Wait Narhiril is this the new Forgotten Realms Mod thread?
Watching. Glorious. THIS is how DF should feel.
I would personally like more mysticism than mechanics in this mod, but maybe I just don't see dwarves as machinists.
I just want to say that I came back to play DF solely because of this mod, and the potential it has. Thank you.
I thought Orichalcum was an alloy?
I know it was supposed to be "Atlantean Copper", or somesuch like. Did that mean it was just an isotope thereof?
On Orichalcum again, maybe you could make it starmetal/thunderbolt/meteoric iron ? While Dwarves are more technologically advanced than almost everyone, I wouldn't think the meteoric deposits would be cashed yet. And of course, historically, meteoric iron was a highly prized resource for (usually more primitive) many societies.I appreciate the feedback, but there are some qualms I have about this idea.
Hadrium, you could make it very resistant to blows but heavy (slow) and blunt.
I would love to see more tech progression myself. As much as DF is a sandbox game, having some (admittedly optional) goals to work towards are nice.
On a related note, your mod has excellent ways to fill in the gaps for farming and metal working, but one gap I always found in DF was fuel sources. If you want a thriving metalworking (or glassworking) economy (and you need it to survive in this mod, as everything laughs off stone fall traps and there are WAY too many monsters spawned at once for cage traps to handle, even from just ambushes).
Perhaps some way to get a longer lasting fuel source, or more efficient use of fuel? Perhaps found via alchemy? Basically, something to help bridge the gap between the early stages of wood/coal burning until you can get to magma, and also make alchemy more important earlier (so we can have more irradiation accidents!)
To balance it out, it could be more dangerous to obtain (SCIENCE) than wood or coal, but more reliable (ie: you could get an economy going on maps with little coal or trees). Yes, I know you can trade for wood or coal, but it's never sufficient for the needs of a fortress since beds can only be made from wood.
Alternatively (or in addition) perhaps harvesting a tree would give you multiple units of wood based on woodcutting skill and/or tree type, and wood items would use different amounts. Perhaps a bed would use more than bolts, for instance.
Just some ideas. Rare drops and heavy armor sound cool, too!
I really need to play this since I like the idea so much. I don't know enough about it to make proper suggestions, but I think that your tech-tree-precision-metal thing should probably bring to mind an ancient civilization. I was about ready to suggest aurium or something, because I liked the sound of it, until I remembered that it's just gold. I'd like to suggest quintessium or omniscium. Quintessium came about because I looked up alloys and a 5-part alloy is called a quinary alloy. I figured an advanced enough civ would be able to combine several materials to produce their ideal metal. Also, it obviously sounds like quintessential. Which is why omniscium came to mind too. Also I like Q's, and Quin adds nicely to any alloy terms.
Wish I could remember my chemistry enough to come up with some really good names. Basically though, I'm in favor of a name associated with your own mythology, and not borrowed from anywhere else. I'm not opposed to orichalcum either though, since it is such a well known fake-metal.
Orichalcum should be a more advanced metal. Don't really have any good suggestions (besides Paracelsium/ine/ite/whatever mineral-sounding ending you want but that should be more advanced), but I think the name of the first metal should end with an -ine. Just my opinion.
How about khalkine (after a town on an island in Greece, I liked the name)? Or intium (after the Inca sun god)?
I like "intium" quite a bit. However, I'm not sure what you mean by "more advanced." Are you referring to an advanced weapon material, or something with a very high value? I feel like, even though the material value is modest (35), orichalcum is still quite advanced because it opens up the entire mechanics arm of the tech tree, which leads to combat and medical training workshops - plus possible "second tier" mechanics advances down the road.I meant more difficult to access, like you have to do more steps. Because in the poll, it says the FIRST tech advancement metal, so there should be others after it, right?
I meant more difficult to access, like you have to do more steps. Because in the poll, it says the FIRST tech advancement metal, so there should be others after it, right?
Alchemy has a million and one possible things you could add to it, perhaps even having multiple tiers of alchemy labs, like you do with mechanics. Perhaps if you get enough or certain kinds of radioactive reactions, you can have an advanced alchemy lab (mad science sanitorium?)
A lump of highly radioactive material could be dangerous, but possibly used as a fuel source or requirement for more SCIENCE!
Also, there are very limited ways to melt ice (or anything else). Toady never put in an option to build a bonfire, or anything like that. Or even a fire trap. Obviously, we've all been pumping magma to do these things, but a more limited way to do it on a smaller scale could be nice. For making one shot fire traps that are faster and easier to build, but not reusable (or as lethal) or heck, just for melting ice for drinking water for the wounded.
Although the possibility of using radioactive waste to melt drinking water.....hmmmm.....
Just tossing out more ideas.
Also, am I doing something wrong or are bog trolls so enormous they can't even be killed by dropping atom smasher bridges on them?
Sorry, but I think siege engines are hardcoded. That's why in some total conversions, we have ballistae even when the setting is OUTER SPACE. Kinda weird.
Here's a thought I'm planning to implement in my current mod: Research.
Have a reaction that consumes experimental alchemical resources and requires the presence of glass vials, and has a 1/100 chance to output a rare reagent. This reagent can be further reacted in similar reactions until you produce some new kind of precision tool. This can then be used as the requirement for a workshop that allows the production of new weapons, substances, or more research.
For example, you might have a "Experiment with gold and silver" reaction that has a 1/100 change to yield raw orichalcum. This could then be used in the "Purify raw orihalcum" reaction that has a 1/50 chance to produce purified orihalcum. Then, the Orihalcum Alchemical Forge would require a unit of purified orihalcum to make, and would allow the player to further synthesize pieces of orihalcum or forge orihalcum into weapons or tools.
You could probably use this idea in creating tiers of technology in your own mod.
Maybe you could make them have only flying pack animals, if possible. But then other races might get the animals too which might kind of get weird.
Is there a way to simply remove them from ambushing, but not sieging or thieving? Or modifying the frequency at which they ambush, or the size of their ambush parties? I figure you would have looked into one or all of those already, but I know nothing about the way DF handles such things. They weren't the only offenders in terms of ambushes anyway, if 3 lizard ambushes, 2 bog trolls, and 2 goblins all hit a caravan at once it, telling the vivisected traders "hey - at least no nephilim were there to help gut you" is a small comfort.
If ambushes could be scaled to the wealth/population of a fort in terms of frequency and / or size, that would be ideal. I thought sieges worked that way already, but I could be wrong.
Something I just ran into recently, and am uncertain if it is something I did wrong or a random quirk. The magma powered alchemist lab didn't seem to be recognizing the iron bucket as magma safe. Tried moving the bucket around from stockpile to stock pile and no dice until I removed the tag requiring magma safe buckets. Now to see just how badly I maim my alchemists :D.
Very cool, I look forward to discovering in what new ways we can get our dwarves horribly murdered!
So, Nephilim are currently planned as a sort of counter-ambusher? They only send caravans (unless you're at war with them) and their purpose is essentially to lure out and attack ambushes?
Personally If you wanna make stuff more difficult I'd rather he buff the current civs. Getting sieged by six civs at once isn't so much difficult as "well gotta stay locked up for another 3 months." :P
This is why I love this mod. Not just simply increased difficulty, but scaled properly over the development of the fortress, so that there is always a sense of threat, of urgency, of importance. Sure, you could edit the raws and make everything hostile and do infinite damage. LFR makes sure you're never *complacent*. And, when the threat grows overwhelming, there is always a new avenue of research or power to pursue. These aren't just handed out though, and getting to them may end up being as dangerous as the forces driving you to pursue them.
A constant level of threat and/or promise of power, the proverbial carrot on a stick, that continues to advance as long as you continue to survive and grow your fortress. THIS is what makes LFR so great. Yes, more civs and and metals and monsters and plants are nice, but other mods have done them. LFR knows that there needs to be risk to counter reward, and a feeling of progression and accomplishment throughout the life (or fiery, irradiated death) of your fortress.
This is the reason I came back to DF.
That last bit with the descriptions of what's possible in LFR... you should add that to the OP. It's so epic.
That last bit with the descriptions of what's possible in LFR... you should add that to the OP. It's so epic.
The Voidwalker Patriarch Obliterator bludgeons the Auxiliary in the head with his (-*glistening voidshard cudgel*-), shattering the skull through the *steel helm*!
The Voidwalker Patriarch Obliterator bludgeons the Auxiliary in the head with his (-*glistening voidshard cudgel*-), shattering the skull through the *steel helm*!
Through the steel helm? How powerful are voidshards? As powerful as cotton candy?
By the way, how can I use voracious maws as bio weapons? I currently have no time to play DF, but I am really dying to know.
Can't wait to get some free time to try this out :D
Say, what are your plans for the next release?
...defense golems you could buy at the embark screen (or from dwarf merchants)...
...defense golems you could buy at the embark screen (or from dwarf merchants)...
Golems remind me of the Damascus sentinels, except made out of rock. But anyway, Carn raises a fine point on the need for early defense, so I second his opinion.
By the way, an alchemist's results is based purely on luck, right? If not, what skill does alchemy govern?
A way to melt ice without magma would be fantastic. I don't know if it's possible to rework a spike or weapon trap so that it requires fuel, and creates fire when triggered (by lever, pressure plate, whatever)
Or even just a brazier or stove that creates heat without spewing flames, just enough to melt ice.
I don't remember, can elves trade you more fearsome animals capable of being war-trained and bred? It would give you a reason to care somewhat about trading with them. I am of the opinion that while walling yourself off should be an option, trade should be important enough that hiding from the world is a big setback. Obviously the caravans are currently a bit broken, so that hurts their importance. Still, if they brought something besides a million cloth and wooden piccolos it would be worth caring about. Elves are the biggest offenders here, but other races do seem to bring plenty of useless crap. Perhaps give the elves and meowkin merchant liasons so you could order from them, as the humans and dwarves have?
Another Idea I had was for some kind of sapper class that could accompany some race's sieges, that could sneak and ahead of the assault break traps without triggering them. This would mean the race as a whole couldn't ignore traps, but would mean you couldn't rely completely on traps to stop them either. Traps would remain a viable addition to defense, without being overpowered or requiring all high threat enemy races to avoid traps. I know some races tend to mill about for a while as they gather morale or whatnot for their charge during a siege. I'm not sure how that works, but it would be the perfect time for sappers to slip in. Perhaps assassins could be done in a similar fashion to target nobles or powerful military dwarves.
Thanks again for your work on this mod! I know there are plenty of people throwing out tons of suggestions, but that is simply because of the fun and potential for growth your mod has shown.
Perhaps I am terrible at this game, but early bog trolls sieges (3 in one year) are devastating.
Instead of weakening them, though, perhaps we could reuse an idea I remember from another mod some time ago - defense golems you could buy at the embark screen (or from dwarf merchants).
I think they were set up as pet animals, basically, but when they died they broke into rock blocks, and didn't reproduce. Essentially super war dogs without the need for training, but more expensive and lacking reproduction or ability to be butchered. This gave forts starting off in extremely brutal areas a chance to get going, as the golems could potentially hold off initial undead / savage animals / thieves.
As it stands now, early defenses are limited to stone fall traps and war dogs, both of which seem completely useless. Perhaps slightly buffing one or both of those would help?
Perhaps golem creation could also be worked into the tech tree, with more advanced golems being researched, and only basic ones available at the embark or from merchants. They could also have different qualities, so some would not be strict upgrades over others. Maybe obsidian has more damage potential with blades on it, granite is tougher? Perhaps a difficult to build high tech one with some kind of range attack?
Golems wouldn't replace your militia or other defense options as you can't order them, they can't train, and can't use gear. Care would have to be taken to balance them, but it's an idea. Having one bog troll get through my traps only to butcher an entire nephilim caravan plus guards, and then all thirty dwarves I conscripted into the military and set to kill him made me really wish for some early defense with a kick to it. Granted, they were largely untrained and unarmed dwarves, but still.....I'm still watching them go at it as I write this after conscripting the entirety of my fort into the militia, and the troll is healing as fast as he is hurt. He now has half a dozen scars, and basically every bone in him is broken, but it doesn't seem to phase him at all. I'm not sure how he can swing a club with two broken arms and two broken legs, to say nothing of the other injuries.
If caravans are ever fixed to bring their full compliment and wagons again, this would be somewhat less of an issue as they would have more guards and animals, as well as bringing much needed materials to an early fort. Still, bog trolls are complete death machines and can't really be handled by a militia unless they have some training and decent gear, neither of which a fort has to begin with.
Another way to mitigate this could be to limit the frequency and amount of migrants. I don't know if it's DF2010 or this mod but I seem to get boatloads of the idiots showing up very rapidly, which naturally brings the bigger threats along. I don't know if migrants can really be controlled, as I don't remember a mod ever doing it. This is probably the single biggest issue - without constant migrant waves, sieges wouldn't show up until later, giving more time to prepare traps, forge weapons, and train militia. This would also make individual dwarves more important, as well as medicine, as replacing dwarves would be more difficult. I really like the idea of caring about dwarf wellbeing. Of course, if forts grow more slowly they would have a greater need for early protection, too.
Perhaps have another race that attacks early, but in smaller numbers or smaller individuals, and move bog trolls up the threat timeline a bit? Perhaps a race that doesn't use items, and relies on natural weapons/defenses, so they could provide a threat without giving the fort any resources upon defeat.
Anyway, some ideas. And tears.
TLDR Bog trolls beat my ass, boohoo.
For Carn, I have had elf caravans in vanilla bring me lions, tigers, and bears so they are definitely capable of bringing the heartier animal stock. I think it has to do with what area they end up making their cities in, I recall someone mentioning that if you manage to get them to settle in a jungle you have a chance of them bringing you a Tigerman to be your next mayor. I for one strongly support war animal options, as I found dogs woefully ill equipped to do more anything than distract the target while the dwarf attacks.
You could always use Warlord's Bonfire Mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) for your personal fires. I'm currently sticking it in now with a few suggested edits to see if I can do that weaponized poison booze thing.
Dreams of mechanized dwarven death machine legions are crushed. So sad.
I am excited about the possibilities of you mentioned. Also, I saw my first easter egg today and did a double take. Can't wait to find more!
Thanks again for your work!
The easter egg was aand I was very confused when I first saw it. Made me smile.Spoiler (click to show/hide)
The easter egg was aand I was very confused when I first saw it. Made me smile.Spoiler (click to show/hide)
Oh my God. Ladies and gents, don't perform the banshee funeral rites until you're alchemist is of excellent skill. I did it when I got a bit of ecto just to see what happend, and the sheer value of what came out, even at 'well-crafted' quality is rather...nice.
Suggestion for Will o'wisps:Is it not possible to also make an ITEMCORPSE caste with a low population percentage?Spoiler (click to show/hide)
Suggestion for Will o'wisps:Is it not possible to also make an ITEMCORPSE caste with a low population percentage?Spoiler (click to show/hide)
Hey, So i just stumbled apon this mod, and am eager to try it out but I'm having a weird issue. When I downloaded it, it seems to be in notepad format, and crashes when I open it. Is this an issue with my computer? I'm confused and any help would be appreciated, thanks!
Just got sieged by bog trolls in year 2 with only 17 population O_O according to raws shouldnt they start sieging from 80 population like goblins ?
I doubt that CAN_SPEAK is causing the early invasion of bog trolls. The ability to speak does not determine whether a civ follows PROGRESS_TRIGGER tags, in my experience. Either utuki started out not merely hostile but at war, which would tend to cause early invasions, or one of the progress triggers below was somehow met by his small fortress.Spoiler (click to show/hide)
Just set the production and trade triggers higher than the pop triggers to reduce the chance that they will be triggered earlier. Also, CAN_SPEAK does not require a regen, if I recall correctly.
I doubt that CAN_SPEAK is causing the early invasion of bog trolls. The ability to speak does not determine whether a civ follows PROGRESS_TRIGGER tags, in my experience. Either utuki started out not merely hostile but at war, which would tend to cause early invasions, or one of the progress triggers below was somehow met by his small fortress.Spoiler (click to show/hide)
Just set the production and trade triggers higher than the pop triggers to reduce the chance that they will be triggered earlier. Also, CAN_SPEAK does not require a regen, if I recall correctly.
Are you planning to have vanilla dwarfs?
Yeah, though I think specialized castes or overly powerful ones would go against the spirit of this mod (aside from the obligatory rare caste). I like that the dorfs in this mod are weak and grow in strength proportional to their tech. This mod has that really good "feel"to it. It somehow captures the atmosphere of games like Shadow of the Colossus and old platformer games where your tiny avatar faces off against large fire-breathing aberrations. I feel contempt toward squads of dwarves armed with iron spears and armor charging a megabeast after seeing 2 archers with javelin throwers blow a FB to bits in seconds.
Also, is ether any good for blunt weapons?
Totally random thought, but seeing as how you made the alchemist skill worth something now, any ideas to do something to make strand extractors do anything but twiddle their thumbs until cotton candy is found?
Wait, are Nephilim supposed to be, well, usually hostile? I've genned about ~14 worlds with this mod, and in all of them, I've had Nephilim at war with no one. Also, they come in trading caravans that happen to not sell anything and, when they leave, they actually hang around in the depot until I kill them...
or they decide to kill the bog troll invaders coming in
They were originally planned as a hostile race, but are now friendly by default due to problems getting them to fight both the player and the other hostile races at the same time. They will now only attack you if their trade caravans keep getting killed, or if they declare war (randomly determined by ethics during worldgen).
They won't offer their goods to you because flying civilizations do not behave properly with the current caravan system (they abandon their pack animals, fly to the depot, "unload" and then realize that the stuff that they're "unloading" isn't there yet, so nothing ends up getting moved to the trade depot). They will come to your depot, but they will also leave if a path exists. If you are shutting a drawbridge (likely to keep those trolls out), they won't leave because of the weird way that DF calculates pathing for flying creatures. They will only fly over your walls if a ground path to the other side exists (or sometimes if they are very, very close to an enemy on the other side). If you really want them gone, break into the first cavern layer and they'll stroll out through there.
They were originally planned as a hostile race, but are now friendly by default due to problems getting them to fight both the player and the other hostile races at the same time. They will now only attack you if their trade caravans keep getting killed, or if they declare war (randomly determined by ethics during worldgen).
They won't offer their goods to you because flying civilizations do not behave properly with the current caravan system (they abandon their pack animals, fly to the depot, "unload" and then realize that the stuff that they're "unloading" isn't there yet, so nothing ends up getting moved to the trade depot). They will come to your depot, but they will also leave if a path exists. If you are shutting a drawbridge (likely to keep those trolls out), they won't leave because of the weird way that DF calculates pathing for flying creatures. They will only fly over your walls if a ground path to the other side exists (or sometimes if they are very, very close to an enemy on the other side). If you really want them gone, break into the first cavern layer and they'll stroll out through there.
I had a perfectly open route to the edge of the map, I broke into the first cavern layer, the second cavern layer, and HFS, and they didn't leave through all that.
The problem is that you can't specifically tell Nephalim to use those animals. You can sort of "force" them to use it via use of the GOOD/EVIL tags and changing the entity tags a bit, but it'll affect the player's variety in good/evil surroundings.
The problem is that you can't specifically tell Nephalim to use those animals. You can sort of "force" them to use it via use of the GOOD/EVIL tags and changing the entity tags a bit, but it'll affect the player's variety in good/evil surroundings.
The problem is that you can't specifically tell Nephalim to use those animals. You can sort of "force" them to use it via use of the GOOD/EVIL tags and changing the entity tags a bit, but it'll affect the player's variety in good/evil surroundings.
What about combining EVIL and DOMESTIC on a pack animal? Then only an evil domestic using civ would use those creatures. You could give all the other domestic animals GOOD and DOMESTIC and make all other domestic user civs GOOD to achieve essentially the status quo for the other civs.
First thing I thought of when I heard "dwarven savant"
http://www.youtube.com/watch?v=UKmqPyuv0vo
I laughed so very hard.
Yea I played through one long and awesome fortress and then couldn't start another because it kept crashing on the embark screen.
I love this mod, but I find it difficult to get very far as I have a crash at least twice a year. Is anyone else experiencing similar problems?
I love this mod, but I find it difficult to get very far as I have a crash at least twice a year. Is anyone else experiencing similar problems?Post the errorlog, please. Maybe me and my noob skills can help.
I love this mod, but I find it difficult to get very far as I have a crash at least twice a year. Is anyone else experiencing similar problems?Post the errorlog, please. Maybe me and my noob skills can help.
How is compatibility with df therapist? This will be my first run of this mod, just wanted to ask in advance.
Perhaps an alternative to cats for pest control? You could have one in addition to cats, but it could be more effective at vermin control and perhaps be less of a cute pet to give dwarves happy thoughts. It wouldn't be an upgrade, just an different choice. Faster perhaps, or flying, or both? Perhaps some dwarves could find them ugly or dislike them, to further balance them.
Of course, a *more* likeable pet, with less vermin hunting ability, could also be possible, something with universal appeal and some happy thought generation but no other utility.
Neither of those animal options would really change gameplay that much, but would offer a little variety in options for fort happiness and pest control.
Perhaps some additional subterranean animals that are tameable by dwarves? Or edit some of the creatures that already exist for that purpose? Giant worms, beetles, cave crabs, axolotl, bats? The pest control animal could fit here too I suppose. These would be largely meant to be improvements over basic animals that fill the same role. Livestock, resource production animals (wool, milk, etc), pest control, or war animals for defense. Since they are more dangerous to acquire they could be more efficient or powerful. This means that trapping, animal caretaking, and animal training would be a more important skill, and would effectively have a tech advancement option. Perhaps upgraded mechanisms (or another advancement) could be required for the traps to capture these creatures?
The early attacking but poorly equipped race possibility you mentioned as a possibility earlier would be fantastic. Since Bog trolls have moved to be a later threat, this would maintain an early (but not necessarily overwhelming) threat to work against early forts, without giving them much in return if they defeat them (no free items from weak enemies to sell or melt). Perhaps this is the plan for the moroii, but it sounds like they're meant to be an interesting addition and optional way to start the tech tree (which is a great idea, thank you!). If you have to breach the underground to see them, chances are they couldn't really be an "early threat" to work against. Ideally, this threat would be mostly able to be defeated by caravans without aid, so it would mean using wood, bone, obsidian, and leather items (or common metals) early would be useful for starting a militia and/or traps, rather than just waiting until a supply of iron or steel is available. This effectively increases the amount of metals and weapon/armor materials in the game without having to add them in the mod, since (to my experience) no one bothers making equipment out of weaker materials as a general rule. Perhaps I'm mistaken, but that has been my impression. It forces the player to scrape together more desperate means of combat early. Once they have a trained and equipped fighting force, or simply enough effective traps, this stops being a concern. The idea there is to keep the player on their toes early without beating them to the floor. Just something that would give civilian dwarves trouble, but crude weapons and armor with poor fighting skills would defeat.
Another possibility would be splitting the forge so that there are two: a common metals forge and a more powerful metals forge. One that could be used early, for making copper and bronze and the like, and one that requires a minor advancement in order to produce items of iron, steel, or better materials. Perhaps the upgraded forge could simply require more anvils and/or better quality anvils? The means by which this is made more difficult to acquire don't matter that much I suppose. It would be an additional way to force players to utilize weaker materials early and "tech up" by making more anvils or whatever they need to build the next forge. This would also make the player have to choose between outfitting their forces with as much copper / bronze / etc as possible or spending it on teching up and leaving themselves more vulnerable while they build or trade to get the parts needed. The cost to upgrade would have to be significant but not prohibitive in order to achieve that. Perhaps, instead of requiring anvils, it requires some other part made form the basic forge in the same manner that you've used for other tech advances. This would mean that the player would not be able to directly trade for the advancement, and would need to manufacture them, taking and materials to do so. The materials could perhaps be traded for, so that if you were on a map with only more powerful metals you could still use them. For instance, if you started surrounded by iron or mithril but lacked any weaker metal like copper or silver, you could trade for the weaker metals just to upgrade. This would also have the addition of making trade more vital, again encouraging players to keep their forts open for business and defended rather than walling themselves in right away.
Did the "sapper" idea pan out? Can gremlin tags be added to other race castes or creatures that could accompany a race (as trolls do on goblin sieges) to provide that additional threat of trap dismantling or lever pulling?
Anyway, there are some ideas. Hopefully there is something inspiring there.
Started playing... Unfortunately I found a DF path bug... not related to the mod. Just had a cliff all my dwarves jumped off of, so I was unable to get much of a feel of it... All dwarves died to "Accidents" before summer...
Lizard man opening main gates if your 'not careful'? Could you have simply added some lever pulling tag to it?
By the way, just a suggestion, but perhaps you should ask and incorporate the bonfire mod in here for the next update? It would convenience many things.
Just ran into an odd hiccup with what might be an easter egg, so spoilering itSpoiler (click to show/hide)
Carbuncle? I google'd it, but all I got was some pages on skin diseases or something ???
By the way, any thoughts on them animals?
Carbuncle is a mythical creature that looks something like an armadillo with a ruby growing in it's face. Although maybe Narhiril used his own interpretation? Only way to find out is to play the next release.
Heh, you answered while I was typing my post. So yes, what he said.
Just noticed the Medical Training Dummy doesn't have the train surgery option. If that is intended nevermind, just read in the manual that it is supposed to be everything but diagnostics :)
I just checked my raws and the reaction is there, and the reaction is permitted. Everything looks identical to the other reactions, which I have available. Its only surgery missing, which is rather confusing.
The weapon labs sound like an excellent addition to the tech tree, and I'm excited to try them out! Do they exclusively use the higher tiers of metal or are they just better forges for weapons (with a risk of producing nothing at all)? Meaning, if you had an overadundance of mediocre metal (more than you need to outfit your militia) you'd still use the laboratory because you can afford to waste materials for superior gear.
Or are they strictly a higher tech option for later game (ie: only use rare materials)
I guess it doesn't matter, either way they seem like a fun idea.
Yes, he has, I think. It's pretty hard to get though. I don't remember the exact details on how to get it.
I wouldn't beleive so, as when you add new things into the raws you need to generate a new world for them to show up. There is a mod supposedly that lets you put them in to running worlds, DF world tinker I beleive its called, but I was unable to use it successfully and ended up slagging a very profitable fort.
Nuts... :(
If it makes you feel any better, I use to be VERY picky about embarks, but the sheer number of new test builds I've had to load has changed that.
If it makes you feel any better, I use to be VERY picky about embarks, but the sheer number of new test builds I've had to load has changed that.
What modding will change in a man, eh? Actually, thinking on your part, it must be quite a bore embarking from scratch everytime you need to test a new feature... Another reason modding was something I never really paid any attention to.
Are you considering that golem idea Carn bought up a couple weeks ago? I recall the idea was that they can't breed, and can only be bought from caravans, and are good for defending embarks. Cuz I feel like winning in a melee fight against voidwalkers.
Also, I think it will make the game more interesting if you could add some dwarf domesticated animals. It would be interesting to have a livestock with very high quality meat (sugar beetles or something), but big grazing needs. And perhaps some dwarf domesticated cave animal (can't think of anything atm though) that would be a little more useful as a war animal than a dog?
I myself absolutely cannot stand an embark that is not flat. It's mainly just an aesthetic for sieges because I like to see the enemy off in the distance as opposed to having to go observe their movements with the z level keys. I had an idea for post endgame content while playing adventure/dwarf mode yesterday. I have a really mature fortress with about 20 legendary marksdorfs, around 20 conscripts (of varying skill), and a squad of 10 super soldiers (most have triple digit kill counts) and they seem to wipe out most sieges relatively easy. Anyways, later I was playing Genesis ADV mode as a giant and I noticed that they take years to bleed out (yes it is this peculiarity that inspired me). I was thinking a race of hyperadvanced giants with their own unique material (without armor they would just be huge pinatas full of blood).
Also, I'm not sure if it's possible but perhaps a novelty caste would be an ultra rare dwarven android or clockwork dwarf. Make them immune to pain and fear and perhaps change all their organs into machines (not sure if it's possible) and have them bleed black oil or teal coolant or something like that. You allude to an advanced civilization that was wiped out before the current Civs came to be that left behind many artifacts. Perhaps this clockwork dwarf was put in place by the progenitors of the dwarven race to oversee their development before they all mysteriously disappeared.
Today I just noticed how amazing the Nephilim's archers can be. There was a small siege of a single squad of bog troll pokers when the Nephilim 'merhants' showed up, and they immediately bull rushed the 'caravan'. The bog trolls had (if i recall) copper and bronze stuff while the Nephilim melee guards had steel and some bronze stuff. The melee guards were immediately defeated, though they moderately wounded a few, failing to kill a single bog troll.
However, I noticed a Nephilim archer was doubling back (the siege caught the back of the long caravan, and the archer was in front), so I thought that, since I had nothing to do with the gate sealed, I'd watch him die. Turns out, he began to fire at the bog trolls in the air, and killed 4 of them! (Of course, he then charged downwards after his ammo ran out to bash the Bog Troll leader on the head with his bow, swiftly getting evicerated. But before this, the bog trolls could do nothing!)
Anyway, after that I started wondering if, perhaps you could mod in a ranged weapon that's good in melee, and remove most of their current melee weapons? and After all, they are supposed to be some great empire of fallen angels anyway, so making them more powerful would make sense. It would be quite a challenge when they eventually come and siege you cuz since they can fly up z levels, they can target the usually invincible, 1 z-level higher marksdwarves (who are only vulnerable to elite marksmen). After all, if you could fly, why use weapons like swords and axes anwyay?
It probably wouldn't even be overpowered, since they don't get pissed off till late game (unless you act stupid), where you'll have a good military going.
I've tried a lot of the other mods but i think i like this one the best, keep up the great work. This stays close to the core game.
Unintentionally awkward criticisms aside, I just had a bog troll siege at my second Spring. I'm using 0.12a, but is this intentional?
Yeah, that's a known thing. It's because the nephilim fly ahead of their pack animals or something.Ah, alright. I'll rationalize it as a Nephilim military squad stopping in at an ally's base while on patrol, then. This makes even more sense in the story-I write in my head as I play, because my fort would have been wiped out by a goblin ambush a moment ago had the nephilim not been visiting.
Just out of curiosity, is it intentional that bog trolls and void walkers are sending thieves as of 12c? Not that there is anything wrong with it, just recalled they weren't doing that before (and the voidwalker thieves come totally unarmed).
Not sure if this has been reported already or not, but Nephilim traders bring items but refuse to actually trade them.
I'm using tanmod, wanderer's friend, a slightly modified version of kobolds, and a replacement for dragons that I made if that matters at all.
On a side note, it would appear that the Kobolds are stealing voidshard during worldgen (or otherwise acquiring it somehow) because I've killed two thieves with voidshard daggers so far. No complaints on that, the little guys can use all the help they can get and I like to picture some poor cutebold thief slipping through voidwalker defenses to steal some of the stuff.
That's, unfortunately, a problem I can't solve without removing the [FLIER] token altogether. The justification you used is consistent with the lore file (how I imagined it). Perhaps in the future, caravan scripting will be modified to accommodate flying civilizations, but that's something that's beyond my ability to do with the raws.
Discussion regarding pack animals with more elaboration: http://www.bay12forums.com/smf/index.php?topic=84186.msg2301682#msg2301682
I'm using 0.12a, and noticed my chief doc is not performing an autopsy with a corpse, but with a stone, then an endless reaction with the slab of accreditation it produced (using the slab to create another slab, gaining exp in the meantime). If you think this is present in 12c, then perhaps you should fix it before you release 13a?
And one of my marksdwarves just oneshot a bog troll in the head with a goat bone bolt, sending his beakdog mount running around riderless. Pretty cool.
Downloading now.
By the way, what makes sabre tooth tigers so formidable? Cuz I don't think they can stand up to, say, an armored lizardman or goblin. Maybe mod those sabre teeth to be as strong as a weak sort of metal? (copper?)
I've only been using this mod for about two days now, but it's pretty awesome. I just lost a kobold camp to a nephilim siege composed of lancers (the battle itself was a part of Bellum Contiger, the War of Lancers), and since I've only played adventurers so far (save for a single dwarf fortress that only lasted up to the third migrant wave before a misplanned mining operation caused the fortress to flood while I wasn't paying attention) I haven't gotten much of a chance to see all the features but it still has been really awesome.
One thing I have noticed though, is that the meowkin are about on par with nephilim and voidwalkers during the Worldgen. In fact, in the three worlds I've generated they actually have more megabeast kills than the other two races (not combined though). From looking at the lore files, it seems like the nephilim and voidwalkers are supposed to be fairly powerful, but the meowkin should probably be on par with humans/elves since they're just cat-people who are slightly unhinged.
I'm not sure how you'd go about it, because their size doesn't appear to be the issue, but perhaps it would be a good idea to tone them down a bit? Unless that sort of thing is intended.
Another thing I've noticed is thatkeep showing up as dead on my unit screen, without my ever having seen them or breached the caverns. I'm not sure why this is, or if it's already been reported, but I just thought I'd give you a headsup that they're maybe burning alive in the magma layer or something somehow?Spoiler (click to show/hide)
Also, how do you go about making your tech trees? I noticed today that Kobold Camp has an 'altar' building that doesn't actually do anything, and I've been considering adding a religion-based tech tree with various rituals for my own use (and I guess I'd probably throw it over towards the KC thread so anyone who wants it can grab it), but I don't even know where to begin.
Loving the mod. Too bad about the Neph caravans.
Can anyone explain to me what to do with the accreditation certs?
-Joe
Alright, cool. Thanks :D
I'm going to start by having the shaman (or whoever is given the task of working at the altar) make fetishes out of bone and wood. These fetishes will then be used to perform rituals which will have a small chance of creating other items which can be used for more advanced altars, which will in turn allow for more advanced mystical tools to be made and thus more advanced rituals which have the potential to reward the user with even cooler miracles.
Actually, my question on the certificates was from the weapons and dodging training stations. Certs pile up, but how do they get used?
-Joe
Two voidwalker thieves during two seperate events just put my entire, iron equipped militia of 6 in the hospital. One's dead, the other trapped in barracks. I think the story behind voidwalker thieves shouldn't be 'to keep an eye on us', and more of 'infiltrators'.
Right, got it. They do absolutely nothing but get created. I was thinking they had to get cashed in to produce XP or something.
-Joe
While I haven't played your mod yet due to time constraints, I did have a look at the mod documentation and this thread. My mind was boggled, then blown. The depth in the tech tree is just ... staggering. I'm deeply impressed and I'm looking forward to more of it!
So, narhiril, what are your plans (that you are OK with revealing) for the next release? Give some of us something to look forward to. :D
I had an idea today when I saw the effects of a voidwalker dying. How about, for variety, adding in a tameable cave creature which releases poisonous fumes on death to use as a bio weapon? Like a glow scarab (from Cobalt Fortress, the forum game) or something. After all, if you've already added bio weapons in the flora section, why not one for fauna?
If you find some interest in the above idea, then I'll be looking forward to some fun with the prisoners in the arena. Dropping prisoners in with wild beasts/military gets really old after a while, (Another fight to the death with a tiger? *yawn*) and nothing would be more fun than dropping a group of goblins in with a (literally) live grenade.
Also, while we're on animals, it's been three years and I have not seen (much less caught) any of the sabre tooth tigers. :(
I really like the sound of this mod but I am a bit hesitant. So if I may a question and a request.Just have 2 different DF folders, one for LoFR and one for Vanilla.
For my question to what degree would this affect adventure mode. (As I am a fairly nostalgic person that likes to visit old fortresses (partly to scavenge amazing equipment partly cause I like to feel like a real adventurer learning about old ruins))
As for a request would you happen to be able to make it able to be toggled? As me and my brother both play this game and he really likes vanilla and I would rather not have to re install on a simi-daily basis.
I tried that but the DF.exe always opens the original file (The one that isn't DF_(2)) So that doesn't quite work. Hmm sure there is a work around but my brain is pretty much shut off at 3A.M.I really like the sound of this mod but I am a bit hesitant. So if I may a question and a request.Just have 2 different DF folders, one for LoFR and one for Vanilla.
For my question to what degree would this affect adventure mode. (As I am a fairly nostalgic person that likes to visit old fortresses (partly to scavenge amazing equipment partly cause I like to feel like a real adventurer learning about old ruins))
As for a request would you happen to be able to make it able to be toggled? As me and my brother both play this game and he really likes vanilla and I would rather not have to re install on a simi-daily basis.
I can't make them wander onto your map, unfortunately. They're down there, but I don't know when they'll show up.
I can't make them wander onto your map, unfortunately. They're down there, but I don't know when they'll show up.
I'm just commenting on their rarity. It'll make their capture all the more sweet.
As for the exploding cave creature, I was thinking poison, like the glow scarabs in Cobalt Fortress. Like a corrosive poison that eats away the skin or something (not too overpowered). By the way, what are the symptoms of the voidwalker's posthumous attack?
Are you willing to share anything on those war trainable animals on embark? Like, are they some sort of dog? Giant insect?Golem?(Oh wait, your saving this one for the update. :P)
I tried that but the DF.exe always opens the original file (The one that isn't DF_(2)) So that doesn't quite work. Hmm sure there is a work around but my brain is pretty much shut off at 3A.M.I really like the sound of this mod but I am a bit hesitant. So if I may a question and a request.Just have 2 different DF folders, one for LoFR and one for Vanilla.
For my question to what degree would this affect adventure mode. (As I am a fairly nostalgic person that likes to visit old fortresses (partly to scavenge amazing equipment partly cause I like to feel like a real adventurer learning about old ruins))
As for a request would you happen to be able to make it able to be toggled? As me and my brother both play this game and he really likes vanilla and I would rather not have to re install on a simi-daily basis.
EDIT: Sudden stroke of (Possible) Insomnia induced brilliance.
Is it possible to add [FLIER] to only a gender of an animal? If so you could make a custom animal that was designated to a certain biome and only designate one of the genders casts as fliers. As an added bonus only designate that gender as being a pack animal from there make them both [good] and the race with the problems use only [evil] animals and designate the gender that can fly as both good and evil. Seeing as how only one gender will appear in the evil biome it will die out without causing much harm. (It would also keep the evil races from getting an animal they are not supposed to have) while they will still use the flying animal as the pack animal. Of course this all hinges on being able to designate tokens to the different gender castes. Though I think it would work because most races that use evil animals don't trade with you anyhow.
ExampleSpoiler (click to show/hide)
Sorry if my tokens are a bit off I'm really tired
My dwarves just taught a voidwalker matron thief not to mess with The Tenacious Fortresses. She was revealed in the courtyard by one of our cats, and because there was a goblin siege right outside the door she had no escape paths. Within seconds my ten military dwarves had her cornered against a wall, and were administering a regular beat-down composed mostly of kicks to the face and gut. After a while they got bored, and with the dogs (and cougars and scorpions) holding her down, the axe-dwarf of the squad systematically removed every limb before beheading her.
I imagine I just got lucky with the RNG (and outnumbered her greatly), because she was able to take off a dog's entire leg with her steel razor. That being said: Is that just so we can't get our hands on voidshard items by harvesting thieves or is there something wrong with my world and the voidwalkers aren't obtaining their special metal?
Edit: Two more revealed themselves after my forces were chasing the fleeing goblins from the entrance corridor. This time the dwarves didn't mess around, as they had goblins to hunt and the voidwalkers were just a mild distraction. After limbs went flying courtesy of the axedwarves, I checked to see what they had. Two razors, one steel one damascus steel.
I have no complaints about free steel, but if this is intentional may I ask how you ensured that voidshard knives weren't made?
Why give the voidwalkers steel? Why not just voidshard? Is it to give us more of a chance of defeating them?
Why give the voidwalkers steel? Why not just voidshard? Is it to give us more of a chance of defeating them?
Civilizations do weird things with metals. I found, during testing, that they always seem to show up with some assortment of the three best metals they are allowed. If steel and damascus steel were removed, they would show up with voidshard, iron, and tungsten, which was weird and made them much easier than intended. Steel and damascus steel were added to their permissions to partially resolve this issue.
I'm playing with some alternatives for this. I haven't explored what happens if I change their voidshard-generating reaction to another labor and forbid the furnace operator job. If this has the result of only giving them voidshard, I'll consider implementing it.
...But I do like the way that the mix of steel, damascus steel, and voidshard limits the amount of usable voidshard pieces obtained from defeating a single ambush, so I'm a bit inclined to leave them the way they are. They're still quite challenging, even for well-equipped and well-trained military dwarves. So I suppose the best answer to your question would be "sort of, but also to limit the influx of voidshard items to the player."
What sigefread is trying to say, in case anyone didn't get it, is that since voidwalkers can only use the three best metal they can get their hands on, then why not mod in three different types of voidshards that have a slight difference (that causes them to be roughly the same), so the voidwalkers will use voidshards exclusively. (since the three different types of voidshard will be the best material for them, they won't touch anything below.)
Well, no. Even if you made the voidshards better than each other in various categories each individual type would still need to be superior to all other metal on their own in order for the voidwalkers to use them. It wouldn't make sense from a tactical direction to use, say, lusterless voidshard for a reaver and glittering voidshard for a bastion but it would still be better than if they used damascus steel for those two things because the lusterless voidshard, though it has less of an edge than glittering voidshard, would still need to be superior to damascus steel in virtually every way in order to prevent them from swapping it out.What sigefread is trying to say, in case anyone didn't get it, is that since voidwalkers can only use the three best metal they can get their hands on, then why not mod in three different types of voidshards that have a slight difference (that causes them to be roughly the same), so the voidwalkers will use voidshards exclusively. (since the three different types of voidshard will be the best material for them, they won't touch anything below.)
But you would also want to make them different enough so they are not just copy pasted, Like for instance one type has better sharpness and is somewhat light weight making it better for edge and worse for blunt attacks or one is light weight but not very sharp making it useless for weapons but decent for armor. From there hope the AI for the voidwalkers makes the items accordingly or else this plan would back fire and it would be really easy to beat them half the time
Well, no. Even if you made the voidshards better than each other in various categories each individual type would still need to be superior to all other metal on their own in order for the voidwalkers to use them. It wouldn't make sense from a tactical direction to use, say, lusterless voidshard for a reaver and glittering voidshard for a bastion but it would still be better than if they used damascus steel for those two things because the lusterless voidshard, though it has less of an edge than glittering voidshard, would still need to be superior to damascus steel in virtually every way in order to prevent them from swapping it out.What sigefread is trying to say, in case anyone didn't get it, is that since voidwalkers can only use the three best metal they can get their hands on, then why not mod in three different types of voidshards that have a slight difference (that causes them to be roughly the same), so the voidwalkers will use voidshards exclusively. (since the three different types of voidshard will be the best material for them, they won't touch anything below.)
But you would also want to make them different enough so they are not just copy pasted, Like for instance one type has better sharpness and is somewhat light weight making it better for edge and worse for blunt attacks or one is light weight but not very sharp making it useless for weapons but decent for armor. From there hope the AI for the voidwalkers makes the items accordingly or else this plan would back fire and it would be really easy to beat them half the time
(I'm using Lusterless and Glittering descriptors just because, the three types could be separated in any way)
I haven't really done any in-game testing, and I haven't really delved into the Forlorn Realms RAWs yet for fear of ruining any surprises for myself...so I don't know. But in order for it to work, I think you'd need them all to be fairly similar anyways with only basic changes.Spoiler (click to show/hide)
I haven't quite gotten far enough along to get damascus steel or the current Void shard yet how big is the gap between the two? If from what I have read on here is true it should be large enough to change up the stats a simi-noticeable amount and still have it be better shouldn't it?
Hell, I couldn't care less about voidshard (or anything related to them) myself, since I usually go for the shiny blue stuff asap, and I'm only looking forward to the new animals you might add in the next update. EDIT: Oh, and also that whole ritual stuff. That too.
(cotton candy really isn't hard to extract. Just carve fortifications into them before mining them out, and you won't breach HFS)
I think the wood problem is more because of the way the game can't distinguish between the amount of wood needed for a huge bed, and the amount needed to make a crossbow. If the game handled wood the way it handles metal and cloth (in pieces, with each bar/log/bolt of cloth being worth X resources) then much of the problem would go away.
Not entirely though, since SO MANY industries rely on wood, and plenty of important things can ONLY be made from wood. Even objects that can be made from other materials usually need wood to power furnaces in order to make them. In addition, it's often the only resource you have early besides stone. Wooden cages and stone mechanisms mean cage traps!
In 40d I refused to play unless I could start next to a surface source of lava - even with a 100% chance to find lava if you dig deep enough these days, I'm starting to think I'll go back to that.
Wood is so important even when you have lava nearby I don't really consider it cheating or nitpicking too much. Plus, building around a volcano feels pretty dwarfy. Magma makes everything better.
EDIT: Also, if the caravans ever get fixed, we'll be able to import a LOT more wood as well, especially since there are extra races in this mod that will trade.
Just built a sparring partner to test that - seems like the sparring partner works as advertised. It's just the obstacle course that's weird for me then. Anyone else have any issues with dwarves refusing to use the obstacle course?
I can live with having to manually go in and pick what dwarves I want to use the sparring partners - I can just build different rooms for different weapon skills to make it easier. I'm really not sure what to do about the obstacle course though. I feel like I'm missing something since other people haven't mentioned trouble with them.
Or have others not built them yet either?
Great mod you made here narhiril =)
but i got a problem, i can tame any animals. Whenever i click on "tame large animal" i got nothing on my list (i have a fox, 2 rats, 3 wolves in cages, which are usually tamable, aren't they?)
Thanks for the answer . hm, i have always played on the genesis mod, which made almost all animals tameable, that's explain why i didn't know they weren't without a dungeon master ^^
The thing is, even with my dungeon master appointed (a immigrant with great animal training skill) and pleased (tomb, splendid room, candy, MTV shows...), i can't tame anything.
I'm surprise that i'm the only with that problem, which occured on my two differents computers.
Thanks for the answer . hm, i have always played on the genesis mod, which made almost all animals tameable, that's explain why i didn't know they weren't without a dungeon master ^^
The thing is, even with my dungeon master appointed (a immigrant with great animal training skill) and pleased (tomb, splendid room, candy, MTV shows...), i can't tame anything.
I'm surprise that i'm the only with that problem, which occured on my two differents computers.
I was able to track down this link (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2036)
It seems that the results are mixed. Sometimes it works, sometimes it doesn't. Fortunately, there's a workaround.
I was also able to track down this (http://www.bay12forums.com/smf/index.php?topic=59411.0) utility, which will comb through your raws and remove all of the exotic tokens. I don't *think*this change requires a regen, but I'm not 100% sure. This tool should not cause any problems with LFR.
Interesting thing happened I breached HFS and there where no "Fun" new pets. First I thought I had just got lucky and they where under a different pillar so I walled off and started looking for them. But absolutely nothing is down there. Part of the mod or did I just get lucky and an unlikely event wiped them all out?
Any guesses why I can't make precision tools? I've got orichilam. Isn't it done in either a forge or a crafts shop?It takes place at an alchemist's shop.
Hopefully, yes, it will be, but we can't be too sure. It'd be nice if narhiril shed some light on that.
It would appear that at the moment you can make precision orichalcum tools at a regular alchemist workshop, but not a magma one.
I'm using a few others mods as well, and I didn't build the regular workshop till after getting orichalcum so it could be that you need to build the magma workshop after or there's some conflict with the stuff I'm using though (though the only other mods I'm using that effect reactions and entities are KC and Bonfire)
bog trolls seem to die out in world gen pretty quickly
... several new creatures...
bog trolls seem to die out in world gen pretty quickly
How does one make use of a slab documenting an expanded theory on celestial mechanics?
Is there a use for it at the moment?
Edit: Also, you will get a notice when bog troll thieves become enraged or cease to be enraged, but the bogtroll might not be revealed. I guess we can rationalize this as the dwarves hear the bog trolls angry shouts, but don't realize there's a thief abouts.
Also, having Nephalim show up every season is a tad annoying. Is it possible to change their active seasons without regenning, does anyone know?
Also, having Nephalim show up every season is a tad annoying.I'm setting up a drowning Trade Depot as we speak, just for these bloody freeloading do gooders. I've never even done this to the elves, who at least got me a breeding pair of
I've tried starting a war with them, because at least then I can get some metal from the sieges but even after slaughtering their caravans and leaving some survivors for three years straight they keep coming to hang out in my trade depot. It wouldn't be so bad if they couldn't fly, but as it is I can't even lock them out. Drowning them is a good idea though.Also, having Nephalim show up every season is a tad annoying.I'm setting up a drowning Trade Depot as we speak, just for these bloody freeloading do gooders. I've never even done this to the elves, who at least got me a breeding pair ofgoblin executionersgiant lions.
By the way, nightwing attacks on my (just embarked, sinister fortress) surface herd of goats are now repelled by the pastured nearby tortoises zerg rushing the nightwing and breaking every bone in their body, pinning it down for the dwarf with the axe to come along and finish it. I'm pretty sure tortoises don't have [LIKES_FIGHTING] or whatever.Clearly you brought along the teenage mutant ninja turtles.
By the way, nightwing attacks on my (just embarked, sinister fortress) surface herd of goats are now repelled by the pastured nearby tortoises zerg rushing the nightwing and breaking every bone in their body, pinning it down for the dwarf with the axe to come along and finish it. I'm pretty sure tortoises don't have [LIKES_FIGHTING] or whatever.Clearly you brought along the teenage mutant ninja turtles.Spoiler (click to show/hide)
Still, I find this quite unrealistic. What can I change in the raws to make them docile like the goats I have? Do I remove something like [LIKES_FIGHTING] or something?
And uh, you are going to be incorporating those tameable, explode on death cave creatures that was discussed last week, right?
The spoiler makes me unusually happy. :DBy the way, nightwing attacks on my (just embarked, sinister fortress) surface herd of goats are now repelled by the pastured nearby tortoises zerg rushing the nightwing and breaking every bone in their body, pinning it down for the dwarf with the axe to come along and finish it. I'm pretty sure tortoises don't have [LIKES_FIGHTING] or whatever.Clearly you brought along the teenage mutant ninja turtles.Spoiler (click to show/hide)
That. Is. Awesome.
Tortoises in LFR are quite large, about twice the size of a full-grown human once they reach maturity. They are also, however, docile and slow. If they land a lucky incapacitating early strike, they can defend themselves, but they won't get many attacks in on their own. But, as you have witnessed, numbers are a powerful thing in DF.Spoiler: For thatkid... (click to show/hide)
An update on the reported issues. Bog trolls are being created in world gen, and are sometimes surviving. If you embark within the first 200 years or so, they're almost always there, but in longer histories without extremely abundant civilizations, they are dying out a little bit more often than other races. This is something I will look into a fix for.
Magma alchemy labs and casters are not showing anything in the errorlogs, but are not always recognizing the reagents for their reactions as present. Results have been mixed. While this is relatively meaningless for precision tools, which don't require fuel anyway, it is something that I need to take a deeper look at to determine what exactly is causing the problem and if the problem is on my end or a hangup with DF itself.
By the way, just got a 'Master Armor prodigy'. I take it this is those savants that I keep hearing about?
And by unrealistic, I was talking about the turtles swarming like piranhas. Not the size.
One problem I have noticed is that the names of the options at the advanced mechanical lab are too long and go offscreen, is there a way to fix that?
Are there any plants to create "underground livestock" for dwarves? I always thought it was wierd that they had cows and yaks and sheep and such.
Are there any plants to create "underground livestock" for dwarves? I always thought it was wierd that they had cows and yaks and sheep and such.
I've been getting a lot of creature requests lately, so I'll go ahead and bite on this one while I'm at it. The short answer is "yes," but I haven't quite decided which new creatures to implement yet. Carbuncles are the first creatures to fill this sort of role, but larger and more butcher-friendly creatures are something I can definitely include in the near future. Carbuncles multiply like rabbits, but they're not very big and don't eat much grass. Also, if you leave them near a nest box, you might get a surprise.
It would be useful for there at be an alchemical reaction with flux stone as a product
It would be useful for there at be an alchemical reaction with flux stone as a product
Yes! This! Although don't make the reaction too easy. That would negate the need to look for embark sites with flux stone.
Are there any plants to create "underground livestock" for dwarves? I always thought it was wierd that they had cows and yaks and sheep and such.
I've been getting a lot of creature requests lately, so I'll go ahead and bite on this one while I'm at it. The short answer is "yes," but I haven't quite decided which new creatures to implement yet. Carbuncles are the first creatures to fill this sort of role, but larger and more butcher-friendly creatures are something I can definitely include in the near future. Carbuncles multiply like rabbits, but they're not very big and don't eat much grass. Also, if you leave them near a nest box, you might get a surprise.
Funny you should bring it up, because I just caught and nest boxed one due to the suggestion by the manual. Neat. And okay, good to hear! Going with the creativeness suggestion by Pan too, it's something I haven't seen much of, and I feel like there's a lot of room for neat stuff.
The surprise is related to a rare caste, so you probably won't see anything happen if you simply put one in a room with a nest box. However, if you breed them in proximity to nest boxes, good things can happen.
The surprise is related to a rare caste, so you probably won't see anything happen if you simply put one in a room with a nest box. However, if you breed them in proximity to nest boxes, good things can happen.
Ohhh, I thought the surprise wasSpoiler (click to show/hide)
If it is, uhh, all 4 carbuncles I caught from the wild are doing it. If not, well, I look forward to it!
When do you think you can release the next version? I, for one, simply cannot wait. :D
Easter Egg suggestion:Spoiler (click to show/hide)
By the way, is damascus steel better than mithril?
I save half of any mithril I find for the creation of hadrine
I save half of any mithril I find for the creation of hadrine
You... you use mithril for hadrine?? *facepalm*
Anyway, I found some things worth looking into. Firstly, the egg laying problem with turtles. Being grazers, they starve themselves when laying eggs. Secondly, you may want to change the amount of eggs other egg layers can lay. (this is a vanilla problem, but I'm wondering if you can change it with modding)
I am actually more eager to see the ritual tech-tree in all its glory than I am for the new Elder Scrolls Game.
And that's saying something.
Is it even possible to use blood as a reagent at the moment though? I thought that was glitched along with a few other weird extracty things? Or maybe I'm just misinformed...
I am actually more eager to see the ritual tech-tree in all its glory than I am for the new Elder Scrolls Game.
And that's saying something.
Is it even possible to use blood as a reagent at the moment though? I thought that was glitched along with a few other weird extracty things? Or maybe I'm just misinformed...
Just want to say, I'm loving this mod. My first attempt at it is still very young, but just reading the features is exciting. So many creative gameplay ideas for making DF more varied, balanced, and unpredictable.
Edit: Almost forgot... I've been meaning to ask if there's any likelihood of a Phoebus version at some point?
The most important resource you have in the fight against voidwalkers are migrants. Against melee combatants you shouldn't have a problem provided your dwarves are trained properly. For the ranged squads however, you should send in 10-20 migrant shock troops decked out in full damascus steel (you'll be able to recover it soon enough). I really like the custom metals in this mod, most people just add a plethora of diverse races which are just fodder for trained dorfs. The deadly power of voidshard adds a nice element of danger to the game.
On the topic of ether, how many labs do you guys usually have running after you've set up your basic infrastructure? And how often do you guys get ether? For me usually by the end of year 2, I've had 1 reaction. I tend to only use 2 labs though. Also, how long does it usually take you to get the Experimental materials and the Weapons workshop? If I plunge into the tech tree I can get both as early as the end of the 2nd year but usually I spend more time on my military and so I end up with these workshops around year 4-5.
I used to think that the regular weapons were good enough for my military, too. But then I played an adventurer who started with a pair of katara.I agree on the marksdwarves. In my army, I find the biggest killers are the marksdwarves, who managed to cripple three out of four of the squads the bog trolls sent during the last siege, allowing my melee soldiers to sally out (I have never done this before. Usually I let the enemy run through the siege weapon array first) and perform coup de grace on the unconscious bog trolls lying around (including their warboss).Spoiler (click to show/hide)
However, I'm a little worried that my copper and silver bolts are not going to be able to penetrate the voidwalker's voidshard armor. Will upgrading my marksdwarves to using javelin throwers give me more of a chance against them?
I have never gotten very far with the tech tree. I've actually been neglecting the alchemy experimenting parts of the tech tree in favor of getting the alchemists to turning stone to gold instead. (I like gold statues) Iwe've never gotten ether (is it better than adamantine?), experimental workshops, or weapons workshops (I find 'traditional' weapons quite enough at the moment.)
I agree on the marksdwarves. In my army, I find the biggest killers are the marksdwarves, who managed to cripple three out of four of the squads the bog trolls sent during the last siege, allowing my melee soldiers to sally out (I have never done this before. Usually I let the enemy run through the siege weapon array first) and perform coup de grace on the unconscious bog trolls lying around (including their warboss).
However, I'm a little worried that my copper and silver bolts are not going to be able to penetrate the voidwalker's voidshard armor. Will upgrading my marksdwarves to using javelin throwers give me more of a chance against them?
Look what I got~Spoiler (click to show/hide)
I gave it to my Master Alchemist, who is actually a savant and also the captain of the guard and the head doctor. She now runs around in a leather coat, a silk tunic, leather trousers, silk socks, leather boots, leather gloves, and this tophat. It's pretty awesome, in my mind's eye.
I'm thinking of making her not-the-military-commander and having all my alchemists in a similar get-up, now I that I think about it...
EDIT: Also, out of curiosity...can you loot the display cases in adventure mode? I doubt it, but I figure it's worth asking.
These javelin throwers are really something. I'm seeing an improvement in one shot kills when the javelin throwing marksdwarves are stationed behind the walls.
What do you mean by a 'tech tree'?There are several new buildings added in this mod. Along with these buildings, there are also several new items and metals and the like. Varying buildings allow you to do varying things of increasing coolness, but in order to do those things one needs to find certain metals, acquire certain items, or otherwise unlock the next tier by random chance. It's not incredibly difficult to progress along the tech-tree, nor is it necessary, but it does take time.
What do you mean by a 'tech tree'?There are several new buildings added in this mod. Along with these buildings, there are also several new items and metals and the like. Varying buildings allow you to do varying things of increasing coolness, but in order to do those things one needs to find certain metals, acquire certain items, or otherwise unlock the next tier by random chance. It's not incredibly difficult to progress along the tech-tree, nor is it necessary, but it does take time.
I don't want to spoil anything, and narhiril can probably give a much much better explanation than I ever could, but here's an example: The dwarves of defensepicks have a robust alchemy program, it hasn't really provided them much of use until now. While mining out the hauler's quarters, they came across a vein of a strange ore which they were quick to dub "Orichalcum". After smelting this ore into bars, the metal was tossed off into a backroom stockpile for a number of years until one day a curious alchemist took one bar to his workshop in order to test its properties. While working, he discovered that the metal had a strange shape-memory property, and he was soon able to create a set of tools out of them.
A passing mechanic saw this set of tools, recognized them for what they were, and dashed off to build an Advanced Mechanics Shop. Here, he was able to create more of those tools with the right metals, as well as advanced mechanisms which were put to use in creating obstacle courses, mechanical training dummies, and various training courses for the fort's medics.
As these dwarves trained, they documented their progress in a variety of ways. Alchemists took these documents and studied them, eventually coming up with a variety of scientific advances, one of which allowed the fortress to harness the raw energy found in a stone called Lustrum, essentially removing their reliance on wood for fuel.
What do you mean by a 'tech tree'?There are several new buildings added in this mod. Along with these buildings, there are also several new items and metals and the like. Varying buildings allow you to do varying things of increasing coolness, but in order to do those things one needs to find certain metals, acquire certain items, or otherwise unlock the next tier by random chance. It's not incredibly difficult to progress along the tech-tree, nor is it necessary, but it does take time.
I don't want to spoil anything, and narhiril can probably give a much much better explanation than I ever could, but here's an example: The dwarves of defensepicks have a robust alchemy program, it hasn't really provided them much of use until now. While mining out the hauler's quarters, they came across a vein of a strange ore which they were quick to dub "Orichalcum". After smelting this ore into bars, the metal was tossed off into a backroom stockpile for a number of years until one day a curious alchemist took one bar to his workshop in order to test its properties. While working, he discovered that the metal had a strange shape-memory property, and he was soon able to create a set of tools out of them.
A passing mechanic saw this set of tools, recognized them for what they were, and dashed off to build an Advanced Mechanics Shop. Here, he was able to create more of those tools with the right metals, as well as advanced mechanisms which were put to use in creating obstacle courses, mechanical training dummies, and various training courses for the fort's medics.
As these dwarves trained, they documented their progress in a variety of ways. Alchemists took these documents and studied them, eventually coming up with a variety of scientific advances, one of which allowed the fortress to harness the raw energy found in a stone called Lustrum, essentially removing their reliance on wood for fuel.
Wow. Just wow.
Hey narhiril, have you ever thought about releasing a version of this aimed at adventure mode? One where all those diverse weapons are actually used by in game civs? I'm probably just going to edit your raws to let humans use them all for now, but it would be nice to see the weapons and other neat aspects of the game arranged into something more adventure focused, if only as a side release or something.Adventurers will actually spawn with the exotic weapons sometimes, if that's what you mean. I've had kobolds using kataras and rakes.
narhiril, I'm going to be releasing a mod of my own soon. Would it be alright if I used the LFR manual and lore files as a basis for my own readme (and maybe lore)?
Your mod is probably one of the better documented mods out there.
Either way you're going to be in the credits section because Forlorn Realms is what inspired me to really start modding (where before I just sort of dicked around to see what I could break)
narhiril, I'm going to be releasing a mod of my own soon. Would it be alright if I used the LFR manual and lore files as a basis for my own readme (and maybe lore)?
Your mod is probably one of the better documented mods out there.
Either way you're going to be in the credits section because Forlorn Realms is what inspired me to really start modding (where before I just sort of dicked around to see what I could break)
If you're just using the format (section headers, table of contents, subsections, directory numbers, etc), I don't even require credit for that. If you, for instance, want to rebuild alchemy in your own way from scratch, I by no means own any patents or intellectual claims to that. I am not the first person to utilize the alchemy skill in a mod, and I know I won't be the last. If, however, you want to expand, copy, or use my raws or lore compositions as a template for your own modifications, I would like credit for that.
In a nutshell, go for it, just make sure anything you take directly from LFR has credit associated with it, and make sure that anything you take is not already credited in the LFR manual to someone else. If you wanted to use the foundry, for instance, you'd see in the manual that I got those raws with permissions from Kipi, so you'd want to talk to the original author in those few cases.
