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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 403832 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1920 on: April 03, 2012, 03:05:03 am »

I do believe Masterwork has those turrets you are looking for. Narhiril may implement those things in future in her mechanical tech tree.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1921 on: April 03, 2012, 06:43:28 am »

Just picked up DF again with my April break up, and enjoying the hell out of it!

Although some concerns of mine are in the voidwalkers difficulty that has been ramped up due to the metal requirements the new version adds. I guess I'll have to rely less on soldiers and more on traps.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1922 on: April 03, 2012, 11:22:09 am »

hope you dont mean weapon traps because voidwalkers have [TRAPAVOID]
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1923 on: April 03, 2012, 11:26:59 am »

(no offance to anyone) im not a great fan of relegion or the idea of using it for weapons but, i do belive it would be good idea to try to make relegion more beneficial like the weapon elemental cross over idea alot, i would love to see my spear dwarfs setting goblings on fire, or freezing them in ice  :D
Spoiler (click to show/hide)
but anyways, its you mod at the end of the day, do as you please.
but on a side note my dwarf therapist wonr work with the current version of LFR any help?
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1924 on: April 03, 2012, 11:56:18 am »

(no offance to anyone) im not a great fan of relegion or the idea of using it for weapons but, i do belive it would be good idea to try to make relegion more beneficial like the weapon elemental cross over idea alot, i would love to see my spear dwarfs setting goblings on fire, or freezing them in ice  :D
Spoiler (click to show/hide)
but anyways, its you mod at the end of the day, do as you please.
but on a side note my dwarf therapist wonr work with the current version of LFR any help?

well Armok IS the god of blood, war, and by association, death; so getting weapons from him seems to be natural

and remember that emberlights tend to set more than the current siege on fire
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1925 on: April 03, 2012, 12:54:06 pm »

I'm pushing to finish the elemental gods first because they're the least versatile - and, thus, the logical choice for the first available ritual units.  I have three left... Bartoth (lightning and plasma), Gisthal (light), and Pharis (darkness), of which I have one temple already completed.

Bartoth's "tempests" will be some interesting units...  and ones that will probably prove to be the most useful for those of you looking to capture some TRAPAVOID creatures.  Tempests will specialize in paralysis, pain, and huge areas of effect.  Their power comes at a price, though - tempests suffer from extremely low strength and toughness, so they fight by trying to prevent enemies from ever reaching them.

Planned abilities:

"Thunder wave" - paralyzes enemies in a wide area for a very short duration.  Medium cooldown.  Pokemon reference. ;)
"Thunderclap" - stuns nearby enemies for a very short duration and removes NOFEAR.  Also impairs hearing for a short duration (mostly useless cosmetic effect).  Medium cooldown.
"Electromagnetic pulse" - prevents an enemy from being affected by certain abilities for a medium duration*.  Short cooldown.
"Plasma build-up" - Allows use of the next ability for a short duration.  Long cooldown.
"Plasma barrage" - fires a barrage of plasma at a large area, causing extreme pain and possible (rare) organ failure.  Very short cooldown.
"Calm before the storm" - buffs a wavebreaker and/or a zephyr for a combo ability.  Discussed below.  Short cooldown.

*This ability will block the effect of void mist empowerment some other future abilities.

Tempests will also possess the first ever "cross-class combo ability" with wavebreakers and zephyrs.  Requirements for this ability are as follows...

-A tempest must buff a wavebreaker or zephyr with "calm before the storm."  Voidwalker mistshrouds can block this buff within a short radius.
-Potential hostile targets must not have NOEMOTION, NOSTUN, or NOFEAR.
-A tempest must cast thunderclap on potential targets.

Once all of these conditions are met, the following abilites can be used.

Wavebreakers - "Perfect storm" - unleashes a cataclysmic barrage of hail over a short period of time.  Also causes blind for a short duration.
Zephyrs - "Gale force" - "knocks down" enemies within range, preventing movement for a short time.  Also fires a large number of air blasts (same projectile as usual zephyr abiliy).


