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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 405826 times)

nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3105 on: February 07, 2013, 02:34:20 am »

i don't see a temple of origin anywhere <_<
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3106 on: February 07, 2013, 04:29:48 am »

i don't see a temple of origin anywhere <_<

It hasnt been updated yet you silly man! Wait for version 20a!
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nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3107 on: February 07, 2013, 11:13:15 am »

i don't see a temple of origin anywhere <_<

It hasnt been updated yet you silly man! Wait for version 20a!
derrrp i knew that <_<
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3108 on: February 07, 2013, 02:46:34 pm »

i don't see a temple of origin anywhere <_<

It hasnt been updated yet you silly man! Wait for version 20a!

In case anyone is wondering, DFHack is what I've been waiting on.  When autosyndrome is officially released, I'll publish whatever I've got finished as 20a and go from there.

One of the things that's always bugged the hell out of me is how farms 1) don't count as workshops for stockpile links and 2) cannot be easily turned on or off without having to set everything to "fallow" and then reset it all when you want to turn it back on.  Tier 4 of the mechanical tree will be getting a new workshop called the Hydroponics Chamber, which will function as a farm alternative.

The Hydroponics Chamber will be a small building that can be built in a grid-like pattern.  Each individual chamber will be able to grow any plant at any time of year, though at a substantially lower yield than regular farms (1 seed = 1-2 plants, 3-4 if potash is used).  Hydroponics labs are not as compact as farms - each farm square can grow plants, while hydroponics chambers are 4x4 - but have the decisive advantage of allowing you to queue up plants through your job manager and keep a better hold on your food stockpiles and hauling routes.  For anyone who is interested, I am also planning to release this as a stand-alone mini-mod.
« Last Edit: February 07, 2013, 05:07:50 pm by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3109 on: February 12, 2013, 11:23:31 am »

i don't see a temple of origin anywhere <_<

It hasnt been updated yet you silly man! Wait for version 20a!

In case anyone is wondering, DFHack is what I've been waiting on.  When autosyndrome is officially released, I'll publish whatever I've got finished as 20a and go from there.

One of the things that's always bugged the hell out of me is how farms 1) don't count as workshops for stockpile links and 2) cannot be easily turned on or off without having to set everything to "fallow" and then reset it all when you want to turn it back on.  Tier 4 of the mechanical tree will be getting a new workshop called the Hydroponics Chamber, which will function as a farm alternative.

The Hydroponics Chamber will be a small building that can be built in a grid-like pattern.  Each individual chamber will be able to grow any plant at any time of year, though at a substantially lower yield than regular farms (1 seed = 1-2 plants, 3-4 if potash is used).  Hydroponics labs are not as compact as farms - each farm square can grow plants, while hydroponics chambers are 4x4 - but have the decisive advantage of allowing you to queue up plants through your job manager and keep a better hold on your food stockpiles and hauling routes.  For anyone who is interested, I am also planning to release this as a stand-alone mini-mod.

Sounds fun. How high on the tech tree are they, and what are the requirements? Clear glass, I'm guessing? They sound like they are mechanical, but would it include any ritual stuff? I'm personally not a fan of the ritual stuff, and like all mechanical stuff (innovation!) but that's just my thought. Will they be aboveground crops or below?

Maybe there could be something in the tech tree that unlocks certain plants (that usually cannot be grown) to be grown in these chambers! Like herald's horns or something... Not too sure how this would work, since those are seedless to begin with, but just some food for thought.

I think Bog Trolls die too easily in world generation. Always wiped out by voidwalkers or something. I honestly prefer them as the 'barbarian' enemy race over the lizardmen and goblins (these two races are pretty much the same: thieving, green, weak. Only difference is goblins are slightly stronger while lizardmen swim.) and would love to see them more.
« Last Edit: February 13, 2013, 02:02:09 pm by Pan »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3110 on: February 13, 2013, 02:01:37 pm »

Oh, Narhiril, you ever consider making changes in the farming system? Say, by making the harvest time really long? It'd substantially up the difficulty, I think. I myself usually do this, and my own opinion is that this really hinders turtling and forces me to try my best to keep trade routes open. This would also make the upcoming hydroponics chamber more useful, since by tier 4, most people should be flooded with plants from a 4x4 farm plot and therefore have little reason to use the hydroponics chamber.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3111 on: February 13, 2013, 04:46:56 pm »

Sounds fun. How high on the tech tree are they, and what are the requirements? Clear glass, I'm guessing? They sound like they are mechanical, but would it include any ritual stuff? I'm personally not a fan of the ritual stuff, and like all mechanical stuff (innovation!) but that's just my thought. Will they be aboveground crops or below?

Maybe there could be something in the tech tree that unlocks certain plants (that usually cannot be grown) to be grown in these chambers! Like herald's horns or something... Not too sure how this would work, since those are seedless to begin with, but just some food for thought.

