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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 403443 times)

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1500 on: February 28, 2012, 04:19:46 pm »

you can wear a mail shirt with it, but not a breastplate, also hardrine reactive plate isnt as good as a candy breastplate, but covers the arms...

also hardine is very, very, VERY heavy (dwarves with reactive plate won't be able to chase down much of anything...)
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1501 on: February 29, 2012, 04:54:23 am »

Will LoFR be compatible for the newest version?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1502 on: February 29, 2012, 10:11:56 am »

Will LoFR be compatible for the newest version?

Yes.  I just haven't gotten around to uploading a new packaged version yet.  I'll be working on that this morning.

EDIT: So I go to upload the new version to find that a new version of DF has been released while I was updating it.  Oh bittersweet joy!  I'm currently working on incorporating that into the release, which should be done within an hour or two.
« Last Edit: February 29, 2012, 11:24:06 am by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1503 on: February 29, 2012, 11:58:11 am »

Aaaaand it's up.  A new 0.34.04-compatible version with a few minor bug fixes rolled in.

Enjoy ;)

Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1504 on: February 29, 2012, 01:12:07 pm »

You're like a wizard.


EDIT: I'm actually having a bad problem genning worlds. I'll keep trying, but I can't even get through a standard gen without crashing. I still think you're a wizard though.
« Last Edit: February 29, 2012, 02:11:01 pm by Man of Paper »
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Mobotium

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1505 on: March 01, 2012, 02:10:15 pm »

Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1506 on: March 01, 2012, 05:58:46 pm »

Quote
Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

Basically special weapons/armor are made the same as normal mood weapons/armor, a dwarf with high metalsmithing rates takes over a forge and makes one, the same as he would a normal battle axe or sword. Nothing except the normal mood things are necessary. Just the same as a normal mood, besides the end product.

Yes, it is possible to make other things, mostly cloths. I have had a ton of dwarves make hats, probably just my play stile or something. Just look on the equip screen for a full thing of thing, everything from "Top hats" to "Cute French Maid Outfits".
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1507 on: March 01, 2012, 06:01:14 pm »

Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.

i believe the weapons concepts lab was implemented because moods very rarely produce an item you normally cannot produce, so it's probably possible to implement that but it would almost NEVER be used...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1508 on: March 02, 2012, 10:21:04 am »

Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.

i believe the weapons concepts lab was implemented because moods very rarely produce an item you normally cannot produce, so it's probably possible to implement that but it would almost NEVER be used...

I've found that this is only true for weapons.  Dwarves will only produce a non-permitted weapon if they happen to have a preference for that particular weapon (rare) - this is likely a hard-coded safeguard against dwarves making weapons that are too big to use in vanilla.  Funnily enough, this safeguard does not work for anything else - artifact bow, armor, and clothing types are all randomly selected with no regard for entity permissions. 

I get artifact armor, clothing, and bows all the time that are not normally produced by the dwarves.  I got an artifact spiked mail shirt the other day, as well as a tower-cap spring-loaded bayonet crossbow (which was like...  thanks, I guess?) and a few articles of clothing in my most recent fort.  Someone a while back mentioned an adamantine reactive chest plate, though I've only ever been lucky enough in testing to get a steel one.  The fungiwood void energy projector was a real gem.

I do have a few screenshots, as proof that it actually does happen, but it is significantly more common to get exotic armor, bows, and clothing than it is to get weapons.  You are correct, though: this is why the weapons concept lab was added.

Spoiler: Weapon (click to show/hide)

Spoiler: Armor (click to show/hide)

If you get lucky enough to nab a runecloak, give it a spin and tell me what you think.  It's a prototype for the workings of tier four of the tech tree's "upgraded armor" concept.
« Last Edit: March 02, 2012, 10:22:41 am by narhiril »
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1509 on: March 02, 2012, 11:35:22 am »

i see... maybe im just unlucky with all the useless woodcrafting/bone carving/carpentry/masonry related moods i almost always get...

well at least my mistake was corrected
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1510 on: March 02, 2012, 11:42:03 am »

Something I've always wanted to try:

1. Take unskilled peasants
2. Make them churn out weaponsmithing related activities (making trap components and ammunition)
3. Weaponsmith skills reach a point so that when they get a mood, it's a weaponsmith mood.
4. Profit.

This is good because you not only get artifact weapons of immense value and prowess, but also cheap bolts. Masterwork bolts cause unhappy thoughts when carried away on a retreating goblin's wound, or when you are mass dumping and atomsmashing stuff dumped from the battlefield.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1511 on: March 02, 2012, 11:49:48 am »

Something I've always wanted to try:

1. Take unskilled peasants
2. Make them churn out weaponsmithing related activities (making trap components and ammunition)
3. Weaponsmith skills reach a point so that when they get a mood, it's a weaponsmith mood.
4. Profit.

This is good because you not only get artifact weapons of immense value and prowess, but also cheap bolts. Masterwork bolts cause unhappy thoughts when carried away on a retreating goblin's wound, or when you are mass dumping and atomsmashing stuff dumped from the battlefield.

Or when they're made of wood and your emberlight warriors light them on fire...  Along with the dwarf that made them.  To be fair, emberlight warriors light everything on fire.  Expect future ritual units to play a lot more nicely with regular dwarves.  Zalkor is more of a "burn it, then you can ask questions" type of god.  You won't have to isolate Visthel or even Armok's servants from the rest of your military.

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1512 on: March 02, 2012, 11:55:57 am »



Or when they're made of wood and your emberlight warriors light them on fire...  Along with the dwarf that made them.  To be fair, emberlight warriors light everything on fire.  Expect future ritual units to play a lot more nicely with regular dwarves.  Zalkor is more of a "burn it, then you can ask questions" type of god.  You won't have to isolate Visthel or even Armok's servants from the rest of your military.

but fire = !!FUN!!!
especially for those bog troll thieves that burnt to a crisp due to a massive wildfire they ignited with the help of a zinger (poor guy almost made it to the trade depot which ws acting as my wood stockpile at the time)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1513 on: March 02, 2012, 12:24:09 pm »

In case anyone is curious (and/or actually reads the lore files), I am currently working on Temanat's units and the temple of water.  Temanat's units (as yet unnnamed) will have a nice little variety of abilities, and will mesh a lot more nicely with your regular dwarves than Zalkor's.

Expected abilities (subject to change/balancing)

-Ability to clean contaminants from self at will.
-Ability to clean contaminants from others at will.
-Legendary swimmer skill.
-Fire and frost immunity.  This means you can send them in with those emberlight nutjobs.
-Ability to fire ice spikes at enemies.
-Ability to breathe underwater.

Temanat's units will not pose a friendly fire risk to other dwarves.


I might even be able to set up a sort of "synergy' with Zalkor's units, where an ice spike lodged in a wound from one of Temanat's units is melted by Zalkor's flames and causes a syndrome.  Admittedly, it's more work than just lighting them on fire, but it could be interesting, particularly versus otherwise fire-immune units.


Also, as I was not expecting the poll to be the sort of deadlock that it has proved to be, I'll be shifting some attention towards the framework for golems, throwing weapons, and armor upgrades later on.  Maybe I can be ambitious and try to get a nice little parallel development thing going on here.
« Last Edit: March 02, 2012, 12:28:34 pm by narhiril »
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Di

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1514 on: March 02, 2012, 03:49:20 pm »

I might even be able to set up a sort of "synergy' with Zalkor's units, where an ice spike lodged in a wound from one of Temanat's units is melted by Zalkor's flames and causes a syndrome.
Excuse me, but am I correct to assume that you got SOLID_GLOBs to stick into enemies?
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