Generally, ideas and mods on these forums are shared in good faith. As long as you're not claiming someone else's work as your own, most of the community is fine with sharing things as long as they are asked for permission and due credit is given.
I had the good fortune to embark with a Bowyer Prodigy who is also a weaponsmith. :D
Are the nephlim supposed to have weapons in adventure mode? Because all I can find are wrestlers and they really are no match for my rapier.
Are the nephlim supposed to have weapons in adventure mode? Because all I can find are wrestlers and they really are no match for my rapier.
I think narhiril probably followed the example of the vanilla raws to make his civs, so I personally find it unlikely it's the mod's fault. In fortress mode, they show up with their weapons just fine. Maybe your just unlucky? I'll go and gen a world and test this out. Although... how do you get into a nephilim settlement as fast as you can? Not very experienced with adventurer mode.
I gotta say how much I love stones of banishment. Firstly, it adds some colour to my all white (and gray) fortress. Secondly, lining the big memorial hall with pillars literally made with the remains of your enemy really gives me a smile.
Today while fighting the voidwalkers (first siege! But all they did was retire my now single armed axedwarf recruit), I noticed that they no longer emit a wail on death. I remember how I had turned off the temperature to save FPS. Could this be the problem?
So in other words, Pan's dining hall is lined with the unearthly dying curses of a planeswalking race. Only in Dwarf Fortress...
Are the nephlim supposed to have weapons in adventure mode? Because all I can find are wrestlers and they really are no match for my rapier.
If you want a colorful stone, however, I can try to arrange something to that effect.
I'm pretty sure they will.If you want a colorful stone, however, I can try to arrange something to that effect.
I really only put pillars of that stone for the whole 'I killed you, muthafucka, and your remains are now a trophy I show off to friends' thing. I never really cared about the colors of stones. Except microcline. It's annoying when my dining rooms are half blue, half gray. Very un-uniform.
Still, I'll be turning to temperature on again. Will the pillars immediately (and the stones on the battlefield from the last siege) turn into a cloud of death wails?
Um...I think a found something you may want to fix. When A Nephilim Caravan comes, and an animal gets too near, all of the Nephals fly up into the sky and attack, leaving their animals to wander around. I may have killed those animals to get the goods.....and maybe gave a few of the Nephal's goods back to them to get on their good side....
In case you still need pictures of mood weapons being created, here's one I just got. Too bad my computer spontaneously restarted soon after. :'(
(http://img.ie/18820.png)
So in other words, Pan's dining hall is lined with the unearthly dying curses of a planeswalking race. Only in Dwarf Fortress...
Say, narhiril, I remembered suggesting some living grenades that can be tamed from the caverns. Gotten around to that yet? (as in, will it be out in the next version?)
I was really only thinking something that emits something like a voidwalker death wail, except having some more poisonous
syndromes. Your obviously more creative with the whole 'killing people horribly' thing. :P
Also, what exactly are they? Like, the creature.
I like the name "Zinger"
Urist likes pyrophoric war zingers for their spots.
May I have the raws? I can't really wait for the next version :P
Think of a koosh ball with legs. I haven't quite decided what to call them yet, though.
Well, either way, I found the ice and fire guys a little less realistic than the others. I mean, fragmentation and putrids are possible in insects in real life, such as how some ants can literally explode to defend their nest, and lots of animals give very putrid smells. Even flashbangs can more or less be explained by how they have some sort of chemical reaction in them that activates on death. But a creature that freezes enemies or burns enemies on death is a little less explainable. And from what your planning, you might really just be overpowering them with the whole dangerous blood thing. In any case, I'll be removing the ice and fire zingers from any of my future downloads, no offense intended or meant.
By the way, request to add the mod in the Community Mods and utilities list.
Well, either way, I found the ice and fire guys a little less realistic than the others. I mean, fragmentation and putrids are possible in insects in real life, such as how some ants can literally explode to defend their nest, and lots of animals give very putrid smells. Even flashbangs can more or less be explained by how they have some sort of chemical reaction in them that activates on death. But a creature that freezes enemies or burns enemies on death is a little less explainable. And from what your planning, you might really just be overpowering them with the whole dangerous blood thing. In any case, I'll be removing the ice and fire zingers from any of my future downloads, no offense intended or meant.But dragons, immortals, and eldritch abominations crawling from the dredges of the earth are realistic? ;) What about the alchemy labs and their functions, or giant animated statues of bronze? You'd have to remove a fair bit of content from the raws to make this game realistic. I'm just teasin though, I'm sure you've thought of this before (or heard of it) since it's a very common refutation that you often see used in arguments pertaining to realism in literature, movies, and games.
By the way, request to add the mod in the Community Mods and utilities list.
Well, either way, I found the ice and fire guys a little less realistic than the others. I mean, fragmentation and putrids are possible in insects in real life, such as how some ants can literally explode to defend their nest, and lots of animals give very putrid smells. Even flashbangs can more or less be explained by how they have some sort of chemical reaction in them that activates on death. But a creature that freezes enemies or burns enemies on death is a little less explainable. And from what your planning, you might really just be overpowering them with the whole dangerous blood thing. In any case, I'll be removing the ice and fire zingers from any of my future downloads, no offense intended or meant.But dragons, immortals, and eldritch abominations crawling from the dredges of the earth are realistic? ;) What about the alchemy labs and their functions, or giant animated statues of bronze? You'd have to remove a fair bit of content from the raws to make this game realistic. I'm just teasin though, I'm sure you've thought of this before (or heard of it) since it's a very common refutation that you often see used in arguments pertaining to realism in literature, movies, and games.
By the way, request to add the mod in the Community Mods and utilities list.
Wow, Dorf ingenuity at its finest.What should I do with this? Wait for Voidwalkers to bring me ammo?Spoiler (click to show/hide)
Might be a good idea to make them a little bit rarer, then.
Aren't they naturally legendary fighters or something?
Ah, yeah. I didn't really take that into consideration.Might be a good idea to make them a little bit rarer, then.
Aren't they naturally legendary fighters or something?
Yes, but they're also about the size of your hand. If they manage to actually hurt anything that severely, I'd be surprised. During testing, even in large numbers, they couldn't inflict much more than surface wounds.
Hey, Narhiril, perhaps you could make alchemical researches give a slab of accredition? So it can also contribute to the tech tree advancement?
Also, I sort of miss the early bog troll sieges from 0.12 something, where they come at year 2. It adds more challenge to the game. How can I tweak them to attack earlier?
I have not done this because it would effectively allow you to skip the first tier of the tech tree without unlocking advanced mechanisms and precision tools. From a lore standpoint, it doesn't make sense for the dwarves to be able to create things like the experimental materials workshop without first developing the technologies that it uses, even though these technologies are, for simplicity's sake, not always individually required for each workshop's construction.
Maybe your baron is busy? Conduct Meeting is not a high priority job. If they can path to your baron, and he is not doing anything, then it may be a bug, although probably not from the mod. I don't have this problem.Or rather than risk dwarf lives, just order your military to kill 'em
Drop the roof on the meowkin and her kids if they are an eye sore, or install upright spikes around the area to stab her and her kids to death.
Maybe your baron is busy? Conduct Meeting is not a high priority job. If they can path to your baron, and he is not doing anything, then it may be a bug, although probably not from the mod. I don't have this problem.Or rather than risk dwarf lives, just order your military to kill 'em
Drop the roof on the meowkin and her kids if they are an eye sore, or install upright spikes around the area to stab her and her kids to death.
Maybe your baron is busy? Conduct Meeting is not a high priority job. If they can path to your baron, and he is not doing anything, then it may be a bug, although probably not from the mod. I don't have this problem.Or rather than risk dwarf lives, just order your military to kill 'em
Drop the roof on the meowkin and her kids if they are an eye sore, or install upright spikes around the area to stab her and her kids to death.
Haha, both of you immediately think of killing them, such a dwarf response. I was more hoping that the children would become citizens of my fortress. Plus they're not eating my food so it's all good. And yes, I've got my mayor doing absolutely nothing and still no luck. I have considered whether making the meeting hall in the mayor office to see if that works.
Just wanted to say what your doing is great. I was starting my own mod but this mod has most of what i want in a mod. As a suggestion would you add in orcs? I can send the basic orc creature and civ I have made if you want to add them to your mod.
Just wanted to say what your doing is great. I was starting my own mod but this mod has most of what i want in a mod. As a suggestion would you add in orcs? I can send the basic orc creature and civ I have made if you want to add them to your mod.
Wait, wait, wait
Voidwalkers weren't meant to be a supreme evil "here to destroy the world but taking their time about it" race?
Wait, wait, wait
Voidwalkers weren't meant to be a supreme evil "here to destroy the world but taking their time about it" race?
They're a technologically superior race who looks down on everyone else, but they are only aggressive when threatened or when a civilization starts to accumulate too much technology and power. They are not evil for evil's sake, though they certainly aren't the most friendly bunch. The voidwalkers have a secret motive for their unusual pattern of actions, but this has not yet been explored in the mod and is strictly lore-based at the moment.
The unreleased civilization was more like the Tyranids from Warhammer 40k in terms of behavior. They are more of a virus-like civilization, which exists only to consume the resources and lives of other civilizations for the sake of creating more of themselves. Unlike the voidwalkers, this civilization would attack indiscriminately with no regards for complex strategy or even weapon technology. Their strength would come from overwhelming numbers, anchored by a few "champion" units of extreme size. When an army or "swarm" of these showed up at your door, they were meant to viciously attack anything they saw, including animals, merchants, and other armies. Unfortunately, due to the somewhat bizarre way DF currently handles interspecies relations, forcing them to be hostile to everyone proved impossible, and they were far too powerful to be allied with any other civilizations. In the end, I had to axe them, and I put the unfinished raws and graphics aside until I, hopefully, get some new tokens to make them work propoerly.
It's a pity, really. They would have been pretty awesome. But maybe they'll make a comeback as DF grows some more.
---
Voidwalkers = small number of extremely powerful units, motivations unclear (rational, but based on facts and concepts that have not yet been released in LFR), extremely advanced civilization and heirarchy.
Unused Civ = extremely large number of weak units, no motivation other than to expand and consume, no societal structure whatsoever.
Also, a question about the megabeasts added by this mod: Do they have unique hides/bones/teeth/etc? I've found that this is a pretty good way to keep stuff alive in world gen, maintain a sense of danger when fighting them in adventure mode, and also provide a reward in the form of unique leather armor and bone weaponry and the like.
So far I've spotted twoSpoiler (click to show/hide)
which appear to have died on embark despite me not doing anything to them.
EDIT: Make that three, this one died after embark, so it's not some wierd cave in incident or something.
Question...Order some raw orichalcum, or some orichalcum bars, from your trade liaison.
I've got brand new fort started up. It's going relatively well. Problem is, I'm stuck at the very bottom of the tech tree because I haven't found any orichalum yet. Is there any other way to get on the tech tree? Every other LFR fort I've tried has had the stuff in the first fifteen minutes or so...
-Joe
Question...Order some raw orichalcum, or some orichalcum bars, from your trade liaison.
I've got brand new fort started up. It's going relatively well. Problem is, I'm stuck at the very bottom of the tech tree because I haven't found any orichalum yet. Is there any other way to get on the tech tree? Every other LFR fort I've tried has had the stuff in the first fifteen minutes or so...
-Joe
You can also dig down to the caverns and hope some of the rare drop creatures pop up.
First of all, freaking Great Mod! I almost cant stop playing df since i use it^^
To share some of the awesomeness: (keep in mind im a df noob tough, so this might be uninteresting for most of you)
My first Fort in this mod held out for about 3 Years, a Bog Troll attack tore me apart. I Had set up my Military a year earlier, with an almost full Mithril Set for every Soldier (Some had a bit of Steel here and there, whcih i traded off a Caravan, i hillariously overdid it in Terms of Wealth). Half a Year after the funding i finally found some Orichalcum and made use of the Training Buildings, i was pretty confident my 10 Guys would be able to deal with most Threats that could come from outside. I was wrong, very wrong. When the Bog Trolls came i lured them into my Entrance Hallway, so my Dorfs could deal with one or two at a time, and not the entire Hoard. Still those Guys killed one Soldier after another, i dont know if i can be proud about this, but atleast i killed 3 before my Military fell. Afterwards i pulled all other Civilians into the Military and tried a Suicide attack. Funny enough, The Dwarf that survived the longest was the Legendary Cheesemaker that migrated into my Fort and was compeltely useless til the attack.
That stuff happened about an hour or two ago, and i have to say it was the most epic DF Fort i ever played. But i will probably have to change my habits and Buildorders for this mod if i want to survive other Onslaughts like that^^
Anyway, really great Mod and a big Thank you from Switzerland for making it!
PS. Just a quick Question, are Deep Wolves Trap and Tameable?
First of all, freaking Great Mod! I almost cant stop playing df since i use it^^
To share some of the awesomeness: (keep in mind im a df noob tough, so this might be uninteresting for most of you)
My first Fort in this mod held out for about 3 Years, a Bog Troll attack tore me apart. I Had set up my Military a year earlier, with an almost full Mithril Set for every Soldier (Some had a bit of Steel here and there, whcih i traded off a Caravan, i hillariously overdid it in Terms of Wealth). Half a Year after the funding i finally found some Orichalcum and made use of the Training Buildings, i was pretty confident my 10 Guys would be able to deal with most Threats that could come from outside. I was wrong, very wrong. When the Bog Trolls came i lured them into my Entrance Hallway, so my Dorfs could deal with one or two at a time, and not the entire Hoard. Still those Guys killed one Soldier after another, i dont know if i can be proud about this, but atleast i killed 3 before my Military fell. Afterwards i pulled all other Civilians into the Military and tried a Suicide attack. Funny enough, The Dwarf that survived the longest was the Legendary Cheesemaker that migrated into my Fort and was compeltely useless til the attack.
That stuff happened about an hour or two ago, and i have to say it was the most epic DF Fort i ever played. But i will probably have to change my habits and Buildorders for this mod if i want to survive other Onslaughts like that^^
Anyway, really great Mod and a big Thank you from Switzerland for making it!
PS. Just a quick Question, are Deep Wolves Trap and Tameable?
Deep wolves are not trainable, although I did see a [PET] tag.
And yea, those bog trolls... I changed my tactics from the usual, vanilla '10 or 12 guys of various weaponry decked out in iron/steel/adamantine' to 'around 15 melee guys or so decked out steel/adamantine plus around another 15 marksdwarves'. The first tactic rewarded me with pretty much the same thing as you. Then I relied more heavily on marksdwarves, and the casualties stopped piling up so high. Bog trolls feel pain, so a wooden bolt to the spleen will very likely render them unconscious.
The last fort that died of FPS issues had a bog troll siege (4 squads) where my 15 marksdwarves killed around 3 bog trolls, but rendered almost 2 and a half squads unconscious on the causeway to my entrance! The melee soldiers, most of them just out of boot camp (there isn't one) sallied out, swarmed the ragtag squad that made it to the gates, and delivered coup de grace to the three squads of unconscious bog trolls, their civ leader included. I later added javelin throwers to the mix, and saw a lot more kills to the marksdwarves credit. And a lot more clean up from all the limbs.
I just got another milestone in my DF histoy - the first useful artifact for the military. A fey bowyer made a wooden repeating crossbow. Is it actually better than an actual crossbow? Cuz I know how rate of fire cannot be changed, so how much better is it than the vanilla one?
Can we get some crystalline windows as well, maybe?
Why are meowkin and nephilim apparently so much more powerful than the default intelligent creatures?
http://dl.dropbox.com/u/13790475/Brouillard.png
This is the meowkin that took the world out of the age of land mover and mountain titan and into the age of Doigt.
Note that Brouillard's daughter, Nageoire Whirldrank, killed the giant that killed Brouillard in 46 at the age of 14.
Also, Brouillard's father was the first princess (father was a princess? How elven!) of the Adoration of Autumn. Damn, this guy's interesting!
Oh man, I haven't had a chance to play this yet, but your description already has me hooked. I can't wait to give this a try.
Eh, most of us here are pretty OK with the current version. Take your time ;D
Although a full list on what to expect next version would be nice. Something to look forward to.
And what's up with the moroii? I mean, are they just there, or serve some sort of purpose?
Long time lurker here! Just registered to tell you that this is a really awesome and creative mod. Keep it up and cheers! Btw, I tried today and found a minor problem - the training workshop takes any weapon, instead of a spear. Its fine by me tho. Good for putting the useless goblin stuff to use. :)
For what I read (the whole topic in fact) and people commenting it, it seem a great mod and I'll try it. Hopefully, it will be able to keep me scotch again my screen for hours (a thing, for how much I like DF, isn't able to do) :p Time to kick some bogtroll ass :D Or get destroy by them for as much as I know.trust me, It is THE BEST MOD EVER. It feels like(I think I've said this before) this was always in the game. it doesn't even feel like a mod! :D
I personally would like to see more the alchemy part expanded a little bit, and perhaps incorporated into the tech tree?
I'm not sure (too difficult to test, I think), but I think I have a solution to your very deep-underground easter-egg creature fighting-with-local-denizens woe.Spoiler: Tag contains spoilers (click to show/hide)
I'm not sure if it removes aggressiveness towards the denizens, but it's worth a try.
I'm not sure (too difficult to test, I think), but I think I have a solution to your very deep-underground easter-egg creature fighting-with-local-denizens woe.Spoiler: Tag contains spoilers (click to show/hide)
I'm not sure if it removes aggressiveness towards the denizens, but it's worth a try.
I had the same idea at some point, but it didn't end up working out. Unfortunately, this token does not work outside of the procedural generated .dat files. Attempting to put it into the raws will throw out an unrecognized token error. The same is true for the token that denotes forgotten beasts.
As sad as I am to say so, this bug has run up against a technical limitation that I currently cannot get around. Fortunately, even though they die sometimes, their populations are so high that wandering replacements are inevitable. Consider their corpses an omen of things to come.
Although I'm a bit curious that no one has run into anything else fighting the stuff down there, since these guys are not the only surprise I have added. This suggests that there either there is something different about this particular creature that is causing the mayhem, or that there is some problem with the other creatures that is not revealing itself, even in world population dumps. Given the limited sample size, though, I have to consider the possibility that there's no more information simply because no one has thoroughly explored it yet.
They need pasture? Didn't know about that, ho well, they are fine in their pit.Well, I occasionally pasture dogs who can't be trained because they came with an owner. I assumed you did the same thing.
If you're talking about theSpoiler (click to show/hide)
Then, yes, I've seen them fighting often, too.
Uh.. I just, um, got 10 ethereal spheres. Is this intentional? I mean, sure, it took a year of alchemy experiments, 2 alchemists barfing everywhere, and a quantum stockpile three tiles away, but 10 bars of adamantine grade metal? Isn't that a wee bit...
Uh.. I just, um, got 10 ethereal spheres. Is this intentional? I mean, sure, it took a year of alchemy experiments, 2 alchemists barfing everywhere, and a quantum stockpile three tiles away, but 10 bars of adamantine grade metal? Isn't that a wee bit...
I have a (minor) problem with theAnyway, loving your mod! Thanks for making it.Spoiler (click to show/hide)
okay 1st of all great mod first one ive added to my repertoire since i dont like game changing or anything being easier, the whole point of df is that you survive despite huge seiges and creepy stuff trying to maul you, and even as you find better things to help you, the enemies get stronger, and you're never safe. This is a principle that should be added to minecraft, imo, because it doesn't have enough threats. 2ndly, i think ive found 2 easter eggs in my game, so heres the screenshots.
1) Special Operations Pigeon
(http://imageshack.us/photo/my-images/703/specopspigeon.png/)
a spec ops pigeon? these guys are always around my fort, special pigeon easter egg?
2)Wierd Savant Guy
okay so I got this migrant wave on my 2nd year, and i was sorting them for what im going to stick them doing, and i go to the last one, pull up his skills and hes got something wierd about him.
(http://imageshack.us/photo/my-images/856/wierdsavant1.png/)
Whats a savant skill? I figure i should go check the info screen since this guy is probably some wierd savant or a hidden caste or something, and i get this.
(http://imageshack.us/photo/my-images/837/wierdsavant2.png/)
Whats enchanting? I dont see an enchanting related workshop. Is this a super secret eaqster egg? Maybe a new feature? In any case, anyone know what this guy is used as? I might as well use him for his savant skill, but i have no idea where to put him.
Alchemist skill does not matter. My alchemists were useless peasants (a potash maker and a novice clothier, I believe). Have a quantum stone dump next to them, and only conduct alchemy experiments in magma labs. Most of the time, you'll just receive useless copper, silver or gold. Occasionally mithril, and rarely ectoplasm (for banshee funeral rites) and ether. Alchemists always get sick from over exposure, and will barf all over the place. They might occasionally die from the rarer but deadlier symptoms, so alchemy skill does not matter.
okay 1st of all great mod first one ive added to my repertoire since i dont like game changing or anything being easier, the whole point of df is that you survive despite huge seiges and creepy stuff trying to maul you, and even as you find better things to help you, the enemies get stronger, and you're never safe. This is a principle that should be added to minecraft, imo, because it doesn't have enough threats. 2ndly, i think ive found 2 easter eggs in my game, so heres the screenshots.
1) Special Operations Pigeon
(http://imageshack.us/photo/my-images/703/specopspigeon.png/)
a spec ops pigeon? these guys are always around my fort, special pigeon easter egg?
2)Wierd Savant Guy
okay so I got this migrant wave on my 2nd year, and i was sorting them for what im going to stick them doing, and i go to the last one, pull up his skills and hes got something wierd about him.
(http://imageshack.us/photo/my-images/856/wierdsavant1.png/)
Whats a savant skill? I figure i should go check the info screen since this guy is probably some wierd savant or a hidden caste or something, and i get this.
(http://imageshack.us/photo/my-images/837/wierdsavant2.png/)
Whats enchanting? I dont see an enchanting related workshop. Is this a super secret eaqster egg? Maybe a new feature? In any case, anyone know what this guy is used as? I might as well use him for his savant skill, but i have no idea where to put him.
I love that theuses aSpoiler (click to show/hide)Spoiler (click to show/hide)
I sure do like spoiler tags today.
Alchemy skill impacts the quality of the products from alchemy reactions. For alchemical experiments that yield bars, this is irrelevant
He had obtained the perfect tools with which to learn more about the ethereal, and your fortress melted them down so some dude could have a nifty sword.Alchemy skill impacts the quality of the products from alchemy reactions. For alchemical experiments that yield bars, this is irrelevant
Actually, it kind of is relevant. I've had to melt down a bunch of masterwork ethereal spheres, which made my alchemist unhappy. He killed some poor mason in one punch.
My hunter just managed to (somehow) down a leviathan that crawled out of the frozen arctic ocean and sloooooowly hauled its body to the butcher shop....I now have enough food to last *years*. I imagine the dwarves just dragged the entire thing into the dining room and are slowly carving chunks off it's frozen bulk. I'll probably lose the fort to lack of water if anyone stubs a toe though....unless I can mod in those bonfire's of warlords without ruining the save. Probably should have done that before I started.
Just out of curiosity, I know by default ice can't be used to make anything apart from being used as a building material for walls and the like, and it doesn't show up in the list of stones. Is this editable? Icicle spears and bolts and ice spike traps and the like would be pretty awesome.
edit: I know traps can't be edited, I meant using spikes made out of ice, for a spike trap.
Question...I've got a miner that's a "Master Savant".
What is that? Savant teacher?
-snip-
Savants are good at Alchemy. They are the original savant, the OS if you will. All other savants are just copy cats, they be steppin' and trying to get in on the savant's game, but being able to make really cool crossbows does not at all compare to...whatever it is that alchemists do which makes use of quality modifiers.
-snip-
I'll look into this, but I don't believe ice is even included in the raws. It might, however, be possible to use it in reactions.
If it isn't possible, I'd be more than happy to create a building that converts water into blocks of ice and then turns those ice into weapons. It wouldn't be 'real' ice, mind you, but it would still do the trick.I'll look into this, but I don't believe ice is even included in the raws. It might, however, be possible to use it in reactions.
Thanks! I doubt I'm the only one, but I have a thing for ice forts - harsh, unforgiving environments that have the potential to kill you just from exposure! Freezing temperatures mean all sorts of crazy freezing trap project possibilities!
Glaciers, tundra, and arctic ocean embarks also tend to be very flat, which I also like. Low elevation, too, if it's near an arctic ocean - faster access to caverns! I hate digging 50-100 levels and not finding them.
Alchemist skill does not matter. My alchemists were useless peasants (a potash maker and a novice clothier, I believe). Have a quantum stone dump next to them, and only conduct alchemy experiments in magma labs. Most of the time, you'll just receive useless copper, silver or gold. Occasionally mithril, and rarely ectoplasm (for banshee funeral rites) and ether. Alchemists always get sick from over exposure, and will barf all over the place. They might occasionally die from the rarer but deadlier symptoms, so alchemy skill does not matter.
My level 12 alchemist has been going for 3 years, and has yet to get sick or injured and produces a lot of gold, silver, and pig iron + enough ethereal spheres for 3 bars of ether, a valuable statue from a banshee rite, and several bars of mithril and steel. It seems to me like the skill level does matter.
Too bad, guess u can't have any... Re gen the world? Check to see if you really cant get it from home city.
A strange mood armorsmith took me ether bar... :'( How good are they as armor?
>:( >:( >:( >:( >:( It wasnt even an armorsmith mood! He used his novice metalcrafting and mooded a F***KING ETHER TRUMPET! RAGEQUIT
If it isn't possible, I'd be more than happy to create a building that converts water into blocks of ice and then turns those ice into weapons. It wouldn't be 'real' ice, mind you, but it would still do the trick.
Blown through the material that signifies those who are damned? (the syndrome intended for ether was something about the damned)
Honestly, if you call it ice, and it has the material properties of ice, it is ice. Perhaps you can say the dwarves used rune magic or SCIENCE to keep it ever-cold. With that excuse, you wouldn't even have to really keep ice material properties per se. Actually, that would be a pretty cool tech tree option. A god of winter you could sacrifice to, and get ice blocks to build with, or ice bars to make ice weapons?
I like ice.
On the same note as ice, I'd like to see bone usable as a building material. Walls, bridges, etc made of bone would be amazingly awesome. I imagine this is really easy to do, and I've been planning to look up how on my own at some point... but I thought I might as well mention it.
On the same note as ice, I'd like to see bone usable as a building material. Walls, bridges, etc made of bone would be amazingly awesome. I imagine this is really easy to do, and I've been planning to look up how on my own at some point... but I thought I might as well mention it.
Oh, I like this. I do. Possibly more than ice, even. I am picturing this: http://www.ludd.luth.se/~silver_p/NewSedlec/index.htm
You just gave me the awesome idea of constructing soldier's tombs from the bones of their slain enemies. The more successful they were in battle, the larger the tomb :)
't' at the lab ;)I got the hadrine workshop, saved up pure mithril, steel and tungsten bars, and made some ash. The reaction's still red.(lol, never mind. Forgot I had turned all the steel into the damascus variety.) Also, once I made the hadrine block, extracted the strands and woven it into mesh, how can i make armor out of it?
't' at the lab ;)I got the hadrine workshop, saved up pure mithril, steel and tungsten bars, and made some ash. The reaction's still red.(lol, never mind. Forgot I had turned all the steel into the damascus variety.) Also, once I made the hadrine block, extracted the strands and woven it into mesh, how can i make armor out of it?
The reactions you are looking for are "fashion reactive platemail" and "fashion reactive helmet." They can both be found at the advanced mechanics workshop, and require one hadrine mesh an three advanced mechanisms of any material(s). I am going to go back and make sure that the manual has a note about this for future versions.
I am also planning to look into more uses for bone in the future, including new types of bone, bone furniture, and bone-derived building materials. I'm looking into (read: experimenting with) moving the legendary creatures - such as wyverns, amaroks, aatxes, etcetera - to a stronger, modified bone template. This should make their bones both significantly more useful and may help a bit with keeping them alive in longer world gens. If things look promising, I may even go back and adjust their leather material properties.
In a similar vein, being able to produce small amounts of magma would be pretty amazing, too. Not really sure what kind of container that would require though, or if it would still ignite the dwarf carrying it.... or I guess it could just flow out of the altar, which could be hilarious.
What does the 'reactive' in the armor and helm mean? And how much more powerful are reactive armors? (artifact iron reactive armor. How good is this?)
In a similar vein, being able to produce small amounts of magma would be pretty amazing, too. Not really sure what kind of container that would require though, or if it would still ignite the dwarf carrying it.... or I guess it could just flow out of the altar, which could be hilarious.
Rather than magma, you could use another explosive material like those in alchemy called "divine rejection" or something. :P
Rather than magma, you could use another explosive material like those in alchemy called "divine rejection" or something. :P
Rather than magma, you could use another explosive material like those in alchemy called "divine rejection" or something. :P
Oh don't worry, there will be plenty of this. I'm just holding most of it off until the next version of DF, when some more interesting forms of divine intervention (for better or worse) become possible.
Now, when it comes to lore, I'm at a bit of a crossroads when it comes to gods and the like. I can either clearly define them or leave them extremely ambiguous. If I chose to leave them ambiguous, there won't be any conflict with randomly-generated gods and goddesses. However, if I choose to define some that "transcend" world generation (similar to how Armok is the blood god no matter what else happens), it will make for some much more interesting lore.
My current plan is to incorporate a little bit of both. The temples and altars will be named for the virtues, elements, or symbols they represent (very generic), but there will be items added with references to the upcoming lore. That way, you may have genned a world with a fire god named "Amshil," but you may still get a "Breath of Valkor" at your temple, which lights everything on fire (I know, been there, done that, but it's just an example). The way I was planning to explain this was to introduce the concept of "old gods."
"Old gods" would, in lore, be the premium divine powers of each of their respective spheres. However, these powers were split, withdrew, or were otherwise disposed of thousands of years prior to the world of LFR. The usurpers, those who came after them, took up their mantles and fought over the shreds of power left behind. These "new gods" would be the randomly-generated ones, but their powers would be derived from the "old gods." Armok would be considered the only one of the old gods to have remained. Prayer to an altar would fall upon the ears of a new god, but the powers (or retribution) bestowed would bear the names and marks of an old god.
This seems like a good topic for a poll, but rather than giving you all the immediate option to tell me what you think using my packaged one-word answers, I'd like to hear some opinions - agreement or disagreement equally welcome - on what I've got so far.
Plants? Plants for the blood god? Blasphemy! Elf worshipping heretic! Lynch him!
Plants? Plants for the blood god? Blasphemy! Elf worshipping heretic! Lynch him!
Look at whose talking, you should be lynched! Your talking about another person giving plants to the blood god! Everyone knows plants have blood in them, and you still want to lynch him?!
Just had a voidwalker siege show up with a bunch of war spec ops pigeons. Might want to fix that.
Also, I melted some masterful ethereal spheres I got from a Savant alchemist. He tantrumed, punched a brewer, and got lashed to death by the voidshard whip wielding fortress guard.
Has anyone gotten hadrine yet? I've gotten a few woven meshes, enough for 11 pieces of hadrine equipment. Should I make helmets or chestplates?
In response to the image, the voidwalkers weren't exactly riding them. The pigeons just sat at the edge of the map when I opened the ballista salvo corridor to let the voidwalkers in. It was a slaughter, and I only had a broken swordsdwarf nose to show for it.
Also, I melted some masterful ethereal spheres I got from a Savant alchemist. He tantrumed, punched a brewer, and got lashed to death by the voidshard whip wielding fortress guard.
Has anyone gotten hadrine yet? I've gotten a few woven meshes, enough for 11 pieces of hadrine equipment. Should I make helmets or chestplates?
Spec ops pigeons. No less ridiculous than spec ops clowns (http://artoftrolling.files.wordpress.com/2011/07/chatroulette-trolling-untitled47.jpg).
And @ Carn, no, unfortunately, but Assassins of Kings is one of the things I have been meaning to buy for a while (I fell in love with the first one when it came out). That alone sounds like reason enough to buy it.
In other news, I am working on "enhanced" material templates for legendary creatures. So far, I've only finished the bone, but it's working just fine - material properties and values seem to be working fine.
In other news, I am working on "enhanced" material templates for legendary creatures. So far, I've only finished the bone, but it's working just fine - material properties and values seem to be working fine.
I must have posted just as you were editing to add this, I missed it the first time. This sounds promising! Tons of potential here. I'm excited. Thanks!
Just wondering if anyone else has been playing the second witcher game, and gotten to the siege of the dwarf fortress....
Human defender: "The enemy will overwhelm us!"
Dwarf: "Bloody hell they will, this is a DWARVEN fortress!"Spoiler (click to show/hide)
It's so beautiful. I shed a tear.
In response to the image, the voidwalkers weren't exactly riding them. The pigeons just sat at the edge of the map when I opened the ballista salvo corridor to let the voidwalkers in. It was a slaughter, and I only had a broken swordsdwarf nose to show for it.
(failed) test of the voidwalkers' new "homing pigeon defense array."
In response to the image, the voidwalkers weren't exactly riding them. The pigeons just sat at the edge of the map when I opened the ballista salvo corridor to let the voidwalkers in. It was a slaughter, and I only had a broken swordsdwarf nose to show for it.
(failed) test of the voidwalkers' new "homing pigeon defense array."
...
You have a very active imaginary life, narhiril. :P
But to make the voidwalkers even harder - maybe their sieges could be done in stealth? That would up the difficulty a lot. The reason I can kill voidwalkers all the time is that they need to path through lots of marksdwarves, and that's because I can see they have no energy projecting voidwalkers in their ranks. If their sieges are stealthed, it would significantly up the difficulty, since I would hesitate to send marksdwarves to their doom. (It's their cloaking technology)
I always sort of imagine voidwalkers sort of like the Protoss. It's the flash of yellow when they die that does it. (protoss zealots teleport away in a flash when they are heavily injured - 0 hit points.) Also, your graphical representation of them are all grey, no mouths, and shining eyes.
Just wondering if anyone else has been playing the second witcher game, and gotten to the siege of the dwarf fortress....
Human defender: "The enemy will overwhelm us!"
Dwarf: "Bloody hell they will, this is a DWARVEN fortress!"Spoiler (click to show/hide)
It's so beautiful. I shed a tear.
You just single-handedly sold the game to me. I've had The Witcher on my steam account for about a year, but haven't gotten around to playing it and didn't have it as a high priority. It's now next on my list.
There was a mod in 40d that had sand people who did everything from stealth, including sieges - same one that had golems available for embark (just strong creatures that couldn't breed, basically)
I can't for the life of me remember it's name now, but it was pretty good.
I thought the elves were stealth siegers?
There was a mod in 40d that had sand people who did everything from stealth, including sieges - same one that had golems available for embark (just strong creatures that couldn't breed, basically)
I can't for the life of me remember it's name now, but it was pretty good.
It was Civilization Forge. I was actually going to mention them, but I was afraid Narhiril may be unfamiliar, so instead I mentioned the elves. The sand people were like humans, but sieged like elves.
Yes, it's the [AMBUSHER] tag in the entity file.
I do have to admit that I've modded sabretooth tigers to be embark purchaseable though - they're expensive enough I don't feel it's overpowered, and they are by no means invulnerable. It's the only real option for embarking in hostile areas for early defense at the moment. They also don't seem to reproduce all that quickly. Even if gear and training for a couple of combat dwarves on embark was cost effective it would mean less dwarves to set up critical early industry and less time to do so, because you'd be bringing less supplies.
I posted this in the Dwarf fort discussion forum once, and it's advised you just brave through it best you can.
The mid game fatigue? Thats like, a player condition. I'm not sure what you mean. ???
I get the whips from voidwalkers. Glistening voidshard whips are quite dangerous.
It saddens me that any suggestion about improving the core game is met like this. I understand the fanbase's love of the game and it's creator, but ANYTHING can be improved. DF certainly has massive issues with optimization and especially it's UI, being often non-intuitive , and the learning curve (most menus don't even use the same letters for the same furniture or building). If anyone saw the NY times interview with today recently ( called "the brilliance of dwarf fortress" ) The interviewer said the one time he was bitter was when he mentioned minecraft, and how it did so well financially and was so popular. Toady raged at it being due to a "problem with society". The problem being that people like to be able to play the game I suppose.
The mid game fatigue? Thats like, a player condition. I'm not sure what you mean. ???
I get the whips from voidwalkers. Glistening voidshard whips are quite dangerous.
I know whips are so dangerous because they apply their attack over a very tiny area, making them kind of like lasers.... Does being made out of voidshard help this? I thought blunt weapons were better if they were more dense, and voidshard wasn't that dense (so a silver whip would be really powerful?)
Only two damage types: Blunt and Edge.The mid game fatigue? Thats like, a player condition. I'm not sure what you mean. ???
I get the whips from voidwalkers. Glistening voidshard whips are quite dangerous.
I know whips are so dangerous because they apply their attack over a very tiny area, making them kind of like lasers.... Does being made out of voidshard help this? I thought blunt weapons were better if they were more dense, and voidshard wasn't that dense (so a silver whip would be really powerful?)
I just assumed voidshard was sharper. Whips deal goring damage, right? So the sharper the better?
That gives them the ability to stealth siege.
Aye, I'm guilty of making them embark purchasable. I mean, why not? It's easy to just make up a story on how the dwarves found and tamed the great beasts underground. And their very rare in caverns, so I decided to hell with that.
Hmm, just got a large goblin siege that is closely followed by a voidwalker annihilation force. The two large army is duking it out at the edges of the map, with 4 squads of gobs and 2 squads of trolls vs 3 squads of voidwalkers. This is going to be fun.
Yeah, a voidshard scourge should be awesome in every sense of the word.
WAIT wait wait wait... What? You got those damn things to fight each other? I've been trying to get them to do that for five versions now. Did you add the [AMBUSHER] tag to the voidwalkers?
Hello, just a suggestion for helping to make the ritual tree differentiated from tech. One of the things you could do is offer the ability to summon servants from various deities as one of the ritual branches. A successful ritual for this purpose would make a caged, tame, non-breedable special being appear.
As someone who recently lost their hard drive I am glad to hear the death of the laptop didn't wipe out your work on the next version!
Think of it as an excuse to upgrade?
As someone who recently lost their hard drive I am glad to hear the death of the laptop didn't wipe out your work on the next version!
Think of it as an excuse to upgrade?
"Upgrade" is an understatement. I went state of the art and converted the old one to an external hard drive. I'm running with over a terrabyte of free memory now, with 8G ram and a hardcore dedicated gfx card on a laptop. The thing is monstrous - it's bigger than the bag I used for my last computer.
Someday in a few years I'll look back on this post with my 300T rig and go "lol terrabyte nub," but for now I'm on the bleeding edge.
Now lets see if it can handle 200 dwarves >.>
As someone who recently lost their hard drive I am glad to hear the death of the laptop didn't wipe out your work on the next version!
Think of it as an excuse to upgrade?
"Upgrade" is an understatement. I went state of the art and converted the old one to an external hard drive. I'm running with over a terrabyte of free memory now, with 8G ram and a hardcore dedicated gfx card on a laptop. The thing is monstrous - it's bigger than the bag I used for my last computer.
Someday in a few years I'll look back on this post with my 300T rig and go "lol terrabyte nub," but for now I'm on the bleeding edge.
Now lets see if it can handle 200 dwarves >.>
It slays me that you're only sort of joking about not being sure if it can handle that =P
Do the Elcar REPLACE dwarves? I'm asking this because I haven't seen dwarves at all with this mod, but the elcar do share the same creature description.What is an Elcar? This Mod does not add anything of that sort.
Nar, I understand you probably wouldn't want to stray too far from the vanilla game, but today I had a thought while reading the posts about the scourge/whips overpowered-ness.
Anyway:Spoiler (click to show/hide)
Of course, that could make them voidwalkers quite powerful, and they already are. And would stray a little far from the game. But here's just my little idea anyway.
Do the Elcar REPLACE dwarves? I'm asking this because I haven't seen dwarves at all with this mod, but the elcar do share the same creature description.What is an Elcar? This Mod does not add anything of that sort.
Any chance for the ritual tech tree to incoprate miraculous healings? Urist McHouse can sometimes be great, but even when he's on, he's still got limits. And when he's off, it's like you may as well not even have a hospital at all.
Does this mod enhance adventure mode in any way?
Does this mod enhance adventure mode in any way?
You can play as nephilim, who can fly.
So kind of.
Do the Elcar REPLACE dwarves? I'm asking this because I haven't seen dwarves at all with this mod, but the elcar do share the same creature description.What is an Elcar? This Mod does not add anything of that sort.
I am equally confused. The meowkin, nephilim, lizardmen, bog trolls, voidwalkers, and (underground) moroii are the races associated with this mod.Bah, who knows! I have so many mods installed! sorry!
Nar, the created water can be used for everything but filling ponds? So the essential things (drinking, giving water to wounded, washing wounds and doctor's hands) all work with it?
You are my hero. I guess if it can't be put in ponds, forts relying on it as a source of water will simply need a lot of buckets.
Hey, how about adding some kind of soul to soulgem conversions, and reactions that require soulgems?
I'm considering about downloading this, as I'm kinda bored and frustrated about modding my DF game. What's a quick rundown of the features, like how would you rate this mod's difficulty?
sand is limited...
The enemies in the mod are quite challenging, and are balanced in quite an interesting way. Like how each race plays a certain 'role'. Lizardmen are thieves, and have a 'sapper' caste to pull unguarded levers and open cages. Bog trolls are muscles who smash through doors and are all raw power. Vanilla gobbos are the in between guys, what with their average fighting skills and pet trolls. Voidwalkers are just like your dwarves - powerful soldiers with good quality armor and weapons (they are slightly better, such as feeling no pain and releasing a stunning death wail upon death).
The main feature of the mod that separates it from many other mods is how it adds creative ideas and reactions. You have a certain type of booze to burn as bio weapon. You have explosive creatures to unleash on your enemies. You have the technology tree that expands the gameplay by providing stronger materials for armors, colored high quality crystals for high quality furniture and colorful megaprojects (next version), advanced mechanics that trains the skills of various professions, and the ability to produce advanced weaponry more efficiently.
So in a nut shell, the mod has difficult combat (not as extreme as, say, fortress defense. But enough to challenge the average DF player.) and a technology tree that adds to the experience by enhancing different fields.
EDIT: Also, could one of the rituals give uncut gems or anything? Gem cutters need jobs when the map's all mined out and sand is limited...
got a caravan from the nephilim and they didnt bring anything with them at all :( ???
Is this a glitch or just something else
EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list
got a caravan from the nephilim and they didnt bring anything with them at all :( ???
Is this a glitch or just something else
EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list
Sirdrake, the Nephilim can't trade because they are flying creatures, and in the current DF version fliers can't be enabled to allow trading.
sand is limited...
That's a paradox if I've ever seen one!
got a caravan from the nephilim and they didnt bring anything with them at all :( ???
Is this a glitch or just something else
EDIT just lookd at unit list and it says there are caged animals but they dont show up on trade list
Sirdrake, the Nephilim can't trade because they are flying creatures, and in the current DF version fliers can't be enabled to allow trading.
So why did they come
Not to put any pressure, but when will the next version be released?
Narhiril, would you mind if I used the weapons featured in your mod (an excellent and original one, I might add) in my own mod? My time has been rather short lately, and I might not be able to add as I would otherwise. Proper credit will be given, obviously.
Narhiril, would you mind if I used the weapons featured in your mod (an excellent and original one, I might add) in my own mod? My time has been rather short lately, and I might not be able to add as I would otherwise. Proper credit will be given, obviously.
It's fine with me, but you'll probably need to do some work on entities or custom reactions to make them available, as most of them are exclusive to the weapons concept laboratory (which is pretty deeply entangled in the tech tree raws).
Allright, what's the process to actually making use of my slab showing the design of a super new and cool javelin thrower? I can't build an advanced metal caster without making it...
I'm not sure if this has been brought up yet, but I found a bug. I had three Nephilim traders come at the end of summer, so I brought out my goods and all that good stuff, and I noticed that the Yak they brought hadn't come inside the fort, and they left it behind. Then i noticed that both the Yak and the Donkey they had still had all of their goods on it and that nothing was actually in the depot to trade. Is this just an error somehow on my part?I've had similar problems. 'cept they won't leave if you offer them ANYTHING. they're like mercs!
EDIT: I offered them about 2000 dwarfbucks worth of stuff, and I dumped what I thought was an appropriate amount from their animals. I hope they don't get pissed off at me.
DOUBLEDIT: It seems that I can't release the TAME animals that I dumped off of them either. Every time I try it spams me with a "Cannot release large animal. Needs empty cage." Anyone know what this is about?
Allright, what's the process to actually making use of my slab showing the design of a super new and cool javelin thrower? I can't build an advanced metal caster without making it...
It is a random product of the "document alchemical research" reaction.
If you have any training workshops running, they will kick out slabs of accreditation for the documentation reaction. The "document alchemical research" reaction gets rid of these slabs and also has a chance to produce different slabs for other advances. The slab required for the advanced metal caster is one of these chance products.
The best way to unlock it is to have one or more training workshops running smoothly, then to dedicate an alchemy lab to "document alchemical research" on repeat. Check back periodically to see if they've got any new advances for you. As I recall, the advanced metal caster advancement is one of the more common of the possible ones.
Alchemist LabAllright, what's the process to actually making use of my slab showing the design of a super new and cool javelin thrower? I can't build an advanced metal caster without making it...
It is a random product of the "document alchemical research" reaction.
If you have any training workshops running, they will kick out slabs of accreditation for the documentation reaction. The "document alchemical research" reaction gets rid of these slabs and also has a chance to produce different slabs for other advances. The slab required for the advanced metal caster is one of these chance products.
The best way to unlock it is to have one or more training workshops running smoothly, then to dedicate an alchemy lab to "document alchemical research" on repeat. Check back periodically to see if they've got any new advances for you. As I recall, the advanced metal caster advancement is one of the more common of the possible ones.
Sorry, I wasn't clear. I've got loads of that certificate/slab/whatever.
What do I stick it in to actually PRODUCE the thing so that I can then build the advanced metal caster?
document alchemical research.
So, Narhiril, the release next week is on Monday, or a little later than that?
The harsh and scary thing sounds good to me too. The 'past civilizations' thing that LFR talks about has potential for some interesting creatures.
And the whole thing with kittens kicking all that ass... Why? Aren't they smaller and all that? Maybe reducing their litter size or something would help?
The harsh and scary thing sounds good to me too. The 'past civilizations' thing that LFR talks about has potential for some interesting creatures.
If only there was a way to exert more control on the numbers and type of animals / non civ units spawned on a map. Then there could be a sort of progression for wildlife (and undead, semi-megabeasts, tribals, wandering monsters, etc) so that new forts wouldn't have to contend with 10 giant skeletal eagles, but a later well established fort could still be confronted by a similar threat.
Perhaps this will be added to DF one day.
This is pretty close to finalized. The next few days will be spent travelling and testing before a release on Tuesday or Wednesday.
Also, I just noticed you mentioned me in the manual. I'm famous!
This is pretty close to finalized. The next few days will be spent travelling and testing before a release on Tuesday or Wednesday.
Exciting!
Also, I know you said it wasn't for some time in the future, but good luck on whatever that operation is. As someone that's been in hospitals a couple times before, I know it can be an unpleasant experience.
Also, arejust something to sell?Spoiler (click to show/hide)
so, my latest test fort, making sure some of my own mods worked, as well as mixing two other full mods with lfr worked fine (one only introduced the drow and all their related stuff, the other was a huge one, direforged) and discovered that my civ was both at war with the meowkin and extinct. went and checked in legends...those little kittens are vicious when they get all warmongery! they've taken out my dwarf civ, the local drow civ, *and* one of the local human civs. apparently still on trading terms with the other two humans, the neph, and the rest of the not immediately aggro groups in their vicinity
kinda sucks, 'cause i was excited when i saw that the now extinct dwarves started out with access to war giant desert scorpions...first i've seen that since i made them non exotic and war trainable, months ago. good news is, nothing in error logs, so i got the mishmash all working together, though
I'd like to ask permission to use some of your weapons; not many, I may add, but a few. They'll probably be renamed, but most of them will be about the same, and you'll get more credit than you already have in the mod :3
Also, I just noticed you mentioned me in the manual. I'm famous!
I try to keep a running tab of people whose continued feedback has substantially helped improve the mod. For anyone else, if you feel like you have been overlooked, please go ahead and say something. As they say, the squeaky elf gets the axe... Or something like that.
Also, I just noticed you mentioned me in the manual. I'm famous!
I try to keep a running tab of people whose continued feedback has substantially helped improve the mod. For anyone else, if you feel like you have been overlooked, please go ahead and say something. As they say, the squeaky elf gets the axe... Or something like that.
Hehe, I was reading the manual the other day when I was on holiday at an internet-less hotel and was surprised to see my name there.
Anyway, these past few days saw an end to my fortress. Voidwalkers ::). I was running out of sabre tooth tigers, and I had challenged myself to not use adamantine so as to fully experience fighting a technologically superior opponent. Suffice to say, the experience did not end as well as I had hoped. Those earlier battles where I had triumphed against voidwalkers were mostly due to the sabre tooth tigers distracting them while my poorly equipped soldiers tried their best to hack them apart. As the voidwalker sieges got larger and piled up, I lost the war of attrition. Had a hell of a last stand, though, with the remaining soldiers (clad in voidshard and all a weapon lord/master) patched up in time for another siege and most civs issued crossbows or whips against a 50-ish something voidwalker siege. Lost 40 something guys and abandoned.
Was hesitant to start new fort, so I've been patiently *twitch* waiting for the update for the past 3 *twitch* days.
Gave adventurer mode a try, and it was fun for a while when i rolled up demigods and killing people by maiming their faces while their unconscious.
(...) I don't ever plan to make a metal of equivalent or superior quality to adamantine, and I haven't changed my mind about that
(...) I don't ever plan to make a metal of equivalent or superior quality to adamantine, and I haven't changed my mind about that
So hadrine does not count as a 'metal', then? And by the way, just making sure, one hadrine reactive chest plate can be worn with a mail shirt, right? Cuz I don't want to make a whole bunch of hadrine reactive chest plates + adamantine mail shirts, only to discover the name was misleading me.
I can't wait for version 0.14b!!!!!!!!!!!!!!!!!!!!! :D
I just bought afrom the elves. He was also an adequate presser. I'm guessing this is because of CAN_LEARN, right? Will he actually fly around and set bones of the injured? Because that would be pretty awesome.Spoiler (click to show/hide)
I've been really enjoying this mod lately, btw, especially just looking over and reading the raws. It's helped me out quite a bit with the little experiments I've been tinkering with lately. Can't wait for the next version.
I think spec ops pigeons should be made more rare and less likely to be encountered in a serious situation. It's funny to see them in a cage bought by the elves, or one in a few large groups of pigeons. But it gets a little annoying and ruins the experience when they are brought along in sieges or something.
Narhiril, I must say this just made my week. And it's Monday!
Could you post all the things you have added in here? I'm going to start a fort as soon as possible, but I would like to hear what the new reactions and workshops and other stuff are before I start. You know, for planning my fortress.
Also, some tips on how they should be used is appreciated (like that ritual that gives you wooden weapons or something? The one that you wrote in green colored text.)
New reactions are just fine, narhiril. I'll be abandoning my current fort and starting a new one. I'll let you know if I find anything buggy ;)
Also, you might want to update the manual. For example, voidwalkers being cloaked in sieges do not really go with 'voidwalker extermination force on the horizon is a terrible sight to behold' unless the dwarves are using some scrying technology.
Also, maybe a little (just a little) lore on how the sabre tooths were domesticated? Some may raise eyebrows without this.
;D Pretty much!I can't wait for version 0.14b!!!!!!!!!!!!!!!!!!!!! :D
To fix all the bugs you expect with 0.14a?
I'm flattered, I guess.
;)
Uh, so I just walked through an evil tundra, and, after a zombie polar bear vanished after a bit of fighting, I found three leviathans, who ran away upon seeing me.
...Is this normal?
I'm going to start a fortress in an terrifying area. I will plant the foraged voracious maws for atrohpic bliss.
And them I'll use them as bio weapons (as advertised). Problem is, how long do they burn? I'll drip magma down on the stockpiled barrels (placed in the ballista hallway) while the enemy charges through it. But I want it to emit the vapors for a period of time or this method won't be worth the trouble. So... does it emit the vapors for some time before distinguishing? Or is the poison gas instant like zinger explosions and voidwalker death wails?
I just grabbed the new version and ported an old save over. Do I need to regenerate a new world to get things like the altar and other new buildings? I'm not seeing them.
Fungus no longer grows indoors, though shrubs still do, after piercing a cavern. Is this a bug or working as designed?
Is it just me or do dwarves and animals seem to suffocate to death a lot for no reason? I had this issue in earlier versions too, I don't know if it has anything to do with LFR since I only play with LFR, though. Probably just stubbed a toe against a wall and forgot to breath from the pain? Only in DF will creatures forget to breath because of the intense pain of toe-stubbing.
I think the lack of cave grass is caused by the lack of water in the caverns. Not an LFR bug, anyway.
So anyway, what are your immediate plans now, Narhiril?
Dwarves make pizza now? This is the best fort ever.
The immediate plans are to play while you guys play, trying to weed out any further bugs or inconsistencies for 0.14b. School starts up for me with a bang in two weeks, so I'll be finding ways to plan my schedule around that (I actually developed many of the early parts of LFR during class, so this isn't bad news for development at all).
There may be a few more things I can do with the ritual tree before the next version of DF - namely introducing unconventional methods of acquiring soap and flux stone. I also have a fair number of spoiler-related creatures to hammer out for future use.
The immediate plans are to play while you guys play, trying to weed out any further bugs or inconsistencies for 0.14b. School starts up for me with a bang in two weeks, so I'll be finding ways to plan my schedule around that (I actually developed many of the early parts of LFR during class, so this isn't bad news for development at all).
There may be a few more things I can do with the ritual tree before the next version of DF - namely introducing unconventional methods of acquiring soap and flux stone. I also have a fair number of spoiler-related creatures to hammer out for future use.
I was checking the manual for some inconsistencies. I noticed that Thyme is part of something planned for 'advanced cooking'? I'm interested in what that means.
Also, some inconsistencies:
'Sabre-toothed Tigers
While not technically a friendly creature, sabre-toothed tigers can be captured and tamed...'
'Zingers
Zingers are benign creatures found in the shallow caverns that can be captured and trained.'
Nice to see I'm not the only one making concept art for a mod for a game that uses a tileset :).
Ether bars can be imported in my fortress. Might want to get that fixed.
What if the furnace operator is a high master, and processes the ethereal spheres to be masterwork as well? Keep preparing the prepared spheres till it's not masterwork? Cuz that works, sure. But it's a little weird. Might as well make a reaction called 'Process Ethereal Sphere' which takes 5 spheres and produces one bar.
That would make getting ether bars a chore and you'd still be able to import them.
On a similar note, I've had a weird issue regarding ether (or I'm just not understanding something): I have never seen an ethereal sphere, not even from the banshee funeral reaction. I've only seen an "ethereal statue of a dwarf" a few times, which is unable to be melted or used in the reaction to produce bars of ether. This is probably me messing something up since I use your mod as a base for my own weird attempts at creating things, but I don't think I've ever messed with any items outside of weapons. It's happened to me both in the current version and in 13b, help would be appreciated.
Er, yeah, the second part of my post was supposed to be a response to why Pan's solution wouldn't work.
I thought the Banshee funeral rite was supposed to produce ethereal spheres? I think I am probably just not understanding something, I'll read through the manual bit again.
What if the furnace operator is a high master, and processes the ethereal spheres to be masterwork as well? Keep preparing the prepared spheres till it's not masterwork? Cuz that works, sure. But it's a little weird. Might as well make a reaction called 'Process Ethereal Sphere' which takes 5 spheres and produces one bar.
This won't solve the problem of dwarven caravans still being able to bring ethereal bars. What I've done is made the reaction require an obscure skill. Surely you have someone around who isn't a master potash maker?
Alright, thanks for the quick replies, heh. I understand now.
Ethereal statues are from another reaction, the 'Perform Banshee Rite', which takes a ectoplasm residue and frees the spirit inside or whatever. The spirit, in return, gives you an expensive statue.
Ethereal spheres are from the alchemical experiements in the alchemy labs. They are rare, and probably the reason you've never seen them.What if the furnace operator is a high master, and processes the ethereal spheres to be masterwork as well? Keep preparing the prepared spheres till it's not masterwork? Cuz that works, sure. But it's a little weird. Might as well make a reaction called 'Process Ethereal Sphere' which takes 5 spheres and produces one bar.
This won't solve the problem of dwarven caravans still being able to bring ethereal bars. What I've done is made the reaction require an obscure skill. Surely you have someone around who isn't a master potash maker?
Oh... good point. Well, in case you weren't joking (you probably were), you should still try to make it make sense. Like, make it at an altar? Request the gods to help you process this sphere with a 'Flatterer' or 'Concentration' skill or something. Dorfs with these skills are rare.
Holy shit, with my internet speed, I've been ninja'd since I tried to reply to tree's first comment...
... And ninja'd again.
I think it'll cause confusion. I would be.
What about the processing reaction doing this?
Takes one 'ethereal sphere' and gives out a 'processed ethereal sphere'. The 'processed ethereal sphere goes and gets melted, and you can't set it on repeat cuz the reaction only takes an 'ethereal sphere', not a 'processed ethereal sphere'. (which are both completely different objects anyway. This means you won't be able to train your social skills like this.
Oh... good point. Well, in case you weren't joking (you probably were), you should still try to make it make sense. Like, make it at an altar? Request the gods to help you process this sphere with a 'Flatterer' or 'Concentration' skill or something. Dorfs with these skills are rare.
What are the chances of a unskilled dwarf producing a masterwork?
Anyway, your mod. Just don't forget to make it clear it's a potash maker task.
Building a floodgate requires 'No Special Profession'. Maybe you could look into that?
If it works, include me in the credits! :D
Anyway, do shrines have any use at all? Cuz all of the reactions for the ritual tech tree are in the altar. You should either add some shrine reactions, or maybe move the 'greater ritual of ___' rituals to their respective shrines.
You do realize that your graphical edition is about 75MB larger than it needs to be after unzipping, thanks to some unnecessary files: mainly a few bitmaps depicting DF worlds, and a gamelog.txt with more words than the entire Song of Ice and Fire series? :P I hate to sound overly picky (although it does slow downloading/unzipping a bit), but I notice these things in particular because I run DF off a USB drive with limited space. Which is, incidentally, very convenient if one plays on more than one pc - unlike most games DF will run directly off a USB, no installation or even copying needed.
I'm disappointed that the shrines do nothing. The temple district took me 5 solid minutes of planning and designating, and almost a year to carve out, fill the water areas with water, magma area with magma, and place all the captured goblin cages. Still, it looks pretty nice...
Will all these awesome, awesome ideas need for us to wait for the next DF update? (By the way, when is that update coming?)
Also, while making a throne from the bones if a dragon is awesome, wouldn't that mean cat/dog/badger/etc bone thrones will also be popping up? That probably isn't a good thing to most people. I mean, the Standardized Leather Mod got quite a good reception, since people are tired (some from the start) of 'kitten leather armor' and stuff. Perhaps you could only allow big, badass megabeasts, titans, semi megabeasts, FBs, and clown bones to be made into furniture?
By the way, Narhiril, what does the concept art look like? I mean, you may want to keep it as a surprise, which is completely fine, but in case your feeling like it, how about telling us what it's going to be about?
I guess I'll finally have siege operators that won't run away.
But still, having a high priest that is blind probably wouldn't be cool. You might want to restrict it to higher tech rituals.
The concept art is not supposed to be a surprise
The concept art is not supposed to be a surprise
In that case, would you like to describe it? What is it, dwarves fighting voidwalkers? Dwarves being smitten by their gods? Goblins bleeding to death from atrophic bliss vapors? An alchemist holding up an ether sphere?
Horns? I thought that was a fur trim :P
How is Iovium for armor? Obviously it's super dense which is good for blunt weapons, and it'd make the dwarves using the armor incredibly slow considering how heavy it is, but would it provide good protection?
I'm wondering if I should start a new fortress right now. On one hand, I want to play 0.14b. On the other, I don't want to have a successful fort only for 0.14c to be out. So narhiril, when is 0.14c expected to be released?
On the other hand, I'm starting a fortress right now. Won't be waiting for an update just to start my fort. Still, narhiril, can you tell me what to add to the zinger raws to make them cause blindness?
You know, narhiril, you should go to the community mods list and request a change in your mod description from 'Lots of stuff' to something else. Last time I requested LFR to be listed, I made the slightly embarrassing mistake of forgetting to provide the link and the description. :P
Although actually, just forgot to include the link. You should be the one to provide the latter.
Ends up Iovium cannot be used for armor, and thus shields. Oh well.
Narhiril, I advise shortening your description on the community mods list :D
And really, the reason profit didn't say anything about LFR is probably cuz Pan didn't mention a description.
Make stone beds require cloth, please. I mean, sleeping on a wooden husk of a bed (normal vanilla beds need no blankets, it appears) is more or less better than the cave floor. A bed made of stone is just like sleeping on the floor!Not really, Dwarves just need a flat surface to sleep on. If you make things too complicated then you scare off a lot of people who would have got the mod otherwise. what's next, a sowing machine? :P
Anyway, the new updates are awesome. However, the plant transmutation reaction... well, it's not buggy if you don't set it to repeat. That's really a bit like saying 'it's not buggy if you don't use it'. I think, perhaps, you could do several reactions for the plant transmutation:
'Conduct plant transmutation from 5 ___.'
'___' is a certain plant. (plump helmet, winding spire, sweet pod, shankweed etc)
Now they won't take the just produced batch of 'vines of xanadu' to make shankweed.
It may be a bit of work for something small, but here's just a thought.
Well... a stone bed, you know? Doesn't strike me as comfy.
Although it's made with advanced mechanics... oh well, whatever.
An executable? Will it work on Macs?
Maybe it's just me, but I am of the opinion that all fuel consuming jobs should consume less fuel, and there should be less of them. Running out of fuel isn't a lot of fun. When your fuel is also the only thing you can make beds out of, that furthers the fun reduction. It is a slippery slope.
Stone beds would be a thing of beauty!
Mostly posting to follow, but since I'm here: are tortoises still OP at embark? In .13 I found them to be about as useful (bone, meat, defense, &c) as dogs, but costing 3 instead of 16. It's good to heAr that they no longer reproduce at ludicrous speed, but is the 100 tortoise embark still workable?
