Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 140 141 [142] 143 144 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403962 times)

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2115 on: April 15, 2012, 09:33:11 pm »

Cages work a little weird. The creatures inside are not affected by anything. Besides, cages are buildings and cannot be built on other workshop buildings anyway.
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2116 on: April 15, 2012, 11:46:34 pm »

Tougher Voidwalkers would be nice, whenever they show up my relatively small military tends to waltz through 'em.
Vanahelmer, how the heck do you train your military? Danger room? Cuz otherwise the voidwalkers shreds through soldiers not armored in candy like paper, and their archers punch through even addy.

i'm assuming a combination of danger room and candy/hadrine armor
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2117 on: April 16, 2012, 01:15:04 am »

Here is my Voidwalkers 101. Feel free to add more:

The voidwalker's death screams are the worse. The AoE effect is deadly as it affects all the 50 soldiers dogpiling the voidwalker. Imagine if there are other voidwalkers nearby ready to take on the stunned dwarves...

They are strong and immune to pain. Even two standard voidwalker infantry soldiers is enough to keep almost twice the medium trained soldiers with steel gear busy and at risk, as they are immune to pain and therefore can strike even when they lost two different limbs. Their equipment allows even the most half hearted stike to cripple a nearby soldier.

Their equipment is better, anything short of very well made voidshard equipment, addy and hadrine will fall short. Addy and hadrine is not always a luxury, while voidshard is only mediocre, but renewable.

This is usually if you are careless: void projectors. A hailstorm of their void projectors cut down my infantry in the open field or a distracted army in melee in a corridor... They avoid traps and destroy buildings.

They ambush. So they don't appear till they have already snuck in somewhere, and killed someone.

Another, not a big problem, but a big pet peeve, is their wings. Those useless things will be something else the dwarves can cut off, to no effect. It's something that distracts the dwarves from scoring a lucky head or weapon hand shot. Also, these useless bodyparts clog up the place.
To combat that I suggest:

Pyro zingers. Set the map aflame and smoke an ambush, or an extermination force out. Won't work in mountains, deserts and glaciers.

Checkerboard corridor checkpoints. Place a checkerboard of walls diagonally in a corridor, so their void projectors don't see you until the last second when you stab into them with point stuff.

Diversion animals. Zingers chained in an open field works well. Heck, might not even need chains in future, as Narhiril plans to make them blind. Even if they aren't killed by melee and cause acid or whatever, and are instead shot by void projectors, they are still useful diversions. As a bonus, put a pyro zinger so it sets the map on fire.

Release a cage of sabre tooth tiger, ankylosaurus, dog and megalania horde in front of them in a corridor, then charge your military into them is a good one time use thing, since most animals aren't going to survive.

Shooting them with marksdwarves work. Then their elite ones snipe your marksdwarves through the fortifications and you rage quit and flip the table.

To combat dizzyness, I think a religious unit can buff everyone to stop being dizzy.

Of course, there's also danger rooms for military.

And lots of upright voidshard spear traps connected to a lever. Make them dodge these down a pit, or till they are over exerted. Careful not to let the spears train them into weapon lords! Make sure you use material that can penetrate voidshard, and stop the thing via lever if you see some voidwalkers dodging all of them and becoming stronger.
« Last Edit: April 16, 2012, 01:26:04 am by Pan »
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2118 on: April 16, 2012, 05:27:16 am »

wouldn't removeing [EXTRAVISION] from them work to make them blind?
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2119 on: April 16, 2012, 10:40:35 am »

wouldn't removeing [EXTRAVISION] from them work to make them blind?

Yes, it would.  Zingers are getting this change, among others, in the next update.  You'll see a vastly simplified anatomy coming up shortly.

nekronuke

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2120 on: April 16, 2012, 10:56:52 am »

Cage item, of course.
Hmm... more mechanical weapons. Autoswords, drill, corksaw... maybe a beam cannon that uses ethereal spheres as ammo?
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2121 on: April 16, 2012, 11:04:58 am »

Pyro zingers apparently also squirt flames. :o
Logged

Monk321654

  • Bay Watcher
  • [COMPUTER_DEPENDENT]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2122 on: April 16, 2012, 11:16:34 am »

