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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 ... 167 168 [169] 170 171 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406235 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2520 on: July 12, 2012, 06:43:37 pm »

Quote
...Yeah, I know, I just claimed that my 22x22 workshop "wasn't lavish enough," but hopefully you'll agree with me when you see the new design (coming up later - it's 30x25).

Pushing boundaries ;) I am curious what kind of materials you will request for this. I always liked the idea of a "Sid Meiers Civilization" style worldwonder building (do I make sense ?) that uses max building size and takes years to construct, but never really found a use for it, other then very specialised decoration ;)

Personal Note: I am in Oklahoma City by now, if I know an arrival time for St.Louis I will let you know. I probably stay 2-3 nights there anyway, so no worries about exact timing.
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Roses

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2521 on: July 12, 2012, 08:38:32 pm »

What is the max building size?
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2522 on: July 12, 2012, 08:52:35 pm »

32*32
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2523 on: July 12, 2012, 08:54:19 pm »

But of course it could require several buildings, witch could be put next to each other if they don't block anything...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2524 on: July 12, 2012, 08:57:24 pm »

Nice! Looking forward to all of the above, especially mechanical constructs.  :D
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Hugo_The_Dwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2525 on: July 12, 2012, 09:05:31 pm »

32*32
Well I'm sure you could go bigger, but the nifty utility for making WS only goes to 32*32 lol
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KingFerret

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2526 on: July 13, 2012, 05:24:18 am »

Just a warning - don't use Tempests at close range under any circumstances. Very bad idea...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2527 on: July 13, 2012, 07:14:57 am »

Just a warning - don't use Tempests at close range under any circumstances. Very bad idea...

They die?
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KingFerret

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2528 on: July 13, 2012, 07:16:22 am »

Yes. Admittedly, they were only armed and armoured in iron gear, however I did have eight of them. They were completely slaughtered by a forgotten beast  :'(
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2529 on: July 13, 2012, 08:36:51 am »

Eight? Rich :D They get really fragile after time, since they constantly degrade cuz of the damage the electricity does to them. Etc etc interesting manual stuff.

What mechanical constructs are you working on now, Narhiril?
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KingFerret

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2530 on: July 13, 2012, 11:17:59 am »

Yes, I embarked on a volcano with no sedimentary layers. As soon as I hit stone I was up to my ears in gold and obviously the magma from the volcano was free easy-to-access fuel.

Anyway, I was just thinking about the Temple of the Orphan. Erm, this may be a stupid suggestion, but all of the other temples require multiple difficult-to-get reagents. What I mean is that the reaction only takes gold bars, whereas the other *super priests* require multiple reagents. Maybe the Tempest might require gold and something...? It just seems to me that the Tempests are a little easy to get (compared to the others, particularly the emberlight and the wavebreaker.

Just thought I'd mention it. Maybe it was an oversight, maybe it was a design choice, or maybe I am just wrong :P
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Mithril Leaf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2531 on: July 14, 2012, 10:42:07 am »

Never mind, turns out quality modifiers don't show up until you have a bookkeeper.  ???
« Last Edit: July 14, 2012, 10:51:13 am by Mithril Leaf »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2532 on: July 15, 2012, 08:56:40 pm »

Yes, I embarked on a volcano with no sedimentary layers. As soon as I hit stone I was up to my ears in gold and obviously the magma from the volcano was free easy-to-access fuel.

Anyway, I was just thinking about the Temple of the Orphan. Erm, this may be a stupid suggestion, but all of the other temples require multiple difficult-to-get reagents. What I mean is that the reaction only takes gold bars, whereas the other *super priests* require multiple reagents. Maybe the Tempest might require gold and something...? It just seems to me that the Tempests are a little easy to get (compared to the others, particularly the emberlight and the wavebreaker.

Just thought I'd mention it. Maybe it was an oversight, maybe it was a design choice, or maybe I am just wrong :P

It's still a work in progress regarding all of the costs.  I tend to lowball them at first to get people familiar with the new features then work on the balancing act.  I'll definitely be doing more playtesting and bearing your feedback in mind for future balance tweaks.

astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2533 on: July 16, 2012, 06:41:25 pm »

narhiril, i really want to thank you for the added effort you put in on making all of those fire-immune and temp-immune templates, instead of just the ones you needed immediately. they've helped a ton with two of the entirely too many spiders i've designed. especially the silk templates. one spider lives in and around the magma sea, the other in glaciers. i'm...sort of a silk addict, i suppose
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ciadude2

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2534 on: July 18, 2012, 02:38:15 am »

So maybe I did something to muck it up but I dunno... Anyway, my problem is that the new minerals, creatures, etc. all work for me, but the buildings don't. Like, I can't build alchemy labs, foundries, etc. and I don't know why.

I installed by downloading the newest version, and the mods I'm using are this one, Fortress Defense, and Phoebus's graphics.

The only raws I changed were for getting rid of trap avoid in certain creatures from Fortress Defense, and removing aquifers. Not sure why that would effect the buildings from LFR.

Other than that... the mod works smoothly for me.
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