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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 403981 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2130 on: April 17, 2012, 07:01:44 am »

Just got an emberlight after 4 tries. He'll be looked after well, seeing the resources went into...

Wow, he just one shot fireballed a lizardman thief. Made the thief double over in pain with a spell, then sniped it with a fireball. The lizardman ran around on fire and died.

Can there be also a prayer for metalsmiths and blacksmiths for the temple? I would like to use all this gold here and create some good statues and such quickly without needing to create a thousand crap first to train them up. Besides, since there already is armor and weapon, why not these two?
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Carn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2131 on: April 17, 2012, 12:57:22 pm »

Haven't played in forever, glad to see my favorite mod is still going strong! I saw LFR was praised in the SA DF thread nar, congrats! Looks like there's another update coming out soon, guess I'll wait for that before diving back in to see how many new ways I can get my fort destroyed. I'm excited already!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2132 on: April 17, 2012, 01:41:06 pm »

Haven't played in forever, glad to see my favorite mod is still going strong! I saw LFR was praised in the SA DF thread nar, congrats! Looks like there's another update coming out soon, guess I'll wait for that before diving back in to see how many new ways I can get my fort destroyed. I'm excited already!

I'd love a link to that for the purpose of stroking my own ego...  :)

I did manage to find one reference to the mod in there...  Someone had this to say.


"Reading through the raws of the mod out of curiosity, it seems like he ran into the same problems I did making WeepAngel's mods. His crossbows gain a bayonet, yeah, but the slashing attacks are the second and third, meaning they might be used ~10% of the time. Also, spring loaded and mechanized change absolutely nothing, as you can't modify reload or firing speed yet, and the shoot force and maximum velocity don't change across the three levels."


...I would just like to assure the community at large that this is blatantly wrong.  Edge attacks take a weighted selection priority over blunt attacks in combat calculations, order of attacks in the raws is irrelevant, and shoot force/maxvel actually DO increase for the bayonet crossbow once you research the "mechanized" upgrade.  Also, I am a "she." 

I acknowledge that this response might seem a bit bitchy, but I really did put a lot of time into that feature, and I feel like I'd like to lose credibility over something I legitimately screwed up rather than something that actually works.  I would hop on SA myself to clear that up, but I'm saving every $9.95 I get for a PS3 and Tales of Graces F.

Just got an emberlight after 4 tries. He'll be looked after well, seeing the resources went into...

Wow, he just one shot fireballed a lizardman thief. Made the thief double over in pain with a spell, then sniped it with a fireball. The lizardman ran around on fire and died.

Can there be also a prayer for metalsmiths and blacksmiths for the temple? I would like to use all this gold here and create some good statues and such quickly without needing to create a thousand crap first to train them up. Besides, since there already is armor and weapon, why not these two?

Yeah, I can do that.  Expect it in the next update.

... 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.

Cannon beetles are wild mountain creatures with their "cannons" built in.  They will fire through fortifications, though I'm not sure if emberlights will (fireballs and material globs seem to behave a bit differently).

Any timeframe for this delicious new release?


I'm shooting for Friday.  Maybe I'll miss by a day or two, but probably around then.
« Last Edit: April 17, 2012, 01:44:18 pm by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2133 on: April 17, 2012, 05:44:39 pm »

Checked the SA forum. It reminds me of a problem again - spec ops pigeons are way too common. They show up in the merchant listings. A little easter egg in the wilds is ok, but this is just retarded as it takes the immersion out of the game.

Also, the 'reverse engineered bioelectric capitators' scared away a potential. Oh well, no pleasing everyone I guess.

I just tried emberlight science. They don't shoot through bars, and they don't shoot through fortifications. Looks like a firing platform with an raisable bridge shield is the thing to do then.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2134 on: April 17, 2012, 05:51:33 pm »

Checked the SA forum. It reminds me of a problem again - spec ops pigeons are way too common. They show up in the merchant listings. A little easter egg in the wilds is ok, but this is just retarded as it takes the immersion out of the game.

Also, the 'reverse engineered bioelectric capitators' scared away a potential. Oh well, no pleasing everyone I guess.

I just tried emberlight science. They don't shoot through bars, and they don't shoot through fortifications. Looks like a firing platform with an raisable bridge shield is the thing to do then.

Of all of the easter eggs I put in, the game decides to make THAT one show up in caravans.  I'll do some combing through to see if I can't fix that.

I'm finishing up the graphic for one last creature, and then I should be able to give it a final spin before the release, which looks like it will probably be on target, barring any unforeseen problems.

Also, ah haleels work now... be afraid.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2135 on: April 17, 2012, 06:16:30 pm »

As if the latest the goblin siege who somehow penetrated masterwork steel wasn't enough... And the constant voidwalker and bog troll dangers.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2136 on: April 17, 2012, 06:59:44 pm »

Just a very random thing, but I thought you might want to hear it.

I do have ammo that melts on body temperature, an old trick to use syndromes with those. In Fortress mode they get packed into quivers and are fine, in Arena however they melt in the hands of the dwarf and the user itself gets affected with the syndrome. I dont know if this is because of the higher temperature of the Arena, or the bodytemp of the wearer though.

