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 ... 143 144 [145] 146 147 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 404011 times)

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2160 on: April 19, 2012, 12:03:08 am »

*Looks at poll*

Well looks like viodwalkers are in the lead...Apparently people like being cut up?

Meokins are in second. I voted for them personally. I mean, how could you not like the species that whips out all the enemies ever in legends? Not to mention the fact that they do it wearing bikini tops and maid dresses. And they are about to start selling you robots. Why not vote for Meokin? They are the only thing that will stop the Shedim.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

vorpal+5

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2161 on: April 19, 2012, 03:46:04 am »

Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2162 on: April 19, 2012, 05:16:38 am »

Had the most fucking awesome voidwalker ambush ever.

It started with a lizardman vanguard that came from the north. A squad of them with hammers, led by a blowgunner. I order the military to position themselves on the fortress entrance. The lizardman soldiers were bombarded when they killed a flashbang and a putrid zinger that were pastured outside. This caused them to be loosely organized, instead of being in swarms where they could easily overwhelm the first dwarf that engages them. With the potentially threatening formation broken, I order the military to advance on them. Facing a tightly packed wave of steel clad beards, the puking and stunned lizardman advance was...



... cut to pieces, with only two escaping by being too near the edge of the map.

The elven caravan was, at this point, arriving in the east. I order the military back to training. However, two voidwalker ambushes were quickly discovered. The half hearted lizardman attack was (story wise) a diversion! And I had let down my guard!

The first attack appeared at the west, with a steel bound energy bolt that missed a marksdwarf by a square. It's a veteran annihilator leading a squad of lashers. I panic and order all marksdwarves on rampants (not a good idea... But meh it worked out. Just watch).

The marksdwarf fires back, but it predicts the unskilled marksdwarf's aim and dodges them before returning fire. It hits the marksdwarf on the chest, tearing a lung and then ripping off a leg. At this point, however, something amazing happened. The marksdwarf commander has arrived on deck, and fires two bolts in quick succession, one lodging itself on the lower body, the other grazing apart the throat. This fatal shot proves the end of the voidwalker, who quickly bleed to death. Gentleman, behold and fear the world's most precise shooter, who may very well have saved the lives of many of his fellow marksdwarves.:



However, it is at this point where the shit hit the fans. I was content to let the voidwalkers tear apart the elves while I shot at them in safety. However, another ambush was to be found - the emberlight tower! A squad of giant mosquito mounted voidwalker reavers had sneaked up on the caster. Now, since emberlights cannot shoot through fortifications, I have created a tower that is open, but with raisable bridges to stop arrows in case they appear. An emberlight stands there at all times, scouring the surrounding flammable woodlands for passing enemies. The voidwalker had snuck up on him with the mosquito flyer. The emberlight snaps his fingers and invokes Zalkor's inner fire and hits the mosquito, hoping for it to fall upon the ground, taking it's master with it. It did not work, and the voidwalker hacks the emberlight apart before he could set it alight with a fireball. Across the long overhead bridge that leads to the emberlight tower, a master speardwarf notices the butchering and rushes across to help. But halfway across the bridge, and the emberlight is hewn cruelly apart. He stands at the edge of the bridge, watching the mosquito rider fly away...and is crushed as the bridge was finally raised.

I couldn't stand losing two of my best dwarves at once, and immediately save scummed. So sue me. It's been a bad day...
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2163 on: April 19, 2012, 05:36:09 am »

Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.
im not sure, but are you using the document alchemical research reaction at the alchemy lab?



and pan... wow... nice story, and shame on you for save-scumming!
Logged

Glory to United Forenia!

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

Demiurge

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2164 on: April 19, 2012, 06:31:05 am »

Nice story Pan, but yeah you're nothing but a dirty save scummer  :P

I've just moved house and been rather busy overall so not had much time to play but my latest tundra fort is doing well. I'm only in the first year but somehow a polar bear managed to get into the fort without my notice and tore apart my armorer prodigy :( I don't have a militia of any sort yet so I walled it off while it was running down a prospecting tunnel so its secure for now. I'll get it trapped later and see if I can tame it.

For now I'm burning through the stockpile of coal I brought to make some decent armor but it'll be a few years before I can really put a military together.

I just hope its stable. I had to turn off seasonal autosaves because 10,000 years amounts to an almost 300mb save file and it takes ages for it to save.
Logged

vorpal+5

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2165 on: April 19, 2012, 06:45:11 am »

Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.
im not sure, but are you using the document alchemical research reaction at the alchemy lab?



and pan... wow... nice story, and shame on you for save-scumming!

nice story indeed!
I use the slabs, that's no problem, but I would like to move them closer from the alchemical labs, so I need a valid stockpile ... which is?

and q2... can someone remind me how to move from iron to steel? is it as in vanilla DF?


oh and by the way. Let me reiterate that the mod is great! This courtesy done, any plan to use more graphics for monsters? I have bunch of creatures that are only represented by letters in the games, even mundane animals are and I think it detracts from the beauty of the mod.
« Last Edit: April 19, 2012, 11:27:14 am by vorpal+5 »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2166 on: April 19, 2012, 12:12:25 pm »

First of all, beautiful story, Pan. 

Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.
im not sure, but are you using the document alchemical research reaction at the alchemy lab?



and pan... wow... nice story, and shame on you for save-scumming!

nice story indeed!
I use the slabs, that's no problem, but I would like to move them closer from the alchemical labs, so I need a valid stockpile ... which is?

and q2... can someone remind me how to move from iron to steel? is it as in vanilla DF?


oh and by the way. Let me reiterate that the mod is great! This courtesy done, any plan to use more graphics for monsters? I have bunch of creatures that are only represented by letters in the games, even mundane animals are and I think it detracts from the beauty of the mod.

