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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 403265 times)

darkflagrance

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1260 on: February 03, 2012, 03:03:49 am »

Since Dwarf Fortress usually spawns a new liaison if the old one is somehow incapacitated, yeah, I would definitely say that your civ must be completely buggered for this to happen.
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1261 on: February 03, 2012, 11:08:04 am »

Hello again. Liason finaly asked me if I needed somethiong, following my 2nd elevation. Orichaleum is a STONE right? I could NOT find it on the list. What are my alternatives?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1262 on: February 03, 2012, 11:26:52 am »

Hello again. Liason finaly asked me if I needed somethiong, following my 2nd elevation. Orichaleum is a STONE right? I could NOT find it on the list. What are my alternatives?

It's a metal.  The ore is called "native orichalcum."

Teach

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1263 on: February 03, 2012, 11:03:06 pm »

I cannot use the weapon (the bladed one) from the greater ritual of power, what do?

The weapon from the ritual of wealth is being put to good use however, somehow I lucked out and got both of those on my first reaction at the altar.  8)
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Jilladilla

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1264 on: February 03, 2012, 11:40:25 pm »

I cannot use the weapon (the bladed one) from the greater ritual of power, what do?

The weapon from the ritual of wealth is being put to good use however, somehow I lucked out and got both of those on my first reaction at the altar.  8)
i believe that weapon is a trap component
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1265 on: February 04, 2012, 03:00:53 am »

Just a thought/suggestion.  I love LFR, but one thing I feel Genesis has on it is a kind of pressure early on, with the (semi-ridiculous, really) beastman sieges that come very early.   LFR has a more vanilla sieging setup, or at least so it's been for me in my 5 LFR forts - I typically don't see a siege before the second year. 

But what is tickling my brain about it are the Lizardmen.  They are low-tech enemies, but I never see them until very late.  They show up with their crappy gear usually long after all my dwarves are using voidshard weapons, apparently just to paint my lawn red.  It might be neat to adjust them to show up possibly even before goblins (I'm not sure, but they seem weaker than goblins to me, at least.)

Maybe it's just my worlds, dunno.. but like I said, I usually never even see a lizardman thief until very late.  Maybe just make them siegers instead of thief-senders?

Anyways, like I said, just a thought.  Having fun with the new version so far!
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1266 on: February 04, 2012, 03:48:11 am »

This mod makes me smile so often when I play it!  I finally messed around with the Weapons concept laboratory, and the first weapon it gave me I just had to check the raws for.  Oh, to get one that you commented no one would probably ever see!  No matter how often others surely have seen it before, seeing it tonight filled me with glee.

Thank you again for all the awesome joy you've added to my play and stories!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1267 on: February 04, 2012, 03:53:36 am »

Tribes of uncivilized lizardmen, dressed in rags, invading before the goblins and trolls, then the voidwalkers does sound sensible. Nukepower has a point - making them appear really early like Genesis' werewolves, Zephyrs of Civilization Forge or the dark stranglers of Fortress Defense.

They are weaker than goblins. They use blowguns as ranged weapons. Blowguns suck.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1268 on: February 04, 2012, 04:31:26 am »

Tribes of uncivilized lizardmen, dressed in rags, invading before the goblins and trolls, then the voidwalkers does sound sensible. Nukepower has a point - making them appear really early like Genesis' werewolves, Zephyrs of Civilization Forge or the dark stranglers of Fortress Defense.

They are weaker than goblins. They use blowguns as ranged weapons. Blowguns suck.

Consider it done.  Lizardmen will now (0.15b) siege when your population hits 20.  They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming.  If they need any more tweaks after a test, I'll post information about them.

This mod makes me smile so often when I play it!  I finally messed around with the Weapons concept laboratory, and the first weapon it gave me I just had to check the raws for.  Oh, to get one that you commented no one would probably ever see!  No matter how often others surely have seen it before, seeing it tonight filled me with glee.

Thank you again for all the awesome joy you've added to my play and stories!

Comments like this make it all worth it.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1269 on: February 04, 2012, 06:51:36 am »

Consider it done.  Lizardmen will now (0.15b) siege when your population hits 20.  They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming.  If they need any more tweaks after a test, I'll post information about them.

Ah, great. Early attacks always make things more interesting, and other than the free loot, it gives us a reason to use those early weapon getting reactions in the ritual tech tree.

I'm currently starting a new fort. Where in the raws shall I edit (and with what) to make the lizardmen attack when my population hits 20?
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1270 on: February 04, 2012, 07:25:58 am »

guess i will download the new version and gen a new fort, maybe this time i'll get the critical orchaleum ore :/


also am I supposed to use voidshard equipment somehow? by just equipping it, am i supposed to melt??
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1271 on: February 04, 2012, 08:21:15 am »

guess i will download the new version and gen a new fort, maybe this time i'll get the critical orchaleum ore :/


also am I supposed to use voidshard equipment somehow? by just equipping it, am i supposed to melt??

Well I keep the reavers, twisted swords and such since they are able to perform very powerful attacks. Such as how the reavers can 'viciously hack', which is rather powerful. (technically, it's the weapons velocity and penetration etc that decides this. And I believe reavers are supposedly better in such a way than traditional dwarven axes)

Narhiril, that raises another thought. Usually, I abandon traditional dwarven weapons for the powerful voidwalker weapons. This makes me feel like an old sellout to my race. Maybe we could advance the tech tree to create more powerful melee weapons that are even better than the voidwalker's reavers, twisted swords, and such? Or shields with better coverage but are lighter? After all, the tech tree is for one to advance and defeat one's enemies, no? Maybe make a powerful bashing weapon. The iovium war hammers sometimes just don't cut it, with blunt weapons being so useless at times. My squads of hammerdwarves are always the underdogs.
« Last Edit: February 04, 2012, 09:52:43 am by Pan »
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1272 on: February 04, 2012, 09:12:59 am »

Sorry for spamming this thread, but how can I get precision tools or adv. mechanisms other than Orchaiuelum?
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1273 on: February 04, 2012, 09:40:06 am »

Sorry for spamming this thread, but how can I get precision tools or adv. mechanisms other than Orchaiuelum?

 Just need your first precision tool made of orihalcum (from the alchemy lab). Then, with that first advanced precision tool kit you build an advanced mechanics workshop. From then on, the advanced mechanics store can create adv mechanisms and tool kits with other materials.
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1274 on: February 04, 2012, 09:41:44 am »

Good sir, can you suggest a workaround when worldgen did no make any orihalcum? Is there a way to modify this without
losin the fort? In the raws etc? Greatly appreciated
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