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Poll

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 403200 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1185 on: January 12, 2012, 02:04:04 am »


Alright, three things to address here.

Esta - I agree, they shouldn't be useless, but clearly inferior to the more expensive javelin types.  While I like the idea of a randomized attack, I will probably scale back the numbers and size quite a bit, as a lot of the ranged power of a projectile comes from the weapon with which it was fired, which is not being changed at all.

Pan - I have not had any trouble getting rid of slabs of accreditation.  Excess technology advancement slabs can be removed at a trash compactor.  I will add another reaction to this workshop to simply destroy the original slabs for use when you've already unlocked everything.  This reaction will not use any specific labor, so it will be much faster.  The reason that javelins don't work properly with caravan guards is because javelin throwers are a permitted weapon whereas javelins are just products of a permitted reaction - it had to be this way because the stock 25 to 1 bar ratio is hardcoded.  Caravan guards will only use permitted equipment, and caravans will only ever trade permitted equipment (this is why you can get bayonets from a caravan, but not advanced mechanisms).  I do, however, agree that your fight did not quite work out to be quite balanced.  My guess here is that the massive size of the bog trolls (combined with the whip's ridiculous velocity multiplier) is giving them so much armor penetration that they're easily killing much better equipped units.  To some degree, they should be challenging foes, but the lashers are still an order of magnitude above the others.  Which brings me to my next point...

nuklearpower - do you mind if I make your modification to whips a part of the mod (with credit, of course)?  Something as simple as changing the attacks from blunt to edge seems to bring them down to earth considerably, and I like what you did with the velocity multipliers.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1186 on: January 12, 2012, 09:58:11 am »

I do, however, agree that your fight did not quite work out to be quite balanced

Ha! Its a challenge and thats good enough for me!
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1187 on: January 12, 2012, 12:52:09 pm »


nuklearpower - do you mind if I make your modification to whips a part of the mod (with credit, of course)?  Something as simple as changing the attacks from blunt to edge seems to bring them down to earth considerably, and I like what you did with the velocity multipliers.

Feel free - I suggest increasing their contact area to something bigger than 1 and looking at scourges as well, which are similar if not quite as bad (they are edged already, at least.)

I just got annoyed having adamantine-clad dwarves get oneshotted by goblins with copper whips, or even worse, tungsten ones.  How a metal whip works is sort of beyond me, but meh.

« Last Edit: January 12, 2012, 01:43:44 pm by nukularpower »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1188 on: January 13, 2012, 12:30:53 pm »

Knockout gas from voracious maws. Who do they work on?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1189 on: January 13, 2012, 02:35:48 pm »

Knockout gas from voracious maws. Who do they work on?

Anything GENERAL_POISON.... so just about everything.  They work by dropping them into magma.  I haven't tested them very well yet, so I'm not sure how effective they'll be, but the idea was to line them up atop a bunch of hatch covers and drop them via lever into a magma-lined corridor full of enemies... Then maybe flip some retractable bridges over the magma and charge them with your dudes, or just let the traps go to town.  It's a lot more work than just dropping your enemies into magma, but it has more possibilities for capturing trap-avoiding creatures and defeating larger voidwalker attacks in smaller fortresses.  Plus, voidshard isn't magma-safe, so you can get the loot if you take the time to kill them this way instead.

I'm reworking the advanced plant transmutation experiment because apparently just getting a hold of voracious maws isn't good enough, you still have to be in a terrifying biome to grow them, so I'm going to greatly increase the yield of that reaction to make it a more viable source for those not in the correct biomes.

Right now I'm playing around with a pretty cool idea for an easter egg that I'm not entirely sure will work, but there's only one way to find out.  Also, I'm testing another tweak that might make simplified clothing even better for FPS than it already is.  If all goes well, I should be able to prevent clothing from degrading, which will be a nice little performance enhancement.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1190 on: January 14, 2012, 10:34:15 pm »

Been reading the raws for the test fort, Narhiril. You Voruk have a sick sense of humor.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1191 on: January 15, 2012, 04:24:33 am »

In the test fortress, the merchant asked me if I wanted to import Palladium bars and Neodymium bars. Since I believe they were in the tech tree, is this intentional?
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1192 on: January 15, 2012, 05:09:25 am »

In the test fortress, the merchant asked me if I wanted to import Palladium bars and Neodymium bars. Since I believe they were in the tech tree, is this intentional?