Well, what do you know? It's Monday!
OK, it's 1 am where you live, narhiril (your in the US, right?) But still, we can expect the concept art sometime today or, failing that, tomorrow? :D
Seeing as how twisted blades are pretty much how they sound and void projectors are already incorporated into the graphics, I'm pretty sure we can all already guess what they look like.
Seeing as how twisted blades are pretty much how they sound and void projectors are already incorporated into the graphics, I'm pretty sure we can all already guess what they look like.
I'd still like to see concept art. Concept art is cool.
Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.
Ive never modded Dwarf Fortress before, so this will be a interesting experience.
I shall report back tomorrow with how i find the mod goes.
But that doesn't make any sense! a flashbang stuns, correct? shouldn't a frag be more powerful, due to the damage?Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.
Ive never modded Dwarf Fortress before, so this will be a interesting experience.
I shall report back tomorrow with how i find the mod goes.
A tip: Invest in flashbang, not putrid or fragmentation zingers. The other two aren't quite as good as the first.
But that doesn't make any sense! a flashbang stuns, correct? shouldn't a frag be more powerful, due to the damage?Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.
Ive never modded Dwarf Fortress before, so this will be a interesting experience.
I shall report back tomorrow with how i find the mod goes.
A tip: Invest in flashbang, not putrid or fragmentation zingers. The other two aren't quite as good as the first.
Sorry guys, but it's going to have to wait another day. I've got so much going on tonight :\
Sorry guys, but it's going to have to wait another day. I've got so much going on tonight :\
I hate waiting. (In Spanish accent)
Sorry guys, but it's going to have to wait another day. I've got so much going on tonight :\
I hate waiting. (In Spanish accent)
I hope I wasn't the only one to catch noob's reference to The Princess Bride. (I hate waiting)
Anyway, narhiril, that was awesome. You humanized them a little too much. I imagined they as a bit of an insectoid race, with no mouth, glowing eyes that look evil, and chitinous hide. But anyway, good job!
Love them! By the way, what do the spec op pigeons reference?
Objectives for the future ritual tree advances include...
-Weapons, armor, and other objects created out of these new materials.
-New methods of acquiring flux stone.
-New methods of acquiring soap.
-New methods of acquiring potash (undecided if this will be ritual or mechanical in nature).
-Miraculous healing. The new version of DF does not mention this as a possibility, but I have a number of ideas for using unorthodox uses of tokens where it *might* be workable.
-Enchanted, syndrome-bearing ammunition (that, hopefully, will actually work).
-Creature material weaknesses.
-A number of "hidden" rewards and risks.
-Unique beverages
-Production of bone furniture.
Planned for the mechanical tech tree:
-Production of larger ammunition stacks.
-Production of stone bins.
-Production of backpacks and quivers from unorthodox materials.
-Production of beds from unorthodox materials.
-A new "distillery process" for an extremely valuable and potent alcohol.
Planned for "crossover" advances:
-A method for growing limited quantities of plants without appropriate soil conditions.
-Living constructs.
So, which of the above can we expect during the September update?
I love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
I love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
Don't expect Van Gogh hereYup, right here. Also:
FTFYI love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
Actually, she very specifically told us NOT to expect Van Gogh.
Don't expect Van Gogh hereYup, right here. Also:FTFYI love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
Actually, she very specifically told us NOT to expect Van Gogh.
Don't expect Van Gogh hereYup, right here. Also:FTFYI love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
Actually, she very specifically told us NOT to expect Van Gogh.
No, I'm pretty sure Narhiril's a guy. Don't trust what people put on their profiles...
Don't expect Van Gogh hereYup, right here. Also:FTFYI love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!
Actually, she very specifically told us NOT to expect Van Gogh.
No, I'm pretty sure Narhiril's a guy. Don't trust what people put on their profiles...
Awfully untrusting, considering what forum you're on. Besides, it's not like there's no precedent in there being girls on this forum.
She (?) said that she (?) was adding a person to the manual for being the first to notice that she (?) was a she (?), so I'll believe her (?) on that.
I'm not scanning any lewd pictures of myself to prove it, especially not for Pan. ;)
I'm not scanning any lewd pictures of myself to prove it, especially not for Pan. ;)
Your plan failed, Pan.
(I'm joking... :P)
I'm not a swimsuit model
I wondered how long it would take before this happened.
I wondered how long it would take before this happened.
Longer than usual.
I wondered how long it would take before this happened.
Longer than usual.
??? The update?
I just noticed something aswell. That Void thief- was armed with a steel razor. a *Steel* razor. Somethings up- perhaps my dwarves forgot to put on pants or something?
EDIT:
Turns out that the Void was stabbing my dwarves in the upper arm, sending them flying off in a arc. That explains alot, since they didnt have gloves on.
EDIT 2:
Okay, somethings causing my game to crash whenever i attempt to view the inventory of the Void Thief. For some reason, whenever i go "V-I" to check its inventory, it crashes. Whenever the Void dies and drops its stuff, and i claim it, it crashes. Probably something to do with corrupted item data.
Come on, guys. We all treat each other the same way until gender comes up and then everything goes weird. Does it really matter who's got what where?
I'm just curious... :'(
I'm just curious... :'(
And you said I was the one with the plan. :P
Anyway, I think it may be a better idea that we get this topic over with and be back to the mod. Narhiril, is it possible to add sound to the fortress mode as well?
While not actual sounds, you can add "vocalizations" to creatures with the SOUND token to be heard in adventure mode. I don't think they do anything in fort mode, though.
I just noticed something aswell. That Void thief- was armed with a steel razor. a *Steel* razor. Somethings up- perhaps my dwarves forgot to put on pants or something?
EDIT:
Turns out that the Void was stabbing my dwarves in the upper arm, sending them flying off in a arc. That explains alot, since they didnt have gloves on.
EDIT 2:
Okay, somethings causing my game to crash whenever i attempt to view the inventory of the Void Thief. For some reason, whenever i go "V-I" to check its inventory, it crashes. Whenever the Void dies and drops its stuff, and i claim it, it crashes. Probably something to do with corrupted item data.
This (http://bay12games.com/dwarves/mantisbt/view.php?id=3762) is a bug with TTF (TrueType font) that crashes the game if an item's name is too long to fit on the screen. Baughn said that this is fixed in the next version of DF. For now, turn TTF off. I know TTF is pretty, but there's nothing I can do about it.
Maybe with medium technology, there could be a 'Ranged Weapon Improvement Lab', where you can produce weapon components that can be used to improve ranged weapon users' survivability if they are ever caught in a melee.
Just off the top of my head: 'Modified Javelin Thrower Spear Bayonet' 'Modified Crossbow Hammerhead' 'Modified Crossbow Bayonet' are components that are used in a reaction that takes a ranged weapon and attaches the modifier component to it, making 'Bayonet Crossbow' (and 'Hammerhead Crossbow', and 'Spear Gun Javelin Thrower').
Although this might cause some material problems, such as attaching an adamantine crossbow with a copper modifier causes the weapon to be made into a copper 'Bayonet Crossbow'.
Also, just to chime in on the current popular discussion topic, I've been following the thread for 2 weeks, an read through the entire thread. I would actually like to see what our benevolent modder looks like. And no, not cuz I'm some horny teenager.
Not sure if this has been mentioned already, but in the female weapon savant entry, it should say [CASTE_PROFESSION_NAME:WEAPONSMITH:weapon prodigy:weapon prodigies] but instead says [CASTE_PROFESSION_NAME:ARMORER:weapon prodigy:weapon prodigies]. And now that I've said that, I'm going to go try this mod for the first time. Certainly looks fun. And Fun.
Hey Narhiril, 14c will add shrine reactions, right? I mean, I know you'd like to wait till the next version, but I would like to make shrines to have a purpose when I build them. In fact, why not move all the 'greater' type rituals to their respective shrines?
Also, not to rush or anything, but you haven't given up on concept art, right? Cuz the voidwalkers weren't bad at all.
Also, I like Angus' idea. When that gets implemented, my troops will carry javelin throwing spears and crossbows with a BFS attached to it, like a Brute Spiker in Halo. It's almost like the red shirts back in the Napolean days, where they shoot as they advance, then fight with bayonets.
Another question: for the minor metals of the gods, e.g. clouded crystalline, bloodforged, etc.: are we going to be able to upgrade these in any way, e.g. transmute them into major metals of (god)? Because I was rather excited at getting a -clouded crystalline shamshir- until i looked at the stats and realised it would be about as deadly as a pool noodle.
Are they really as strong as iron? The only stats they actually have are density and material value.
So, narhiril... you're not worried about the limit of custom reactions?
Narhiril, it would be nice if you could make a noble position that comes along when a Baron does - HighSepton(Whoops. Been reading too much SoIaF) Priest. He's purely for flavor, and make him able to command a squad of 3 (Plus himself). I would like my high priest to sacrifice some infidel goblin and voidwalkers :P
So I noticed weapons and armor still take one bar each to forge. I think this is fixable if you want to, by multiplying all material sizes of weapons and armor by 150. At some point materials were changed to make way for partial bar useage, or something, but the raw values were not increased to account for this. So a breastplate takes 9/150 = 1 bar instead of 450/150 = 3 like it used to.
Creature request, if that's possible or OK with you.
The Ulbungek (vaguely meaning 'Mule Lizard' in dwarven)
A grazing, hooved large reptilian creature that looks like a rhino, but has many reptilian features (eyes, a frill on it's neck, forked tongue, tail. The head is entirely lizard (think komodo dragon), and the tail of a lizard. The body is scaled). Males have large horns, and both genders have a tusk on the nose. It is prone to rage, but cannot be war trained because of their obstinacy. They require lots of grazing (same as a cow). It lives in caverns, but some have been domesticated by the dwarves (so make a wild and tamed variety). It has a large horn. It can be milked.
This creature can pretty much remove the need for cows, mules and yaks. (not that they had much use in the first place) I also sketched it a little on Paintbrush.app, I'll upload it if you think this is a good idea.
Iron Grub
Another grazer. These creatures appear in caverns, and have a very tough hide. (As hard as bronze/copper/a weak metal, and quite valuable) They could be the lowest of the leather tough creatures of the tech tree you mentioned, narhiril. I would request adding in them shooting rocks (like a magma crab), but I recall a mod 'Slimelands' doing the same, making it seem unoriginal.
It's weird that you mention that, high priest was a position I had actually planned to include with this update. I hadn't given them squad command, but it's something I could easily do.
telekinesis
telekinesis
ahem...
I think you mean telepathy.
Narhiril, I'll be playing through a game now to get some screenshots for the main page, if that's OK with you. ;D
telekinesis
ahem...
I think you mean telepathy.
He didn't. My glass of iced tea just moved.
Might have been the dog running into the table again, though (my dog is a moron).
Why use livestock at all? Grazers, that is. Carnivorous animals have no upkeep. Buy yourself a breeding pair of anything that doesn't graze. Bonus points for them being war trainable. Jam all the babies in one cage until they mature. Grazers are worse in every way than war trainable carnivores. They take up space more space, require healthy grass, don't fight enemies.....
Getting giant war trainable animals is pretty much the only reason to trade with elves, besides wood.
Since this mod has kept me up till57 in the morning for the last25 days I'd figured I'd let you know how much I've been enjoying it.
Can't wait for the next release, allthough I haven't even managed to try all the current thingies yet. (since I'm one of those "oh one tiny thing went wrong, *RESTART*" players)
I guess our playstyles just differ. I can't find it in me to care about fancy clothes and many varieties of cheese when trolls and the undead are trying to eat my face.
Then again, I try to embark in areas that are extremely dangerous. I get bored if things aren't actively trying to extinguish the lives of my dwarves. I suppose grazers are more useful for a peaceful simcity fort that tries to cover all the industries for maximum dwarf happiness.
I guess I'm more interested in the survival and defense aspect of DF than the simcity part. Everyone has their favorite playstyle.
I just found a pretty cool easter egg with my first world that I found a spot I liked in.Spoiler (click to show/hide)
EDIT: Or perhaps its not that much of an easter egg. I just got it again after I regenned the world because I realized that I embarked a 2 squares to the right of where I should have, and I accidentally abandoned...
Maybe a stupid question, but I can't get bog trolls or lizardmen (and more I suppose looking at the lore) to show up in any of my genned worlds. Are they temporary disabled, or do they require some specific biomes to settle in (that I'm not making due to my heavily changed world gen settings)?
This mod inspired me to actually get around to creating an account on these forums (which is saying a lot, since I normally stay off forums).
Honestly, this is just pure awesome. I know people have said it before, but this really feels like an extension of the original game. I don't even play vanilla DF anymore. It's just not as fun without adamatine giant forks...
I just wanted to point a few things out:
Back in a fort I had in 0.14a, my legendary weaponsmith created an adamantine mace at the weapons lab. Admittedly, demons were overrunning the fort at the time, so he was probably feeling some pressure, but I think you said somewhere that you had disallowed some possible combinations due to being worthless, like an addy war hammer, and an addy mace doesn't seem much better. I know this is from a earlier version, but I didn't see anything in the notes saying this was modified, so I figured I'd mention it.
Second, the nephilim are really odd when sieging (at least compared to other races I've seen). If they come on mounts, they just mill around randomly. Sometimes they set up camps, other times just wander, kinda like some human sieges. Except that when I charge them with my dwarves, they're still just milling around. They attack if my dwarves are in reach, but if they're even a square out of reach, they don't seem to path toward the dwarf; just random wandering until they decide to run. Because of this, only their archers seem any good at all, and those are weaker than they would be on foot, since they can't fly while mounted.
That, and in 3 years of sieging me 3 seasons out of the year, they almost always wore cloth, even the elites (some had bismuth bronze); no steel, even though they used steel arrows. I suppose I might have just had bad luck.
And it's entirely possible to trade with the nephilim regularly. You just have to abuse the AI pathfinding. Use the Depot Access tool to force all caravans to spawn at one location by building a 5-wide road to the edge of the map, and make sure none of the other map edges are marked Depot accessible. Then build walls along the edges of the road, and build a roof over it to created a tunnel to your Depot. The walls won't be able to get to the edge, but the floor/roof can cover everything. Just be careful that building to the edge doesn't create a valid spawn point on the roof instead.
As long as the AI pathfinding says the road is the quickest map, they won't fly, and will unload their goods like normal. Honestly, though, since they come 3 seasons a year, you need a huge amount of trade goods - those steel goods mean that their caravans are often worth more than everyone else, excluding when the dwarven caravan decides to bring those 20k+ decorated iovium trap pieces.
It's over-complicated and probably not worth it for most people, but it was a nice megaproject to build a tunnel all the way across the map. Of course, you could just build the Depot next to the map edge.
Oh, and I just got the same thing in my embark group like Mistercheif. And I was getting excited about finding something nobody else had mentioned, and then I see that ... Oh well. Anyway, I noticed that he had Proficient Blowgunner and Liar as well as the skills I gave him on the embark screen. Do they just get two random additional skills or something?
Anyway, thanks so much for making this mod! I'm looking forward to the next version!
This mod inspired me to actually get around to creating an account on these forums (which is saying a lot, since I normally stay off forums).
Honestly, this is just pure awesome. I know people have said it before, but this really feels like an extension of the original game. I don't even play vanilla DF anymore. It's just not as fun without adamatine giant forks...
I just wanted to point a few things out:
Back in a fort I had in 0.14a, my legendary weaponsmith created an adamantine mace at the weapons lab. Admittedly, demons were overrunning the fort at the time, so he was probably feeling some pressure, but I think you said somewhere that you had disallowed some possible combinations due to being worthless, like an addy war hammer, and an addy mace doesn't seem much better. I know this is from a earlier version, but I didn't see anything in the notes saying this was modified, so I figured I'd mention it.
Second, the nephilim are really odd when sieging (at least compared to other races I've seen). If they come on mounts, they just mill around randomly. Sometimes they set up camps, other times just wander, kinda like some human sieges. Except that when I charge them with my dwarves, they're still just milling around. They attack if my dwarves are in reach, but if they're even a square out of reach, they don't seem to path toward the dwarf; just random wandering until they decide to run. Because of this, only their archers seem any good at all, and those are weaker than they would be on foot, since they can't fly while mounted.
That, and in 3 years of sieging me 3 seasons out of the year, they almost always wore cloth, even the elites (some had bismuth bronze); no steel, even though they used steel arrows. I suppose I might have just had bad luck.
And it's entirely possible to trade with the nephilim regularly. You just have to abuse the AI pathfinding. Use the Depot Access tool to force all caravans to spawn at one location by building a 5-wide road to the edge of the map, and make sure none of the other map edges are marked Depot accessible. Then build walls along the edges of the road, and build a roof over it to created a tunnel to your Depot. The walls won't be able to get to the edge, but the floor/roof can cover everything. Just be careful that building to the edge doesn't create a valid spawn point on the roof instead.
As long as the AI pathfinding says the road is the quickest map, they won't fly, and will unload their goods like normal. Honestly, though, since they come 3 seasons a year, you need a huge amount of trade goods - those steel goods mean that their caravans are often worth more than everyone else, excluding when the dwarven caravan decides to bring those 20k+ decorated iovium trap pieces.
It's over-complicated and probably not worth it for most people, but it was a nice megaproject to build a tunnel all the way across the map. Of course, you could just build the Depot next to the map edge.
Oh, and I just got the same thing in my embark group like Mistercheif. And I was getting excited about finding something nobody else had mentioned, and then I see that ... Oh well. Anyway, I noticed that he had Proficient Blowgunner and Liar as well as the skills I gave him on the embark screen. Do they just get two random additional skills or something?
Anyway, thanks so much for making this mod! I'm looking forward to the next version!
Liar and blowgunner are additional jokes about Charlie Sheen. Think long and hard about what a blowgun looks like/could be used for. :)
Narhiril, update's on schedule, right? (tomorrow? Or maybe even 6 hours later during midnight, where it's technically September 3rd?)ON SCHEDULE
Anyway, how about a list of everything you've added on this update?
More easter eggs to report. This time its clothing!Spoiler (click to show/hide)
And I've got my alchemists workshops pumping out gold bars so I can build my golden castle!
The adamantine mace is a curious development, since maces are not on the list of possible adamantine reaction products for the weapons concept lab. To me, this suggests that the game did not recognize the subtype of the weapon it was told to produce, and then threw it out and used a random weapon. Check your error log for anything along the lines of "unrecogized weapon subtype." If you find something, post it here.Unfortunately, I don't seem to have anything useful in my errorlog; the reclaim attempt I made on that fort and my subsequent adventurer... adventures seem to be all it's got in it at the moment. I suppose that's my fault for not checking to see if anything came up originally. However, I'll build a lab in my current fort and see if I can reproduce it once I strike some addy veins.
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog :P
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog :P
Of course, your not implying narhiril is procrastinating or anything. Your just trying to blunt The Master's point, right? Cuz if so, it's deftly done.
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog :P
Of course, your not implying narhiril is procrastinating or anything. Your just trying to blunt The Master's point, right? Cuz if so, it's deftly done.
But of course, its impossible to blunt The Master's point because weapon degredation doesn't exist yet! ;D
I am really enjoying this Mod a lot!
How do you know or how can you see the results of a sacrifice or alchemy experiment? I see a puff of smoke but can't find a log or anything for the life of me.
Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.
Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.
EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.
Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.
Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.
EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.
Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.
Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.
EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.
What do you mean by the edit? It seems to have no relevance to the rest of the post... ???
This one took me a while to hunt down. Apparently, the possible byproduct (disfavor of a higher power) of this reaction is actually hot enough to melt tin, resulting in whatever tin aspides are sitting around the workshop momentarily melting and then cooling back into lumps.
Probably was out of charcoal at the time. For some reason I forgot they used fuel.
LEGENDS OF FORLORN REALMS (LFR)
A v0.14d bug fix version, if needed, will be released as soon as completed.
A major Dwarf Fortress expansion modification for DF 0.31.25 by Narhiril.
NOTE: It is strongly advised that you use a high or very high mineral distribution setting with this mod, as rare metals were balanced for this setting before the option to reduce mineral distribution existed.
You (the dwarves) are not the first people to walk the earth. You are not the largest, not the strongest, not the most advanced or intellegent, and certainly not the most prosperous. What becomes of your race is your doing - will you thrive or will you split into warring sects? Will you make peace with your neighbors or be destroyed by them? Will you adapt and invent, or will you fall behind? Will your people learn from the mistakes of past civilizations, some far more advanced than your own, or will you be doomed to repeat them? Uncover their legends. Discern their secrets. Strike the earth, but be prepared for the earth to strike back.
It is recommended that, if attempting to combine individual elements of different mods, you consult the mod authors.
(http://img.ie/18820.png)
(http://img716.imageshack.us/img716/7919/lfrlizardmen.png)
(http://img545.imageshack.us/img545/9716/lfrmeowkin.png)ScreenshotsOLD, new ones are on the way!Spoiler: Embark (click to show/hide)Spoiler: Alchemy Lab (old screenshot, new reactions have been added) (click to show/hide)Spoiler: A Lizardman Siege (click to show/hide)Spoiler: Alcohol Stocks Screen (click to show/hide)
LFR 0.14c raws only (faster download) (http://dffd.wimbli.com/file.php?id=4230)
LFR 0.14c Pre-Installed Ironhand Graphics Version (http://dffd.wimbli.com/file.php?id=4242)
Current version: 0.14c
(ADDED:9/4/11) Version 0.14c Changes
-Fixed a bug that was preventing transmutation and flashbang zingers' blind effects from working properly.
-Clutch size for tortoises has been substantially reduced.
-Excess clutter (gamelog, bmps) has been removed from the pre-packaged version.
-Fixed a bug causing lead hammerhead javelins not to show up at the non-magma advanced metal caster.
-The rituals of power have had the number of reagents reduced from "3 and 8" to "1 and 3."
-Added a "crush stone" reaction to the trash compactor (see that entry for details) as yet another stone sink.
-Plant transmutation now uses six seeds instead of eight random plants - as a result, products will no longer be consumed immediately after being produced when multiple copies of this reaction are queued.
-Tortoises now cost a more reasonable amount of embark points (this was absurdly low in previous versions).
-Added the "high priest" position (two possible).
-Added the machine shop, a new tier one mechanical workshop (see that entry for details).
-Local legends may now make a single demand.
-Added NO_STONE_STOCKPILE to the template for stones which evaporate on creation (alchemy byproducts, etc).
-All appropriate LFR-related creatures now have sounds associated with them (for adventure mode).
-Fixed a number of minor bits of erroneous text.
-High priests and local legends are not duty bound - they can join you in adventure mode (this is intentional).
-Added rituals and prayer reactions to shrines.
-Added the first tier two "hybrid" building, the temple of fire, and an associated reaction.
(ADDED:8/12/11) Version 0.14b Changes
-Fixed a bug causing the dwarven caravan to bring ether bars.
-Changed the name of the reward from the "banshee funeral rite" reaction to avoid confusion.
-Modified the functionality of the "melt etheral spheres" reaction - it is now unlinked, does not require fuel, and is called "process ethereal spheres."
-The above reaction will now produce base-quality "ethereal spheres (processed)" for melting (thanks TehNoob).
-The crystal growth tank now requires two clear glass boxes to construct instead of a barrel (thanks Pan).
-Various lore and manual inconsistencies have been rectified.
Installation instructions included.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MANIFESTO:
Dwarf Fortress is, in my opinion, best described as an epic tale generator with varying levels of user input. LFR is designed to make each of those tales even more epic.
LFR is about fundamentally raising the stakes of Dwarf Fortress without changing any of the things that make it already so enjoyable. The ultimate goal is that you won't get "bored" anymore. Instead of sitting on a heap of goblin corpses, lauding yourselves and letting your citizens grow fat and old, you'll need to fight for every inch of your legacy. The bog trolls want your stuff. The lizardmen and goblins want you dead. The voidwalkers will do anything to prevent you from reaching their level of technical prowess. Sure, there are the meowkin and nephilim and elves and men who will help you, to varying extents, but to obtain their help, you need to help them get to you. Your race is besieged on all sides by forces larger, more numerous, and more advanced than your own. They will drive you from the earth, or they will drive you deep underground, where even more savage threats lurk. But with this risk comes reward. With desperation comes opportunity. You must hold the deep to hold the surface, and only through constant struggle will you create anything worth engraving on a wall. Even if you somehow prevail, the attacks will continue on all sides until you fall or your computer explodes. Everything you do will feel more important.
Fortification alone will not bring you glory. You fortify to buy yourself time to innovate and advance so that you won't have to fortify anymore. Even if your current dwarves are safe, you cannot interact with the outside world if you shut yourself in a hole, and there is so much more glory to be gained from that interaction. No one will remember you if they don't know you exist. There is so much more glory to be won, so many more legacies to be written. If you're a real dwarf, that's motivation enough.
Dig deeper. Invent. Create. Research. Advance. You must do these things or you will do what countless others have done before you - die in isolation, leaving little more behind than piles of rock and ash. Is it more exciting to read - or, through DF, experience - a story that ends with an impenetrable, but isolated fortification, or the twists and turns, mishaps and breakthroughs of a society that flourishes because it refuses to die even in the face of impossible odds? I don't think I need to put up a poll for that question. Rather than atop the bones of goblins, your civilization will be built with the bones of your heroes who will lay down their lives and legacy for a chance to preserve your race for one more generation. Your graveyard will be littered with memorials to dwarves, each with a different role in the tale.
An alchemist who gave his life to the study of materials, bringing about the discovery of ether.
A swordsman, who took up the first ethereal weapon and held off the forces of the lizardmen council while the unarmed civilians retreated behind the walls to begin the siege.
An engineer, who devised the trapped corridor that would break that siege.
A miner, who struck orichalcum whilst hewing out the trap chamber.
A machinist who took the new metal and created the first training dummy.
An axe master, who trained for years on that training dummy and saved the fortress from a threat from below.
This is all possible with LFR - and I assure you, there is more to come.
---
The mod is designed to...
1 - EXPAND
More creatures, megabeasts, metals, and countless other features.
A combination of original and common high fantasy inspirations, resulting in a new, dynamic world to explore.
2 - ENHANCE
More weapons, armor, and civilizations to trade and war with.
Original graphics for all associated creatures.
The implementation of a "tech tree" style of advancement.
3 - MYSTIFY
Countless hidden features and easter eggs which will not affect gameplay 99 out of 100 times, but are there to be discovered. No playthrough will be the same!
"You have struck raw mithril!"
(http://img694.imageshack.us/img694/5725/lfrtortoise.png)
Notable features:
"With great risk comes great reward."
-Six new civilizations - possibly more down the road.Spoiler: Civilizations (click to show/hide)
-New plants, aimed at filling roles not filled by default plants. This includes...Spoiler: Plants (click to show/hide)
-Nine new metals, including new ores and my previously-released mithril.
-A new, innovative alchemy system.
-A new, innovative "tech tree" system of advancement with two interlocking paths of advancement (mechanical and ritual).
-New clothing, crafts, and armor types to add diversity to new races.
-Tweaks to two-handed weapons to allow dwarves to wield and manufacture some of them.
-A new, powerful, dwarf-exclusive ranged weapon with three types of ammunition.
-New creatures, including ...Spoiler: Creatures (click to show/hide)
-New language files.
-Over sixty new types of weapon.Spoiler: Weapons (click to show/hide)
-Over twenty new buildings, including the alchemy lab, foundry (raws by Kipi), and display case (raws also by Kipi).
-Graphics support for Ironhand and Phoebus graphics packs, and new graphics created specifically for this mod by myself.
-Extensive personally-written lore files.
-An incredibly detailed manual on 90% of new features - I didn't want to give EVERYTHING away ;)
-Modular file structure. If you don't want the graphics, don't include them. If you don't like a new civilization, simply remove them. File names are similar enough to default raws for easy navigation, but different enough to be obvious which files are mod-related.
-This is just a taste of the included features. If you want to learn more, you'll have to learn it yourself. LFR is there to be discovered, not revealed.
Also, as I am very much obsessive-compulsive, expect frequent posts and updates until/unless otherwise stated.
NOTES:
While preliminary bug testing has been done to the best of my ability, some bugs or quirks are to be expected. Please report these to this forum thread, or contact me by email (provided in the manual).
*.*.*
Yeah, DFFD is currently down.
Yeah, DFFD is currently down.
That's.... really unfortunate. Sorry about that guys, I'll see if I can find an interim file host. Also, expect more artwork later tonight - some related to an as-yet unreleased civilization that was cut due to balance problems, but will hopefully make it back into the mod as the army arc flushes out.
Cheers!
Wow this looks amazing.
Downloading right now, can't wait to try it out!
Wow this looks amazing.
Downloading right now, can't wait to try it out!
Here's what I always do: Build defenses fast. I mean, at the start of the third year, you should have at least a lock down system, some guys training on training dummy (i bring orihalcum on embark), weapon traps (if that's your thing) and metal armors being assigned. If you like being locked down by a siege, then at least have the drawbridge up. Useless migrants (those who have no skills or physical strengths) gets to be the priests and alchemists.
Yes, it's pretty rare. If you're lucky, you can buy it from your civ, but if you can't, then you'll need to wait in the caverns for a special monster.
Yes, it's pretty rare. If you're lucky, you can buy it from your civ, but if you can't, then you'll need to wait in the caverns for a special monster.
Ended finding it in my first cavern, so I guess I got pretty lucky.
Still pretty confused with a lot of things with this mod, working them out one by one.
Oh, and do danger rooms still work?
Holy... remind me never to annoy Armok. Ever.
My priest was performing the greater ritual of power. Been injured before, but never actually anything permanent. This time, I see an explosion, get a cancel message about injury, and see the dwarf take exactly 4 steps.
Then he bled to death. Seconds from the explosion. I've seen dwarves immersed in magma live longer than that...
on the pegasus, yeah, they were made before the grazing came in. since they were a pre existing creature but not from vanilla (or her own mod, just borrowed, with permission) quite easy to slip through the cracks during updates. prob'ly set 'em similar to the unicorn, that's what i wound up doing. also took deon's idea from genesis and made both unicorns and pegasoi (i think that's supposed to be the proper plural?) milkable and 'cheesabe' which is really nice when you get breeding stock of both going
Here's a few things I've noticed while playing my fort a bit more:
Stockpiles. Dwarves are unwilling to stockpile the following:
-Insulated buckets/barrels (though they will use them fine, and filled barrels are still used in food stockpiles)
-liberator's aspises or branches of thorns. They will stockpile tin aspises, however.
-phantasmal statues
-clouded crystalline shamshirs
-Bloodforged bolts
Fishing:
-Fish show up as a ? on a red background, like a corpse (when carried; when on the ground it's a red ? on a grey background). Not sure if that's intentional or not.
-Dwarves don't want to stockpile fish. They'll eat the fish, but they won't put it in a food stockpile. It won't even be moved from the fish pond unless you have a fishery, in which case it will just sit there until eaten. Whether or not they'll rot and produce miasma because of this I'm not sure.
-This may be just me, but it seems to take a much longer time to catch fish in the pond than it did in a river. I'm just going on memory, though, since I don't have any fishable water on my current embark; I'm probably just imagining it.
Machine Shop:
-The machine shop will use clay if it's the closest available stone. I have no idea if this is intentional or not. However, any clay bins and beds created won't be placed in a furniture stockpile.
Basically, everything works... my dwarves just don't want to organize things. And yes, I have a stockpile of every type, excluding stone and a block stockpile.
Also, nephilim diplomats will dodge into midair or the like, and then get stuck there because they can't path to my baron or whoever they want to see, and eventually leave unhappy. I'm guessing that's just flying creature pathing and it can't be adjusted, though.
I've also had a pegasus the nephilim brought me out in the snow for several months, and it doesn't seem to have gotten hungry. Are they not grazers?
I had one of my soldiers, who had occasionally served as a priest, diagnosed with 'divine displeasure' after he had a disagreement with some voidwalkers and their shiny weapons. However, there was no medical signature for this diagnosis, and I'm not sure if it actually did anything; I haven't had anyone die out of combat or complain of injuries. Then again, said dwarf might have been killed later on by the rest of the enemies rampaging around.
Also, I'm not quite certain that my previously-reported priest's death was due to the ritual itself anymore, because after examining the circumstances a bit, I realized he was also a member of the militia and had grabbed a voidshard shield from one of the ambushes the nephilim killed for me. So I suspect that it may have actually been the voidshard exploding at a high temperature due to the ritual failing. Would that actually be hot enough to trigger voidshard exploding?
Hate to bother you like this, but when's the concept art going to be scanned?
*taps foot importantly while munching on !!prepared titan intestines!!*Hate to bother you like this, but when's the concept art going to be scanned?
You're not bothering me. I'll have it up tomorrow, promise :)
This is exactly the type of mod I've been looking for. I already have several other versions of DF, and the tech tree advertised by LFR really encourages me to give it a try.
A beta version of the LFR "simplified clothing" mod will likely be released shortly after the next bug fix version
Too bad ethereal weapons only damage a select few with their special effects. But I like that too!
So we're waiting for the next major DF update before anything big on LFR will be released?
Things have been going a little bit faster than expected...Spoiler: Taken immediately after embark (click to show/hide)
This plug-in might be ready a bit ahead of schedule. 0.14d is waiting on completion and testing of a few final inclusions.
Things have been going a little bit faster than expected...Spoiler: Taken immediately after embark (click to show/hide)
This plug-in might be ready a bit ahead of schedule. 0.14d is waiting on completion and testing of a few final inclusions.
I don't know, seeing nothing on the lower body makes me think of nekkid dorfs
This mod is amazing, I'm really being punished for my usual slow pace with those sieges. Whats a good mineral scarcity value to use? I made a world with a 3800 value and my embark area had nothing but gold and silver hills but at 5000 there's nothing outwards and I'm a bit hesitant to get invested if there's nothing to use.
After doing 60 test reactions or so and recording the results, I was able to narrow down the weapons I wasn't getting, and I think I've found the problem:
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_LABRYS:GET_MATERIAL_FROM_REAGENT:A:NONE]
You don't have any weapon under ITEM_WEAPON_LABRYS. You've got it as [ITEM_WEAPON:ITEM_WEAPON_AXE_LABRYS].
Unrelated to that, I've been getting figurines and engravings of masterful slabs of accreditation. I guess it was an exceptionally productive training session?
Well, since nobody else seems to have made any mention of results with the new SC version, I suppose I may as well post my results from playing several years of it.
I genned a fairly small world with only 1 cavern layer, min history, 500 mineral distribution, all races, and embarked on a haunted tropical biome. No major problems; dug down to magma and got addy armor before year two.
I did notice that there tended to be a lot of black squares of 'dead' shrubs around - evidently some type of the new plants doesn't die well, but I'm not sure which one.
Sounds like a plant with no dead shrub color value, ill hunt this one down.
Anyway, everything went fairly well for a year or two. I did note that, in a change from the usual system where only hunters wear leather clothes by default, the leather/cloth distribution for my dwarves tended to be random. Also, none of the traders ever brought any type of clothes, from any race, even their own; was rather odd for the elves, since it meant that the majority of their goods were actually wooden crafts rather than clothing.
Not sure what the deal is with this, but seems a very minor issue.
I maintained 100+ FPS through almost the entire second year, when it normally doesn't last past the third migrant wave or so; it's definitely a LOT faster.
I am ecstatic to hear this, as that was the entire reason I made SC.
I was especially grateful after I got the largest ambush I've ever seen in year three, with 4 squads each of goblins, bog trolls, and lizardmen, as well as 15+ theives, at the same time. That would have been impossible to clean up after without the reduced clothing.
My military is also extolling the virtues of adamantine great helms. I have yet to see anything that can even graze them. My militia commander survived 20+ pages of being stabbed in the head by several squads of goblins while unconscious, and even voidwalker thieves' voidshard razors (which I assume are the most effective weapon that any enemy can wield, considering how knives and similar weapons are overpowered) glance off harmlessly. I'll have to test them against the clowns, but so far they're making my military practically invincible.
Right now, adamantine trumps most enemies that are unable to penetrate or circumvent it to kill (a la syndromes). This is a problem that I intend to address with the next release of DF. Both ether and voidshard will be getting a contact syndrome to make them more deadly against certain targets. A number of enemies to be introduced will explore alternate methods of killing. There are plans in place, for instance, for a demon that fights by transfiguring its opponent. Material breath attacks will also be getting an overhaul, possibly allowing for some interesting new dynamics (i.e. frost breath). If the current version isn't posing much of a threat to your military, rest assured that there are new and greater threats around the corner.
I also actually constructed the temple of fire this time around; first time doing that. For some reason, it accepts any tool for its construction - such as pots, nest boxes, and the various slabs. Naturally, I used one on gasoline.
This is a bug. That tool is supposed to be the one required, but there is a typo in the building file. Fixed for 0.14d.
As for its reactions, I found that they're far, far too slow to produce usable products to ever be economically feasible. Sure, if a noble wants steel items and you don't have any flux, it could be a lifesaver, but even getting enough for an entire suit of steel armor would take months.
I wanted to be sure that this reaction could not be abused with numerous workshops. "Prayer" reactions are meant primarily for small-time objectives and mandates. Setting a prayer to repeat will give you a slow supply of its resources, but you must also remember that this supply comes without any cost or risk. The numbers may be tweaked a bit, but this reaction seems to be doing exactly what it's supposed to do. The ritual of prosperity, on the other hand, which uses gold crafts, will produce flux much more reliably. Combined with a reliable fuel source and an alchemy lab (turn stone to gold), this essentially allows you to create flux as needed using only basic stone. There will be other, more reliable (and more costly) methods of obtaining larger quantities of these sorts of resources in the near future. They are primarily waiting on the new syndrome system to use for their "risk" factor.
I also built the various shrines, although the ritual of victory is the only one I used significantly. I've encountered some issues with it, though. First, since it's taking two body parts, which are more often than not whole corpses, it's always at maximum clutter and takes forever to actually do anything.
Second, if you're using a fresh corpse, and it becomes a rotten corpse while being used (entirely possible considering how long it takes), it will cancel the ritual claiming that the job item was lost/destroyed. After this occurred, I have been completely unable to reproduce the ritual at all. I've got a metric ton of corpses and body parts, from enemies and wild/stray animals, of practically every single body part. I also have plenty of the rock mugs I previously used for it, and when those didn't work I produced a large amount of silver goblets. Still refuses to register that I have the ingredients, so I'm kinda lost there.
This ritual isn't working in the way I wanted it to (irritating body parts token, never seems to work right), and will have the reagents revised in the next version.
I also began producing hadrine. I thought the capital 'H' for the mesh looked a bit odd, by the way - almost like a corpse. Anyway, I think the value of the mesh may be inflated a bit - no quality mesh is 36k, and if it has any quality at all it's worth more than masterwork addy. Even if it should be worth that much, there's a major difference between the value of the mesh and that of the products - helms and chestplates are worth less than a forth of the value of the no quality mesh used to make them. A masterwork helm is only worth 25k (copper mechanisms). That's a tremendous loss, especially with masterwork mesh (never got any, but judging by the prices, it might be the single most valuable item in existence).
An oversight with LFR's custom tool objects is causing this. This is fixed in 0.14b.
Aside from that, I started growing some crystals. Everything seems to be working fine there; I haven't had it up for long. I did note that it'll use clay to grow them; probably intentional, but I wasn't quite sure.
Yes, intentional.
Also, I'm swimming in lustrum, but in four+ years of having a minimum of three training workshops going at all times, I haven't received a slab about it. Everything else has tons of copies, but no lustrum. Rather irritating with the RNG there. If there was some way to, say, turn 10 slabs of one type into another it would be nice. Could always require a ton of valuable stuff, too. I mean, I'd throw in some addy bars if I could just get it already; I need a way to train my alchemists quickly.
I'm looking into a way to do this. Since slabs can be produced for free when unlocked, I'm looking at other ways to get them onto the map - possibly higher-level rituals.
I'm enjoying this version, honestly. I don't have to worry half as much about FPS. The one thing I'm concerned about that I was unable to test is how the simple clothing works in preventing FB rot and the like. I've had my caverns open since the beginning, but no beasts; I suspect they're either dead or didn't exist in the first place.
I haven't been able to reproduce that issue. FB's are working just fine on my copy.
*ends text wall* Sheesh. My posts always end up so long...
Finally found time to grow thyme, and soon wondered why my stockpile was full of bluebells - looks like those two plants, once picked, share the same sprite. Is that intended?
How balanced would a Nephal Commune be, and what would you recommend I add to it to make it more balanced?
The cheat reaction to produce steel won't be available unless there's a building associated with it.
The cheat reaction to produce steel won't be available unless there's a building associated with it.
[PERMITTED_BUILDING:METAL_CHEAT]
I've just downloaded this thing, but the new buildings and things like that confused me a bit. Is there any documentation, or maybe even a beginners' guide somewhere, or does the mod have a 'discover for yourself' policy?
Sorry, I didn't read all the 60 pages of this topic, only a few random posts, so what I'm asking for might be redundant.
Could there also possibly be a technological advance that would give you a trap that voidwalkers would trigger?No, traps are hard-coded. Every creature either sets off a trap or doesn't, using TRAP_AVOID.
On an unrelated note, today my alchemist suffocated while being carried from his workshop after vomitting all over the entire place. I wasn't paying attention, so I don't know exactly what caused it, but he was performing standard experiments, never been in combat, and no synodromes around. First time I've seen an alchemist die from experiments.
More Damascus Arbiter results:Spoiler (click to show/hide)
With the death of the damascus arbiter, my cavern research continued. Since I used the time he was on the map, when nothing else could spawn, to cover all the edges in cave traps, I got a ton of stuff almost immediately after his death (including a cave dragon). The only creature specific to your mod (at least, I don't recognize them from vanilla), however, was aI'm not sure if she spawned on a trap that had yet to be reloaded (couldn't keep up with the captures), or was trapavoid; she spawned right next to my military and the combat happened immediately. Despite webbing a few people, she was unable to injure my iron armored dwarves, and died fairly quickly.Spoiler (click to show/hide)
I also wanted to mention that javelins may be overpriced. 15 stack of masterwork iron javelins is 41400 (broad), which is, again, worth a bit more than some addy items. Plus, masterwork javelins are common due to using the furnace operating skill, since legendary furnace operators are a regular occurence.
I'll keep testing and see if I can't catch one of thoseif one shows up again, since I got a GCS. Or maybe even capture an arbiter... But first things first. Gotta kill enough creatures they start spawning again, since I think I hit the pop limit (or gremlins are hiding somewhere).Spoiler (click to show/hide)
You know how there's almost always a dead Greater Demon of Wrath or two on the units screen? I think the explanation you gave was that they weren't friends with anything down in the circus and were getting killed, if I remember correctly.
Turns out that's not quite it.Spoiler (click to show/hide)
They spawn in the magma sea. And then they drown in an extremely anticlimatic fashion.
I've seen them in the circus too, but usually magma sea.
Found that by using runesmith to delete all the magma crabs that kept showing up, in an attempt to get more cavern creatures to spawn. Since they didn't, it looks like I killed everything in the area and need to start a new fort. Oh well.
Devourers are much larger variants of giant cave spiders, with more power and more valuable silk. They also avoid traps, but are not immune to stuns, so it's conceivably possible to capture one.
[THICKWEB][WEBIMMUNE]
[LARGE_ROAMING][AMBUSHPREDATOR][PARALYZEIMMUNE][NOPAIN][TRAPAVOID]
[NO_SLEEP]
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NONAUSEA]
Didn't I see, somewhere in the changelog, a mention that the "World bearer's shell" should stop showing up in the stone list? Yeah, it's still there (I'm using the raw-only download, ASCII version). Both 0.14c and 0.14d.
What's with all the plants that have bright green/blue/etc. backgrounds in ASCII mode? I don't mind colored foregrounds, but the background - in ASCII mode - is something that should probably be left black. After all, it can be a little disconcerting when I see a bright green square in the middle of a cavern, and spawning next to a blue field (bluebells, I think?) in adventure mode makes me think I'm somewhere coastal ;). Is there an easy way to find and change all of those backgrounds back to black? Say, with a search-and-replace on specific files?
Have you thought about adding a way to craft most of the new items in adventurer mode? Say, by giving a modified version of the experimental weapons lab reactions to adventurers, using something similar to the Wanderer's Friend mod? Because LFR is pretty nice as-is, but seems highly oriented towards fortress mode. Adding a way to get the new weapons, without having to detour into fortress mode, would be a nice way to spread the love, methinks. It could also make it so that elves starting in nephilim areas, for instance, don't get totally screwed over by pathing bugs (more on that later). Anyway, if this seems like an interesting idea, I've got more that I could say about good ways to implement it (e.g., don't use stone, to keep the specialness of the new weapons). Heck, I might just implement it myself, if I find time. If so, is the iron experimental weapon reaction a good one to modify?
Pathing issues with the nephilim are starting to irritate me. I think I'll be cutting out the flier token and just giving them very high speed in the next test build, and we'll see how that works. I don't know why they aren't using weapons in adventure mode either - I have an idea of how to fix this, but I need to test it.
I don't have a script that does this for you
I am, also, horribly unfamiliar with the nuances of adventure mode. I am very much open to exploring the "experimental weapons" becoming available in adventure mode more easily - I just need to sit down and do the research on how adventure mode reactions work and how I can balance them.
I am, also, horribly unfamiliar with the nuances of adventure mode. I am very much open to exploring the "experimental weapons" becoming available in adventure mode more easily - I just need to sit down and do the research on how adventure mode reactions work and how I can balance them.
PSST! This might help!
http://www.bay12forums.com/smf/index.php?topic=55259.msg1189820#msg1189820
REMEMBER THAT A REACTION MADE ITEM WILL NOT HAVE QUALITY LEVELS, FOR QUALITY LEVELS YOU ACTUALLY HAVE TO MAKE IT!
Got curious about the lore and manual entries mentioned in the version .14d changes, and searched the pre-installed Ironhand download for the lores and manual but couldn't find the folder. Did find it when I downloaded the raws-only version. Is "LFR Manual and Lore" folder missing from the pre-installed version, or am I just blind?
Finally spotted a special carbuncle in a caravan (very valuable carbuncle :D, made it easy to notice!)
When I got to look at it, noticed a duplicated descriptor - She has an enourmous build but is very skinny. She has an enourmous build but is very skinny. Her hair is white. Her skin is copper. Her eyes are black.
Due to attrition, my fortress has finally lost the battle for control of the surface. While sabre tooth tigers and other formidable war animals are useful for distracting, there aren't enough of them in the long run. May I request a creature with harder outer layering, but does little damage? Some tanking animals would be good.
Gosh I love this mod :)
Starting to wonder if you adjusted the dwarven birthrate though?
I'd never seen a dwarf of mine have more than one child at a time before I played your mod, though I'd read that twins and triplets were possible.
My last fort (before the new update) had among several normal single births a pair of twins and then (to another mother) a set of triplets. And the first birth in my new fort saw the "surprise" of triplets as well, which was more startling than surprising... Are dwarven multiples born on Easter in this mod, or is the RNG actually laughing that hard?
the ritual tree will focus on creation of creatures
I never really played much with fighting. Defensive traps, yeah, keep enemies at a distance and drop them from great heights/cram into small cages, occasionally swarm a sneaky with wardogs.
It's -so- much fun to watch the grand carbunkle fight, though it appears that various other critters can suffer from being to near the target. A special op pigeon's heart went cyan, and a wardog's brain too, after one massive beast-pile upon an unlucky voidwalker. There was nothing in the combat logs to explain the "wounds", and nothing unusual in the health screen for them, other than a useless diagnosis request (oh, I'd give so much for a vet!) - but they (and many other unharmed beasts) were caught in bursts of bladed air (the other critters, and the voidwalker, appeared unaffected, so far, by this), so am guessing they may have gotten bladed air to the heart or brain?
Amusingly, that fight ended by a glorious giant desert scorpion that a trader had bought - it prefers to grapple instead of sting (unlike the last one I had) and after tearing off a hand and a toe, then totally joint-lock mangling the walker's ankle, it snagged the enemy's glistening voidshard razor and stabbed the walker through the heart. And -kept- the razor, a half season later it still had it and used it (after several instances of being blocked) to attack from behind and again, break the heart. Two kills with this weapon - Both to the cuddly giant desert scorpion, beware it's ability to fight with your weapon better than you can!
Got a fatal error, alas alac. "Nemisis unit load failed" is the fatal error message. Happened in year 4 (of play, year 129 absolute), winter. Feels more like April Fools than Easter! :-\
I don't think all that is possible, fire1666... :(*sobs*
I did some research here, and it looks like this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1371) has popped up in vanilla as well. I have never actually seen this error before, but I highly doubt that it is something I could have caused with the raws.
Unfortunately, that means I also don't have the slightest inkling of how to fix it. Sorry I couldn't be more helpful.
i didnt mess with the raws, put in df hack with fusion and whatnot everything runs smoothlyIn te dwarven entity file, high boots are listed as common, which means that usually you should have them but sometimes (like now) you get unlucky and can't use them.
i came on today and made a new world get my fort plan idea dug out pritty underground fortress begin to equip my military and find out for whatever reason...
i cannot make high boots.. at all it doesnt even show in the menu, so i got curious and checked the raws and referenced it to the 5 other installations of DF (various other mods and vanilla) and cant seem to see anything different. is there a specific place i should be obviously looking to see if i can re-enable making highboots for my dwarves?
-- checked the -default- raws. and none of them seem to bother to include highboots. yet my other realms can make them but not this one, nor any in this specific mods realms anymore
hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.
wow that was damn lucky on my half, but its a rearly good consept, also i love this mod, joint 1 with genesis on my mod list, keep up the very good work :Dhi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.
This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab. I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.
hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.
This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab. I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.
hi guys im back, jsut to say about my previous idea, i have a good idea for a workshop, using the same drone / ai slaves consept, it's a workshop that can grow crops inside it like a field, but it will produce more then a field, and quicker, but will need one unit of fuel per month, just an idea to show.
This is a planned tech tree feature that I wasn't planning on revealing yet, but it's called the Hydroponics Lab. I came to the conclusion in testing that it wasn't balanced unless I put it much higher on the tech tree (tier 4 or higher), since it basically allows you to farm anywhere.
It can be very difficult to get irrigation in areas without rivers, and having a farm in a safe area (IE, not in the caverns or outside, which can be difficult on riverless maps) can be a huge boon. I could definatly see them making more uninhabitable areas a bit easier to live in.
It can be very difficult to get irrigation in areas without rivers, and having a farm in a safe area (IE, not in the caverns or outside, which can be difficult on riverless maps) can be a huge boon. I could definatly see them making more uninhabitable areas a bit easier to live in.
But by the time your at tier 4, you would have been in the game for quite some time already, therefore already having a food source.
I like the idea, and I'm just pointing out some 'against' arguments.
not possible for a workshop to "create" an animal through a reaction?
and for numerous times before -.- i do -lurk- abunch on the forums but never seen it mentioned
MY BUTTON!
I saw something about lagging for Nephilim caravans on the front page just now. What's with that?
Will v0.14e include updated Ironhand graphics?
The armadillo was the first thing that came to mind, but I don't know how other people will feel about dwarf-sized armadillos accompanying their legions into battle.
The armadillo was the first thing that came to mind, but I don't know how other people will feel about dwarf-sized armadillos accompanying their legions into battle.
Surely there's gotta be some extinct megafauna relative you can use... Ah, here we go, maybe a glyptodon (http://en.wikipedia.org/wiki/Glyptodon)?
When I try to see the pygmy, http://bucketfoot-al.tripod.com/DinoModels/Kanky5a.JPG - I see only an image hosted message, but no image can be seen.
Even unseen, I continue to like the Ankylosaurus (I'd like them even if you made them scabrous and fragile, I simply like them)!
Arctodus is fine, who wouldn't want a "better bear"? And Megalania - who wouldn't want a better (possibly less aquatic) alligator? But those don't really seem tanky to me. (sure thick hair and tough scales can tank quite well, I suppose! I just notice other traits about them)
I really like the glyptodon's appearance, but I have the same hesitation towards it that I do towards the uglier giant armadillo. I don't see these critters as fighters. Curling up into a ball, the body-language equivalent of screaming Don't Hit Me and surviving in the fight is.... probably perfect for the goal. Tankers who do not actually fight back (at least not much) and an amusing thought too.
I just like the idea of the little ankyls screaming Don't Hit Me while shaking and flailing their tails about (occasionally doing some hefty bashing in the process) even more.
Odd, that image works fine for me. Here's (http://www.sciencephoto.com/image/117416/large/C0053494-Ankylosaur_family,_artwork-SPL.jpg) another one.
With such a variety of creatures underground, we're pretty much being promised by the laws of probability that some will show up in the underground caverns and perhaps even in the cage traps.
Aww... so the other cool creatures won't be seen in the caverns? That's a shame.
Anyway, you want to make a list of the things your willing to reveal for the next version? Get the crowd excited?
How will the enemies get more deadly? They'll get more numerous, yes...
But anyway, to properly combat enemies, I think you should include powerful weapons throughout the technology tree.
welli havent been too screwed by this yet, then again i havent been sieged by them yet, my militia takes out lizardman/goblin ambushes fairly easily, only lost one dwarf, quite a story too, how he died...
With the rest of the militia away, one swordsdwarf stood alone against a lasher squad led by a bowmen, due to his extraordinary skill with his weapon, he blocked almost every attack that went against him, and his hardrine chest plate soaked up most of the rest. When he turned his attention to the bowman, an arrow broke his leg, and his arms... and his other leg, and before he could strike the bowman he colasped right in front of him (no seriously and the goblin kept spawning arrows to shoot him with!). Eventually one of the hammerdwarves came back and easily dispatched the bowman... The swordsdwarf survived the battle, but his wounds were too great... A few months later, he succumbed to them... He is currently resting in the Hall of Legends for his sacrifice.
Yep only in dwarf fortress, and ill say this: You made an awesome mod :D
So uh
just going to leave these here for later :P
http://dl.dropbox.com/u/13790475/inorganic_metal_two.txt
This is every elemental metal I could get data for that wasn't too radioactive. It's as accurate as I believe it gets. I'm not sure, though. Since you're using cobalt for uses OTHER than weaponry, however, you could probably use my pre-existing one (it's actually about as good as iron!). Just save some trouble.
So I heard that crystalline blocks are of more value than a stone block. If so, will it make the room it is in more valuable when it is constructed there as a floor or wall? (I know, you can engrave normal rock. But I want the temples to be color coded for aesthetic purposes, and a shrine of victory in a mudstone cave is less inspiring than one in a crystal paved room.)
You mentioned cavern wildlife? You mean the list of prehistorical 'tanks' that was subject to discussion earlier on?
(http://i.imgur.com/YgC17.png)
Did a couple sprites for the ankylosaur... child, adult, skeleton, zombie, war-trained.
Not sure if I will end up using these, but it's something to test with.
A quick update. Megalania are done and ready to go - you can't embark with them because they're quite huge and strong, but you can capture them in any cavern level, and the will be easier to find now that zingers have been made less common. Once captured, they can be bred and trained without a dungeon master. Seeing as my weather-dependent event on Saturday has been postponed, expect 0.14e on Friday.
expect 0.14e on Friday.
Quick bug report: the raws only download of the new version contains an "item_food_narhiril.txt" and an "item_food_narhiril.txt.txt," causing duplicate errors.
I haven't played this mod in a while, been a tad busy with my own personal attempts. I think I'll start a new fortress tonight!
Gonna download this and play once I have some more time. Soon, I hope. :) Have you already added the updated Ironhand Graphics set and the Wheel Barrow mod, Narhiril? Or are those future additions? And what are your intentions regarding the Simplified Clothing plugin? Because I'm loving that. ;)
Can someone explain how to add this to the Lazy Newb Pack without any issue? I want to try this mod but I can't really play DF without the LNP. :(
Apologies, guys and gals, but I ended up having to rush my friend to the hospital with pneumonia last night. Fortunately, she's alright now, but that took up all of my time yesterday that I was planning to use for this release. I haven't gotten Skyrim yet simply because I don't have $60 to spend on it this week, so, while a good guess, that isn't my excuse this time.
Enjoy :)
great the statue of liberty is going to rampage through my 1 tile wide 1 z-level high fortress hallway .. >< there goes my immersion!!!
Had my laptop today in class..... many exciting words of delightful and horrible future adventures to come, stories to live and fear through... :)
anything short of ether, voidshard, hadrine, or adamantine will get shredded like paper.
A short, sturdy creature fond of drink and industry. He is a bit simple-minded, but likes to experiment and constantly mutters the the word ☼enchantment☼.Very clever reference, Narhiril.
So, I get this dwarf as a migrant, and he happens to be a savant.
His description?QuoteA short, sturdy creature fond of drink and industry. He is a bit simple-minded, but likes to experiment and constantly mutters the the word ☼enchantment☼.Very clever reference, Narhiril.
EDIT: Not only is he a master alchemist, he is also an expert weaponsmith. How lucky I am!
anything short of ether, voidshard, hadrine, or adamantine will get shredded like paper.
:o
So will D-steel be able to do something?
Hope so, I like my steel... a lot... :(
(I'm too conservative with candy... far far too conservative... :-\)
Oh and keep it up narhiril! I can't play DF without this mod anymore!
there's always the possibility of incense, too, plant and/or mineral based. incense is very often associated with various religious ceremonies. maybe require certain rituals to burn some types of incense to work, and the burning of it releases...i dunno, a cloud that makes your priest sleepy? disoriented for a bit?
and i know it's generally bad form to double post like this, but this one is actually lfr related, unlike the above. i finally did a more in-depth poking around in the meowkin raws and saw that they're marked as fishers, but don't have the two fishing-related tags that allow them to bring you fish (i'd sorta been irked that all they bring is plants since cats are carnivorous). said tags are: [RIVER_PRODUCTS] and [OCEAN_PRODUCTS]. dunno if this was intentional or not, so figured i'd just mention it
PanAstianax, your ideas for incense and such have not gone unnoticed...
Shedim brings no profit but their useless dead bodyparts, refuse hauling jobs and the joy of killing itself. Basically, goblins without clothes. Good idea, these shedim!
I'm still more interested, however, in technology development. Higher technology tree = better weapons? And not just random weapons like the weapon experimental ones? I was thinking weapons with, for example, crossbows attached to it or something. So high tech dwarven soldiers would be dressed in hadrine and voidshard, shoot volleys at charging enemies, then engage in melee when the distance is closed. A bit like redcoat musketeers, actually. With voidwalkers and shedim and everything out for blood, this wouldn't be too far fetched, right?
I've also been thinking, technology enhancements seem a bit... random. Once you find advanced mechnisms (which requires you to work for it, one way or another), you are pretty much set for technology tablets that comes tumbling out through the training workshops. Perhaps you should make the later stages of the tech tree a bit more challenging? Like, make a 'Research Lab' workshop with reactions like 'Research weapon concepts' 'Research more efficient ___' 'Research ___ of ___' etc etc. Different ones of these reactions take different, rather valuable resources (bars of specific types of metal, rare animal products or rare plants') and has chances of success.
Just some thoughts I had during math class.
Imagine a dwarf tinkering for years with a new weapon/contraption, whilst all of his colleagues think him insane, who goes down in history not for his contribution to the military, but for some very unusual cheese that he accidentally created as a byproduct of his research. That's kind of what this tier is going to look like.
Imagine a dwarf tinkering for years with a new weapon/contraption, whilst all of his colleagues think him insane, who goes down in history not for his contribution to the military, but for some very unusual cheese that he accidentally created as a byproduct of his research. That's kind of what this tier is going to look like.
lol :D
and btw, are you planning on making it so a construct will sometimes be hostile when its made? just seems natural for some screw ups to happen that way :)
Im really enjoying this mod so far but im having a crash issue that stops my progression, its happened 3 times now and i have no clue whats causing it as i was doing totally different things each time, none of them out of the ordinary. Its not truetype as i have that disabled and wasnt looking at anything, about 15mins after i load my seasonal save it just bites it, the 3rd time it happened i was tabbed out even.
-the errorlog.txt in the main folder says
path fail: dwarf,Store Item in Stockpile,97,130,118 -> 88,108,121: Id #5951:Path Goal Store Item:Station Milling Flood at 98,122,118
sadly, to my knowledge, we still aren't getting to see any good or evil plants or trees grow anywhere. they somehow got broken, no glumprongs or featherwoods, sunberries or sliver barbs for quite a while, and that's just in the standard game. haven't even seen the tentacle or eyeball grass in ages, and i always start in areas that have good and evil biomes crossing.
i'm gonna modify a few reactions later on, see if i can get any of the good or evil seeds to pop out and see if can plant those. but, i've noticed the vine of xanadu and its prismatic essence when setting up stockpiles (i usually do an "all milled plants but dyes" and a "just the dyes here" stockpile in different areas) and want to use it at some point
i've even started using df hack's prospector option just to see what plants are around. still haven't seen any of the good or evil ones from any of the mods i've got crammed together under the lfr hood, in any of my saved worlds. it's rather disappointing, really
(un)lucky you! i've been trying for ages (and many, many more worlds than i care to admit) and haven't seen any of the 'evil' grasses other than the brain tissue and clattering teeth i snagged from another mod, both grow all willy-nilly in the caverns, not caring if it's good or evil areas, yet both are flagged to only grow in evil caverns. on the surface, still no sign of a good or evil plant of any kind
sadly, to my knowledge, we still aren't getting to see any good or evil plants or trees grow anywhere. they somehow got broken, no glumprongs or featherwoods, sunberries or sliver barbs for quite a while, and that's just in the standard game. haven't even seen the tentacle or eyeball grass in ages, and i always start in areas that have good and evil biomes crossing.
i'm gonna modify a few reactions later on, see if i can get any of the good or evil seeds to pop out and see if can plant those. but, i've noticed the vine of xanadu and its prismatic essence when setting up stockpiles (i usually do an "all milled plants but dyes" and a "just the dyes here" stockpile in different areas) and want to use it at some point
i've even started using df hack's prospector option just to see what plants are around. still haven't seen any of the good or evil ones from any of the mods i've got crammed together under the lfr hood, in any of my saved worlds. it's rather disappointing, really
Huh. I just started a succession game (http://www.bay12forums.com/smf/index.php?topic=97253.0) where there are tentacle/eye grasses, though they don't have the correct tiles.