I think Bog Trolls die too easily in world generation. Always wiped out by voidwalkers or something. I honestly prefer them as the 'barbarian' enemy race over the lizardmen and goblins (these two races are pretty much the same: thieving, green, weak. Only difference is goblins are slightly stronger while lizardmen swim.) and would love to see them more.

I haven't decided on components yet, but probably clear glass pipes.  There definitely won't be a ritual component to them, though I might end up splitting it into two versions - one that can grow only underground plants and one that can grow above-ground plants as well, which requires additional components (I'm thinking a lustrum lamp, probably made at the lustrum energy extractor).  I had initially said tier four, but that seems a bit extreme in hindsight, so I may end up tacking them onto tier 2 and requiring a few advanced mechanisms or something.  I was going to make them require seeds and a bucket of water (the water would be used up) for each reaction, but seeing as dwarves are complete morons when it comes to water buckets - preferring to complain about the lack of buckets of water rather than, you know, going to fill up an empty bucket - I probably won't make the water a required component - kind of like how the fishing pond is now.

Bog troll worldgen issues are something I'm aware of, but are a difficult issue to fix.  I'm looking into some more solutions for them.

Oh, Narhiril, you ever consider making changes in the farming system? Say, by making the harvest time really long? It'd substantially up the difficulty, I think. I myself usually do this, and my own opinion is that this really hinders turtling and forces me to try my best to keep trade routes open. This would also make the upcoming hydroponics chamber more useful, since by tier 4, most people should be flooded with plants from a 4x4 farm plot and therefore have little reason to use the hydroponics chamber.

It's not a bad idea, and I'll certainly play around with it.

Lycaeon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3112 on: February 15, 2013, 10:52:10 pm »

Narhiril, may I use the Hydroponics Chamber concept for my own mod? Credits will go to you, of course. Thanks! :)
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3113 on: February 18, 2013, 11:05:46 am »

Suggested creature tweaks:

Make wyvern and ice dragon cooldown on their breath ability a bit more realistic, and make them tougher in melee. Add some resist like you did for empyrean perhaps.

That said wyvern attack (a flier!) was pretty epic. Savescummed that one a few times
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Spectrelight

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3114 on: February 19, 2013, 11:57:22 pm »

The manuals are helpful, but there's one question they don't answer: which labors go with the new buildings? I've had jobs queued at my temple component foundry for months, and I have no idea who's even supposed to be doing them.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3115 on: February 20, 2013, 07:43:43 pm »

The manuals are helpful, but there's one question they don't answer: which labors go with the new buildings? I've had jobs queued at my temple component foundry for months, and I have no idea who's even supposed to be doing them.

All of the reactions at the TCF are either stonecrafter or metalcrafter.  I'll definitely put reaction skill notes on my "to-do" list for manual revisions.

Suggested creature tweaks:

Make wyvern and ice dragon cooldown on their breath ability a bit more realistic, and make them tougher in melee. Add some resist like you did for empyrean perhaps.

That said wyvern attack (a flier!) was pretty epic. Savescummed that one a few times

Ice breath actually turned out to be a lot more powerful than I had initially anticipated, so I may be revising the cooldown on it in the near future.  Right now, ice dragons are actually a lot more dangerous than fire dragons - mostly because of the way ice breath tends to linger over a wide area.

Both dragons and wyverns (of both types) currently use a reinforced bone material, but I agree that they're way too fragile for how much damage they do.  Dragons should be more formidable foes than most of the creatures you run into, and shouldn't be as easily slain as they currently are.  I could experiment with giving them a new scale material to try and achieve that goal.

Narhiril, may I use the Hydroponics Chamber concept for my own mod? Credits will go to you, of course. Thanks! :)

Yes, by all means.  Sorry for the delay.
« Last Edit: February 20, 2013, 07:56:02 pm by narhiril »
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noppa354

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3116 on: February 23, 2013, 06:07:30 pm »

Strange problem... I can't experiment, even though I have both non-economic stone and bins upon bins of coke.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3117 on: February 23, 2013, 06:23:09 pm »

Strange problem... I can't experiment, even though I have both non-economic stone and bins upon bins of coke.
Is your alchemy lab in a burrow?

noppa354

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3118 on: February 23, 2013, 06:31:53 pm »

No burrows exist.
Oh, wait, everything's economic due to a certain group of reactions *glares angrily at block-making reactions*... but I thought I had it working before with mudstone, which is what I'm trying to use now.

EDIT: destroying and rebuilding the workshop fixed it, not sure what the issue was though.
« Last Edit: February 23, 2013, 09:01:38 pm by noppa354 »
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tahujdt

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3119 on: February 24, 2013, 08:48:25 pm »

No burrows exist.
Oh, wait, everything's economic due to a certain group of reactions *glares angrily at block-making reactions*...
I wish LFR had a quotes page so I could nominate this for listing.
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