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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 406122 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2715 on: October 31, 2012, 09:32:25 am »

It does generate flux stone, but the site finder cant find it. It just wont show at the embark screen, but it is there.
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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 #2716 on: October 31, 2012, 09:33:21 am »

So my first artifact in my first fort in a while was "Topspies (Top Spies or Tops Pies? I like either option) the Lovely Lens, an advanced birchen bayonet dart launcher, adorned with hanging rings of birch and decorated with the image of our king ascending to the throne in Year 1. He is also a vampire.

How good is an advanced bayonet dart launcher? I've had probably about zero experience with dart launchers.

Oh, and our second artifact was an iron crossbow with an image of some nephilim prostrating themselves before another dwarf as he proclaimed lordship over their hamlet or whatever. I don't delve into Legends much, so is that land grabbing, or just victory over the wing noobs?
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Tarkanos

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2717 on: October 31, 2012, 09:44:55 am »

It does generate flux stone, but the site finder cant find it. It just wont show at the embark screen, but it is there.
I thought that might be the other answer, but it seemed less likely. Thanks!
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2718 on: October 31, 2012, 10:52:24 am »

So my first artifact in my first fort in a while was "Topspies (Top Spies or Tops Pies? I like either option) the Lovely Lens, an advanced birchen bayonet dart launcher, adorned with hanging rings of birch and decorated with the image of our king ascending to the throne in Year 1. He is also a vampire.

How good is an advanced bayonet dart launcher? I've had probably about zero experience with dart launchers.

Oh, and our second artifact was an iron crossbow with an image of some nephilim prostrating themselves before another dwarf as he proclaimed lordship over their hamlet or whatever. I don't delve into Legends much, so is that land grabbing, or just victory over the wing noobs?

Dart launchers are apparently railguns lore-wise, I'm pretty sure that translates to "pretty damn powerful".
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2719 on: October 31, 2012, 03:55:25 pm »

Quote
Dart launchers are apparently railguns lore-wise, I'm pretty sure that translates to "pretty damn powerful".

MAGNETIC dart launchers are railguns. Dart launchers with a bayonet are still dart launchers. This is an advanced dart launchers, so it is a railgun with a bayonet.

They are pretty good, assuming you can make magnetic darts. They are basically a crossbow with smaller ammo and a higher clip rate, so the dwarves can take more.

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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2720 on: October 31, 2012, 04:09:29 pm »

Aren't all dart launchers magnetic? Bayonet dart launchers being magnetic dart launchers that had a bayonet attached. I may be remembering wrong.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2721 on: October 31, 2012, 04:18:21 pm »

Awesome. And another quick question, but this one's more about general mechanics. Am I able to move a cage containing a prisoner without releasing it? I've tried moving some Animal Men and a few wild badgers to the Depot to see if I could offer them up in trade, but I wound up releasing the lot of them accidentally. Same thing happened in a previous fort, but with a few Shedim instead. I've wanted to set up an arena, but these events have pushed me off of it until I figure out a work-around or how to actually do it.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2722 on: October 31, 2012, 04:20:36 pm »

You can move cages and build them with the animals inside without a problem, but if you try to sell them at the depot the creature will always be released. To move the cages, just use animal stockpiles
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2723 on: October 31, 2012, 04:30:15 pm »

Is there a reason why glistening voidshard isn't magma-safe, balance or lore-wise?
Spoiler (click to show/hide)
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2724 on: October 31, 2012, 05:01:38 pm »

Quote
Aren't all dart launchers magnetic? Bayonet dart launchers being magnetic dart launchers that had a bayonet attached. I may be remembering wrong.

No. Most are blown, like the one normal underground creatures have. The advanced ones use magnets.

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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2725 on: October 31, 2012, 07:50:56 pm »

All dart launcher are magnetic. Blowguns are blown ^^ small difference
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2726 on: November 02, 2012, 11:14:31 am »

Hi guys i had an idea.
about the voidwalkermod i had plans for BUT i also had ideas for a Shade race.
I have a few plans from there race but i think i could swap them over for the Voidwalkers, let me know if these are good ideas...
Note this was directed a guy whos name on the forum comprised of Toxic (Toxicshadow)
Hi there toxic i had some ideas for buildings for the shades, i can think of some reactions for them too if you want, the names and the requirements to build can be changed if nessasary but i think there fairly good.