Posting to watch.
This mod looks good so far, I'll have to give it a go.
Logged
This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

I'm not your average Bay12er. I care about my drunken midgets.

nekronuke

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2123 on: April 16, 2012, 11:29:25 am »

Hmm... self-defense armor? Spiked, bladed etc.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2124 on: April 16, 2012, 12:27:39 pm »

... I spent some of today doing some optimization stuff that had to be done.  I got around to writing a new secret, and the new zinger anatomy is done, along with a new graphic to reflect it.  Most of the rest of today is going to be dedicated to updating the manual to include the new creatures.  Ah haleels still aren't finished, but I'll get around to that after I finish the graphics for giant cannon beetles (which will be war-trainable, by the way, thought a bit difficult to get a hold of) and another new creature, which I'm really excited about.

It took me hours of writing raws and testing them over and over again (with only minor tweaks every time), but I think I finally have a creature that can summon illusionary copies of itself.  The illusions don't really do any damage in combat, but they make targeting a lot more complicated - which was the whole idea.  They are supposed to have poison and projectile abilities, as well, but I'm so burned out on them right now that these will probably not get done until tomorrow.  I'll post some pictures once the graphics get done - right now, there's nothing terribly exciting to see outside of the combat log.

Atlan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2125 on: April 16, 2012, 01:41:43 pm »

Any timeframe for this delicious new release?
Logged

Vanaheimer

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2126 on: April 16, 2012, 01:55:43 pm »

Tougher Voidwalkers would be nice, whenever they show up my relatively small military tends to waltz through 'em.
Vanahelmer, how the heck do you train your military? Danger room? Cuz otherwise the voidwalkers shreds through soldiers not armored in candy like paper, and their archers punch through even addy.

i'm assuming a combination of danger room and candy/hadrine armor

Danger room, and tactics. As soon as I get a basic military going, I start to terraform the area around my fort entrance in such a way as to allow my entire military to surround one or two enemies at a time. It's not perfect, and it *can* backfire, but it usually works pretty well.

As far as armour goes, candy if I have it and steel if I don't.
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2127 on: April 16, 2012, 07:25:26 pm »

... I spent some of today doing some optimization stuff that had to be done.  I got around to writing a new secret, and the new zinger anatomy is done, along with a new graphic to reflect it.  Most of the rest of today is going to be dedicated to updating the manual to include the new creatures.  Ah haleels still aren't finished, but I'll get around to that after I finish the graphics for giant cannon beetles (which will be war-trainable, by the way, thought a bit difficult to get a hold of) and another new creature, which I'm really excited about.

It took me hours of writing raws and testing them over and over again (with only minor tweaks every time), but I think I finally have a creature that can summon illusionary copies of itself.  The illusions don't really do any damage in combat, but they make targeting a lot more complicated - which was the whole idea.  They are supposed to have poison and projectile abilities, as well, but I'm so burned out on them right now that these will probably not get done until tomorrow.  I'll post some pictures once the graphics get done - right now, there's nothing terribly exciting to see outside of the combat log.

Illusions of itself... That's something I do not want to fight. But then again, it's unlikely to be a friendly animal that will be war trained and paired up with a dwarf.

Will cannon beetles shoot through fortifications? Also, are they tech tree units? Like, you buy the giant beetles and strap a cannon on them?

Is there anyway to make emberlights shoot through fortifications? I don't want to expose them to voidwalker fire on a firing roof with no fortifications. Will upright bars work? I plan to create a tall tower that houses most of the emberlights, and allows them to light the world on fire whenever they spot an enemy nearby.
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2128 on: April 17, 2012, 04:14:23 am »

The emberlight reaction isn't quite working, and I have no idea why. I set a hauler to perform the ritual three times. First and third time to no effect, and second time I got a crystal targe. Has anyone else encountered this problem?
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2129 on: April 17, 2012, 05:15:32 am »

The emberlight reaction isn't quite working, and I have no idea why. I set a hauler to perform the ritual three times. First and third time to no effect, and second time I got a crystal targe. Has anyone else encountered this problem?

the boiling stone method of transforming your dwarves is not perfect, and you get a crystal glass targe from that reaction 30% of the time
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me
Pages: 1 ... 140 141 [142] 143 144 ... 240