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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 403659 times)

SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1710 on: March 15, 2012, 01:25:10 am »

I think it's just a big testament to how stupid dwarves are.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1711 on: March 15, 2012, 01:29:36 am »

1. How can I know if a tame animal will attack enemy on sight, as dogs do? I bought a Polar Bear, will it be of any use in defence?

2. Are raids from the same civilization getting stronger as time passes, or not?

3. Is it possible to burn wooden weapons back to coal? What would be the workshop to use if yes? I'm considering seizing the next Elven caravan...
« Last Edit: March 15, 2012, 01:32:00 am by vorpal+5 »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1712 on: March 15, 2012, 08:55:46 am »

1. How can I know if a tame animal will attack enemy on sight, as dogs do? I bought a Polar Bear, will it be of any use in defence?

2. Are raids from the same civilization getting stronger as time passes, or not?

3. Is it possible to burn wooden weapons back to coal? What would be the workshop to use if yes? I'm considering seizing the next Elven caravan...

1. It depends on the animal. Polar bears will.
2. Yep :)
3. Nope. Unless you mod. Still, don't let that stop you from seizing the elven wood. That burns into charcoal well.

Narhiril, with the clothing bug fixed, I thought of an idea. You know how small critters like cave spiders can make web? How about making a critter in the caverns that not only make web, but can also start a hive? That way, you can make a silk farm by harvesting these critters and putting them in a honeycomb. Maybe put them in the third cavern layer?

As for the name of this creature... Imp!!! Get over here! There's this 'creativity' thing here needs doing! It's confusing me and making me sad...
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1713 on: March 15, 2012, 03:28:05 pm »

unfortunately, you can't collect anything from the caverns to stick in hives. believe me, i've tried. two types of subterranean beetles and one underground hive-webber that pretty much sit around unused. i've got two surface 'beetles' and two surface hive-webbers that work just fine, though (one of the beetles is evil only, one webber is savage only). however, if you do make the hive-webbers colony external (like bees are, you'll occasionally see one flying around) then they can leave webs surrounding their hive. and, if you give them the pet tag, you can eventually catch and tame one, too. which will act as a pseudo-hive, with more spawning around its animal trap or cage

...not that i've done a lot of testing with vermin colonies or anything...

also, i was excited to hear that toady's next update fixes the good/evil plants/trees. and the clothing issues
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1714 on: March 16, 2012, 02:12:36 am »

I like the idea of web colonies, but I'm greedy and like silk access from the outset.  Not offering any names at this point though.  We don't even know if Narhiril intends to add such to the game, and if she does - she's not exactly lacking in the creativity department either  :P  Thanks for the praise, Pan! 

More shock and awe moments from my LoFR game.  I'd wondered 'what if', and pondered if such a thing could be, but I never had seen it before.  Welp, now I have.  And if I'd known about it from the onset, I could have planned to prevent it.... maybe.  Maybe.  Possibly not.

See, the races that bring you caravans, they... overlap sometimes, don't they?

So the depots are like, this giant tupperware party or something?

Unless a civilization's at war with you, of course.  Then they just send war parties, but not caravans.  Simple enough.

Until...

Unless....

Has anyone else ever wondered what would happen if two merchant-season overlapping races were friendly to you...

But at war with each other?

This has finally happened to me.

Summer, year two.  The Nephal merchants arrive.  They safely reach the depot.  A few game-days later, the humans arrive and slowly make their way to the depot.  They get around the corners, down the ramps, past the various undead and such without mishap, until they too are in sight of the depot...

Combat sounds!  (I so love soundsense).  My itchy fingers hit spacebar instants later, lest something dare occur in my game that I was not aware of.  I expect the combat reports to tell me of the merchants fighting something, probably an undead.  As I expect to see merchants, and do see merchants, it is several long moments later, as I read and reread, before I start to understand...  Yes, the merchants ARE fighting each other.

Blast.  I -like- trade.  A lot!  The more the more-tupperware-y, and that's always good.  But... this.  This mess.  Gah!  I'm carebear enough I want to save every life on my map, save the ones I choose to allow to be destroyed.  Looks like I'm going to need to convince myself I 'want' some of my would-be merchants dead, and war with one of these races.  Oh goodie.

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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1715 on: March 16, 2012, 05:13:56 am »

let the humans rot, they're boring and don't even know how to make steel!
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1716 on: March 17, 2012, 01:05:14 am »

Could something have happened to change the frequency of projectile prodigies?

