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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 403116 times)

IamanElfCollaborator

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1080 on: December 17, 2011, 07:56:59 am »

....
Then they become skilled weightlifters with that arm, the both of them.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1081 on: December 17, 2011, 12:48:48 pm »

Because there is no string to draw, the weapon can be loaded and fired as quickly as a dwarf can keep putting darts in it. 

 I thought firing speed of ranged weapons cannot be changed?
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IamanElfCollaborator

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1082 on: December 17, 2011, 02:36:50 pm »

It can, as far as I remember.

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1083 on: December 17, 2011, 03:01:55 pm »

I don't think it can, but what you CAN do is make the projectiles fly really really fast so they hit almost instantly, letting you fire a shot again. Or something.
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1084 on: December 17, 2011, 03:06:31 pm »

MAXVEL makes shots go faster, and only one shot is allowed from a single creature at a time. So, when MAXVEL goes up, shot rate goes up.

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1085 on: December 17, 2011, 03:11:58 pm »

MAXVEL makes shots go faster, and only one shot is allowed from a single creature at a time. So, when MAXVEL goes up, shot rate goes up.
yeah this is what I was trying to say but I don't know the mod tags and stuff
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

BigFatStupidHead

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1086 on: December 17, 2011, 04:22:02 pm »

MAXVEL makes shots go faster, and only one shot is allowed from a single creature at a time. So, when MAXVEL goes up, shot rate goes up.

Hey Putnam, there are factors at work other than some hard-coded "one projectile on screen at a time" rule; by using DFhack's fastdwarf, you can see a single dwarf spraying bolts with dozens on screen at once. As fastdwarf drops all dwarf jobs to be accomplished in zero ticks, this suggests that it is rather something to do with the job-speed of reloading.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1087 on: December 18, 2011, 12:24:06 am »

Hmm, what parts of the body do 'Dwarven formal wear' and 'Dwarven work clothes' cover? Actually, what body parts do all the SC clothing cover?

Also, I have noticed that there is no option to embark with javelin thrower ammunition.
« Last Edit: December 19, 2011, 06:45:26 am by Pan »
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globofglob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1088 on: December 19, 2011, 02:04:44 pm »

A few questions-

1. I found a dwarf with the Master Savant Skill. Dwarf seems to be an adequate markdwarf, hunter, ambusher, etc. Are these her savant skills, or do I have to figure out what skill shes best at?

2. I can't seem to get my dwarves to make an overgrown pillar at the Temple construction part thingy. Noone even takes the job.

3. I have plenty of stone and plants, yet all alchemy processes in the alchemy workshop are red. How do I enable the basic transmutation reactions?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1089 on: December 19, 2011, 02:13:48 pm »

A few questions-

1. I found a dwarf with the Master Savant Skill. Dwarf seems to be an adequate markdwarf, hunter, ambusher, etc. Are these her savant skills, or do I have to figure out what skill shes best at?

2. I can't seem to get my dwarves to make an overgrown pillar at the Temple construction part thingy. Noone even takes the job.

3. I have plenty of stone and plants, yet all alchemy processes in the alchemy workshop are red. How do I enable the basic transmutation reactions?


1) Savant is natural +12 alchemy.

2 + 3) The only thing I can think of is this - workshops tend to do weird things with burrows sometimes.  If the required reagents are not part of a burrow that is shared with the workshop, the workshop pretends they don't exist.  If you are using burrows to control your dwarves, make sure that there is at least one burrow that contains both the reagents and the workshop.  If that doesn't work, try queueing it up with the manager screen and seeing what happens.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1090 on: December 20, 2011, 10:30:08 am »

So how far are we working towards the next version, Narhiril? Or still toiling in the coffee stained mines for your finals?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1091 on: December 20, 2011, 11:07:28 am »

So how far are we working towards the next version, Narhiril? Or still toiling in the coffee stained mines for your finals?

Finals ended on Friday for me, so this week should be an opportunity to hammer out some good progress.

Here's how it's looking so far...

Wheelbarrows are done, tested, and ready to go.
Hadrine shields are done, tested, and ready to go.
A number of minor tweaks are done, tested, and ready to go.
New easter egg creatures are done, tested, and ready to go.
Glass savants are done, tested, and ready to go.

