hair and tough scales can tank quite well, I suppose!  I just notice other traits about them)

 I really like the glyptodon's appearance, but I have the same hesitation towards it that I do towards the uglier giant armadillo.  I don't see these critters as fighters.  Curling up into a ball, the body-language equivalent of screaming Don't Hit Me and surviving in the fight is.... probably perfect for the goal.  Tankers who do not actually fight back (at least not much) and an amusing thought too.

I just like the idea of the little ankyls screaming Don't Hit Me while shaking and flailing their tails about (occasionally doing some hefty bashing in the process) even more.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #962 on: November 04, 2011, 10:23:38 pm »

When I try to see the pygmy, http://bucketfoot-al.tripod.com/DinoModels/Kanky5a.JPG - I see only an image hosted message, but no image can be seen.


Even unseen, I continue to like the Ankylosaurus (I'd like them even if you made them scabrous and fragile, I simply like them)!

Arctodus is fine, who wouldn't want a "better bear"?  And Megalania - who wouldn't want a better (possibly less aquatic) alligator?  But those don't really seem tanky to me.  (sure thick hair and tough scales can tank quite well, I suppose!  I just notice other traits about them)

 I really like the glyptodon's appearance, but I have the same hesitation towards it that I do towards the uglier giant armadillo.  I don't see these critters as fighters.  Curling up into a ball, the body-language equivalent of screaming Don't Hit Me and surviving in the fight is.... probably perfect for the goal.  Tankers who do not actually fight back (at least not much) and an amusing thought too.

I just like the idea of the little ankyls screaming Don't Hit Me while shaking and flailing their tails about (occasionally doing some hefty bashing in the process) even more.

Odd, that image works fine for me.  Here's another one.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #963 on: November 04, 2011, 11:15:25 pm »

Odd, that image works fine for me.  Here's another one.

Woo, can see this one, thanks!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #964 on: November 04, 2011, 11:33:23 pm »



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.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #965 on: November 05, 2011, 07:29:20 am »

Megalania would not be much of a tanking creature, but are pretty awesome. Actually, all of them are pretty awesome. How about just making them all tameable creatures in the caverns, with the Ankylosaur as the embarkable tamed creature. By the way, they sort of look like monkeys. Rhesus macaques, is what I'm saying.

Only that... well, creatures in the caverns are usually very random. I remembered when sabre tooth tigers were first introduced as tamable cavern creatures, I barely saw any and only used them when they were embarkable pets.

Anyway, what are your plans for the next release, Narhiril?
« Last Edit: November 05, 2011, 07:36:15 am by Pan »
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SalmonGod

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #966 on: November 05, 2011, 05:24:28 pm »

The giant armadillo feels more dwarf fortressy to me.  Or how about a giant snapping turtle?
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Dohon

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #967 on: November 06, 2011, 05:02:06 am »

From the list, I also find that that the Ankylosaurus is the best candidate for the "tank" creature. Low, tough and one wicked heavy club for a tail. Very dwarfy. :)
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #968 on: November 06, 2011, 05:51:58 pm »

i agree on the pygmy ankylosarus being the on that screams 'tank' in that list (well, the glyptodon, too). also like salmongod's giant snapping turtle, but i'm a great fan of turtles/tortoises anyway

also agree with pan on the "we should get them all, anyway!" (yay, more work for the narhiril, as if she needs it). admittedly, the bear and lizard don't look very tankish to me, but they'd still be fun and maybe even useful (though, again, i like the idea of only the tanker type being a starter domestic). the megalania just has me picturing them used as riding beasts and wagonpullers, but i'm pretty sure that's my drow addiction shining through...
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #969 on: November 06, 2011, 09:12:44 pm »

With such a variety of creatures underground, we're pretty much being promised by the laws of probability that some will show up in the underground caverns and perhaps even in the cage traps.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #970 on: November 07, 2011, 02:38:30 am »

With such a variety of creatures underground, we're pretty much being promised by the laws of probability that some will show up in the underground caverns and perhaps even in the cage traps.

On this note, I'm severely reducing the frequency of zingers in the caverns.  They still exist down there, but they were appearing far too frequently.  Its not that I don't want them to be easily available, its that they really mess with hunters down there, and until you kill them (dangerous), nothing else will wander onto the map.  Migrants will sometimes bring zingers as pets, and the caravan and embark screen both sell them for fairly cheap, so getting a hold of them shouldn't be too difficult even with this change in place.

I'm thinking I'll probably go ahead and split this into two releases, as some of the features I wanted to include are still very much in conceptual and preliminary testing phases.  0.14e will add ankylosaurs and make a number of tweaks and bug fixes, including a much-needed fix for those damned nephilim caravans (lol).  After a few more days of testing and working around my school schedule, I can probably have this up by Friday.

0.15a, as I'm calling it, looks like it isn't going to wait for Dwarf Fortress to update.  0.15a will include an expansion of the third tier of the tech tree (which currently only contains the crystal growth tank), with some new technologies, some combat-oriented, some not.  More on that later.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #971 on: November 07, 2011, 10:12:14 am »

Aww... so the other cool creatures won't be seen in the caverns? That's a shame.