Unfortunately, a side-effect of having a reaction that has ANY metal bar as a product makes that bar show up as tradeable in-game.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1193 on: January 16, 2012, 02:17:47 pm »

In the test fortress, the merchant asked me if I wanted to import Palladium bars and Neodymium bars. Since I believe they were in the tech tree, is this intentional?

Yes, I decided to allow you to import them.  You can't use them for much until the tech tree reaches them, so you can take advantage of the trade routes and stock up.  It's an incentive for fortresses to better protect their caravans.

I finished up some much better documentation for the tech tree and ritual tree today.  School starts tomorrow, so don't expect a whole lot to get done this week, but I was able to get an underground civilization working in hell.  :D
« Last Edit: January 16, 2012, 03:24:29 pm by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1194 on: January 18, 2012, 08:25:13 pm »

Looking through the raws, I noticed that the bayonet dart launchers will use the dagger skill instead of the sword skill as previously mentioned?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1195 on: January 19, 2012, 03:31:44 pm »

Looking through the raws, I noticed that the bayonet dart launchers will use the dagger skill instead of the sword skill as previously mentioned?

Oops, I screwed that up.  It should be sword.  That's what I get for being lazy and forgetting what I used copy+paste with.

I've got a few more things left to do on this version - mostly artwork for the workshops and some re-balancing of the advanced alchemy/transmutation reactions.  I also have a possible improvement that I need to test for simplified clothing.  Then I've got one really elaborate easter egg that I've been working on, but that might have to wait for the next update. 

Dwarves can also now manufacture "crude javelins" out of any normal ammunition material (including bone and wood), which are smaller and substantially weaker than the other javelin types, but should at least make the dwarven caravan guards show up with something to fire from their javelin throwers...  and it will allow you to put together javelin squads that can train themselves more effectively.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1196 on: January 20, 2012, 01:40:01 pm »

Marksdwarves keep shooting at the pigeons. So annoying and a waste of ammo...
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1197 on: January 20, 2012, 04:02:15 pm »

just wait for your firebreathing dwarves to start forest fires while chasing pigeons...
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1198 on: January 22, 2012, 02:07:28 pm »

Wonderful. Alchemy lab exploded somehow and I think something fell into the magma nearby.

Something I noticed that's great about nephilim caravans is the huge amount of meltable steel and anti goblin, lizardman ambushes.   :D
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1199 on: January 23, 2012, 03:26:17 pm »

Wonderful. Alchemy lab exploded somehow and I think something fell into the magma nearby.

Something I noticed that's great about nephilim caravans is the huge amount of meltable steel and anti goblin, lizardman ambushes.   :D

That tends to happen from time to time. ;)

Artwork and some much more detailed manual and reference files got finished today, which means that the list of things I have left to do for this release is getting pretty small.  I do want to do some extensive testing on this new simplified clothing addition, which will likely take me a day or two, depending on how well it goes. 

I'd also like to get a few new still reactions added, so you can brew specific alcohol rather than just setting it to "brew drink /r" and hoping that your dwarves grab the high-value stuff.  Oh, and I nerfed whips based on Pan and nuklearpower's feedback.  Some of you are probably going to be excited about that.  As always, one or two more easter eggs might sneak their way in before the release.  I have a somewhat awesome idea for a new piece of armor to "accidentally" leave in the product lines for advanced alchemical experiments >:3

A more long term goal is to get adventure mode reactions done for experimental weapons, but I haven't decided how to balance this just yet, as I have very limited experience with adventure mode.  That might not make it into this version, but it's in the works.  I'm going to go ahead and update the poll now, as I think I got all of the sort of feedback I wanted for this particular question.
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