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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 405908 times)

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3000 on: January 06, 2013, 02:22:11 pm »

Just got a carbuncle bone crown with a image of TERRAN PLANETS on it. What the heck? Easter egg, or something else?

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3001 on: January 06, 2013, 02:35:28 pm »

Just got a carbuncle bone crown with a image of TERRAN PLANETS on it. What the heck? Easter egg, or something else?

Easter egg.  In hindsight, "earth-like planets" may have been a better choice of words.

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3002 on: January 06, 2013, 02:42:27 pm »

Ah, I thought for a moment that you had implemented mind-reading, and that the game was noticing my mass terraforming of planets in Master Of Orion 2. Kinda creepy that way.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3003 on: January 06, 2013, 03:23:45 pm »

Am I the only one who thinks that the Zingers are kind of annoying? I was just attacked by the full goblin siege and a deity, killing their  losing only two men, two children when the cave dragon squad got into my fort. We then lost 10 people cleaning up the injured stragglers because a underdeveloped fridged zinger kept exploding randomly on the guard tower. Not to mention the pyro zinger setting my charcoal stockpile on fire all the time. Any way to make them less annoying?


I've never had this problem, actually.  Zingers 'go off' when they die, in my experience.  I've never had any die of old age.

I keep mine pastured deep inside my fortress in a pretty safe spot.  I don't let them get overcrowded.  They never fight each other, and the only ones I've seen go off are ones I've placed somewhere I wanted them to die.  I've never had any random fires from them or random deaths.

If you're having zingers randomly dying, after a 'diety' came, I suspect there's a syndrome going around, and it's starting to make weaker things die.  Zingers do stuff when they die, so.... 'random' zinger things are almost expected if your zingers are running around everywhere when there's a syndrome making them die.

Good luck, and I hope these hints help keep you from getting zinged again!
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3004 on: January 06, 2013, 04:08:11 pm »

Quote
I've never had this problem, actually.  Zingers 'go off' when they die, in my experience.  I've never had any die of old age.

For me, it seems to depend on the type. Flash bangs usually just die, others try to shoot enemies. Usually end up killing my own guys.

Quote
I keep mine pastured deep inside my fortress in a pretty safe spot.  I don't let them get overcrowded.  They never fight each other, and the only ones I've seen go off are ones I've placed somewhere I wanted them to die.  I've never had any random fires from them or random deaths.

What is the point of even having them if you are just going to lock them up?

Quote
If you're having zingers randomly dying, after a 'diety' came, I suspect there's a syndrome going around, and it's starting to make weaker things die.  Zingers do stuff when they die, so.... 'random' zinger things are almost expected if your zingers are running around everywhere when there's a syndrome making them die.

The deity was just a normal enemy, one of those "15 dwarf large!" thing. The same as the kind that was leading the goblins, who was also on my fortress. No syndromes, and he started running as soon as he came. Probably noticed all his worshipers getting slaughtered. And the zingers where still alive and well after the attack anyway. I sent men to pasture it and one finally managed to do it.



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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3005 on: January 06, 2013, 10:12:05 pm »

I lock myself in, then drop them outside the fortress via a chute. I also use them for ambush detector, but pastured far away from the fortress. I feel less bad since they are made to die anyway, whereas a dog or sabre tooth is better used in a bomb (less literal), soldier companions or guarding the hallways.

I lock them up so they breed and I have a renewable supply of bombs.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3006 on: January 06, 2013, 10:35:58 pm »

You should put them in cages, wait for invaders to come near the cage, then pull the lever. This way you get remote-controlled zinger explosions. :)
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ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3007 on: January 12, 2013, 05:05:12 pm »

Ok, breached caverns, looking for a rift warden to test a experiment on. I found a bunch of sentinel drones, and they were FRIENDLY! Is this a glitch?
EDIT: forgotten beast with a hunger for warm blood. What does this do?
« Last Edit: January 12, 2013, 06:13:25 pm by ArchAIngel »
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3008 on: January 13, 2013, 02:12:26 am »

That's not a mod thing. Anyway, they suck blood when they bite.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3009 on: January 13, 2013, 01:41:42 pm »

Ok, breached caverns, looking for a rift warden to test a experiment on. I found a bunch of sentinel drones, and they were FRIENDLY! Is this a glitch?

