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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 405818 times)

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3090 on: February 02, 2013, 09:00:25 pm »

Dunno if this is happening to me, I set up towers with squads of marksdwarves in them connected to the main fortress by a underground tunnel, so sieges just sort of splat very fast.
I set up lengthy underground killzones with a closable side corridor. When the Shedim get there, they just hang out for ages, chasing things on the surface.

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3091 on: February 02, 2013, 09:59:18 pm »

Dunno if this is happening to me, I set up towers with squads of marksdwarves in them connected to the main fortress by a underground tunnel, so sieges just sort of splat very fast.
I set up lengthy underground killzones with a closable side corridor. When the Shedim get there, they just hang out for ages, chasing things on the surface.
My method gets me legendary marksdwarves.

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3092 on: February 02, 2013, 10:01:30 pm »

Dunno if this is happening to me, I set up towers with squads of marksdwarves in them connected to the main fortress by a underground tunnel, so sieges just sort of splat very fast.
I set up lengthy underground killzones with a closable side corridor. When the Shedim get there, they just hang out for ages, chasing things on the surface.
My method gets me legendary marksdwarves.
So does mine. The killzone includes an extensive system of murder holes.

javierpwn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3093 on: February 02, 2013, 11:50:51 pm »

Dunno if this is happening to me, I set up towers with squads of marksdwarves in them connected to the main fortress by a underground tunnel, so sieges just sort of splat very fast.
I set up lengthy underground killzones with a closable side corridor. When the Shedim get there, they just hang out for ages, chasing things on the surface.
My method gets me legendary marksdwarves.
So does mine. The killzone includes an extensive system of murder holes.
The flying Shedim Discordant Energy ball strikes the marksdwarf in the upper body, tearing apart the upper spine.
The nervous tissue in the Upper spine has been severed!

Everytime...... They just aim straight for the spinal tissue.....
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3094 on: February 03, 2013, 01:50:36 am »

i once had a fort where one marksdwarf had a habit of jamming bolts through upper spines

he died when a frigid zinger blew up near him :(
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ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3095 on: February 03, 2013, 05:06:45 pm »

Should I use magnetic dart launchers, or crossbows? They seem to be very little different, and I have enough metal to outfit my entire fort in candy, with candy melee weapons and whatever I want for ranged weapons. So, is there a difference?

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3096 on: February 03, 2013, 05:37:06 pm »

Should I use magnetic dart launchers, or crossbows? They seem to be very little different, and I have enough metal to outfit my entire fort in candy, with candy melee weapons and whatever I want for ranged weapons. So, is there a difference?

Magnetic Dart Launchers are slightly weaker than crossbows, however the ammo is made in stacks of 60 for only 2 bars of metal, meaning your ranged dwarves will be able to stay in the field longer before they go to reload/suicide charge. Its also slightly more metal efficient.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3097 on: February 03, 2013, 07:32:00 pm »

I've noticed that darts struggle to hurt the tougher enemies. Bog trolls, voidwalkers will take a huge pelting.

Masterwork steel piercing javelins is your friend.
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3098 on: February 03, 2013, 09:22:05 pm »

I've noticed that darts struggle to hurt the tougher enemies. Bog trolls, voidwalkers will take a huge pelting.

Masterwork steel piercing javelins is your friend.

Except when one or five of them gets stuck them and they leave the map with it, the smith who made it will NOT be happy
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3099 on: February 04, 2013, 12:45:21 am »

Survivors from tour de simonthedwarf's fort? Hah

Angry smiths? There's just so much emotional response you can produce when your dining room doubles as a bowyer torture chamber
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Spectrelight

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3100 on: February 06, 2013, 03:51:50 pm »

I wanted to try the new magic-using units in adventure mode, which according to previous posts in this thread is possible. When I went to create an adventurer, though, I didn't see any options for them. Can someone tell me what I'm doing wrong?
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Paramatter

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3101 on: February 06, 2013, 04:23:01 pm »

Did you try hitting "g" when you got to the naming screen?  Pretty sure that's how you select the caste of your adventurer at creation...

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3102 on: February 06, 2013, 04:38:32 pm »

I think I've finally got paragons working.  It's not what the original concept was, but it's as close as I can get while still getting them to work properly.  I'll be dedicating myself next to re-working the more !!FUN!! ritual reaction.  This might actually be a good time to introduce the "Bringer of Mercy," an early concept for Visthel's most powerful unit.

Paragons will now behave like savants - being born into society as paragons, which are the same as normal dwarves except with longer lifespans and better natural health and disease resistance.  They will gain their special abilities when they are "dedicated" at the Temple of Origin.  Right now, only one of these dedications is finished - paragons dedicated to Visthel will gain additional recuperative powers and will be able to resurrect other paragons.  Right now, paragon population ratios are identical to bowyer and glassmaker savants - this may be adjusted in the future after some real testing.

Spectrelight

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3103 on: February 06, 2013, 05:24:29 pm »

Did you try hitting "g" when you got to the naming screen?  Pretty sure that's how you select the caste of your adventurer at creation...

I tried that, but all it did was switch between male and female.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3104 on: February 06, 2013, 05:25:03 pm »

Quote
I tried that, but all it did was switch between male and female.

You have to play a dwarf.
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