This is an extremely ambitious project, which will be a complicated balancing act.  Expect further news as it becomes available.
« Last Edit: April 03, 2012, 02:19:35 pm by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1926 on: April 03, 2012, 01:33:14 pm »

When I read this I have to think of micromanagement in Starcraft, and how utterly devastating a good mix of abilities is. Then I image Starcraft Units with the AI of a dwarf, and without the ability to give them direct order... the horror...

Are you certain that there is not too much brain involved in this, considering that the only orders you can give them is: Go someplace near enemies. ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1927 on: April 03, 2012, 02:17:59 pm »

When I read this I have to think of micromanagement in Starcraft, and how utterly devastating a good mix of abilities is. Then I image Starcraft Units with the AI of a dwarf, and without the ability to give them direct order... the horror...

Are you certain that there is not too much brain involved in this, considering that the only orders you can give them is: Go someplace near enemies. ?

They take care of it on their own remarkably well, actually, simply by restricting targets properly.  As I've talked about before, if you do that properly, you can almost fake your way to a new AI.  Having a wavebreaker and a tempest in the same squad allows for all sorts of mayhem to start without a need for more than a move order.  It should be interesting when you put them together.  The upside is that these abilities are very powerful - the downside is that if the fragile tempest dies, they go away, allowing the tides of battle to shift rapidly with the death of a single important unit.

As the dwarven ritual units get more powerful, expect other races to develop counters to them to make things more FUN.  Voidwalker mistshrouds, for example, will be able to seal this particular combo ability with an interaction, while nephilim chanters can use morale interactions to put the NOFEAR token on themselves, making them ineligible targets.  Like reality, battles with the nephilim will go back and forth based on their ability to motivate their troops against your forces versus your ability to intimidate them.  The lizardmen and bog trolls will also get involved in that sort of thing shortly, not to mention the shedim, which seem to be getting close to being officially releasable.  If anything, I feel sorry for the poor goblins, who I haven't touched since simplified clothing came out.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1928 on: April 03, 2012, 03:42:57 pm »

Also, those of you voting for the tech advances in the poll....  You have not been forgotten.  I am getting pretty damn good at interactions now, so expect some interesting new developments in the mechanical front. 

Namely, I've been bouncing some around with Meph and D_E about a way to create a creature in a reaction rather than sacrifice a dwarf, and it's showing some promise.   Expect a little bit of Elder Scrolls dwemer homage in the next update with LFR's first ever fully functional and controllable mechanical constructs.  They're not damascus sentinels, but they're a start.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1929 on: April 03, 2012, 06:03:52 pm »

Spoiler: Images (click to show/hide)


...Overall, a pretty productive afternoon.

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1930 on: April 03, 2012, 07:15:05 pm »

narhiril...

wow... just wow... i can't really say any more...
keep doing what you do best!

(whats with the dragon thing? just seems utterly random, im not saying that random is bad... its just unexpected)
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1931 on: April 03, 2012, 09:23:48 pm »

Bog trolls and lizardman casters? Well crap. I thought the voidwalkers and nephilim will be the races that gets the casters, while the bog trolls, goblins and lizardmen are an early menace that rely on brute strength and your own unpreparedness...
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1932 on: April 03, 2012, 09:33:54 pm »

i can see bog trolls with war cries/ complete and utter frenzies...

now goblins and lizardmen... well i'll let narhiril surprise me there
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1933 on: April 03, 2012, 09:42:51 pm »

Interactions dont have to be powerful, they can also just add a lot of flavor. Better combat logs, graphic effects in combat, little tweaks to make races and units more distinct, and not just Melee/Ranged Unit 1 and 2 and 3 and 4...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1934 on: April 03, 2012, 09:58:56 pm »

Wow... I appear to have underestimated what interactions can achieve.
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