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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 405924 times)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2955 on: December 09, 2012, 04:11:49 am »

if anyone of the forums here has a app for the computer called STEAM could you add me on it please?
this way i can keep a check on who plays dwarf fortress and it makes it easyer to had out *eventualy* beta test copys.
my steam name is [ThisLD] chaos lord fire1666
and for the love of god say who you are from the forums. almost got hacked a few days ago sadly but dont panic i did not lose anything :D
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2956 on: December 09, 2012, 11:09:14 pm »

I've been working on the raws for paragons, and I think I have them in a state where they're basically ready, so I've gone ahead and moved on to the reaction raws to create them...

This is by far the most FUN I've had writing raws in a long time. 

Basically, what this means for you guys is that ritual units in tier 4 will work a little differently.  In tier 3, you prayed to the elemental gods for symbols of favor, which you could use to "cash in" for a transformation into one of their units.  In tier 4, you will only need a single item for the ceremony, which will be constructed once and then reused any time you wish.

So naturally, you're thinking, "that's wonderful, I can turn all of my dwarves into ritual units now!"  Well, it doesn't quite work that way.  Lore-wise, attempting to channel the power of one of the oldest and most powerful gods - the "originals," Visthel, Armok, Pel, Voruk, and Kogut - brings with it a significant amount of risk.  Opening the portal necessary to convey an exchange of that much power leaves the invoker... vulnerable to certain paranormal and extradimensional phenomena that may happen to cross the conduit during the process.

Dwarves performing the ceremony to become a paragon of Visthel may get exactly what they want - or they may get something else.  That "something else" ranges from, in the best cases, deteriorating effects on their bodies (syndromes, sickness, etc) to, in the less ideal cases, horrible curses and disfigurement which can even result in fortress-threatening catastrophes of demonic possession.  Individually, all of these effects are unlikely to occur, but you never know when you send a dwarf to perform the ceremony if you'll get the paragon you hope for or a horrible accident.  It will be important to plan your fortresses accordingly - putting the temple of origins right next to your main stairwell might not be a great plan.

In case you're curious...

lukstra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2957 on: December 10, 2012, 12:02:05 am »

Just a question on on of the possible products of the ceremony.

Spoiler (click to show/hide)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2958 on: December 10, 2012, 12:55:13 am »

Just a question on on of the possible products of the ceremony.

Spoiler (click to show/hide)

Don't worry, I wouldn't release a plague without some way of containing it.  The plague works using interactions to spread itself, and expires after a while, after which it can be renewed by re-exposure.  I have an item already that puts up a permanent, harmless syndrome that can block this interaction.  So yes, it will be possible to contain and survive (or even prevent) an outbreak.  The plague I've finished up for this particular feature won't be terribly dangerous, either - something like a common cold, which won't be killing off your dwarves in droves.  Nevertheless, you'll probably want to prevent it or get rid of it if it springs up.

I'll confess, I haven't tested the effect this will have on performance yet.  If it's bad, I might have to axe it for now.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2959 on: December 10, 2012, 02:32:45 am »

right after this week i dont think i have any more mock exams, therefore i can resume the mod's progress, which is albeit slow atm but i gota revise sadly D:
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ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2960 on: December 10, 2012, 10:01:25 am »

Could there be a temple to Kexel? Rift warden dwarves would be !!FUN!! and fun to mess around with.
EDIT: Just had one of those awesome coincidences that DF throws up from time to time. A single migrant arrived in the middle of a goblin siege, which had butchered a 23-strong dwarven military. Said dwarf was one of those combat savants, and had a steel battle axe decorated with skeletal elk bone. This dwarf was wearing either steel, or kitten or cat leather stuff.He proceeded to destroy the entire siege of about 140 goblins, by himself. No wounds, and he is now a legendary axedwarf. The name? OLON IRONBLOOD.
THE CAPTAIN HAS COME. HOLY SHIT. HE EVEN LIKES BLACK BRONZE.
« Last Edit: December 10, 2012, 07:15:04 pm by ArchAIngel »
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2961 on: December 11, 2012, 07:31:28 am »

Say, Narhiril, didn't you mess with dwarven reproductive cycles? Right now I have 16 babies (17 if you count the kidnapped one), including one triplets and I have only just begun the third spring of my fortress. Now, I don't meant
Spoiler (click to show/hide)
I mean everyone is giving birth like crazy.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2962 on: December 11, 2012, 08:11:49 am »

I mean everyone is giving birth like crazy.

