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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 403165 times)

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1140 on: January 02, 2012, 04:21:49 pm »

I think the size requirement tag just determines how big the creature has to be to wield it one-handed. Dwarves can still use mauls and two-handed swords from other civs, but only with both hands.
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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."

trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1141 on: January 02, 2012, 04:26:33 pm »

I think the size requirement tag just determines how big the creature has to be to wield it one-handed. Dwarves can still use mauls and two-handed swords from other civs, but only with both hands.

Nah, that's a different token altogether - [TWO_HANDED:x], where until the creature's size is above x they have to use it two-handed. Mauls and two-handers (in this mod, that is) have a minimum size requirement of 52500, which dwarves are above.

Minimum size isn't always respected, though, it seems. In vanilla, pikes have [MINIMUM_SIZE:62500], but goblins can still show up using them.
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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.

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1142 on: January 02, 2012, 04:31:47 pm »

Oh yeah, forgot to mention:

I made a compatibility patch between this mod and mine. It's released and part of the main download under the "mod compatibility files" in the ZIP.

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1143 on: January 02, 2012, 04:34:14 pm »

I think the size requirement tag just determines how big the creature has to be to wield it one-handed. Dwarves can still use mauls and two-handed swords from other civs, but only with both hands.

Nah, that's a different token altogether - [TWO_HANDED:x], where until the creature's size is above x they have to use it two-handed. Mauls and two-handers (in this mod, that is) have a minimum size requirement of 52500, which dwarves are above.

Minimum size isn't always respected, though, it seems. In vanilla, pikes have [MINIMUM_SIZE:62500], but goblins can still show up using them.
I knew I was remembering something wrong. Thanks for giving me a refresher.
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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."

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1144 on: January 02, 2012, 04:49:08 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.

This is correct.  It's not impossible, but you have to find a very large dwarf to even pick the thing up.

Expect this to become significantly easier in the near future.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1145 on: January 02, 2012, 09:34:56 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.

This is correct.  It's not impossible, but you have to find a very large dwarf to even pick the thing up.

Expect this to become significantly easier in the near future.

.... Well then, that was a waste of mithril. Still, I'll load it in a weapon trap. This actually makes sense, being a a product from an 'experimental' weapon lab. Any other failed experiments I should be worried about?
« Last Edit: January 02, 2012, 09:41:59 pm by Pan »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1146 on: January 04, 2012, 01:57:11 am »

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.

This is correct.  It's not impossible, but you have to find a very large dwarf to even pick the thing up.

Expect this to become significantly easier in the near future.

.... Well then, that was a waste of mithril. Still, I'll load it in a weapon trap. This actually makes sense, being a a product from an 'experimental' weapon lab. Any other failed experiments I should be worried about?

Now that you mention it, I might go ahead and put together some more "experimental" trap components and just pepper them into the experimental weapons reactions.  On top of the existing stuff, of course. 

I find it odd that I would have made a weapon with a size requirement of 65000, as I was well aware of dwarven sizes when I put those together.  It tells me that I probably had something specific intended for it (possibly as a voidwalker weapon) which was lost somewhere in translation.  The good news is that dwarves with the largest (125%) broadness or height modifiers will be able to pick it up, and you should also see some very satisfying results in a weapon trap.  The ritual tree will be offering more options for dwarven capability "enhancement" in the near (I hope) future. 

TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1147 on: January 04, 2012, 07:26:23 am »

Make specially designed armor and weapons to equip these large warriors as part of the tech tree, maybe?

Emberlight warriors for the fire god, and lacerators for the blood god. Anything else?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1148 on: January 04, 2012, 07:20:45 pm »

Make specially designed armor and weapons to equip these large warriors as part of the tech tree, maybe?

Emberlight warriors for the fire god, and lacerators for the blood god. Anything else?

Each old god has two or three affiliated servants.  Some of these have been hinted at already, some of them are not quite done yet.  Abilities have not yet been set in stone, but emberlight warriors will breathe fire and lacerators will have steel skin.

