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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 404043 times)

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2235 on: April 24, 2012, 03:53:56 am »


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

Have you SEEN the temples? Those things are HUGE!
Also some of the higher tech building need some space...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2236 on: April 24, 2012, 03:55:43 am »

will there ever be a addition of engines space planets and plasma weapons?

Probably not. But I guess your questions on this subject is already being answered on the other thread you made.

What I meat with the paragons were why they were not reserved a spot in the manual like the radiant priests and the shadowstalkers. But then again, neither were the lacerators and assorted other previously mentioned religious creatures. Not a big deal, anyway.

I love javelin throwers. They tear apart the enemy. A good marskdwarf one-shot two lizardmen in a row, blowing one's lower body, then shooting off another's head. Then he proceeded to rip apart a megalania. But you need skilled marksdwarves and good quality throwers, or they will just miss and waste those expensive ass javelins.

Idea. How about letting Zephyrs able to temporarily stop a flying creature from flying, causing it to crash? I see no way this can go wrong. Also, their vortexes of air sometimes gets dropped as an item (called 'vortex of air'), which then gets lugged to a food stockpile.

By the way, can zephyrs cast the headwind, tail wind spells through fortifications?
« Last Edit: April 24, 2012, 09:30:52 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2237 on: April 24, 2012, 12:46:51 pm »


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

Have you SEEN the temples? Those things are HUGE!
Also some of the higher tech building need some space...


To be fair, some of the older workshops in the mod (advanced mechanics workshop and obstacle course in particular) could use some touch-up work.  However, I feel like the newer ones are pretty damn cool.  I'm particularly happy with the orrery, advanced alchemy lab, and temples.

will there ever be a addition of engines space planets and plasma weapons?

Probably not. But I guess your questions on this subject is already being answered on the other thread you made.

What I meat with the paragons were why they were not reserved a spot in the manual like the radiant priests and the shadowstalkers. But then again, neither were the lacerators and assorted other previously mentioned religious creatures. Not a big deal, anyway.


Idea. How about letting Zephyrs able to temporarily stop a flying creature from flying, causing it to crash? I see no way this can go wrong. Also, their vortexes of air sometimes gets dropped as an item (called 'vortex of air'), which then gets lugged to a food stockpile.

By the way, can zephyrs cast the headwind, tail wind spells through fortifications?

A good idea, a bug, and yes.  Headwind and tailwind do not have text associated with them, so it can sometimes be hard to tell, but I determined that this was better than the alternative (seeing nothing in your combat log but headwind/tailwind).

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2238 on: April 24, 2012, 01:47:30 pm »

just  FYI for everyone im going to be making a mod that makes the voidwalkers a playable race, kind of a sub mod for legends of forlorn realms, when i upload should I only upload the void entitys buildings custom and the reactions custom files? or can i release the whole of the legends of forlorn realms pre packaged with my mod?
just i thought it would be better to tell you about this narhiril before i do release it, implanning to release it either end of this week or end of nxt week.
BTW the voidwalkers will be LORE COMPATABLE, everything i will add for them will be baised on the lore and what i think of it.
also i WILL give credit to narhiril, i don't belive in pleagarism *not sure how to spell it*.
thank you for making this awesome mod narhiril, without you i could not do what im doing now :D.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2239 on: April 24, 2012, 02:34:50 pm »

just  FYI for everyone im going to be making a mod that makes the voidwalkers a playable race, kind of a sub mod for legends of forlorn realms, when i upload should I only upload the void entitys buildings custom and the reactions custom files? or can i release the whole of the legends of forlorn realms pre packaged with my mod?
just i thought it would be better to tell you about this narhiril before i do release it, implanning to release it either end of this week or end of nxt week.
BTW the voidwalkers will be LORE COMPATABLE, everything i will add for them will be baised on the lore and what i think of it.
also i WILL give credit to narhiril, i don't belive in pleagarism *not sure how to spell it*.
thank you for making this awesome mod narhiril, without you i could not do what im doing now :D.

I would appreciate if you only uploaded the associated files.  I look forward to seeing the results.  ;)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2240 on: April 24, 2012, 06:21:42 pm »

Yes, voidwalkers are quite the interesting race, no?

