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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 403147 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1125 on: December 30, 2011, 11:35:18 pm »

I'm going to split those damned pigeons into two creatures to fix that problem.  They don't seem to be obeying my [POP_RATIO] tokens.  Plus, this way I can get them to actually use their graphic.

I also acknowledge the need for a more user-friendly bit of documentation for the tech tree and ritual tree, which are getting increasingly complex.  Both of these will get more exclusive guides in the near future, as soon as they're done (tech_refsheet.txt and ritual_refsheet.txt).
« Last Edit: December 30, 2011, 11:46:09 pm by narhiril »
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1126 on: December 31, 2011, 01:31:05 am »

I've been seeing way too many special ops pigeon. Perhaps you could tone that down a little? First time is funny. Afterwards, I just feel its a little out of the DF experience.


What do those even do?   Been seeing their bodies now and then... not even sure what is killing them.

Quote
Are nephilim meant to come so often? They come every season. Are they meant to be a often trading race? Perhaps they are powerful due to the importance they put on trade? Anyway, just something I've thought of while playing. Maybe reference this in their lore files?


Noticed this too, I always  have a nephilim AND whatever other race is coming sitting at my depot together.. good thing they don't seem to be at war with anyone  ^ ^
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1127 on: December 31, 2011, 05:34:53 am »

Noticed this too, I always  have a nephilim AND whatever other race is coming sitting at my depot together.. good thing they don't seem to be at war with anyone  ^ ^

Once had a meowkin ambush riding on pegasuses (???) that attacked the nephilim caravan that came, then left the map. Isolated event. It was weird, and it was a while back. But that incident was the first thing i remembered when you mentioned the nephilim not being at war with anyone.
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1128 on: December 31, 2011, 06:13:08 am »

^It's pegasoi.

Also, I'm making a version of my troll mod that's compatible with this one.

Harder than you'd think.

I was thinking "fix some duped raws then copy/paste reactions over", but that would be a hack job and kind of dumb, so instead I started up with making copies of all the casting etc. reactions for the metals in my mod AND making a damascus steel surrogate because my mod race can't make steel.

Anything I may have missed, there?

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1129 on: January 01, 2012, 12:41:11 am »

^It's pegasoi.

Also, I'm making a version of my troll mod that's compatible with this one.

Harder than you'd think.

I was thinking "fix some duped raws then copy/paste reactions over", but that would be a hack job and kind of dumb, so instead I started up with making copies of all the casting etc. reactions for the metals in my mod AND making a damascus steel surrogate because my mod race can't make steel.

Anything I may have missed, there?

Not that I can think of at the moment.  Feel free to use the building raws, if you want.  I'd say go ahead and use the reactions too but it sounds to me like you'd need a good bit of tweaking for your needs, and that you're already making some good progress on your own there, so I don't know how much help that would be.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1130 on: January 02, 2012, 01:52:09 am »

Reavers are not bad. The fact that the user will 'viciously' attack people with it in the description... is it just eye candy? Or is it better than a normal slash from any other edged weapon?



On a side note, I was just looking through some of the older posts to look for something regarding the mod, Narhiril and am I right to say that you seem to like Romans? Cuz you have renamed short sword to 'gladii'. Earlier screenshots of the mod included void projectors shooting dwarves (fear the voidshard projector) that you've nicknamed 'The Centurion'. When the discussion was regarding hybrid melee ranged weapons, you mentioned Roman legionaires chucking pila javelins before engaging.

Prayers of Amnesty gives 'Visthel's Embrace bars'. I thought it was some sort of powerful weapon grade material before I noticed a wounded dwarf was cleaned by 'Visthel's Embrace'.  :P

The ritual of nature gives wooden ammunition by stacks of 50. Even javelins. This is intended?
« Last Edit: January 02, 2012, 02:00:48 am by Pan »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1131 on: January 02, 2012, 02:17:35 am »

Reavers are not bad. The fact that the user will 'viciously' attack people with it in the description... is it just eye candy? Or is it better than a normal slash from any other edged weapon?



On a side note, I was just looking through some of the older posts to look for something regarding the mod, Narhiril and am I right to say that you seem to like Romans? Cuz you have renamed short sword to 'gladii'. Earlier screenshots of the mod included void projectors shooting dwarves (fear the voidshard projector) that you've nicknamed 'The Centurion'. When the discussion was regarding hybrid melee ranged weapons, you mentioned Roman legionaires chucking pila javelins before engaging.