At the very end, I was going to play around with unique equipment for these guys.  Something, perhaps, that causes a syndrome if picked up by anyone else.  I'd have to work out a way to prevent regular dwarves from trying to haul these around.  It's too early to speculate, though.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1149 on: January 06, 2012, 01:04:08 am »

Armok, being the god of violence and blood and stuff, might be happy to receive those useless barrels of blood merchants always bring along for rituals.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1150 on: January 06, 2012, 05:27:29 pm »

Armok, being the god of violence and blood and stuff, might be happy to receive those useless barrels of blood merchants always bring along for rituals.

I was planning to use these for the lacerator ritual. :)

----

Today's devoted mostly to the relatively dry task of giving the tech and ritual trees their own, more streamlined documentation files.

But while I was going about that, I started to think up LFR achievements - which are in no way, shape, or form practical fr me to actually put into the mod, but very fun to consider nevertheless.

Here are a few I came up with.


PEL'S BLESSING
Strike native orichalcum.

DRAGONBORN
Kill a dragon or a wyvern.

MAKE IT STOP
Kill a land mover.

WELL OILED MACHINE
Kill a damascus sentinel.

DARK LORD
Create an entire set of armor out of voidshard.

WHAT THE HELL AM I SUPPOSED TO DO WITH THIS?
Have a bowyer in a strange mood produce a void energy projector.

SAVANTISM
Have a dwarven prodigy create an artifact.

LEGO MANIA
Build an entire "grand" or better bedroom out of colored crystalline blocks.

GHOSTLY VENGEANCE
Create a masterwork ethereal weapon.

HIGH SPEED DELIVERY
Cut off a bog troll's head with a broadhead javelin.

DODONGOWNED
Lose your fortress to a lizardman attack.

CHEEKY BASTARDS
Allow an elven caravan to be slaughtered by bog trolls.

LINES OF COMMUNICATION
Meet with ten nephilim diplomats.

MEOW MIX
Export over 10000 to the meowkin.

DIS AR FORT NOW
Lose your fortress to a bog troll attack.

EMBRACE ETERNITY
Lose your fortress to a voidwalker attack.

HUNGRY HUNGRY KOGUT
Unlock the exotic cheesery.

VORUK'S BLESSING
Create a "royal" dining hall.

PRACTICE MAKES PERFECT
Build one of each training workshop.

I HAVE MANY LEATHER BOUND BOOKS
Unlock all of the tomes from tier three of the tech tree.

VENKMAN'S CONUNDRUM
Create a phantasmal statue.

ARMOK'S FAVORED
Have one dwarf kill over a hundred notable enemies.

BREATH OF GOD
Clean a wound with Visthel's embrace.

LARGE HADRINE COLLIDER
Create a piece of hadrine armor.

PATTERN WELDING
Create an entire set of armor out of damascus steel.

ITS JUST A LITTLE BUNNY RABBIT
Kill an enemy with an empyrean carbuncle.

OCTOMOM
Have a dwarf give birth to eight or more children.

BIG BANG THEORY
Have an experiment destroy your alchemy lab.

WHAT WE HATH WROUGHT
Create a curious ritual knife.

HOW DO THEY WORK?
Unlock the magnetic dart launcher.

TESLA'S OWN
Unlock the advanced magnetic dart launcher.

WEAPONS OF WAR
Unlock the spring-loaded bayonet crossbow.

HOLY CRUSADE
Kill a greater demon.

VISTHEL'S EDICT
Kill a greater demon with an empyrean carbuncle.  Yes, it can be done.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1151 on: January 07, 2012, 07:36:35 am »

Narhiril, it really is all the great many small touches, as well as the large ones, that make your mod ring so deeply within my imagination and senses of wonder.

I've been on break from DF.  I returned earlier tonight to the game, and gladly (despite many ungame-related interruptions) prepared to embark upon a new LFR realm.  Was rather distracted, scattered, having to turn my attention to other things frequently, deeply hoping I could focus upon the game despite this, suspend disbelief, and get some rich connection to fantasy before I got to tired and had to head to sleep.

I read over the embark screen, smiling at its familiar patterns, until I reached a word unfamiliar to me... humbabas.

Humbabas.

...ere the humbabas get hungry.

