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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


Pages: 1 ... 135 136 [137] 138 139 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403923 times)

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2040 on: April 10, 2012, 01:47:11 am »

rift wardens... very very scary entities they are... definately something you don't wanna run into...

I'll find a way to kill it, with dwarves and not cave ins. My pride demands it.

good luck with that! These things require a massively disproportionate amount of conventional killing to die!
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2041 on: April 10, 2012, 07:18:48 am »

More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2042 on: April 10, 2012, 08:11:43 am »

More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.

Deep garbage pits will work, if its down a few z levels with no way out they'll stay put until you can route some lava to it.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2043 on: April 10, 2012, 08:18:51 am »

More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.

No specific workshop. But there are workarounds.
Second workaround only works if the corpses are all outside your fortress.
1. Get haulers to dump the corpses in a garbage zone beneath a raised bridge. Use the bridge to permanently smash the corpses into nothingness.

2. Evacuate everyone somewhere safe. Allow an emberlight to start a bushfire. The dead corpses should burn, although if it burns any normal zombies you will have burning zombies that can have potential !!FUN!!. Only advise you use this method if you can't get haulers to atom smash it, or is lazy and not afriad of burning zombies.

3. I think there's a crematorium in LFR that burns vermin corpses, but not normal creature corpses. Thought you might want to know.

More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.

Deep garbage pits will work, if its down a few z levels with no way out they'll stay put until you can route some lava to it.

Ninja'd. Although I'm not sure lava works against zombies. Heard they just kept burning and not dying.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2044 on: April 10, 2012, 08:22:02 am »

Thanks gents, but I'm pretty 'low level' and Emberlight is not something I master, not even lava flow (I barely know how to set up a pump...). So a workshop that could cremate corpse would have been best. Perhaps I can mod it with some extra tags to allow any bone or corpse or remain to be cremated into ash, dunno.

At worse, I knew the solution of the deep pit, but I would have preferred a workshop that can cremate everything, makes sense no?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2045 on: April 10, 2012, 09:30:50 am »

I believe narhiril intended it to burn normal corpses but it doesn't work :(
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2046 on: April 10, 2012, 02:13:15 pm »

rift wardens... very very scary entities they are... definately something you don't wanna run into...

I'll find a way to kill it, with dwarves and not cave ins. My pride demands it.

good luck with that! These things require a massively disproportionate amount of conventional killing to die!

Well then I shall draft my entire fort in to the military if I have too.

If it lives, dwarves can kill it. It's just a matter of figuring out how.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2047 on: April 10, 2012, 06:46:20 pm »

Not narhirils fault with the corpses... the token for the reactions does not work properly. You can cremate bodyparts in a workshop however, which might help.

Otherwise: Garbade dump in a 1-zlvl pit, done. Called zombie moat ;)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2048 on: April 10, 2012, 07:29:34 pm »

Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)

Just a thought!

I wish I could make that actually work, but there's no way with modding for me to be able to enforce that.  Right now, it's just a spot to put them all as they get built - kind of like a trap.  A nasty, swarming, sentient trap with lots of little sharp metal bits.

sounds like weapon traps loaded with damascus steel discs.... except for the sentient part...
this sounds like it's going to be a !!FUN!! update!

oh just curious, will the Dwarven Spider Constructs have [WEBIMMUNE]?

i can just imagine throwing prisoners into the spider pit after this goes live  ;D

Later constructs will have WEBIMMUNE, but the first ones are very small, so they will not.

If I deconstruct the spider hub, will the spiders stay there? If the spiders get drawn off will they, after killing their prey or losing sight or otherwise, return to their stations? Or will they just stand at their new location until they a new enemy comes along?

Good questions.  Destroying the workshop has no effect on existing spiders.  Unfortunately, spiders lack the pathfinding ability to find their way back to their station once they've chased a target down, so you'll probably need to either replace them periodically or build "spider pits" to drop enemies into.  Later constructs will require living creatures as reagents*, so those will behave like normal tame creatures and be able to accept training and pen assignments.  Similar to Dragon Age's dwarves, the largest and most complex constructs will tie in with the ritual tree and require dwarven sacrifices.

