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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 404048 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2220 on: April 22, 2012, 08:37:02 am »

Hm, interesting. How can we increase sightings of underground tribes, by the way?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2221 on: April 22, 2012, 11:42:56 am »

We could have vanguard, but personally I think that that would ruin their lore. They are the first civilization, a highly advanced civilization that dissipated, leaving behind ruins and a mysterious history. Making them still alive would kind of ruin that (Dadadush).

But last time I read the lore there is meant to be an underground civilization that uses vanguards tech. But since you can't build farms underground, they all starve, until the mod maker finds a walk around. I think that would be a better solution, it still allows the vanguards to be the vanguard race, but it would bring in the tech you want.
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2222 on: April 23, 2012, 04:20:51 am »

I hope Toady gets around to simulating the underground civilizations soon. Back when he had trouble with underground highways for Dwarf civs he just gave up on the whole idea but it'd be cool if he decided to take it up again.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2223 on: April 23, 2012, 04:40:25 am »

I have not tried **yet* the new versions, but still, I have questions!

1. Is it compatible with old save, I don't want to abandon my fort

2. I'm intrigued by reference to evil biome swamp reaction. What is that? Is Narhiril capable of adding reactions specifics to a biome? Awesomeness has a name then! ;)

3. Rakashas? I want to know more... Not a civ it seems, so what?

4. Is manual well updated with tiers IV novelties etc.? Never forget the hords of mindless players like me that need easy to understand piece of infos! ;)
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2224 on: April 23, 2012, 04:48:52 am »

Is it normal for the Shedim to vastly overpopulate the world compared to other races? All the races in my world hover between 35-50k but the Shedim are 110k.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2225 on: April 23, 2012, 05:07:46 am »

We could have vanguard, but personally I think that that would ruin their lore. They are the first civilization, a highly advanced civilization that dissipated, leaving behind ruins and a mysterious history. Making them still alive would kind of ruin that (Dadadush).

But last time I read the lore there is meant to be an underground civilization that uses vanguards tech. But since you can't build farms underground, they all starve, until the mod maker finds a walk around. I think that would be a better solution, it still allows the vanguards to be the vanguard race, but it would bring in the tech you want.

Yea, you have a point.


Quote
I have not tried **yet* the new versions, but still, I have questions!

1. Is it compatible with old save, I don't want to abandon my fort

2. I'm intrigued by reference to evil biome swamp reaction. What is that? Is Narhiril capable of adding reactions specifics to a biome? Awesomeness has a name then! ;)

3. Rakashas? I want to know more... Not a civ it seems, so what?

4. Is manual well updated with tiers IV novelties etc.? Never forget the hords of mindless players like me that need easy to understand piece of infos! ;)

1. No... That's why I'm still playing my old fortress, waiting for it to die before playing the new fortresses.

2. Yes. Aw yeah!

3. Not a civ. Wandering animal men, if I had to guess.

4. I believe so.

You know, with a new version, I was anticipating some discussion. But then again, I myself is still trying to finish off my old fortress first before touching the new version.

Is there a way for the paragon temple to also allow healing for a dwarf? A reaction that gives them a new body? With combat now, the continuous sieges will eventually make sure all your dwarves have severed motor nerves, severed limbs and such. Statistics dictates so. And even then, dwarves with no useless limbs still get infections. :( Eventually, you will be overwhelmed. While I do like that (losing is fun!), I do think a expensive reaction that can give a dwarf a new body (restore limbs, remove infections) will be much appreciated by people here. Is it possible? And if so, will you be interested in this, Narhiril?
« Last Edit: April 23, 2012, 05:41:03 am by Pan »
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2226 on: April 23, 2012, 07:51:40 am »

I can't really discuss much the new features, I'm still rather 'low level' in my fortress, so tiers IV is as distant from me as the colonization of an exoplanet is for mankind (yes this fascinate me).

I'll leave to the veterans there the fine points of discussing with mistress Narhiril if the novelties work well and if they are not bugged. Still fighting zombies with tiers I/II stuff there... I should have probably not played in an evil biome though, but then I want challenge.

As for non compatibility, in which way? :) I mean if I don't get Rakashas I don't mind, but I would have liked to get the tiers IV stuff, this won't be in if I upgrade?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2227 on: April 23, 2012, 09:39:10 am »

Well, I don't think any of the new workshops and associated reactions in them will be carried over. And that's the meat of the update anyway. The little things that could work without world regen is the changed zinger anatomy and... Pretty much it I guess. I know the feel bro. But then again, my fortress just burned down from Zalkor's flames. So it's off to the new version!

