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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 406209 times)

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2610 on: August 23, 2012, 02:11:07 pm »

I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2611 on: August 23, 2012, 02:54:08 pm »

I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.

For technical reasons, the material of LFR's upgraded crossbows has to be determined by the bayonet, so even a wooden crossbow can be used in production to the same effect.  I'll admit that this makes bowyers only marginally less useless, though.  Unfortunately, bowyer artifacts are always going to be made of wood or bone (I have no control over this), and I am a bit limited in what I can do to the existing reactions, as their raws are generated from the entity file and can't be directly modified.  I could remove them from the permitted weapons lis and add them through custom reactions, but this causes some other problems with migrants, etc.

That being said, I have no objections to moving the creation reactions for upgraded crossbows and dart launchers from weaponsmithing skill over to bowyer, if that's what the general consensus is.  This is something I could change in a matter of seconds. 

Arkenor

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2612 on: August 23, 2012, 05:53:35 pm »

I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.

That being said, I have no objections to moving the creation reactions for upgraded crossbows and dart launchers from weaponsmithing skill over to bowyer, if that's what the general consensus is.  This is something I could change in a matter of seconds.

That sounds great to me! How about the javelins themselves, or are they best left in the hands of the smelters?
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2613 on: August 23, 2012, 07:36:58 pm »

Quote
I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option.
Impossible.
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73

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2614 on: August 23, 2012, 11:06:10 pm »

I'm playing a new game after a break of several months, and this is my first time dealing with the shedim, and I think I've found a bug. Not sure if it's already been reported, since I didn't read back in the thread, but...

Basically, I just got sieged by the shedim. I see the 'vile force of darkness' message, and close all my gates and call out the archers. Once they're ready, I go to look for the shedim... and find that they're all killing each other, and the combat logs are filled with them ripping each other to shreds for quite some time. Shortly thereafter, they retreat, having defeated themselves.

What I think happened is that they had a loyalty cascade. This is because there are some named war leopards mentioned in the logs, who are now all dead, having been killed by the shedim. As no other war leopards existed on the map before the invasion, I'm assuming that the shedim brought them as war animals, and I just didn't notice them when the invasion first started. I think the shedim then killed their war leopards due to being opposed to life, causing them to attack each other. I suspect they need to be stopped from bringing war animals somehow.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2615 on: August 24, 2012, 10:11:54 am »

I'm playing a new game after a break of several months, and this is my first time dealing with the shedim, and I think I've found a bug. Not sure if it's already been reported, since I didn't read back in the thread, but...

Basically, I just got sieged by the shedim. I see the 'vile force of darkness' message, and close all my gates and call out the archers. Once they're ready, I go to look for the shedim... and find that they're all killing each other, and the combat logs are filled with them ripping each other to shreds for quite some time. Shortly thereafter, they retreat, having defeated themselves.

What I think happened is that they had a loyalty cascade. This is because there are some named war leopards mentioned in the logs, who are now all dead, having been killed by the shedim. As no other war leopards existed on the map before the invasion, I'm assuming that the shedim brought them as war animals, and I just didn't notice them when the invasion first started. I think the shedim then killed their war leopards due to being opposed to life, causing them to attack each other. I suspect they need to be stopped from bringing war animals somehow.

Yeah, unfortunately that's a hardcoded behavior.  :\

Arkenor

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2616 on: August 24, 2012, 08:02:45 pm »

I'd been wondering why I had so few blocks. I think the foundry is only giving one block per stone. Maybe that's an intended trade-off for being able to choose your block, but maybe it's a throwback to before the mason workshop started doing 4 for 1?

edit: Actually, no. I think I was talking nonsense, and just don't know how to read the files properly.

edit: Bah, no, I was right the first time. Got myself in a muddle with my mason workshop producing the right block at just the right moment to fill me with doubt!
« Last Edit: August 24, 2012, 08:28:22 pm by Arkenor »
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2617 on: August 25, 2012, 08:32:46 am »

The foundry is definitely a throwback to the pre-0.34.08 versions, without stockpiles linking to workshops.  You can achieve the same result that the foundry was designed for by building a single-stone-type stockpile next to (or around) a mason's shop, and linking the two together.

In fact, I highly recommend removing the foundry altogether from your raws before worldgen.  By doing so, you undo the "all foundry stone types are marked as economic" bug, and you don't lose any functionality.

While we're on the issue of stone, is the alchemist experiment still supposed to cost 10 stones?  That's a huge price now (equivalent to 40 stones worth of raw material in 0.34.07).  I understand it was intended to "get rid of unwanted stones" back in the older versions, but now you have to do a bunch of extra mining just to get enough stones for it.
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ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2618 on: August 25, 2012, 03:28:20 pm »

OK, i have a lot of questions that i am way too lazy to look through 175 pages for. first, is hadrine > adamantium? also is kexels > adamantium? and are the glowy blades and ancient vanguard hammers better then adamantine of the same class?

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2619 on: August 25, 2012, 03:38:35 pm »

Cotton candy is still god, as far as I know. Hadrine is heavier and protects less, but you can make it instead of having to risk candy. The blades are defiantly weaker then candy, but since it is so light the hammers are probably better then candy hammers.
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Ultimuh

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2620 on: August 27, 2012, 05:43:56 am »

I have discovered that my dwarves loves Meowkin meat.
Messing with entities brings so much FUN.  :P

Not that I have anything against Meowkins, but their caravans kind of blocked the route to my only trading post.
So i had to pull the lever to one of my bridges.

Next time, I'll make the hallways leading to the trading post wider.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2621 on: August 27, 2012, 11:22:17 am »

Hadrine hammers are exceptionally effective, due to hadrine's high weight and strength.  The only source of these weapons is finding them as vanguard artifacts.

Someone mentioned rift warden's essence, which is actually stronger than adamantium, but good luck ever getting it at this point.  There are plans to introduce a more user-dependent way to acquire this metal so that it becomes something more than a theoretical material.  The only way to get this metal right now is to melt down the drops of exiled rift wardens, and since those are both rare and extraordinarily difficult to kill, getting enough of them to create any usable quantity of it is all but impossible right now.

There will be another way in the future to get a hold of this metal, but it doesn't exist yet primarily because the lore for it isn't quite done yet.  However, don't expect it to ever render adamantine obsolete - most well-established fortresses will be lucky to ever forge a single piece of rift warden essence gear.  This is tier 5+ ritual stuff, so don't worry about it right now, it's not even close to happening yet.

What IS close to happening is about 80% of the planned mechanical constructs.  Right now, I'm working on mithril scarabs and graphics for slimers and tarantulas.


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« Last Edit: August 27, 2012, 12:27:23 pm by narhiril »
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Arkenor

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2622 on: August 28, 2012, 01:10:35 am »

That sounds brilliant. I can't wait to unleash those on my foes!

Oh, that's a thought. I have necromancer issues, usually, due to my insistance on moving in next to towers. Are these mechanical marvels immune to getting raised as zombies?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2623 on: August 28, 2012, 03:02:03 pm »

That sounds brilliant. I can't wait to unleash those on my foes!

Oh, that's a thought. I have necromancer issues, usually, due to my insistance on moving in next to towers. Are these mechanical marvels immune to getting raised as zombies?


Yes.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2624 on: August 29, 2012, 05:41:38 pm »

Now that we have a mechanic for it, will we be able to bless pets like we bless dwarves? It would be kind of cool to get a Cerberus of Zormok or a lightning rat or a a Emperion + Carbuncle or a cow that be milked for beer. Endless possibilities, will we be seeing any more pet blessing in the future?
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