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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 403631 times)

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1680 on: March 12, 2012, 04:38:35 pm »

Been having a blast with my latest fort. My civ is at war with the Elves (as it should be) and a party of bowmen ambushed me but they were only able to partially wound a few dwarves with their wooden arrows before my millitia made short work of them. Am I basically going to be able to crush any elven force? Or will they actually become more dangerous later on?
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thatkid

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1681 on: March 12, 2012, 05:39:33 pm »

Been having a blast with my latest fort. My civ is at war with the Elves (as it should be) and a party of bowmen ambushed me but they were only able to partially wound a few dwarves with their wooden arrows before my millitia made short work of them. Am I basically going to be able to crush any elven force? Or will they actually become more dangerous later on?
AFAIK this mod does not alter elves in any way.

What's with the sudden influx of people asking vanilla questions in the chocolaty mod forum? In this thread alone there's been two today, and there's been a few others in other threads.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1682 on: March 12, 2012, 06:01:12 pm »

Been having a blast with my latest fort. My civ is at war with the Elves (as it should be) and a party of bowmen ambushed me but they were only able to partially wound a few dwarves with their wooden arrows before my millitia made short work of them. Am I basically going to be able to crush any elven force? Or will they actually become more dangerous later on?
AFAIK this mod does not alter elves in any way.

What's with the sudden influx of people asking vanilla questions in the chocolaty mod forum? In this thread alone there's been two today, and there's been a few others in other threads.

Not sure, but I think this one was a fair question.  No, LFR does not modify the elves significantly at this time.  Bows that you import from the elves (i.e. greatbows and composite bows) are stronger than regular bows, but that's about all I did to them.  They still use only wood, and it's still not very effective.  They do burn quite nicely, though.  *Zalkor Stamp of Approval*

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1683 on: March 13, 2012, 08:24:50 am »

Is it really good to have such a wide variety of divine creatures? Makes them less mysterious and rare, and more common and 'meh'. I was excited about the Zalkor and Temanent soldiers, as well as the Armok creatures. Paragons are cool. But those earth guys and archer dudes are really just 'meh'.

Also, with Wavebreakers being able to fulfill the role of limitless ammo archers, emberlights as glass cannon artilleries, lacerators and HoA as tanks and damage dealing, earth guys as crowd control, archer dudes as elite archers - what on earth do I still need normal soldiers with pimped up crossbows and magnet guns for? The technology tree is obsolete!

I'd advise, Narhiril, to make the divine creature ceremonies expensive. I mean, earlier someone managed to set the wavebreaker ceremony on repeat and get the civilian population of all wavebreakers to break sieges. This is awesome and practical, but doesn't really seem like it's intended.

Anyway, just my opinion.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1684 on: March 13, 2012, 11:00:00 am »

I'd advise, Narhiril, to make the divine creature ceremonies expensive. I mean, earlier someone managed to set the wavebreaker ceremony on repeat and get the civilian population of all wavebreakers to break sieges. This is awesome and practical, but doesn't really seem like it's intended.

Anyway, just my opinion.

If I understand right, the current release (and perhaps the next few) is a 'treat' where we all get to hyper-test these units, as they are put into play.

Narhiril never promised LoFR as an 'easy' mod to play or survive.

I suspect that the 'whups' reactions are going to include disasters that are going to wipe forts, just like the 'whew' reactions are going to make units that can save them... and that there may be this quick and dirty path that kills many-a-fort and that slow and safer way that kills few, but results in fewer megaunits and likely at ungodly costs.

I trust Narhiril's innate balance-sensing mechanisms/balance training.  This mod's not let me down yet, and I don't see that coming.   To many diverse divine creatures?  To much variety in this mod of variety?   ???  I suspect once it's all done and created, these diverse critters are gonna be scattered few and far between, possibly for reasons that are very in theme and very hard for us to imagine yet.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1685 on: March 13, 2012, 03:16:34 pm »

what on earth do I still need normal soldiers with pimped up crossbows and magnet guns for?

you could just give them to the archer dudes? and normal soldiers would still make great cannon fodder no matter what
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1686 on: March 13, 2012, 03:49:32 pm »


If I understand right, the current release (and perhaps the next few) is a 'treat' where we all get to hyper-test these units, as they are put into play.