(un)lucky you! i've been trying for ages (and many, many more worlds than i care to admit) and haven't seen any of the 'evil' grasses other than the brain tissue and clattering teeth i snagged from another mod, both grow all willy-nilly in the caverns, not caring if it's good or evil areas, yet both are flagged to only grow in evil caverns. on the surface, still no sign of a good or evil plant of any kind
Ok so this seems like a DF bug rather than a LFR bug. Disappointing, but good to know.sadly, to my knowledge, we still aren't getting to see any good or evil plants or trees grow anywhere. they somehow got broken, no glumprongs or featherwoods, sunberries or sliver barbs for quite a while, and that's just in the standard game. haven't even seen the tentacle or eyeball grass in ages, and i always start in areas that have good and evil biomes crossing.
i'm gonna modify a few reactions later on, see if i can get any of the good or evil seeds to pop out and see if can plant those. but, i've noticed the vine of xanadu and its prismatic essence when setting up stockpiles (i usually do an "all milled plants but dyes" and a "just the dyes here" stockpile in different areas) and want to use it at some point
i've even started using df hack's prospector option just to see what plants are around. still haven't seen any of the good or evil ones from any of the mods i've got crammed together under the lfr hood, in any of my saved worlds. it's rather disappointing, really
Huh. I just started a succession game (http://www.bay12forums.com/smf/index.php?topic=97253.0) where there are tentacle/eye grasses, though they don't have the correct tiles.
LFR doesn't add grasses (at least not yet), so that's probably an Ironhand issue. That would be reasonably easy to fix, though - I'll mention it on the relevant thread, but you can open up plant_grasses and edit the tiles of the culprit(s) in [GRASS_TILE] and [ALT_GRASS_TILE] yourself. Shouldn't require a new world, either.
Would you be willing to reveal some things on the next release? Perhaps in a list?
I'm looking forward to the melee ranged hybrid weapon. Perhaps one that could be upgraded as the technology goes further? Such as how the javelin thrower can be upgraded to be more energy efficient? Maybe this one could be upgraded to have better ammo stacks or better melee ability. Also, are you willing to reveal what this weapon will look like?
Also, I believe that javelin thrower spears are very valuable. Perhaps reduce the javelin value?
Do shield material matter for anything other than their bashing capabilities?Nope!
Hmm, how would magnetics fire a projectile? Magnetics is things attaching, not shot away, right? Excuse me, not a physics student here.
May I suggest you add [Leather] to gauntlets, so that there is a non-metal hand armor material option that can be selected when designating uniforms? Your excellent simplified clothing add-on makes gloves foreign, so my leather-bound squads need to rely on the unlisted bone or shell gauntlets.
Hmm, how would magnetics fire a projectile? Magnetics is things attaching, not shot away, right? Excuse me, not a physics student here.
Electromagnetism is a fascinating thing - it can repel or attract, and repulsion is not even needed for creating a projectile weapon.
An example. (http://en.wikipedia.org/wiki/Coilgun)
Also called a gauss cannon, a mass driver, or a MAC. Even though most of these weapons are experimental, the technology behind them is remarkably simple - enough so that a dwarven researcher could, conceivably, stumble across it. You can build a (remarkably effective) (http://www.livevideo.com/video/E120E7BEB43340168FD22D594B75C423/coil-gun-in-action.aspx) one of these using some pretty basic electrical components.
Obviously, the LFR version is going to be dealing with relatively low speeds and small projectiles.May I suggest you add [Leather] to gauntlets, so that there is a non-metal hand armor material option that can be selected when designating uniforms? Your excellent simplified clothing add-on makes gloves foreign, so my leather-bound squads need to rely on the unlisted bone or shell gauntlets.
I had a response to this typed up yesterday, right before the forum crashed. This is a good catch, but I won't be modifying the stock components, if possible - instead, I'm going to just create a new glove item for this purpose ("bracers"). Expect this for both LFR and LFR-SC in the next release, with due credit.
Would you be willing to describe what the magnetic weapon would look like? It uses the sword skill in close quarters while shooting out magnetic darts like a coilgun. I gotta say that's cool to imagine. But what does it look like?
i *did* manage to see my first wild-grown slither weed (evil growing underground plant) ever
Throwing gloves? Or something that resembles a glove, probably, like hand wraps or something.
Throwing gloves? Or something that resembles a glove, probably, like hand wraps or something.
This was the plan ^.^
Speaking of knife launchers... this might inspire you guys a bit. (http://en.wikipedia.org/wiki/Ballistic_knife)
Speaking of knife launchers... this might inspire you guys a bit. (http://en.wikipedia.org/wiki/Ballistic_knife)
I actually googled that up right before I posted 'my' idea. That link is in dark orange for me :P
For the sake of argument, a spiked glove is really not that technologically advanced to make either. It sounds like something that would be available at the start.
Speaking of knife launchers... this might inspire you guys a bit. (http://en.wikipedia.org/wiki/Ballistic_knife)
I actually googled that up right before I posted 'my' idea. That link is in dark orange for me :P
For the sake of argument, a spiked glove is really not that technologically advanced to make either. It sounds like something that would be available at the start.
I agree, which is why I won't be tying it to the tech tree. It will be available from embark, mostly as a way of getting the "thrown" class of ammunition on the table for the tech tree to take advantage of later.
Speaking of knife launchers... this might inspire you guys a bit. (http://en.wikipedia.org/wiki/Ballistic_knife)
I actually googled that up right before I posted 'my' idea. That link is in dark orange for me :P
For the sake of argument, a spiked glove is really not that technologically advanced to make either. It sounds like something that would be available at the start.
I agree, which is why I won't be tying it to the tech tree. It will be available from embark, mostly as a way of getting the "thrown" class of ammunition on the table for the tech tree to take advantage of later.
Once again, for the sake of argument, barehanded throwing of a knife or axe is still possible, and if I was a dwarf, I would, instead of grabbing an axe throwing glove and a belt full of throwing axes and fighting, I would make the much more sensible choice of a melee weapon + handful of throwing axes (throw them barehanded). Your method works and everything, but frankly I find this a little strange.
Speaking of knife launchers... this might inspire you guys a bit. (http://en.wikipedia.org/wiki/Ballistic_knife)
I actually googled that up right before I posted 'my' idea. That link is in dark orange for me :P
For the sake of argument, a spiked glove is really not that technologically advanced to make either. It sounds like something that would be available at the start.
I agree, which is why I won't be tying it to the tech tree. It will be available from embark, mostly as a way of getting the "thrown" class of ammunition on the table for the tech tree to take advantage of later.
Once again, for the sake of argument, barehanded throwing of a knife or axe is still possible, and if I was a dwarf, I would, instead of grabbing an axe throwing glove and a belt full of throwing axes and fighting, I would make the much more sensible choice of a melee weapon + handful of throwing axes (throw them barehanded). Your method works and everything, but frankly I find this a little strange.
See, I think the problem with barehanded ax throwing is purely mechanical. "Throwing gloves" are a workaround, not something put in for versimilitude.
One cannot equip throwing weapons in DF fort mode, as much as we would be able to do it. If someone wants to create an "ax thrower" dwarf, there has to be some mechanism for getting the dwarf to equip the axes. To do that, one might have to create a situation analogous to a crossbow: a "weapon" (here, the throwing glove) that fires the "ammunition" (here, throwing axes). One can't just give a dwarf some weapons you've created and tell him to throw them if possible.
Of course, if you can think of a way to implement throwing axes without such a workaround, then that's awesome.
The stressed-out (finals week) college student viciously hacks the quote wall in the lower body with her *mithril reaver*, and the severed part sails off in an arc!
To be fair, solid material weaknesses won't be possible until the next release, and gnomeblight is not exactly easy to use in its current state. That being said, an alchemical reaction that yields a volatile liquid would work. Actually deploying it is a bit difficult with current abilities, and you would probably need to do something similar to what you have to do with gnomeblight to actually get it working.
It's going to need a contact syndrome, and it's going to be pretty easily countered by any sort of footwear, but I can probably work something out to specifically counter a certain enemy. I could even make it require voracious maws, or use them as a "natural" alternative to another, synthetic reaction (this might be best, given the current state of good/evil plants).
Shoes... Hadn't thought of that.
Just a thought, but Shedim do not have clothes, right?
I can imagine that a military dwarf spending his time keeping that up and running would have a very strong left or right arm, depending on which hand he uses to pump it.
Because there is no string to draw, the weapon can be loaded and fired as quickly as a dwarf can keep putting darts in it.
MAXVEL makes shots go faster, and only one shot is allowed from a single creature at a time. So, when MAXVEL goes up, shot rate goes up.yeah this is what I was trying to say but I don't know the mod tags and stuff
MAXVEL makes shots go faster, and only one shot is allowed from a single creature at a time. So, when MAXVEL goes up, shot rate goes up.
A few questions-
1. I found a dwarf with the Master Savant Skill. Dwarf seems to be an adequate markdwarf, hunter, ambusher, etc. Are these her savant skills, or do I have to figure out what skill shes best at?
2. I can't seem to get my dwarves to make an overgrown pillar at the Temple construction part thingy. Noone even takes the job.
3. I have plenty of stone and plants, yet all alchemy processes in the alchemy workshop are red. How do I enable the basic transmutation reactions?
So how far are we working towards the next version, Narhiril? Or still toiling in the coffee stained mines for your finals?
Just a thought, but why would enemies kill zingers knowingly? I guess at first, the dwarves would have a secret weapon and the enemies know nothing about it. But after years of sieges, enemies still kill zingers, knowing it'll explode and kill them.
Besides, I think that some civs use zinger leather? I don't see it nowadays, but I remembered it happened before.
Hello,This is a raw mod and should not effect hard-coded features like stairs or ramps.
I seem to be encountering a bug with this mod. When trying to place up/down stairs, up stairs, or up ramps via designation, the designation box just disappears with nothing happening. When trying to build any of those via uild, the symbol appears, the dwarves run stone to it.. and nothing happens. Down stairs and etc, however, work fine.
This is with the preisntalled Ironhand version. It is easy to verify - I reproduced it by dl'ing it anew and trying a quick world just to test it, and it did happen again. Does anyone know if this happens with the raw version? Or is there any easy way to fix this on the install I have? Found a really nice embark I was really looking forward to playing ;D
Might I suggest dwarven knockout gas as a high-tier weapon? Have a process that takes a large amount of a single plant(voracious maws, maybe?) and something else and turn it into a boulder of knockout gas. Apply magma, and you have a horde of unconscious goblins, ready to be experimented on!
I've actually very recently been working on something that uses a SEV:500 unconsciousness syndrome - in all of my testing of it on dwarves, it hasn't ever caused suffocation. I think undirected paralysis is known for causing suffocation, though.
Biological weapons would be very interesting things to use, although actually applying them becomes an issue.
They should appear under "toys," I think.
Ok, found em, thanks. Now that I have some though, what exactly do you do with them? I processed them at a smelter into "processed ethereal spheres", but I can't find anything that will let me make ethereal bars (which the forges say they need to make weapons out of it.) Is that something you have to unlock?
Thanks for taking the time to answer! :)
Edit: Also, smelting Iovite at a magma smelter still takes fuel. Not sure if intentional.It's intentional. The normal reaction takes 2 fuel.
Ok, thanks, got that. One more question: How many orichalcum bars does it take to enable the first precision tools build at the alchemists? I've got 10, but it's still red when I try to make them. (trying at a magma alc shop, if that matters)Are you sure your alchemist can reach the bars? If he can, try making a non-magma alchemist shop, and fabricate them there.
The only thing I haven't gotten around to is the voidwalker creature revamp, but that will be easy to test on its own once it's done. Oh, and that new plant that's supposed to show up under unusual circumstances. I'll save that for tomorrow.
Edit: Also, smelting Iovite at a magma smelter still takes fuel. Not sure if intentional.It's intentional. The normal reaction takes 2 fuel.Ok, thanks, got that. One more question: How many orichalcum bars does it take to enable the first precision tools build at the alchemists? I've got 10, but it's still red when I try to make them. (trying at a magma alc shop, if that matters)Are you sure your alchemist can reach the bars? If he can, try making a non-magma alchemist shop, and fabricate them there.
Yeah, it worked in the normal shop. I made more bars too, so dunno if that had anything to do with it.
lasssst question: Is there a labor associated with using training dummies? Just wondering cuz my jewelcrafter came up and started running on the dodging course even though she is blocked via profile O.o
Voidwalkers are a very powerful high-end race in this mod. Revamp just means that she will change some things about them... :)
I've been seeing way too many special ops pigeon. Perhaps you could tone that down a little? First time is funny. Afterwards, I just feel its a little out of the DF experience.
Are nephilim meant to come so often? They come every season. Are they meant to be a often trading race? Perhaps they are powerful due to the importance they put on trade? Anyway, just something I've thought of while playing. Maybe reference this in their lore files?
Noticed this too, I always have a nephilim AND whatever other race is coming sitting at my depot together.. good thing they don't seem to be at war with anyone ^ ^
^It's pegasoi.
Also, I'm making a version of my troll mod that's compatible with this one.
Harder than you'd think.
I was thinking "fix some duped raws then copy/paste reactions over", but that would be a hack job and kind of dumb, so instead I started up with making copies of all the casting etc. reactions for the metals in my mod AND making a damascus steel surrogate because my mod race can't make steel.
Anything I may have missed, there?
Reavers are not bad. The fact that the user will 'viciously' attack people with it in the description... is it just eye candy? Or is it better than a normal slash from any other edged weapon?
(http://img1.imagehousing.com/35/7dfa04ae40d21d2a3b2e5c77306ae666.png) (http://www.imagehousing.com/image/935266)
On a side note, I was just looking through some of the older posts to look for something regarding the mod, Narhiril and am I right to say that you seem to like Romans? Cuz you have renamed short sword to 'gladii'. Earlier screenshots of the mod included void projectors shooting dwarves (fear the voidshard projector) that you've nicknamed 'The Centurion'. When the discussion was regarding hybrid melee ranged weapons, you mentioned Roman legionaires chucking pila javelins before engaging.
Prayers of Amnesty gives 'Visthel's Embrace bars'. I thought it was some sort of powerful weapon grade material before I noticed a wounded dwarf was cleaned by 'Visthel's Embrace'. :P
The ritual of nature gives wooden ammunition by stacks of 50. Even javelins. This is intended?
Its a more powerful slash, not just a cosmetic effect. :)
Its a more powerful slash, not just a cosmetic effect. :)
To the weapons concept lab!
It gets better. Got an ethereal misericorde, and an ethereal dadao. So something that sounds italian, and a big knife?
As for the scythe - that thing's monstrous. It's enormous and it does... well, exactly what you'd think it would do. It clears fields. :D
I think the size requirement tag just determines how big the creature has to be to wield it one-handed. Dwarves can still use mauls and two-handed swords from other civs, but only with both hands.
I knew I was remembering something wrong. Thanks for giving me a refresher.I think the size requirement tag just determines how big the creature has to be to wield it one-handed. Dwarves can still use mauls and two-handed swords from other civs, but only with both hands.
Nah, that's a different token altogether - [TWO_HANDED:x], where until the creature's size is above x they have to use it two-handed. Mauls and two-handers (in this mod, that is) have a minimum size requirement of 52500, which dwarves are above.
Minimum size isn't always respected, though, it seems. In vanilla, pikes have [MINIMUM_SIZE:62500], but goblins can still show up using them.
Scythes have a size requirement of 65000. It would be very rare (or maybe impossible? I forget how body size modifiers work) to find a dwarf who could wield one.
Scythes have a size requirement of 65000. It would be very rare (or maybe impossible? I forget how body size modifiers work) to find a dwarf who could wield one.
This is correct. It's not impossible, but you have to find a very large dwarf to even pick the thing up.
Expect this to become significantly easier in the near future.
Scythes have a size requirement of 65000. It would be very rare (or maybe impossible? I forget how body size modifiers work) to find a dwarf who could wield one.
This is correct. It's not impossible, but you have to find a very large dwarf to even pick the thing up.
Expect this to become significantly easier in the near future.
.... Well then, that was a waste of mithril. Still, I'll load it in a weapon trap. This actually makes sense, being a a product from an 'experimental' weapon lab. Any other failed experiments I should be worried about?
Make specially designed armor and weapons to equip these large warriors as part of the tech tree, maybe?
Emberlight warriors for the fire god, and lacerators for the blood god. Anything else?
Armok, being the god of violence and blood and stuff, might be happy to receive those useless barrels of blood merchants always bring along for rituals.
I do believe that the 2 handed sword is the 'long sword', nukularpower.
Not sure about that because he mentions the long sword being added as just another normal weapon elsewhere. Also, that swordsdwarf was using one before and it wasnt "multigrasp".
Anyways I just replaced a reaction in the exotic weapons thing to make a 2h sword, so now all is good :)
I always thought you could wield 2H weapons in one hand, but then you'd take a penalty on attacks.
Narhiril, I'm currently starting a test fort for your test release. What is available and what isn't on what you uploaded, currently?
I always thought you could wield 2H weapons in one hand, but then you'd take a penalty on attacks.
Yeah, they don't work quite right in the current version. You'll see dwarves wielding glaives in one hand sometimes. Not much I can do about it, unfortunately. >.<Narhiril, I'm currently starting a test fort for your test release. What is available and what isn't on what you uploaded, currently?
It's a *mostly* working preview of the new workshops, which are using placeholder artwork. I've already identified two issues that I have fixed, but are not fixed in the test save. If you're comfortable doing so, here's what needs to be changed. Both of these changes can be safely added to a current save with dfworldtinker (or with a new world).
entity_default, dwarves are missing the line...
[PERMITTED_REACTION:UPGRADE_TOME_XBOW_THREE]
reaction_tech_t3, the reaction [REACTION:ATTACH_CAPACITOR_MAGDART] is missing the line...
[REAGENT:C:1:TOOL:ITEM_TOOL_MAGDART_BLUEPRINT_THREE:NONE:NONE]
... that's all I've found thus far.
Note that the world provided with the test copy uses a bit of an unusual set of parameters, for the purpose of testing certain underground features.
Small request: For wood (and/or bone, or both together) "practice" javelins. Ideally they would be totally useless in real combat, only really existing to make managing a practice marksman squad you want to use javelin throwers a bit easier, so they have non-metal ammo to practice with. They wouldn't even need to be hammerhead or any special type - totally generic junk ammo.
After spending many hours with LFR now, just wanted to say thanks for the effort you put into making it. Looking forward to these neat sounding crossbows coming up O.o
So, since the test copy seems rather intact and everything currently works pretty well with no bugs, what's the list of stuff before the next full version, narhiril?
Litteraly the first time i played it, i built an altar and it lit fire to everything.
Savant and weapon prodigy. What do they do.
Weapon and armor prodigy guys are pretty common. Frequently have at least one of each in my forts.
Small request: For wood (and/or bone, or both together) "practice" javelins. Ideally they would be totally useless in real combat, only really existing to make managing a practice marksman squad you want to use javelin throwers a bit easier, so they have non-metal ammo to practice with. They wouldn't even need to be hammerhead or any special type - totally generic junk ammo.
This would actually solve another problem I have right now - dwarven caravan guards showing up with javelin throwers and no ammunition for them. I think the problem is coming from javelin throwers being a permitted weapon, while javelins are not (instead crafted from a permitted reaction). I was considering moving the javelin thrower to the advanced mechanics workshop to fix this, but permitting a weak type of javelin ammo would both allow for training and at least give the guards something to fire at people.
[ITEM_AMMO:ITEM_AMMO_JAVELINS_NORMAL]
[NAME:javelin:javelins]
[CLASS:JAVELIN]
[SIZE:2000]
[ATTACK:EDGE:100000:100000:strike:strikes:NO_SUB:900]
[ATTACK:EDGE:10:200000:strike:strikes:NO_SUB:1250]
[ATTACK:BLUNT:100000:2000:smash:smashes:NO_SUB:900]I always wondered what the big deal with the accidental cheese is all about. But I suppose LFR is 'there to be discovered, not asked'? ;D
Bog troll siege came right after a voidwalker ambush and left 2 swordmasters, 1 axelord and the entire iovium hammerdwarf rookie squad of 3 dead. I could swear the bastards planned this shit. The voidwalker ambush had 2 squads of annihilators that crept up the causeway and shot at the marksdwarves in the fortifications, shooting and killing one outright while injuring another (hole in fortifications and two marksdwarves were standing there instead of the 9 tiles they could possibly be at). I sent my swordmasters (3) out to run the bastards off. They were in full damascus steel and wielding a mithril cutlass, ethereal dadao, and a common gladii. They hacked the voidwalkers to pieces, taking no shots thanks to their shields.
Then the bog trolls showed up in the process of the slaughter and made a beeline for my causeway. 2 lasher squads and 1 cutter squad. I retreated the men back in before they could see the bog trolls while on the causeway and charge them, but realized the militia commander was lagging behind due to him lacking a foot and using a crutch. The cutter squad caught up and tried to smash through his armor to no avail. I decided to charge all my soldiers out to save him. When the carnage had ended, I had lost 6 of my fort's best equipped and trained (the latter doesnt apply to those idiots with iovium hammers) to bog troll lashes. Those things are overpowered, them lashes.
Also, causeways are a bad idea to fight on since everyone is always falling off the edge.
I cannot dump the slabs of accreditations. None of my garbagedwarfs will even pick them up. That makes me sad. Is there a reaction anywhere to get rid of them without getting the technology advancement slabs? Cuz I also have a ton of those.
They cannot be stockpiled, either. Whats with that?
I do, however, agree that your fight did not quite work out to be quite balanced
nuklearpower - do you mind if I make your modification to whips a part of the mod (with credit, of course)? Something as simple as changing the attacks from blunt to edge seems to bring them down to earth considerably, and I like what you did with the velocity multipliers.
Knockout gas from voracious maws. Who do they work on?
In the test fortress, the merchant asked me if I wanted to import Palladium bars and Neodymium bars. Since I believe they were in the tech tree, is this intentional?
In the test fortress, the merchant asked me if I wanted to import Palladium bars and Neodymium bars. Since I believe they were in the tech tree, is this intentional?
Looking through the raws, I noticed that the bayonet dart launchers will use the dagger skill instead of the sword skill as previously mentioned?
Wonderful. Alchemy lab exploded somehow and I think something fell into the magma nearby.
Something I noticed that's great about nephilim caravans is the huge amount of meltable steel and anti goblin, lizardman ambushes. :D
My issue is that I can never find any orichalcum ever. Not even the caravans have any. And then once I get it, I have no idea what to do with it. It seems like there's a big gap between regular fort life before orichalcum and after, when all the stuff needing advanced mechanisms and things like that come in.
Maybe it's just that I'm stupid.
I would place my bet on #12. As unfair as it sounds, it might have not been the best idea to add it, since it will tamper with the results.
But so many options to pick from... Maybe allow several votes for each user ?
Quick question: I seem to remember reading somewhere that LFR is fully compatible with Fortress Defense. Is that true or did I imagine it? Cuz I've been looking, and I can't find that quote now, if it ever really existed. Been wanting to try them together but dont want to mess everything up in the process.
My issue is that I can never find any orichalcum ever. Not even the caravans have any. And then once I get it, I have no idea what to do with it. It seems like there's a big gap between regular fort life before orichalcum and after, when all the stuff needing advanced mechanisms and things like that come in.
Maybe it's just that I'm stupid.
Are you taking bets on which option wins the poll? xD
Anyways, my real answer to the poll question would be this: The Nephilim are very fast and tough and their caravans come, it seems, every single season. They are very good at stopping seiges/ambushes - you don't really need to protect them, cuz they protect you ^ ^
I don't mind them being strong, but imo, it would be nice if there was a higher chance of them being hostile, if it isnt possible to adjust how often they send caravans. Their constant presence sort of takes away from the dangerous feel you otherwise get from the hostile races.
This certainly isn't a problem with the meowkin, btw. Every time they show up when there is a fight going on, they just get butchered, poor things...
Simplified clothing will not work for FD civilizations... well, let me put it this way. It will work, but it won't have any effect on those civs, only simplifying the clothing for LFR's entities.
Are you taking bets on which option wins the poll? xD
Anyways, my real answer to the poll question would be this: The Nephilim are very fast and tough and their caravans come, it seems, every single season. They are very good at stopping seiges/ambushes - you don't really need to protect them, cuz they protect you ^ ^
I don't mind them being strong, but imo, it would be nice if there was a higher chance of them being hostile, if it isnt possible to adjust how often they send caravans. Their constant presence sort of takes away from the dangerous feel you otherwise get from the hostile races.
This certainly isn't a problem with the meowkin, btw. Every time they show up when there is a fight going on, they just get butchered, poor things...
Right, I wanted to address this as well. Have you carried them into a barony or higher fortress yet? Because once you get a baron, they start sending diplomats with the caravans, and it only takes losing two or three diplomats to get them very, very angry with you. In the midst of a hidden voidwalker siege, nephal magisters tend to have a very short lifespan.
So basically, they protect you... at first. But sooner or later, they expect you to return the favor. And if you don't, they barricade your trade routes. Some of the most fun battles I've had with LFR have been attempts to break a nephilim siege caused by their earlier sending of diplomats into a mire of bog trolls and voidwalkers. They do show up quite often, though. I might axe a season or two (I believe they are active in three at the moment) in the future to make it more manageable.
YEA! Y U NO POST LEWD PICS OF YOURSELF? SO UNREASONABLE! !!RAGE!!
Dumb joke on funny, previously unnoticed voting option aside, I voted on the rather strange artwork. The workshops have rather strange coloring in Ironhand (LoFR's 'default' graphic pack) with brightly colored background tiles. The graphics are almost unplayable in Mayday and very strange looking in Phoebus and ASCII, with bushes and trees having colorful background tiles and rocks like microline looking like there is a blue carbonite goblin in there.
Social life destruction beats a close second, though. ;D
Just to add that, if LFR moves to a modloader type thing like Genesis has, an option to have them start hostile would be pretty rad.
You guys are giving me too much credit, I have absolutely no idea how to go about even starting to create something like that. Unless there's some template for that program that I'm missing, I don't have the ability to write something like that on my own.
Bog troll thief one shotted a recruit. Four Nephilim guards jump him a second later and cut him to pieces. Dual goblin ambushes then appear and proceed to get ripped to shreds by the Nephilim. No problem here!
Narhiril, are you still considering the spring propelled dagger-in-weapon idea?
Also, what experimental weapons can and cannot be used? The last time I made that masterful mithril scythe, it went to waste by being too big for dwarves to carry. I'm just wondering what other weapons will be forced to be loaded into a lowly weapon trap instead of cutting swathes through a horde of trolls in the hands of a hadrine and adamantine clad dwarven juggernaut.
Actually, that gave me a curious idea. Can you give a weapon multiple ranged tokens to allow it to use multiple classes of ammunition? If so, I think that will be another thing worth dropping into the tech tree in the future.
Actually, that gave me a curious idea. Can you give a weapon multiple ranged tokens to allow it to use multiple classes of ammunition? If so, I think that will be another thing worth dropping into the tech tree in the future.
I assume you mean ranged token as in [RANGED:CROSSBOW:BOLT] for weapons / [CLASS:BOLT] for ammo? I recall hearing someone in the modding workshop a while ago say that a weapon can have up to three different ones before acting strangely.
Nothing will go wrong if you give more than one kind of ammunition the same class, though, and that's probably a much easier way to implement it.
Spoiler: Really long-term hint dropping time (click to show/hide)
Spoiler: Really long-term hint dropping time (click to show/hide)Spoiler (click to show/hide)
Would the wheelbarrows in the machine shop be able to load corpses and bodyparts? Because that would be useful to quickly clear an area of dead bodies and such.
Lustrum, I find, is a rather... limited material. On description they are some sort of great fuel, but practical terms you never get that many lustrum in your forts as the veins are just not enough to provide a decent amount in the long term, even if you do bother yourself to mine the veins of this limited and rarely used material.
Will the executive be on a separate download? Cuz I play, sadly, on a Mac.
Just a thought, but do you think Nephilim soldiers will look less like barbie dolls if they wear roman styled helmets in their art?
I had a fort that was able to deck out an entire army in damascus steel using the lustrum veins found in the caverns, which was actually a lot easier than pumping magma all the way up to the forges.
I had a fort that was able to deck out an entire army in damascus steel using the lustrum veins found in the caverns, which was actually a lot easier than pumping magma all the way up to the forges.
Hmm, although really, a stairwell into the depths and making magma forges above the magma sea is pretty easy and can be set up in the first year.
So I hear the next version is up tomorrow or sometime after that? What's the list of changes here? :D
which I gutted and re-wrote about 5 times
I play tested the test fortress you uploaded in my spare time, and noticed huge amounts of lag. Also, dwarves constantly attempt to 'Clean Self' and leave contaminants of blood near all the murky pools. If this isn't happening to you, Narhiril, then it's probably an isolated case. It doesn't seem like an LFR thing, but it's strange that it would occur on the test forts and not my old worlds.which I gutted and re-wrote about 5 times
I always wondered how mod authors can be so... not lazy (for lack of a better word) about these things. If I was a modder, I'd procrastinate these less fun parts of modding till my mod dies. What your secret? :D
Thank you kindly. Extremely fun mod, by the way.
My comment so far:
Really exciting mod.
Next version I would suggest:
- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(
took me a full 24 hours after downloading to actually start *playing* it, yay things coming up
anyway, it seems everyone else who's commented so far either plays with the graphics pack or doesn't check their error logs (mind you, i mostly check mine 'cause i wedge other things in with your stuff and don't wanna break anything)
thanks to reading the log, though, i noticed that you'd updated both inorganic_z_stone_mineral_enlightenment_lfr and inorganic_zinger_death_blasts in the graphics version, but not the ascii version. easy fix for those who have it already, just put the ironhand ones into the ascii, but figured i'd point it out here.
and now, off to have fun with the new zingers, new ways of exploding my dwarves, and, most important of all, new cheese!
What would corrosive zingers do?
My comment so far:
Really exciting mod.
Next version I would suggest:
- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(
Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.
My comment so far:
Really exciting mod.
Next version I would suggest:
- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(
Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.
My last caravan didnt have it. Is this something I must request?
New version?
[Unreal Tournament Announcer Voice]Godlike.[/Unreal Tournament Announcer Voice]
Less awesome is my lack of free time, but still, I can read through the manual at least! Outstanding job once again, narhiril.
I did found one problem in the manual. In the section where you explain how to add creature_standard changes, I see that a lot of the savants have POPRATIO 1, yet the Glass savants have POPRATIO 10. I checked the regular raws and there all the savants have POPRATIO 10. Just wanna give a headsup. :)
found a minor typo in the pantheon file in the lore folder. about the 'nehpilim' denouncing voruk
I don't suppose you have the .14e raws lying around anywhere? I'm joining Flickeredbrightness (http://"http://www.bay12forums.com/smf/index.php?topic=98858.0") and want to switch back to ASCII.
Alternately, if it's safe to update an ongoing save, I can do that instead.
Just curious, haven't actually managed to build any dart launchers yet, but what is different about them than normal xboxs? Are they just stronger?
I don't suppose you have the .14e raws lying around anywhere? I'm joining Flickeredbrightness (http://"http://www.bay12forums.com/smf/index.php?topic=98858.0") and want to switch back to ASCII.
Alternately, if it's safe to update an ongoing save, I can do that instead.
It's not, so here (http://dffd.wimbli.com/file.php?id=5436) you go. Luckily, I archive these things. :)
My dwarfs never ask me what I want next season. I am unable to get Orichaleum. Or whatever it was called. Do I need to re-fort?
Hello again. Liason finaly asked me if I needed somethiong, following my 2nd elevation. Orichaleum is a STONE right? I could NOT find it on the list. What are my alternatives?
I cannot use the weapon (the bladed one) from the greater ritual of power, what do?i believe that weapon is a trap component
The weapon from the ritual of wealth is being put to good use however, somehow I lucked out and got both of those on my first reaction at the altar. 8)
Tribes of uncivilized lizardmen, dressed in rags, invading before the goblins and trolls, then the voidwalkers does sound sensible. Nukepower has a point - making them appear really early like Genesis' werewolves, Zephyrs of Civilization Forge or the dark stranglers of Fortress Defense.
They are weaker than goblins. They use blowguns as ranged weapons. Blowguns suck.
This mod makes me smile so often when I play it! I finally messed around with the Weapons concept laboratory, and the first weapon it gave me I just had to check the raws for. Oh, to get one that you commented no one would probably ever see! No matter how often others surely have seen it before, seeing it tonight filled me with glee.
Thank you again for all the awesome joy you've added to my play and stories!
Consider it done. Lizardmen will now (0.15b) siege when your population hits 20. They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming. If they need any more tweaks after a test, I'll post information about them.
guess i will download the new version and gen a new fort, maybe this time i'll get the critical orchaleum ore :/
also am I supposed to use voidshard equipment somehow? by just equipping it, am i supposed to melt??
Sorry for spamming this thread, but how can I get precision tools or adv. mechanisms other than Orchaiuelum?
What ?
A grizzly bear has guzzled some vodka?
Good sir, can you suggest a workaround when worldgen did no make any orihalcum? Is there a way to modify this without
losin the fort? In the raws etc? Greatly appreciated
This mod makes me smile so often when I play it! I finally messed around with the Weapons concept laboratory, and the first weapon it gave me I just had to check the raws for. Oh, to get one that you commented no one would probably ever see! No matter how often others surely have seen it before, seeing it tonight filled me with glee.
Thank you again for all the awesome joy you've added to my play and stories!
Blowguns can be scary when the darts are coated with GCS venom.
Any secret to finding damascus sentinels?
What ?
A grizzly bear has guzzled some vodka?
Consider it done. Lizardmen will now (0.15b) siege when your population hits 20. They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming. If they need any more tweaks after a test, I'll post information about them.
Ah, great. Early attacks always make things more interesting, and other than the free loot, it gives us a reason to use those early weapon getting reactions in the ritual tech tree.
I'm currently starting a new fort. Where in the raws shall I edit (and with what) to make the lizardmen attack when my population hits 20?
Hi,
It's my first message here, just to say I really enjoy this mod, and I am looking forward playing v0.15. Here are two nice artefacts that my dorfs built in my current fort:andSpoiler (click to show/hide)Spoiler (click to show/hide)
A few remarks on the mod: I noticed prismatic essence has a value of 15, whereas dimple and emerald dye have value of 20 (I think). Should prismatic essence be the highest value dye?
Also, courage oak seems to be more valuable than common woods by several orders of magnitude. As a consequence, entire caravans can be bought from the products of a certain ritualIf this product were made out of widow's tears, it would make it more useful, because of increased density, and less valuable at the same time. Well... Maybe it would make it too powerful...Spoiler (click to show/hide)
Anyways, thanks for your mod!
No idea about your predicament, simonthedwarf.
Narhiril, wouldn't it be interesting for engravers to engrave about the Gods? I believe this sort of things can be possible the same way you have theeaster egg.Spoiler (click to show/hide)
You did not fix pets/tamable creatures in this mod? I captured a Giant Rat, and I have a dungeon keeper, the rat is in the cage but I can't select him for taming by the tame large animal job at the kennel.
I've solved most of them through modding myself, but I'd like to point out very solemnly that orichalum and a very low chance reaction product being crucial to 2nd advancement of tech tree and it being very random whether or not you find any damascus sentinels for the 3rd makes for extremely annoying gameplay. Your mod is great Nahir but you should make it a bit easier to advance. For instance I do not think it would be a bad idea for damascus sentinels to be sieging from the underground or be a little more frequent. Just my 5 wealth.
anyone got some pointers on how I can change the prayer for shelter reaction to add more wood, more frequently?
For some reason, this version of LFR, I keep getting kobold blood tracked all over the damn place. It never happened in the previous version. Dwarves constantly going to 'Clean Self'. Anyone got any idea why this keeps happening?
Not a clue, and I haven't been able to reproduce it. Check your d_init file and make sure you have
[WALKING_SPREADS_SPATTER_DWF:NO]
If that isn't the issue, I'll be happy to take a look at the save.
Not a clue, and I haven't been able to reproduce it. Check your d_init file and make sure you have
[WALKING_SPREADS_SPATTER_DWF:NO]
If that isn't the issue, I'll be happy to take a look at the save.
Walking spread spatter is on 'No'. The dwarves are not tracking it everywhere, but are getting it on their feet all the time. When it rains and a drop hits a dwarf, the contaminant falls off and gets stepped on by other dwarves. Dwarves will get it on their feet. This causes them to try to clean it by cleaning themselves, dropping a pool of contaminant at the water source, and more dwarves track it on their feet, then clean themselves. I sort of don't mind, since bathing dwarves get a happy thought. But I'm afraid if there are battles, there will be some pretty big number of contaminants being tracked around and the FPS will be an issue.
You did not fix pets/tamable creatures in this mod? I captured a Giant Rat, and I have a dungeon keeper, the rat is in the cage but I can't select him for taming by the tame large animal job at the kennel.
1. I clicked the "other suggestion" button, and my suggestion is as follows: moar easter eggs plx
2. Is a carbuncle what I think it is (http://puyonexus.net/wiki/Carbuncle)?
...under [CREATURE:DRAGON], replace the line:
[BODY_DETAIL_PLAN:STANDARD_TEMPLATE]
...with the line:
[BODY_DETAIL_PLAN:ENHANCED_BONE_STANDARD_TEMPLATE]
OH here is another thing. The manual has awkward line breaks. Most lines have a few words wrapping when I maximize the window.
and another manual issue:Quote...under [CREATURE:DRAGON], replace the line:
[BODY_DETAIL_PLAN:STANDARD_TEMPLATE]
...with the line:
[BODY_DETAIL_PLAN:ENHANCED_BONE_STANDARD_TEMPLATE]
STANDARD_TEMPLATE is not one of the vanilla body detail plans. I think you meant STANDARD_MATERIALS.
What will happen when new players (who need to download LoFR) join the existing forum games that use a previous version of your mod? Will older-version saves run the same in the newest version because the raws travel with the save, or will the older-version save start to function like a new-version save becausethe new version is running it?
i felt as if a part of my soul died when i got my commanders artifact breastplate made from adamantite with a picture of nyancat on it...
i cant take him seriously anymore as he froths into a battlerage with a freaking poptart with cat appendages and head shooting rainbows.. of death...
Since the material emission (I.E Breath attacks, webs, fire breath of all kinds) stuff has been moved to the interaction framework, a new player would need to download 31.25.
Since the material emission (I.E Breath attacks, webs, fire breath of all kinds) stuff has been moved to the interaction framework, a new player would need to download 31.25.
What about the modded save itself? Do modded saved games function the same, regardless of which (modded or not) version of 31.25 are being used to play them? I see that Narhiril's older versions of LoFR are not downloadable, and the new version is different from the last version - will the saved game continue to play 'the same' regardless of if it's being run through her previous version of LoFR or the new one?
The save will have problems just because of the new material emission--the next version won't be save compatible no matter the source.
When it comes to newer versions of the mod, there won't be a difference. Mods are usually raws only, and raws are saved with the region save.
(Note: graphics are also raws)
Yeah, you'd only need to drop in the save and CHANGE THE INIT FOR GRAPHICS
Also, you'll need to download any tilesets that go with the graphics.
forgot that VERY, VERY important step :P
i felt as if a part of my soul died when i got my commanders artifact breastplate made from adamantite with a picture of nyancat on it...
i cant take him seriously anymore as he froths into a battlerage with a freaking poptart with cat appendages and head shooting rainbows.. of death...
I can relate to that. Easter eggs are funny at first, but turning them off would be a nice option.
Also, pigeons constantly cause marksdwarves to shoot at them while being very aggressive and un-pigeon like. Perhaps their raws should be revised.
Question: how did you make your caravans bring wagons? Cause its prety damm awsome!
Narhiril, wouldn't it be interesting for engravers to engrave about the Gods? I believe this sort of things can be possible the same way you have theeaster egg.Spoiler (click to show/hide)
Question: how did you make your caravans bring wagons? Cause its prety damm awsome!Please not that the patched .exe will not work on existing worlds. But fear not! The new version of DFhack has tools that can make it happen in them, too!
Back to playing DF again after a long hiatus, and I saw the poll while going to grab the mod (I can't play DF without the mod anymore, it feels weird).
I don't actually require boobies to better enjoy the mod, but since I haven't got any other complaints...
Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big ...
Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big ...
Hrm. The mod has sabretooth tigers, which are a big step back in time, (depending on species, somewhere around 2.5 million to 10 thousand years ago) but then it also has pygmy ankylosaurs (even fuzzier, but estimated at 66.5 to 65.5 million years ago).
Why wouldn't these giant mushrooms also be from a long gone day? Could they not be various types of Prototaxites (considered to be the world's largest organism from about 420 million to 370 million years ago)? My disbelief's fully suspended :P But if they are - then the graphic if anything could handle being enlarged some!
Well I don't really bother with them beeing stuck but I guess breeding Meowkins in my fortress doesn't sound "intended", don't you say ?
I allready got them going. It seems they can't go through 3x3 corridors with 90° corners.
As I said, the stuck caravan wasn't the issue here.
But I thought the mod creator might be interested in his civilizations breeding in my fortress and have a look at it.
I expect that the pregnancy tag had been set before the unit entered the map, and the unit happened to still be there when the time came - seems even vanilla DF has its share of Easter Eggs!
whats the purpose of the phantasmal statue? i can't melt it
I expect that the pregnancy tag had been set before the unit entered the map, and the unit happened to still be there when the time came - seems even vanilla DF has its share of Easter Eggs!
yeah, looks like it. I'm not familiar how the scripts work, and haven't seen something like this before. So I thought I post it here.
Seems like I just found a little Dwarf Fortress curiosity. One I won't forget, that's for sure ;)
whats the purpose of the phantasmal statue? i can't melt it
Valuable. Good decor. Story wise, you free a banshee soul with the ectoplasmic residue and it rewards you with a ether statue.
To get ether, conduct alchemy till you receive spheres of ethereal. Designate them for melting and you are good to go. Careful if they are masterwork or the alchemist who made them will get pissed. If the spheres are masterwork quality then just go to the smelter and look for a reaction. It'll change the quality.
whats the purpose of the phantasmal statue? i can't melt it
Valuable. Good decor. Story wise, you free a banshee soul with the ectoplasmic residue and it rewards you with a ether statue.
To get ether, conduct alchemy till you receive spheres of ethereal. Designate them for melting and you are good to go. Careful if they are masterwork or the alchemist who made them will get pissed. If the spheres are masterwork quality then just go to the smelter and look for a reaction. It'll change the quality.
What category in the stocks are etheral spheres?
My first accidental overexposure, through lustrum refining (unsure if can be gotten another way)
Scary as anything. I'm not enough of a raws-digger to understand syndromes well, nor if they can be directly or indirectly contagious.
Got the message that the extraction was canceled: to injured.
Ahh, someone's wisking the victim off to the hospital already, yay for idlers. Lets check the health screen - hrm, doesn't look like anything's wrong! Diagnosis and then we see, hrm?
Cancel Mr. Diagnoser's training, delight for an instant in his legendary diagnostics, woo - I will really get to know what's wrong now! Unpause.
Diagnosis comes, goes. Both dwarfs start to rush away from the bed, quick, pause! There, now... eww, that's a bloody bed, nasty. But where's the victim going?
Hrm, no treatment needed, she's off to 'clean self'. Spatter of blood on the bed, it's hers, spatters don't sound bad! I'll see if she's blood covered.... eww
She's not, she's pus covered. Doc insists she's in perfect health. She washes and instantly continues to ooze pus from every bodypart, a few faster than others. Oh look, she just paused for a moment.... eww, she's left another spatter of blood behind on the floor, but where exactly is she bleeding from?
This lasted for a couple game weeks or so - but - is it really intended to work that way? Your diagnoser says, 'Just a bad scare. Ignore the skin condition that's about to erupt' and the player's left staring at the pus and periodic bloodspatters, sans wounds, and without more info until the symptoms just fade?
Granted I was able to use that as a story hook, but just about anything can double as a story hook, even most bugs ;p. Is this working as intended?
It's not always dangerous, but the more often it happens, the more likely it is that you'll see chronic symptoms. It's not supposed to kill your dwarves, but it does slow down the extraction process.
Maybe the blood and pus was just oozing out the skin? Radiation probably turned the blood bad or something? Body trying to get rid of it? The skin was covered, but no wounds. So it's the skin oozing it out like sweat. Doctors will call bullshit, but this hypothesis beats the blood just 'teleporting' there. Story wise, the diagnostician saw that nothing can possibly be done of it except to wait and told him to 'walk it off'?
Anything beats 'mysteriously teleporting to the ground'.
Maybe the blood and pus was just oozing out the skin? Radiation probably turned the blood bad or something? Body trying to get rid of it? The skin was covered, but no wounds. So it's the skin oozing it out like sweat. Doctors will call bullshit, but this hypothesis beats the blood just 'teleporting' there. Story wise, the diagnostician saw that nothing can possibly be done of it except to wait and told him to 'walk it off'?
Anything beats 'mysteriously teleporting to the ground'.
Sure. But the skin wasn't covered with blood - it was covered with pus. Both before and after the blood appeared on the ground. And it wasn't blood and pus on the ground, it was just blood. So somehow the blood came out of the pus-covered body, without removing the pus from the body, without taking the pus with it, and ended up on the floor, without leaving a trace of blood behind on any bodypart, without any 'obvious' symptoms before or after the blood appeared.
The skin can ooze blood - certain hemmoragic fevers can cause separation and bleeding between the layers of the skin, so there is no open wound yet (though the skin usually soon tears open), and the failing skin can ooze blood. This dwarf's skin was not oozing blood, but it was oozing pus - the dwarf cleaned itself at a pool of water, and I was tapping pause and checking (wanted to see where that pus went when it washed off!) as briefly as I could let the instants pass. When the dwarf washed, pus appeared on the ground, and bodyparts started to become covered in pus again. Wasn't all at once, took about a second and a half to cover every bit of the dwarf again, and appeared to be oozing in random order from the whole body.
That doesn't blow my mind. It's gross, but it has its own inherent logic and consistency. In fact - that's awesomely gross. This perfectly fits this game and this mod, in my mind. Add this mysterious 'wait, where did that come from... where -could- that have come from' blood though - and that consistency is blown, along with my sense of immersion. The only explaination I can think of is that awful 'the blood joined a cult and mass teleported away' - which is also jarring but at least fits all the details the game is providing :-[
Dunno, I'm sure I'm making way to much of this
(http://img684.imageshack.us/img684/1690/sadhe.jpg)
Mad.
The healthcare system sometimes does weird things with syndromes. Sometimes you will go ahead and see an alchemist carried off to the hospital and maybe even diagnosed ("lustrum poisoning" or "radiation sickness," usually), but even with stock syndromes, there doesn't seem to be much that the doctors can do about anything that isn't rot.
Don't fear, though - I've never had a problem with lustrum poisoning spreading through blood or pus. It's supposed to be inhaled during the reaction sometimes. Besides being irritating for your staff and causing a mess, lustrum poisoning isn't supposed to be a mortal danger. I have other syndromes for that. ;)
ritual to transform a lacerator into a fabled "hand of Armok." Or maybe a really pissed off greater demon, depending on your luck. ;)
Will you be starting work on making this mod work with the new version?
I have to confess, I've been playing around for the last four hours with emberlight warriors, and I've almost got them to a state where I can go ahead and put them in the mod, so I hope you'll all forgive me, but the wait will be worth it. I just need to tweak them so that they stop melting themselves. Shouldn't take long.
I can go ahead and make the ritual tree unlock spells now, which is more than I thought I would be able to do, and the floodgatesfor that haven't even opened yet. I'm also bringing back pyrophoric zingers. It's going to be a HELL of an update :D
Eagerly awaiting the release. I've been holding off on actually starting a fort until a good mod has been updated to the new version, and this one looks great.
Future releases will no longer support 0.31.25, though a download of LFR v0.15a for DF 0.31.25 will be kept around as a legacy file.
Much appreciation for the update!!
Eagerly awaiting the release. I've been holding off on actually starting a fort until a good mod has been updated to the new version, and this one looks great.
You're hurting feelings here! :P
(though this mod really is far better than any of mine)
Eagerly awaiting the release. I've been holding off on actually starting a fort until a good mod has been updated to the new version, and this one looks great.
You're hurting feelings here! :P
(though this mod really is far better than any of mine)
You are being too hard on yourself, my friend. Your mod just doesn't appeal to those who have not read the Homestuck webcomic. From what I see of the mod, I'd say your profile comment tells the truth on your modding skills, Putnam.
Woo! New version! But not to sound whiny or unappreciative, but no lacerators or Hand of Armok reactions? Also, if a dwarf is transformed into an emberlight warrior, is there a chance that they will turn into a different gender emberlight warrior?
Also, apparently, no caste specific graphics... Guess lacerators will look just like dwarves with graphics..
Also: http://www.bay12forums.com/smf/index.php?topic=101059.0
Quick question how do you make wheelbarrows?
but... these darts have helmet snake venom covering.
Quotebut... these darts have helmet snake venom covering.
You can create covered items ?
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
Well, the new release has brought me back to DF after a long break, and I have to say that I'm really enjoying playing it with LFR. There's just so much to do; the constant progression forwards is sweet.
However, I'm a bit confused on this one minor point:Spoiler (click to show/hide)
That's a room filled with 30+ dwarven children (most of them on top of each other) that I've flooded with magma. The lowest tile is 5/7, with some already filled, and it's been filling for a while.
(For the record, my justification for trying to burn all these kids is that in a fortress of 65 dwarves or so, more than half are children. Damn migrants...)
Anyway, as you might have noticed, they're... not dead. In fact, they're not even hurt, aside from a few who are drowning in magma since their tiles filled.
The magma destroyed their clothes, although said clothing didn't catch fire. But now they're just naked and swimming in it, and have been for quite some time (since the room filled slowly).
This is a completely unmodified version of 15.b, still using 34.01. Really, completely unmodified - I've changed absolutely nothing from the download, including the init files - and yes, temperature is on.
Anyway, I've got no idea if this is due to the new DF version itself or LFR, but I thought I'd post it here, since I hadn't seen any threads for vanilla DF with nonmeltable children.
I just checked and emberlight warriors have [FIREIMMUNE_SUPER] and I think I remember reading that that's a caste-level token. Possible workaround, used in the dragon's raws (I know that caste-level materials work):Ah that why none of my dwarf burned to death in that fire [FIREIMMUNE_SUPER] go on the whole creature not just the casteCode: [Select][SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
I just checked and emberlight warriors have [FIREIMMUNE_SUPER] and I think I remember reading that that's a caste-level token. Possible workaround, used in the dragon's raws (I know that caste-level materials work):Ah that why none of my dwarf burned to death in that fire [FIREIMMUNE_SUPER] go on the whole creature not just the casteCode: [Select][SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
finally saw my first nephilim and voidwalker necromancers in my second world's legends mode. my first nephilim necromancer actually taught necromancy to a voidwalker. and learned it from a lizardman
and a whole lot more emberlight warriors showing up in legends, too. 'a whole lot' meaning i've seen about a dozen mentioned in 250 years of history. most seem to become leaders of some sort for a year or three before stepping down. i've seen them as kings/queens, generals, and the priestly equivalent that has many different names. a few will get killed randomly by vampires, too. they're still set to pop: 0, so apparently legends ignores that or occasionally decides someone's done the ritual. (also, i love that emberlight warriors get a natural cooking skill)
anyway, back to the nephilim. i started noticing some really unexpected actions from a handful...sometimes, those that become scouts decide that's the perfect time to torture and kill other beings they encounter. and they surprised me with the variety of ways they'd do it. one had decapitated or disemboweled some humans, as well as setting others on fire or burying them alive. rather twisted, which made me peek at their ethics...which again was a surprise. you secretly made them the inquisition...which makes perfect sense with their story, now that i think of it
-Fully functional Shedim race, enemy of all.
-Lizardman poisons.
Hey narhiril
I'm all for Voidwalker spells as long as you promise that none of them will be fire based. Maybe some skin melting miasma or something like that I can't really imagine them as traditional wizards. Also, I'm testing forts in evil biomes and I've noticed dwarves don't react to the evil rain. I'm not sure if it's my poor luck or perhaps some tags that are preventing the dwarves from being affected. As for the ethereal force multiplier I'm not sure if we'll notice it cause my Militia commander was already cutting through voidwalkers like butter. Maybe buff the CCS (weapon from the Wealth reaction). It was severing limbs quite nicely but also getting deflected by clothes. Do sieges draw from historical figures now? If so voidwalkers should be properly deadly. Off to test the new version now.
I saw the post about poision-covered blowdarts in this thread, but somehow never got an answer... how did you do that ? :)
-Fully functional Shedim race, enemy of all.
Very excited for this!-Lizardman poisons.
What will this include? Do you mean along the lines of venomous bites, or have you made progress in getting them to coat their weapons with poison?
Spoiler: Answers (click to show/hide)
Spoiler: Answers (click to show/hide)
It's probably some hardcoded behavior of blowdarts, then. Odd.
I believe it almost has to be intended. The poison takes effect when the target gets hit - at least 'some' syndrome affected the animals struck by the blowdarts I mentioned. I can't compare that to a helmet snake bite - I've never seen a helmet snake in my play, but the wiki's list of symptoms didn't conflict.Spoiler: Answers (click to show/hide)
It's probably some hardcoded behavior of blowdarts, then. Odd.
That is so cool. I wonder if they work as intended?
Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?
For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?
For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail. I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly. If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.
Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?
For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail. I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly. If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.
Ah I should have checked it, I just got done downloading it a few minutes ago and started generating some worlds. And on the topic of generating worlds. If I save a world that was genned with this mod can I play it on a clean install of DF? I'm guessing the answer is no but thought I'd ask anyway.
Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?
For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
The mod includes a supplementary folder of text files, one of which is named "lfr_mechanical_tech_tree.txt," which explains the features and advancement criteria for each tier of the tech tree in detail. I am told that the documentation for this mod is most helpful to most people, but of course, if you ever have any questions, feel free to post here or message me directly. If you ever have any suggestions for additional documentation or clarification, I would, of course, be eager to hear those as well.
Ah I should have checked it, I just got done downloading it a few minutes ago and started generating some worlds. And on the topic of generating worlds. If I save a world that was genned with this mod can I play it on a clean install of DF? I'm guessing the answer is no but thought I'd ask anyway.
Raws are saved locally for each region, so yes, you probably could.
Despite soaping out my insides, I managed to get a bit done. Leaders show up properly with their populations and I managed my sewer troubles. For some reason the animal people living in the sewers coated their blowdarts with honey bee venom before shooting me with them as I walked by the sewer outflow. I wonder why the townspeople tolerate them. Dungeon items and a few bugs remain in the dungeon issues list.
Got a few questions before I start playing. This "tech tree" advancement, how exactly does it work?
For example in age of empires you have to build certain buildings to advance in ages, and it tells you what type of buildings you need to advance. How will I know when I can/advance to the next tech?
I just looked at the first page of this thread again. I've just seen the new logo. I love it! But it gives me that 'Dwarves in Space' scary feel - now I'm scared to try and complete the tech tree (someday, when I start playing the current version again!)
Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy
Am playing with the newest release of 15.c, and it looks... icky. Even the font's different. Aha I thought - there's something wrong in the init! But the init settings for this game look exactly like I'm used to playing with.
A peek at Ironhand's Graphics thread made me think, well, it needs raws pasted over! That wasn't the answer either, no change. Would have been surprised if that had worked - is newly made game and all.
My font's all.... thin and squiggly!
My microcline looks edible!
The critters and miners look like I'd expect them to. How do I fix? I miss the old look - is this a new version issue and incurable for now?Spoiler (click to show/hide)
The devlog once mentioned poison-covered blowdarts, let me find it...is that hardcoded or can someone that understands the RAWs find something that makes that possible?
Ah, yesQuote from: 12/13/11 Toady DevlogDespite soaping out my insides, I managed to get a bit done. Leaders show up properly with their populations and I managed my sewer troubles. For some reason the animal people living in the sewers coated their blowdarts with honey bee venom before shooting me with them as I walked by the sewer outflow. I wonder why the townspeople tolerate them. Dungeon items and a few bugs remain in the dungeon issues list.
Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy
True that. But then again, that is vanilla.
Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy
True that. But then again, that is vanilla.
last version of this mod I played the only noticable diff to local wildlife is the pigeons, most of the easter egg and the new creatures simply do not show up, (like damascus sentinels)
the siegers and thieves work 100% except that anything lower-tiered than voidwalkers seem to have a very limited window of showing up before being replaced by these (like lizardmen)
im just saying, if she doesnt want her mod stuff to drown in animal men and giant this and giant that she should look into it, wheres the fun in alll the new stuff she has modded in if you dont get to see it
Oh hia. I have been playing this mod for a little while and noticed an interesting bug for the new release. Every so often, a migrant will come and just sit where he enters. They are usually called "Traders" and can be attacked if I wanted to. They have the same sprite as the non-fortress dwarves, interesting enough. Anyone know what is going on?
This one's a DF issue, not a LoFR buggy. http://www.bay12games.com/dwarves/mantisbt/view.php?id=5098&nbn=3#bugnotes
I couldn't help myself. Playing with the idea of the tech tree leading eventually (in full Sid Meyer's 'Alpha Centauri' style argh-we-never-wanted-this, of course) to "dwarves in space" got to me. (doesn't matter if anything like that ever happens. Once my imagination gets in gear, it's then really easy to get my attention, and then I'm usually pretty happy with whatever I do get). I'm enjoying the beginnings of the newest release at last.
I'm embarking, I'm looking at the options, and then I see something that.... well. Here's the conversation I'm envisioning over this product.Spoiler (click to show/hide)
Cough. This... IS a bug, right? I haven't gone manual- or raws-diving over this. Nor can I believe my eyes. We eat this like wheaties, right? And grow up big and strong? Or it's like.... snake-oil, right? It claims to be this but is really trash?Spoiler (click to show/hide)
I went ahead and did some world gens and population dumps. LFR is indeed working, but the worlds are, as you say, drowning in animal men and giant creatures. I'll playtest it a bit more, but I might end up having to play with population numbers and/or the c_variation_default file. It's a little irritating to see my art be smothered in mosquitoes.
I went ahead and did some world gens and population dumps. LFR is indeed working, but the worlds are, as you say, drowning in animal men and giant creatures. I'll playtest it a bit more, but I might end up having to play with population numbers and/or the c_variation_default file. It's a little irritating to see my art be smothered in mosquitoes.
That's an issue with the current DF release, not LFR as such. In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason. Cuz "birdmen" and "snakemen" just weren't enough, I guess.
I went ahead and did some world gens and population dumps. LFR is indeed working, but the worlds are, as you say, drowning in animal men and giant creatures. I'll playtest it a bit more, but I might end up having to play with population numbers and/or the c_variation_default file. It's a little irritating to see my art be smothered in mosquitoes.
That's an issue with the current DF release, not LFR as such. In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason. Cuz "birdmen" and "snakemen" just weren't enough, I guess.
I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included). I might leave "sperm whale men," though. ^_^
*** Error(s) finalizing the translation FRENCH
Unrecognized word token: ANUS
Unrecognized word token: BITCH
Unrecognized word token: CROTCH
Unrecognized word token: INCEST
Unrecognized word token: NUDE
Unrecognized word token: NUDITY
Unrecognized word token: PANDER
Unrecognized word token: PISS
Unrecognized word token: RAPE
Unrecognized word token: SLUT
Unrecognized word token: SMUT
Unrecognized word token: SPEW
Unrecognized word token: VOID_VERB
Unrecognized word token: WHORE
Unrecognized word token: INCONTINENT
Unrecognized word token: BUTTOCKunsure if this is a LoFR-related issue or not. When I check my units screen, my 'highlit' unit is actually 'blacklit', which is making it kinda... blacked out. Like this:Spoiler (click to show/hide)
I've selected the unit in the middle, whatever that is.
I can get used to this, surely. But is this how it's supposed to be?
unsure if this is a LoFR-related issue or not. When I check my units screen, my 'highlit' unit is actually 'blacklit', which is making it kinda... blacked out. Like this:Spoiler (click to show/hide)
I've selected the unit in the middle, whatever that is.
I can get used to this, surely. But is this how it's supposed to be?
Same here.
The non-preinstalled ASCII copy of the mod still has a gigantic errorlog due to the untoward words not being brought back in it.Code: [Select]*** Error(s) finalizing the translation FRENCH
Unrecognized word token: ANUS
Unrecognized word token: BITCH
Unrecognized word token: CROTCH
Unrecognized word token: INCEST
Unrecognized word token: NUDE
Unrecognized word token: NUDITY
Unrecognized word token: PANDER
Unrecognized word token: PISS
Unrecognized word token: RAPE
Unrecognized word token: SLUT
Unrecognized word token: SMUT
Unrecognized word token: SPEW
Unrecognized word token: VOID_VERB
Unrecognized word token: WHORE
Unrecognized word token: INCONTINENT
Unrecognized word token: BUTTOCK
etc.
This is an issue with TrueType, which you can turn off in the init file.
I went ahead and did some world gens and population dumps. LFR is indeed working, but the worlds are, as you say, drowning in animal men and giant creatures. I'll playtest it a bit more, but I might end up having to play with population numbers and/or the c_variation_default file. It's a little irritating to see my art be smothered in mosquitoes.
That's an issue with the current DF release, not LFR as such. In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason. Cuz "birdmen" and "snakemen" just weren't enough, I guess.
I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included). I might leave "sperm whale men," though. ^_^
I'm getting weird graphics with the Ironhand version. Walls look like chests and so on. Is it just my install or is anyone else? Guessing the tileset isn't fully updated yet, but might as well ask.
Really enjoying the new images of gods but they seem a bit recursive, at least on artifacts. Then again, since these are artifacts and this is LoFR with its ever so many Easter Eggs, maybe that's intended...Spoiler (click to show/hide)
That's an issue with the current DF release, not LFR as such. In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason. Cuz "birdmen" and "snakemen" just weren't enough, I guess.
I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included). I might leave "sperm whale men," though. ^_^
Check out this (http://www.bay12forums.com/smf/index.php?topic=101096.msg0#new) for Sphalerite's fix for .01. Should stop you from drowning in the animal folk, and let Narhiril's work shine through.
Suggestion #3
The hypnotizer! Adds a weapon or trap etc that makes enemies friendly to your Civ for a duration, kinda like the reverse of suggestion #2.
Again thanks for your mod.
The third suggestion, though, is most interesting. Perhaps I'll use that in the ritual tree. :)
Is it okay if I use the physical properties of your mithril for my Dragon Ball mod?
What that means for you guys is that 0.15d gets a little delayed while I tear out my hair in frustration at this undocumented and completely arbitrary change.