Once I have married couples, at least in my forts, I find that they tend to produce 1-2 babies a year - unless I change the childcap.  Might want to check your init files, especially if you recently installed a new download - chances are there's something there you don't expect.
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2963 on: December 11, 2012, 09:44:45 am »

You were right, somehow I had baby cap set at 100 :o
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(Warning: Do not ask about the manufacturing process for gecko sauce)
(Warning: Gecko sauce may cause acute respiratory failure on contact)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2964 on: December 11, 2012, 08:44:53 pm »

So I had an idea today for a crazy reward at the end of the tech trees...  It would require max level construct research and one of the upcoming ritual tier 5 buildings, but it would involve all sorts of sacrifice to Armok to be able to create a construct called a "divine dwarven meteor artillery platform," which has the potential to devastate entire armies from long distances. 

I'm only still kind of tossing around the idea, as it's going to be difficult to make something that powerful balanced in any sort of way, but I've got some pretty fun ideas for how it will work.  Essentially, it would be a construct built from a slimer, and you'd build a chamber above your fort entrance to "house" it, probably chaining it down.  Then, you'd put a drawbridge in front of it to act as a firing mechanism, and some fortifications in front of that to act as its windows outward.  When an enemy army enters its firing range, you'd drop the drawbridge and it would launch a hellstorm of meteors at them, throwing them around like ragdolls and lighting everything on fire in the process.  All of this would work, in theory, but I'll need to figure out a way to make the cooldown timer on what will end up being a very complex and compound ability work properly.  I think it can be done, though.  I'm thinking one barrage every six months or so.  Not to mention the years of advancement and resource investment to even build one.

I can't wait to build up a dummy creature to test this out.

But since that's a long way off, and while we're on the subject of destruction, I'll be introducing a new form of minecart to the mechanical tech tree in the next update that is designed for use as a weapon.  It's called a "rail-guided ballistic ram," and it's extremely heavy.  !!SCIENCE!! FTW. 

I'll also be taking a second look at saboteurs and seeing if I can find a way to make them more common (i.e. actually happening from time to time instead of once in a million plays).  The core issue here is that if they're born into the fortress, the watchers will identify them immediately and you'll have dwarves murdering babies on account of treason, but I think I have a way to fix that potential issue.

Oh, and paragons and exorcisms are working perfectly.  Did I mention that already?  I may have.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2965 on: December 13, 2012, 02:07:12 am »

Hey guys, just a quick update on the sub-mod i am planing on making other races playable and add buildings / reactions for them once the voidwalkers are done.
the current release date has now jumped to january or febuary since i have alot of mock and real exams soon and progress WILL be slow.
thanks for your patients and have a !!!FUN!!! day...
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2966 on: December 16, 2012, 05:37:46 am »

Sup, Narhiril?

I personally dislike that artillery thing. Takes too long to set up. Much more interested in the expanding of the mechanical and ritual tech trees. And thrilled at the saboteurs appearing. I'd imagine they are quite vicious to have.
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tahujdt

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2967 on: December 16, 2012, 03:05:57 pm »

Saboteurs should mess with levers like gremlins.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2968 on: December 16, 2012, 03:09:34 pm »

Sup, Narhiril?

I personally dislike that artillery thing. Takes too long to set up. Much more interested in the expanding of the mechanical and ritual tech trees. And thrilled at the saboteurs appearing. I'd imagine they are quite vicious to have.

To be honest, it didn't work out quite as well as I had hoped, so it's back to the drawing board.  Progress on saboteurs has been a lot more steady, and I think I have them to a point where they will "activate" themselves only once they've reached adulthood.  This means that for the first few years of your fort, you probably won't see any saboteurs, but after that you'll have them start showing up.  They're still not going to be common, but they should actually pop up from time to time, and you'll want to deal with them quickly because their actions will grow more deadly the longer they are allowed to continue.

I'm also considering cutting down the length of childhood for dwarves from 12 years to 4, seeing as most forts don't last long enough for repopulating by breeding to be a particularly viable method of keeping your fort going.  Also, with this change, you might not be depressed every time a child is born, knowing that you'll actually be able to use them in a somewhat reasonable time frame.  Even with optimized FPS settings, DF inevitably slows down over a period of 12 years, and depending on the size and scope of your fortress, it might simply be too long to wait for reinforcements.  Thoughts?

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2969 on: December 16, 2012, 03:46:35 pm »

Even with optimized FPS settings, DF inevitably slows down over a period of 12 years, and depending on the size and scope of your fortress, it might simply be too long to wait for reinforcements.  Thoughts?

Regretfully, this might be a useful change for my forts.  I say regretful because dwarves are so long lived; it galls to think that they might have so short a childhood.

It might make dwarven societies more robust in world gen too, as they would start breeding more dwarves sooner, and thus have larger populations by the time trouble finds them?
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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.
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