1: Shadowy compressor ( MASONRY to build 4 worthless stone and 4 stone mechanisms) basicly creates slade from normal stone's, but can also make slade blocks from those slade stones, can produce slade anvils from slade blocks(2 slade blocks needed), and slade altars from slade blocks (4 slade blocks needed)

2: Darkened slade heater (ARCATECT AND FURNACE OPPERATOR to build 8 slade blocks 8 stone mechanisms) Supper heats the slade blocks into slade supper heated fragments, provides fuel (12 slade fuel from 1 block :D)

3: Darkend Weaponry (WEAPONSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues and 1 slade anvil) produces the shade's weapon's of war from Zakarnite (see 6: for how to produce this metal)(NO INCLUDING RANGED WEAPONS) they should have at least 1 or 2 melee weapons of each type so 2 blunt weapons (hammers maces ect) 2 bladed weapons (swords axes ect) and 2 peirce weapons (spears halbards ect)

4: Darkend fletchary (CROSSBOWMAKING [i think thats the skill] to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 weapon rack) produces the shades ranged weapons of war at least 2 types (preferable a crossbow and a type of darkness crossbow or normal bow like weapon [more on darkness later ill make seperate post for that ;-)] the darkness bow/cross bow should be FAR more powerful then a normal crossbow or bow) can also produce ammuniton from slade and can even fashion slade quivers from slade blocks

5: Darkend armoury (ARMOURSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 slade anvil and 1 armour rack) produces the shades protective armour from Zakarnite (see 6: for how to produce this metal) full plate armour, shields ect.

6: Zakarnite fabricator (ALCHEMY to build 8 slade blocks 12 stone mechanisms 8 statues 1 slade altar) The Shades have learnd a way of turning the "inferior" metals of this world into a very powerful metal called Zakarnite, Zakarnite is about 1.5 times better then steel in all ways, but is harder to produce,(hard part... making reactions to throw metal bars into the altar for a chance of Zakarnite[copy paste city]).
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2727 on: November 02, 2012, 11:17:52 am »

Hi guys i had an idea.
about the voidwalkermod i had plans for BUT i also had ideas for a Shade race.
I have a few plans from there race but i think i could swap them over for the Voidwalkers, let me know if these are good ideas...
Note this was directed a guy whos name on the forum comprised of Toxic (Toxicshadow)
Hi there toxic i had some ideas for buildings for the shades, i can think of some reactions for them too if you want, the names and the requirements to build can be changed if nessasary but i think there fairly good.

1: Shadowy compressor ( MASONRY to build 4 worthless stone and 4 stone mechanisms) basicly creates slade from normal stone's, but can also make slade blocks from those slade stones, can produce slade anvils from slade blocks(2 slade blocks needed), and slade altars from slade blocks (4 slade blocks needed)

2: Darkened slade heater (ARCATECT AND FURNACE OPPERATOR to build 8 slade blocks 8 stone mechanisms) Supper heats the slade blocks into slade supper heated fragments, provides fuel (12 slade fuel from 1 block :D)

3: Darkend Weaponry (WEAPONSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues and 1 slade anvil) produces the shade's weapon's of war from Zakarnite (see 6: for how to produce this metal)(NO INCLUDING RANGED WEAPONS) they should have at least 1 or 2 melee weapons of each type so 2 blunt weapons (hammers maces ect) 2 bladed weapons (swords axes ect) and 2 peirce weapons (spears halbards ect)


4: Darkend fletchary (CROSSBOWMAKING [i think thats the skill] to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 weapon rack) produces the shades ranged weapons of war at least 2 types (preferable a crossbow and a type of darkness crossbow or normal bow like weapon [more on darkness later ill make seperate post for that ;-)] the darkness bow/cross bow should be FAR more powerful then a normal crossbow or bow) can also produce ammuniton from slade and can even fashion slade quivers from slade blocks

5: Darkend armoury (ARMOURSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 slade anvil and 1 armour rack) produces the shades protective armour from Zakarnite (see 6: for how to produce this metal) full plate armour, shields ect.

6: Zakarnite fabricator (ALCHEMY to build 8 slade blocks 12 stone mechanisms 8 statues 1 slade altar) The Shades have learnd a way of turning the "inferior" metals of this world into a very powerful metal called Zakarnite, Zakarnite is about 1.5 times better then steel in all ways, but is harder to produce,(hard part... making reactions to throw metal bars into the altar for a chance of Zakarnite[copy paste city]).
ARGH DOUBLE POST / BUMP!!!!!!!!!!!!!!!!!!!!
the shades are very simular to voidwalkers in design and style.
Replace Zakarnite and shades with voidshard and voidwalkers
TO AVOID 3rd POST
the voidwalkers / shades should have a main building (like a town hall from age of empires) that is needed to make the building's most important parts (Void-energy-Print [building])
« Last Edit: November 02, 2012, 11:25:00 am by fire1666 »
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2728 on: November 02, 2012, 11:20:23 am »

We've got enough straight upgrades to steel, new metals should fill a different niche.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2729 on: November 02, 2012, 11:26:54 am »

We've got enough straight upgrades to steel, new metals should fill a different niche.
The main plan was the shades had a focus on either spears or axes so the material would have to have to hold edge 'well' at least thats why they forged Zakarnite from the souls of the dwarfs/elfs/humans that that killed. Which now serves as an almost infinite source from ritural advances.
Since i might not make them but now make good old VOIDIES playable I might scrap the material.
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