Prayers of Amnesty gives 'Visthel's Embrace bars'. I thought it was some sort of powerful weapon grade material before I noticed a wounded dwarf was cleaned by 'Visthel's Embrace'.  :P

The ritual of nature gives wooden ammunition by stacks of 50. Even javelins. This is intended?

1) Its a more powerful slash, not just a cosmetic effect. :)

2) Guilty.  Nephilim nobility members are mostly named after Roman public officials.  I typically give my military dwarves similar custom professions to keep track of them.  The leader of the first squad is the Primus Pilus ("first spear"), the leader of every subsequent squad is a centurion.  Those above level 4 weapon skill are legionnaires, those below are auxiliaries.  When dwarves start to do some impressive things, however, the system starts to break down, as I like giving custom titles.

3) Yep, that's what it's there for.

4) Intended.  The old gods are not bound by silly things like conventional stack sizes. 

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1132 on: January 02, 2012, 02:47:32 am »

Its a more powerful slash, not just a cosmetic effect. :)

 To the weapons concept lab!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1133 on: January 02, 2012, 03:02:59 am »

Its a more powerful slash, not just a cosmetic effect. :)

 To the weapons concept lab!

A large number of weapons from the weapons concept lab (about 1/4th, including ALL of the "dual" weapons)  have "special attacks" like this.  Some have more than one.  Have fun.  :)
« Last Edit: January 02, 2012, 03:06:43 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1134 on: January 02, 2012, 03:53:29 am »

I currently have a masterfully created mithril scythe and a exceptional mithril cutlass. Are they better than the vanilla weapons? (cutlass vs gladii, scythe vs spear or wtv)
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1135 on: January 02, 2012, 04:06:08 am »

The scyth, by the looks, is essentially a more-powerful axe mixed with a spear.

So yeah, it's better.

The cutlass is like a better sword with a special attack.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1136 on: January 02, 2012, 04:20:02 am »

It gets better. Got an ethereal misericorde, and an ethereal dadao. So something that sounds italian, and a big knife?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1137 on: January 02, 2012, 05:30:52 am »

It gets better. Got an ethereal misericorde, and an ethereal dadao. So something that sounds italian, and a big knife?

The misericorde is a large dagger with a weaker slash attack, but a stronger pierce attack.  It's pretty nasty.  The dadao is a stronger version of the longsword.  The cutlass is a smaller version of the longsword that can be swung harder (higher velocity multipliers).

As for the scythe - that thing's monstrous.  It's enormous and it does... well, exactly what you'd think it would do.  It clears fields.  :D

Playing around right now with mechanized bayonet crossbows (second upgrade), which took me a good amount of time and effort to unlock.  I'm working my way up to try and unlock the final upgrade for them.  So far, things have been going eerily well.  The workshops are still using placeholder artwork, but everything else seems to be working properly.  The advanced alchemical experiment and advanced transmutation experiment might need some balance tweaks, though - right now, they're not really worth the effort.

In case anyone is still using TrueType, this might be a good time to stop.  This upcoming update has some items with some very, very long names, which tend to crash the game if run with TrueType right now.  Like "journeyman's carbuncle leather bound tome on magnetic projectiles."

I realize that the intricacies of this mod and the tech trees are getting more and more numerous, so I'll be devoting a good bit of time over the next few days to trying to bring the documentation up to par with it.  I realized today that even I didn't know what the hell the ritual of nature did without looking in the manual.  Both the ritual and mechanical tech trees will be getting their own documentation files.

« Last Edit: January 02, 2012, 05:43:56 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1138 on: January 02, 2012, 07:51:31 am »

As for the scythe - that thing's monstrous.  It's enormous and it does... well, exactly what you'd think it would do.  It clears fields.  :D


None of my dwarves will pick it up. I've made the selected dwarf drop his shield. I've forbidden and reclaimed it. I've used 'specific weapon' to select the mithril scythe. I've changed the matches to 'Exact match'. None of the speardwarves will pick it up.

Could it be the size or anything? Or perhaps the weapon itself? They pick up other stuff just fine. It's quality is masterful. It's made of mithril. It weighs 11.
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trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1139 on: January 02, 2012, 04:20:01 pm »

Scythes have a size requirement of 65000. It would be very rare (or maybe impossible? I forget how body size modifiers work) to find a dwarf who could wield one.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.
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