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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 403640 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1695 on: March 14, 2012, 03:24:48 am »

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

Glad to see the new version, but there is an infinite wavebreaker reaction? Infinite? Really? So I set it to repeat and... what? I thought it produces one reaction stone that transforms a dwarf? How is that infinite?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1696 on: March 14, 2012, 03:45:12 am »

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

Glad to see the new version, but there is an infinite wavebreaker reaction? Infinite? Really? So I set it to repeat and... what? I thought it produces one reaction stone that transforms a dwarf? How is that infinite?

In 0.15f, the reagent was preserved, so it could be used as many times as you wanted.  I removed that for 0.15g - you'll need a new ceremonial bath for each reaction.  I also tweaked the cost (more cobalt, less stone, removed gem requirement).

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1697 on: March 14, 2012, 03:57:31 am »

Here's a thought again - make sure ceremonies don't allow emberlights or wavebreakers or any other ritual units. Make the syndrome only affect dwarves and dwarven prodigies. Just putting it out there as something that may have been overlooked.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1698 on: March 14, 2012, 08:48:53 am »

Upon the readme advice I embarked with mineral setting at 200... but then I'm drowning under iron ore... Did I made something wrong, will the game be too easy?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1699 on: March 14, 2012, 10:11:55 am »

Upon the readme advice I embarked with mineral setting at 200... but then I'm drowning under iron ore... Did I made something wrong, will the game be too easy?

Wait till the bog trolls and voidwalkers show up. You'll be thankful for that.

But yeah, setting the mineral setting isn't just done in LFR. Just about anyone who doesn't want to waste countless embarks in non-weapon grade ore areas will set the mineral setting down.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1700 on: March 14, 2012, 01:57:17 pm »

Here's a thought again - make sure ceremonies don't allow emberlights or wavebreakers or any other ritual units. Make the syndrome only affect dwarves and dwarven prodigies. Just putting it out there as something that may have been overlooked.

It hasn't been - blessings are mutually exclusive.  Also, I may have neglected to mention that prodigies are ineligible for transformations because I have no way to make them carry over their natural skill.

Upon the readme advice I embarked with mineral setting at 200... but then I'm drowning under iron ore... Did I made something wrong, will the game be too easy?

You're going to need to do a hell of a lot better than iron before anything gets even remotely easy.  ;)

o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1701 on: March 14, 2012, 02:22:12 pm »

Protip: Don't allow incendiary zingers and kobold thieves to meet in your central staircase :D
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1702 on: March 14, 2012, 04:06:04 pm »

Here's my latest project...

During worldgen, a defiler of a temple will occasionally be "smitten" by the (new) god associated with that temple and replaced by a lizardman spy.  Lizardman spies are disguised as members of your civilization, assuming the identity of the dwarf whose place they stole. 

These spies can arrive as migrants and will cause all sorts of chaos in your fortress - mostly by pulling random levers, emptying cages, and poisoning your citizens.  Left alone, these will mess up things pretty nicely.  Fortunately, you'll have a weapon to counter this new threat.

"Watchers" are floating, disembodied eyeball creatures that exist only in captivity.  They are small and powerless, useless for just about any purpose other than for one - they can point out spies.  If a watcher catches sight of a nearby lizardman spy, it will "expose" them, removing the disguise and sending the startled lizardman into a panic.  Once exposed, however, lizardman spies can easily kill watchers and will re-disguise themselves after a period of time, so you have to hunt them down and catch them.  However, watchers are fairly expensive investments - you'll have to decide either to take the safe route and buy a few for your embark, or if you feel like risking it for a few years until you can import them.

It all works just fine on paper, but I'll be putting this through some rigorous trials in the coming week or so, so no promises yet.
« Last Edit: March 14, 2012, 04:07:55 pm by narhiril »
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1703 on: March 14, 2012, 04:30:49 pm »

If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1704 on: March 14, 2012, 04:49:15 pm »

If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?

I figured that I had to use a race opposed to the dwarves.  Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1705 on: March 14, 2012, 09:55:41 pm »

If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?

I figured that I had to use a race opposed to the dwarves.  Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.

