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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


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406241 times)

astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2550 on: July 24, 2012, 08:31:28 pm »

i managed to trap some shedim in a drowning pit i made, then went about doing other things while waiting for them to drown...which they never did (i finally obsidianized them). it made me check their raws, and, sure enough, shedim are amphibious. sneaky bastages...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2551 on: July 27, 2012, 08:57:20 pm »

Sup, narhiril?
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Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2552 on: July 27, 2012, 09:21:19 pm »

Shedim can swim?  :o

I consider Shedim to be made of pure evil and I wouldn't put it past them to spontaneously grow wings and fly in to my fort to be honest. A little splishy-splashy time isn't going to stop them!

I think of them as similar to the Tyranids from the Warhammer 40K universe. Not sure if that was mentioned during any previous discussion of Shedim (hell, maybe I said it for all I remember). That said, one of the traits the Tyranids have is the ability to evolve and adapt to overcome whatever situation they throw themselves at, so I wouldn't put it past the Shedim to do the same, lore-wise.

Game-wise would be awesome/impossible to accomplish in the game itself (from my extremely limited knowledge of what Dwarf Fortress, as well as the modding community, is able to achieve at this juncture). Unless there was a way to have a Shedim "spellcaster" that could transform other Shedim, maybe to fill the ranks of the hierarchy when one of the elite units falls. Though once again my lack of DF and modding knowledge may have me spewing insanity. I don't think there'd be a way to keep the "spellcaster" from spamming an army of ah haleels.

You make modding look too easy, narhiril. I started trying to learn myself some of this smartbox computing device raws editing you kids love so much thinking, "Hey, I could probably do a Kingdom of Loathing mod real easy!" Besides the soul-crushing knowledge that I now have to devote even more time to Dwarf Fortress, I also noted that you, Meph, and all the other modders work hella hard to implement a lot of this neat stuff. So I'd just like to thank you all real quick for all the work you do!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2553 on: July 28, 2012, 11:08:47 am »



Meph and I actually met up IRL this past week.  ^_^

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2554 on: July 28, 2012, 06:01:44 pm »

I just had a Legendary Bowyer prodigy migrant arrive... so I told her to make 5 bone crossbows.  She grabbed a stack of horse bones, and cranked out 5 no-quality horse bone crossbows.  In a row.

She allegedly has "good creativity", too.  :o
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2555 on: July 28, 2012, 06:05:25 pm »

To the Colosseum with her!
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2556 on: July 28, 2012, 07:08:42 pm »

Hmmm.....  My carpenter just started making no-quality wheelbarrows as well.  I checked, and she's been blinded by the sand storms.  Probably not a coincidence.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2557 on: July 28, 2012, 07:21:02 pm »

...You sent blind dwarves off to work? To the Colosseum with you! That is what happens to Nobles who don't do their jobs.

**EDIT**

In an unrelated note, I became interested in what god troop is the strongest. What do you guys think? OFF TO THE ARENA!

**********************ULTRA EDIT!!**********************

I have noticed this for a while, but just thought I would report it. Not sure if this is a glitch or not?

As a male adventure Ember light, I noticed that the "Flames of Zorkanankanablasamakun" or whatever was basically five fireballs at once, but when a female uses it, it becomes an attack like dragon fire. Is this intentional?
« Last Edit: July 28, 2012, 07:38:55 pm by Stirk »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2558 on: July 28, 2012, 10:54:55 pm »

...You sent blind dwarves off to work? To the Colosseum with you! That is what happens to Nobles who don't do their jobs.

**EDIT**

In an unrelated note, I became interested in what god troop is the strongest. What do you guys think? OFF TO THE ARENA!

**********************ULTRA EDIT!!**********************

I have noticed this for a while, but just thought I would report it. Not sure if this is a glitch or not?

As a male adventure Ember light, I noticed that the "Flames of Zorkanankanablasamakun" or whatever was basically five fireballs at once, but when a female uses it, it becomes an attack like dragon fire. Is this intentional?

Good catch, this is indeed an error on my part. 

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2559 on: July 29, 2012, 02:52:13 am »



Meph and I actually met up IRL this past week.  ^_^

 :o Cool. I've only ever met one DF player in real life, and I don't really think he counts cuz he got me into it.
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Mobotium

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2560 on: July 29, 2012, 06:18:47 am »

Hum... This has probably been said already, but I recently got a Shedim siege and all of them came mounted in war jaguars and Camels. As soon as they arrived, though, they started murdering the Camels and the war Jaguars (and being murdered) and proceeded to retreat. The siege took a day at most. I believe this is because the Shedim have the "OPPOSED TO LIFE" tag?

