Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 92 93 [94] 95 96 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403364 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1395 on: February 19, 2012, 05:40:40 pm »

I saw the post about poision-covered blowdarts in this thread, but somehow never got an answer... how did you do that ? :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Teach

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1396 on: February 19, 2012, 05:45:04 pm »

Hey narhiril
I'm all for Voidwalker spells as long as you promise that none of them will be fire based.  Maybe some skin melting miasma or something like that  I can't really imagine them as traditional wizards.  Also, I'm testing forts in evil biomes and I've noticed dwarves don't react to the evil rain.  I'm not sure if it's my poor luck or perhaps some tags that are preventing the dwarves from being affected.  As for the ethereal force multiplier I'm not sure if we'll notice it cause my Militia commander was already cutting through voidwalkers like butter.  Maybe buff the CCS (weapon from the Wealth reaction).  It was severing limbs quite nicely but also getting deflected by clothes.  Do sieges draw from historical figures now? If so voidwalkers should be properly deadly.  Off to test the new version now.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1397 on: February 19, 2012, 06:00:21 pm »

Hey narhiril
I'm all for Voidwalker spells as long as you promise that none of them will be fire based.  Maybe some skin melting miasma or something like that  I can't really imagine them as traditional wizards.  Also, I'm testing forts in evil biomes and I've noticed dwarves don't react to the evil rain.  I'm not sure if it's my poor luck or perhaps some tags that are preventing the dwarves from being affected.  As for the ethereal force multiplier I'm not sure if we'll notice it cause my Militia commander was already cutting through voidwalkers like butter.  Maybe buff the CCS (weapon from the Wealth reaction).  It was severing limbs quite nicely but also getting deflected by clothes.  Do sieges draw from historical figures now? If so voidwalkers should be properly deadly.  Off to test the new version now.

Hahaha... hahahaha...  HAHAHAHAHAHA.

You're going to wish I had just given them fire.

As for the weapons from the early reactions (CCS, bloodforged club, etc) - these will be upgraded in tiers three and four of the ritual tree.  Stay tuned for that.  xD


I saw the post about poision-covered blowdarts in this thread, but somehow never got an answer... how did you do that ? :)

Do you want the short answer or the long answer?

Spoiler: Answers (click to show/hide)

-Fully functional Shedim race, enemy of all.

Very excited for this!

-Lizardman poisons.

What will this include? Do you mean along the lines of venomous bites, or have you made progress in getting them to coat their weapons with poison?

For the lizardmen, spitting venom, for starters.  I'll be giving that a pretty long cooldown though.

The shedim are nowhere near done, though - I don't even have the templates done for their body parts yet.  They're a lot more intricate than any other creature I have done thus far.

nukularpower

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1398 on: February 19, 2012, 06:00:33 pm »

edit... nevermind.  Ninja answered ;)

Looking forward to finally seeing the Shedim in action!
« Last Edit: February 19, 2012, 06:05:47 pm by nukularpower »
Logged

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1399 on: February 19, 2012, 09:04:50 pm »

Spoiler: Answers (click to show/hide)

It's probably some hardcoded behavior of blowdarts, then. Odd.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1400 on: February 19, 2012, 09:24:39 pm »

Spoiler: Answers (click to show/hide)

It's probably some hardcoded behavior of blowdarts, then. Odd.

That is so cool. I wonder if they work as intended?
Logged

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1401 on: February 19, 2012, 10:33:48 pm »

Spoiler: Answers (click to show/hide)

It's probably some hardcoded behavior of blowdarts, then. Odd.

That is so cool. I wonder if they work as intended?
I believe it almost has to be intended.  The poison takes effect when the target gets hit - at least 'some' syndrome affected the animals struck by the blowdarts I mentioned.  I can't compare that to a helmet snake bite - I've never seen a helmet snake in my play, but the wiki's list of symptoms didn't conflict.

Real-life blowdarts were very commonly poisoned - unless used on a tiny animal blowdarts were not lethal enough for use in hunting or killing (even though they were almost exclusively used for hunting).  For me at least - the moment I saw a blowdart I thought to check for poison, and was (dismayed, but) not at all surprised to see there was poison.  That's... kinda like what a blowdart's supposed to do, far as I know.  http://en.wikipedia.org/wiki/Blowgun
Logged
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.

Seraphyx

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1402 on: February 19, 2012, 11:05:00 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1403 on: February 19, 2012, 11:11:06 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?

The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail.  I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly.  If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.

Seraphyx

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1404 on: February 19, 2012, 11:16:21 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?

The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail.  I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly.  If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.

Ah I should have checked it, I just got done downloading it a few minutes ago and started generating some worlds. And on the topic of generating worlds. If I save a world that was genned with this mod can I play it on a clean install of DF? I'm guessing the answer is no but thought I'd ask anyway.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1405 on: February 19, 2012, 11:23:53 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?

The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail.  I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly.  If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.

Ah I should have checked it, I just got done downloading it a few minutes ago and started generating some worlds. And on the topic of generating worlds. If I save a world that was genned with this mod can I play it on a clean install of DF? I'm guessing the answer is no but thought I'd ask anyway.

Raws are saved locally for each region, so yes, you probably could.

Seraphyx

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1406 on: February 19, 2012, 11:26:32 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?

The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail.  I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly.  If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.

Ah I should have checked it, I just got done downloading it a few minutes ago and started generating some worlds. And on the topic of generating worlds. If I save a world that was genned with this mod can I play it on a clean install of DF? I'm guessing the answer is no but thought I'd ask anyway.

Raws are saved locally for each region, so yes, you probably could.

Thanks for the quick answers, much appreciated ;p
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1407 on: February 19, 2012, 11:31:02 pm »

The devlog once mentioned poison-covered blowdarts, let me find it...

Ah, yes

Quote from: 12/13/11 Toady Devlog
Despite soaping out my insides, I managed to get a bit done. Leaders show up properly with their populations and I managed my sewer troubles. For some reason the animal people living in the sewers coated their blowdarts with honey bee venom before shooting me with them as I walked by the sewer outflow. I wonder why the townspeople tolerate them. Dungeon items and a few bugs remain in the dungeon issues list.

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1408 on: February 19, 2012, 11:46:32 pm »

Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?

For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?

well first off for the tech tree you need precision tools to advance, the "normal" way to get those is from orichalcum, it can be found anywhere, so its likely that your dwarven civ has some if push comes to shove.

after smelting take it to an alchemy lab, make precision tools, and then get an advanced mechanics shop to make more precision tools out of more "conventional" metals and advanced mechanisms, after that, build as many new buildings you care to, and use those as much as possible!

after that is potentially frustrating stuff and, in some cases !!FUN!!
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1409 on: February 19, 2012, 11:53:37 pm »

I just looked at the first page of this thread again.  I've just seen the new logo.  I love it!  But it gives me that 'Dwarves in Space'  scary feel - now I'm scared to try and complete the tech tree (someday, when I start playing the current version again!)
Logged
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.
Pages: 1 ... 92 93 [94] 95 96 ... 240