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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 403694 times)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1785 on: March 21, 2012, 06:14:05 pm »


Finally, there will be a very unusual effect that only occurs in evil biomes.  The "mystery cloud" ... Do you feel lucky?

This sounds AWESOME.

I would deeply love to be able to do 'something' (ritual? ) that would allow one to cause some 'random happenings' either throughout the map or throughout a small range centered on a building, or maybe even (most awesomely) in some space that one could designate.

Like... a chaos seed, and once it ripens it... instead of becoming a plant, it becomes something that makes a "mystery cloud", or something that maybe could be stored in a (food?) stockpile, but if allowed to rot, will produce a mystery cloud around where it is (instead of miasma?) - which would allow us to play with it where farms could not be made, like on constructed floors or the middle of bridges or such.

This sounds AWESOME!
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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1786 on: March 21, 2012, 07:01:04 pm »

That sounds like fun, different biomes will have real differences and gameplay effects.  It isn't possible to add clouds and weather to the caverns is it? 
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1787 on: March 21, 2012, 09:45:53 pm »

That sounds like fun, different biomes will have real differences and gameplay effects.  It isn't possible to add clouds and weather to the caverns is it?

why would the caverns have weather? they're underground!
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Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1788 on: March 21, 2012, 09:48:06 pm »

That sounds like fun, different biomes will have real differences and gameplay effects.  It isn't possible to add clouds and weather to the caverns is it?

why would the caverns have weather? they're underground!

That's what'd make it neat. Especially in an evil biome, where dwarven blood rains from the ceiling of the cavern, pooling on the ground below.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1789 on: March 21, 2012, 10:18:44 pm »

That sounds like fun, different biomes will have real differences and gameplay effects.  It isn't possible to add clouds and weather to the caverns is it?

why would the caverns have weather? they're underground!

I can think of a few things that would go good underground, maybe gas leaks and the like in the form of cloud weather. Or locusts. Or something.

The weather does sound interesting...If it continues like that, I will just have to build a roof over the entire fort to keep everything out. Maybe sacrificing the occasional once-caged goblin to the weather, just 'cause.
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1790 on: March 21, 2012, 11:41:00 pm »

I think I got pretty lucky with my world gen/embark site. 4 levels down I find a hefty vein of Gold and what looks to be a decent sized vein of Iovite! Little smattering of Platinum too.

Is this luck, or do most embark sites find valuable metals so quickly?

edit:
Abyssal Eye too O_o
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1791 on: March 21, 2012, 11:58:20 pm »

Abyssal eyes ALWAYs show up in the middle of an Iovite vain. And assuming that you have the parameters set to high, and embarked on a decent sight, then yes, it would probably be that common.

But the gold is easy to get if you abuse the magma alchemist labs after finding magma. 10 rocks and some time= gold bar, 10 magma alchemy labs, stout labor, and a good metal smith and you can make everyone an item out of pure gold, and have left over for export.

But really, metal is easy to get on this mod. Even if you embark somewhere with no iron, no flux, and only a vain of some galena, you can get pretty much unlimited iron by doing the ceremony of victory with lead goblets (I suggest not drinking from them...) and melting down the anvils, as well as getting some nice damascus steel swords and some steel runecloaks from it. The flux can be claimed from the fire temple, for free.

To recap, yes, if you have your metal on high, but yo don't really need it.
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1792 on: March 22, 2012, 12:08:55 am »

Alright. I was jumping for joy figuring I'd lucked out *chuckles*
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1793 on: March 22, 2012, 12:49:52 am »

Alright. I was jumping for joy figuring I'd lucked out *chuckles*

You're playing this mod; you have indeed lucked out and shall surely find excessive luck of all possible varieties keeping you jumping on a very regular basis  8)
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1794 on: March 22, 2012, 12:53:22 am »

Playing this mod and learning how to make a functioning fortress at the same time.

I figured it'd be fun.
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1795 on: March 22, 2012, 01:18:20 am »

Playing this mod and learning how to make a functioning fortress at the same time.

I figured it'd be fun.