What that means for you guys is that 0.15d gets a little delayed while I tear out my hair in frustration at this undocumented and completely arbitrary change.
*Cheers narhiril on with the same enthusiastic delight usually reserved for watching unicorn foals take their first steps*
It'll be worth the wait to us, and surely worth the work to you. Can't express how much I enjoy this mod and what I imagine of its future!
I'm having what appears to be a bug with non-fort dwarves labeled as "Trader" standing motionless on the edge of my map. At first there was just one, but every once in a while, a new one shows up in the same spot.
There are three now.
Just standing there.
Staring at me.
Forever.
I don't know if you've already fixed this, but you need to update your entity files with the new hammerer and the shapes of cut gems.
Will it be dangerous to perform the prayers for armor and weapon? It would suck to lose migrant high master weaponsmiths and armorsmiths...
The simplified clothing causes dwarves to constantly clean themselves. Over and over and over whenever they step on any contaminant. This causes my soap supplies to run out super fast, thus breaking the healthcare industry for me as well dwarves being inefficient for they constantly clean themselves instead of working.
Thanks again and again for the new releases that come again and again!
Noticed that the v0.15d changelog says there are readme files for the optional components. I found a readme in the rare animal mod folder, but not in the simplified clothing folder.
also what is the world generation parametres LFR_NODEMON?
Had a crash in my 0.15c fortress. Abandoned it. It seems like I get a lot more crashed in 34.02 than I got in 34.01. Not sure if I want to keep playing before the next update if forts keep crashing.
After I read about you testing demons and such:
When you breach the candy spire, only custom demons with a flier tag will be spawned. All non-fliers will only appear like normal wildlife after you survived the initial attack.
All creatures with an underground depths of 5:5 will ignore any POPULATION_NUMBER tags, and be "unlimited" I guess that means they never die out.
Anything you found out about 5:5 plants and layer-linked 5:5 civs ?
Ok, thanks.
Crap, then my idea of easy cave-civ 1:1, medium cave-civ 2:2 and hard cave-civ 3:3 wont work. I wanted to make the caverns more distinctive.
btw: I have souls walking around my hell. High frequency, no flier tag. You kill all the demons, then mostly tormented souls arrive. They are easy to kill (to free them/sent them to oblivion) and drop nice little things upon death. found the idea in a very old mod, Circus Maximus. :)
Circus MaximusI think that is quite possibly the best name for a mod that does stuff with HFS.
Revised again to finally fix the emberlight warriors. It took me an obscene amount of time for me to do something that would have taken me thirty seconds in 0.31, but that's the way it is, I suppose.
v0.15d (r3) is up. I promise, the damn things actually work this time, and they're tons of fun.
I'm curious about these guys - dont have time to play a new fort atm. Are they fire dwarves or something, I take it? Do they burn other dwarves/your fort?
Sound like a great way to actually get rid of the (IMO) ridiculous undeads in the new version, assuming the collateral damage isn't too heinous.
What of the Armok based religious creatures? Lacerators and Hands. Just something I'm wondering.
Impressive, Narhiril. Emberlights counter undead, lacerators and the Hand of Armok counter lesser races with their steel skin. Can emberlights shoot fireballs through fortifications? Can they breathe fire, or shoot fireballs, or both?
I'm wondering how much good lacerators having steel skin will do, since we can pretty much cover our dwarves in steel armour or better. And in this mod, even if iron ore isn't present on the map, we can still acquire enough iron for military usage. So, since anything that punches through the armor will usually keep going right through their skin, this seems like a weak advantage compared to emberlight warriors and other potential transformations.
I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.
I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.
Any reason for this or is it a weird quirk?
I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.
Any reason for this or is it a weird quirk?
Open up your d_init file. The token [BABY_CHILD_CAP:100:1000] is what you're looking for. I just used the default setting.
What would you change from here to change the children number?
Will LoFR be compatible for the newest version?
Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?
Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?
I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.
Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?
I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.
i believe the weapons concepts lab was implemented because moods very rarely produce an item you normally cannot produce, so it's probably possible to implement that but it would almost NEVER be used...
Something I've always wanted to try:
1. Take unskilled peasants
2. Make them churn out weaponsmithing related activities (making trap components and ammunition)
3. Weaponsmith skills reach a point so that when they get a mood, it's a weaponsmith mood.
4. Profit.
This is good because you not only get artifact weapons of immense value and prowess, but also cheap bolts. Masterwork bolts cause unhappy thoughts when carried away on a retreating goblin's wound, or when you are mass dumping and atomsmashing stuff dumped from the battlefield.
Or when they're made of wood and your emberlight warriors light them on fire... Along with the dwarf that made them. To be fair, emberlight warriors light everything on fire. Expect future ritual units to play a lot more nicely with regular dwarves. Zalkor is more of a "burn it, then you can ask questions" type of god. You won't have to isolate Visthel or even Armok's servants from the rest of your military.
I might even be able to set up a sort of "synergy' with Zalkor's units, where an ice spike lodged in a wound from one of Temanat's units is melted by Zalkor's flames and causes a syndrome.Excuse me, but am I correct to assume that you got SOLID_GLOBs to stick into enemies?
i can only speak for myself, but i'm happy to hear that you're working on (at least trying) the parallel stuff. i know it was hard for me to pick whether i wanted to see the technical or ritual path fill up next
First of all, love the mod. One thing I noticed with this last version is that some of the rock wall tiles look a bit wonky with the Ironhand graphics pack. (Using the crate-ish tile instead of the colored walls as normal.) Not sure if it's just me, though.
Pre-installed, actually. Should have mentioned that.
I've noticed the same with the latest pre-installed.
It was incredibly minor, and I hadn't even planned on saying anything about it. Appreciate the fix anyway :)
i assume there's a bug in the latest version, I'm fairly certain that Dastot Footcrypts, the eternally burning dwarf, will agree.
he isn't an emberlight warrior and isn't injured at all, he's been burning for a while... (clothes are in perfect condition too)
raws only download, stitched on to vanilla ironhand DF (was trying to work around graphics problems, that was before the fix tho...)
oh and all the other dwarves who were victems of the conflageration burnt, some survived but most died
Temanat's units (as yet unnnamed)
And, are you having some writer's block with what the water creatures are called? Or just not revealing it?
And, are you having some writer's block with what the water creatures are called? Or just not revealing it?
You renamed blood to precious bodily fluids ? ^^
Anyway, looks good. But just wait till Fortress mode ;) Hope it will turn out allright.
I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...
I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...
in my opinion, hand's of armok sound a bit more of a caster than a fighter, perhaps they might have the ability to cause stuff to sponaneously bleed to death in a few seconds? (im just guessing here (no matter what tho this mod will remain awesome!))
Ooooh! I saw the Manatee in the spoiler 1 make only one hand gesture... and the Emberlight got hit over and over and over again! And the Manatee was free to keep fighting! This is.... this is.... oooh! I'm so glad you're working on this now! (course, I could get equally eager for other things, just this is this now's thing!)
And these guys can't do friendly fire?
Ahh, That's like... not any ff to anyone friendly? Won't kill pets? Won't kill precious exotic warbeasts? Wont hurt the liaisons and traders?
This makes ME feel very abominably snowmanny myself!
http://www.youtube.com/watch?v=2JlVqfC8-UI
I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...
Units of Temanat will be called "wavebreakers." Though, just for you, I might be bringing in a manatee reference or two. Here is a brief overview of their planned abilities...
Units of Temanat will be called "wavebreakers." Though, just for you, I might be bringing in a manatee reference or two. Here is a brief overview of their planned abilities...
I cannot express my enthusiastic joy! So I will express a question instead - how, ahh.... eager are the Wavebreakers to use theirskill/spell? And if I think a target needs/deserves/should be assigned their attention, will I be able to tell them this?Spoiler (click to show/hide)
It had deadly dust, dear Breakers. Break that dust! I want every square centimeter of this cavern cleaned as only you can do it.
Urist, I don't know what just happened to you... Breakers! Make him as clean and true as he had ever been before!
I'd love to be able to assign their skill to tiles similarly to how smooth/engrave can be designated, and I'd also love to be able to tell them to attempt to use their skill on a dwarf because I think that dwarf needs it, regardless of the game's clues that there is anything contaminate on or about them.
Unsure if this is a LFR bug or a DF bug, or even if it's totally unique to this one map. Genned a new newest LFR map. Noticed that all my dwarves, migrants and starting seven, have two sets of skin colors - and none of them have an eye color. As one of the sets of skin colors is 'aquamarine', I suspect that eyes got replaced by skin or something.
Though I am amused, and they seem able to function just fine and all... when I first noticed it I was still thinking about Wavebreakers. Aquamarine is a nice, Wavebreaker-ish sort of color, no?
*Imp, quite filled with anticipation*Spoiler (click to show/hide)
How did this bug appear in the first place? Dwarves with blue skins?
Another oddish bugish thingy (no idea if it's LFR or DF, but feel nervous offering bugs found in a modded game to the DF bugs list), horses (just horses?) appear to have heard that we like hooves, so they've offered us some hooves to go with our hooves, both right and in arrears:Spoiler (click to show/hide)
That's DF at work there. When used in decoration, crafting, etc., that redundant descriptor goes away.
Just started a new embark and there are shimmering tiles spread randomly all over the map. They change colors super rapidly and when I loo'k' at them, the name of the tile is flashing at the speed of light through what looks like all various gem types. I'm just wondering if this is some sort of easter egg or a glitch? It's an evil area with a volcano and prospect all shows there's a demon temple.
Another interesting thing, I was in my fortress when an armorer finally got into a strange mood. For some reason, it grabbed Embrace bars instead of metal bars.... Metal soap?
"Ning Girethas has created Raltustem, a soap of Visthel bastion!"
.....?
Another interesting thing, I was in my fortress when an armorer finally got into a strange mood. For some reason, it grabbed Embrace bars instead of metal bars.... Metal soap?
"Ning Girethas has created Raltustem, a soap of Visthel bastion!"
.....?
Just started a new embark and there are shimmering tiles spread randomly all over the map. They change colors super rapidly and when I loo'k' at them, the name of the tile is flashing at the speed of light through what looks like all various gem types. I'm just wondering if this is some sort of easter egg or a glitch? It's an evil area with a volcano and prospect all shows there's a demon temple.
Pre-installed or raw only? And post your errorlog if applicable. I know grass tiles flash in evil biomes, but this sounds a little more complicated than that.
Another interesting thing, I was in my fortress when an armorer finally got into a strange mood. For some reason, it grabbed Embrace bars instead of metal bars.... Metal soap?
"Ning Girethas has created Raltustem, a soap of Visthel bastion!"
.....?
aw, the rift wardens show up next go 'round. my poor chief medical dwarf, who happens to be very fond of rift warden's essence
anway, seems i'm setting up a temple of darkness and the night in my current fort. tough i know that doesn't exist, yet, i'll work something out with statues and other decor. my first migrant wave (three couples) are all from a cult known as 'the invisible cult' and are all ardent worshipers of the god sod holerumors, god of night and darkness. he's cursed two vampires and one wereshrew in my 200 years of history. sounds like a fun guy to have a minor priesthood built around, while waiting to get to the 'real' stuffs of fire temples
...looking through the deity list, seems that my god of festivals is responsible for about half the dwarf vampires in the world. i sure wouldn't expect that from a party god....
Hi, any idea on how to incorporate this into a linux version of DF and adding Ironhand.Just add the files to the raws?
So for some reason I can't get -any- of the Temple of Fire interactions to work, other than the free flux/whatever prayer. It's odd, because I have all the materials, but when I try to do something like make an emberlight (I think they're called) dwarf, it won't let me, and "Takes place at Temple of Fire" shows in red.
Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.
Then my game crashed.
Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.
Then my game crashed.
The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.
Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.
Then my game crashed.
The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.
Also, I was reading the Masterwork mod back there. Seems like the golems there (custom creatures) can be drafted into the army, but still flee even with a kill order? Would this happen with Emberlights? If it does, maybe give them [LIKES_FIGHTING] or whatever?
What? So I cannot view the description and moods of my emberlights?
Finished up the archaeology lab today - one of the most fun little side projects I've ever done for this. You will be able to unearth ruins and rubble while mining that can be examined for artifacts and precious commodities. The archaeology lab requires precision tools, so it's technically a tier one tech building - I've added small orichalcum clusters to the ruins as well because of this.
The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.
Well, I just had a dwarven emberlight vampire migrate to my test fortress. What are the odds of that?I once stocked a lair full of vampire blood in waterskins, and then created a bunch of emberlight adventurers, vamp'd them, and then retired them just so that would happen. And it didn't work.
What is your seeecret?You'll have to retire them in a dwarven mountainhome for them to migrate. Their sites don't exist yet, but you can go to where one is located on the world map and you should be able to retire there.
please tell me i am not the only one who thought to use a drawbridge as a firing mechanism for zingers! (im happy i figured that out, im planning on making a battleship fortress! :D)
Well, I just had a dwarven emberlight vampire migrate to my test fortress. What are the odds of that?
I turned all Dwarf sites in Cities, and was retiring them there.What is your seeecret?You'll have to retire them in a dwarven mountainhome for them to migrate. Their sites don't exist yet, but you can go to where one is located on the world map and you should be able to retire there.
i'm curious about the emberlight warrior vampire, myself. anything special with him, other than...you know, being a vampire? i've got one of those in my worldgen, too, and been hoping she arrives in a migrant wave, but no luck so far.
i'd noticed that the game seems to ignore the 0 population of rare castes. it still keeps them rare, at least, but it'll make a handful of them (well...the named ones, at least. i see one of my more famous goblin generals has 153 emberlight warrior kills in his 'other kills' list). i'd been sorta using the idea of them in lore, of course. i mean, our fort can't be the first one to try the emberlight ritual, so of course there'd be a handful wandering around...
Pop Ratio 0 will cause some trouble, since they get assigned a default number. I settled on giving each caste an increase with the factor of *1000 and making the "should-not-appear-caste" 1.
please tell me i am not the only one who thought to use a drawbridge as a firing mechanism for zingers! (im happy i figured that out, im planning on making a battleship fortress! :D)
Huh? That works?
Pop Ratio 0 will cause some trouble, since they get assigned a default number. I settled on giving each caste an increase with the factor of *1000 and making the "should-not-appear-caste" 1.
Are you going to do this for Emberlights in future, Narhiril?
Also, a thought with wavebreakers. Can they breathe underwater?
Current (running) changelog, subject to additions...
Finished up .... (more additions)
Current (running) changelog, subject to additions...Finished up .... (more additions)
Narhiril! There's so much cool stuff coming in the next release, you actually have me more interested in playing that then the current ones, even though there's SO MUCH I know I've not yet found!
??? I feel disloyal to your past works :-X And... and.... I'm so excited about this new stuff to play with I barely care! :o
Three cheers for the new release, whenever it is released! :D
Spoiler: Large image (click to show/hide)
So far, so good. Just need to give them a spin in fortress mode combat and see how the AI handles things. If it's anything like they were in arena mode, wavebreakers should be done.
Which I suppose brings me to my next question... gear up for a release, or keep going? I've got a laundry list of things I want to do next.
Do what you do, Narhiril, and continue to do it with skill and artful tricksyness!
Between college and work, my playtime's so limited... for me it almost doesn't matter when you release as long as it's before spring break in mid April ::)
Between college and work, my playtime's so limited... for me it almost doesn't matter when you release as long as it's before spring break in mid April ::)
My spring break is this coming week, so this version might not stay current for long. ;)
addition of a fair number of miscellaneous other goodies. *snicker*
Hrm. As I just found out, shale walls and floors are the exact same tile. This makes my shale fortress really difficult to see.
"Tailwind" will boost the speed of nearby dwarves, while "headwind" will slow a single enemy.
Oooh, I wonder what these new units will be called. Imp! Do your thing with the creativity! :D
Also, I have devised a way for lizardman spies to hide themselves among migrant waves. This is a delightfully evil feature, so you'll get both a heads up and a way to counter this when it comes around. Those damnable lizards are getting craftier.
I'm so happy that this worked in testing that I'm going to go ahead and share it with you guys.Spoiler: Don't get too excited, it's a ways away. (click to show/hide)
Also, I have devised a way for lizardman spies to hide themselves among migrant waves. This is a delightfully evil feature, so you'll get both a heads up and a way to counter this when it comes around. Those damnable lizards are getting craftier.
I'm so happy that this worked in testing that I'm going to go ahead and share it with you guys.Spoiler: Don't get too excited, it's a ways away. (click to show/hide)
Also, I have devised a way for lizardman spies to hide themselves among migrant waves. This is a delightfully evil feature, so you'll get both a heads up and a way to counter this when it comes around. Those damnable lizards are getting craftier.
Hm, what if the paragons die, and require a burial or memorial slabs? What if you memorialized and buried them? Can they still be revived? What if dismembered? Will they revive the severed arm separately from the body, then the body itself? Or will every bodypart create a new paragon?
Just some precautions.
I am personally interested in how the whole reviving thing would effect the dwarf's mood. Or more accurately, the mood of everyone else. How does a dwarf feel about a love one dieing and them coming back? Would the family still be sad, or would the mood be gone?
It would be kind of interesting to make an invincible fort with a vampire who did the ceremony. Goblin attack, killing fifty somehow? Bring out the vampire, possibly right into the graveyard reviving everyone. Cave crocodiles uninizing and taking down your miners while your military is fighting the goblins? Take out the vampire. Someone died to a vampire attack when the vampire got out? Use the vampire. Emberlight warriors starting a fortress fire? Memorialize the dead and move on.
Another question is how this effects the kill counter. Does the kill count if they get revived again?
Also, I have devised a way for lizardman spies to hide themselves among migrant waves.
Also, I have devised a way for lizardman spies to hide themselves among migrant waves.
Wha? How? I can't even imagine the method through which this would be done.
Also, I have devised a way for lizardman spies to hide themselves among migrant waves.
Wha? How? I can't even imagine the method through which this would be done.
Mmm. So happy this is out.
Have next to no time to touch it, but still very pleased with it.
Had a short chunk of time this eve to toy with the newly improved toy.
Spotted two new oddities in the supplies from the parent civ (one's not so odd, but the other makes up for it).
Under bars both the somewhat familiar (I've actually never used it yet) Visthel's embrace and the not mentioned in change log or manual 'dwarven alchemical remedy' are available, each for 25 units apiece. I feel totally spoiled by the 'dar' and imagine that it will cure or reduce in severity illnesses (like the syndromes alchemists can catch)
Also, I have devised a way for lizardman spies to hide themselves among migrant waves.
Wha? How? I can't even imagine the method through which this would be done.
Indeed, I am also pretty confused by this. And besides, strange new 34.05 interactions aside, how does this even work lore-wise? Pretending to be leper dwarves?
As for the buffs and such for the units of the Twins and Kerox (guys with all the buffs), would they constantly rebuff buffed creatures? Also, will the healer units specifically target injured people instead of spamming this on nearby dwarves whenever the cooldown ends? Apologies I don't really know much about these new interactions.
And a question: Will there be any soldiers who can spew webs? I'd like to capture voidwalkers in cage traps (with ease) without heavily injuring them through a fall or cave in.
Lizardman spies are masters of disguise and illusions. On the technical side, it works in a similar way as a vampirism curse, except very heavily modified. In legends mode, you will periodically see "(some new god) smote (some defiler dwarf), allowing an opportunity for a lizardman spy to take his place." Technically speaking, it's still a dwarf, but it has "lizardman spy" appended to its name (and then hidden), and it can immigrate to your fortress. Once there, it will pull levers and empty cages at random (MISCHIEVOUS tag).
In order to counter it, Pel's lesser servants will have an ability called "expose spy" that they will cast if they see a lizardman spy, which turns them into a berserk lizardman, "exposing" their disguise. Ultimately you'll probably have Pel and Armok's servants lined up screening migrants as they enter your fortress, but a lizardman spy can cause some real damage before you unlock those if you're not paying close attention - which is how the lizardmen are supposed to work, through sabotage and subterfuge. Admittedly, this is pretty elaborate, and I'll need to test it very thoroughly before I can speak for the end result, but it works well enough in theory to get a saboteur past your outer defenses long before the DF army arc comes around.
There aren't currently any plans for web dwarves, but tempests of Bartoth will be able to cast a wide-area, short-duration paralyze spell that should have a similar effect. Buffs and debuffs are what I've spent a lot of time recently working on to structure them so that dwarves will only use them when appropriate (which involves a lot of manipulation and testing of target tags). The end result should be dwarves that will not buff already buffed dwarves, will not debuff already debuffed enemies, and will not heal dwarves that aren't injured*.
*The inner workings of the last bit are so elaborate and unproven that I can't yet promise that they will work. Meph and I have been developing a way for dwarves to detect each other's injuries.
Meph and I have been developing a way for dwarves to detect each other's injuries.
The mod seems interesting to explore, but I'm kind of put off by stuff like "bioelectric capacitors". I like my medieval fantasy, you see.
Is advanced tech integral to the mod or relatively easy to remove? If it's part of the core I guess I'll just wait until I'm in the mood for a radical change of setting.
...But the babies can still use their power. I would post a picture, but I am not sure how to take one.
Actually, it only does one at a time. But for some reason, it does the baby first, the adult is completely unaffected. Since I have it on repeat, the parent then continues and makes himself a wave breaker (Better than the other way around, when the kid would drown when mom went for a swim...)
Actually, it only does one at a time. But for some reason, it does the baby first, the adult is completely unaffected. Since I have it on repeat, the parent then continues and makes himself a wave breaker (Better than the other way around, when the kid would drown when mom went for a swim...)
So much for mass production of emberlights and wavebreakers then... But at least a potentially big bug is averted, so that's good.
I have an idea. In the manual, it says that Tungsten Carbide can be used for weapons, but it is above the dwarves' technology level because it takes higher temperatures than magma can provide. Possibly you could make it at some tech building (Experimental Materials?), consuming tungsten and coal (source of carbon) to produce it.
I have an idea. In the manual, it says that Tungsten Carbide can be used for weapons, but it is above the dwarves' technology level because it takes higher temperatures than magma can provide. Possibly you could make it at some tech building (Experimental Materials?), consuming tungsten and coal (source of carbon) to produce it.
I'm still trying to lay out what's going to be in the next tech tree update, but I'll definitely keep this in mind.
I had my last midterm today, so I came back to play some DF tonight. In my little experimental fortress, a forgotten beast showed up and started lurking right in the waters next to my cavern entrance, so I sent my crack team of 10 military dwarves (3 of them wavebreakers) to guard the water's edge in case it got gutsy. The next time I went to look, the three wavebreakers in that squad had taken it upon themselves to dive in, chase it down underwater, and beat the ever living crap out of it before returning to their posts on the beach. That was better than even I had hoped for them to do.
SO, I got this tech idea...
Maybe there could be some very advanced workshop that worked as a genetics lab, creating mutated pets out of goblins and taking plants to create a faster growing/more valuable/whatever variety.
SO, I got this tech idea...
Maybe there could be some very advanced workshop that worked as a genetics lab, creating mutated pets out of goblins and taking plants to create a faster growing/more valuable/whatever variety.
Also, I though about a new rare mineral, wich would be a remenant of a forgoten meteor/spaceship wich could either be used in combination with steel to forge a more powerfull version (maybe also causing more damage to some creatures?) or researched in some kind of research lab, in order to discover new, advanced things. Creating self-repairing cyborgs out of your dwarves sounds good enough. Also, quite awsome if they happen to gain attached blades in the process. Other than that, turning animals into half-robot-dogs seems cool.
First time I saw the rubble I thought, "Bah, useless stone to turn into gems." (I didn't know at the time that they were useful) Luckily, I was lazy for about all the game.
That fort also ended spectacularly. As a little backstory, this fortress relied heavily on trade, and had legendary stonecrafters working around the clock while my smiths produced masterwork iovium weaponry. By the middle of the second year I had six dwarves armed with damascus steel and iovium while clad in a mix of mithril and steel armor. The fort was gaining vast riches very quickly. Almost too quickly. Our massive food and drink stockpiles (all bought from caravans, because my dwarves are high class and won't trudge in fields, apparently), as well as our vast riches (but most likely our sweet-ass 40000 dwarfbuck yak bone helmet) got the attention of a dragon.
Now, my last few forts have had a massive female to male population difference. This means most of my military have the ability to have children, and the inexplicable desire to care for them. Such was the case with my swordsdwarf and hammerdwarf (armed with a damascus steel scimitar and an iovium warhammer). They both carried small useless dwarves at all times. This included in the charge towards the dragon.
Issued the kill order, my dwarves charged straight for the dragon, who proceeded to bathe them in flames. My warriors dodged and blocked. This did not appear, however, to carry over to their infants, both of which got incinerated instantly.
My axedwarf lost his life in the battle, but my soldiers quickly prevailed. Then I saw the two flashing red arrows.
Then, "LadyUrist McHammerdwarf goes berserk!"
"Oh god!" I cried out as she smote an innocent mason. I ordered the military to move in.
They proceeded to die at her hands. All but one speardwarf, legs broken. In an almost too good to be true moment, he thrust his spear upwards, killing the angry, angry femdwarf. Except for the fire still raging outside, I thought everything was finally getting back to normal.
"An ambush! Curse them!"
It was them damn goblins! I watched in horror as I got that message a half dozen more times. The goblins slowly massacred my fort.
I have never felt better about losing in my life.
-snip-
Interaction Token not recognized : CLOAK
*** Error(s) finalizing the interaction REZ_SECRET_LFR
Error Initializing Text: raw/objects/text/secret_rez_lfr.txtIs it just me, or is getting the Wave breakers really easy once you get everything you need to make one?
.... I had like twenty civilian wavebreakers from the setting it on auto ....
I'm kind of curious about making an underwater fort with wavebreakers.
Perhaps, if your balance goes awry, prayers and rituals to the under-represented gods might cease to work or tend to backfire in much more frequent and horrible ways.
QuoteI'm kind of curious about making an underwater fort with wavebreakers.
I was also thinking about that, maybe with just an air lock with a few doors and the temple to allow migrants to assimilate. Make it next to an ocean, flood every place but the three-tile walkway for caravans, and fill that with traps and you would have amazing defenses...
We as players probably don't care about this as much as dwarves would, but any newborns in this fort would almost certainly die of drowning.
I know that Emberlight females are sterile, to avoid unfortunate newborns. Far as I know, female wavebreakers can still give birth, and the babies are born as normal dwarves.
Has anyone tested yet if a Wavebreaker mother would prioritize a job of rushing her newest born to the temple for transformation, or if an already-Wavebreaker mother would even notice that job, as she herself does not need the transformation?
It balances itself out either way. If you use a variety of the "special forces" dwarves you can do a little bit of everything. If you specify, however, you specialize greatly in one area while attaining their critical weakness. For instance, if you use all emberlights, you'll be murderous against sieges (I haven't gotten any yet, but it seems like they're good for crowd control), but your environment, as well as any dwarves you don't change quickly, is going to get burnt a lot.
Underwater pathfinding is broken, they only enter deep water to fight as far as I know. Would be glad to be corrected on this.
This gave me an idea... would it be possible to use captured enemies as medical training subjects?
Using the ASCII portion of the raws only download, I get these errors:Code: [Select]Interaction Token not recognized : CLOAK
*** Error(s) finalizing the interaction REZ_SECRET_LFR
Error Initializing Text: raw/objects/text/secret_rez_lfr.txt
The first may not actually be from LFR, I need to check my personal mod to make sure. But it certainly doesn't look like you've included a secret_rez_lfr of any kind.
How powerful are dragon flames now? Just want to check from an old timer on this before charging them with emberlights and wavebreakers. :P
To combat this baby thing, I tend to set the ratios in the creature standards for there to be slightly more males (females at 700 - 900, males at 1000).
Also, on a side note, i notice from your profile picture - Kingdom of Loathing?
Narhiril, are you currently working on the rituals or the mechanicals? I ask merely for information.
It balances itself out either way. If you use a variety of the "special forces" dwarves you can do a little bit of everything. If you specify, however, you specialize greatly in one area while attaining their critical weakness. For instance, if you use all emberlights, you'll be murderous against sieges (I haven't gotten any yet, but it seems like they're good for crowd control), but your environment, as well as any dwarves you don't change quickly, is going to get burnt a lot.
The wavebreaker transformation will probably see some additional reagents added to it in the next update. For future, more powerful ritual units, there is going to be a substantial risk (as Imp has begun exploring) to attempting to transform a dwarf in the form of uncertainty as to what they're going to transform into. More on that later.
The wavebreaker transformation will probably see some additional reagents added to it in the next update. For future, more powerful ritual units, there is going to be a substantial risk (as Imp has begun exploring) to attempting to transform a dwarf in the form of uncertainty as to what they're going to transform into. More on that later.
My current fortress is still young, but I want to know how expensive are wavebreakers and emberlights to transform. I mean, to make a divine being, it's gotta be pretty risky and expensive. But from what I hear, it's not quite the case with wavebreakers, from what i hear.
In future, I believe there are several raws I have observed that will transform your dwarves into large rats and demons. Guess it's better not to set those on repeat.
Turn them into monsters, give them plagues, unleash a horrible fiery explosion, give them curses... I'm really just hitting the tip of the iceberg here.
Turn them into monsters, give them plagues, unleash a horrible fiery explosion, give them curses... I'm really just hitting the tip of the iceberg here.
The Emberlights and You is a legendary monkeysphere-bound post. The written portion consists of a 1 post plan entitled The Emberlights and You authored by Pan. It concerns the utilization of Emberlight Warriors. The writing is quite cheerful. In the early spring of 2012, The Emberlights and You was created in DF Modding by Bay Watcher Pan. In the early spring of 2012, The Emberlights and You was stored in DF Modding by Bay Watcher Pan.
Turn them into monsters, give them plagues, unleash a horrible fiery explosion, give them curses...
Well I am going to look into the Empyrean Carbuncles now. My human legendary swordsman was just going about his business after slaughtering an outlaw camp, then something like "Empyrean Carbuncle uses Bladed wind!" twice and my character would slowly suffocate. Twice. One hit, and my legends ended.
So here are some arena tests on them:
Human swordsman with a steel katana and grand master skill vs carbuncle: Human dies in one hit. "Carbuncle 1 slashes the human in the lower body, tearing the fat! The human is struck down".
This itself is impressive.
Fully armored in iron human swordsman with a katana vs carbuncle:
Test one the human cut off both of the carbuncle's legs and it bled to death.
Epic carbuncles?
I then tried building a new one to fight again, to see if their blades attack is only a once and a while thing.
And the carbuncle won this time. One attack to the head that bounced off his iron helm, then one to his arm and he fell dead. Apparently I didn't armor him well enough. But now I will use a carbuncle for each test.
Now I will go straight to dragon...
And it tied with a dragon. The dragon set the carbuncle on fire, but the carbuncle killed it after it was dead. It suffocated, kind of like my adventurers did.
Wow. Put some of these in a cage as a surprise to invaders and you would be invincible.
*EDIT*
I then put one against an "Unarmed" rift warden. The rift warden beat him in a spectacular way. If they are immune, don't breath, or are just that tough remains a mystery.
So I put four of them against one unarmed, unskilled warden. The warden beat them easily, even though it is suggested that all four used the special that killed dragons in one hit. Wow. Fear the carbuncle plenty, but the wardens more...
*EDIT 2*
And against ten carbuncles it was no different. Taking the form of the warden, it would seem that he just ignores them.
So basically everything except rift wardens seem to die in carbuncle wind. Rift wardens you will have to find another way to kill.
Well I am going to look into the Empyrean Carbuncles now. My human legendary swordsman was just going about his business after slaughtering an outlaw camp, then something like "Empyrean Carbuncle uses Bladed wind!" twice and my character would slowly suffocate. Twice. One hit, and my legends ended.
So here are some arena tests on them:
Human swordsman with a steel katana and grand master skill vs carbuncle: Human dies in one hit. "Carbuncle 1 slashes the human in the lower body, tearing the fat! The human is struck down".
This itself is impressive.
Fully armored in iron human swordsman with a katana vs carbuncle:
Test one the human cut off both of the carbuncle's legs and it bled to death.
Epic carbuncles?
I then tried building a new one to fight again, to see if their blades attack is only a once and a while thing.
And the carbuncle won this time. One attack to the head that bounced off his iron helm, then one to his arm and he fell dead. Apparently I didn't armor him well enough. But now I will use a carbuncle for each test.
Now I will go straight to dragon...
And it tied with a dragon. The dragon set the carbuncle on fire, but the carbuncle killed it after it was dead. It suffocated, kind of like my adventurers did.
Wow. Put some of these in a cage as a surprise to invaders and you would be invincible.
*EDIT*
I then put one against an "Unarmed" rift warden. The rift warden beat him in a spectacular way. If they are immune, don't breath, or are just that tough remains a mystery.
So I put four of them against one unarmed, unskilled warden. The warden beat them easily, even though it is suggested that all four used the special that killed dragons in one hit. Wow. Fear the carbuncle plenty, but the wardens more...
*EDIT 2*
And against ten carbuncles it was no different. Taking the form of the warden, it would seem that he just ignores them.
So basically everything except rift wardens seem to die in carbuncle wind. Rift wardens you will have to find another way to kill.
At least they are rare, although you only really need one. I guess just to attempt to balance them, I'll give them trapavoid so it's hard to capture one in the wild.
Specific brew reactions don't work properly, kicking out generic "drinks." I am working on a fix for this.If this is still an issue: If you got them from the same thread as I did, then the pig tail reaction is missing the "grass_"tail_pig, and the whiskey is linking to a non-existant alcohol of muck root. You have to add it to the plant. I had the same problem and fixed those. See the reaction_masterwork.txt and search for "new still"
Personally, I don't think these wee wonders are... rare, depending on your playstyle and choices in game. Ahh, uncommon, at worst. It can take quite a few years to build up a large collection of them, even if you play towards gaining as many of them as possible - but trapavoid isn't the issue here. Still, I'll try to not let the carbuncle to far out of the bag, so if you don't know any other way to catch them beasties then traps.... my mouth is sealed. :-X
QuotePersonally, I don't think these wee wonders are... rare, depending on your playstyle and choices in game. Ahh, uncommon, at worst. It can take quite a few years to build up a large collection of them, even if you play towards gaining as many of them as possible - but trapavoid isn't the issue here. Still, I'll try to not let the carbuncle to far out of the bag, so if you don't know any other way to catch them beasties then traps.... my mouth is sealed. :-X
Personally, I am a little annoyed with their commonness in adventure mode myself. No matter what race you play, what weapon you have, or how strong you are, one of these ends your game and takes out your lungs. Unless you happen to not be able to breath in the first place, in which case you have a whole other set of issues.
dumb question, sorry, how do I make steel from iron and coal?
I told you, it is dumb, but I searched the menus...
QuotePersonally, I don't think these wee wonders are... rare, depending on your playstyle and choices in game. Ahh, uncommon, at worst. It can take quite a few years to build up a large collection of them, even if you play towards gaining as many of them as possible - but trapavoid isn't the issue here. Still, I'll try to not let the carbuncle to far out of the bag, so if you don't know any other way to catch them beasties then traps.... my mouth is sealed. :-X
Personally, I am a little annoyed with their commonness in adventure mode myself. No matter what race you play, what weapon you have, or how strong you are, one of these ends your game and takes out your lungs. Unless you happen to not be able to breath in the first place, in which case you have a whole other set of issues.
If this is still an issue: If you got them from the same thread as I did, then the pig tail reaction is missing the "grass_"tail_pig, and the whiskey is linking to a non-existant alcohol of muck root. You have to add it to the plant. I had the same problem and fixed those.
Turn them into monsters, give them plagues, unleash a horrible fiery explosion, give them curses... I'm really just hitting the tip of the iceberg here.
I sure hope there's also going to be an alternate way to make it really, really safe, though probably rediculously more expensive attempt at transformation. Some of us like our transformed dwarves quick and dirty, others prize every one of the buggers, wrap each one in cotton wool, and really prefer that each stays among the living , regardless of cost!
Turn them into monsters, give them plagues, unleash a horrible fiery explosion, give them curses... I'm really just hitting the tip of the iceberg here.
Uh... heh, good to know! Oh golly gosh, the poll is sure uh.. favoring the other tech tree at the moment. Heh. Who would have guessed people preferred the safer technol- *cue alchemy lab exploding* Well.. fuck.
But hey, what are your next ideas for the mechanical tech tree? Golems and?
Also, how powerful are corrosive zingers?
Also, the smoke is fricking annoying because you cannot see shit through it
Been having a blast with my latest fort. My civ is at war with the Elves (as it should be) and a party of bowmen ambushed me but they were only able to partially wound a few dwarves with their wooden arrows before my millitia made short work of them. Am I basically going to be able to crush any elven force? Or will they actually become more dangerous later on?AFAIK this mod does not alter elves in any way.
Been having a blast with my latest fort. My civ is at war with the Elves (as it should be) and a party of bowmen ambushed me but they were only able to partially wound a few dwarves with their wooden arrows before my millitia made short work of them. Am I basically going to be able to crush any elven force? Or will they actually become more dangerous later on?AFAIK this mod does not alter elves in any way.
What's with the sudden influx of people asking vanilla questions in the chocolaty mod forum? In this thread alone there's been two today, and there's been a few others in other threads.
I'd advise, Narhiril, to make the divine creature ceremonies expensive. I mean, earlier someone managed to set the wavebreaker ceremony on repeat and get the civilian population of all wavebreakers to break sieges. This is awesome and practical, but doesn't really seem like it's intended.
Anyway, just my opinion.
what on earth do I still need normal soldiers with pimped up crossbows and magnet guns for?
If I understand right, the current release (and perhaps the next few) is a 'treat' where we all get to hyper-test these units, as they are put into play.
Narhiril never promised LoFR as an 'easy' mod to play or survive.
I suspect that the 'whups' reactions are going to include disasters that are going to wipe forts, just like the 'whew' reactions are going to make units that can save them... and that there may be this quick and dirty path that kills many-a-fort and that slow and safer way that kills few, but results in fewer megaunits and likely at ungodly costs.
I trust Narhiril's innate balance-sensing mechanisms/balance training. This mod's not let me down yet, and I don't see that coming. To many diverse divine creatures? To much variety in this mod of variety? ??? I suspect once it's all done and created, these diverse critters are gonna be scattered few and far between, possibly for reasons that are very in theme and very hard for us to imagine yet.
Is it really good to have such a wide variety of divine creatures? Makes them less mysterious and rare, and more common and 'meh'. I was excited about the Zalkor and Temanent soldiers, as well as the Armok creatures. Paragons are cool. But those earth guys and archer dudes are really just 'meh'.
Also, with Wavebreakers being able to fulfill the role of limitless ammo archers, emberlights as glass cannon artilleries, lacerators and HoA as tanks and damage dealing, earth guys as crowd control, archer dudes as elite archers - what on earth do I still need normal soldiers with pimped up crossbows and magnet guns for? The technology tree is obsolete!
I'd advise, Narhiril, to make the divine creature ceremonies expensive. I mean, earlier someone managed to set the wavebreaker ceremony on repeat and get the civilian population of all wavebreakers to break sieges. This is awesome and practical, but doesn't really seem like it's intended.
Anyway, just my opinion.
Also, your heart contains a bioelectric capacitor. Just saying. ;)Fair enough. But the word used to describe it comes from modern science. If the vocabulary for the tech tree sounded medieval (from alchemy/astrology) or at least renaissance, it would be much more acceptable, in my view. Maybe harder to understand for the player, but much better flavor.
dear narhiril am i hallucinating or is there no way to build the basic metal caster anymore? I've scrolled through workshops and furnaces build tab 100 times, but i cant seem to see it?
dear narhiril am i hallucinating or is there no way to build the basic metal caster anymore? I've scrolled through workshops and furnaces build tab 100 times, but i cant seem to see it?
Hm, I just checked. Looks like you'll need to develop better casting device to get your javelins, and just fashion crude javelins for now.
thanks for the headsup pan, thats what ive been doing
gotta say I find the temple foundry thing pretty frustrating
Previously (0.15f) - 3 silver + 3 cobalt + 10 stone + 10 gems = infinite wavebreaker reactions.
Previously (0.15f) - 3 silver + 3 cobalt + 10 stone + 10 gems = infinite wavebreaker reactions.
Glad to see the new version, but there is an infinite wavebreaker reaction? Infinite? Really? So I set it to repeat and... what? I thought it produces one reaction stone that transforms a dwarf? How is that infinite?
Upon the readme advice I embarked with mineral setting at 200... but then I'm drowning under iron ore... Did I made something wrong, will the game be too easy?
Here's a thought again - make sure ceremonies don't allow emberlights or wavebreakers or any other ritual units. Make the syndrome only affect dwarves and dwarven prodigies. Just putting it out there as something that may have been overlooked.
Upon the readme advice I embarked with mineral setting at 200... but then I'm drowning under iron ore... Did I made something wrong, will the game be too easy?
If that spy thing is possible, it is going to be very Fun indeed.
One question, however: why lizardmen?
If that spy thing is possible, it is going to be very Fun indeed.
One question, however: why lizardmen?
I figured that I had to use a race opposed to the dwarves. Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.
If that spy thing is possible, it is going to be very Fun indeed.
One question, however: why lizardmen?
I figured that I had to use a race opposed to the dwarves. Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.
That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.
These spies can arrive as migrants and will cause all sorts of chaos in your fortress - mostly by pulling random levers, emptying cages, and poisoning your citizens. Left alone, these will mess up things pretty nicely. Fortunately, you'll have a weapon to counter this new threat.
If that spy thing is possible, it is going to be very Fun indeed.
One question, however: why lizardmen?
I figured that I had to use a race opposed to the dwarves. Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.
That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.
Reptilians are masters of holographic technology, which they developed before any of the other races came to be, but you can still catch glimpses of their double eyelids! :P
If that spy thing is possible, it is going to be very Fun indeed.
One question, however: why lizardmen?
I figured that I had to use a race opposed to the dwarves. Lizardmen are crafty and have "sappers" already, so they seemed the most appropriate.
That's what I thought at first, too. I mean, lizardmen look nothing like dwarves! The skin, eyes, tail... everything is a dead giveaway. Game wise this is awesome. But lore wise, it's a little hard to explain.
Reptilians are masters of holographic technology, which they developed before any of the other races came to be, but you can still catch glimpses of their double eyelids! :P
I... don't understand why this is.... hard to understand.
1. How can I know if a tame animal will attack enemy on sight, as dogs do? I bought a Polar Bear, will it be of any use in defence?
2. Are raids from the same civilization getting stronger as time passes, or not?
3. Is it possible to burn wooden weapons back to coal? What would be the workshop to use if yes? I'm considering seizing the next Elven caravan...
Bug? Vanguard Rubble seems to be stockpiled with others stones, and don't have a category on its own in the stone stockpile...
Would it be possible to have cage made only of a few metal and not wood? I know this can seems extreme but frankly cage traps are just too good right now. Or they must fail to capture quite often but I don't think you can mod that.
Would it be possible to have cage made only of a few metal and not wood? I know this can seems extreme but frankly cage traps are just too good right now. Or they must fail to capture quite often but I don't think you can mod that.
Plus think of it, a wooden cage? Any goblin thief can cut through it in a matter of minute realistically, with his dagger.
Have you spotted those sneaking units that release caged enemies yet? Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out thereWhat ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?
QuoteHave you spotted those sneaking units that release caged enemies yet? Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out thereWhat ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?
It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing.
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:1:1]
It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing.
Sounds like a gremlin to me. They have the [MISCHIEVOUS] token, which makes them sneak in to your fort to pull levers, open cages, jump on pressure plates and such. They were much more common in 2D DF due to how they could just appear out of the chasm and be in the middle of your fortress. Since at least .31 (and maybe 40d?) they've been much more rare:Code: (from CREATURE:GREMLIN) [Select][BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:1:1]
QuoteHave you spotted those sneaking units that release caged enemies yet? Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out thereWhat ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?
It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing. Gives the message "Something has emptied a cage!", and sure enough a dratted cage is now empty and the enemy free. This only happens to me infrequently, and only when I've had loaded cages outside my defense perimeter for a while - I've gotten better at rapidly storing used cages and reloading cage traps, so this almost never happens to me anymore. I'm guessing it's master thieves that do this, unsure if race matters. When I have time (tonight maybe?) I'll try to set up a test to verify this still happens in this version of DF, because I became so determined to prevent these releases that I'll use elaborate ruses and multiple entrances and whatever it takes to quickly retrieve and reload these cages that I actually can't verify this is still in the current version of DF. Unless someone else can confirm they've seen it happen?
Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...
Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...
A lot of my fires are by thieves that have been spotted in crowded areas. They seem to set a fire (I think of them as smoke bombs) to help them get away, or maybe as revenge, I'm not entirely sure. It's very annoying when it happens to me on an early fort before I've managed to put up all my outside walls and still have outside stockpiles of wood because it can quickly turning in to a destructive map wide fire wave.
Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...
A lot of my fires are by thieves that have been spotted in crowded areas. They seem to set a fire (I think of them as smoke bombs) to help them get away, or maybe as revenge, I'm not entirely sure. It's very annoying when it happens to me on an early fort before I've managed to put up all my outside walls and still have outside stockpiles of wood because it can quickly turning in to a destructive map wide fire wave.
Am curious - do you both have Emberlights and/or flamey zingers?
I suspect you have emberlights, and should a thief or something be spotted, the emberlights ensure that shortly later you have fire(s). Or an enemy kills a flamey zinger, and then the zingers do their stuff.
Otherwise, I'm at a loss to explain why fire for me has been and remained totally non-existant in LoFR. (I rarely even reach magma, alas)
Guess you should store your large piece(s) of wood in a dark chamber instead of displaying it outside for any thief then... ;D
But really, how do thieves set fires? That's pretty strange. Maybe you have a alchemy workshop that made a bad experiment? Or a pyro zinger? Or is Narhiril not telling us something here?
Narhiril not telling us something here?
hmm... i would guess the remaining cases would be explained by an alter or...
Narhiril not telling us something here?
Could something have happened to change the frequency of projectile prodigies?
I've seen about 4-5x the frequency of those guys than other prodigies... started a 'start now' embark and got 1 among the starting 7 (with a skill level of 15 - they all are appearing with that), my embark where the merchants fought each other had a total of 4 immigrants arrive (out of a total of 60 dwarves) that were level 15 in crossbowmaking, two other games have seen a level 15-skilled crossbow maker in the first or second immigrant waves... I am getting the other types of prodigies, but very, very rarely, especially compared to the crossbow makers.
Narhiril, what if I drafted a lizardman spy while he was still unexposed and sent him against a lizardman siege/ambush? I imagine he'll fight his brethren due to ingame mechanics recognizing him as part of your civ. How will this work out? Maybe give all lizardmen the ability to convert the spies to something friendly for them? Also, have you tested if the [MISCHIEVOUS] tag will actually work when applied to a friendly dwarf part of your civ?
I smell a new version coming up, too, and with it the clothing bug will be gone. Is simplified clothing going to be compatible with it?
How's the mod progress going these days, Narhiril? Been a rather quiet few days - not sure if ominous or exciting.
hmm... i would guess the remaining cases would be explained by an alter or...
Narhiril not telling us something here?
I can say for certain that there isn't any hidden feature that would be causing this. Sorry to burst that bubble. :)Could something have happened to change the frequency of projectile prodigies?
I've seen about 4-5x the frequency of those guys than other prodigies... started a 'start now' embark and got 1 among the starting 7 (with a skill level of 15 - they all are appearing with that), my embark where the merchants fought each other had a total of 4 immigrants arrive (out of a total of 60 dwarves) that were level 15 in crossbowmaking, two other games have seen a level 15-skilled crossbow maker in the first or second immigrant waves... I am getting the other types of prodigies, but very, very rarely, especially compared to the crossbow makers.
Pure coincidence. I haven't done anything to make these any more or less common.
Narhiril, what if I drafted a lizardman spy while he was still unexposed and sent him against a lizardman siege/ambush? I imagine he'll fight his brethren due to ingame mechanics recognizing him as part of your civ. How will this work out? Maybe give all lizardmen the ability to convert the spies to something friendly for them? Also, have you tested if the [MISCHIEVOUS] tag will actually work when applied to a friendly dwarf part of your civ?
I smell a new version coming up, too, and with it the clothing bug will be gone. Is simplified clothing going to be compatible with it?
He would fight his bretheren in order to maintain his disguise. When they go undercover, they go deep undercover. ;)
I have admittedly not actually tested the MISCHIEVOUS tag thoroughly on civ members. Maybe it will work, maybe it won't, but since it's used as a flag for watchers, I don't have much choice in the matter.
Quick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?
QuoteQuick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?
I just used the prayer of sustenance or whatever it is called, the minor prayer that fills a bucket with water.
i just want to verify that you can, indeed, get the occasional emberlight without every performing the ritual. for this, there has to be at least one created in your worldgen (my current one has 3 emberlights, one of whom is a vampire) and one of them showed up as a migrant. rather surprising (and, sadly, it wasn't the vampire)
I could swear bowyer prodigies are at least twice as common as any other savant type.It feels like this for me, too. Once I even embarked with one.
QuoteQuick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?
I just used the prayer of sustenance or whatever it is called, the minor prayer that fills a bucket with water.
I could swear bowyer prodigies are at least twice as common as any other savant type.It feels like this for me, too. Once I even embarked with one.
Interesting, what would happen if a lizard dwarf died and was not properly memorialized? Would it still bring up a ghost? And how do it's friends and family feel about you killing him? I would imagine not to well... And can they still have children with dwarves?
I will assume the only thing to be done about them is to create an elite lizard man army, who is kept apart from the normal fortress by locked doors, and is feed by a chute. I then would release them on any invasions.
The mountainhomes are obsessed with bowyers these days
Perhaps give lizardman spies some tags to make them dumb, slow learning and unsociable? I mean, it would be rather stupid to have a lizardman spy rise into the position of king in world gen. And since they are lizardmen savages, they shouldn't exactly be producing masterwork crafts and weapons. Since they are spying, they shouldn't be partying hard and socialising with other dwarves, no?
As for the thing with the other lizardmen - maybe let all the lizardman have a spell like the watcher that exposes their brethren on sight? I mean, the deeply commited thing you mentioned sounds like a handwave on something that just doesn't make much sense...
Hope your eyes get better soon, Narhiril. Computer deprivation is a terrible thing.
How many of these are bowyer prodigies and how many of them are just skilled bowyers? You can tell a true savant by the description. They have the same POP_RATIO as every other savant caste, so I don't know why they'd be so common across the board.They're most definitely savants. I started with one in my embark, and I've gotten 2 immigrated. No other savants to speak of, and last game I had 4 immigrants that were bowyers, 1 armorsmith, 1 glassmaker.
Did you get positive feedback from your tests with mischivious ?This is what I'd like to know, too.
Did you get positive feedback from your tests with mischivious ?This is what I'd like to know, too.
Did you get positive feedback from your tests with mischivious ?This is what I'd like to know, too.
Still in progress, but no dice so far. I might have to scrap the idea of lever pulling (which is unfortunate). The spies will still be pretty dangerous since they'll go around poisoning your citizens with all sorts of nasty stuff until they get caught, but the mischievous token might only serve as a flag for watchers to expose them and a solemn reminder of what (almost) could have been.
I don't know how to make a slab of of accreditation and it's driving me crazy! But other than that great mod
I don't know how to make a slab of of accreditation and it's driving me crazy! But other than that great mod
(this was done to prevent dwarves from filling your finished goods stockpiles with the damn things)...
(2) the current system has been around for so long and is so ingrained in the documentation and community that attempting to simplify it now might just further complicate it.
You can always do the lizard men spies and the paragons by caste definition, not by syndrome effects/curses, as I do.
Or the watcher can only affect creatures with a certain syndrome active, and your lizardman spy curse would also give the creature this syndrome. Like: Speed percentage 100, with start 0 and no end. This way the watcher will only target the spies.
\
Hopefully I'll be back with some better news next time.
You can use it in reverse. Give it [IT_IMMUNE_CLASS:GENERAL_POISON] , or any other tag that every creatures has (or restrict it to dwarves with syn_affected_class on the syndrome) and then DONT give the spy the general_poison class. Or whatever you choose to use as class.
In short:
give all creatures but the spy a specific class
make the class immune to the interaction
This way only the spy can be targeted.
yeah, IT_MUST_HAVE_SYNROME_CLASS would be nice.
I spend yesterday evening trying to make creatures in workshops, everything from creating eggs (unfertilized, dont hatch), to direct pets/vermin version of creatures (crashes the game after you deconstruct the workshop) over transforming vermin (cant get rid of the vermin tag)... nothing did work.
Anyway, now I understand what you mean. But you still can go the way with the transformation to an actual lizard, since you can restrict to only work on a special caste. The syndrome, not sure about the interaction. Watcher "scans nearest dwarf" will work on all of them, but only the lizardman spy reacts upon it by transforming. I am fairly certain of that, since it would work on my secret castes as well. Still not as elegant as a curse, but hidden caste works. The therapist patch reads out the caste name btw, so you could just name them dwarves, to not give them away in the therapist.
You dont get loyality cascades if they turn berserk. :)
Please, enlighten me, since I have the same maniac babies. ;) Plan to give the interaction a wait time of a few years before the dwarf actually becomes a spy after immigrating/being born ? If this is all to spoilerific, you can leave me a PM :)
I've barely cracked the shell on secrets and curses so far, and I'm planning a few new weather effects as well.
I don't want to give too much away, but in the next release, you might want to try a fortress in an evil biome... or a good one. ;)
I've barely cracked the shell on secrets and curses so far, and I'm planning a few new weather effects as well.
I don't want to give too much away, but in the next release, you might want to try a fortress in an evil biome... or a good one. ;)
I've been playing exclusively in evil biomes since .34 came out and I love them.... except for the damn evil mist/fog! That stuff is waaaay too powerful. Is there any way you might be able to tone it down? Maybe make it so it's less than 100% chance of insta-converting/buffing anything it touches, and doesn't leave a residue so that your dwarves can actually fight whatever it converts without also being converted?
...meteor storms?
I pity anyone who tries to build an above ground fortress.
I like firestorms and blizzards, that use actually hot and cold materials for aboveground fires and frostbites.
It would also be nice to have some weather that would not brutally murder you. Like good rain that does something like raise happiness or heals you? Maybe it would also weaken voidwalkers and empower the angel guys? Or clouds of cotton candy that come and....I don't know... not tear off your skin and turn you into an undead or burn you alive?
It would also be nice to have some weather that would not brutally murder you. Like good rain that does something like raise happiness or heals you? Maybe it would also weaken voidwalkers and empower the angel guys? Or clouds of cotton candy that come and....I don't know... not tear off your skin and turn you into an undead or burn you alive?
Finally, there will be a very unusual effect that only occurs in evil biomes. The "mystery cloud" ... Do you feel lucky?
That sounds like fun, different biomes will have real differences and gameplay effects. It isn't possible to add clouds and weather to the caverns is it?
That sounds like fun, different biomes will have real differences and gameplay effects. It isn't possible to add clouds and weather to the caverns is it?
why would the caverns have weather? they're underground!
That sounds like fun, different biomes will have real differences and gameplay effects. It isn't possible to add clouds and weather to the caverns is it?
why would the caverns have weather? they're underground!
Alright. I was jumping for joy figuring I'd lucked out *chuckles*
Playing this mod and learning how to make a functioning fortress at the same time.
I figured it'd be fun.
Playing this mod and learning how to make a functioning fortress at the same time.
I figured it'd be fun.
That's pretty much what I did. Usually it all goes great... Until everything goes horribly, horribly wrong. So just like vanilla DF for me. ;D
Playing this mod and learning how to make a functioning fortress at the same time.
I figured it'd be fun.
That's pretty much what I did. Usually it all goes great... Until everything goes horribly, horribly wrong. So just like vanilla DF for me. ;D
Precisely! And this mod has *More* ways for it to all go terribly wrong!
I'm just waiting until the voidwalkers take notice of one of more forts.
Assuming that pop ratio tokens are working as I have intended, the odds of a dwarf being born a saboteur are roughly one in a quarter million.
unless, of course, you want the whole world to burn
...world to burn
Assuming that pop ratio tokens are working as I have intended, the odds of a dwarf being born a saboteur are roughly one in a quarter million.
Egads, I hope very few Easter Eggs are -that- rare. This chance seems entirely acceptable to me (besides, we can always have a 'passport station' somewhere near our meetinghalls and main traffic stations; newboteurs could be pointed out in time to mebby save Mom if we wanted to try.
I've got quite a tale of woe to share, at least to me it's quite a tale of woe. It involves Emberlights, undead sieges, and the sneakiest kobolds ever... As well as far more savescumming than I'd usually want to use, but Embers are new to me.... It's longer than most tales so throwing in a spoiler.Spoiler (click to show/hide)
I personally believe that the only thing worse then a zombie is a burning zombie. Every horror movie teaches you that ;)
But it was not a surprise that your cook was the emberlight, I had to grin when I read the natural skill in the emberlight raws...
PS: Thanks, I did not even know about that bug. After reading it I am so bold to add that it might be the same for transformed creatures. A creature without a tag that has been transformed into a creature with that tag will not be a valid target for the IT_REQUIRES:TAG. This is untested however.
PPS: My english is weird sometimes, after reading the sentence above I confused myself. I hope you understand what I wanted to say.
"Sir! Every race in the world has teamed up against us! Our military is being devoured and our people don't stand a chance!"
"Pull the bar of soap!"
"But sir that will..."
"I KNOW WHAT IT WILL DO! PULL THE BAR!"
(Bar gets pulled and the whole fortress crashes down)
"Sir...Everyone is dead!"
"Not exactly..."
(Vampire in a corner some where comes out of the door that just gets unlocked and revives all 200 citizens of the town)
"...."
"Back to work Sargent".
Ooh! New version! Will the files in this one be compatible if i copy and paste?
Damn... emberlights are not immune to magma. Just want to let people know.
« Last Edit: Today at 06:18:29 pm by narhiril »
« Last Edit: Today at 06:18:29 pm by narhiril »
Done twice for your support. So today?
*EDIT*
Wait. Ember light warriors are going to get an attack that they must be in lava to use, but they are not immune to lava?
Wait. Ember light warriors are going to get an attack that they must be in lava to use, but they are not immune to lava?
They're resistant to it, but I can't make them fully immune without making the teeth and organs of all castes of dwarf also immune. They can walk through shallow magma and even submerge themselves in it for very short periods of time, but it will kill them after a while.
but they really stuck out to me because of their tactics. i think it made me almost as big a fan of 'em as nar herself is
Well, it looks like at the very least, 0.34.06 broke simplified clothing. Turns out dwarves aren't too happy (in fact, they're REALLY pissed) about not having pants anymore. I'll have to test performance to see what options I have moving forward.
i had a dwarf come in with jewelry that is more than all the simplified clothing the other dwarves had combined.I just killed a vampire in adventurer mode who seemed to have a trophy from each of his over 800 kills.
i had a dwarf come in with jewelry that is more than all the simplified clothing the other dwarves had combined.I just killed a vampire in adventurer mode who seemed to have a trophy from each of his over 800 kills.
I can't bring myself to play the new version until this is updated! :(
I can't bring myself to play the new version until this is updated! :(
It works with the newest version fine, don't worry about it.
I had two ideas for Savant types when playing through the new version. The first was, with the addition of all these new taming features, an "Animal Whisperer", who is entirely socially inept, except with animals. (Almost like the dungeon masters of old).
But the idea that I liked more than that, perhaps in relation to it, is the idea of a "Barbarian", a type of savant who might not Start with any very high skill in anything at all, and be functionally useless at every task that doesn't involve hitting things with other things. They'd be like a weapons-savant, but without being specialized, and perhaps a bit less of a benefit towards a single skill, having been spread out across multiple ones.
I'm torn between whether I'd name the first barbarian immigrant I got "Conan" or "Vanod"
(http://www.bay12forums.com/smf/index.php?topic=101941.0 for reference)
Probably Vanod.
I noticed that the top half clothing is either 'formal wear' or 'work clothes'. How about doing the same with the pants and the shoes?
Just had an idea for a future mechanical weapon. The 'Pikeshot'. Basically a magnet gun attached to a pike. Uses the pike skill. Basically a very, very powerful penetrating weapon, but very low damage with blunt and slashing. Not a very creative idea, but maybe this could inspire someone else with a better idea of some kind? :P
Anyway, I read through the shedim lore file. These guys sound vicious. When will they be implemented?
I have an orichalcum precision toolkit. Now what? Sorry I can't find in the doc how to move forward. ::)
I have an orichalcum precision toolkit. Now what? Sorry I can't find in the doc how to move forward. ::)
Oh well. I have a tight schedule this week too. Would appreciate an update on the release so I can make the necessary adjustment to sleeping and working schedule :P
It'd be neat if the barbarians, with their naturally high aptitudes for combat skills, ended up regularly becoming heroes in the legends and migrated to your fortress with sizable war history under their belt. I think both Animal whisperers and Barbarians could be easily explained by all those fortresses players abandon. The children, growing up without their parents or any sort of society, either survive by conquering the wilds or by becoming an animal themselves.
It's still very cool either way, I'm flattered you added it in.
Also the download seems to have a pregenerated world enclosed with it, not sure if intentional.
Thanks for the answer on orichalcum.
Just to be clear, can a 0.34.05 fort with SC on be continued without hidden (or not so hidden) problems with the new LFR version? Sorry to be dense...
Just a heads up... I'm going to be making some balance tweaks tomorrow to resolve a few more issues that came up tonight in tests. Even though it's a new version and I know everyone is like "oooooooh shiny!!!," you might not want to get to attached to any 0.16a forts you happen to start over the next 24 hours.
Ooo, what are mistshrouds? What do their mist do?
Just a heads up... I'm going to be making some balance tweaks tomorrow to resolve a few more issues that came up tonight in tests. Even though it's a new version and I know everyone is like "oooooooh shiny!!!," you might not want to get to attached to any 0.16a forts you happen to start over the next 24 hours.
Some changes I'm hoping to get done quickly...
-Adding an alternate way to acquire mountain hearts for Kerox' ceremony.
-Adding an alternate way to acquire green glass for Lemox' ceremony.
-Tweaking the gas clouds from ceremonies to be color-coded.
-Fixing up some inconsistencies in the manual.
-Officially fixing the (currently somewhat dysfunctional) high priest position.
-Adding a prayer for quivers, backpacks, and bags.
More to come, stay tuned.
When I try to extract the files from the .zip to my desktop, it's telling me a bunch of files are password protected?
