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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 403508 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1530 on: March 03, 2012, 01:26:50 am »

You renamed blood to precious bodily fluids ? ^^

Anyway, looks good. But just wait till Fortress mode ;) Hope it will turn out allright.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1531 on: March 03, 2012, 01:29:22 am »

You renamed blood to precious bodily fluids ? ^^

Anyway, looks good. But just wait till Fortress mode ;) Hope it will turn out allright.

Only for this caste.  ;)


Precious bodily fluids.

Go to 1:10.
« Last Edit: March 03, 2012, 01:34:41 am by narhiril »
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1532 on: March 03, 2012, 02:28:09 am »

Ooooh!  I saw the Manatee in the spoiler 1 make only one hand gesture... and the Emberlight got hit over and over and over again!  And the Manatee was free to keep fighting!  This is.... this is.... oooh!  I'm so glad you're working on this now!  (course, I could get equally eager for other things, just this is this now's thing!)

And these guys can't do friendly fire?

Ahh, That's like... not any ff to anyone friendly?  Won't kill pets?  Won't kill precious exotic warbeasts?  Wont hurt the liaisons and traders?

This makes ME feel very abominably snowmanny myself!

http://www.youtube.com/watch?v=2JlVqfC8-UI
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1533 on: March 03, 2012, 04:32:24 am »

I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...

What would a hailstorm do? That sounds like friendly fire issues. What if they work well with emberlight's flames, but freeze emberlights and normal dwarves to death?

Aren't manatees some sort of fat aquatic mammal?
« Last Edit: March 03, 2012, 11:29:54 am by Pan »
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Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1534 on: March 03, 2012, 03:58:26 pm »

I'd prefer to call the Wet Willies.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1535 on: March 03, 2012, 07:51:06 pm »

I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...


in my opinion, hand's of armok sound a bit more of a caster than a fighter, perhaps they might have the ability to cause stuff to sponaneously bleed to death in a few seconds? (im just guessing here (no matter what tho this mod will remain awesome!))
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Mithril Leaf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1536 on: March 03, 2012, 08:10:04 pm »

Man, I'm loving this mod, the Saber Toothed Tigers make a great starting investment, they've taken down all threats to my fort so far!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1537 on: March 03, 2012, 08:15:51 pm »

I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...


in my opinion, hand's of armok sound a bit more of a caster than a fighter, perhaps they might have the ability to cause stuff to sponaneously bleed to death in a few seconds? (im just guessing here (no matter what tho this mod will remain awesome!))

Fool! It was a lure question for narhiril to reveal more details! You maniac! You blew it all up! Damn you all to Armok!  :'(

But yeah, HoAs definitely sound like something of a caster.

Sabre tooths are the way to go. Shame they take so long to breed.
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Xiaras

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1538 on: March 03, 2012, 08:39:57 pm »

So anyone play around much with the Temple of Fire? I'm trying  to do the prayer of weapons/armor thing, and it tells me I don't have any of the silver urn things, even though I have two. Anyone get it to work?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1539 on: March 04, 2012, 12:04:49 am »

Ooooh!  I saw the Manatee in the spoiler 1 make only one hand gesture... and the Emberlight got hit over and over and over again!  And the Manatee was free to keep fighting!  This is.... this is.... oooh!  I'm so glad you're working on this now!  (course, I could get equally eager for other things, just this is this now's thing!)

And these guys can't do friendly fire?

Ahh, That's like... not any ff to anyone friendly?  Won't kill pets?  Won't kill precious exotic warbeasts?  Wont hurt the liaisons and traders?

This makes ME feel very abominably snowmanny myself!

http://www.youtube.com/watch?v=2JlVqfC8-UI

Units of Temanat will be called "wavebreakers."  Though, just for you, I might be bringing in a manatee reference or two.  Here is a brief overview of their planned abilities.

Spoiler: Skills/spells (click to show/hide)

None of the skills of Temanat's units are a friendly fire risk, and wavebreakers can be safely mixed with war animals, regular troops, and emberlight warriors.  Wavebreakers are also fireproof, can breathe underwater, and are naturally skilled swimmers. 

I should also mention, since I think I left it out of the patch notes, that empyrean carbuncles will still cause the "flayed lungs" syndrome (blood cough) in rare animals and non-dwarven traders, but their really dangerous ability will no longer affect these units -I was able to split it from the breath attack using the new interaction system.  This change is already present in the current version.

In addition to these abilities, emberlight warriors will be getting another skill called "mind burn," which causes severe pain to the skin of a single target for a moderate duration.  It has the same cooldown as Zalkor's flames, the emberlight warrior's existing fire jet spell.


I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...


I'm just getting started.  Trust me, they're going to kick ass.

Tonight I'll be working on the raws for the Temple of Water.  If I get done with that, I'll be moving on to Bartoth's units - tempests.
« Last Edit: March 04, 2012, 12:27:19 am by narhiril »
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1540 on: March 04, 2012, 12:40:38 am »

Units of Temanat will be called "wavebreakers."  Though, just for you, I might be bringing in a manatee reference or two.  Here is a brief overview of their planned abilities...