Narhiril never promised LoFR as an 'easy' mod to play or survive.

I suspect that the 'whups' reactions are going to include disasters that are going to wipe forts, just like the 'whew' reactions are going to make units that can save them... and that there may be this quick and dirty path that kills many-a-fort and that slow and safer way that kills few, but results in fewer megaunits and likely at ungodly costs.

I trust Narhiril's innate balance-sensing mechanisms/balance training.  This mod's not let me down yet, and I don't see that coming.   To many diverse divine creatures?  To much variety in this mod of variety?   ???  I suspect once it's all done and created, these diverse critters are gonna be scattered few and far between, possibly for reasons that are very in theme and very hard for us to imagine yet.

This is correct.  Wavebreakers are currently a sort of "preview" release.  Their costs will be sharply increased in the next update (sometime this week).

To keep ritual units few and far between, here's how I'm planning to work this...


TIER THREE

-Elemental ritual units will cost a large amount of resources for each transformation attempt (similar to how emberlights work right now, though I can probably improve efficiency a bit).
-Elemental ritual units will require very different resources.  It will be easier for a fortress with steady access to trees and fuel to create emberlights, whereas a fortress more adept at mining out gems will find earth units easier to acquire.  Diversifying your forces has its benefits, but is more difficult to set up.
-Units of the five primary Old Gods will require an immense initial resource investment, after which their transformation rituals will be either quite cheap or free (as is the case with wavebreakers right now - you unlock the sacred bath and then use it as many times as you like).  To compensate, these rituals will be quite dangerous.  Items to make these rituals safer will be available, but extremely costly.


TIER FOUR

-Advanced units of the five primary Old Gods will require an immense initial resource investment, after which their transformation rituals will be either quite cheap or free.  To compensate, these rituals will be extremely dangerous.  As in, tantamount to a death sentence, at best, or a fortress-ending calamity at worst (if adequate precautions are not taken).  If you are lucky, you will be rewarded with an awe-inspiring greater servant of the Old Gods - i.e. a Hand of Armok, a Voice of Pel, a Bringer of Mercy, etc.




Is it really good to have such a wide variety of divine creatures? Makes them less mysterious and rare, and more common and 'meh'. I was excited about the Zalkor and Temanent soldiers, as well as the Armok creatures. Paragons are cool. But those earth guys and archer dudes are really just 'meh'.

Also, with Wavebreakers being able to fulfill the role of limitless ammo archers, emberlights as glass cannon artilleries, lacerators and HoA as tanks and damage dealing, earth guys as crowd control, archer dudes as elite archers - what on earth do I still need normal soldiers with pimped up crossbows and magnet guns for? The technology tree is obsolete!

I'd advise, Narhiril, to make the divine creature ceremonies expensive. I mean, earlier someone managed to set the wavebreaker ceremony on repeat and get the civilian population of all wavebreakers to break sieges. This is awesome and practical, but doesn't really seem like it's intended.

Anyway, just my opinion.

You'll need normal soldiers because ritual units are not going to be enough to save you.  As I make ritual units harder to get, the tech tree will be much more viable for general defensive capabilities - especially because if the balance of power shifts too far in your favor, I have a bunch of ways to make the enemies harder.  ;)

Remember, the shedim aren't even done yet, and they're all sorts of nasty.
« Last Edit: March 13, 2012, 03:54:56 pm by narhiril »
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isitanos

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1687 on: March 13, 2012, 05:07:01 pm »


It's nice to know that tech tree is optional, definitely gonna take a look at the mod, then.
Also, your heart contains a bioelectric capacitor.  Just saying.  ;)
Fair enough. But the word used to describe it comes from modern science. If the vocabulary for the tech tree sounded medieval (from alchemy/astrology) or at least renaissance, it would be much more acceptable, in my view. Maybe harder to understand for the player, but much better flavor.
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Darkness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1688 on: March 13, 2012, 06:06:30 pm »

Here is the german link to the Wiki description of this fantastic MOD.

http://dwarffortressde.wikispaces.com/LFR+2012

Thanks to Narhiril for allowing me to use Screens und Textes.