/EDIT/: And just after that I got a goblin siege. Fun.
« Last Edit: July 29, 2012, 06:24:24 am by Mobotium »
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2561 on: July 29, 2012, 08:23:56 am »

...You sent blind dwarves off to work? To the Colosseum with you! That is what happens to Nobles who don't do their jobs.

Well, it's not exactly obvious that they're blind.  You must explicitly check for it.  They walk around normally, accept jobs normally, etc.

Out of curiosity, how long does this sandstorm blindness last?  It's... been quite a while now. :(
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2562 on: July 29, 2012, 10:08:05 am »

Quote
Well, it's not exactly obvious that they're blind.  You must explicitly check for it.  They walk around normally, accept jobs normally, etc.

Maybe they are just faking to get disability checks? Just send everyone to the Colosseum, including yourself. That usually fixes all my problems.

Quote
Hum... This has probably been said already, but I recently got a Shedim siege and all of them came mounted in war jaguars and Camels. As soon as they arrived, though, they started murdering the Camels and the war Jaguars (and being murdered) and proceeded to retreat. The siege took a day at most. I believe this is because the Shedim have the "OPPOSED TO LIFE" tag?

Yep. They do that. They take mounts as snacks to eat when they get here, but the weak ones usually get beaten by their own people. Don't worry. The bigger sieges will still wipe you out.

!!EDIT!!

And Armok's power ritual has claimed another life. The one of my doctor. I am starting to think that, maybe, the ritual is not worth it? Small chance of getting something good, large chance of death...
« Last Edit: July 29, 2012, 10:52:47 am by Stirk »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2563 on: July 29, 2012, 11:40:22 am »

Look, Stirk! A pack of shedim are ripping apart a pack of cheetahs and camels who are completely unrelated to them!

That's how I deal with such nonsense. Not perfect, but it works  :P

Sandstorm blindness didn't last too long. It usually wears off after a bit. I notice patches of shimmering sand washed off dwarves sitting by the well. Maybe they wash it off?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2564 on: July 29, 2012, 11:46:55 am »

Then why would they bring them?

I have a better theory. SHedim are actually controlled by someone else, a dark and evil person, much like we control the dwarves. But while we kill of random nobles who make requests, they kill of the peasants. Think about it, since Shedim nobles are usually higher ups, they can't kill them since they are worth to much. So logically they send them to a well defended fortress with a pack of betraying animals. Armok is then pleased for the lack of noble blood.

~~~~I LOVE EDITS~~~~

A Shedim invasion attacked my fortress in the second year. I was of course expecting a few scouts, but I was not prepared for what did happen. A Shedim Ah tel showed up with a few ranged support units and the scouts I was expecting, which could have killed me if I was unlucky. I put my marksdwarves, brave and well armed, but green, on the hole leading to the rest of the fortress. They held there, shooting down several of the weaker enemies, but half of them got shot down by the enemies ranged units. They bravely held out while the enemy rushed toward the incomplete cage trap pit I was making. Fortunately the Ah tel was captured here. I now have a captured Ah tel, what do you guys think I should do with it?

No, I have two strong ones. A destroyer and a blade arm. I built a little Colosseum just for them, and hope to pit them against enemies I find in the future. The others I might just execute by firing squad to train the new troops, since all the old ones got wiped out. I am thinking hooking up the cage to a lever, putting it behind a fortification, and having my men take shots at it. I am just going to capture the enemies in the cage trap and throw them in with the stronger ones, still, of course. Personally I am hoping that I can capture some Shedim from a separate siege and have a clash of the titans, maybe a forgotten beast or something similar.

The destroyer got out, do to a mistake in my part in the Colosseum design, and set the fortress to evacuate so he could be captured again. One of my soldiers stayed back with a cougar that was being attacked, and shot him in the back breaking his spine. The cougar continued to attack, and while all it's attacks bounced off, the enemy died. Aww.

$$$$QUESTION EDIT$$$$

Does anyone know how to get torchbearer gargoyles now? They are not at the shrine of victory, as the reference sheet says...
« Last Edit: July 29, 2012, 05:17:18 pm by Stirk »
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.
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