That's pretty much what I did. Usually it all goes great... Until everything goes horribly, horribly wrong. So just like vanilla DF for me. ;D
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1796 on: March 22, 2012, 01:53:56 am »

Playing this mod and learning how to make a functioning fortress at the same time.

I figured it'd be fun.

That's pretty much what I did. Usually it all goes great... Until everything goes horribly, horribly wrong. So just like vanilla DF for me. ;D

Precisely! And this mod has *More* ways for it to all go terribly wrong!

I'm just waiting until the voidwalkers take notice of one of more forts.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1797 on: March 22, 2012, 02:12:34 am »

Ok...  I finished up the inner workings of saboteurs tonight.  I'm not entirely sure how the game is going to handle them yet, but here's how it should work...  Saboteurs will begin poisoning your citizens and inciting acts of violence about a month after they enter your map.  They will assume false identities.

Watchers will point out saboteurs, marking them with a name and driving them to attack anything nearby.  Since watchers are useless in combat, this means you'll need to have some sort of militia or war animal contingent with a watcher to "screen" incoming migrants...  like checking passports.  Watchers can point out a saboteur immediately - even before they start poisoning citizens.  The piercing gaze of a watcher reveals the dark intention to commit treason in even the most secretive of hearts without fail.

Because saboteurs work using a curse interaction and a transformation, they are a sub-caste of dwarf.  That being said, it is technically possible for a dwarf to be born a saboteur and begin poisoning other dwarves a month after its birth - however, this is so absurdly rare that it shouldn't ever become a significant issue.  Assuming that pop ratio tokens are working as I have intended, the odds of a dwarf being born a saboteur are roughly one in a quarter million.

Playing this mod and learning how to make a functioning fortress at the same time.

I figured it'd be fun.

That's pretty much what I did. Usually it all goes great... Until everything goes horribly, horribly wrong. So just like vanilla DF for me. ;D

Precisely! And this mod has *More* ways for it to all go terribly wrong!

I'm just waiting until the voidwalkers take notice of one of more forts.

Because of the new ritual units being added in 0.16, voidwalkers will be getting their first basic spellcasters ("mistshrouds"), lizardmen will be getting short-range rock slings, and nephilim will be getting the ability to buff each other.  With all of this on top of weather, secrets, and curses, things are about to get much more interesting.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1798 on: March 22, 2012, 02:50:07 am »

Assuming that pop ratio tokens are working as I have intended, the odds of a dwarf being born a saboteur are roughly one in a quarter million.

Egads, I hope very few Easter Eggs are -that- rare.  This chance seems entirely acceptable to me (besides, we can always have a 'passport station' somewhere near our meetinghalls and main traffic stations; newboteurs could be pointed out in time to mebby save Mom if we wanted to try.



I've got quite a tale of woe to share, at least to me it's quite a tale of woe.  It involves Emberlights, undead sieges, and the sneakiest kobolds ever...  As well as far more savescumming than I'd usually want to use, but Embers are new to me....  It's longer than most tales so throwing in a spoiler.

Spoiler (click to show/hide)
« Last Edit: March 22, 2012, 02:55:38 am by Imp »
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1799 on: March 22, 2012, 04:31:21 am »

i'm already looking forward to your new weather types. as i've mentioned many times before, i like straddling good, evil, and savage biomes when possible (and it'll be even more fun when toady's update hits, too, and we get good/evil plants and trees back!) so, should get a fun mix of things in my embarks. also, been doing a lot of alternating between desert and tundra embarks for some reason.

anyway, i tried to come up with some ideas for good rains, but nothing at all came to mind, really, which is sad. mostly because (at the time, at least) we couldn't use the weather to make dwarves happier or heal them and those were the two places  my mind kept going and not wanting to think anything more. very curious to see what else you'd managed to whip up


oh, and imp, emberlights get a high natural cooking skill, so may wanna double check any dwarf that shows up as a decent cook...it may be because they like burning everything they see. and, sadly, fire sucks against undead, as you discovered. people report them sitting happily at the bottom of pools of magma, burning for eternity. you may, however, want to start gridding your land like i mentioned before, to contain the spread of fires. unless, of course, you want the whole world to burn
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