Yes, that's a bug.  They shouldn't be showing up at all right now, because they aren't finished, but I probably (accidentally) got a testing file mixed up with the release.

Generally, if it's an LFR-related creature and it doesn't have a graphic, it isn't supposed to be there.
« Last Edit: January 13, 2013, 01:44:15 pm by narhiril »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3010 on: January 13, 2013, 10:48:38 pm »

Narhiril, can I use your Rakshasa script in my own mod? I want to modify it a bit, I think it will make a good way for my units to fire missiles, and possibly using it to make constructs...Just felt I should ask permission before working on it.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3011 on: January 14, 2013, 02:38:23 pm »

Narhiril, can I use your Rakshasa script in my own mod? I want to modify it a bit, I think it will make a good way for my units to fire missiles, and possibly using it to make constructs...Just felt I should ask permission before working on it.

Yeah, go for it, just please remember to give credit.  Those were a pain to write.  :)



In case anyone is wondering, LFR is currently waiting for the next release of DFHack so that I can fully take advantage of expwnent's new autosyndrome plugin.  This has not slowed down development, as I have generously been allowed to use a beta version for testing, but I can't officially bundle and release anything until the DFHack guys make it public.  Progress continues today on updating documentation to contain all of the new balance changes.

For the next release, tier 3 ritual units (this includes emberlights) will follow a new pattern for production - one symbol of favor (obtained through prayer, as is currently in place) and an additional resource specific to each god.

Emberlight Warriors: 1 symbol of Zalkor's favor, 10 iron bars
Wavebreakers: 1 symbol of Temanat's favor, 5 cobalt bars
Stonekin: 1 symbol of Kerox' favor, 10 silver bars
Zephyrs: 1 symbol of Lemox' favor, 2 aluminum bars
Tempests: 1 symbol of Bartoth's favor, 10 gold bars
Radiant Priests: 1 symbol of Gisthal's favor, 3 clear glass gems
Umbrals: 1 symbol of Pharis' favor, 10 obsidian stones

In addition to these cost increases, these reactions will now use the autosyndrome plugin, and will always succeed.



Paragons of Visthel will have two possible reactions associated with them:

Paragon initiation rites (basic) - requires one idol of Visthel (produced using 4 silver, 4 aluminum, and 4 nickel bars), which is preserved.  This reaction will produce a random result, ranging from transformation into a paragon to various other effects, temporary transformations, temporary insanity, and, at worst, dangerous permanent demonic possessions.  This will eventually include a plague, but that isn't finished yet.

Paragon initiation rites (lavish) - requires six idols of Visthel, 5 gold crafts, 5 silver crafts, 5 copper crafts, and 5 platinum crafts.  This reaction always succeeds in producing a paragon.  Yes, it's extremely expensive, but paragons are functionally immortal, so I think it's rightfully so.



I'll write more later.  Right now I have to pack everything up and go to class.  xD

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3012 on: January 14, 2013, 03:05:53 pm »

Could you please send me a few example reactions on how you handled the autosyndrome, as well as give feedback to expwnent, if you havent done so already. Last thing I heard about the dfhack r3 was 1-3 weeks till release, but of course this can change at any time.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3013 on: January 14, 2013, 03:18:26 pm »

Could you please send me a few example reactions on how you handled the autosyndrome, as well as give feedback to expwnent, if you havent done so already. Last thing I heard about the dfhack r3 was 1-3 weeks till release, but of course this can change at any time.

My only feedback was on the order of prioritization for immunities and affected creatures/classes, which I already gave him on the DFHack thread.

But yes, I'll send you an example of a reaction and material that uses it.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3014 on: January 14, 2013, 03:30:40 pm »

Ok, thank you. :) I was just wondering if anything else should change on it, and how you would make it better. I feel a bit bad, because expwnent asked me for feedback, and I couldnt really say anything besides Yes, it works. ^^
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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 :::
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