There isn't a stockpile for slabs.  I did this on purpose, to prevent a ridiculous amount of hauling jobs.  You're probably best off building another alchemy lab near your training workshops and using that for documentation (this is what I do).  If you've unlocked everything, you can use a trash compactor as well for slightly faster removal.

I'm focusing right now on this update - which, assuming I can get the shedim to siege me today, is on schedule for tomorrow's release - but this graphics dilemma is definitely my next project.  Ironhand's been very busy lately (he has a big-time internship at Bethesda, if I recall correctly), so my ironclad plan of waiting for him to do it for me seems to have run into the exiled rift warden of real life.  I'll be hitting up this thread for some and probably working on some of my own to try to fill out what's missing.  Fortunately, BradUffner was able to put together a tool that scans the raws and spits out a list of creatures that are missing graphics, so that will make things go a bit more smoothly.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2167 on: April 19, 2012, 01:11:45 pm »

About the animal graphics: I did finish all vanilla creatures, maybe 10 animalmen are missing, but the rest is finished. They are not the greatest, but feel free to use what you like. I can send you the fitting graphics_txt. as well, it is a bit long to post (character limit)


Logged
::: ☼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

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2168 on: April 19, 2012, 01:32:04 pm »

Well it looks like I'll be busy this afternoon, but the graphics might get rolled into this update after all.

Now I just need to play the game until the shedim show up so I can test if their caste/profession graphics are actually working.

Revanchist

  • Bay Watcher
  • Thank you for helping us help you help us all.
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2169 on: April 19, 2012, 02:08:12 pm »

Sorry if this question was asked already (145 is a lot of pages) but I notice the Nephilim are easily the most succesful at land aquisition.  They always outcompete the other civs.  Was this intentional?
Logged
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

People love a happy ending. So every episode, I will explain once again that I don't like people. And then Mal will shoot someone. Someone we like. And their puppy.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2170 on: April 19, 2012, 02:36:50 pm »

Sorry if this question was asked already (145 is a lot of pages) but I notice the Nephilim are easily the most succesful at land aquisition.  They always outcompete the other civs.  Was this intentional?

Some of this has to do with the fact that most of the other races use dark fortress or forest retreat homes, which are still very much a work in progress from Toady's standpoint.  I have considered moving the meowkin over to cities and towns (as that seems to make a bit more sense), but I haven't had time to test and tune the effect on balance that this will have.  Lizardmen are supposed to be xenophobic and tribal, and bog trolls form outposts more so than settlements, whereas voidwalkers genuinely have no interest in land - only in maintaining superior technology.  The shedim were not even supposed to have settlements, but they currently use mountain homes because they needed to use something to work properly - I chose mountain homes so that you can't visit their settlements in adventure mode.

Completely unrelated - my test fortress civilization has a meowkin king.  I might continue that fort after the release just for grins.
« Last Edit: April 19, 2012, 02:52:06 pm by narhiril »
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2171 on: April 19, 2012, 03:19:44 pm »


and q2... can someone remind me how to move from iron to steel? is it as in vanilla DF?


making steel is the same as in vanilla

but here it can be upgraded into damascus steel with a bar of vanadium
it can also be used to produce hadrine (just a note: this is HEAVY)
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 #2172 on: April 19, 2012, 04:16:19 pm »

I spent the last four hours tracking down an issue with the shedim that was causing all of their tissues to be replaced with damascus steel.  Apparently, weird stuff happens if you keep calling the same material templates over and over and over again.  While I was trying to hunt down the error, (the errorlog, of course, was like "lol idk whats wrong") I would remove a caste or two at a time, and I finally figured out that if I removed three or more castes, regardless of which ones I removed, the rest would work fine.

Fortunately, I was able to fix it by removing the repeated caste-level references to the STANDARD_MATERIALS body detail plan, which seemed to put everything back to normal.  Ugh.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2173 on: April 19, 2012, 05:57:22 pm »

Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.
im not sure, but are you using the document alchemical research reaction at the alchemy lab?



and pan... wow... nice story, and shame on you for save-scumming!

nice story indeed!
I use the slabs, that's no problem, but I would like to move them closer from the alchemical labs, so I need a valid stockpile ... which is?

I too, cannot find it. Oh well.

Thanks guys. By the way, I cannot stress how powerful the megalania can be. They can reflect anything up to steel, so goblins got nothing on them. A voidwalker with a voidshard mallet was beating at it, and it just kept on on ragdoll shaking it by the foot till the whole thing damn near came off. Anyway, after savescumming I attempted the siege again. The mosquito leader this time attempted to enter through the roof. A macedwarf was up there, and he and his megalania pet managed to kill and hold down the mosquito and the voidwalker scum until reinforcements arrived. Macedwarf finished the mosquito quite spectacularly, shield bash to the face with left hand, and then iovium mace to the head with right hand. The voidwalker bashed at him with a mallet but it's blocked, then megalania jumped it and tore its muscles here and there in several places by shaking it like a dog would a chew toy.

Managed to win this siege, since I lucked out and there were no annihilators.

So sorry I couldn't help test the shedim, by the way. Just too absorbed in this fortress. Looking forward to the release.  :)
Logged

vorpal+5

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2174 on: April 20, 2012, 01:01:03 am »

Thanks a lot for the near update on graphics!

the corresponding txt file would be well appreciated, unless you put out the new version in the new 24 hours  :D
Logged
Pages: 1 ... 143 144 [145] 146 147 ... 240