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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 405885 times)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3045 on: January 21, 2013, 10:28:18 pm »

You send your army in with swords? I just use the crossbows, with plenty of the boosts from it I don't see why you wouldn't use ranged weapons. Don't really go underground myself, it works fine against the above ground people...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3046 on: January 22, 2013, 03:35:31 pm »

Initial tests for weapon inscriptions look promising.



I later ended up moving the word order around so it reads...

"THIS IS JUST THE BEGINNING" (no effect) - runic inscription covering

As this was just a test, the inscription has no effect, but models how runic inscriptions will eventually look, with the text of the inscription in all caps, followed by a description of its effect in parentheses, followed by "- runic inscription covering."

I feel like the text adds a certain level of immersion and fun to the whole process.  Ideally, I would have written the inscriptions in a different font or some sort of Gaelic alphabet, but DF isn't allowing me to do that, so just imagine that the dwarves don't really understand the ritual language in which they are written.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3047 on: January 22, 2013, 03:45:33 pm »

Runic stuff!  I join the general oohing and awwing!
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3048 on: January 22, 2013, 03:49:20 pm »

Just a sidenote, does weapon choice have an effect on attack speed? Because I would see a lot of use from a "YOUR BLOOD WILL FALL LIKE PETALS" inscription on a fast weapon.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3049 on: January 22, 2013, 06:26:09 pm »

Just a sidenote, does weapon choice have an effect on attack speed? Because I would see a lot of use from a "YOUR BLOOD WILL FALL LIKE PETALS" inscription on a fast weapon.

Not this version of Dwarf Fortress. Next version of DF should have that, though.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3050 on: January 22, 2013, 10:55:49 pm »

Sadly, I assume DF-Hack's clean function will also clean the runes off?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3051 on: January 22, 2013, 11:10:36 pm »

Sadly, I assume DF-Hack's clean function will also clean the runes off?

It won't, actually.  They thought of that.  xD

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3052 on: January 23, 2013, 04:41:02 am »

 :o I'm gonna have to visit their thread more often.

So Narhiril, what's the change log for the next version? Any interesting new wildlife, in addition to all this tech tree business?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3053 on: January 23, 2013, 03:09:48 pm »

:o I'm gonna have to visit their thread more often.

So Narhiril, what's the change log for the next version? Any interesting new wildlife, in addition to all this tech tree business?

Currently the only wildlife that is finished is a new form of damascus sentinel that self-repairs and launches attack drones, but from what I'm hearing an unfinished version might already have leaked out in one of the releases on accident.  It's been difficult to test because it doesn't work right in arena mode (arena allegiances override natural inclinations, causing the drones to all attack each other), but I think it works properly now and it has a full set of graphics in the upcoming release.  My documentation process got a little screwed up due to the whole new computer fiasco, so I'm still working on catching up with the full changelog.


I apologize that this changelog isn't longer - the testing involved for the new DFHack-dependent components has been a little bit slow, and paragon production chances have been hard to balance.  There are a few new creatures, another workshop and its reactions, a new plant, and easter eggs I had in mind for this release that I simply haven't gotten around to yet.  Naturally, those are next in line for my attention, and we'll see how much I can get done before autosyndrome goes public and I can finally release all of this stuff.
« Last Edit: January 23, 2013, 03:11:35 pm by narhiril »
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3054 on: January 23, 2013, 03:32:42 pm »

:o I'm gonna have to visit their thread more often.

So Narhiril, what's the change log for the next version? Any interesting new wildlife, in addition to all this tech tree business?

Currently the only wildlife that is finished is a new form of damascus sentinel that self-repairs and launches attack drones, but from what I'm hearing an unfinished version might already have leaked out in one of the releases on accident.  It's been difficult to test because it doesn't work right in arena mode (arena allegiances override natural inclinations, causing the drones to all attack each other), but I think it works properly now and it has a full set of graphics in the upcoming release.  My documentation process got a little screwed up due to the whole new computer fiasco, so I'm still working on catching up with the full changelog.


I apologize that this changelog isn't longer - the testing involved for the new DFHack-dependent components has been a little bit slow, and paragon production chances have been hard to balance.  There are a few new creatures, another workshop and its reactions, a new plant, and easter eggs I had in mind for this release that I simply haven't gotten around to yet.  Naturally, those are next in line for my attention, and we'll see how much I can get done before autosyndrome goes public and I can finally release all of this stuff.
Launch fighters!

Has to be said.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3055 on: January 23, 2013, 06:38:44 pm »

Strangely enough, this test fortress seems to be running a lot smoother than usual, performance wise.  I'm at 114 dwarves, a 21 dwarf military, four ritual units, and six years in, I'm still chugging along at 100fps.  I don't know what it is that I did to cause this - maybe it was drastically lowering the child cap - but it's a nice surprise that I hope continues.

nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3056 on: January 24, 2013, 01:56:08 am »

Quote
Darn. I hope the don't trapavoid, so i can just strip them, and dump them into a 6-7 story spike pit

(They are trapavoid. And explode when killed.)

What about drownig?
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3057 on: January 24, 2013, 08:27:21 am »

I found a minor oversight - Shedim Ah Tel have description of discordants.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3058 on: January 24, 2013, 03:50:46 pm »

I found a minor oversight - Shedim Ah Tel have description of discordants.

Thank you, fixed for next release.

I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3059 on: January 25, 2013, 12:57:57 am »



I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.

Pray, elaborate?
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