!!ALERT!!
I embarked (on a pretty normal world), then check my Dwarfs with DT... And they all have -1 in strength and agility, and uber stats in all the rest. They have no caste, before you ask.
Please confirm this is a bug and we should wait for another version? :o
I'm using the preinstalled pack. Lemme try and unzip it again and I'll list off what files it says are protected...
Okay, the entire object folder, entity_bog, entity_default, entity_lizardmen, entity_meow, entity_moroii, entity_nephillim, entity_void, simple armour, and readme_sc.
I'm entirely unsure if it even makes that much of a difference, I just thought it was odd seeing how it didn't pop up when I downloaded the last version.
Edit:
Still getting the warning,the game sometimes crashes during world gen. I did a little bit of modding after downloading, removing aquifiers, cave adaptation, and changing the age dwarven children mature. I've done it before and never had any issues.
I downloaded the raws only on my mac and tried to unarchive it. Archive utility froze up on it.
Enjoy some art... and some insight into LFR's future.Spoiler: shedim 1 (click to show/hide)Spoiler: shedim 2 (click to show/hide)
Playing fine now... I get attacked by horse hair, but this is another story!
I forgot though to use SC, is it too late now I have embarked? Darn, I don't like seeing anymore 15 clothes per Dwarf... it clutters the display and I don't see the armor easily now.
Playing fine now... I get attacked by horse hair, but this is another story!
I forgot though to use SC, is it too late now I have embarked? Darn, I don't like seeing anymore 15 clothes per Dwarf... it clutters the display and I don't see the armor easily now.
You should be able to, but you may have to put it in the save file to. I am not sure where it goes, since I don't use it myself, but putting it in the save file couldn't hurt. (A features that REMOVES things? Blasphemy! What will I do without a lagoon of socks?)
Redownloading now.
I must say, I love how prompt you are with fixing things :lol:
All of the new animal training related things display ? as there commands, which of course doesn't work. So "?:Train War Animal" and so on. Does animal training require something my dwarfs dont have yet or did I break something tinkering with the files.
Nope, works fine.
So I applied Simplified Clothing to my current save (and to the base raw). The current Dorfs keep their complex clothing (expected) but all new creatures and migrants will arrive with SC on, right?I predict not. Unfortunately, when your current game was generated, the dwarf civilization (entity) you belong to was created with the knowledge on how to make complex clothing, and not simplified clothing. Because entity information gets saved as part of the game world, changing raws that affect entities does not affect pre-existing worlds.
Just a heads up to anyone who is interested... I *might* have an alpha test version of the shedim up in the next few days. I've got four of the seven castes working in arena mode, but I still need to write an entity file and test the graphics workaround.
For the record, with 4/7 castes done, the shedim creature file is 31kb. By comparison, the voidwalker creature file is 6kb. Just giving you guys some idea of what's involved here.
Does DF Hack work with LFR or am I just something wrong? Every time I start it up, everything crashes.
-They can't consistently get wiped out or wipe out everybody else in worldgen. Not sure how this will work, either.
(http://i.imgur.com/aPkyM.png)
Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.
(http://i.imgur.com/aPkyM.png)
Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.
These graphics... They look better than some of the previous. How?
Graphics look really good! How about tweaking slightly the previous ones now? :-*
Is the vanguard rubble problem fixed (it does not appears as a stone and will colonize any stockpile)
(http://i.imgur.com/aPkyM.png)
Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.
These graphics... They look better than some of the previous. How?
Looking forward to playing with these Shedim!
I'm pretty sure that someone set up something very similar to what you're trying to do for the illithids in Genesis from .31.25. Let me look...
Here it is (http://www.bay12forums.com/smf/index.php?topic=52988.msg1873107#msg1873107). Hope it helps.
Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
The init/interface.txt file was changed in 0.34.06. If you're using an older version of it, it is most likely missing the lines that assign those hotkeys. Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.
Here (http://dffd.wimbli.com/file.php?id=6037) is the file you need. Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game. This does not require a new world or save.
EDIT: Fixed this issue for future downloads, added notification to main page.
Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
The init/interface.txt file was changed in 0.34.06. If you're using an older version of it, it is most likely missing the lines that assign those hotkeys. Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.
Here (http://dffd.wimbli.com/file.php?id=6037) is the file you need. Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game. This does not require a new world or save.
EDIT: Fixed this issue for future downloads, added notification to main page.
In addition to the shedim, here are some other features intended for LFR in the near future... Many of the possible because of this (http://www.bay12forums.com/smf/index.php?topic=106035.0).
-Vampire hunters.
-Undead-killing priests of light.
-Chain attacks and spells for both fortress and adventure mode.
Tin foil hats, anyone? :)
Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
The init/interface.txt file was changed in 0.34.06. If you're using an older version of it, it is most likely missing the lines that assign those hotkeys. Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.
Here (http://dffd.wimbli.com/file.php?id=6037) is the file you need. Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game. This does not require a new world or save.
EDIT: Fixed this issue for future downloads, added notification to main page.
New Post for clarity ...
In the post above you mention the interface.txt, but the link you gave goes to the init.txt? Am I missing something?
Also one other quick question for all concerned. Special units, wavebreakers and emberlights, are these units I want to make out of good military units? Are they ever going to see combat? Or are they going to always use special abilities and therefore I should make a seperate non-trained squad of them to backup my melee dwarves?UndeadLord, KEEP EMBERLIGHTS AWAY FROM NON-EMBERLIGHTS/WAVEBREAKERS!
Maybe I can arena test that?
Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
The init/interface.txt file was changed in 0.34.06. If you're using an older version of it, it is most likely missing the lines that assign those hotkeys. Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.
Here (http://dffd.wimbli.com/file.php?id=6037) is the file you need. Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game. This does not require a new world or save.
EDIT: Fixed this issue for future downloads, added notification to main page.
New Post for clarity ...
In the post above you mention the interface.txt, but the link you gave goes to the init.txt? Am I missing something?
Try it again and let's pretend that didn't happen.
I'm sorry, my eyes are a disaster and I can't even read the damn file names sometimes.
Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!
Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!
LFR is currently compatible with 0.34.07, but I do not yet have a pre-installed version set up. I can probably get this done within a day or two, since it looks like an actual content update might be a ways out - I've got some kinks that need ironing out and a lot of features that are going to need testing.
Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!
LFR is currently compatible with 0.34.07, but I do not yet have a pre-installed version set up. I can probably get this done within a day or two, since it looks like an actual content update might be a ways out - I've got some kinks that need ironing out and a lot of features that are going to need testing.
How goes the Shedim and their graphics?
Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!
LFR is currently compatible with 0.34.07, but I do not yet have a pre-installed version set up. I can probably get this done within a day or two, since it looks like an actual content update might be a ways out - I've got some kinks that need ironing out and a lot of features that are going to need testing.
I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?
edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?
edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
Don't have any love for the meowkin? I'd imagine you just remove the entity file for them. But I'd wait around for someone more skilled at modding to appear here.
I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?
edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?
Dont know if you already know this, but you can use CAST_COLOR and ADD_COLOR instead of AS_IS in the graphics file to give the castes a different hue. Not sure how useful that is for you, but I just added it for my magical units, so people can easier identify their mages. Your emberlights could have a red glow on them for example, and they would still use their dwarven sprites.
Sorry if this is known, I feel like spamming this around, since I mentioned it in three threads now... ^^
CASTE_COLOR:0:0:0 is the tag, defined after SELECT_CASTE. Standard colors to pick from. The background color really only changes the background, the foreground overlays the sprite.
Narhiril, I see from your screenshots some pretty nice fortress designs. Might I ask that you upload some of your fortress' screenshots? I must say I have been having a creativity blocks with fortress designs, and I must say I am intrigued by what little I see from your screenshots.
I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?
edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?
Oh boy, where to begin...
-snip-
I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?
edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?
Oh boy, where to begin...
-snip-
Thanks, too bad about the archeologist workshop tough.
Ah well, I'll see what I can do.
(no offance to anyone) im not a great fan of relegion or the idea of using it for weapons but, i do belive it would be good idea to try to make relegion more beneficial like the weapon elemental cross over idea alot, i would love to see my spear dwarfs setting goblings on fire, or freezing them in ice :Dbut anyways, its you mod at the end of the day, do as you please.Spoiler (click to show/hide)
but on a side note my dwarf therapist wonr work with the current version of LFR any help?
When I read this I have to think of micromanagement in Starcraft, and how utterly devastating a good mix of abilities is. Then I image Starcraft Units with the AI of a dwarf, and without the ability to give them direct order... the horror...
Are you certain that there is not too much brain involved in this, considering that the only orders you can give them is: Go someplace near enemies. ?
Wow... I appear to have underestimated what interactions can achieve.
bloddy hell...Spoiler: Images (click to show/hide)
...Overall, a pretty productive afternoon.
(no offance to anyone) im not a great fan of relegion or the idea of using it for weapons but, i do belive it would be good idea to try to make relegion more beneficial like the weapon elemental cross over idea alot, i would love to see my spear dwarfs setting goblings on fire, or freezing them in ice :Dwhat i ment was i think its ok for weapons ect to be enchanted but not dwarfen casters, my reason (yes fire what could possibly be a good reason for this argument)
You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?thx for that :D
You voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?
once again i dont know if this is possible, but i thought of somthing cool for the void walkers.
a (some what) Necromancer that resurrects nearby voidwalkers ONLY, that could make them even more challenging to fight, also possibly reactive armor???
I cant use therapist with current version of LFR this is what i get
Im sorry but I dont know how to talk to this version of dwarf fortress (checksum:0x4f7592fe)
kk thx for the DT advice ill work on that shortly, also thanks for clarafying the rirural units thing :DYou voice some valid concerns. Yes, narhiril, what with all the wonders of current ritual, how can the mechanical tech tree ever compete?
Ritual units are rather difficult to amass with the no-guarantees reactions. Right now, we're only dealing with "lesser" ritual units.... a few abilities here and there and that's that. Yes, they're powerful, and they add a versatility to a dwarven force not previously seen, but they're also very unreliable in practice, taking a massive amount of resources for what they give. If need arises, I can tweak this cost as I see fit, but I haven't yet seen sufficient evidence to believe that the current ritual units are anything but fair. If I had to tweak anything, I might move the "prayer for ritual materials" to the temple of origin when it's finished.
Future, more powerful ritual units will carry other risks associated with them. You might get the powerful juggernaut to crown as your champion that you desire, but you might get something else - maybe turning into a chicken or spreading a plague or accidentally summoning a greater demon. Those things tend to screw up fortresses in a hurry. The ritual tree, particularly the higher end of it, is high risk, high reward.
In contrast, the risks of the tech tree are considerably lower. While some reactions may pose risk to individual dwarves or nearby flammable materials, decent stockpile management and workshop placement makes this relatively safe. The rewards from the tech tree are not always as grand in scale as the ritual units, but are every bit as powerful in practice. It takes a lot of time, patience, investment, trial, error, trial, error, and more trial to finally get something like a hadrine or dart launcher production line going, but once established, production is limited only by your resources. Given a choice between a squad of wavebreakers (which takes a LONG time and a LOT of cobalt and silver to build up) and a squad of normal dwarves with hadrine helms with advanced bayonet dart launchers, I'd probably pick the marksdwarves - simply because when a ritual unit (not counting the currently unfinished paragon) dies, the investment is lost with it. When a marskdwarf dies, someone else can grab his stuff and take over. The system is also set up to encourage player choices... You can pour your resources into one tree or the other to advance faster, or you can build them both up (at considerably greater cost) to get a squad of zephyrs with spring-loaded bayonet crossbows - which, might I add, kick a disproportionate amount of ass.
Admittedly, at the moment, the ritual tree is a lot flashier than the tech tree, but here's a glimpse of what's planned for the next tier or two...
-Mechanical constructs - creating special, friendly creatures from reactions. Yes, this works (http://www.bay12forums.com/smf/index.php?topic=106301.30). The first of these will be the Elder Scrolls style "dwarven spider prototype" seen in the screenshot a few posts back, but these will build up to more advanced systems. Some of these constructs can be repaired if destroyed (don't ask, I haven't written this massive block of interaction code yet).
-Armor upgrades - pieces of armor to be worn on top of regular armor for added protection. If you want to test one of these out, open up arena and equip someone with a "steel strength field barrier pack." in addition to regular armor and watch.
-Vaccines - abilities granted via syndrome to combat the plagues from the future ritual tree advances.
-Elixirs - alcohol that grants special bonuses (speed boost, etc).
-Silk farms.once again i dont know if this is possible, but i thought of somthing cool for the void walkers.
a (some what) Necromancer that resurrects nearby voidwalkers ONLY, that could make them even more challenging to fight, also possibly reactive armor???
Voidwalkers don't leave corpses, so this is problematic. I am considering this ability for the shedim, however. I have more sinister plans for the voidwalkers once the dwarves get powerful enough to warrant them. :)I cant use therapist with current version of LFR this is what i get
Im sorry but I dont know how to talk to this version of dwarf fortress (checksum:0x4f7592fe)
I haven't touched the executable, so this is probably a DT issue. Try downloading the latest release over on that thread.
I should also note that the unofficial "caste patch" version of DT doesn't quite work right with LFR - it runs, but it gets the castes wrong. Not really sure why, but it's not my project.
could voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])
smells like a new update to LFR if u ask me XDcould voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])
If they dropped a soul gem and you could recover them before anyone thrall'd, there's all sorts of fun !!SCIENCE!! I could see involved. Slaying your enemies and using their souls as a long-term power source? Refining their very souls into weapons to fight off their friends, some sort of soul spear made to pierce the spirit instead of the physical body? Smells like dwarf fortress.
smells like a new update to LFR if u ask me XD
[CREATURE:DWARF_SPIDER_ALPHA_LFR]
[DESCRIPTION:A small, eight-legged mechanical device. Through intense research and development, the dwarves have managed to give it a rudimentary control system that can detect and respond to basic threats. It is not very durable, however.]
[NAME:dwarven spider prototype:dwarven spider prototypes:prototype]
[CASTE_NAME:dwarven spider prototype:dwarven spider prototypes:prototype]
[CREATURE_TILE:249][COLOR:6:0:1]
[PREFSTRING:mechanical eyes]
[PREFSTRING:robotic noises]
[PREFSTRING:metal bodies]
[NOT_LIVING]
[SPEED:700]
[LIKES_FIGHTING]
[FIREIMMUNE_SUPER][MAGMA_VISION][AMPHIBIOUS]
[NOFEAR][NOEXERT][NOPAIN][NOEMOTION][NONAUSEA][NO_SLEEP][NOSTUN][NO_EAT][NO_DRINK][NO_GENDER][NO_FEVERS][PARALYZEIMMUNE][NOBREATHE]
[BODY:MECH_SPIDER_LFR:VISUAL_SCANNER_LFR:EXHAUST_PIPE_LOWERBODY_LFR:CONTROL_MODULE]
[BODY_DETAIL_PLAN:MECH_MATERIALS_IRON]
[BODY_DETAIL_PLAN:MECH_TISSUES_IRON]
[BODY_DETAIL_PLAN:MECH_EYE_MATERIALS]
[BODY_DETAIL_PLAN:MECH_EYE_TISSUES]
[BODY_DETAIL_PLAN:CONTROL_MODULE_TEMPLATE]
[BODY_DETAIL_PLAN:CONTROL_MODULE_TISSUE_TEMPLATE]
[BODY_DETAIL_PLAN:MECH_SPIDER_TISSUE_LAYERS:ARMOR:SKIN:BONE]
[TISSUE_LAYER:BY_CATEGORY:EYE:MECH_EYE:NORMAL]
[TISSUE_LAYER:BY_CATEGORY:EXHAUST:ARMOR:NORMAL]
[TISSUE_LAYER:BY_CATEGORY:BRAIN:CONTROL_MODULE:NORMAL]
[CREATURE_CLASS:LFR_MECHANICAL]
[BODY_SIZE:0:0:7000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_EDGE]
[HOMEOTHERM:10020]
[SWIMS_INNATE][SWIM_SPEED:2200]
[NATURAL_SKILL:STANCE_STRIKE:3]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[SOUND:PEACEFUL_INTERMITTENT:12:1000:NONE:click:clicks:clicking]
[SOUND:ALERT:100:1500:NONE:clank:clanks:clanking]
[SOUND:ALERT:20:2000:NONE:beep:beeps:beeping at regular intervals]
[CASTE:GENERIC]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:RED:1:GREEN:1:BLUE:1:YELLOW:1:WHITE:1:BLACK:1:AQUAMARINE:1:JADE:1:INDIGO:1]
[TLCM_NOUN:paint:SINGULAR]
Whats that? You want to build a giant mechanical spider of Doom to defeat your enemies?
No problem, just get me a few voidwalker, goblin, orc, FB soul gems to power it ... :)
smells like a new update to LFR if u ask me XD
I wouldn't be that overly confident. They're neat ideas, but Narhi has many plans already laid out for the future of LFR. I'm always more interested in the tech tree advances though, and I'll try to come up with some novel concepts that might be used in them. Truth be told, I haven't bothered making a single shrine except one or two plays. !!Science!! > Religion, to me :3
Perhaps to make them more expensive you could bump up the quality of the metal? Instead of iron and copper, use steel and orichalcum... that would make them very expensive indeed.
This has a fair number of dependencies, but most of it's there... And they kick sickening amounts of ass. I put 8 of them in arena and then put them up against three aatxes (I tend to use the aatxe as a benchmark for strength) and they killed all three within seconds - the only injury sustained being one of them losing a leg in the process. Looks like these little guys are going to be pretty expensive... You'll have to construct the frame and the control core to make one, and I'm currently deciding on what those will require. Obviously, iron and copper will be involved.
What I found so suprising (read: amusing) was that their size is not very big... roughly 11% of a dwarf's adult size, and yet they still swarmed and easily defeated a creature over twenty times larger. If this is any indication, future mechanical constructs are going to be a terrifying thing indeed.
Maybe keep the material copper to keep it weak? Think that iron and steel are too rigid, only copper has the flexibility to make segmented legs and such. Or some other idea to limit the fact you don't want steel spiders.
I tend to use the aatxe as a benchmark for strength
To make constructs expensive, how about requiring lots of orihalcum? I mean, dwarves producing such things is quite unbelievable. I imagine they would need some magical material to aid in that. I mean, creating golems and such in games usually required some form of magic. To be pure engineering... hell, I think we modern day humans are just only starting such things.
if the entire thing was copper... well how would the electrical components work? the entire thing would be one large awkwardly shaped wire
Will the tech tree also allows to get elixirs that repair body parts or regrow them? :Dthat sounds more like a relegion thingy but very rare :-\
Several tiers of materials for constructs could be implemented. You could have layers of production so you would create the chasis in the forge from iron, steel or whatever and create the fine mechanisms elsewhere. Mechanisms of copper, heart of gold, crystal lenses etc. There's tons of potential for creating the many components needed to complete a final automaton with the payoff being the automaton is stronger.
Additionally you could have its abilities based on the materials of the components. A bronze mechanism would make it faster than a copper mechanism and a lens made from rarer gems would increase its skills in combat.
Hell I would love for there to be many tiers of golems. For example when starting out in a new area I would create a wooden golem and imbue it with life through a ritual and the only components needed would be wood, two gems for the eyes and successful prayer at the altar (20% success, components lost on failure). Same with stone golems but with slightly higher material costs. That way I could have quick and expendable defences up in the first year with proper preperation.
Edit: For metal golems, how about balancing their higher strength with vulnerable joints? So a strike to the arms or legs would have a chance to shatter the knee or elbow or sever it outright if the golem is not a top tier or war grade production.
Edit2: The best golems should be artifacts! So a smith claims a golem forge and needs components made from very specific materials. Also the only way to obtain mithril or better golems!
Edit3: Here's what I imagine a steel golem would require.
One heart of gold, created in the temple from a gold bar and one fuel.
Three advanced bronze mechanisms, created at the tier 2 mechanics workshop.
Two sapphire lenses, created in the jewellers workshop.
One Steel chasis, forged in the metalsmiths forge from 10 steel bars and the three mechanisms.
One copper dynamo, created at the tier 2 mechanics workshop.
One ectoplasmic remnant
One golem core, created from the heart of gold and the ectoplasmic remnant in the golem forge.
That's just my imagined scenario though :)
Ive tryed everything now.....
i'v used the pre installed LFR with dwarf therapist but it wont work, so what do i do?
should i just wait tilll next update? :D
As a newbie LFR player, please be sure to keep the documentation up to date on the new features, or they will only be used by a few grognards players who follow the mod everyday. :-\
Will the tech tree also allows to get elixirs that repair body parts or regrow them? :D
Additionally you could have its abilities based on the materials of the components. A bronze mechanism would make it faster than a copper mechanism and a lens made from rarer gems would increase its skills in combat.
Not bad ideas at all. Ectoplasmic remnant is a great idea. You get it from tech tree. It's hard to get. It's limited. It's got a good story behind it (a soul sort of thing, no? Ritual with that frees a banshee or something?).
I tend to use the aatxe as a benchmark for strength
Obviously not because they are the first units on the list in arena mode. :P
To make constructs expensive, how about requiring lots of orihalcum? I mean, dwarves producing such things is quite unbelievable. I imagine they would need some magical material to aid in that. I mean, creating golems and such in games usually required some form of magic. To be pure engineering... hell, I think we modern day humans are just only starting such things.
So make all contructs require a steady amount of orihalcum. Each tier up will require more and more. Copper, iron and steel are all easy as hell to get once you get the right couple of workshops and natural raw materials up. Orihalcum is hard to get and can therefore turn mechanical contructs expensive - more than any amount of iron, copper or steel ever will.
So we could have the ability to make these spider droids out of mithril, iron, steel or copper. But each reaction not only takes their namesake metal, but also the same amount of orihalcum. Plus the core and frame and stuff as well, of course.
Will the tech tree also allows to get elixirs that repair body parts or regrow them? :Dthat sounds more like a relegion thingy but very rare :-\
come to think of it that would be so awesome if you did that
So this all just blew my mind. I'm sorry for asking such a pressuring question, but what time do you estimate these features to be completed and ready to release? (complete testing is done, of course, by us)
I need this date to fake my own death so I can devote my time entirely to DF LFR. (and AGoT season 2, but that's another story)
Additionally you could have its abilities based on the materials of the components. A bronze mechanism would make it faster than a copper mechanism and a lens made from rarer gems would increase its skills in combat.
...This would require a different creature (or at least a different caste) for every possible permutation of gems, mechanisms, metals, and so on. I'd finish that by the time DF hit 1.0, if I was lucky.
That being said, a more limited system of material and component advances is something I plan to do.
Additionally you could have its abilities based on the materials of the components. A bronze mechanism would make it faster than a copper mechanism and a lens made from rarer gems would increase its skills in combat.
...This would require a different creature (or at least a different caste) for every possible permutation of gems, mechanisms, metals, and so on. I'd finish that by the time DF hit 1.0, if I was lucky.
That being said, a more limited system of material and component advances is something I plan to do.
Ouch, yeah I can see that not being feasible. Still this is a great mod, I'm moving between this and masterwork right now (I use masterwork on my laptop since it runs much faster) but with all the new stuff being added I'm definitely playing LFR the most.
Do you have any plans for the new minecarts and physics that Toady is adding? Does it add possibilities for things you hadn't been able to implement before?
Unrelated, but I'm having trouble unarchiving the pre installed version.
the meowkin must have cheated... or were they REALLY killing nephillim? how do we know they're not just boasting (or delusional)...
im sorry about my anti-meowkin sentiments, i only let their intermediarys live so i can "ask" for more stuff to "borrow"
Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod to the riftwardens of this mod. While wearing cute maid dresses and bikini tops.
I have a theory. I think that the Meokins don't like us much, and realize that if they get sent to our fortress they will probably not get much and have high risk. Therefore, they only send their weakest members and slaves after us for trading, so not to risk their epic soldiers.
Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod
Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod to the riftwardens of this mod. While wearing cute maid dresses and bikini tops.
I have a theory. I think that the Meokins don't like us much, and realize that if they get sent to our fortress they will probably not get much and have high risk. Therefore, they only send their weakest members and slaves after us for trading, so not to risk their epic soldiers.
... I'm going to start massacring Meowkin caravans to see how tough their sieges are.
It's time to start a war.
The Meowkin frequently start wars with the Nephilim, I found. Must be the thing with slavery. Once I had a meowkin ambush of meowkin riding pegasus that killed the Nephilim caravan and left. Shame I decided to abandon that fort later, would have been fun to try playing that.
Narhiril, any comment of your about my question? Is it physically possible for a modder to produce something that would change an evil biome tile into a neutral one? I keep wondering.
Hey, sorry if this is a stupid question.
How do I get Dwarf Therapist to work with this mod? I keep getting the message "Sorry, I cannot talk with this version of Dwarf Therapist."
Just to be sure I get it right, the training dummy can only work with civilians, right, so I need to remove the dwarf from the military (or put it in an inactive squad). What is the job the manikin needs to be operated?
Just to be sure I get it right, the training dummy can only work with civilians, right, so I need to remove the dwarf from the military (or put it in an inactive squad). What is the job the manikin needs to be operated?
medical training dummy does not need the manager, as these labors can actually be assigned and stuff (so one less headache for you)
Yeah, it was actually all my fault, I was using an incorrect version of Dwarf Therapist.
Another nooby question though: How do I fill a bucket with water for the "Gather materials for Temanat's Sacred Pool?"
I have the rock, cobalt bars, and buckets for it but it still says I need something, so I'm lead to guess it's the water.
Is there any chance that Mithril can be made more common? It's supposed to be a lighter version of steel but with its extreme rarity and the fact it takes 4 ore to create one bar makes it completely impractical to use. It's actually easier to just produce Damascus steel since Vanadium is actually common compared to Mithril.
i suppose mithril scarcity is intended to be the main limit on the super-material, hadrine...
also where do you embark normally? i've been on some volcano embarks where i've seen plenty of the stuff (ok still not in magnetite quantities but a lot more than what i see on non volcano embarks, mithril spawns in igneous layers as small clusters, but spawns in obsidian as veins (look in obsidian)
also, i'm curious, which material is better? voidshard or hadrine... ignoring weight of course...
Is there any chance that Mithril can be made more common? It's supposed to be a lighter version of steel but with its extreme rarity and the fact it takes 4 ore to create one bar makes it completely impractical to use. It's actually easier to just produce Damascus steel since Vanadium is actually common compared to Mithril.
Mithril veins only occur in obsidian. Everywhere else, it's just small clusters. It's intended to make embarking on volcanoes a bit more exciting, seeing as volcanic areas tend to lack coal and flux. Mithril also holds an edge 20% sharper than steel and equivalent to damascus steel.
but, we all have our preferences, I like abnormally flat volcano sites (with SOME hills, not completely flat)
you like whatever it is you like...
Is there any chance that Mithril can be made more common? It's supposed to be a lighter version of steel but with its extreme rarity and the fact it takes 4 ore to create one bar makes it completely impractical to use. It's actually easier to just produce Damascus steel since Vanadium is actually common compared to Mithril.
Mithril veins only occur in obsidian. Everywhere else, it's just small clusters. It's intended to make embarking on volcanoes a bit more exciting, seeing as volcanic areas tend to lack coal and flux. Mithril also holds an edge 20% sharper than steel and equivalent to damascus steel.
Oh that makes perfect sense then, I'll have to embark on a vulcano next time. My current fort is drowning in steel right now and I found a massive vein of vanguard ruins. What exactly are the core's and clockwork pendants for right now? I salvaged them but seemed to just yield trade goods. Oh and how strong is a glowing mithril sword?
There are a lot of creatures without graphics, why not ask if you Narhiril can borrow from others mod, some are rather well furnished!
This, combined with it's new and planned abilities, is a great buff for the Ember light. I am only worried about it's path finding....
Other than that, a magma-filled fortress would be amazing to have. It may be a little less piratical than the underwater fortress, considering half the items you use would probably burn, but if you just had a room for food and wood(For making more emberlights) you would be invincible to attack.
This, combined with it's new and planned abilities, is a great buff for the Ember light. I am only worried about it's path finding....
Other than that, a magma-filled fortress would be amazing to have. It may be a little less piratical than the underwater fortress, considering half the items you use would probably burn, but if you just had a room for food and wood(For making more emberlights) you would be invincible to attack.
So, Is there a modded phoebes version of this mod?
I can't get over ironhands detail, and I can't get over vanillas simplicity. Phoebes is that perfect middle-tileset that I can't play this without.
Please don't make me search 130+ pages to find one. :(
So, Is there a modded phoebes version of this mod?
I can't get over ironhands detail, and I can't get over vanillas simplicity. Phoebes is that perfect middle-tileset that I can't play this without.
Please don't make me search 130+ pages to find one. :(
Support for Phoebus' set is something that I've been meaning to do for a long while, but I've never gotten around to it. It involves combing through raws and manually changing tile numbers... a LOT of tile numbers. Basically, every single tile in every material, tool, and building (UGH) file would need to be re-mapped. That's what's keeping it from happening right now.
I enjoy the mods features a lot I guess. But reading through the manuals and the OP sort of bothered me, specifically the 'lore' parts. DF-mods like this should be lore-friendly, with the history actually being written and expanded over what may happen in the world-gen. For example, like seeing the singularly-named brewed drinks (uncle urists etc.) even if the worldgen hasn't had a single urist since dwarven history began, rather than a generated name (would it even be possible to make generated names for an alcohol?)
Another example would be the new religious features using primarily Christianity-influenced objects. Not remotely touching on Islam, Judaism, Hinduism, Paganism, etc. even though some of those closer resemble the new religious features ('rituals' and multiple gods) than Christianity.
I guess it's more of a 'MY personal immersiiiiiooooon' thing, but still. :/
I enjoy the mods features a lot I guess. But reading through the manuals and the OP sort of bothered me, specifically the 'lore' parts. DF-mods like this should be lore-friendly, with the history actually being written and expanded over what may happen in the world-gen. For example, like seeing the singularly-named brewed drinks (uncle urists etc.) even if the worldgen hasn't had a single urist since dwarven history began, rather than a generated name (would it even be possible to make generated names for an alcohol?)
Another example would be the new religious features using primarily Christianity-influenced objects. Not remotely touching on Islam, Judaism, Hinduism, Paganism, etc. even though some of those closer resemble the new religious features ('rituals' and multiple gods) than Christianity.
I guess it's more of a 'MY personal immersiiiiiooooon' thing, but still. :/
Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)
Just a thought!
Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)
Just a thought!
I wish I could make that actually work, but there's no way with modding for me to be able to enforce that. Right now, it's just a spot to put them all as they get built - kind of like a trap. A nasty, swarming, sentient trap with lots of little sharp metal bits.
Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)
Just a thought!
I wish I could make that actually work, but there's no way with modding for me to be able to enforce that. Right now, it's just a spot to put them all as they get built - kind of like a trap. A nasty, swarming, sentient trap with lots of little sharp metal bits.
rift wardens... very very scary entities they are... definately something you don't wanna run into...
rift wardens... very very scary entities they are... definately something you don't wanna run into...
I'll find a way to kill it, with dwarves and not cave ins. My pride demands it.
More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.
More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.
More mundane question, sorry. Does a workshop exists that can burn remains and such like? I have zombies and they don't want to stay put. If I could burn the remains when they are down, that would be really cool.
Deep garbage pits will work, if its down a few z levels with no way out they'll stay put until you can route some lava to it.
rift wardens... very very scary entities they are... definately something you don't wanna run into...
I'll find a way to kill it, with dwarves and not cave ins. My pride demands it.
good luck with that! These things require a massively disproportionate amount of conventional killing to die!
Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)
Just a thought!
I wish I could make that actually work, but there's no way with modding for me to be able to enforce that. Right now, it's just a spot to put them all as they get built - kind of like a trap. A nasty, swarming, sentient trap with lots of little sharp metal bits.
sounds like weapon traps loaded with damascus steel discs.... except for the sentient part...
this sounds like it's going to be a !!FUN!! update!
oh just curious, will the Dwarven Spider Constructs have [WEBIMMUNE]?
i can just imagine throwing prisoners into the spider pit after this goes live ;D
If I deconstruct the spider hub, will the spiders stay there? If the spiders get drawn off will they, after killing their prey or losing sight or otherwise, return to their stations? Or will they just stand at their new location until they a new enemy comes along?
Can't we just pasture spiders?
What living creature would the tarantulas be needing? Also, could I not pasture 50 creatures in the workshop, start and finish one reaction so they all get caught in the vapor and get transformed through one reaction?
What living creature would the tarantulas be needing? Also, could I not pasture 50 creatures in the workshop, start and finish one reaction so they all get caught in the vapor and get transformed through one reaction?
Also, will the dwarf have to lug everything to the deployment zone to build the spider? Or can we assemble it all into a package and bring that one package onto the deployment workshop to quickly assemble the spider. Cuz seeing as I plan to need to constantly replace my spiders in a corridor that may be quite exposed, I would rather my civilian dwarves spend as little time out there as possible.
Got a mood weapon from a strange mood weaponsmith. Iovium gladius. How useless and dull. How powerful is iovium as an edged weapon, narhiril?
Some stupid little bugs in voidshard tried to exterminate me earlier. Fools have apparently never heard of the region renown 'Rimarlolor 13z drop'. Guess you should have kept your evolutionary wings, eh???
... And I just got an idea for a diabolical new creature. Hehehehehehehe... More on that tomorrow, if I get time between class, a doctors appointment, and playoff hockey tickets.
How can we make this specific dwarf drink the brew?
Some miscellaneous remarks and questions.
1. Perhaps Boron (a metalloid) can be included in the game? It is a not that rare mineral and has an interesting property... Boron carbide is super hard, almost as diamond! This could be used to make armors (it is used in ballistic plates sometime).
2. Can you remove all graze tags from war animals? Seeing your war elephants starve or your war pegasus die is not fun and involve unnecessary micromanagement.
3. Are the training dummies also raising attributes like strength and agility? That would be handy.
4. Are the accreditation slab cluttering dummies?
5. Any possibility to dispose corpses with a reaction? Or at least allow dwarves to reuse the bones of sentient so they can be processed.
I might be crazy, but I just patched the game to be 64 bit compatible and I'm now genning a large, 10,000 year history world. This will be potentially awesome to adventure through :D
narhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.
Quotenarhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.
Only the grunts have been implemented, I think. So pretty week. The stronger ones are probably coming in the next huge release.
Quotenarhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.
Only the grunts have been implemented, I think. So pretty week. The stronger ones are probably coming in the next huge release.
I was a bit surprised in the poll to see the shedim performing so poorly... then I read through my development notes and noticed that it might be because I haven't officially released them yet. Oops. Oh well.
My copy is rather... extremely unstable. adventurer mode megabeasts that melt DFs process? CHECK. random crashy-ness? hyes. my awesome save apparently corrupted (still unsure) check-ish.\
However, on my awesome save, i was attacked by shedim, some currants and vibrants. Three weapons traps, and four hunters, and a mason with a crossbow fought them off. Nothing more satisfying than seeing a currant rush my hunters, and then have body parts fly EVERYWHERE as he hits a ten-obby sword trap. But... yeah. any idea why its so unstable? im using LNP.
I just got finished with a really bizarre !!SCIENCE!! experiment. I was trying to rework frigid zingers. Some of you may remember these guys from very early releases - they exploded in clouds of freezing gas that didn't really do anything due to no significant exposure time.
Well, using the interaction system and some modified materials, I was able to get them to do something really bizarre. By abusing the SPEC_HEAT token, I was able to get them to cause localized ice storms that actually persist for some time after their death... As in, the zinger dies, explodes, and then a bunch of blasts of freezing air come from the spot where it died for about ten seconds or so. It only works because of the temperatures I'm working with, but it's pretty damn cool (pun intended). It would only take me a couple of minutes to implement a "frost dragon" and/or "frost wyvern," so I'm going to go ahead and do that now.
Also, in case it isn't obvious, I'm bringing frigid zingers back. Be careful with them, they're loose cannons.
... And I guess this means that I'll need to finish the tempimmune tissues in the same way I did for the fireimmune ones. Bugger. Oh well, it has to be done at some point.
Civilized World Population
22876 Bog trolls
16644 Lizardmen
38732 Meowkin
16304 Nephilim
33137 Dwarves
16587 Humans
44607 Elves
32827 Goblins
541 Kobolds
51066 Voidwalkers
Total: 273321
I guess I should report a bug on the shedim I just found. They bring mounts to siege, but the shedim themselves are opposed to life, while the mounts are not. As such, they are fighting with their own mounts as I type this.
The thing with zingers... I'm finding it hard to kill them off. Several reasons.
Firstly, these guys are pretty cute. Yes, I said it. Hairballs with legs and give birth to live, miniature hairballs? Adorable!
Secondly, when I first suggested the idea of zingers I have not imagined them to be such... evolved creatures. I was thinking a rather blind, slow, primordial blob of acid and assorted elements that the dwarves lug around and chuck down chutes to explode on enemies. What we have here is instead a fast creature with a decent kicking ability, sight, hearing (I presume), that give birth to live young that start as babies, children, and then finally adults. I just don't see a live hand grenade here. I see a pretty advanced creature instead of something that's barely alive.
I know, this sounds a bit like a rant on how it's all about me and my ideas. But really, I just don't see the concept I have suggested to you working out. I'm just hoping my little argument here can move you to make some concessions on the zinger creature ai, anatomy and appearance.
Any plan to add graphics to the many creatures that don't have one? I think even wolverine don't have a graphic right now, I would not mind if they used anything, even leopard sprite...
Wow so this world ended up with a lot more populations than I expected.Code: [Select]Civilized World Population
22876 Bog trolls
16644 Lizardmen
38732 Meowkin
16304 Nephilim
33137 Dwarves
16587 Humans
44607 Elves
32827 Goblins
541 Kobolds
51066 Voidwalkers
Total: 273321
Nothing died out :D There's at least 30 dragons but according to the site list no cave has less than 800 inhabitants. Which could make adventuring interesting to say the least.
Here's the full file. (https://docs.google.com/open?id=0B6rfbxPmmhYAUkVkN1VRYnplbm8)
I've been pondering for a time on the use of a research system a lot like the taming knowledge that dwarves collect through animal interaction.
It's most likely impossible or just not feasible at the current time, but I'll give some of my thoughts anyway.
It would be neat if alchemical tasks adding slowly to the overall alchemical knowledge of certain elements or forces, say you get lucky and get 2 ethereal reactions right off the bat, your alchemists would learn more about the process of pulling ether from the void and you might have better luck with it, perhaps at enough research poured in, the ability to specifically use a reaction to search for ether.
The same could be for other tenets of dwarven research, from the production of bayonets to the magnetic dart launchers, or delicious, Delicious robotics. If they were randomly generated with the civilizations, albeit with a cap (Nobody who knew exactly how to make the things moved on, only those who may have been involved in the process or used them); Knowledge of their existence is present but not much about making them.
That gives a bit of headway into the pursuit of science, at least for one or two areas, without having to cause some sort of breakthrough to gain access to them (Like the slabs of hastily chiseled, etc) which could be specifically to unlock research areas entirely untouched.
The idea would be that alchemy experiments and the like produce results, which are filed away until a breakthrough is made, the breakthrough officially adds that section of Science to the research pool, and additional dabblings in that area slowly raise your fortress' knowledge of it. Robotics might rise up to General familiarity (They stopped trying to kill us) and you as a result, have better luck building them or possibly access to more designs.
Those are my initial thoughts anyway, I might add more to it later, if everyone doesn't completely hate it. :3
I guess I should report a bug on the shedim I just found. They bring mounts to siege, but the shedim themselves are opposed to life, while the mounts are not. As such, they are fighting with their own mounts as I type this.
QuoteI guess I should report a bug on the shedim I just found. They bring mounts to siege, but the shedim themselves are opposed to life, while the mounts are not. As such, they are fighting with their own mounts as I type this.
Happened to me a while back to. Poor snail never stood a chance.
Lets just handwave it... Perhaps they just bring the mounts for a sacrifice or snack? Some kind of ritual before they attack? It would work with their "Corpse eater baby smasher" kind of lore...
QuoteI guess I should report a bug on the shedim I just found. They bring mounts to siege, but the shedim themselves are opposed to life, while the mounts are not. As such, they are fighting with their own mounts as I type this.
Happened to me a while back to. Poor snail never stood a chance.
Lets just handwave it... Perhaps they just bring the mounts for a sacrifice or snack? Some kind of ritual before they attack? It would work with their "Corpse eater baby smasher" kind of lore...
I'm actually working on a way for them to "devour" corpses for buffs. This makes sense in that context.
on some embarks a shedim siege might help the fortress more than hurt it if this was implemented
Quoteon some embarks a shedim siege might help the fortress more than hurt it if this was implemented
What do you mean? When is a giant corpseeater devouring your dead and getting even stronger from it ever a good thing?
One super-powerful giant corpseeater is better than 40 undead corpses.
what would be easier to clean up on an evil embark: the remains of who-knows-how-many-sieges and wilddeath or the remains of one shedim siege?
Quotewhat would be easier to clean up on an evil embark: the remains of who-knows-how-many-sieges and wilddeath or the remains of one shedim siege?
Considering how powerful the Shedim are planned to be, the first. I am going to assume that you are probably not going to make it past to many of the most powerful ones without cheating.
define cheating
raw editing obviously falls here, and i consider cave ins to be cheating too, what about magma? clever dwarven devices? GCS? GDS? carpet zinger bombing?
i like to think of it that the voidwalkers and vanguard were close competitors, then the vanguard and shedim fought and severly weakened each other, and then the voidwalkers just cleaned up everything...
that would explain why the vanguards aren't alive anymore, why the shedim were gone, why the voidwalkers know that "left unchecked, the shedim will eventually overwhelm even the most coordinated and advanced defenses" (copied + pasted straight from the lore)
Perhaps the maxage and speaking and learning is just to shape what creature the rift warden is?
I sort like to think, for flavor, that rift wardens were exiled by the gods for releasing the voidwalkers from the void into this world. And the shedim and voidwalkers are related to the collapse of the vanguard civilization. Perhaps the voidwalkers were released by the rift wardens and destroyed the vanguard civilization, who were holding back the shedim.
Why do the rift wardens have [CRAZED] & [OPPOSED_TO_LIFE]? The former makes them attack everything, while the latter makes them attack everything except other [OPPOSED_TO_LIFE] creatures.
Also, why [CAN_LEARN] & [CAN_SPEAK]? Does it have something to do with interactions?
Also, why such a huge MAXAGE? Nobody's ever going to run a game that long, so why have the MAXAGE at all?
You have two SCRATCH attacks in the rift warden. Couldn't you have the latter one be called SLASH or such, considering that anything goes in that spot?
Damn, I'm feeling comby today >_>
Perhaps the maxage and speaking and learning is just to shape what creature the rift warden is?
I sort like to think, for flavor, that rift wardens were exiled by the gods for releasing the voidwalkers from the void into this world. And the shedim and voidwalkers are related to the collapse of the vanguard civilization. Perhaps the voidwalkers were released by the rift wardens and destroyed the vanguard civilization, who were holding back the shedim.
No, I mean CAN_LEARN & CAN_SPEAK as opposed to INTELLIGENT, which is the same thing as both.
Tougher Voidwalkers would be nice, whenever they show up my relatively small military tends to waltz through 'em.
Good idea. Shame the dwarf will get scared of the hostile trog, and you will have to tame it first. Sadly, trogs cannot be tamed. But Narhiril understands the interactions more than I do, so maybe there could be a compromise for your concept? I've always thought the tech tree was purely mechanical and ethical. We're dwarves, dammit!
Vanahelmer, how the heck do you train your military? Danger room? Cuz otherwise the voidwalkers shreds through soldiers not armored in candy like paper, and their archers punch through even addy.
Tougher Voidwalkers would be nice, whenever they show up my relatively small military tends to waltz through 'em.
Vanahelmer, how the heck do you train your military? Danger room? Cuz otherwise the voidwalkers shreds through soldiers not armored in candy like paper, and their archers punch through even addy.
wouldn't removeing [EXTRAVISION] from them work to make them blind?
Tougher Voidwalkers would be nice, whenever they show up my relatively small military tends to waltz through 'em.Vanahelmer, how the heck do you train your military? Danger room? Cuz otherwise the voidwalkers shreds through soldiers not armored in candy like paper, and their archers punch through even addy.
i'm assuming a combination of danger room and candy/hadrine armor
... I spent some of today doing some optimization stuff that had to be done. I got around to writing a new secret, and the new zinger anatomy is done, along with a new graphic to reflect it. Most of the rest of today is going to be dedicated to updating the manual to include the new creatures. Ah haleels still aren't finished, but I'll get around to that after I finish the graphics for giant cannon beetles (which will be war-trainable, by the way, thought a bit difficult to get a hold of) and another new creature, which I'm really excited about.
It took me hours of writing raws and testing them over and over again (with only minor tweaks every time), but I think I finally have a creature that can summon illusionary copies of itself. The illusions don't really do any damage in combat, but they make targeting a lot more complicated - which was the whole idea. They are supposed to have poison and projectile abilities, as well, but I'm so burned out on them right now that these will probably not get done until tomorrow. I'll post some pictures once the graphics get done - right now, there's nothing terribly exciting to see outside of the combat log.
The emberlight reaction isn't quite working, and I have no idea why. I set a hauler to perform the ritual three times. First and third time to no effect, and second time I got a crystal targe. Has anyone else encountered this problem?
Haven't played in forever, glad to see my favorite mod is still going strong! I saw LFR was praised in the SA DF thread nar, congrats! Looks like there's another update coming out soon, guess I'll wait for that before diving back in to see how many new ways I can get my fort destroyed. I'm excited already!
Just got an emberlight after 4 tries. He'll be looked after well, seeing the resources went into...
Wow, he just one shot fireballed a lizardman thief. Made the thief double over in pain with a spell, then sniped it with a fireball. The lizardman ran around on fire and died.
Can there be also a prayer for metalsmiths and blacksmiths for the temple? I would like to use all this gold here and create some good statues and such quickly without needing to create a thousand crap first to train them up. Besides, since there already is armor and weapon, why not these two?
... I spent some of today doing some optimization stuff that had to be done. I got around to writing a new secret, and the new zinger anatomy is done, along with a new graphic to reflect it. Most of the rest of today is going to be dedicated to updating the manual to include the new creatures. Ah haleels still aren't finished, but I'll get around to that after I finish the graphics for giant cannon beetles (which will be war-trainable, by the way, thought a bit difficult to get a hold of) and another new creature, which I'm really excited about.
It took me hours of writing raws and testing them over and over again (with only minor tweaks every time), but I think I finally have a creature that can summon illusionary copies of itself. The illusions don't really do any damage in combat, but they make targeting a lot more complicated - which was the whole idea. They are supposed to have poison and projectile abilities, as well, but I'm so burned out on them right now that these will probably not get done until tomorrow. I'll post some pictures once the graphics get done - right now, there's nothing terribly exciting to see outside of the combat log.
Illusions of itself... That's something I do not want to fight. But then again, it's unlikely to be a friendly animal that will be war trained and paired up with a dwarf.
Will cannon beetles shoot through fortifications? Also, are they tech tree units? Like, you buy the giant beetles and strap a cannon on them?
Is there anyway to make emberlights shoot through fortifications? I don't want to expose them to voidwalker fire on a firing roof with no fortifications. Will upright bars work? I plan to create a tall tower that houses most of the emberlights, and allows them to light the world on fire whenever they spot an enemy nearby.
Any timeframe for this delicious new release?
Checked the SA forum. It reminds me of a problem again - spec ops pigeons are way too common. They show up in the merchant listings. A little easter egg in the wilds is ok, but this is just retarded as it takes the immersion out of the game.
Also, the 'reverse engineered bioelectric capitators' scared away a potential. Oh well, no pleasing everyone I guess.
I just tried emberlight science. They don't shoot through bars, and they don't shoot through fortifications. Looks like a firing platform with an raisable bridge shield is the thing to do then.
Just a very random thing, but I thought you might want to hear it.
I do have ammo that melts on body temperature, an old trick to use syndromes with those. In Fortress mode they get packed into quivers and are fine, in Arena however they melt in the hands of the dwarf and the user itself gets affected with the syndrome. I dont know if this is because of the higher temperature of the Arena, or the bodytemp of the wearer though.
If these items melt as soon as someone wears them one could make items that transmit syndromes, weapons and armor... make a shield, call it "orb of dragonfire", adds dragonfire to the soldier picking it up for a set amount of time. One use only, since the orb melts, and the amount of tags is limited of course, so some things would have to be done with transformation, but it would allow for all kinds of items.
Will shedim have caste graphics?
Looks good. What would you say about stationary version that spits out actual enemies every now and then ? D_E posted that idea once for megabeasts, but these are so rare... would be more fun with a race of invaders, or a pet race brought along by invaders. :)
Apart from that, the new illusions are hostile, not friendly ? Did you find a workaround for that, maybe pet/civ members ? I will do some science combining the limb-dropping with my slaves. Drop limb, transform to broodlord and broodmother (friendly), which give birth to children that transform into dwarves. In theory that should work. Can make a "thrall summoning circle" or a breeding pit then. I could also take out concubines again, since some people might object to legitimate sex workers, might frighten the children.
Or mine-deploy workshops. 1x1 workshop, makes the dwarf spawn 5 landmines around him, stationary.
Checked the SA forum. It reminds me of a problem again - spec ops pigeons are way too common. They show up in the merchant listings. A little easter egg in the wilds is ok, but this is just retarded as it takes the immersion out of the game.
Also, the 'reverse engineered bioelectric capitators' scared away a potential. Oh well, no pleasing everyone I guess.
I just tried emberlight science. They don't shoot through bars, and they don't shoot through fortifications. Looks like a firing platform with an raisable bridge shield is the thing to do then.
Of all of the easter eggs I put in, the game decides to make THAT one show up in caravans. I'll do some combing through to see if I can't fix that.
My fortress has no vanguard ruins. Where do they appear?
So the illusions are just as strong as the limb ? Cant you spawn an entire new body that drops of and is ready to be reanimated, with seperate bodyparts on itself ? x
Ice wolf are vanilla. Why the long break from DF, by the way? :D
I notice that the Twins reactions for Zephyrs always come true. The emberlight one does not always, as they don't always get caught in the cloud. I have tried 6 rituals, and gotten 3 serrated targes, but only 1 emberlight. Perhaps the layout of the temples is causing the problem? The twims temple is more open, while the emberlight one isn't.
My, serrated targes are good. An axedwarf (my champion, actually) got one shot by a bog troll thief on his weapon arm. He drops his voidshard axe as a result. The thief stabs him in the torso, but it is deflected. He uses this oppurtunity to launch a series of attacks with his targe, and kills the bog troll in a couple of attacks, severly damaging it in different areas before a strike to the head finishes it. Not bad.
Ice wolf are vanilla. Why the long break from DF, by the way? :D
And now...No problem, pardner.Spoiler: EPIC CHANGELOG v0.18a (click to show/hide)
i keep seeing lesser demons getting enraged... the hell?
sorry nekronuke, but the answer is: Spores.
Watchers can reproduce? H...How? ???
Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.im not sure, but are you using the document alchemical research reaction at the alchemy lab?
Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.im not sure, but are you using the document alchemical research reaction at the alchemy lab?
and pan... wow... nice story, and shame on you for save-scumming!
Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.im not sure, but are you using the document alchemical research reaction at the alchemy lab?
and pan... wow... nice story, and shame on you for save-scumming!
nice story indeed!
I use the slabs, that's no problem, but I would like to move them closer from the alchemical labs, so I need a valid stockpile ... which is?
and q2... can someone remind me how to move from iron to steel? is it as in vanilla DF?
oh and by the way. Let me reiterate that the mod is great! This courtesy done, any plan to use more graphics for monsters? I have bunch of creatures that are only represented by letters in the games, even mundane animals are and I think it detracts from the beauty of the mod.
Sorry if this question was asked already (145 is a lot of pages) but I notice the Nephilim are easily the most succesful at land aquisition. They always outcompete the other civs. Was this intentional?
and q2... can someone remind me how to move from iron to steel? is it as in vanilla DF?
Where can I stockpile slabs of accreditation? I don't find anyway of moving them except by dump.im not sure, but are you using the document alchemical research reaction at the alchemy lab?
and pan... wow... nice story, and shame on you for save-scumming!
nice story indeed!
I use the slabs, that's no problem, but I would like to move them closer from the alchemical labs, so I need a valid stockpile ... which is?
smakemupagus wrote a mod for my mod based on this system. He, and I am well, are still working on balancing it, but the main problem I see with this is that these "blackmarket" traders, merchants, tradehalls or however you want to call them, will trade with you at all time. Even if you have a fortress that is in constant lockdown since 10 years and besieged by everything. It makes normal caravans a lot less interesting and messes up the balancing quite badly.
I'm not super convinced by the interest of slabs of accreditation in fact. There is a lot produced, so it forces you to have alchemy workshops nearby the training dummies, which is not super logical (I would prefer to leave them in barracks e.g).
I understand that any reaction need to produce something though... So here is my proposed rework... And it would add money to the game, see
http://www.bay12forums.com/smf/index.php?topic=107791.0
Basically, you mint money to get coins. Coins are used for a lot of stuff: training dummies, do alchemical reactions, anything fancy should cost money, as you pay the dwarf to do his work. You would also do alchemical research by spending a lot of gold money.... and if you need gold, you can transmute stone to gold, so you can't be stuck here...
Slabs: alchemical workshop can produce one slab for xxx gold coins. A training dummy needs one slab to operate (plus some coins for the drill master) and produces... one slab. Basically you don't spam slabs as they are continuously produced.
A refinement of the system that I would prefer is that a training dummy costs 5 slabs and produce 4. So from time to time you have to buy new accreditations at the workshops, for a few coins, coins that you would mint with the gold bar you transmute!
Last point, I think that the transmutation of 10 stones to one bar of gold is too generous. I understand that the hidden cost here is that you have to haul 10 stones. Still, even taking that into account I think a cost of 15 stones would be more fit. Obviously this is my point of view on a cost balance, but I have played quite a lot this mod lately and you can really generate a lot of gold bars that are worth quite a lot too once re-manufactured... So I advocate the 15 stones cost.
Narhiril, I would really like you to see interest in my proposal of minting gold bars into gold coins and using this new dwarves money into a lot of new (or not new) reactions, as part of the cost. This would be a new dimension in DF... You could create shopkeepers, black market etc. that would sell stuff. This would also unstuck players from some dire situations. Say you really need one bar of soap or plaster. For a high price (because you want that to be a pricey solution) a shopkeeper would sell you one. Etc.
Unrelated but important - how goes the Shedim testing, and with it, the next version?
Woah, did not expect a ninja from narhiril...
How did you get the picture of NyanCat in the stone?
smakemupagus wrote a mod for my mod based on this system. He, and I am well, are still working on balancing it, but the main problem I see with this is that these "blackmarket" traders, merchants, tradehalls or however you want to call them, will trade with you at all time. Even if you have a fortress that is in constant lockdown since 10 years and besieged by everything. It makes normal caravans a lot less interesting and messes up the balancing quite badly.
I can actually think of a way around this. Shops need to be "stocked" with "goods" before they can "sell" them, and "goods" can just be tools that need to be imported. That way you can buy what you want from the shop, but you're limited in how many purchases you can make by how many stock items you import - similar to how mech parts caches are going to work.
Think there's a problem with the files and everything. Don't know what, but I've used the raws only version to update my game. Same error pops up like the last release did at first.
Nope, doesn't work :(
Great, I'll try again.
By the way, how are the voidwalker's anatomy changed?
Raws only version doesn't work. New version works just fine. Good night, Narhiril. :) And again, I feel like such a prick for not helping test the shedim.
Anyone got trouble constructing the Temple of Water? I have both sacred pool construction sets, but it still says I require that. I'm playing the older version (want to finish off this fort before playing the new one)
Here's a scary new thing, at least new and scary to me. Was checking the gods of my starting seven and saw that someone worships Libash, the Stormy Thorn, female dwarf of chaos...
And in 83, The Strike of Throwing was created by Libash.
I've never seen a god have such a message before... recieving worship and cursing people, sure.
Has this god made an artifact? If so... I'm very glad for my world that DF doesn't really connect concepts together that tightly. Chaos creating a Strike of Throwing just makes me feel scared for the world!
We could have vanguard, but personally I think that that would ruin their lore. They are the first civilization, a highly advanced civilization that dissipated, leaving behind ruins and a mysterious history. Making them still alive would kind of ruin that (Dadadush).
But last time I read the lore there is meant to be an underground civilization that uses vanguards tech. But since you can't build farms underground, they all starve, until the mod maker finds a walk around. I think that would be a better solution, it still allows the vanguards to be the vanguard race, but it would bring in the tech you want.
I have not tried **yet* the new versions, but still, I have questions!
1. Is it compatible with old save, I don't want to abandon my fort
2. I'm intrigued by reference to evil biome swamp reaction. What is that? Is Narhiril capable of adding reactions specifics to a biome? Awesomeness has a name then! ;)
3. Rakashas? I want to know more... Not a civ it seems, so what?
4. Is manual well updated with tiers IV novelties etc.? Never forget the hords of mindless players like me that need easy to understand piece of infos! ;)
I hope Toady gets around to simulating the underground civilizations soon. Back when he had trouble with underground highways for Dwarf civs he just gave up on the whole idea but it'd be cool if he decided to take it up again.
Well, I don't think any of the new workshops and associated reactions in them will be carried over. And that's the meat of the update anyway. The little things that could work without world regen is the changed zinger anatomy and... Pretty much it I guess. I know the feel bro. But then again, my fortress just burned down from Zalkor's flames. So it's off to the new version!
I seriously hate it when emberlights fuck it all up. And they take so much resources to make, too.
I hope Toady gets around to simulating the underground civilizations soon. Back when he had trouble with underground highways for Dwarf civs he just gave up on the whole idea but it'd be cool if he decided to take it up again.
If he did this, I would destroy the shrine to him that is currently sitting in my closet and upgrade it to a temple.
Don't restrict yourself to 3x3 tiles... Introduce symetry in your workshop so they can be readily recognizable. Dare add big workshops, so you can play with more tiles and color!! Unleash the power in you :P
will there ever be a addition of engines space planets and plasma weapons?
Don't restrict yourself to 3x3 tiles... Introduce symetry in your workshop so they can be readily recognizable. Dare add big workshops, so you can play with more tiles and color!! Unleash the power in you :P
Have you SEEN the temples? Those things are HUGE!
Also some of the higher tech building need some space...
will there ever be a addition of engines space planets and plasma weapons?
Probably not. But I guess your questions on this subject is already being answered on the other thread you made.
What I meat with the paragons were why they were not reserved a spot in the manual like the radiant priests and the shadowstalkers. But then again, neither were the lacerators and assorted other previously mentioned religious creatures. Not a big deal, anyway.
Idea. How about letting Zephyrs able to temporarily stop a flying creature from flying, causing it to crash? I see no way this can go wrong. Also, their vortexes of air sometimes gets dropped as an item (called 'vortex of air'), which then gets lugged to a food stockpile.
By the way, can zephyrs cast the headwind, tail wind spells through fortifications?
just FYI for everyone im going to be making a mod that makes the voidwalkers a playable race, kind of a sub mod for legends of forlorn realms, when i upload should I only upload the void entitys buildings custom and the reactions custom files? or can i release the whole of the legends of forlorn realms pre packaged with my mod?
just i thought it would be better to tell you about this narhiril before i do release it, implanning to release it either end of this week or end of nxt week.
BTW the voidwalkers will be LORE COMPATABLE, everything i will add for them will be baised on the lore and what i think of it.
also i WILL give credit to narhiril, i don't belive in pleagarism *not sure how to spell it*.
thank you for making this awesome mod narhiril, without you i could not do what im doing now :D.
Yes, voidwalkers are quite the interesting race, no?
Making my crippled grand champion a wavebreaker was a very bad idea. Instead of hacking apart his enemies with his voidshard battleaxe, he stands behind and fires chunks of ice at the voidwalkers. Without my champion supporting and killing everyone for them, the other dwarves are hard pressed. Even my grand champions were cut down.
Any other plans for upgraded weapons, narhiril? I do recall you mentioning mechanized javelin throwers packed with knife and throwable weapons. And what is this energy pack thing that is listed in the stockpiles and arena testing, but cannot be made in dwarf mode?
Where can I find mountain hearts? What kind of stone? What layer?
Narhiril, what would the next update be consisting of? More mechanical tiers, or more ritual units? Or more interesting creatures?
Speaking of interesting creatures, do humans, meowkin, dwarves settle in savage mountains? I'm hoping they could bring along these newfangled cannon beetles, since my recent mountain biome contained none.
Where can I find mountain hearts? What kind of stone? What layer?
when i ask my voidwalker to make any weapons they make a random weapon can someone help?Spoiler (click to show/hide)
thx narhiril :D fixing it right now.when i ask my voidwalker to make any weapons they make a random weapon can someone help?Spoiler (click to show/hide)
Your product lines have an extra argument in them.
[PRODUCT:100:1:WEAPON:ITEM_WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
...should be...
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
So um.. Regarding the cannon beetles?
umm... i just had a shedim siege (yes the shedim eating their mounts thing happened, but this is different) a wallarm (ah kora) got mauled by its own group (which was mostly currants except for the ah tel who put it down)
Mind if I take the SHEDIM_CORPSE_EXPLODE_LFR and adapt it to my own purposes?
I'm asking here now because it's basically going to be a wholesale copy >_>
Hm. These cannon beetles are the third most exciting thing here... I really wish to see some. For now, I'll just copy paste the location of them to be the same as the megalania. This will make them tamable by dwarves in world gen.
By the way, bog trolls seldom survive world gen in medium worlds. Oh well.
By the way, I know this is really unrelated, but do you see any harm in fixing vanilla bugs? Things such as broken finger nails and certain other body parts being unable to heal and being infected. Or the huge amount of eggs a few poultry can use to feed the entire fortress.
I can see how people will object to some vanilla bugs (like the eggs), so if this seems a good idea to you (another attraction of the mod! Fix irritating bugs and get cool new LFR stuff at the same time!) you could simply put this as an optional component.
DF seems to crash with this, can somone help? (PS this is my first mod so dont hurt me)Spoiler (click to show/hide)
Perhaps some way to get a longer lasting fuel source, or more efficient use of fuel? Perhaps found via alchemy? Basically, something to help bridge the gap between the early stages of wood/coal burning until you can get to magma, and also make alchemy more important earlier (so we can have more irradiation accidents!)