Tier 3 mechanical weapons and weapons upgrades are done but not thoroughly tested yet.
Cobalt, neodymium, and palladium are done.  Reactions to extract them from ores are not.
Most of the reactions and building raws for advanced alchemy are not done yet.
Two new easter eggs are not done or tested yet.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1092 on: December 22, 2011, 07:37:43 pm »

An update.  I've got reactions set up for the experimental materials workshop to refine cobalt, palladium, and neodymium.  You guys are already familiar with cobaltite, but neodymium and palladium required new ores.  Neodymium is refined from monazite, which is found in frequent small clusters in alluvial layers.  Palladium is a little harder to come by - its mineral, cooperite, can be found in in small clusters across any igneous layer, but isn't very common.  Cooperite can also be smelted at a smelter for a 50% chance of a platinum bar, and the reaction to refine palladium also has a chance of producing a platinum bar in addition to the palladium bar.

Because these new metals will play an important role in tier 3's advanced alchemy lab, a "search for trace metals" reaction has also been added to the experimental materials workshop, which takes a few stones and has a small (3-6%) chance of yielding one of these metal bars.  That sounds very low, but with all the stone you surely have lying around, you should be able to get a steady, slow supply of these metals, even on maps where they aren't found.  You can also request the ores and bars from the Dwarven caravan.

Neodymium will be used in the construction of the magnetic dart launcher and a few other new components.  Cobalt can be used for advanced mechanisms and precision tools, and will see some more uses down the road.  Palladium will be used almost exclusively for catalytic converters, which will be an optional "safety" component of some new reactions - as in, you can do the reaction with or without them, but having them present removes the possibility for some new alchemical disasters.  Or you can be cheap, put some dwarven life on the line, and do it without them.  It's totally up to you.  :)

--

In case you're wondering how the development process is looking, it's hitting its usual sidetracks.  I was playing around with some new concepts for zingers.  First, I wanted to bring pyrophoric zingers back, if possible, but I needed a way of making them more effective.  So the idea hit me to set their blood ("napalm") to an obscene temperature, which should result in them causing the desired wounds, but also would result in a bunch of flaming hot napalm all over the place afterwards, so I need to find an effective way to get rid of it (besides magma and/or walls).  If the blood was set to a temperature where it would ignite, maybe I could make it burn off, but I need to do some playing around to see how contaminants respond to temperature to see if that will work.

Which then got me thinking...  I could very easily make acid zingers, with a contact blistering and bruising and pain effect added to their blood, and I wouldn't have to clean that up because it's acid and you'd have to set up a disposal system on your own, but since it doesn't rely on high temperatures, this could be done with water.  So now, instead of the advanced alchemy lab, I'm here writing and testing castes for zingers against walruses.

About an hour after that acid zinger idea, I went out for a bit and took a bath when I came home, when the idea hit me for an even more bizarre and hilarious zinger caste.  Unfortunately, this one requires the CE_BODY_TRANSFORMATION token, which isn't in game yet, but it basically works by utilizing two castes.  Caste #1, the "subcritical zinger," is a regular zinger, but doesn't explode on death.  Instead, its blood carries a syndrome that only affects its caste.  When something hits it, provided it isn't a one-hit kill, it gets its own blood all over itself, transforming it into a caste #2 (pop ratio 0, so it only occurs this way) "supercritical zinger," which enrages, attacks, and kills itself with an UNDIRECTED_DUST attack, throwing around a contaminant and knocking everything around like a cave-in.  If it works, it will be absolutely hilarious, but we'll have to wait and see.

So yeah, that's been my day.  Refine reactions, minerals, and playing around with new ways to make zingers blow themselves up.  Oh, and testing an easter egg plant.  Pretty productive, if you ask me.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1093 on: December 23, 2011, 08:00:49 am »

Just a thought, but why would enemies kill zingers knowingly? I guess at first, the dwarves would have a secret weapon and the enemies know nothing about it. But after years of sieges, enemies still kill zingers, knowing it'll explode and kill them.

Besides, I think that some civs use zinger leather? I don't see it nowadays, but I remembered it happened before.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1094 on: December 23, 2011, 02:09:55 pm »

Just a thought, but why would enemies kill zingers knowingly? I guess at first, the dwarves would have a secret weapon and the enemies know nothing about it. But after years of sieges, enemies still kill zingers, knowing it'll explode and kill them.

Besides, I think that some civs use zinger leather? I don't see it nowadays, but I remembered it happened before.

I let no one escape, so that information never gets out. :)

But in all seriousness, why do they walk through the same trapped hallways?  There's not much I can do about it.
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