Because the mechanical construct portion of LFR is going to be pretty groundbreaking and require some creative user input, some new step-by-step guides will be included to help you get familiar with the new technologies and how best to utilize them. 

Things you can do with spiders...

-Spider pit traps - drop enemy in, watch carnage, laugh maniacally, collect loot, repeat.
-Spider "rooms" and corridors, where spiders that wander off are just replaced.
-So-called "trigger groups," releasing a bunch of spiders into a cavern layer or the surface to attract and deal with dangerous creatures.  Effective against those forgotten beasts with insane abilities.  Remember - every blow taken by a spider is a blow that a dwarf didn't have to take.



*I can't require a living creature as a reaction reagent, but I can make it so that the reaction requires you to pen an animal onto or near the workshop to successfully give you the desired result, replacing the creature in question with a construct.
« Last Edit: April 10, 2012, 07:31:29 pm by narhiril »
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2049 on: April 10, 2012, 09:20:25 pm »

if your going to use a dodge trap into a spider pit, i would advise a retracting bridge cover, you know, to prevent bow-whatevers from taking potshots at them
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2050 on: April 11, 2012, 09:39:07 am »

Can't we just pasture spiders?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2051 on: April 11, 2012, 11:50:48 am »

Can't we just pasture spiders?

Unfortunately, this doesn't work.  The method for creating creatures in a reaction marks them a "friendly" rather than "tame."

I am aware of the limitations this presents, and I am working on a way to get better constructs into the tech tree.  Right now, though, this is the only way I can actually CREATE a new creature from a reaction.  The next constructs will probably require a tame animal as a "platform" for construction.  I plan to do this through granting an interaction to the reaction-performing dwarf that transforms the target "platform" creature.  The bad news is that this will require the platform creature to be nearby, which will require a bit of pen/pasture micromanagement on your part, but the good news is that even ritual units should be able to perform this reaction successfully.

Things may end up working a fair bit like weapon upgrades, "researching" new constructs, creating blueprints at the scientific library, and finally assembling them.  Constructs will be "advanced" as follows....  note that all of this is purely conceptual (except for the bronze spiders).













... It's possible that I'll go on beyond that, but that's a good overview of where I'm standing from a conceptual standpoint.

So, the first release of this arc is getting close.  The spiders haven't been tested as thoroughly as I would like, but it will take me a few more days to get that done.  I've been testing them with a modified copy that removes all the reagents involved, so I haven't really checked resource balancing in-game yet.  I'm concerned that they will be too easy to produce, but I might prove myself wrong.

Current (not finalized) reagents for a (bronze) spider...

2 bronze bars
2 copper bars
2 capacitors
4 advanced mechanisms
1 piece of raw clear glass
2 lustrum rocks
1 bronze pipe section
« Last Edit: April 11, 2012, 12:02:50 pm by narhiril »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2052 on: April 11, 2012, 04:18:24 pm »

I am not to familiar with what the differences between "Friendly" and "Tame" are, but would having them as "Friendly" mean that they would show up on your attack list? It would get kind of annoying to accidentally attack the flying metal spider of death....
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2053 on: April 11, 2012, 04:38:22 pm »

Tame are pets, they can be pastured, sometimes trained and assigned to dwarves. Friendlys act like traders, they have their own AI. The produced creatures with this reaction will stand where they are created, and only defend themselves, nothing else. Besides pushing them around with water and throwing them with bridges I see no way to transport them.

And yes, they would be a valid target for killing.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2054 on: April 11, 2012, 07:28:57 pm »

What living creature would the tarantulas be needing? Also, could I not pasture 50 creatures in the workshop, start and finish one reaction so they all get caught in the vapor and get transformed through one reaction?
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