If these items melt as soon as someone wears them one could make items that transmit syndromes, weapons and armor... make a shield, call it "orb of dragonfire", adds dragonfire to the soldier picking it up for a set amount of time. One use only, since the orb melts, and the amount of tags is limited of course, so some things would have to be done with transformation, but it would allow for all kinds of items.
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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 :::

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2137 on: April 17, 2012, 07:26:15 pm »

Hm, mountainside, is it? Well, crap. I was hoping for it to be underground. See, nowadays, old worlds will have dwarven civilizations to have tamed deep wolves, megalania. Therefore, I don't actually need to tame them like it says in the manual (deep wolves aren't listed as good tamable creatures, but I still think they make for better dogs).

Since these cannon beetles are in the mountainside, I suspect the dwarves may not have already tamed it before my fortress.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2138 on: April 17, 2012, 07:36:36 pm »

Just a very random thing, but I thought you might want to hear it.

I do have ammo that melts on body temperature, an old trick to use syndromes with those. In Fortress mode they get packed into quivers and are fine, in Arena however they melt in the hands of the dwarf and the user itself gets affected with the syndrome. I dont know if this is because of the higher temperature of the Arena, or the bodytemp of the wearer though.

If these items melt as soon as someone wears them one could make items that transmit syndromes, weapons and armor... make a shield, call it "orb of dragonfire", adds dragonfire to the soldier picking it up for a set amount of time. One use only, since the orb melts, and the amount of tags is limited of course, so some things would have to be done with transformation, but it would allow for all kinds of items.

Hmm...  I am worried about its performance in more extreme biomes, but I'll definitely play around with it.

And now, as promised, screenshots of my latest project...

Spoiler: Creature (click to show/hide)
Spoiler: Description (click to show/hide)
Spoiler: Casting (invulnerable) (click to show/hide)
Spoiler: Mid-cast (click to show/hide)
Spoiler: Spawned illusions (click to show/hide)
Spoiler: Illusion description (click to show/hide)

The blood was just a side effect in testing - it has since been removed.
« Last Edit: April 17, 2012, 07:39:20 pm by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2139 on: April 17, 2012, 07:42:54 pm »

Will shedim have caste graphics?
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2140 on: April 17, 2012, 07:43:22 pm »

Looks good. What would you say about stationary version that spits out actual enemies every now and then ? D_E posted that idea once for megabeasts, but these are so rare... would be more fun with a race of invaders, or a pet race brought along by invaders. :)

Apart from that, the new illusions are hostile, not friendly ? Did you find a workaround for that, maybe pet/civ members ? I will do some science combining the limb-dropping with my slaves. Drop limb, transform to broodlord and broodmother (friendly), which give birth to children that transform into dwarves. In theory that should work. Can make a "thrall summoning circle" or a breeding pit then. I could also take out concubines again, since some people might object to legitimate sex workers, might frighten the children.

Or mine-deploy workshops. 1x1 workshop, makes the dwarf spawn 5 landmines around him, stationary.
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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 #2141 on: April 17, 2012, 07:53:53 pm »

Will shedim have caste graphics?

Yes.  :D

Looks good. What would you say about stationary version that spits out actual enemies every now and then ? D_E posted that idea once for megabeasts, but these are so rare... would be more fun with a race of invaders, or a pet race brought along by invaders. :)

Apart from that, the new illusions are hostile, not friendly ? Did you find a workaround for that, maybe pet/civ members ? I will do some science combining the limb-dropping with my slaves. Drop limb, transform to broodlord and broodmother (friendly), which give birth to children that transform into dwarves. In theory that should work. Can make a "thrall summoning circle" or a breeding pit then. I could also take out concubines again, since some people might object to legitimate sex workers, might frighten the children.

Or mine-deploy workshops. 1x1 workshop, makes the dwarf spawn 5 landmines around him, stationary.

The illusions are just animated parts with a transformation syndrome, so they behave like any other animated creature - they share the allegiance of their summoner, but collapse when they take enough damage.  The "friendly" issue only comes up if you go one step further and resurrect and transform the creature again after it collapses.  I had to do this to prevent my mechanical spiders from collapsing randomly in combat, but it had the unfortunate effect of marking them as "friendly."

But yes, as long as you don't mind them inheriting the wonky undead die-if-you-sneeze-at-them behavior, a summoning circle is very possible.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2142 on: April 17, 2012, 08:14:41 pm »

What would the new crystal dragons do, by the way?

Also, how would silk farms (a tech advancement mentioned earlier on) work?
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2143 on: April 17, 2012, 08:19:09 pm »

Checked the SA forum. It reminds me of a problem again - spec ops pigeons are way too common. They show up in the merchant listings. A little easter egg in the wilds is ok, but this is just retarded as it takes the immersion out of the game.

Also, the 'reverse engineered bioelectric capitators' scared away a potential. Oh well, no pleasing everyone I guess.

I just tried emberlight science. They don't shoot through bars, and they don't shoot through fortifications. Looks like a firing platform with an raisable bridge shield is the thing to do then.

Of all of the easter eggs I put in, the game decides to make THAT one show up in caravans.  I'll do some combing through to see if I can't fix that.

Make any PET tokens on the caste-level only so as to exclude special-ops pigeons.

If you want to make them tameable, at least make them PET_EXOTIC.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2144 on: April 17, 2012, 09:44:14 pm »

So the illusions are just as strong as the limb ? Cant you spawn an entire new body that drops of and is ready to be reanimated, with seperate bodyparts on itself ? x
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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 :::
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