I've not looked to see what the heck a humbaba is.  I'm not going to, at least not yet.  Perhaps latter, after my dwarves have tangled with a hungry one, and my mind has filled even further with wonder and confusion.

Because I'm not confused yet.  Right or wrong - right now, in my dazed and semi-sleepy state, almost balanced between normal consciousness and random dreaming, I know what a humbaba is.  Baba Yaga was one such, the haglike hermit-witch which flies around on a giant mortar, kidnaps (prolly to eat) children, and lives in a door-less chicken-legged hut that dances from place to place.  Humbabas stalk my embark site, and all is well and whole in my imagination.  Disbelief has been quite suspended.

Huzzah to Narhiril, modder of endless wonder, delight, and dismay!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Wwolin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1152 on: January 07, 2012, 07:04:25 pm »

A humbaba is a massive lion man nearly the size of an elephant. They can and will destroy an early fortress. Have fun!
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I meant we'd start stabbing the walls and floor for points and not just for science.

nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1153 on: January 07, 2012, 08:16:13 pm »

Possible bug:  The readme says that dwarves can now make and use mauls, great axes, and 2 handed swords.  While mauls and greataxes work fine, I can't make a 2-handed sword.  I looked in the entity_default raw, and [WEAPON:ITEM_WEAPON_SWORD_2H] isn't listed there.  Adding it doesnt add a reaction to make one at the forge in the savegame I'm using either, and I have no idea how to make a custom reaction :(

So was that changed intentionally or is it indeed missing?

Sucks cuz I just found adamantine and my best military dwarf is a legendary dodging, legendary swordsdwarf, so I wanted to try it :)
« Last Edit: January 07, 2012, 08:19:06 pm by nukularpower »
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1154 on: January 07, 2012, 11:48:34 pm »

A short tale showcasing an (unusual in my experience) event that happened in my new LFR fort.

Peace had ruled Orderguards for more than two years past its founding.  Some of us settled here seeking peace, and most of us worship dwarven gods of happiness and silence, though a few followed a carbunkle god of animals.  The years have been prosperous and largely devoted to preparations towards preserving our peace.

In late spring of the third year, an Aramok was sighted just ahead, and barely to the east, of large group of migrants.  The fortress defenses and defenders were ready to handle an Aramok at the gates but not out in the foothills, so there was nothing to do but regret the carnage as the fell canine scattered the once orderly line of dwarves and domesticates.

A foal led the Aramok a small distance from the others before being slain, then the monster turned back to the others, catching and rending a fishery worker and a tanner almost faster than their blood could spurt from their wounds.  Most of the other 18 migrants had managed to put significant distance between themselves and the fiend, but not Shazak Silverysnarled, a cook who continued to run even as the beast chased him.  Inexplicably, the monster stopped following him as the cook ran around the curve of a pond and hurried on to the fortress gate.

I had Shazak brought to me where I stood upon the wall, watching the Aramok slowly amble in fits and starts towards the gate then appear to regain its focus and steadily lope in a direct line towards the ready defenses.  The beast would soon be beyond threatening the safety of any dwarf, but what had saved this wandering cook in his moment of need, who definitely had no speed to outrun the charging Aramok?

Shazak was almost to modest to answer me, but he finally claimed that he had simply concentrated on surviving.  I was envious, there are few teachers of concentration and none has ever offered to teach me anything of their mysterious art.  Shazak says that he was only competent at this skill and unable to teach me himself, and was unsure if the beast's behavior had anything to do with him, but when he was running he was concentrating, that was all he could say about his survival.

After the Aramok was defeated I gave word for the remains and belongings of the fallen migrants to be gathered, only to be given word that a fishery worker who had been within the first set of migrants to join our seven founders had withdrawn from society.  We delayed the funerals, and so discovered that Kerlig Bronzeroad claimed he had known the dead fishery worker, they had been students together under the same teacher.  Kerlig's mood had fashioned Drinkmighty, a magnetite coffin marked with an image of dwarves traveling to Orderguards and with three crosses.  I found my eyes straying from the third of those crosses to Shazak.  Why he was not the beast's third victim I simply do not understand.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
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