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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 403924 times)

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2055 on: April 12, 2012, 01:21:13 am »

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?

This is how it works in Masterwork at least, it's a consequence of the improvised method which actually works but can be abused like that.

What would it take to talk Toady into implementing a transformation mechanic? I realise it took 3 years for him to start work on hauling but maybe if we got him another cat...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2056 on: April 12, 2012, 02:21:13 am »

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?

How I was planning to do it was to grant an interaction to the dwarf performing the reaction (via syndrome) to transform a single creature.  So, basically, it gives him an interaction to transform one nearby creature which has a cooldown sufficient enough that it can only be used once before the ability to do the interaction expires.  As for which creature this will require...  I'll get back to you on that one.

One could attempt to put multiple dwarves on top of the workshop to get more than one to receive the benefit, but there really isn't much I can do about that.  Conceivably you could abuse burrows, but there isn't much I can do to stop that.  I considered giving the interaction via a special alcohol, but then you'd have very little control over....  wait.  Heh, I just got an idea.

Disregard the previous paragraph, I'll just grant the syndrome via a single unit of alcohol.  The interaction will not require LOS or have a max range, but can only be used once per dose.  I'll probably be introducing a new tame creature to serve as a platform for this transformation, which you'll need to either breed or import more of.  Yeah, I'm sticking with that story for now.

... And I just got an idea for a diabolical new creature.  Hehehehehehehe...  More on that tomorrow, if I get time between class, a doctors appointment, and playoff hockey tickets.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2057 on: April 12, 2012, 04:41:55 am »

Also, will the dwarf have to lug everything to the deployment zone to build the spider? Or can we assemble it all into a package and bring that one package onto the deployment workshop to quickly assemble the spider. Cuz seeing as I plan to need to constantly replace my spiders in a corridor that may be quite exposed, I would rather my civilian dwarves spend as little time out there as possible.

Got a mood weapon from a strange mood weaponsmith. Iovium gladius. How useless and dull. How powerful is iovium as an edged weapon, narhiril?

Some stupid little bugs in voidshard tried to exterminate me earlier. Fools have apparently never heard of the region renown 'Rimarlolor 13z drop'. Guess you should have kept your evolutionary wings, eh???
« Last Edit: April 12, 2012, 10:41:59 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2058 on: April 12, 2012, 11:18:19 am »

Also, will the dwarf have to lug everything to the deployment zone to build the spider? Or can we assemble it all into a package and bring that one package onto the deployment workshop to quickly assemble the spider. Cuz seeing as I plan to need to constantly replace my spiders in a corridor that may be quite exposed, I would rather my civilian dwarves spend as little time out there as possible.

Got a mood weapon from a strange mood weaponsmith. Iovium gladius. How useless and dull. How powerful is iovium as an edged weapon, narhiril?

Some stupid little bugs in voidshard tried to exterminate me earlier. Fools have apparently never heard of the region renown 'Rimarlolor 13z drop'. Guess you should have kept your evolutionary wings, eh???

The spiders will be packaged for deployment, to allow for minimum down-time in dangerous zones.  Note that dwarves are very vulnerable during the actual deployment process, as it relies on a brief transformation to a rather defenseless creature called a "machine constructor."  It just has to work this way, logistically.

An iovium gladius is not entirely useless, but does not hold a very sharp edge.  Expect to see more broken bones than severed limbs while using it.

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2059 on: April 12, 2012, 02:47:52 pm »

... And I just got an idea for a diabolical new creature.  Hehehehehehehe...  More on that tomorrow, if I get time between class, a doctors appointment, and playoff hockey tickets.

I hope it isn't another rift warden.....
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2060 on: April 12, 2012, 04:59:45 pm »

The fact that you have to sacrifice a creature for the better machines just lets me know EXACTLY what kind of fortress I'm going to be having.
For anyone who plays MTG, I shall be known as Yawgmoth, Lord of Phyrexia.

For anyone who doesn't, a race called Phyrexians use a sort of "Glistening Oil" to forcefully convert living matter into machines, dark, twisted machines. They're ferocious, inhuman monstrosities due to their development and worship the phyrexian infection, forming around a religion called Phyresis.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2061 on: April 12, 2012, 05:06:24 pm »

Spoiler (click to show/hide)

Ah alcohol. Truly, the cause and the solution to all of life's problems!

I am now curios what other alcohols he will make. He has some planned a few disease-blocking brews, the bioweapons, and who knows what could be next...
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2062 on: April 12, 2012, 07:19:20 pm »

Ahhh... Phyrexia, what a beautiful place. I wanted to base my evil magic on that first, but thought that just a few people would get the name.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2063 on: April 12, 2012, 07:29:06 pm »

How can we make this specific dwarf drink the brew?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2064 on: April 12, 2012, 07:48:22 pm »

How can we make this specific dwarf drink the brew?

Well you can lead him to alcohol but you can't make him drink. If for some reason you need a specific dwarf to do it, I suggest locking him in a room with only that drink.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2065 on: April 12, 2012, 09:18:35 pm »

Hm, I see. I look forward to seeing how the lore works out here.   :D
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2066 on: April 13, 2012, 02:20:12 am »

Some miscellaneous remarks and questions.

1. Perhaps Boron (a metalloid) can be included in the game? It is a not that rare mineral and has an interesting property... Boron carbide is super hard, almost as diamond! This could be used to make armors (it is used in ballistic plates sometime).

2. Can you remove all graze tags from war animals? Seeing your war elephants starve or your war pegasus die is not fun and involve unnecessary micromanagement.

3. Are the training dummies also raising attributes like strength and agility? That would be handy.

4. Are the accreditation slab cluttering dummies?

5. Any possibility to dispose corpses with a reaction? Or at least allow dwarves to reuse the bones of sentient so they can be processed.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2067 on: April 13, 2012, 04:23:45 am »

Some miscellaneous remarks and questions.

1. Perhaps Boron (a metalloid) can be included in the game? It is a not that rare mineral and has an interesting property... Boron carbide is super hard, almost as diamond! This could be used to make armors (it is used in ballistic plates sometime).

2. Can you remove all graze tags from war animals? Seeing your war elephants starve or your war pegasus die is not fun and involve unnecessary micromanagement.

3. Are the training dummies also raising attributes like strength and agility? That would be handy.

4. Are the accreditation slab cluttering dummies?

5. Any possibility to dispose corpses with a reaction? Or at least allow dwarves to reuse the bones of sentient so they can be processed.

1. we have enough super metals for now (i think our enemies need a buff before we get another way to get awesome stuff), have you gotten hadrine yet? the stuff is HEAVY, but makes superior armor that is better than anything non-candy...

4. yes,  use the "Document Alchemical Research" at the alchemy lab to get rid of it, as well as unlock tier II buildings

5. no, but you can alter the dwarven entity file to make them eat sentients, which would allow them to be processed them like any other corpse
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2068 on: April 13, 2012, 09:25:32 am »

*sigh* MTG ... I loved Phyrexia ....  8)
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2069 on: April 13, 2012, 11:38:49 am »

I might be crazy, but I just patched the game to be 64 bit compatible and I'm now genning a large, 10,000 year history world. This will be potentially awesome to adventure through :D
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