Anyway, you want to make a list of the things your willing to reveal for the next version? Get the crowd excited?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #972 on: November 07, 2011, 06:11:27 pm »

Aww... so the other cool creatures won't be seen in the caverns? That's a shame.

Anyway, you want to make a list of the things your willing to reveal for the next version? Get the crowd excited?

I never said they won't be seen, just that they're not done yet.  I might squeeze one or two more in if I get time.

Updated Running Change Log for 0.14e (subject to further additions or modifications as necessary)

Spoiler (click to show/hide)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #973 on: November 07, 2011, 09:37:55 pm »

Right...  0.15a.  Most of this is on the back burner for a few days while I sort out 0.14e, but here are some conceptual musings.


---
LFR Technology Tree Tier 3


ADVANCED ALCHEMY LAB

A large workshop requiring a number of reagents to build, including glass vials, a precision caster, precision tools, and several black and yellow crystalline blocks to warn off passers by.  This is the site for the majority of the tier three upgrades and development.

The advanced alchemy lab (AAL) specializes in reactions involving a few new metals - specifically (and subject to modification) neodymium, mercury, palladium, and cobalt.  Cobalt can be refined from cobaltite and mercury from cinnabar, while neodymium and palladium will come from two new types of stone (monazite and braggite).  Because of the special properties of these metals, they will need to be smelted in a special environment - the regular old alchemy lab seems a good candidate.  The reason for this is that two of the ores already exist as regular stones in the game, and I would prefer not to touch those raws if I don't have to for compatibility's sake.

I am on the fence as to how risky I want to make this process - in real life, cobalt is notorious for causing allergic reactions, palladium is poisonous, mercury is a known neurotoxin, and neodymium has a habit of spontaneously exploding - but since this is Dwarf Fortress and dwarves are made of sterner stuff (no lead poisoning, right?), I might decide not to add any more risk to a workshop that already seems to have a habit of bursting into flame from time to time.  Although, admittedly, the neurotoxin might be fun.

Because these ores are both rare and essential for later tech tree concepts, the experimental materials workshop will be receiving a reaction to process stone in search of trace metals, which will consume stones for a (low, but not too low) chance at producing one of these ores.

The advanced alchemy lab has some more reactions planned, but they aren't yet well tested or set in stone.  But, in case you were wondering, one of the reactions will involve...

Spoiler: ...those things... (click to show/hide)


...that you may have noticed lying around from time to time if you've been breeding large numbers of carbuncles.


---

The actual uses of these metals is currently not available for much comment, as there are a few experimental ideas I want to try out before I promise anything really cool that I may or may not be able to deliver right away.  However, to get you guys thinking on the right track, here are some possible uses for the metals...

Cobalt is heat resistant, and an anti-corrosive when alloyed with other metals.  This isn't relevant in Dwarf Fortress right now, but makes cobalt a useful metal for use in medicine and high-temperature machinery.  More advanced mechanical workshops and contraptions (and siege weapons, WAY down the road) will likely call for this material.

Mercury has a number of odd properties, the most notable being that it is liquid at room temperature.  While I have not yet quite figured out the logistics of how this will work in game, I'd imagine a dwarf could find something interesting to do with a heavy, conducting liquid - assuming of course, he doesn't inhale too much of it.

Palladium is a component of catalytic converters, which turn highly dangerous chemicals into more benign components.  Palladium will be required in fair quantities for another workshop I had in mind down the road, where the same reactions performed without a palladium protective component will yield results both productive and deadly.  In other words, there are reactions planned in the future with possible deadly outcomes which can be prevented by using palladium tools.  The cheap researcher ends up paying the heftier price.

Neodymium is my favorite new metal.  Alloyed with iron (and boron, technically, but this is being left out for simplicity's sake), neodymium creates an extremely powerful permanent magnet.  That's all I'm going to say about that right now. ;)

---

I'm curious as to what you guys (and/or girls) think about these concepts, as I might find them exciting, but some of you might find the ideas of dwarven experiments  with chemicals, electricity, and magnetism to be a bit out of universe, which is not the goal of LFR.  These technologies are, indeed, well beyond the simple ore smelters and stone gears of the default version, but will, in practice, likely take years of in-game progression to unlock and (later) effectively use, during which time your enemies will grow both more numerous and more deadly. 

As an end result of the LFR tech and ritual trees, you may end up barely on even footing with LFR's greatest of enemies, which can be just enough to tip the scales of your heroic endeavor towards a lasting legacy, but I can promise you that LFR will never become "easy."  If you get too many new tricks up your sleeve, expect your enemies to get some as well down the road.  The voidwalkers have a few nasty, unreleased technologies waiting for a worthy opponent, and the shedim haven't even popped their heads out of the woodwork yet.

:D

Jilladilla

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #974 on: November 08, 2011, 12:04:21 am »

[REACTION:LMAN_STONE_ORE_CHEAT] used by lizardmen
[NAME:conjure voidshard]
[BUILDING:METAL_CHEAT:CUSTOM_V]
[PRODUCT:100:1:STONE:NO_SUBTYPE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:VOIDSHARD][PRODUCT_DIMENSION:150]

is it intentional to just give the lizardmen voidshard?
downloaded the pre installed ironhand file thing...
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