That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1706 on: March 14, 2012, 11:07:52 pm »

Well, Magic. ;)

Even I am impressed, they work a lot better then my experiment with spies/sleeper units. The watcher idea is awesome.
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1707 on: March 14, 2012, 11:38:19 pm »

If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?

I figured that I had to use a race opposed to the dwarves.  Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.

That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.

Reptilians are masters of holographic technology, which they developed before any of the other races came to be, but you can still catch glimpses of their double eyelids! :P
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1708 on: March 15, 2012, 12:53:37 am »


These spies can arrive as migrants and will cause all sorts of chaos in your fortress - mostly by pulling random levers, emptying cages, and poisoning your citizens.  Left alone, these will mess up things pretty nicely.  Fortunately, you'll have a weapon to counter this new threat.

What if I'm hyper alert?

What if I watch an immigrant myself, having no 'watcher' critters, and decide that I'm satisfied that this immigrant's a spy?

Can I give my military a kill order for this spy (assuming it really is a spy) and have them execute the traitor without causing a loyalty cascade?

And when I decide someone's fake and foul and off them (through miliary means or through some other more subtle unfortunate accident), will their corpse or anything else they leave behind offer any proof I was right?

Or will I be left forever wondering if I am more paranoid than crafty?


If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?

I figured that I had to use a race opposed to the dwarves.  Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.

That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.

Reptilians are masters of holographic technology, which they developed before any of the other races came to be, but you can still catch glimpses of their double eyelids! :P

I... don't understand why this is.... hard to understand.

It's ok for any race to be a were-whatever, right?  That doesn't really jar anyone's senses of immersion?

So there's a trickster god (of the lizardmen) who loves chaos, confusion, and, well, tricks.  There's many forms of 'smitten', and one of these many forms can be 'ignored'.  And when the gods ignore you, other gods that usually cannot touch you can have their way with you.  I feel no sense of disassociation in the idea that 'good god A' could get so mad at a defiler (accidentally or not) that 'all good gods' turn away from that one.  At this point, 'Bad god A' can do their dirty work, and does so, sometimes by creating a variant of 'wereform curse' specific to 'Bad god A'.  This curse essentially replaces that unlucky (or awesomely unwise) dwarf with a lizardman spy who has been trained and groomed for this purpose and was just waiting for the opportunity to act.


People used to believe stuff like this, this was why once upon a time people didn't do stuff like spill salt - and if they did, they threw a pinch of it over their shoulders.  When you spilled salt (pure Earth), you were believed to have sullied its pureness - and offended the spirits of the Earth that protected you from a great many malicious other spirits.  This turned the Earth spirits away from you, and those evil ones could sense this and would come leaping for you to cause you whatever sort of misfortune was theirs to give.  You threw some of that spilled salt over your shoulder to scare and sometimes outright harm the spirits leaping to take you - and demonstrated to the Earth spirits that you retained your faith in the purity of Earth and your respect and desire for protection - it was a plea for needed protection that was usually answered by forgiveness and continued protection.  And if you didn't throw some salt over your shoulder, then the wicked ones probably would have their way with you and who knew what might happen then!


I like this, Narhiril.  This flows for me, and I can't wait to have more reasons to watch 'my' chosen people even more closely than I do.
« Last Edit: March 15, 2012, 01:06:57 am by Imp »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1709 on: March 15, 2012, 01:23:28 am »

If that spy thing is possible, it is going to be very Fun indeed.

One question, however: why lizardmen?

I figured that I had to use a race opposed to the dwarves.  Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.

That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.

Reptilians are masters of holographic technology, which they developed before any of the other races came to be, but you can still catch glimpses of their double eyelids! :P

I... don't understand why this is.... hard to understand.

I'm just making jokes about the real-life conspiracy theories proposed by David Icke claiming that the world is dominated by a secret society of reptilian humanoids called the Babylonian Brotherhood, who hide their true forms with holographic projections that allow them to masquerade as world leaders and celebrities.  This was the first thing I thought of when narhiril introduced lizardman spies who disguise themselves as dwarven historical figures and infiltrate your fortress.  It's just too perfect    :)
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.
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