I've seen about 4-5x the frequency of those guys than other prodigies... started a 'start now' embark and got 1 among the starting 7 (with a skill level of 15 - they all are appearing with that), my embark where the merchants fought each other had a total of 4 immigrants arrive (out of a total of 60 dwarves) that were level 15 in crossbowmaking, two other games have seen a level 15-skilled crossbow maker in the first or second immigrant waves...  I am getting the other types of prodigies, but very, very rarely, especially compared to the crossbow makers.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1717 on: March 17, 2012, 01:54:18 am »

How's the mod progress going these days, Narhiril? Been a rather quiet few days - not sure if ominous or exciting.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1718 on: March 17, 2012, 06:56:04 am »

Bug? Vanguard Rubble seems to be stockpiled with others stones, and don't have a category on its own in the stone stockpile...
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1719 on: March 17, 2012, 11:54:56 am »

Quote
Bug? Vanguard Rubble seems to be stockpiled with others stones, and don't have a category on its own in the stone stockpile...

I thought it was piled with metal ores. I will check on this in a second...

And I checked on it. Your right, it doesn't have it's own stockpile in the stones as far as I can see.
« Last Edit: March 17, 2012, 11:59:49 am by Stirk »
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1720 on: March 17, 2012, 11:57:32 am »

Would it be possible to have cage made only of a few metal and not wood? I know this can seems extreme but frankly cage traps are just too good right now. Or they must fail to capture quite often but I don't think you can mod that.

Plus think of it, a wooden cage? Any goblin thief can cut through it in a matter of minute realistically, with his dagger.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1721 on: March 17, 2012, 12:04:04 pm »

Quote
Would it be possible to have cage made only of a few metal and not wood? I know this can seems extreme but frankly cage traps are just too good right now. Or they must fail to capture quite often but I don't think you can mod that.

There is a fix to that, in this mod we call them "Voidwalkers". They have trap avoid, so no cage traps can stop them. Or anything else.

But if you don't want to use wooden cage traps, no one is stopping you. Just use metal cage traps then. There is really no reason not to if you want that, and it would have the role playing aspect...

I always thought that the cages where pretty thick, like solid oak door thick, and to small for something like a bog troll to swing it's axe efficiently.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1722 on: March 17, 2012, 12:06:48 pm »

Would it be possible to have cage made only of a few metal and not wood? I know this can seems extreme but frankly cage traps are just too good right now. Or they must fail to capture quite often but I don't think you can mod that.

Plus think of it, a wooden cage? Any goblin thief can cut through it in a matter of minute realistically, with his dagger.

You can give trapavoid to any enemy you want to not be affected by cage traps; you can limit yourself in where you place them/what materials you make them from.

Over time, a player who uses cages for their primary defense will still have to deal with ever-increasing hordes of enemies who can and will overwhelm their traps -

Leaders tend to get caught before the rest of the squad, then that rest of squad stands around near the leader, often not getting trapped but dangerous to any dwarf trying to go reload traps/carry trapped units to wherever they must be dealt with -

Future waves of attackers can come before you've gotten those traps needing reloading/partially untrapped squads clustering around your trap fields sorted out, compounding and increasing the problem until your trap field is overwhelmed -

How much wood do you really have for cages?  How fast can you make and reload them (or even when you can recover the trapped, can you kill/otherwise empty those cages in time to use them again before the field gets overwhelmed? -

Have you spotted those sneaking units that release caged enemies yet?  Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out there - squad leaders, when released, may start to run off, but others continue the attack.... helping add to the overwhelming of the trap field (and continuing to be released again and again as needed) until your cage traps are not seeming very overpowered at all.

Granted, these things are more an issue after the first few years of play.  Early on, your 1-2 ambush squads of goblins are getting easily countered and sure, it looks op.  Continuing to maintain that level of 'perfect defense' as time passes becomes steadily more logistically challenging!
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1723 on: March 17, 2012, 12:56:06 pm »

Quote
Have you spotted those sneaking units that release caged enemies yet?  Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out there
What ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1724 on: March 17, 2012, 02:24:06 pm »

Quote
Have you spotted those sneaking units that release caged enemies yet?  Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out there
What ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?

It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing.  Gives the message "Something has emptied a cage!", and sure enough a dratted cage is now empty and the enemy free.  This only happens to me infrequently, and only when I've had loaded cages outside my defense perimeter for a while - I've gotten better at rapidly storing used cages and reloading cage traps, so this almost never happens to me anymore.  I'm guessing it's master thieves that do this, unsure if race matters.   When I have time (tonight maybe?)  I'll try to set up a test to verify this still happens in this version of DF, because I became so determined to prevent these releases that I'll use elaborate ruses and multiple entrances and whatever it takes to quickly retrieve and reload these cages that I actually can't verify this is still in the current version of DF.  Unless someone else can confirm they've seen it happen?
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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.
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