Making my crippled grand champion a wavebreaker was a very bad idea. Instead of hacking apart his enemies with his voidshard battleaxe, he stands behind and fires chunks of ice at the voidwalkers. Without my champion supporting and killing everyone for them, the other dwarves are hard pressed. Even my grand champions were cut down.

Any other plans for upgraded weapons, narhiril? I do recall you mentioning mechanized javelin throwers packed with knife and throwable weapons. And what is this energy pack thing that is listed in the stockpiles and arena testing, but cannot be made in dwarf mode?
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2241 on: April 24, 2012, 06:33:10 pm »

do you mean the "material"-strength field barrier pack? it can be made, just have some fun with the higher tiers of the tech tree (remember: risk reward and all of that)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2242 on: April 24, 2012, 06:36:30 pm »

Yes, voidwalkers are quite the interesting race, no?

Making my crippled grand champion a wavebreaker was a very bad idea. Instead of hacking apart his enemies with his voidshard battleaxe, he stands behind and fires chunks of ice at the voidwalkers. Without my champion supporting and killing everyone for them, the other dwarves are hard pressed. Even my grand champions were cut down.

Any other plans for upgraded weapons, narhiril? I do recall you mentioning mechanized javelin throwers packed with knife and throwable weapons. And what is this energy pack thing that is listed in the stockpiles and arena testing, but cannot be made in dwarf mode?

I actually tested throwing weapons the other day, but they had some pretty serious negative consequences.  They break the "individual choice, melee" command (as expected), but they also break woodcutter and miner item assignments.  I'll have to look into this a bit more.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2243 on: April 24, 2012, 11:01:50 pm »

Where can I find mountain hearts? What kind of stone? What layer?

Narhiril, what would the next update be consisting of? More mechanical tiers, or more ritual units? Or more interesting creatures?

Speaking of interesting creatures, do humans, meowkin, dwarves settle in savage mountains? I'm hoping they could bring along these newfangled cannon beetles, since my recent mountain biome contained none.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2244 on: April 24, 2012, 11:36:08 pm »

Where can I find mountain hearts? What kind of stone? What layer?

Narhiril, what would the next update be consisting of? More mechanical tiers, or more ritual units? Or more interesting creatures?

Speaking of interesting creatures, do humans, meowkin, dwarves settle in savage mountains? I'm hoping they could bring along these newfangled cannon beetles, since my recent mountain biome contained none.

Mountain hearts are found in raw mithril deposits.  Obviously, those are fairly rare, so they can also be obtained from the "prayer for ritual gems" at the Temple of the Orphan.

I'll get back to you on the other points once I get some sleep and can give some more complete answers.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2245 on: April 25, 2012, 12:21:39 am »

Where can I find mountain hearts? What kind of stone? What layer?


I've almost always been able to order them through the dwarven caravan.  Pricey, but they're usually there.  If you're doing a new embark and haven't spent any points yet, you could probably even start with one.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2246 on: April 25, 2012, 01:31:51 am »

I thought you needed them rough? You could only order them in dwarven caravans cut?
« Last Edit: April 25, 2012, 01:33:59 am by Pan »
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2247 on: April 25, 2012, 01:41:38 am »

ermn im having a bit of troble with the void walkers, they seem to have no type of civilian pants, so they not happy, same situation for shoes...
any guesses what i should do also this is my first mod ever. :'(
so far i have renamed all of the voidwalkers naobles and made them acessable.
added 2 buildings
allowed them to make voidshards.
all void walker weapons craftable *buggy atm fixing it right now*
« Last Edit: April 25, 2012, 01:44:18 am by fire1666 »
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2248 on: April 25, 2012, 01:56:38 am »

Spoiler (click to show/hide)
when i ask my voidwalker to make any weapons they make a random weapon can someone help?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2249 on: April 25, 2012, 11:29:11 am »

Spoiler (click to show/hide)
when i ask my voidwalker to make any weapons they make a random weapon can someone help?

Your product lines have an extra argument in them.


 [PRODUCT:100:1:WEAPON:ITEM_WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]

...should be...

 [PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
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