To balance it out, it could be more dangerous to obtain (SCIENCE) than wood or coal, but more reliable (ie: you could get an economy going on maps with little coal or trees). Yes, I know you can trade for wood or coal, but it's never sufficient for the needs of a fortress since beds can only be made from wood.
Alternatively (or in addition) perhaps harvesting a tree would give you multiple units of wood based on woodcutting skill and/or tree type, and wood items would use different amounts. Perhaps a bed would use more than bolts, for instance.
I like this idea. Unfortunately, most of the reaction raws (i.e. construct bed) are not public, and the number of logs from each tree is hard coded (to my knowledge), but I am not opposed to "alternate" fuel sources involving alchemy.
well this time i think ive found a bug with making the spidersSpoiler (click to show/hide)
Would you be able to make blindfold, so we can blind or not some given dwarves? This would be a modified helmet obviously... And the applications are numerous!
Would you be able to make blindfold, so we can blind or not some given dwarves? This would be a modified helmet obviously... And the applications are numerous!
Ok, so what about potions lasting a while?
What is the current status, train of thoughts of Narhiril about allowing some potions to restore limbs etc. ?
Not a gameplay bug, but I have noticed that the graphics for the meowkin caravan guards seem to be offset by a few pixels so they get cut off on the right and a random arm appears on the left. I've learnt to ignore it, but I thought I should share. Also, oddly, my meowkin emissary always seems to be a meowkin child but I don't think that's a bug as much as just how the game does things.
Not a gameplay bug, but I have noticed that the graphics for the meowkin caravan guards seem to be offset by a few pixels so they get cut off on the right and a random arm appears on the left. I've learnt to ignore it, but I thought I should share. Also, oddly, my meowkin emissary always seems to be a meowkin child but I don't think that's a bug as much as just how the game does things.
I have the same issue.
[TILE_PAGE:MEOWKIN]
[FILE:lfr_meowkin.png]
[TILE_DIM:16:16]
[PAGE_DIM:16:1]
[TILE_PAGE:MEOWKIN]
[FILE:lfr_meowkin.png]
[TILE_DIM:16:17]
[PAGE_DIM:16:1]
idea list... but before that i seem to be very unlucky and most people sort of understand but add other stuff that i did not say... type.
i am just giving ideas AND I AM NOT commanding you what to do like a commander.
and i am trying to HELP.
1) books
2) paper
3) ink
4) the pencil
5) customizable civilization
6)the computer
7)the computer virus
8)the car(i don't think it would help much though ... unless it goes up and down instead of left right forward backward)
9)the train(i dont think it would help much though)
10)some type of transportation ...
11)bombs
12) bomb types like mining bombs or trap bombs
13)the musket
14)the flintlock
15)gunpowder
16)uranium power(nuclear or some type of known alternative to it....im just trying to help)
17)powder
18)plastic
19)modern chemical lab
20) modern research lab
21)modern (name) lab
22)asteroid impacts (so rare i dont think it would happen in your fortress in a million years... unless its the size of mount everest)
23)tini asteroids that fall on the ground because there so small..... and can only be found by using water and a magnet and the
asteroid may atract to the magnet.
24)cannons
25)pumpcin cannons (pumpkin chumpkin)
26)anoying creatures that make your dwarfs go mad...
27)jet packs
28)magnets
29)the modern bullet
30)the middle aged bullet (has a bulge at the end but not a contaner behind it that contains the powder ... or to anything else you want)
31)the primitive bullet ... a lead ball
32)the pully
33)buildings
34)concreat
35)cement
36)acid rain (the ones caused by rain cleaning up the pollution... i think....)
37)dont get confused with the one above...literaly acid rain.
38)microphone
39)pda
40)the telescope
41)stuffed toys
42)the television(.... to make dwarfs happy ..... and stop the prisoners from breaking chains because of moving pictures that he never seen in his life....)
43)modern guns and bullet containers ...
44)nukes ..... (ill never let you take this fortress alive ..... BOOOM)
45)soft beds and pillows
46)nasa (for maps.... that you can sell to primitive civilizations and make them think your dwarfs are the best allies they will ever have.... i dont know you chose im not the one commanding im just giving ideas)
47)hovering defending turrets
48)some think that can damage a city or town of a nearby civilization
49) and world map ..... so you can nuke citys and towns to weaken the civilizations.... or anything else you want .... i dont know you chose if you want to add it not me... their just ideas
50)mining machines
51)different machines that help dwarfs like cleaning choping wood ... or just stuff thats funny.
52) .... atomic coliders....
53) physics lab.
54) .... will this help you for now?
remember there just ideas you can dicide to add or not to add if you like and change them to whatever you like..... dude who currently updates this mod.
idea list... but before that i seem to be very unlucky and most people sort of understand but add other stuff that i did not say... type.
i am just giving ideas AND I AM NOT commanding you what to do like a commander.
and i am trying to HELP.
1) books
2) paper
3) ink
4) the pencil
5) customizable civilization
6)the computer
7)the computer virus
8)the car(i don't think it would help much though ... unless it goes up and down instead of left right forward backward)
9)the train(i dont think it would help much though)
10)some type of transportation ...
11)bombs
12) bomb types like mining bombs or trap bombs
13)the musket
14)the flintlock
15)gunpowder
16)uranium power(nuclear or some type of known alternative to it....im just trying to help)
17)powder
18)plastic
19)modern chemical lab
20) modern research lab
21)modern (name) lab
22)asteroid impacts (so rare i dont think it would happen in your fortress in a million years... unless its the size of mount everest)
23)tini asteroids that fall on the ground because there so small..... and can only be found by using water and a magnet and the
asteroid may atract to the magnet.
24)cannons
25)pumpcin cannons (pumpkin chumpkin)
26)anoying creatures that make your dwarfs go mad...
27)jet packs
28)magnets
29)the modern bullet
30)the middle aged bullet (has a bulge at the end but not a contaner behind it that contains the powder ... or to anything else you want)
31)the primitive bullet ... a lead ball
32)the pully
33)buildings
34)concreat
35)cement
36)acid rain (the ones caused by rain cleaning up the pollution... i think....)
37)dont get confused with the one above...literaly acid rain.
38)microphone
39)pda
40)the telescope
41)stuffed toys
42)the television(.... to make dwarfs happy ..... and stop the prisoners from breaking chains because of moving pictures that he never seen in his life....)
43)modern guns and bullet containers ...
44)nukes ..... (ill never let you take this fortress alive ..... BOOOM)
45)soft beds and pillows
46)nasa (for maps.... that you can sell to primitive civilizations and make them think your dwarfs are the best allies they will ever have.... i dont know you chose im not the one commanding im just giving ideas)
47)hovering defending turrets
48)some think that can damage a city or town of a nearby civilization
49) and world map ..... so you can nuke citys and towns to weaken the civilizations.... or anything else you want .... i dont know you chose if you want to add it not me... their just ideas
50)mining machines
51)different machines that help dwarfs like cleaning choping wood ... or just stuff thats funny.
52) .... atomic coliders....
53) physics lab.
54) .... will this help you for now?
remember there just ideas you can dicide to add or not to add if you like and change them to whatever you like..... dude who currently updates this mod.
Well, what he makes up for the lack of DF modding knowledge, he certainly overcommits in enthusiasm. Maybe you should read up some modding guides and the like, azrael.
Wow Az. Show some focus. None of that stuff even seems like it might fit into the game in any real, tangible way...
Except Acid Rain. That could be done and probably should be done. Just the !!FUN!! kind tho.
Wow Az. Show some focus. None of that stuff even seems like it might fit into the game in any real, tangible way...
Except Acid Rain. That could be done and probably should be done. Just the !!FUN!! kind tho.
After reading azrael300's list, a question popped up in my mind. What is your stance on gunpowder and primitive guns, narhiril? Right now, Dwarves are pretty mechanically advanced (springs, moving parts, mechanical armour even), so, guns wouldn't be too farfetched. And it would seem to be a loud, smelly, smokey yet Dwarven counter to the Voidwalkers projectile cannons. To my eyes at least. But then again, I always imagine Dwarves to be short, dour and stocky fellows, clad in masterwork armour, who grumble in their beards as they take aim at a rushing throng of grobbi and then release a thundering salvo of gunpowder-propelled oversized musket balls.
I made the changes to my files and now the meowkin emissary isn't a child anymore, but the caravan guards are still cut off in the middle for some reason. At least the lads/ maidens/ traders seem to look fine. Not that it really matters to me, I'm a crochety old dwarf lord and I tend to keep my doors shut against sieges and caravans alike.
(http://wyrdness.magatsu.net/df/offsetmeowkin.png)
Thanks for the screenshot, that helps a lot. If you don't mind, can you also post the contents of your graphics_lfr_custom file?
Alright, I downloaded this a few days ago and I am liking it. But I feel I sort of trapped by the tech tree and rituals. The results are randomized on many of the reactions involved, and the only way to know what results I got seems to be constantly watching the workshops and checking the items within after the dwarf is finished. Is there a better way to determine this? Some way to make the game announce results, maybe?
"Kas Leadbreached the Impervious Controller was a colossus bronze born in -190 and died in 80 (Struck) by the kitty kitty meow meow Champignon Riddlewheat, in a duel."
Thanks for the screenshot, that helps a lot. If you don't mind, can you also post the contents of your graphics_lfr_custom file?
Err, yeah, I imagine that would be more useful!Spoiler (click to show/hide)
Alright, I downloaded this a few days ago and I am liking it. But I feel I sort of trapped by the tech tree and rituals. The results are randomized on many of the reactions involved, and the only way to know what results I got seems to be constantly watching the workshops and checking the items within after the dwarf is finished. Is there a better way to determine this? Some way to make the game announce results, maybe?
Making the graphics compatible for other tilesets other than Ironhand is something Narhiril will probably work on in the future. I like Mayday too, but there isn't any for now. You could try to install this atop a mayday df. That would result in some tiles being weird (like winding spires looking like vermin) and ores looking like kobolds such. But if you can ignore these things, it should be Mayday - mostly.
After reading azrael300's list, a question popped up in my mind. What is your stance on gunpowder and primitive guns, narhiril? Right now, Dwarves are pretty mechanically advanced (springs, moving parts, mechanical armour even), so, guns wouldn't be too farfetched. And it would seem to be a loud, smelly, smokey yet Dwarven counter to the Voidwalkers projectile cannons. To my eyes at least. But then again, I always imagine Dwarves to be short, dour and stocky fellows, clad in masterwork armour, who grumble in their beards as they take aim at a rushing throng of grobbi and then release a thundering salvo of gunpowder-propelled oversized musket balls.
Glorious. I am thinking of fricking Warhammer here, except it's the heavily armored warriors of Khorne with the big ass guns.
Although bullets don't tend to take a limb off. They just blast you full of holes. Not even shotguns shoot arms off. Void projectors can.
By the way, Narhiril, what did you think of my suggestions for the paragon temples to allow a dwarf a new body? Veterans with voidwalkers and bog trolls always have motor nerves severed, or limbs chopped off. I like my veterans for storyline purposes. Just make the reaction expensive. Actually, I don't know why the ritual reactions are all so cheap right now. If turning a normal man takes an aluminum bar and some cyrstals, or some iron bars and fuel, then I'd imagine the entire world to be ritual dwarves. I, for one, find emberlight costs merely makes them all the more real, and it controls me from turning just about everyone into an emberlight. But author and popular opinion comes first, of course.
I just started playing this mod, and I'm not sure if this should be like this, but the full download link with the graphics installed is the 0.18a version, not the recently updated 0.18b you have on the first post. Could you check? The raws seem to be the 0.18b, but I haven't installed them yet, nor can I seem to figure out how.
I'm having a little difficulty getting specific squads to train at the new sparring partner and obstacle course, any tips on how to prevent other dwarfs from coming running and using the training equipment?
I must be doing something wrong, the alchemy lab refuses to work, I changed pretty much every stone from restricted to free use in the economy stone tab but my worker still refuses to do any experiments. I have Coke from smelting lignite so I do have fuel.
I must be doing something wrong, the alchemy lab refuses to work, I changed pretty much every stone from restricted to free use in the economy stone tab but my worker still refuses to do any experiments. I have Coke from smelting lignite so I do have fuel.
Did you give someone the alchemist profession?
Another question: Do you need to set any special professions for the dwarfs to use the sparring partner and dodge course?
There is an alchemist, he just yells that he doesn't have 10 of a non-economic stone.
Spoiler (click to show/hide)
I store all my stone in a dump unforbidden. He has access to nearly 1000 shale and it is allowed(green) in the stone status screen.
QuoteI store all my stone in a dump unforbidden. He has access to nearly 1000 shale and it is allowed(green) in the stone status screen.
Lemme thing for a second. If it is green in the economic stone screen, doesn't that make it an economic stone? Try turning it off and trying again.
Have we addressed the issue of floating meowkin ambushes?
1. Meokins have a trained special forces that are ninjas.
2. Meokins have super-saiyan powers when angered
3. Meokin often are launched off a distant-planet to Earth. They are weak against an obscure metal and bulletproof.
I had a little look at your way of doing the spiders. You do drop a limb, animate it, kill it, and transform the corpse into the spider, being a friendly unit ? I didnt check ingame, but that is how it looks to me in textform. Just wanted to ask if it is still friendly, or a tame pet in the end.
So, what's happening, Narhiril?
Still "friendly," unfortunately.
Ok, sweet. I had been thinking about installing it, but my fortress was running very well, and I didn't want to remake. But a concurrent shedim seige and FUN involving piping magma destroyed it. Sooo, time to install FD!
You can't install FD after the world is already generated.
I just downloaded raws only, and it seems that it doesn't have any of the necessary components to actually work. It has the lore, optional components, and graphics, but no raws ironically.
Spoiler (click to show/hide)
Why is it that wooden crude javelins are so weak against armor? My hunters use them to great effect, bones pretty much stand no chance against them and they can take a grizzly down in one hit. But when a goblin warrior comes around, the valiant hunters take a few pop shots as he runs away, and the wooden javelins just bounce off the troll fur shirt. Why is it that something so effective without armor is completely stopped by a thin shirt?
It's troll fur and you don't know how thin it is
Crude javelins were meant only for practice, anyway. I recommend getting broadheads. They one shot everything, which seldom happens for bolts. A marksdwarf used one bolt and cut a lizardman in half. Of course, get them skilled.
2. Cooking booze and seeds. As if the huge output of food from the tiny farm dug at the corner of the room wasn't already feeding the entire fort and more already...
Wow, that was a fast response! Thanks
Okay, so the only combat at all on the map so far was one of the dogs chained up by my entrance biting the other one on the paw, I guess from overcrowding, but that happened after my cook fell unconscious. I guess this might be that "other reason" you mentioned? I have no idea what you mean by "watchers", though.
edit: Oh, one other thing I forgot to mention. Ever since I arrived at the tundra, it's been, "snowing a bitter snow" near constantly. I am sure every one of my dwarves was outside at some point during this snow (which shows up with a red alert, as opposed to the yellow when it's just regular snowing) but the last time any of them were outside was back in spring, and it's winter now. This bitter snow also shows up as a teal blue on the map, as opposed to the white of regular snow. Could this have caused the unconsciousness, perhaps through some slow-acting illness? If not, what does this bitter snow do? Unless it's something really spectacular and mysterious that can be revealed through normal gameplay, I'm alright with this being completely revealed. I've been wondering almost since I started this fort, and the fact that it seems to have had no effect so far just deepens the mystery.
2x edit combo: Okay so my previously-unconscious cook just organized a party. Time to lock him in a very small room, just in case...
So, the caverns/magma sea seem a lot deeper than in vanilla. I'm at -69 so far and no sign of either. I am aware that it's possible to just slip by the cavern sections if you hit in the right area, but I've been sending out pretty regular offshoots to gather minerals and I haven't hit anything yet. Should I keep going down or have I probably just missed it and should go back and check again?
Diplomacy? Warning? That's adorable. ;D
I just think of them as infiltrators. When discovered, they do not run, but makes a blind charge into the fortress and do as much chaos as they can.
He was just standing there, after having fought threw terrifying ancient beasts. Are you saying he did all that...just to stand on the bed of our expedition leader?
Yes. He probably had 'thought' he'd gone back into ambush mode, and was waiting to kill your expedition leader or family thereof whenever one of them next entered the room.
voidwalkers and bog troll theives tend to try to charge in my forts, i think it's the building destroyer tag they have
I'm going to tell you that vanguard rubble had nothing to do with your chief's unconsciousness. Maybe he got in a fight with an animal that was overcrowded?
I can think of another reason from this mod why, although it's quite unlikely. And I don't want to spoil it. Bring watchers.
The layers should not be affected by the mod either. Probably just your luck.
Doctors don't really tell you if there are any syndromes. They will diagnose so other doctors will fix the patient up. You as the player can usually tell what happened to them. Any syndromes, I believe doctors cannot do anything about it.
the bitter snow is a modded weather found on ANY glacier/tundra biome, completely harmless to your dwarves...
a certain modded race will disagree with it being harmless though...
voidwalkers and bog troll theives tend to try to charge in my forts, i think it's the building destroyer tag they have
Sorry guys, it's finals week. Don't expect too much out of me until Friday or so. >.<
So, on my embark screen for a new fortress, I saw that one of my miners was named "Urist McMiner, Bum" instead of the usual peasant. What does that mean? After the embark, he was called a miner like usual, but he had blowgunner and liar skill. Is this an easter egg of some sort? Also, on my last fortress, I had a child that was able to do alchemy. Not sure if it was a bug, but none of my other kids have ever been able to do that. The fortress was wiped out by a FB directly after breaching the first cavern, so he never grew up. Anyone know how, or why that happened?
Note: I also started with a legendary weapon prodigy. Does that mean legendary weapon maker, or weapon user?
I think that the child was an alchemy prodigy, and, since the child had a natural skill, they immigrated into the fortress with the ability to do that labor. Probably a bug.
[ITEMTHIEF] and [BUILDINGDESTROYER:2] do not play nice together, I believe. ITEMTHEIF compels them to run once discovered, but BUILDINGDEST compels them to go knock over your buildings. Sometimes they run in circles, sometimes they just bluescreen and stand there, sometimes they just charge straight at the nearest target.
I would guess that a similar psychological conflict is happening when your "watchers" uncover an "anarchist"
I embarked in the middle of the field by a river, no issues with being able to reach my fort. Is there any other way besides checking in the embark screen to see the neighboring civs? Exporting wealth might be the issue, I didn't get much I wanted in the caverns, so I didn't export much.
Poor meowkin they keep coming to my fortress just to be lit on fire, silly cats
QuotePoor meowkin they keep coming to my fortress just to be lit on fire, silly cats
Angering the Meokins? Not a wise idea. You should see what they do in legends....
I suddenly want a new npc race of bunnies to come trading to my fort. The thought of tiny bunnies with picks and little miner helmets is adorable. Well, up until they inevitably do something horrible. This is Dwarf Fortress after all.Bunnies with beards...
Change HORN:HORN_FIREIMMUNE_TEMPLATE to HORN_FIREIMMUNE:HORN_FIREIMMUNE_TEMPLATE. The idenifiers need to match.also one in RAKSHASA_ILLUSIONARY_COPY
These guys are healers, and the "You have transformed into a will-o-wisp"-thing is narhirils way of resurrection and full healing. You transform for 10 ticks, than come back as your original creature, with full health and all lost limbs attached.
Are babies supposed to be able to be turned into tempests? How is that gonna be useful?
Atir Egulkalan has transformed into a dwarven tempest!
"I don't like any of them, and my reasons for bothering to vote in this thread are incomprehensible! - 13 (17.8%)"I voted for this :) Sincerely because I havent seen any of the races ingame. But then again if you include options like this, or pictures of strange blue-footed birds in your polls, you shouldnt be surprised if people on the internet are... tempted.
Really guys, really? Why do I even bother?
Narihil, one of the core rules of the internet is that you must never leave a Option C which is Retarded or Some People will chose this
"I don't like any of them, and my reasons for bothering to vote in this thread are incomprehensible! - 13 (17.8%)"
Really guys, really? Why do I even bother?
Quote"I don't like any of them, and my reasons for bothering to vote in this thread are incomprehensible! - 13 (17.8%)"I voted for this :) Sincerely because I havent seen any of the races ingame. But then again if you include options like this, or pictures of strange blue-footed birds in your polls, you shouldnt be surprised if people on the internet are... tempted.
Really guys, really? Why do I even bother?
Hope your next month will be better :)
Narihil, one of the core rules of the internet is that you must never leave a Option C which is Retarded or Some People will chose this
Haha, and here I thought narhiril was internet savvy. :P
What would this next update before the surgery about?
And if you don't mind me asking, how serious would this surgery be?
I hope the procedure goes well.
"I don't like any of them, and my reasons for bothering to vote in this thread are incomprehensible! - 13 (17.8%)"
Really guys, really? Why do I even bother?
---
Finals are done now, so expect some new stuff soon. Like I said, this will likely be the last update for a little while, as I have some pretty major surgery at the beginning of June, and I'm not sure how long that will take me out of commission. Sorry for the relative quiet, guys, it's been the month from hell for me.
I just want you guys to know that I haven't given up on this mod or anything - far from it. I've been hard at work these last couple of days trying to catch up with all of the new DF features, and trying to parse what features of the mod might need tweaking. LFR's wheelbarrows, for example, are probably either going to need an overhaul or complete removal due to their new official counterparts. This next release might be just catching up to the latest DF release, but I am still optimistic that I can get a few new features done and released before June 5th.
I've never seen hint of a rainbow crystal/block stone thing for instance.
Burn the elves who claim the mod is dead. LFR is better than vanilla, and to me, slightly better than masterwork.
I just find that tech progression can be very slow and random sometimes :(
I've never seen hint of a rainbow crystal/block stone thing for instance.
(TF2 rocks!)
I love LFR because it does stuff that not only adds content, but adds depth to gameplay. More importantly, it does so with a cohesive vision, rather than a shotgun approach.
So I built a magma cistern today, and lost a dwarf. Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away. This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.
I've been thinking about it all day, and don't know how I could do this differently. I just had the thought that perhaps some modding would be appropriate here. Would it be possible to mod in very small remote detonations for this purpose? I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear. Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?
Are the tech tree randomized? How can I start to investigate? I tried to do a chemical expermient, and then study the results but only makes a bit of smoke and i didn't see any alert... How does it mean?
I hope narhiril release a version with 34.10!
Can't find any mitrhil - and btw regarding the perform first sacrifice to kogut - exactly how many overgrown pedestals, candelabra of conquest and enormous goblet do I need? I have 3 items "consecrated" pool stuffs but no magical fish food, and I got several of the required items in my stocks..
Are the tech tree randomized? How can I start to investigate? I tried to do a chemical expermient, and then study the results but only makes a bit of smoke and i didn't see any alert... How does it mean?
I hope narhiril release a version with 34.10!
What's holding this up right now is graphics - I'm trying to find the best solution to mine cart and tile graphics issues, and I haven't yet hit on the solution I'm looking for yet.Can't find any mitrhil - and btw regarding the perform first sacrifice to kogut - exactly how many overgrown pedestals, candelabra of conquest and enormous goblet do I need? I have 3 items "consecrated" pool stuffs but no magical fish food, and I got several of the required items in my stocks..
You need one enormous gold goblet, one silver candelabra, and one overgrown pedestal.
So I built a magma cistern today, and lost a dwarf. Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away. This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.
I've been thinking about it all day, and don't know how I could do this differently. I just had the thought that perhaps some modding would be appropriate here. Would it be possible to mod in very small remote detonations for this purpose? I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear. Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?
So I built a magma cistern today, and lost a dwarf. Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away. This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.
I've been thinking about it all day, and don't know how I could do this differently. I just had the thought that perhaps some modding would be appropriate here. Would it be possible to mod in very small remote detonations for this purpose? I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear. Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?
What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.
What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.
Thanks, I will keep this one in mind.
I love LFR because it does stuff that not only adds content, but adds depth to gameplay. More importantly, it does so with a cohesive vision, rather than a shotgun approach.
Isn't a mountain heart even rarer than a rainbow thingy`?
Lol.
Narhiril, are the graphics fixed? Also, what will you be planning on working on after your surgery? Just to let us have something to think on while you're gone :P
Hope the surgery goes well!
Shedim siege - military is slaughtered. However, I notice there are left over 'corpses' that are 'being devoured by a shedim'. The shedim units moved on afterwards, but the corpse remains there. Does it disappear? Can corpses like that be butchered? Are they like that to be unrecognizable or something? They also seem like a unit or something. Is this a bug?
And damn, these guys are strong. It's summer and I have a squad bearing down my neck, a pack of ah tels, vibrants and bladearms. Iron clad military is no match. Should I go for steel next time?
Shedim siege - military is slaughtered. However, I notice there are left over 'corpses' that are 'being devoured by a shedim'. The shedim units moved on afterwards, but the corpse remains there. Does it disappear? Can corpses like that be butchered? Are they like that to be unrecognizable or something? They also seem like a unit or something. Is this a bug?Actually, I like the shedim and dont find them all that difficult. I skip iron and go straight for steel while building a cage trap line though.
And damn, these guys are strong. It's summer and I have a squad bearing down my neck, a pack of ah tels, vibrants and bladearms. Iron clad military is no match. Should I go for steel next time?
Shedim siege - military is slaughtered. However, I notice there are left over 'corpses' that are 'being devoured by a shedim'. The shedim units moved on afterwards, but the corpse remains there. Does it disappear? Can corpses like that be butchered? Are they like that to be unrecognizable or something? They also seem like a unit or something. Is this a bug?Actually, I like the shedim and dont find them all that difficult. I skip iron and go straight for steel while building a cage trap line though.
And damn, these guys are strong. It's summer and I have a squad bearing down my neck, a pack of ah tels, vibrants and bladearms. Iron clad military is no match. Should I go for steel next time?
In any case, I really like how the shedim like to send their advance troops in first to poke your defenses before bringing the other troops in as the vanguard retreats back. It's a really cool thing how they try to use weak troops to soften you up first.
I hope she has a better surgeon than most fortresses do.
As we speak, I happen to have a High Master Surgeon running about. :P
It would defeat the point in any game but DF. In DF, it is standard procedure.QuoteAs we speak, I happen to have a High Master Surgeon running about. :P
To be fair, this mod has it easy for training medical skills. In most forts, you would have to injure people constantly to get a good surgeon.
Which would defeat the point.
Hm, is it not possible to create cloaks? I like them for roleplay purposes for dwarves.
I hope she has a better surgeon than most fortresses do.
Just popped in to offer this bit of information in case it wasn't known, crossposting from SA
Basically the default value for heads is tiny, causing frequent skull fractures and instant death, but someone (scamtank) found that a slightly modified value for head and brain sizes fixed this while still allowing crushing weapons to smash skulls (but not a bare handed slap).
http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185
I don't have much experience testing this out and tend to build forts in horrible evil places with overly complicated defenses, never sending dwarves against things in close combat.
Anyway, figured this would be the best place to spread this information if it is at all useful.
Perhaps I'll even get to trying the new version soon, I heard that floor traps now block trader access? I might have to actually start using a military....or developing much more in depth drowning/lava/cave-in systems.
My surgery went perfectly, and I'm recovering just fine
I agree with adding more dangerous creatures to caverns, but usually when a mod adds animals to the underground, I barely ever see them. Maybe I'm just unlucky.
I've encountered megalania and deep wolves in the caverns. Haven't seen those crystal dragons yet, but I'm sure I will someday and is training my men on that.. Haven't seen damascus sentinels either, but I have orihalcum dug out, so I'm good.
At any rate, it would be a step outside of the more generalized meta-genre of mods to introduce hostiles that encourage you to have internal defence and security. The need for this is non-existent in vanilla DF and afaik in mods as well.
Then good luck and take your time with your recovery. I wish you all the best, and if you happen to live somewhere between LosAngeles and NewYork, I might even come by the next months and give you a hug ;)
PS: I mean it, would be fun to meet some people from the forums, I have been visiting thistleknot in LA and it was fun.
But right now, I need a hug. T_T
Underground sieges do work. They worked in 30.25 as well. Ambushes and Sieges appear in Caverns. The races ignore their depths though, and they can occur in any cavern, 1,2 or 3. Even if the cavern has not been breached yet, which can lead to cavern lvl3 sieges that take a while to defeat. The invaders keep their normal AI, so SIEGER and AMBUSHER tags do work on them. Check my caver entity file, I use 4 cavern races currently.
offtopic: I do the route 66, which goes through St.Louis, but it will take me about 4-6 weeks till I am close by. I will write you before though. :)
EDIT: They still appear as single/wild units and in camps btw.
I thought that they would starve to death since they can't farm? What do they eat?
I thought only player controlled units had to eat, at least in fortress mode?
I could play a succession fort. Not really doing much right now with it being summer and all.
Never mind, eh.
So what features are planned next? We have some churches, we have some science, which will be worked on next?
Just had a great adventurer who was set to learn every spell in the world thanks to a tower raid. Then I exited and the game crashed.
I don't know why that crashed, unfortunately. I don't play much adventure mode, so it's hard for me to know if it was my fault or a game glitch.
Never mind, eh.
So what features are planned next? We have some churches, we have some science, which will be worked on next?
Just had a great adventurer who was set to learn every spell in the world thanks to a tower raid. Then I exited and the game crashed.
I don't know why that crashed, unfortunately. I don't play much adventure mode, so it's hard for me to know if it was my fault or a game glitch.
I'm going to finish the third tier ritual tree, as it's still missing two temples (light and darkness). After that... Well, I'm still putting it together myself. Eventually I'm going to flesh out mechanical constructs some more and move the ritual tree up to its more FUN features (accidental transformations, plagues, and ritual units of the primary deities).
That reminds me, since the fourth tier mechanical tech tree is robots, does that mean we will eventually have cyborg dwarves or dwarven combat mechs (question mark key broken, cant type it)
QuoteThat reminds me, since the fourth tier mechanical tech tree is robots, does that mean we will eventually have cyborg dwarves or dwarven combat mechs (question mark key broken, cant type it)
I don't think so, but if I remember correctly there are basically going to be golems that use dwarf life to make, which are kind of the same thing as cyborgs? I don't see how a mech would work myself.
Just popped in to offer this bit of information in case it wasn't known, crossposting from SA
Basically the default value for heads is tiny, causing frequent skull fractures and instant death, but someone (scamtank) found that a slightly modified value for head and brain sizes fixed this while still allowing crushing weapons to smash skulls (but not a bare handed slap).
http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185
I see, but shouldn't they still attack the fortress instead of leaving after a couple of seconds ?
QuoteI see, but shouldn't they still attack the fortress instead of leaving after a couple of seconds ?
Normally they do, just using their mounts as mere snacks before they get into the fight. This works out pretty well lore wise, ah?
But the camels must have beat them well enough to make them retreat. So basically the camels broke the siege.
There is some 'straw that broke the camel's back' joke to be made here, but I can't quite think one up.
I just started with this mod. It looks really interesting.
One of my dwarves just performed a lesser ritual of power, walked three steps from the altar and died. There's a pool of blood in each of those three steps, and there are four bloodstones on the altar.
Armok's Razor says the ritual caused the dwarf to bleed to death, quite quickly. Am I doing it wrong? Was there some precaution that I should have taken, perhaps?
Emberlight warriors should be completely immune to any fire/heat related effect.
Hey guys, I'm getting a lot better now and I'm currently working on getting a new release up to go with the latest version of DF. This release will probably be light on new features, but it will level the foundation for the next major development, which will be the finishing up of the tier three ritual units and a few additions to mechanical constructs. After that comes the FUN part of the ritual tree, with the servants and blessings of the primary deities, surprise results, possessions, demon summoning, plagues, and oh so many more things that will cause all sorts of chaos.
i've got exactly one emberlight in my fortress. she's started several large fires while out after webs in the forest and being surprised by various fauna (mostly giant birds) that she decides to lob fireballs at. then she calmly walks through the fires, ignoring the now flaming birds running about in panic, starting more fires, and grabs her web, then walks back through the smoke and fire and mayhem.
so, yeah, they seem to be unaffected. but i should really take her off weaver duty...
Wait...You where looking for webs on the surface? And you sent your god troops to do it?
grabs her web, then walks back through the smoke and fire and mayhem.
Hmm... wondering what to do with all these slabs of accreditation the Orrery is producing. The changelog says that they were removed in 0.18b, but they're being churned out by my Orrery in 0.18d. I guess I should atom-smash them.
Hmm... wondering what to do with all these slabs of accreditation the Orrery is producing. The changelog says that they were removed in 0.18b, but they're being churned out by my Orrery in 0.18d. I guess I should atom-smash them.
Probably an oversight by narhiril. Narhiril, can this be changed in a game that's already in progress?
reaction_orrery_lfr
[OBJECT:REACTION]
[REACTION:TRAIN_TEACHER]
[NAME:reduce data]
[BUILDING:ORRERY_LFR:CUSTOM_T]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ENLIGHTENMENT_STONE]
[SKILL:TEACHING]
[REACTION:TRAIN_OBSERVER]
[NAME:make observations]
[BUILDING:ORRERY_LFR:CUSTOM_O]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ENLIGHTENMENT_STONE]
[SKILL:SITUATIONAL_AWARENESS]
[REACTION:TRAIN_STUDENT]
[NAME:perform calculations]
[BUILDING:ORRERY_LFR:CUSTOM_S]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ENLIGHTENMENT_STONE]
[PRODUCT:2:1:TOOL:ITEM_TOOL_CONCEPT_LFR:NONE:NONE]
[SKILL:KNOWLEDGE_ACQUISITION]
[REACTION:UNLOCK_ORRERY]
[NAME:document orrery construction logistics]
[BUILDING:ORRERY_LFR:CUSTOM_U]
[BUILDING:SCIENTIFIC_LIBRARY_LFR:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_THEORY_LFR:NONE:NONE]
[SKILL:ORGANIZATION]
Nice. I'd rather not have that show up for the succession game I'm in (speaking of which shouldn't be long now... I just can't stop editing here and there :( )
Hurrah. Safe to say that LFR's back? :D
CONFIRMED BUGS:
The foundry is known to cause all of the stones that it can produce blocks from to be listed as economic stones by default. This is annoying, as you will have to manually change them back to mundane stones in the stone menu, but does not otherwise affect gameplay. There is currently no fix for this.
But has anyone seen a cannon beetle yet? A tame one?
Here's a little information about what's currently being worked on...Becareful with the Umbrals Hide ability, once used the AI will not leave the "Hidden" state and will move at a crawl until *discovered* It's great for dicated warriors, but not laborers. Shame the HIDE effect couldn't be given a timer, like syndromes. Maybe they cast Hide on themelves and give nearby dwarves a speed boost to run away faster? Currently this might make warriors OP due to more hits, but once Toady gets this next update out that won't be an issue.
The next version (v0.19a) will finish the ritual units of the elemental gods with the temples of light and shadow.
Gisthal, the god of light, employs units called radiant priests, which have abilities specifically aimed at the undead. Because of their limited target scope, the abilities of radiant priests are a fair bit more potent than most other elemental ritual units - extreme slows, long stuns, and the ability to transform enemy undead into extremely weak forms. Finally, the presence alone of a radiant priest will weaken and slow nearby vampires, providing a subtle hint as to what creatures of the night lurk among your citizens.
Pharis, the goddess of darkness, pays her favor to the umbrals. Umbrals are stealthy, shadowy combatants who carry powerful poisons and blind abilities. Outside of combat, when fleeing, umbrals cast a hide effect on themselves and nearby dwarves, reducing civilian casualties in an ambush (this hasn't been thoroughly tested yet). Umbrals also carry a powerful poison specifically aimed at the shedim.
In addition to these ritual units, the mechanized defense laboratory will be receiving new schematics for new dwarven constructs. More on that as it develops. :)
narhiril, are banshees supposed to be able to be reanimated by necromancers? I just had to fend of a pack of zombie banshees that came with a necromancer.
Made an account just to say that I can't play dwarf fortress without this mod anymore.The quality is excellent and the addition of the tech and ritual tree are perfectly fitting with this wonderful game's unique style. Erm, so yeah that's pretty much it, a big thank you to Narhiril for putting all of the effort into making this.
What's up Narhiril?
...Yeah, I know, I just claimed that my 22x22 workshop "wasn't lavish enough," but hopefully you'll agree with me when you see the new design (coming up later - it's 30x25).
32*32Well I'm sure you could go bigger, but the nifty utility for making WS only goes to 32*32 lol
Just a warning - don't use Tempests at close range under any circumstances. Very bad idea...
Yes, I embarked on a volcano with no sedimentary layers. As soon as I hit stone I was up to my ears in gold and obviously the magma from the volcano was free easy-to-access fuel.
Anyway, I was just thinking about the Temple of the Orphan. Erm, this may be a stupid suggestion, but all of the other temples require multiple difficult-to-get reagents. What I mean is that the reaction only takes gold bars, whereas the other *super priests* require multiple reagents. Maybe the Tempest might require gold and something...? It just seems to me that the Tempests are a little easy to get (compared to the others, particularly the emberlight and the wavebreaker.
Just thought I'd mention it. Maybe it was an oversight, maybe it was a design choice, or maybe I am just wrong :P
So maybe I did something to muck it up but I dunno... Anyway, my problem is that the new minerals, creatures, etc. all work for me, but the buildings don't. Like, I can't build alchemy labs, foundries, etc. and I don't know why.
I installed by downloading the newest version, and the mods I'm using are this one, Fortress Defense, and Phoebus's graphics.
The only raws I changed were for getting rid of trap avoid in certain creatures from Fortress Defense, and removing aquifers. Not sure why that would effect the buildings from LFR.
Other than that... the mod works smoothly for me.
It willprobablydefinetly require a new world, though.
Today has been dedicated to cleanup of the ritual tree and, on a more exciting note, some framework for new dwarven mechanical constructs (that can be pastured/penned).
Nari do you have LFR 0.10 lying around somewhere? 8)
Clockwork sheep sound awesome. ;) Magma sheep, even more so!
The eye teeth are the teeth directly below the eyes. If something has fangs, these will be the fangs. Otherwise, they're just teeth.
Shedim can swim? :o
Shedim can swim? :o
I consider Shedim to be made of pure evil and I wouldn't put it past them to spontaneously grow wings and fly in to my fort to be honest. A little splishy-splashy time isn't going to stop them!
...You sent blind dwarves off to work? To the Colosseum with you! That is what happens to Nobles who don't do their jobs.
**EDIT**
In an unrelated note, I became interested in what god troop is the strongest. What do you guys think? OFF TO THE ARENA!
**********************ULTRA EDIT!!**********************
I have noticed this for a while, but just thought I would report it. Not sure if this is a glitch or not?
As a male adventure Ember light, I noticed that the "Flames of Zorkanankanablasamakun" or whatever was basically five fireballs at once, but when a female uses it, it becomes an attack like dragon fire. Is this intentional?
Meph and I actually met up IRL this past week. ^_^
...You sent blind dwarves off to work? To the Colosseum with you! That is what happens to Nobles who don't do their jobs.
Well, it's not exactly obvious that they're blind. You must explicitly check for it. They walk around normally, accept jobs normally, etc.
Hum... This has probably been said already, but I recently got a Shedim siege and all of them came mounted in war jaguars and Camels. As soon as they arrived, though, they started murdering the Camels and the war Jaguars (and being murdered) and proceeded to retreat. The siege took a day at most. I believe this is because the Shedim have the "OPPOSED TO LIFE" tag?
$$$$QUESTION EDIT$$$$
Does anyone know how to get torchbearer gargoyles now? They are not at the shrine of victory, as the reference sheet says...
That reaction was moved to the Temple Component Foundry.
So maybe I did something to muck it up but I dunno... Anyway, my problem is that the new minerals, creatures, etc. all work for me, but the buildings don't. Like, I can't build alchemy labs, foundries, etc. and I don't know why.
I installed by downloading the newest version, and the mods I'm using are this one, Fortress Defense, and Phoebus's graphics.
The only raws I changed were for getting rid of trap avoid in certain creatures from Fortress Defense, and removing aquifers. Not sure why that would effect the buildings from LFR.
Other than that... the mod works smoothly for me.
It sounds to me like the entity_default file got overwritten, perhaps by a copy from Fortress Defense. Go ahead and replace that file with the one from LFR or LFR-SC and everything should be fine. It will probably require a new world, though.
Alright, so in the fort I started I'm up to the advanced alchemy lab... I can't seem to produce any tomes though. Is there a specific thing you're supposed to do? I keep doing the advanced experiments and whatnot but to no avail.
EDIT: Nevermind I needed a couple of reagents that I was missing. I feel dumb now.
I've also got two Traders that are just hanging out at the edge of the map waiting to absorb some blows from the inevitable siege. Is that a vanilla thing, or is there something
How are things going, Narhiril?
Sorry fuckin dyslexia xD but anywho i see sorry im an idiot sometimes thanks for the help :D
I think I found something that shouldnt happen, Read the logs:
You begin sneaking.
Bronze Dwarven Spider 1 beeps.
Bronze Dwarven Spider 1 clicks.
The flying bloodforged arrow strikes Bronze Dwarven Spider 1 in the upper chassis, jamming the bronze through the control module and fracturing the control module!
Bronze Dwarven Spider 1 is propelled away by the force of the blow!
it Bronze Dwarven Spider 1 in the body part, but the attack is deflected by Bronze Dwarven Spider 1's small iron plate skirt!
The Bronze Dwarven Spider 1 slams into an obstacle!
Bronze Dwarven Spider 1 has been struck down.
A metal anything should naturally deflect arrows
Just Sayin
Iron is harder than bronze, and bloodforged is statistically almost identical to iron (though a bit heavier). You shot it in its most vulnerable location with a superior material, broke the control module, and it stopped functioning. Spiders are fairly small and their armor isn't any thicker than plate mail, which iron or bloodforged arrows go through pretty easily.The only odd thing I see here is that your spider was wearing a plate skirt, but I don't judge.It's also worth noting that projectiles seem to follow their own (often nonsensical) set of rules, where bone can sometimes penetrate steel, and a fluffy wambler can behead a bronze colossus. I don't know why this happens or even if it's supposed to, but its a behavior present in vanilla DF as well.
A metal anything should naturally deflect arrows
Just Sayin
Yeah, I don't mind a chance of failure or undesired results. It makes a bit of sense, what with how dwarves are.
What are the chances of success? Sometimes? Half the time? Most of the time? Cuz I've had this problem with emberlights, really, and I don't feel it's that big of a bug. Annoying, but everything has a chance of failing, you know?
For a direct transmutation is it possible to make a creature more vulnerable to a syndrome. Again I haven't done any modding, at least not yet, so I don't know if you can do that.
I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.
I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.
That being said, I have no objections to moving the creation reactions for upgraded crossbows and dart launchers from weaponsmithing skill over to bowyer, if that's what the general consensus is. This is something I could change in a matter of seconds.
I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option.Impossible.
I'm playing a new game after a break of several months, and this is my first time dealing with the shedim, and I think I've found a bug. Not sure if it's already been reported, since I didn't read back in the thread, but...
Basically, I just got sieged by the shedim. I see the 'vile force of darkness' message, and close all my gates and call out the archers. Once they're ready, I go to look for the shedim... and find that they're all killing each other, and the combat logs are filled with them ripping each other to shreds for quite some time. Shortly thereafter, they retreat, having defeated themselves.
What I think happened is that they had a loyalty cascade. This is because there are some named war leopards mentioned in the logs, who are now all dead, having been killed by the shedim. As no other war leopards existed on the map before the invasion, I'm assuming that the shedim brought them as war animals, and I just didn't notice them when the invasion first started. I think the shedim then killed their war leopards due to being opposed to life, causing them to attack each other. I suspect they need to be stopped from bringing war animals somehow.
That sounds brilliant. I can't wait to unleash those on my foes!
Oh, that's a thought. I have necromancer issues, usually, due to my insistance on moving in next to towers. Are these mechanical marvels immune to getting raised as zombies?
While we're on the issue of stone, is the alchemist experiment still supposed to cost 10 stones? That's a huge price now (equivalent to 40 stones worth of raw material in 0.34.07). I understand it was intended to "get rid of unwanted stones" back in the older versions, but now you have to do a bunch of extra mining just to get enough stones for it.
Are crossbows identical to vanilla crossbows, with other ranged weapons in this mod upgrading from there?
Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki (http://dwarffortresswiki.org/index.php/Main_Page) especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)
How do I make the orichalcum precision tools? I have ~350 bars according to my stocks screen, the workshops are within 10 tiles of the stockpile. Magma vs non magma makes no difference. I add it to the queue fine but no dwarves ever make them.
Are the meowkin immune to traps? They don't seem to be affected by cage traps, or at least a very tiny percentage chance.
I've got a bunch of mechanics (traps are a pretty important part of the defense), no warren problems.
Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki (http://dwarffortresswiki.org/index.php/Main_Page) especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)
Yes, actually, I'm extremely interested in this.
Back again, delighting in the mystery and majesty which is LoFR.
A large group of mostly unskilled miners were carving upwards ramps when Soundsense warned with the clang of a block. Combat reports showed this oddity -Spoiler (click to show/hide)
Is this a DF bug? A LoFR bug? Not a bug at all, but a nefarious action from a disguised double agent, narrowly averted by a feather? I'd made sure the land above the ramps was cleared of boulders, trees, and constructions - and the message was not accompanied by a cave in message or cloud of dust, so I don't think it was the work itself... There's a lot of other dwarves around that broker, all of them appearing to be busily working on the ramps, and none throwing combat messages.
It's common when skidding is involved.
It is LFR, unless you have any other mods.
Hi guys, you might rember me saying i was going to make a mod for LFR allowing playing as the void walker, well sadly i cancled it since it was just too hard and everything was going wrong BUT NOT ANYMORE!!!
When the next version is released I shall decend on the text files and I will Start the second attempt of modding it :D
Quick question though how do I update the submod to next versions of either DF or mod
It makes me SO happy when I play LFR and find new things. Of course, I play so little standard DF these days, I can hardly tell what's new to the game in general, and what's specifically new to this mod...
My first large migrant wave with this new map, so I pause and take notice of my various dwarves' gods, looking for some hints as to how many cursed folk I might expect to find nestled amongst my loyal ones. I find a god of disease and blight, creator of a book and worshipped by... necromancers and my dwarves, hrm... but no curses given, for all that I eye his worshippers among my dwarves carefully as I see them. Ah, a second active god, still no curses. And then a third, which makes me wonder, and wonder anew.
I cannot even tell if this is supposed to be a curse. This could even be a blessing for all I know, and it's making visions of tiny manikens dance through my head.... especially as I consider this deity's virtues. Err, and if it is LFR, that's actually a grammar typo, shrunk should be shrank.Spoiler (click to show/hide)
Hi guys, you might rember me saying i was going to make a mod for LFR allowing playing as the void walker, well sadly i cancled it since it was just too hard and everything was going wrong BUT NOT ANYMORE!!!
When the next version is released I shall decend on the text files and I will Start the second attempt of modding it :D
Quick question though how do I update the submod to next versions of either DF or mod
That part with "more hats". Team Fortress 2 even made it to DF?HELL I wish but it fails with the attack i made into hell once in LFR
Wtf does that have to do with my post? ??? ??? ???That part with "more hats". Team Fortress 2 even made it to DF?HELL I wish but it fails with the attack i made into hell once in LFR
40 Axe champions and 20 Crossbow experts
And to make sure it worked i decided to also flood hell itself
Thats right i Flooded hell...
(http://www.trolino.com/image?id=45938)Wtf does that have to do with my post? ??? ??? ???That part with "more hats". Team Fortress 2 even made it to DF?HELL I wish but it fails with the attack i made into hell once in LFR
40 Axe champions and 20 Crossbow experts
And to make sure it worked i decided to also flood hell itself
Thats right i Flooded hell...
!!DOUBLE POST!!D:
Also update, i might not be making this for LFR but i might make it for Masterworks, since some of the stuff is already there at masterwork and its a bit mroe simple + its kind of a blank canvas while LFR is massivly improved and a slight tweek could balls the whole thing up!Well, I will gladly help with whatever you need, but what makes you think that Masterwork Raws are more simple ? If you mean less balanced, then yes, I do agree. ;)
what are your thoughts guys.
Masterwork(i could see this mod being EPIC with Masterworks) or LFR(which arguably has most of the stuff there)
Basicly LFR is a very carefuly balanced game ATM.Also update, i might not be making this for LFR but i might make it for Masterworks, since some of the stuff is already there at masterwork and its a bit mroe simple + its kind of a blank canvas while LFR is massivly improved and a slight tweek could balls the whole thing up!Well, I will gladly help with whatever you need, but what makes you think that Masterwork Raws are more simple ? If you mean less balanced, then yes, I do agree. ;)
what are your thoughts guys.
Masterwork(i could see this mod being EPIC with Masterworks) or LFR(which arguably has most of the stuff there)
Didn't you just compare giving yourself one of (if not the) best materials in the game to giving more of easily available resources as a reason for balancing...?Yes Yes i did
Hammerhead javelins are useless- I've got golden javelins fired from exceptional throwers being deflected consistently by bog troll's cloth armor. When they do hit, they can actually send the troll flying a tile or two back, which is pretty cool. I suggest reducing contact area.
There are no traitor dwarves, or at least they're really rare (or, my watchers aren't detecting them at all).
A friendly dwarf popped up (not under my control) in a recent migrant wave. Is this a problem with the "traitor"s, or was it a werecreature in disguise? (Either way, it was murdered by the merchants, yet I still had to bury it)
Foundries only produce one block, not four. You probably forgot to update this from the older version where stones would always drop (with a legendary miner, at least) instead of 25% of the time.
I'm using gold hammerheads because I have a huge amount of gold, hundreds of bars compared to other metals. You can only make hammerheads out of gold. It's not an ideal metal, but since it's dense, it should've been decent as a blunt weapon.
I'm far too impatient to test things in the arena, so I suppose I'll wait for armored enemies.
Your theory makes some sense in real life, but remember- we're talking about legendary marksdwarves with exceptional weapons aiming at common thieves. Half the time, targets already lying on the ground and bleeding/unconscious from regular bolts/arrows. I think we still have the problem that I had when I made my own mod ages ago- large creatures have clothing thickness scaled up, so for anything drastically larger than a dwarf, its regular clothes would be impervious to almost anything.
Troll thieves (especially master ones) are pretty funny, getting angry at people while hidden and giving themselves away.
Just wondering if anyone knows this (trying to minimize looking in the raws, as said before): In the manual, the temple of fire is marked as not yet implemented, but exists on the buildings list, and the materials to make it appear to be available. What exactly is un-implemented with it?
EDIT: Certain dwarves seem to be immune to the transformations...?
EDIT2: Armor issues. Perfectly covered dwarves will not be affected by the transformation.
I've sorta tested this (small sample size though)-
Every one of my military dwarves that wears armor + clothes (armor over clothing) is immune to the transformation. When I took the same dwarves and told them to replace clothing with armor (and uncover various body parts), they were able to transform.
Transformation appears to age creatures. I took a 13 year old dwarf, and post transformation, he appeared to be 81.
If your battlefield has grass and/or items strewn about it, emberlight warrior's fireballs will burn stuff and prevent pathing, likely locking themselves for a few days while the fire burns out.
Voidwalkers are just plain underwhelming. They need much higher natural skills or something, a few competent marksdwarves shouldn't be able to kill an ambush.
EDIT: Haven't been getting artifact unique weapons at all. Just me?
Tried reloading like 9 times: long sword, long sword, spear, spear, maul, maul, mace, great axe, great axe. It seems unlikely that if the artifact-only weapons worked, I'd have failed to get one this many times.
First- I admitted was due to small sample size, and have found that you're right.
Second- my game's been going for 20 already. Who knows.
Third- Sorry, last time I played was 31.25.
Fourth- We're talking roughly even numbers of non-elite dwarves VS void walkers. I think the almighty feared nigh-godlike civ deserves better than that.
Fifth- Assuming every weapon has an equal chance of appearing, there are apparently 60 or so "mood" weapons, and approximately 10-15 normally available weapons. This gives me roughly 80% chance to get a mood weapon per mood assuming weapon types are not weighted. I've had 3 weaponsmith moods (along with a few bone carvers, they occasionally make weapons too), all giving me weapons from my civ only.
Sixth- If I want to test something that might be a bug, am I meant to wait for every individual mood? I reloaded 9 times on the third weapon mood. If I have a 20% chance of getting a regular weapon, and I roll this 9 times in a row, I have a feeling something's not working properly.
The mod things you've gotten all sound available to the dwarves through regular crafting (sure you can't make soap shields, but you can make shields etc.), so it's not the same.
I had some marksdwarf recruits at a new, further away fortification, so they found the ambush first.
he whole fireball thing was a result of me being used to creatures ignoring fire when considering pathing. (which is the way it's been since fire was added until recently) I never officially knew of the change until now, and it isn't very well documented on the wiki
What am I meant to look for in the raws? I'm pretty sure that there are no tags that determine if a weapon is moodable or not
It might turn out that these mood weapons are weighted to be less likely or something, but I've gone 11 weaponsmith tries (3x different dwarves) without anything.
I think voidwalkers should get higher natural skills, especially dodge or shield user. Their only real advantage over dwarves appears to be equipment and size. In my opinion, one should be at least an even match for an elite (between great and legendary +0 in weapon skill) dwarf. My melee dwarves also destroy them...
I now have 4 artifact weapons:
Adamantine longsword
Adamantine longsword
Adamantine gladius
Low-grade mithril battle axe
(and an enormous rat bone corkscrew)
All of which I can create normally.
EDIT: Just to be clear, the "mood" weapons do exist- I've gotten them from exotic weaponsmithing.
QuoteI had some marksdwarf recruits at a new, further away fortification, so they found the ambush first.
Without training them first? I will have to assume you wanted them to die, and are simply disappointing that the void walkers where unable to accomplish that.
Fortification. Almost every enemy up to then had been melee. When lore states that a civ is feared for their ranged weapons, you sorta expect them to have elite archers...
Putting ten (Being a standard squad amount) marksdwarfs at even adept level in a decent formation with silver bolts against anything from a dragon, to an exiled rift warden, to a bronze collusus. Go ahead and try it out in arena.Quotehe whole fireball thing was a result of me being used to creatures ignoring fire when considering pathing. (which is the way it's been since fire was added until recently) I never officially knew of the change until now, and it isn't very well documented on the wiki
Did you prefer it when they got themselves burned?
When did I say that?QuoteWhat am I meant to look for in the raws? I'm pretty sure that there are no tags that determine if a weapon is moodable or not
Exactly. So why wouldn't it be moodable?....
Because something in the game broke for one reason or another.QuoteIt might turn out that these mood weapons are weighted to be less likely or something, but I've gone 11 weaponsmith tries (3x different dwarves) without anything.
Oh, so that must mean it is impossible. Put away your vanadium katana, guys! This guy says it is impossible!
How old is that screenshot? I've gotten random mooded weapons in other versions. I don't like my current theory either, but from what I'm doing, it seems to be correct. Or I broke something else somehow.QuoteI think voidwalkers should get higher natural skills, especially dodge or shield user. Their only real advantage over dwarves appears to be equipment and size. In my opinion, one should be at least an even match for an elite (between great and legendary +0 in weapon skill) dwarf. My melee dwarves also destroy them...
How many viodwalker sieges have you gone threw? It is a well balanced game, and it isn't like that will stop a hail of crossbows couldn't stop them. Your melee dwarves also destroy them, but in theory they are in admintine armor (Considering you know, the whole "Your a cheap hacker" and "you have admantine elsewhere"0
They're armored in a mix of bronze, steel, damascus steel.QuoteI now have 4 artifact weapons:
Adamantine longsword
Adamantine longsword
Adamantine gladius
Low-grade mithril battle axe
(and an enormous rat bone corkscrew)
All of which I can create normally.
Three admantine weapons? Looks like someone has been haxing again.
Dwarves pick the highest value metal unless they have a preference for something else. Are you seriously claiming that by having 3 wafers of adamantine, I'm cheating?QuoteEDIT: Just to be clear, the "mood" weapons do exist- I've gotten them from exotic weaponsmithing.
Really? So you are saying that we have not tossed one of the huge modifications of this fortress? Huh. Imagine that.
When these things happen, most (logical) people would question if the mod was installed properly, and ask the complainer to check. If the weapons didn't exist then I would've screwed up something in installation somehow, and it wouldn't be an issue with the mod/dwarf fortress.
Fortification. Almost every enemy up to then had been melee. When lore states that a civ is feared for their ranged weapons, you sorta expect them to have elite archers...
When did I say that?
Because something in the game broke for one reason or another.
How old is that screenshot? I've gotten random mooded weapons in other versions. I don't like my current theory either, but from what I'm doing, it seems to be correct. Or I broke something else somehow.
They're armored in a mix of bronze, steel, damascus steel.
Dwarves pick the highest value metal unless they have a preference for something else. Are you seriously claiming that by having 3 wafers of adamantine, I'm cheating?
When these things happen, most (logical) people would question if the mod was installed properly, and ask the complainer to check. If the weapons didn't exist then I would've screwed up something in installation somehow, and it wouldn't be an issue with the mod/dwarf fortress.
Note that dwarves need a preference for an exotic weapon to create them with moods.There we go.
I give up.
d for the record- when your code randomly generates something and then bases things off of that, you sometimes forget to check if certain values will screw other things up.
How many random variables are there in dwarf fortress?
Can you even name them?
Now imagine if one of those threw off everythin
11 tests don't prove a theory, they barley make an argument.
If I have a 20% chance of getting a regular weapon, and I roll this 9 times in a row, I have a feeling something's not working properly.
Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?
Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?
QuoteHere's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?
Looking into the raws, that is false. They are in the same category, and I don't even know if it is possible to get another category. The simplest way to find something out isn't to test it, it is to go into what creates it and see what it says.
QuoteHere's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?
Looking into the raws, that is false. They are in the same category, and I don't even know if it is possible to get another category. The simplest way to find something out isn't to test it, it is to go into what creates it and see what it says.
Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?
If that's the case, you can scum your moody dwarf's creation as often as you like, you'll have 0% chance of seeing one of those exotics from it.
This mod is heralded to be incredibly different. Quotes from the first post: "Countless hidden features and easter eggs which, individually, will not affect gameplay 99 out of 100 times, but are there to be discovered. No playthrough will be the same!" and "When you get a weaponsmith in a strange mood with my mod (or in the unlockable "weapons concept laboratory"), you have no idea what you're going to get. Maybe you'll get a boring old sword or axe, or maybe you'll get "Blacktemples, a mithril khopesh," or "Hauntedrazor, a damascus steel pair of bladed chains." Legendary weapons should be legendary. Your civilization will be known forever for the weapon it creates, which will truly be one-of-a-kind. "
I know narhiril already explained what happened, but you need to remember- Unless you're able to do something like me (train every single dwarf to adequate weaponsmith), weaponsmith moods will be rare. I'm guessing a typical fortress not actively looking for weaponsmith moods would get 10 at most, and likely much less. WIth 60 new weapon types along with the original 15 or so available wepaons, it's quite likely that things will be unique per playthrough.
How rare does something have to be, for our (usually very accurate and honest) Narhiril to state that such things "will truly be one-of-a-kind"? I say, very rare indeed. Play/playtest all you want Sir; our modder has promised us a game which will never play the same twice.... and for that matter, this has so far proven true for you too, has it not?
This is, in my opinion, the VERY greatest of the Easter Egg mods (and the very greatest of all other mod categories, but I've more proof to support the Easter Egg category than the others).
Oh god the carbuncles my poor lungs they were everywhere D:
Another detail I'd like to comment on, you mentioned running into some disappointing voidwalkers.
I've met some wimpy voidwalkers too. And plenty that were not. Usually intermixed within the same game. There's nothing to say that this one playthrough you are doing now might even have a civilization of voidwalkers who are almost all wimps - that certainly would be a unique happening that I know of. Then again, voidwalkers have their own type of very special projectile weapon, and impressive aim at a distance, even through fortifications... Maybe your game just needs a little more time for them dice to keep rolling.
As said before, I've been playing this fort for roughly 20 years. Maybe you're right and I do need some time, but I'm pretty sure I'm at around the limit where a typical fort dies or is quit for one reason or another.
I expect that THIS mod is going to be very hard for you to accurately define the odds on. It's designed to be very variable; not just across one game but across many games. I suspect some of the random stuff gets decided during world generation, and that there are scads of surprises that absolutely cannot possibly happen in any specific game that is already being played, because the variables that allow for them have already been selected against - that's one very nice way to guarantee that no playthrough will -ever- be the same, after all.
So keep writing of your adventures, and your satisfied or frustrated desires to delimitate and define what you see happening and what you think that means for every other playthrough too - I'd only advise that you perhaps phrase your findings either within the framework of a truly impressive pile of varied experiments that test what you believe you see, or that you speak of them as 'this is what's happening in my game', without adding in 'thus it's what happens in this mod for everyone'. That's likely to keep those of us with teeth and troll-thirst benign, if not benevolent, as we consider your words and decide how to answer you.
Woah! Suddenly LoFR turns from a crypt to the House of Parliament.Is that a good thing? :c
It does generate flux stone, but the site finder cant find it. It just wont show at the embark screen, but it is there.I thought that might be the other answer, but it seemed less likely. Thanks!
So my first artifact in my first fort in a while was "Topspies (Top Spies or Tops Pies? I like either option) the Lovely Lens, an advanced birchen bayonet dart launcher, adorned with hanging rings of birch and decorated with the image of our king ascending to the throne in Year 1. He is also a vampire.
How good is an advanced bayonet dart launcher? I've had probably about zero experience with dart launchers.
Oh, and our second artifact was an iron crossbow with an image of some nephilim prostrating themselves before another dwarf as he proclaimed lordship over their hamlet or whatever. I don't delve into Legends much, so is that land grabbing, or just victory over the wing noobs?
Dart launchers are apparently railguns lore-wise, I'm pretty sure that translates to "pretty damn powerful".
Aren't all dart launchers magnetic? Bayonet dart launchers being magnetic dart launchers that had a bayonet attached. I may be remembering wrong.
Hi guys i had an idea.ARGH DOUBLE POST / BUMP!!!!!!!!!!!!!!!!!!!!
about the voidwalkermod i had plans for BUT i also had ideas for a Shade race.
I have a few plans from there race but i think i could swap them over for the Voidwalkers, let me know if these are good ideas...