Greets Darkness
« Last Edit: March 13, 2012, 06:08:33 pm by Darkness »
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Deutsche Dwarf Fortress Wiki im Aufbau:

http://dwarffortressde.wikispaces.com/

Bei Interesse oder Kritik bitte an mich

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1689 on: March 13, 2012, 07:56:38 pm »

dear narhiril am i hallucinating or is there no way to build the basic metal caster anymore? I've scrolled through workshops and furnaces build tab 100 times, but i cant seem to see it?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1690 on: March 13, 2012, 08:42:30 pm »

dear narhiril am i hallucinating or is there no way to build the basic metal caster anymore? I've scrolled through workshops and furnaces build tab 100 times, but i cant seem to see it?

Hm, I just checked. Looks like you'll need to develop better casting device to get your javelins, and just fashion crude javelins for now.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1691 on: March 13, 2012, 08:44:47 pm »

thanks for the headsup pan, thats what ive been doing

gotta say I find the temple foundry thing pretty frustrating
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15f *=*=* [DF 0.34.05]
« Reply #1692 on: March 13, 2012, 10:46:17 pm »

dear narhiril am i hallucinating or is there no way to build the basic metal caster anymore? I've scrolled through workshops and furnaces build tab 100 times, but i cant seem to see it?

Hm, I just checked. Looks like you'll need to develop better casting device to get your javelins, and just fashion crude javelins for now.

And that would be a bug.  Looks like something got screwed up there on the move from 0.31 to 0.34.  I'll fix that one right away.

thanks for the headsup pan, thats what ive been doing

gotta say I find the temple foundry thing pretty frustrating

What exactly do you find frustrating about it?

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1693 on: March 14, 2012, 01:44:48 am »

Released a minor clean-up version that fixes a few bugs and anomalies and reworks empyrean carbuncles a bit.  Also, this version makes wavebreakers much more expensive.

Previously (0.15f) - 3 silver + 3 cobalt + 10 stone + 10 gems = infinite wavebreaker reactions.

Now (0.15g) - 3 silver + 6 cobalt + 5 stone = one wavebreaker reaction.

I kind of pulled these numbers out of my ass pockets, so I may be tweaking those reagents a bit in the future.  I removed gems from the requirement because gems are going to be involved in Kerox' transformation reaction.  If you're having fun with wavebreakers the way they are, there's no pressure to download - this version doesn't add anything that exciting, but it cleans up a few remaining rough edges and sets the tone for future ritual unit costs.

The goal for 0.16a (I think we've gone far enough down the alphabet now ;)) will be for the Temple of the Twins to be fully finished and functional.  I will also be adding a bit of framework for plagues and diseases, which will be involved in some new features.  Naturally, expect the future tech and ritual trees to contain some safeguards against these new threats - I've worked out how to do permanent vaccines and boosters.  I will also be pushing to get at least a few more shedim castes done and functioning, so maybe we'll see a preliminary version of those guys soon.
« Last Edit: March 14, 2012, 01:52:49 am by narhiril »
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1694 on: March 14, 2012, 02:40:14 am »

Just reached the early end of one of my favorite fortresses due to a forgotten beast made of Ether, but on the plus side I get to try out the new version.
Arziltu Ishduetta Ubukhuanzupsu Bar, Arziltu Caveabyss the Fated Crevice of Umbras
A Towering humanoid composed of Ether. It has an enormous shell and squirms and fidgets. Beware its poisonous gas!
My 30-man militia did just about nothing to it, neither did the guard that travelled with the elves, dwarven caravan or these kind Nephilim.

Spoiler (click to show/hide)

They ended up making some interesting artifacts, I especially like the Vanguard Rubble Coffin, and as for the sword... It was created during the beast's rampage, as the beast killed everyone around the one very, VERY determined potash maker. Maybe if he had been a bit faster we could've changed the outcome of the fortress.

Spoiler (click to show/hide)

It might be worth noting that the forgotten beast, when fighting zingers, could not for the life of it kill them. It kept hitting them over and over, and every body part except "body" was red, eventually the zingers just bled to death and exploded.
« Last Edit: March 14, 2012, 03:31:19 am by Atlan »
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