I cannot express my enthusiastic joy!  So I will express a question instead - how, ahh.... eager are the Wavebreakers to use their
Spoiler (click to show/hide)
skill/spell?  And if I think a target needs/deserves/should be assigned their attention, will I be able to tell them this?

It had deadly dust, dear Breakers.  Break that dust!  I want every square centimeter of this cavern cleaned as only you can do it.

Urist, I don't know what just happened to you... Breakers!  Make him as clean and true as he had ever been before!

I'd love to be able to assign their skill to tiles similarly to how smooth/engrave can be designated, and I'd also love to be able to tell them to attempt to use their skill on a dwarf because I think that dwarf needs it, regardless of the game's clues that there is anything contaminate on or about them.
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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.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1541 on: March 04, 2012, 12:45:23 am »

Units of Temanat will be called "wavebreakers."  Though, just for you, I might be bringing in a manatee reference or two.  Here is a brief overview of their planned abilities...

I cannot express my enthusiastic joy!  So I will express a question instead - how, ahh.... eager are the Wavebreakers to use their
Spoiler (click to show/hide)
skill/spell?  And if I think a target needs/deserves/should be assigned their attention, will I be able to tell them this?

It had deadly dust, dear Breakers.  Break that dust!  I want every square centimeter of this cavern cleaned as only you can do it.

Urist, I don't know what just happened to you... Breakers!  Make him as clean and true as he had ever been before!

I'd love to be able to assign their skill to tiles similarly to how smooth/engrave can be designated, and I'd also love to be able to tell them to attempt to use their skill on a dwarf because I think that dwarf needs it, regardless of the game's clues that there is anything contaminate on or about them.

They won't clean tiles, but they are extremely good about cleaning anyone and everyone around them as soon as the cooldown expires on purify essence (which is often).  Having a few wandering around your fortress and meeting areas will pretty much keep all of your dwarves squeaky clean, though they'll still need to clean up any spatters on the floor.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1542 on: March 04, 2012, 01:57:46 am »

Unsure if this is a LFR bug or a DF bug, or even if it's totally unique to this one map.  Genned a new newest LFR map.  Noticed that all my dwarves, migrants and starting seven, have two sets of skin colors - and none of them have an eye color.  As one of the sets of skin colors is 'aquamarine', I suspect that eyes got replaced by skin or something.

Though I am amused, and they seem able to function just fine and all... when I first noticed it I was still thinking about Wavebreakers.  Aquamarine is a nice, Wavebreaker-ish sort of color, no?

*Imp, quite filled with anticipation*

Spoiler (click to show/hide)

*edited to add*  And another oddity...

Them necromancers have really strange and terrifying magic, now that I think about it.

Was late summer of the first year of play.  High savagry embark, but neutral lands, though in range of a tower by civs screen.

Hide while you can, the dead walk!

It was... a Voidwalker Patriarch corpse.  All by its lonesome, or else any companions it has are sneaky and secretive enough that a week after the voidwalker undead attacked I still don't know they are there.

I expected high losses, I've heard how strong undead are, and I know how skilled voidwalkers usually are.

Spoiler (click to show/hide)

Several things seem weird about this to me.

Are voidwalkers meant to be turned into walking corpses?  They... don't corpse.  Even this walking corpse could not be turned into a normal corpse, so.... I suppose if it's not a bug (or just not fixable) that for voidwalkers they get turned into walking corpses from some state of life, not death?  I could handle that idea...

It seemed really weak.  Nothing else touched it, and of course it didn't bleed, but the amputation of hand was almost instantaneous with its death.

Even undead, it wailed.  However, the tiger caught in the wail seemed unaffected, or else the syndrome lasted a VERY short time compared to normal.

And neither the tiger nor anything else on the map appears to have gotten credit for the kill - both of my tigers are still unnamed and have no kill credits, and combat log of the walker shows nothing happening to it after it loses the hand.

Unsure if any of this is buggy, but it was weird enough (and scary enough) that I totally forgot about Wavebreakers for almost 15 minutes!
« Last Edit: March 04, 2012, 02:18:23 am by Imp »
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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.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1543 on: March 04, 2012, 02:09:01 am »

Unsure if this is a LFR bug or a DF bug, or even if it's totally unique to this one map.  Genned a new newest LFR map.  Noticed that all my dwarves, migrants and starting seven, have two sets of skin colors - and none of them have an eye color.  As one of the sets of skin colors is 'aquamarine', I suspect that eyes got replaced by skin or something.

Though I am amused, and they seem able to function just fine and all... when I first noticed it I was still thinking about Wavebreakers.  Aquamarine is a nice, Wavebreaker-ish sort of color, no?

*Imp, quite filled with anticipation*

Spoiler (click to show/hide)

This is a LFR bug.  I'm not sure exactly what was wrong but I've managed to re-work it in a way that fixes it for the next version.
« Last Edit: March 04, 2012, 02:33:18 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1544 on: March 04, 2012, 02:25:23 am »

How did this bug appear in the first place? Dwarves with blue skins?

And yeah, the voidwalker issue there seems a tad strange as well.
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