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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 406112 times)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2790 on: November 11, 2012, 12:13:31 pm »

Quote
D: oh wellz...

You could just remove the teeth....
well then how they eat?
is it possible to make teeth stronger or sharper as well?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2791 on: November 11, 2012, 12:20:21 pm »

Narhiril, watchers are surprisingly tough. Make them more fragile. One flew out and got dogpiled by a bunch of shedim - still alive with a bruised body. Probably will die soon, but should have died by being punched once, not surviving quite some time after being dogpiled by a group of knife limbed eldritch horrors.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2792 on: November 11, 2012, 12:20:37 pm »

Quote
well then how they eat?

Swallow their food whole? Gum it? Use the stuff that comes out when they explode as digestive enzymes? Game play and story segregation?
 
Quote
is it possible to make teeth stronger or sharper as well?

Yep. Just change their material to something you want, which can be anything from soap to adamantine. For example:

[TISSUE:STEEL] [TISSUE_NAME:steel:steel]    [TISSUE_MATERIAL:INORGANIC:STEEL] [MUSCULAR] [FUNCTIONAL]    [STRUCTURAL]
   [RELATIVE_THICKNESS:2]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]    

[TISSUE_LAYER:BY_CATEGORY:TEETH:STEEL]

Should turn whatever you put that in's teeth into steel.

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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2793 on: November 11, 2012, 12:22:25 pm »

Quote
well then how they eat?

Swallow their food whole? Gum it? Use the stuff that comes out when they explode as digestive enzymes? Game play and story segregation?
 
Quote
is it possible to make teeth stronger or sharper as well?

Yep. Just change their material to something you want, which can be anything from soap to adamantine. For example:

[TISSUE:STEEL] [TISSUE_NAME:steel:steel]    [TISSUE_MATERIAL:INORGANIC:STEEL] [MUSCULAR] [FUNCTIONAL]    [STRUCTURAL]
   [RELATIVE_THICKNESS:2]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]    

[TISSUE_LAYER:BY_CATEGORY:TEETH:STEEL]

Should turn whatever you put that in's teeth into steel.
well that could be intresting :D
EDIT come to think of it i reckon that could be quite intresting...
QUESTION!!!!!
is it possible for a creature to eat without a mouth / jaw?
« Last Edit: November 11, 2012, 12:33:12 pm 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 #2794 on: November 11, 2012, 12:28:13 pm »

Narhiril, watchers are surprisingly tough. Make them more fragile. One flew out and got dogpiled by a bunch of shedim - still alive with a bruised body. Probably will die soon, but should have died by being punched once, not surviving quite some time after being dogpiled by a group of knife limbed eldritch horrors.
Watchers are effectively sponges that don't airdrown (and not immune to infections?).
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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 #2795 on: November 11, 2012, 12:36:31 pm »

Quote
Watchers are effectively sponges that don't airdrown (and not immune to infections?).

How hard is it to check?

   [GETS_WOUND_INFECTIONS]
Is in it's token. So it gets infections.

It doesn't have anything that would really be a weakspot, no internal organs. But it should bleed, so if you cut it is should die. Arena test confirms this. Blunt does nothing, if you want to kill one, cut it.
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2796 on: November 11, 2012, 12:47:09 pm »

Quote
is it possible for a creature to eat without a mouth / jaw?

Yes, it is, if they have the tokens to do it.  As far as I know, there is nothing suggesting that you need something to eat with.
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2797 on: November 11, 2012, 12:48:13 pm »

Quote
is it possible for a creature to eat without a mouth / jaw?

Yes, it is, if they have the tokens to do it.  As far as I know, there is nothing suggesting that you need something to eat with.
thanks for quick responce, i think ill go with the idea of using the stuff that comes out when they explode XD thats achualy a very cool idea!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2798 on: November 11, 2012, 01:22:04 pm »

Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2799 on: November 11, 2012, 01:35:16 pm »

Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!
i usualy have 2 squads of ironclad warrors with axe's by then XD they fall like domonoes
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2800 on: November 11, 2012, 02:45:30 pm »

Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!
Agreed. I actually have to hold my soldiers back so I can concentrate the corpses nearer to the atom smasher. The wallarm's arm doesn't actually seem to have very much effect in combat either.
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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)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2801 on: November 11, 2012, 03:02:16 pm »

Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!

From what I understood of the lore about the shedim, there's various castes.  They're all super aggressive, but they're not all super dangerous.  The danger comes from their numbers and the fact that sooner or later you're getting some of their strong castes... which top out scary strong.  Additionally, some of the upper units can change the fight in interesting ways.

Quotes from shedim lore file:
Spoiler (click to show/hide)
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2802 on: November 11, 2012, 03:55:05 pm »

Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!

From what I understood of the lore about the shedim, there's various castes.  They're all super aggressive, but they're not all super dangerous.  The danger comes from their numbers and the fact that sooner or later you're getting some of their strong castes... which top out scary strong.  Additionally, some of the upper units can change the fight in interesting ways.

Quotes from shedim lore file:
Spoiler (click to show/hide)
In practice, most of the dangerous castes aren't very dangerous.

The ranged units are just like any other archer, except they don't run out of ammo.

The wallarm's (ah kora iirc) arm doesn't do anything special, as mentioned before.

The megabeast-sized ones go down as easily as minotaurs or giants (admittedly they're megabeasts, but has anyone ever had a serious military that feared giants?).

By the way- how about giving scouts some sort of dizzying/pain/nausea etc. syndrome explosion on death or something? Your soldiers kill them and are slightly disoriented, making the incoming hordes noticeably more dangerous.
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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)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2803 on: November 11, 2012, 04:01:51 pm »

Giants and minotaurs are semimegabeasts.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2804 on: November 11, 2012, 06:10:28 pm »

I think additional syndromes aren't necessary. Right now, buffing wallarms is probably all I'd do. The big one is scary enough.

So Narhiril, will you be including an archery fix as optional component in today's release as well? Also, are spiders really working? Katana's got me worried there :(
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