I seriously hate it when emberlights fuck it all up. And they take so much resources to make, too.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2228 on: April 23, 2012, 11:59:02 am »

I hope Toady gets around to simulating the underground civilizations soon. Back when he had trouble with underground highways for Dwarf civs he just gave up on the whole idea but it'd be cool if he decided to take it up again.

If he did this, I would destroy the shrine to him that is currently sitting in my closet and upgrade it to a temple.

Well, I don't think any of the new workshops and associated reactions in them will be carried over. And that's the meat of the update anyway. The little things that could work without world regen is the changed zinger anatomy and... Pretty much it I guess. I know the feel bro. But then again, my fortress just burned down from Zalkor's flames. So it's off to the new version!

I seriously hate it when emberlights fuck it all up. And they take so much resources to make, too.

I'm actually not quite happy with emberlights right now from a cost-benefit standpoint.  The idea behind requiring so many resources was because emberlights were coming from a technically "tier two" ritual hybrid building, so they were going to be the first units available.  However, when I ended up turning the ritual tree into more of an investment choice-based progression rather than a linear one, that became kind of a moot point.  Right now, emberlights require some ridiculous number of reagents in addition to a tech advancement to unlock, whereas things like tempests are a lot more straightforward.  I can tell that they need some tweaking because I'm even just kind of ignoring the Temple of Fire during testing.  I'm thinking it might be time for a radical cost readjustment - something along the lines of two iron bars, two ash, and two logs.

That being said, it's an immense amount of fun to build a "lava maze" and force your enemy to walk through it while fighting emberlights.  Because they're not the sharpest knives in the drawer, enemies end up dodging into magma, while emberlights who do the same can just climb back out.  Just make sure you watch out for voidwalkers when you do this, as that can get ugly in a hurry...

--

On a somewhat unrelated note, I think I've got a much better structure for the training workshop and tier two advancement portion of the tech tree.  Training workshops will no longer produce slabs of accreditation in the next update - instead, I'm switching them over to harmless boiling stones.  This should both reduce clutter and reduce the spam in your announcement log due to masterwork slabs being produced.

Obviously, with the removal of slabs, documentation needs some revision as well.  What I was planning to do was to give alchemical and transmutation experiments a 100% product called something along the lines of "experiment results."  These items would then be used for the documentation reaction, which would be re-named "evaluate experimental findings" or something like that to produce the same products it does now.  Obviously the ratio will be adjusted - I won't make you do ten experiments for every research attempt.  I was thinking more along the lines of one or two.  I may even feel like pushing to make this change the bulk of the 0.18b update, since I feel like this is a better system, overall, from both a lore and functionality standpoint.  But more on that as it starts to come together.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2229 on: April 23, 2012, 12:08:25 pm »

kk thx on the feed back guys, but i think i should elaborate on what i ment...
if its possible to script, when you find some ruins there is a chance you breakinto a chamber with *slumbering* or inanimate* vanguard's, if you remove ANY treasure or items from the room they *reanimate* or *awaken*, they will then procede to attack you as soon as they see you dwarfs.
i hope that cleared up what i ment :D
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2230 on: April 23, 2012, 05:54:52 pm »

Meh, I'm actually ok with emberlights the way they are. Really. I was merely being careless. I think the new cost you suggest is way too cheap. I might as well emberlight everyone.

By the way, what are radiant priests and night stalkers? These are planned, but what's the general idea for them? Also, I thought there would be paragons of Visthels, but the ritual reference did not leave an empty space for it.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2231 on: April 23, 2012, 09:15:00 pm »

paragons weren't in this update, tempests were


on a slightly interesting note i found a nephillim civilization that has an Aatxe in a position of authority; it's only a consul though...
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azrael300

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2232 on: April 23, 2012, 10:06:58 pm »

will there ever be a addition of engines space planets and plasma weapons?
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Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.
quote above is by yuriruler90

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2233 on: April 24, 2012, 03:27:56 am »

Be serious! ;)

Ok, I have a new proposal Narhiril... This is to work on how the various workshops are shown. I think they can be better, more original, cooler, etc.

See what is for me top notch skill for imaginative workshop display... What Deon is doing for his post apoc mod... This is quite awesome. Size, shape, color, everything change...

Don't restrict yourself to 3x3 tiles... Introduce symetry in your workshop so they can be readily recognizable. Dare add big workshops, so you can play with more tiles and color!! Unleash the power in you  :P

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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2234 on: April 24, 2012, 03:33:57 am »

I hope Toady gets around to simulating the underground civilizations soon. Back when he had trouble with underground highways for Dwarf civs he just gave up on the whole idea but it'd be cool if he decided to take it up again.

If he did this, I would destroy the shrine to him that is currently sitting in my closet and upgrade it to a temple.

Did you make the totem out of kitten skulls?
« Last Edit: April 24, 2012, 03:37:04 am by Demiurge »
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