Note this was directed a guy whos name on the forum comprised of Toxic (Toxicshadow)
Hi there toxic i had some ideas for buildings for the shades, i can think of some reactions for them too if you want, the names and the requirements to build can be changed if nessasary but i think there fairly good.
1: Shadowy compressor ( MASONRY to build 4 worthless stone and 4 stone mechanisms) basicly creates slade from normal stone's, but can also make slade blocks from those slade stones, can produce slade anvils from slade blocks(2 slade blocks needed), and slade altars from slade blocks (4 slade blocks needed)
2: Darkened slade heater (ARCATECT AND FURNACE OPPERATOR to build 8 slade blocks 8 stone mechanisms) Supper heats the slade blocks into slade supper heated fragments, provides fuel (12 slade fuel from 1 block :D)
3: Darkend Weaponry (WEAPONSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues and 1 slade anvil) produces the shade's weapon's of war from Zakarnite (see 6: for how to produce this metal)(NO INCLUDING RANGED WEAPONS) they should have at least 1 or 2 melee weapons of each type so 2 blunt weapons (hammers maces ect) 2 bladed weapons (swords axes ect) and 2 peirce weapons (spears halbards ect)
4: Darkend fletchary (CROSSBOWMAKING [i think thats the skill] to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 weapon rack) produces the shades ranged weapons of war at least 2 types (preferable a crossbow and a type of darkness crossbow or normal bow like weapon [more on darkness later ill make seperate post for that ;-)] the darkness bow/cross bow should be FAR more powerful then a normal crossbow or bow) can also produce ammuniton from slade and can even fashion slade quivers from slade blocks
5: Darkend armoury (ARMOURSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 slade anvil and 1 armour rack) produces the shades protective armour from Zakarnite (see 6: for how to produce this metal) full plate armour, shields ect.
6: Zakarnite fabricator (ALCHEMY to build 8 slade blocks 12 stone mechanisms 8 statues 1 slade altar) The Shades have learnd a way of turning the "inferior" metals of this world into a very powerful metal called Zakarnite, Zakarnite is about 1.5 times better then steel in all ways, but is harder to produce,(hard part... making reactions to throw metal bars into the altar for a chance of Zakarnite[copy paste city]).
We've got enough straight upgrades to steel, new metals should fill a different niche.The main plan was the shades had a focus on either spears or axes so the material would have to have to hold edge 'well' at least thats why they forged Zakarnite from the souls of the dwarfs/elfs/humans that that killed. Which now serves as an almost infinite source from ritural advances.
Narhiril, the evil races are too weak in this game in world gen. Nephilim and humans own shedim in world gen, and bog trolls are nowhere to be found. Could they be buffed up in any way? Most worlds are quite benign and friendly, with even elves owning shedim in world gen.
Is there a reason why glistening voidshard isn't magma-safe, balance or lore-wise?Spoiler (click to show/hide)
Woah! Suddenly LoFR turns from a crypt to the House of Parliament. Glad Narhiril's back :) What's the progress, if I may ask?
I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.Like a biological tank or mech?
Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.
EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.Like a biological tank or mech?
Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.
EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
I had a simular idea for the voidies, a Void-distructor a voidwalker with absurd melee capabilitys but very fragile at range or very fragile without armour
Absurd melee capabilities in this game mean being untouchable (say, legendary+20 dodging natural skill level)
Being fragile at a range while absurdly powerful in melee isn't possible because of weapon parries being based on melee skill level.
Being fragile without armor would mean that all you'd need is two dwarves and it'd go down easily because it can't instantly attack two dwarves at the same time (with a weapon).
You know what enemies are missing? Webs and heavy armor. Webs to make ranged weapons a necessity (ever fought a giant cave spider? Full legendary elite squads can't rush one).
Extremely heavy armor that shrugs off bolts without problem, and protects the entire body with one piece of armor (hadrine plate robe?) so enemy civs won't come half-armored.
Now take that dwarf in full adamantine armor and put him against a single dwarf with a crossbow and wooden bolts. Notice how it doesn't block anything. At all.
Do you even know how the armor system works in dwarf fortress?
I know I've sworn to ignore you, but seriously. Crossbow research thread.
Now we know why your other forum kicked you out.
Marksdwarf killed a cavedragon with wood bolts. One shotted the wing and it passed out. Bolts are overpowered.No, but I can tell you that the war carbuncles are freakin' dangerous.
Anyone else seen a crystal dragon, yet? Or a cannon beetle? Interesting creatures I have never seen before :(
I am so happy this mod continues to 'live'. Thank you so very much for continuing to work on it!
It's not a problem with wood bolts per se. Megabeasts and large creatures should get NOPAIN or special tissues with reduced pain receptors. Just an advice.
Custom materials help that :).
BUG-Spoiler (click to show/hide)
After re-examining it, it appeared to have been caught in a web.
... For a really long time. Like, a month.
Well, it is an alpha version of the game. Weird shit happens. I had a creature with [SPEED:100000]. It moved at extremely fast speeds, but only about once every 5000 frames or so. It just sat in the meantime.
I know it was extremely slow. The creature was a tree, and I couldn't have it be IMMOBILE because it has to breed. The fast moving part was the weird part--it would zip 30 tiles over the course of 100 frames, which is essentially a speed of 30.
Hey Narhiril. I just thought, maybe you could add a small upgrade in one of the earlier levels of tech tree? A studded shield, so shield bashes are slightly more powerful. Maybe unlockable through the evaluate alchemical results reaction.
Also, I saw in one of the other mods where spider constructs can clean dwarves or something. That seems like a neat upgrade for one of the higher level spiders.
Never tried spiders yet, so I wouldnt know about katana's problem.
Alchemy still takes 10 stones, is this intended?No, that's a leftover from old versions where stones would drop on every dug tile. Just change it to 2-3 and it'll make more sense.
I dont know weather it would feckup the LORE behind LFR but could i create lore for the voidwalkers once ive started work on there mod?
When LFR gets updated im going to start work on making the voidwalkers playable in fortress mode :DI dont know weather it would feckup the LORE behind LFR but could i create lore for the voidwalkers once ive started work on there mod?
... Wha?
5-6 tries with normal non-blessed dwarves later, still nothing working.
The underworld demons are also buggy, don't bother with that for now.
Is this like the other breathable syndromes that you claimed "Where bugged so they didn't effect armored dwarves"?
Is this like the other breathable syndromes that you claimed "Where bugged so they didn't effect armored dwarves"?
Oh knock it off.
So Narhiril, how's it going?
Fire, in newer versions, strikes to the mouth area can send all teeth flying. Happens to anything with teeth.D: oh wellz...
D: oh wellz...
well then how they eat?QuoteD: oh wellz...
You could just remove the teeth....
well then how they eat?
is it possible to make teeth stronger or sharper as well?
well that could be intresting :DQuotewell then how they eat?
Swallow their food whole? Gum it? Use the stuff that comes out when they explode as digestive enzymes? Game play and story segregation?
Quoteis it possible to make teeth stronger or sharper as well?
Yep. Just change their material to something you want, which can be anything from soap to adamantine. For example:
[TISSUE:STEEL] [TISSUE_NAME:steel:steel] [TISSUE_MATERIAL:INORGANIC:STEEL] [MUSCULAR] [FUNCTIONAL] [STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:TEETH:STEEL]
Should turn whatever you put that in's teeth into steel.
Narhiril, watchers are surprisingly tough. Make them more fragile. One flew out and got dogpiled by a bunch of shedim - still alive with a bruised body. Probably will die soon, but should have died by being punched once, not surviving quite some time after being dogpiled by a group of knife limbed eldritch horrors.Watchers are effectively sponges that don't airdrown (and not immune to infections?).
Watchers are effectively sponges that don't airdrown (and not immune to infections?).
is it possible for a creature to eat without a mouth / jaw?
thanks for quick responce, i think ill go with the idea of using the stuff that comes out when they explode XD thats achualy a very cool idea!Quoteis it possible for a creature to eat without a mouth / jaw?
Yes, it is, if they have the tokens to do it. As far as I know, there is nothing suggesting that you need something to eat with.
Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!i usualy have 2 squads of ironclad warrors with axe's by then XD they fall like domonoes
Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!Agreed. I actually have to hold my soldiers back so I can concentrate the corpses nearer to the atom smasher. The wallarm's arm doesn't actually seem to have very much effect in combat either.
Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!
In practice, most of the dangerous castes aren't very dangerous.Shedim are pushovers when fighting them with skilled armored warriors. Guys were armored in iron and won out with few casualties - imagine steel or candy!
From what I understood of the lore about the shedim, there's various castes. They're all super aggressive, but they're not all super dangerous. The danger comes from their numbers and the fact that sooner or later you're getting some of their strong castes... which top out scary strong. Additionally, some of the upper units can change the fight in interesting ways.
Quotes from shedim lore file:Spoiler (click to show/hide)
I was working with spiders very near magma (and the corpses of flame/snow creatures), so temperature might've had some effect. Oh, and a frost dragon breathed on some of my dwarves I think.
In the end, it might work on certain fortresses and not others because of things like temperature variation. The cost to get a single workshop set up and make a spider isn't that high, you could give it a shot and leave it if it fails.
I think what he meens is that is it possible for syndrom based things be affected, because i would like to add ALL my volcano style forts have had no problem against the Shedim at all...QuoteI was working with spiders very near magma (and the corpses of flame/snow creatures), so temperature might've had some effect. Oh, and a frost dragon breathed on some of my dwarves I think.
In the end, it might work on certain fortresses and not others because of things like temperature variation. The cost to get a single workshop set up and make a spider isn't that high, you could give it a shot and leave it if it fails.
Why would temperature be an issue? Those temperatures are above room temperature, so there is no reason that it should have not erupted. You are jumping to conclusions again.
Efficient javelin casting does not seem to exist in the tech tree's 'Evaluate research findings' reaction.Are you sure?
i got it first time once XDEfficient javelin casting does not seem to exist in the tech tree's 'Evaluate research findings' reaction.Are you sure?
It was a lot rarer than other research findings for me, but I got it after about 30-40 tries.
... Just how many alchemists do you guys employ? Alchemy takes so long, and the stones are so heavy, and the research findings are such rare percentages.
... Just how many alchemists do you guys employ? Alchemy takes so long, and the stones are so heavy, and the research findings are such rare percentages.
Alright, it's up and ready.YAY
Pre-installed (http://dffd.wimbli.com/file.php?id=4242)
Raw only (http://dffd.wimbli.com/file.php?id=4230)
I'm expecting some minor issues to come up in the first few days, so I'll be revising it as those are fixed. Also, depending on how quickly or slowly those trickle in, I'll be working to get the constructs that were cut from this release finished for subsequent releases.
"Extremely powerful crops"Goodidea + and all the nobles are renamed in code below
Wat.
Anyway, why not just make something and then see if nahl's fine with it afterwards, then tweak it? The lore leaves a lot of room for interpretation.
[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME_MALE:Etherial:Etherials]
[NAME_FEMALE:Etherial:Etherials]
[NUMBER:1]
[SPOUSE_MALE:Etherials Bloodline:Etherials Bloodlines]
[SPOUSE_FEMALE:Etherials Bloodline:Etherials Bloodlines]
[SUCCESSION:BY_POSITION:SUCCESSOR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:Deathsworn Primus pilus:Deathsword Primus pilus]
[NUMBER:1]
[SQUAD:10:Deathsworn legionary:Deathsword legionarys]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:Deathsworn Centurion:Deathsword Centurions]
[NUMBER:AS_NEEDED]
[SQUAD:10:Deathsworn legionary:Deathsword legionarys]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:Deathsworn Centurion:Deathsworn Centurions]
[NUMBER:AS_NEEDED]
[SQUAD:10:Deathsworn Lesser Legionary:Deathsworn Lesser Legionarys]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:Deathsworn Lesser Centurion:Deathsworn Lesser Centurions]
[SITE]
[NUMBER:1]
[SQUAD:10:Legionary:Legionarys]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:Deathsworn Lesser Optio:Deathsworn Lesser Optio's]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:Deathsworn Lesser Legionary:Deathsworn Lesser Legionarys]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:Deathsworn Judge:Deathsworn Judge]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:Deathsworn Citidel Guard Commissar:Deathsworn Citidel Guard Commissar's]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:20:Citidel Guardsmen:Citidel Guardsmen]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:Citidel Founder:Citidel Founders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:Citidel Minder:Citidel Minders]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:Manafacturing Optio:Manafacturing Optio's]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:Head Mecial Optio:Head Medical Optio's]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:Optio of Merchandise:Optio's of Merchandise]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:Citidel Wraithseer:Citidel Wraithseer's]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:Citidel Farseer:Citidel Farseer's]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:Dealer of Time:Dealers of Time]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DUKE]
[NAME_MALE:Wraithlord:Wraithlords]
[NAME_FEMALE:Wraithlord:Wraithlords]
[SPOUSE_MALE:Wraith Seeker:Wraith Seekers]
[SPOUSE_FEMALE:Wraith Seeker:Wraith Seekers]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[POSITION:COUNT]
[NAME_MALE:Wrath:Wrath]
[NAME_FEMALE:Wrath:Wraths]
[SPOUSE_MALE:Wrath seeker:Wrath Seekers]
[SPOUSE_FEMALE:Wrath Seeker:Wrath Seekers]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[POSITION:BARON]
[NAME_MALE:Lord:Lords]
[NAME_FEMALE:Lord:Lords]
[SPOUSE_MALE:Lord consort:Lords consort]
[SPOUSE_FEMALE:Lord consort:Lords consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[POSITION:CHAMPION]
[NAME:Deathsworn Bloodpact Lord:Deathsworn Bloodpact Lords]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[PRECEDENCE:65]
[SQUAD:3:Deathsworn Bloodpact:Deathsworn Bloodpacts]
[APPOINTED_BY:MAYOR]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:HAMMERER]
[NAME:Deathsworn Executioner:Deathsworn Exercutioners]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:HAMMER]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[POSITION:LOCAL_LEGEND]
[NAME:Local Legend:Local Legends]
[SITE]
[NUMBER:AS_NEEDED]
[ACCOUNT_EXEMPT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[EXPORTED_IN_LEGENDS]
[DO_NOT_CULL]
[CHAT_WORTHY]
[COLOR:5:0:0]
[REQUIRED_BEDROOM:1]
[REQUIRED_CABINETS:1]
[DEMAND_MAX:1]
[POSITION:HIGH_PRIEST]
[NAME_MALE:Patriarch:Patriarchs]
[NAME_FEMALE:Matriarch:Matriarchs]
[SITE]
[RESPONSIBILITY:RELIGION]
[NUMBER:2]
[SQUAD:5:acolyte:acolytes]
[ACCOUNT_EXEMPT]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:155]
[EXPORTED_IN_LEGENDS]
[DO_NOT_CULL]
[CHAT_WORTHY]
[COLOR:5:1:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_CABINETS:1]
[REQUIRED_BOXES:1]
[REQUIRED_TOMB:100]
[POSITION:SUCCESSOR]
[NAME:Etherial Oathsworn:Etherial Oathsworn]
[SITE]
[NUMBER:1]
[ACCOUNT_EXEMPT]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:40]
[EXPORTED_IN_LEGENDS]
[DO_NOT_CULL]
[CHAT_WORTHY]
[COLOR:5:0:0]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_CABINETS:1]
[DEMAND_MAX:2]
[MENIAL_WORK_EXEMPTION]Powerful crops = fast growth and load sof yield AND good value cooking meals and drinks
Can voidshard be used to make clothing *in the RAWs*
okie thanks :DQuoteCan voidshard be used to make clothing *in the RAWs*
Probably if you turn it into thread, like adamantine or mythril.
Shedim block up a ton of other sieges... The only other race to attack had been a 1 squad goblin attack. I guess this is a good thing, since they provide good experience for soldiers and buy me time to get my guys into shape to deal with the voidwalkers. :)OH TRUST ME when voidwalkers are playable im gona literaly make all the evil races even more fucking powerful if possible...
[BUILDING_WORKSHOP:VOIDWALKER_CITIDEL_HEART]
[NAME:The Citidel Heart]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:8:9]
[BUILD_LABOR:MASONRY]
[BUILD_KEY:CUSTOM_SHIFT_S]
[DIM:15:15]
[BLOCK:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[BLOCK:2:0:1:1:1:1:1:1:1:1:1:1:1:1:1:0]
[BLOCK:3:0:1:0:0:0:0:0:0:0:0:0:0:0:1:0]
[BLOCK:4:0:1:0:1:1:1:1:1:1:1:1:1:0:1:0]
[BLOCK:5:0:1:0:1:0:0:0:0:0:0:0:1:0:1:0]
[BLOCK:6:1:1:1:1:1:0:0:0:0:0:1:1:1:1:1]
[BLOCK:7:1:0:0:0:1:0:0:0:0:0:1:0:0:0:1]
[BLOCK:8:1:0:0:0:1:0:0:0:0:0:1:0:0:0:1]
[BLOCK:9:1:0:0:0:1:0:0:0:0:0:1:0:0:0:1]
[BLOCK:10:1:1:0:1:1:0:0:0:0:0:1:1:0:1:1]
[BLOCK:11:0:1:0:1:0:0:0:0:0:0:0:1:0:1:0]
[BLOCK:12:0:1:0:1:1:1:1:0:1:1:1:1:0:1:0]
[BLOCK:13:0:1:0:0:0:0:0:0:0:0:0:0:0:1:0]
[BLOCK:14:0:1:1:1:1:1:1:0:1:1:1:1:1:1:0]
[BLOCK:15:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:0:1:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:2:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:3:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:4:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:5:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:6:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:7:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:8:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:9:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:10:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:11:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:12:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:13:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:14:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:0:15:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[COLOR:0:1:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:2:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:3:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:4:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:5:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:6:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:7:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:8:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:9:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:10:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:11:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:12:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:13:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:14:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[COLOR:0:15:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0:7:7:0]
[TILE:1:1:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
[TILE:1:2:137:176:137:137:137:137:137:176:137:137:137:137:137:176:137]
[TILE:1:3:176:176:176:137:137:137:176:176:176:137:137:137:176:176:176]
[TILE:1:4:176:176:176:176:176:176:176:176:176:176:176:176:176:176:176]
[TILE:1:5:176:176:176:176:176:176:176:176:176:176:176:176:176:176:176]
[TILE:1:6:177:177:177:177:176:177:177:177:177:177:176:177:177:177:177]
[TILE:1:7:178:178:178:177:176:177:178:178:178:177:176:177:178:178:178]
[TILE:1:8:178:178:178:177:176:177:178:178:178:177:176:177:178:178:178]
[TILE:1:9:178:178:178:177:176:177:178:178:178:177:176:177:178:178:178]
[TILE:1:10:177:177:177:177:176:177:177:177:177:177:176:177:177:177:177]
[TILE:1:11:176:176:176:176:176:176:176:176:176:176:176:176:176:176:176]
[TILE:1:12:176:176:176:176:176:176:176:176:176:176:176:176:176:176:176]
[TILE:1:13:176:176:176:137:137:137:176:176:176:137:137:137:176:176:176]
[TILE:1:14:137:176:137:137:137:137:137:176:137:137:137:137:137:176:137]
[TILE:1:15:137:137:137:137:137:137:137:137:137:137:137:137:137:137:137]
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[BUILD_ITEM:20:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
and of course the reactions so far!********************************************************
**********************CITIDEL HEART*********************
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[REACTION:VOIDWALKER_SUMMON_SHARD]
[NAME:Summon Voidshard]
[BUILDING:VOIDWALKER_CITIDEL_HEART:NONE]
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[REACTION:VOIDWALKER_SUMMON_JET]
[NAME:Summon Stone from the void]
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[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:JET:A:NONE]
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[REACTION:VOIDWALKER_SUMMON_COAL]
[NAME:Replicate fossil fuels that we do not fully understand]
[BUILDING:VOIDWALKER_CITIDEL_HEART:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
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[REACTION:VOIDWALKER_REFINE_COAL]
[NAME:Convert fossil fuels into less understood burnable fuel]
[BUILDING:VOIDWALKER_CITIDEL_HEART:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BITUMINOUS]
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[SKILL:MASONRY]
Nothing wrong so far?
Anyone else seen a crystal dragon, yet? Or a cannon beetle? Interesting creatures I have never seen before :(
Is the code working so far Fire?yes its working XD
double post againAnyone else seen a crystal dragon, yet? Or a cannon beetle? Interesting creatures I have never seen before :(
I just started a map on the newest LoFR release (after first a break from DF, and then playing a community game of vanilla DF, oh, how I missed the things I'd come to love through the mod!).
I have no idea if it's still rare to see the critters you were asking about, Pan, but as I checked the local critters about a month after starting play, ahh, there some cannon beetles are.Spoiler (click to show/hide)
The biome's a mix of mountains, rocky wasteland, and temperate savanna, temperate range seems to be mid to high, in case others are still seeking the (no longer rare?) beetle.
Edited to add, these beetles are awesome. They behave exactly how I wish my dwarven ranged troops would. So I have 2 war tigers and 2 war dogs, and all my dwarves but one are gathering plants along the edge of the map where they grow, the one is making picks. As plants get picked the random dwarf runs back to store it... sometimes followed by a war beast, each one was trained by a different dwarf.
The cannon beetles have wandered across much of the map; the war beasts IGNORE them. Even when they get shot by the stones. The beetles shy away from my dwarves and animals, like other harmless wildlife does. This is sad; I'd hoped the war beasts would attack them on sight... I really expected them to fight back once they started getting bruised.
As a dirty save scummer, especially as I check out new game features, I knew just what to do; I'd already saved the game, so I saved it again, in case these stones were capable of doing more than bruising. They were; so I reloaded and drafted everyone to move near a beetle.
Hah. They ignored it, it shied away from them, and continued to lob stones at them from a distance, which they ignored even as they got wounded.
Nothing for it then; kill it guys!
It's fast. And it doesn't slow down to fire the stones, and it apparently has eaten a LOT of them, because it just keeps shooting and shooting. My warbeasts are perfectly happy to follow their trainers; perhaps they could catch the beetle quickly but they're not trying to, they think it's a game I guess...
One of my starting 7 is -just- barely fast enough to close the distance. He dodges a couple stones, gets smacked by a lot of them, mostly bone bruises, though quite a few muscle bruises and a gut bruise too. He gets close enough at last to attack it; of course he's not at all trained, it dodges him and seconds after fires another stone at him, breaking a finger.
Fascinating creatures. I want my dwarves to be like them.
Fire, wanna make a playable cannon-beetle race? ;D
[BUILDING_WORKSHOP:VOIDWALKER_WEAPONS_SUMMONING]
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[COLOR:3:3:5:7:0:7:5:0:0:5:1:7:5:0:5:7:0]
[COLOR:3:4:5:7:0:7:5:0:7:5:0:7:5:0:5:7:0]
[COLOR:3:5:5:7:0:5:7:0:5:7:0:5:7:0:5:7:0]
[BUILD_ITEM:6:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]AND********************************************************
******************WEAPONS SUMMONING*********************
********************************************************
[REACTION:VOIDWALKER_REAVER]
[NAME:Summon Void Reaver]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_SPEAR_TWO]
[NAME:Summon Void Spike]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_SPEAR_TWO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_SPEAR_ONE]
[NAME:Summon Void Polearm]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_SPEAR_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_KNIFE]
[NAME:Summon Void Razor]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_KNIFE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_CUTTER]
[NAME:Summon Void Blade]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_CUTTER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_PROJECTOR]
[NAME:Summon Void Projector]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_THROWER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_CUDGEL]
[NAME:Summon Void Cudgel]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_CUDGEL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_STAFF]
[NAME:Summon Void Combat Staff]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_STAFF:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:VOIDWALKER_ENERGY_AMMO]
[NAME:Summon Void Energys For The Projectors]
[BUILDING:VOIDWALKER_WEAPONS_SUMMONING:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_VOID:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
Fire, even you're annoyed at your double posting- why not edit?
more progres :D
What im planning on doing is get ALL reactions / buildings DONE THEN set skill's that way the most important part is done, anyways the weapons smith and heart is done, next is the agri building *workshop farm* consumes voidshards and coke + seeds to make full crops, no need for farm plots
sorry for above the quote button broke D:
1: just the way i workQuoteWhat im planning on doing is get ALL reactions / buildings DONE THEN set skill's that way the most important part is done, anyways the weapons smith and heart is done, next is the agri building *workshop farm* consumes voidshards and coke + seeds to make full crops, no need for farm plots
So you are going to finish some of it....then go back and finish it? Why? It can't be easier then just finishing it right now....Quotesorry for above the quote button broke D:
......How?
1: just the way i work
i dont want to start a flame war but can i just work the way i want too?Quote1: just the way i work
It is literally just copying and pasting FORGE_WEAPON to the proper place. It would be like doing most of a math problem, but then leaving out all "2"s to be put back in later.
Imp, you should capture these beetles. And don't kill them -.- They might go extinct that way.
Hm, I guess you will have to just ignore the harassment for now and try in future. I guess the simplest option is to herd them into a pre-set line of cage traps, though you'll need a ton of cages and mechanics for that.
[BUILDING_WORKSHOP:VOIDWALKER_AGRI]
[NAME:Citidel food cogintator]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:3]
[BUILD_LABOR:HERBALISM]
[BUILD_KEY:CUSTOM_SHIFT_S]
[DIM:11:5]
[BLOCK:1:1:1:1:1:1:1:1:1:1:1:1]
[BLOCK:2:1:0:0:1:1:1:1:1:1:1:1]
[BLOCK:3:1:0:0:1:1:1:1:1:1:1:1]
[BLOCK:4:1:0:0:1:1:1:1:1:1:1:1]
[BLOCK:5:1:0:1:1:1:1:1:1:1:1:1]
[TILE:0:1:151:151:151:151:151:151:151:151:151:151:151]
[TILE:0:2:151:151:151:151:151:151:151:151:151:151:151]
[TILE:0:3:151:151:151:151:151:151:151:151:151:151:151]
[TILE:0:4:151:151:151:151:151:151:151:151:151:151:151]
[TILE:0:5:151:151:151:151:151:151:151:151:151:151:151]
[COLOR:0:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1]
[COLOR:0:2:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1]
[COLOR:0:3:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1]
[COLOR:0:4:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1]
[COLOR:0:5:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1]
[TILE:1:1:151:151:176:151:151:151:151:151:176:151:151]
[TILE:1:2:151:176:176:176:151:151:151:176:176:176:151]
[TILE:1:3:176:176:176:176:176:151:176:176:176:176:176]
[TILE:1:4:151:176:176:176:151:151:151:176:176:176:151]
[TILE:1:5:151:151:176:151:151:151:151:151:176:151:151]
[COLOR:1:1:0:7:1:0:7:1:1:5:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:1:5:1:0:7:1:0:7:1]
[COLOR:1:2:0:7:1:1:5:1:5:5:1:1:5:1:0:7:1:0:7:1:0:7:1:1:5:1:5:5:1:1:5:1:0:7:1]
[COLOR:1:3:1:5:1:5:5:1:5:5:1:5:5:1:1:5:1:0:7:1:1:5:1:5:5:1:5:5:1:5:5:1:1:5:1]
[COLOR:1:4:0:7:1:1:5:1:5:5:1:1:5:1:0:7:1:0:7:1:0:7:1:1:5:1:5:5:1:1:5:1:0:7:1]
[COLOR:1:5:0:7:1:0:7:1:1:5:1:0:7:1:0:7:1:0:7:1:0:7:1:0:7:1:1:5:1:0:7:1:0:7:1]
[TILE:2:1:176:176:176:176:176:176:176:176:176:176:176]
[TILE:2:2:176:176:178:176:176:176:176:176:178:176:176]
[TILE:2:3:176:178:178:178:176:176:176:178:178:178:176]
[TILE:2:4:176:176:178:176:176:176:176:176:178:176:176]
[TILE:2:5:176:176:176:176:176:176:176:176:176:176:176]
[COLOR:2:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1]
[COLOR:2:2:1:5:1:1:5:1:5:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:5:5:1:1:5:1:1:5:1]
[COLOR:2:3:1:5:1:5:5:1:5:5:1:5:5:1:1:5:1:1:5:1:1:5:1:5:5:1:5:5:1:5:5:1:1:5:1]
[COLOR:2:4:1:5:1:1:5:1:5:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:5:5:1:1:5:1:1:5:1]
[COLOR:2:5:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1:1:5:1]
[TILE:3:1:201:205:205:187:176:28:176:13:176:29:176]
[TILE:3:2:186:137:137:186:176:28:176:13:176:29:176]
[TILE:3:3:186:8:137:186:176:28:176:13:176:29:176]
[TILE:3:4:186:137:137:186:176:28:176:13:176:29:176]
[TILE:3:5:199:197:199:188:176:28:176:13:176:29:176]
[COLOR:3:1:5:7:0:5:7:0:5:7:0:5:7:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1]
[COLOR:3:2:5:7:0:0:5:1:0:5:1:5:7:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1]
[COLOR:3:3:5:7:0:0:5:1:0:5:1:5:7:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1]
[COLOR:3:4:5:7:0:0:5:1:0:5:1:5:7:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1]
[COLOR:3:5:5:7:0:5:7:0:5:7:0:5:7:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1:6:5:0:4:5:1]
[BUILD_ITEM:6:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]and reactions[REACTION:VOIDWALKER_MUCK_ROOT]
[NAME:Sacrafice voidshard for muck-roots]
[BUILDING:VOIDWALKER_AGRI:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:12:PLANT:NONE:PLANT_MAT:ROOT_MUCK:STRUCTURAL]
[SKILL:HERBALISM]
[REACTION:VOIDWALKER_SWEET_POD]
[NAME:Sacrafice voidshard for Sweetpods]
[BUILDING:VOIDWALKER_AGRI:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:12:PLANT:NONE:PLANT_MAT:POD_SWEET:STRUCTURAL]
[SKILL:HERBALISM]
[REACTION:VOIDWALKER_PLUMP_HELMET]
[NAME:Sacrafice Voidshards For Plump-Helmets, The Plant Of The Dwarfs]
[BUILDING:VOIDWALKER_AGRI:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:12:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[SKILL:HERBALISM]
[REACTION:VOIDWALKER_PIG_TAIL]
[NAME:Sacrafice Voidshard For Pigtails]
[BUILDING:VOIDWALKER_AGRI:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:12:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
[SKILL:HERBALISM]
[REACTION:VOIDWALKER_CAVE_WHEAT]
[NAME:Sacrafice Voidshard For Cave-Adapted-Wheat]
[BUILDING:VOIDWALKER_AGRI:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:VOIDSHARD]
[PRODUCT:100:12:PLANT:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]
[SKILL:HERBALISM]EDITif i doubled the stats on any weapon does it make it 2X more powerful?
im planing on making a upgrade building for weapons and posibly mroe melee weapons.
Doubling the weapon's size might make it too large for smaller creatures to wield (not sure how big voidwalkers are without looking).
I recently downloaded the newest version of the mod, and after a few years of performing alchemical experiments and reviewing the results, I have never gotten a slab for synthesizing hadrine, though I have already gotten many duplicates of all the other advancement items. Has the probability for getting this item been reduced? Or do I just have really bad luck?
im pissing my self with laughter right now XD
i set a reavers contact area to 1
everything was one shot killed XD
50 dorfs with adamantine and swords got owned by voidies lulz
dont worry about balance though guys ive delt with that, the reaver have its normal stats redone
How is progress, Narhiril? :) Still clinging onto old LFR cuz of a good fort I got, but the new one should catch my attention soon :p
Imp, you should capture these beetles. And don't kill them -.- They might go extinct that way.
First of all, I'm glad someone finally found cannon beetles. You may be interested to know that I am working on a new mechanical construct that emulates their behavior.
New poll is up. I'm interested in how this one will turn out, since I don't really know where to stand on it myself.
Always back up your hard drive in times of peace. I recently had a cooking accident with my laptop, and I was kicking myself for not backing it up. I did manage to recover the hard drive, but only after a week of nervous waiting.
And then there's times when the human merchants just steal the show, along with anything else they can get their clawed crustacean mitts on.Spoiler (click to show/hide)
You can order them live in cages, too. What kind of easter eggs are they, anyway?
and then I'll get the first revision out this weekend.
Mm, the whole archeology thing is fun and profitable. And yes, there is still issue of priceless vanguard artifacts and precious vanguard artifacts colonizing stockpiles without option to turn it off in stockpile settings.
Ectoplasmic residue is apparently a cut-able gem, too. Not sure if this is intentional.
Narhiril, Shedim sieges are really, really common. By year 5's end, I haven't seen voidwalkers at all beyond thieves, and the bog troll siege has just only begun, with a single warband of prodders.
Also, humans have fields of bluebells and mousebulbs in adventurer. Just wondering if that is intentional.
Shedim devoured corpses stand around as melted undead for a while after leaking a gas. Is there no way to make them disappear immediately?
Shedim devoured corpses stand around as melted undead for a while after leaking a gas. Is there no way to make them disappear immediately?
This is another thing I'm devoting a lot of time this weekend to determining the cause of. I'll get back to you guys when I have some conclusive progress.
:'( Shedim don't eat each other's corpses
Thanks, narhiril! You're awesome. :)
Thanks, narhiril! You're awesome. :)
Thanks, narhiril! You're awesome. :)
^
Hm, a rainbow diamond disappeared :( I was saving it for the crystal growth tank...
Sup, Narhiril?
Right now the reaction for constructing glass prisms of light produces an altar of shadows, a very minor problem, but just something that could be fixed.
Ok, are .18e saves compatible with the new version, .19b?
Does this work with DfHack? Avuzarros, or Minethrow, needs a good cleaning. 13 fps for 240 dorfs is NOT ACCEPTABLE!
In fact, nothing she could do would break DFHack unless she does some weird-ass... I don't even know how you could break it, haha. No need to worry, in other words.
ARMOK DAMNIT! I AM NOT GIVING UP ON MY 250 MILLION DWARFBUCK FORT! THIS FORT IS ALMOST 400 YEARS OLD! IT. WILL. NOT. FALL!!!Ok, are .18e saves compatible with the new version, .19b?
Does this work with DfHack? Avuzarros, or Minethrow, needs a good cleaning. 13 fps for 240 dorfs is NOT ACCEPTABLE!
1) No, they won't be. The only compatible saves will be 0.19b to 0.19c.
2) Yes, this mod works with DFHack. Nothing I have done should interfere with any of its functions.
Quick thought I had, I often feel the scariest of cavern creatures are underwater. The Watcher creature in Lord of the Rings scared me half to death as a kid (right along with the scene where Bilbo goes bananas in Rivendell), and I think LFR isn't really delivering that promise of the earth striking back anyway. I never see crystal dragons or sentinels, only megalania and deep wolves.
So, how's about introducing some scary cavern stuff? Or maybe have underground silk farm-able creatures?
400 years? Really? :oAlmost 400 years, 399 and counting, so will be 400 soon.
IIRC that's a record.What? Really? 0.0
The average fort lasts, like, 2 years. You are an extreme outlier.Really? 2 years? My shortest lived fort has been 4 years, guess I just have long lived forts. Although my liking for turning off invaders until I get about 100 dorfs does affect that.
The average fort lasts, like, 2 years. You are an extreme outlier.Really? 2 years? My shortest lived fort has been 4 years, guess I just have long lived forts. Although my liking for turning off invaders until I get about 100 dorfs does affect that.
I've read there's neat things that appear after a long in game time, like moss growing on constructed walls.... I'm eager to see what else may be different! I think my oldest fortress was a bit less than 8 years old when I lost it.
I've read there's neat things that appear after a long in game time, like moss growing on constructed walls.... I'm eager to see what else may be different! I think my oldest fortress was a bit less than 8 years old when I lost it.
My record was 25, but that was way back in the earliest days of the mod. I'm a bit too tired to patch everything together for a release tonight, but it's all finished and I can get it released tomorrow. It's just a bugfix and balance release, so don't get TOO excited. ;)
It does include one new work-in-progress creature, which is only about 80% complete and doesn't yet have graphics. This one's unique in that it doesn't test properly in arena mode, so I'll actually need to encounter one in-game to make sure it's working properly. It's disabled by default, so you won't need to worry about it, but I mention it in case anyone is interested in going to see for themselves.
Hm. What manner of creature is this? A hint?
Hm.. Narhiril, you ever considered cavern races?
All this excitement over me? :o :) :o
Going to check the age, how long is a "short" history?
EDIT: might want to change the glitch that blacks out sections of the screen over text, turns out what I thought was a 5, was a 2. Avuzarros is only about a hundred years old.
Should I still upload?
RITUAL TIER 4! *wantstoseenewgods*
EDIT: might want to change the glitch that blacks out sections of the screen over text, turns out what I thought was a 5, was a 2. Avuzarros is only about a hundred years old.
Perfect soldiers! Sounds like !!FUN!! for goblins.
I think you're going to like paragons. They heal at an incredible rate and can resurrect other paragons.
What are these new cavern races going to be like? Are there going to be anything unusual, or is it a more generic race for flavor?
.....The hell? I just got a artifact gold statue, all fine and dandy, but I look at it and it says that it is "a image of a nyan cat in gold".
WHAT.
!!EDIT!!: Minethrow fell. Demons were slaughtered, and no syndromes came, but the fort fell to that dreaded being, a rift warden.
(I had managed to somehow get a caged rift warden. I had dumped it on the demons, and while it killed quite a few, I had expected it to die of its wounds. It proceeded to wipe out my entire fort, even my 43 dwarf military, which were not even scratched by the demons, even though I only used the military to kill the demons.Well, along with siege operators, but I believe those count.)
I've always hypothesized that rifts had something to do with voidwalkers. Punished cuz they let the voidwalkers into the world?
Maybe rift wardens are like The Last Dwarf in morrowind, survivors of some cataclysmic experiment, possibly involving Kexel. The medallions that they wear are put there by Kexel to keep them under control, and to keep them from repeating it. Harnessing the power of a god would be dangerous.
EDIT: also, construct light prisms has construct spelled as constrcut, which makes no sense.
okie sure thing narhiril ,but if theres anythign good in my mod can it get added?
also is anyone going to answer my questions at the top of page 197?
Just a question on on of the possible products of the ceremony.Spoiler (click to show/hide)
I mean everyone is giving birth like crazy.
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.
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?
Just got a lizardmen siege, what do lizardman mystics do? They all died to my 3 marksdwarfs before they did anything.
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?
Thanks! Also, when paragons come out, my commander is SO getting made one. He has killed both of the amaroks that attacked, and got the title "the holy larks-counselors of healing." Although, are amaroks supposed to be this common? They appear to be the only megabeasts that I have ever seen.Just got a lizardmen siege, what do lizardman mystics do? They all died to my 3 marksdwarfs before they did anything.
All they do at the moment is protect themselves from ritual unit hexes.
Thanks! Also, when paragons come out, my commander is SO getting made one. He has killed both of the amaroks that attacked, and got the title "the holy larks-counselors of healing." Although, are amaroks supposed to be this common? They appear to be the only megabeasts that I have ever seen.Just got a lizardmen siege, what do lizardman mystics do? They all died to my 3 marksdwarfs before they did anything.
All they do at the moment is protect themselves from ritual unit hexes.
Another random, possibly noob question - are Lizardmen supposed to be strong, or is it the whips that are hilariously overpowered? My mostly iron/steel armored militia equipped with mostly damascene steel greataxes (also some mithril greataxes, tungsten hammers and random weapons I just made), which already annihilated three voidwalker thieves and several bog troll ones got absolutely massacred by Lizardmen siege that consisted only of copper/bronze equipped lashers and one mystic.Whips are like lightsabers in DF, very damn dangerous.
Whips are overpowered even in vanilla DF, sorry to say.
What skill does a khopesh use? Just got a artifact one of candy called goremortals.
Whips are overpowered even in vanilla DF, sorry to say.
Doesn't mean they can't be fixed or removed entirely, of course.
So, what's up now, Narhiril?
Meph: I might have something similar to what you're talking about. I'm working on (and mostly done with) a plugin to make boiling rock syndromes apply instantaneously rather than relying on the game to sometimes make them breathe them in and sometimes not. I just tweaked it so that you can call dfhack commands using syndrome classes.
Here's the short version: you make a reaction that produces some rock. The rock has a syndrome. The syndrome has syndrome classes. When the reaction is triggered, the plugin scans for a reaction class called "command". If it finds one, it considers all remaining syndrome classes to be part of a dfhack command. The first subsequent one is a command, and each one after, if any, is an argument.
Early testing is promising. It should work both with scripts and by directly calling plugins.
Before you start, two things...
1. Turning dwarves temporarily crazed with CE_ADD_TAG:CRAZED will cause loyality cascades, which might or might not be fixed by the new dfhack.
2.Meph: I might have something similar to what you're talking about. I'm working on (and mostly done with) a plugin to make boiling rock syndromes apply instantaneously rather than relying on the game to sometimes make them breathe them in and sometimes not. I just tweaked it so that you can call dfhack commands using syndrome classes.
Here's the short version: you make a reaction that produces some rock. The rock has a syndrome. The syndrome has syndrome classes. When the reaction is triggered, the plugin scans for a reaction class called "command". If it finds one, it considers all remaining syndrome classes to be part of a dfhack command. The first subsequent one is a command, and each one after, if any, is an argument.
Early testing is promising. It should work both with scripts and by directly calling plugins.
:)
Happy 2013, Narhiril. Hope this will be a good year for both you and your wonderful mod :)
So, what's the general idea for the next update?
-Mechanical construct assembly will no longer fail. Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation. The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc. A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle. I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.
-Mechanical construct assembly will no longer fail. Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation. The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc. A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle. I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.
Stay tuned!
Will we need DFhack running in order to play, or will the required bits be incorporated entire into LoFR?
Just got a carbuncle bone crown with a image of TERRAN PLANETS on it. What the heck? Easter egg, or something else?
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.
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?
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.
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.
I thought of PMing you, but others might benefit from this posed question: how does the mantis reaction work? I keep doing the job "assemble iron mantis" but nothing happens, the stuff just gets used up. I've tried having a slimer pastured right next to the MDL, caged and chained. How is this supposed to work?
Also LFR seems to be spamming the command "gate" to DFhack, what is this?
Also Also, what job type does the MDL use?
Note: I'm using the iron mantis reaction
what ammunition does the void hurling staff use?the same as the void energy projector iirc, the projector is much better at firing them however...
got an artifact one at the beginning of my fortress
Darn. I hope the don't trapavoid, so i can just strip them, and dump them into a 6-7 story spike pit
what job profession is fabricate magnetic dart launcher? it never seems to get done.
My policy of executing bowyer prodigies may have to be changed
is this mod well suited for an adventurer?
Or diversify the LFR creature count? Small touches and additions, here and there. Make people feel like they are truly exploring a 'forlorn realm'. Of course, easier said than done. I'm just throwing an idea out there. I merely suggest cuz I love it when I go into the caverns and see LFR creatures.I wouldn't think so, maybe a caste that flies and avoids traps, since Shedim otherwise are just asking to be caged?
Also, Narhiril, do you think it'll be terribly unbalanced for the Shedim to have a caste that flies?
I think Nari should tweak the values a bit for her creature content. Way too often I see boring, standard DF creatures "block" her content. You have to purge the caverns before sentinels show upI don't see 'boring DF creatures blocking her content'. I'm literally swimming in Deep wolves, having commited several annihilation expeditions, sacrificing several military and civilian dwarves in progress. Same goes for sabre-toothed tigers. I'm yet to breach third cavern level, so I can't speak for them, but I'm getting as much LFR-related fun as I could ever want.
Deep wolves are 4 legged crundles. No threat at all and a cheap source of bad meat. How'd you lose soldiers to them? Get em armored a bit, and he'll slay a pack himself!My soldiers wear full armor (helm, mail, breastplate, leggins, greaves, gauntlest, high boots, shield). The worst metal present is iron. They are armed with mix of damascus steel/iovium/captured voisdhard weaponry. Still, they die.
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.
Sadly, I assume DF-Hack's clean function will also clean the runes off?
: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?
Launch fighters!: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.Spoiler: Currently finished changes (click to show/hide)
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.
QuoteDarn. 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.)
I found a minor oversight - Shedim Ah Tel have description of discordants.
I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.
I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.
Pray, elaborate?
Uh, is the conduct research reaction supposed to make 10 ethereal spheres (various quality levels, quite high though!) and a research result? I knew ethereal spheres were a possible result, but I thought it was one at a time.
yes it is possible for this to happen, it is NOT possible to make the results mutually exclusive
Uh, is the conduct research reaction supposed to make 10 ethereal spheres (various quality levels, quite high though!) and a research result? I knew ethereal spheres were a possible result, but I thought it was one at a time.
yes it is possible for this to happen, it is NOT possible to make the results mutually exclusive
on that note, it is possible for the Weapons Concepts Lab to produce one of EVERYTHING on a single try.
the chance of that is much worse than 1 in a million though :D
That reaction is bugged. I've never been able to melt etheral spheres to ether bars. I've processed ether spheres at at furnace but it never produces anything, so I've just sold spheres cause they were worth like 10k urists each.
On a related note, is anyone else getting way too much weapon prodigies? These guys make it too easy to get masterwork weapons.
9 slimers pastured on top of the mechanized defense lab, and a total of 2 iron mantis reactions and 5 mithril tarantula resulted in no creatures. Is there a specific tile the slimer needs to be in or does the reaction really have such a low chance of success?
Wait, you can't actually breed them from the empyrean. I suppose there is a chance that the normal carbunke gives birth to one?
Yes, there is a (small) chance that a normal carbuncle will give you an empyrean.
My shedim siegers are acting like weird cultists.That happens to me, but mainly because the Shedim Supreme Commander thought trained War Polar Bears made good snacks. But clearly the Shedim are trying to summon their dark god.
They appear in groups of 20-80 with 10-40 war beasts, which they slaughter along the edges of the map. I know that's unfortunate though normal behaviour for them, but then it gets weird to me. After devouring those corpses, the shedim immediately break their siege and leave. Usually no shedim become harmed in that slaughter, and they do not appear to be suffering from a loyalty cascade either. Typically this takes them 1-3 game days, and leaves me with many yummy beast limbs to gather and butcher, but I really don't understand why, having bloodied their teeth and claws, they do not continue to press their siege.
Starting to think of this as Shedim Easter or something ;p
Probably has to with them hating life. Maybe Narihil could make undead mounts for them? SPOOKY
I have no solution, but I can confirm that the shedim do the same thing at my fortress.Doesn't happen to me. I'm playing on .19b, if that helps.
Actually, the first ones to show up had no mounts, so they actually attacked. The ones with mounts just kill the mounts, then leave.
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.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.
So does mine. The killzone includes an extensive system of murder holes.My method gets me legendary marksdwarves.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.
The flying Shedim Discordant Energy ball strikes the marksdwarf in the upper body, tearing apart the upper spine.So does mine. The killzone includes an extensive system of murder holes.My method gets me legendary marksdwarves.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.
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?
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.
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.
i don't see a temple of origin anywhere <_<
derrrp i knew that <_<i don't see a temple of origin anywhere <_<
It hasnt been updated yet you silly man! Wait for version 20a!
i don't see a temple of origin anywhere <_<
It hasnt been updated yet you silly man! Wait for version 20a!
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.
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.
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.
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
Narhiril, may I use the Hydroponics Chamber concept for my own mod? Credits will go to you, of course. Thanks! :)
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?
No burrows exist.I wish LFR had a quotes page so I could nominate this for listing.
Oh, wait, everything's economic due to a certain group of reactions *glares angrily at block-making reactions*...
I embarked at a site with an exiled rift warden living in a temple of healing (basically a rectangular smooth stone floor with random pillars) and I immediately died.
is there a way to beat that thing up with 7 dwarves?
Putnam
No, it's a vanilla dwarf fortress temple
it's like a 30x40 large smooth stone floor with pillars scattered on top.
I encountered one in adventure mode that has a bronze colossus living on it(or at least guarding something) a few months past.
DFHack r3 has been released. That means we should see a new LFR in the near future! (If narhiril doesn't have real-life time conflicts.) :D
If you need help with a GUI, I am up for it. LNP is now open source and can easily be modified. Or my own GUI, which is based on the LNPs source code as well.
About the blockfactory: Having indiviual block colors is not nearly as important as having individual furniture colors.
I am curious to see how your truetransform will work out (i havent tested it yet), and what you will come up with for itemsyndrome. :)
Sorry to interrupt but I have to ask.
My Weapons Concept Laboratory just made an Iron Giant Spoon.
I know this is a weapon but does it belong under the hammer genre?
:) Take your sweet time, Narhiril.
Bad news:
- The download aborted at 6.8 MB the first time -- no idea why. It downloaded fully the second time.
- No ASCII! :-X
- The capitalization of the LFR_additional_creatures.png file is wrong -- I had to rename it to lfr_additional_creatures.png (non-issue on Windows because the FAT and NTFS file systems automatically translate capital to lowercase or vice versa).
- The reaction_foundry_kipi.txt (and building_foundry_kipi.txt) files are still present, meaning most of the stones get marked as "economic". And I didn't realize this until I'd already world-genned and embarked.
Yay, glad to see a new version of LFR! :D
When future bug fixes come out, will we probably be able to keep using a 20.a save, or will we probably need to gen a whole new world for 20.b?
I just noticed a mixture of two different boozes in the same barrel:
-prickle berry wine Barrel (chestnut) <#1>-
Weight: 24 Basic Value: 20
Contents:
prickle berry wine [4]
dwarven wine [5]
A separate pre-installed ASCII download seems like overkill, unless there are a bunch of other players who want it. Please don't feel any obligation to spend time on that just for me. I'll take a look at the optional components folder and see if I can figure it out.
Yeah, ASCIIfication was simple enough -- just copy the files from one place to another. I removed the foundry files after that, and regenned the world.
The new world seems to have aquifers everywhere, so I chose a spot and dug through the aquifer. Tedious, but I've done it before....
In the summer, some migrants arrived. Two of them are ten years old and married to each other. Did you lower the age of maturity from the standard 12 years?
Yeah, download it separately. It should work, unless narhiril has included anything extra.
Sentinel drones are killing everything in the caverns! More in depth stuff afterwards when I'm less busy.
Yep, that was what I was gonna say. Crude javelin bolts shred them like paper, though, a testament to the overpoweredness of ranged weaponry these days :-\
Yep, that was what I was gonna say. Crude javelin bolts shred them like paper, though, a testament to the overpoweredness of ranged weaponry these days :-\
And darn it, DF Hack doesn't run on my mac. Anyone knows how to get around that? :(
My fort's latest artifact. I was hoping for something exotic, but the guy put a lot of work into this and I certainly won't complain about a great axe... but is cobalt a good weapons material? There's no information on it without digging into the raws.Spoiler: Purpletamed (click to show/hide)
My fort's latest artifact. I was hoping for something exotic, but the guy put a lot of work into this and I certainly won't complain about a great axe... but is cobalt a good weapons material? There's no information on it without digging into the raws.Spoiler: Purpletamed (click to show/hide)
Cobalt is very nearly equal to Iron. Almost. The numbers are ridiculously similar.
I'm gonna guess no. :-\
These sentinel drones are indestructible to melee, it seems. Good for training, aye :) Not so good for immersion :(
I'm gonna guess no. :-\
These sentinel drones are indestructible to melee, it seems. Good for training, aye :) Not so good for immersion :(
I'll look into it. Remember that you're fighting one of the Vanguard's most advanced weapons - they're supposed to be extremely difficult enemies, but I admittedly haven't tested them very extensively.
I'm gonna guess no. :-\
These sentinel drones are indestructible to melee, it seems. Good for training, aye :) Not so good for immersion :(
I'll look into it. Remember that you're fighting one of the Vanguard's most advanced weapons - they're supposed to be extremely difficult enemies, but I admittedly haven't tested them very extensively.
I don't think that's a problem. What I'm running into is in the first 3 years of my game, I've already seen a couple dozen of them on the first cavern level.
And while they're indestructible, they're not really dangerous either. They were completely incapable of harming my soldiers in bronze armor. The dwarves they did kill were unarmored or dodged off a cliff.
Until one of my markswarves who actually bothered to grab some ammo came and dispatched it with a single copper bolt.
I watched another one fight a forgotten beast for like an entire year. They just couldn't harm each other.
The new world seems to have aquifers everywhere, so I chose a spot and dug through the aquifer. Tedious, but I've done it before....
I can't build a Machine Shop, because it keeps requiring rock chains, instead of metal ones.
I can't build a Machine Shop, because it keeps requiring rock chains, instead of metal ones.
There is literally no difference whatsoever. "Rock chains" is just what DF calls metal chains.
Isn't Kexel that secret god in the manual?
I think it might be time to select a new mayor... Who is Kexel, by the way?Spoiler (click to show/hide)
I think it might be time to select a new mayor... Who is Kexel, by the way?Spoiler (click to show/hide)
I kinda think that's neat.
Especially if it could function as a 'way of going to talk to that deity'.
Imagine that, your mayor really does 'have the ear of god' at least on occasion, just by opening a very special door from within his chambers....
Is it intentional that smelting mithril and iovium ores only yields 1 bar, instead of 4 bars?
All right. Now, I officially give up. I have edited graphics out of my init.txt, I have dropped the alternative raws folder where it belongs, I even tried to delete the entire graphics folder. Yet no matter what I try, I get this:
*SNIP*
So, is there some crucial step I missed in the process, or it's a feature of uninstalling tilesets? (yes, I have little to none experience with tilesets).
A question about a strange mood armor:Spoiler (click to show/hide)
A question about a strange mood armor:Spoiler (click to show/hide)
Gosh, how would that even be worn? Like a backpack? That almost sounds like some sort of ammo for a special type of projectile weapon!
So... arent all your reactions in reaction_brew_lfr overflowing when you use a barrel and 4-5 plants? I had a problem with this in my mod, had to change the reactions to take either only pots or 2 barrels... Check your workshop, my guess is that 20-25 units of drink are created outside of the barrel, and remain untouchable in the workshop. You can clean it by deconstruction, but no one can drink it.
All right. Now, I officially give up. I have edited graphics out of my init.txt, I have dropped the alternative raws folder where it belongs, I even tried to delete the entire graphics folder. Yet no matter what I try, I get this:
*SNIP*
So, is there some crucial step I missed in the process, or it's a feature of uninstalling tilesets? (yes, I have little to none experience with tilesets).
Praise be!All right. Now, I officially give up. I have edited graphics out of my init.txt, I have dropped the alternative raws folder where it belongs, I even tried to delete the entire graphics folder. Yet no matter what I try, I get this:
*SNIP*
So, is there some crucial step I missed in the process, or it's a feature of uninstalling tilesets? (yes, I have little to none experience with tilesets).
Just gonna drop this here (http://dffd.wimbli.com/file.php?id=7620)...
Please let me know if you run into any issues.
The file item_armor_lfr_simple.txt is present in Ironhand but not in ASCII.
Or... at least, it's present in my fortress's raw directory, and in the extracted Ironhand directory. I seem to have misplaced the original Ironhand 0.20a archive. Anyway, copying that into my data/save/region1/raw/objects/ directory made it work. And it looks much nicer now. :)
########
+++++++###
......+ <- water <-
......+###
......+ <- water <-
......+###
######+#
I don't know modding very well, but in vanilla there's definitely no way to cause a creature to move in a desired direction with any kind of predictability. You can approximate it, though -- retract a retracting bridge, and the creature will move downward (maybe). Introduce flowing water, and the creature may move in the direction the water is flowing. None of these are 100% reliable.Well, the only way to get someone moving against his will in certain direction is bridge-a-pult (at lest as far as I know).
For your design, I would think that pumping a bunch of water would be a reasonable approach:Code: [Select]########
+++++++###
......+ <- water <-
......+###
......+ <- water <-
......+###
######+#
Hi, I have been working on some random little mods, and I created a fire mage, which after downloading this mod and looking through raws I saw it is very similar to the ember-light dwarf in this mod. I was unable to keep them from lighting the grass ablaze and quickly dying in the inferno. I was wondering if the dwarves here do the same thing and, if not, how you manage to keep them from killing themselves. Thanks in advance!
Prayer for Lemox' favor - no reagents, produces symbols of Kerox' favor (occasionally).
Prayer for Kerox' favor - no reagents, produces symbols of Lemox' favor (occasionally).
In lfr_ritual_reference.txt:QuotePrayer for Lemox' favor - no reagents, produces symbols of Kerox' favor (occasionally).
Prayer for Kerox' favor - no reagents, produces symbols of Lemox' favor (occasionally).
I think these descriptions got switched.
Well, Narhiril, since you've been gone awhile, how about a big post discussing what you intend to do now? What's up for the next release? Are you going to be fixing bugs? (theres some quirkiness here and there, like damascus drone hosts being too common and all that)
still no new version ?
I landed an internship for the summer
They're only engaging in psychological warfare -- putting on a show of pointless carnage to unsettle the dwarves with their brutality and fearlessness.
Also, everyone dies to wooden bolts, even damascus sentinels. I don't suppose you would consider fixing archery OPness, or including the Broken Arrow mini mod into this?
Have you thought about making changes to existing races? You know, for story based purposes and stuff to their culture? Just thought you have a very interesting plethora of races here you could work with, like the void walkers and the shedim and especially the vanguard. And even the moroii. Which reminds me, any plans on cavern invaders?
And why bananas? :P I personally hate that mushy, gooey and dry thing, and the chips they make out of it is so bad. Blah. Hate bananas. Unless it's sliced and on pancakes. :) (yeah, Pan likes pancakes. Har har har.)
Ermh, a small request. Could you add in halberds that dwarves can make? I like halberds.
Nice. What's the release about?
^ What he said. What's PRIDE, though? ???
^ What he said. What's PRIDE, though? ???
http://pridestl.org/
I think it might be time to select a new mayor... Who is Kexel, by the way?Spoiler (click to show/hide)
I kinda think that's neat.
Especially if it could function as a 'way of going to talk to that deity'.
Imagine that, your mayor really does 'have the ear of god' at least on occasion, just by opening a very special door from within his chambers....Spoiler: Actual LFR spoiler (I think?) about the Kexel's stuff (click to show/hide)
Man, that sounds swell. I have some questions, as usual, if that's alright :)
1. How powerful are halberds?
2. Will cavern shedims be a seperate race? And any hints on the actual cavern race soon? :P
3. If you're working on that backstory lore mod, are you gonna concentrate on LFR as it is as well? I personally prefer playing dwarves and letting the voidwalkers have an air of mystery as they are.
yup, you've got people over here rooting for ya! even if we're mostly silent most of the time
on a side note, seems like toady's working on stealing your thunder with the bananas whenever his next update gets released. but still, yay for nar's updates. and you really shouldn't feel bad about taking time for any rl things that pop up, ya know. rl is important, esp work and your health. so, don't worry when people around here start seeming impatient. they'll wait, just like the rest of us
Well, so far so good.
I was kind of shocked to see 38 migrants show up one year, but it became totally worth it when I noticed a child blinking...
He's a legendary weaponsmith savant. He's only 3, so doubtlessly it'll rust by the time he matures, and by then I may have other legendary weaponsmiths, but still. I'm assigning him a war animal. I will not have a child prodigy abducted by goblins or whatever.
Well, so far so good.
I was kind of shocked to see 38 migrants show up one year, but it became totally worth it when I noticed a child blinking...
He's a legendary weaponsmith savant. He's only 3, so doubtlessly it'll rust by the time he matures, and by then I may have other legendary weaponsmiths, but still. I'm assigning him a war animal. I will not have a child prodigy abducted by goblins or whatever.
I THINK child prodigies will still perform whatever labor they're good at, even if you don't want them to..... Congrats on that legendary 3 year old weaponsmith though!
I just stumbled across #0006334: Creatures, including dwarves, born in the fortress do not grow to full adult size. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334)
DFHack fixes are available: Ruby version (http://www.bay12forums.com/smf/index.php?topic=91166.msg4313566#msg4313566), Lua version (http://www.bay12forums.com/smf/index.php?topic=91166.msg4312699#msg4312699). The Ruby version appears to be the more polished of the two.
That's something we're trying to work out. The thread is here (http://www.bay12forums.com/smf/index.php?topic=111103.0).
Do we get to know what the options mean, or is this just a poll to decide the name?
Yeah, LFR fortress is good. Who wants to start it up? I will if no one else will :)
And uhm, Narhiril, wanna join in the succession fort? :)
They can often come in the first half of the second year if close by.
They can often come in the first half of the second year if close by.
Well, now we know that they can come in the second half of the first year, too.
I just stumbled across #0006334: Creatures, including dwarves, born in the fortress do not grow to full adult size. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334)
DFHack fixes are available: Ruby version (http://www.bay12forums.com/smf/index.php?topic=91166.msg4313566#msg4313566), Lua version (http://www.bay12forums.com/smf/index.php?topic=91166.msg4312699#msg4312699). The Ruby version appears to be the more polished of the two.
Create overgrown pedestals - takes 1 stone and 1 plant, produces an overgrown pedestal.
[ITEM_TOOL:ITEM_TOOL_NATURE_SHRINE_COMP]
[NAME:pedestal:pedestals]
[ADJECTIVE:overgrown]
[VALUE:20]
[HARD_MAT]
[TILE:9]
[SIZE:50000]
[MATERIAL_SIZE:5]
[REACTION:SHRINE_COMP_TWO]
[NAME:fabricate overgrown pedestal]
[BUILDING:TEMPLE_CONSTRUCT_LFR:CUSTOM_P]
[REAGENT:A:5:BOULDER:NO_SUBTYPE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:2:PLANT:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NATURE_SHRINE_COMP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
The manual says:QuoteCreate overgrown pedestals - takes 1 stone and 1 plant, produces an overgrown pedestal.
But the game actually grabs 5 stones and up to 2 stacks(*) of plants.
The raws say:Quote[ITEM_TOOL:ITEM_TOOL_NATURE_SHRINE_COMP]
[NAME:pedestal:pedestals]
[ADJECTIVE:overgrown]
[VALUE:20]
[HARD_MAT]
[TILE:9]
[SIZE:50000]
[MATERIAL_SIZE:5]
andQuote[REACTION:SHRINE_COMP_TWO]
[NAME:fabricate overgrown pedestal]
[BUILDING:TEMPLE_CONSTRUCT_LFR:CUSTOM_P]
[REAGENT:A:5:BOULDER:NO_SUBTYPE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:2:PLANT:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NATURE_SHRINE_COMP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
(*)If the first stack it grabs has >= 2 plants in it, then it doesn't need a second stack. If the first stack has 1 plant, it'll grab a second stack. If the second stack has >= 2 plants, then the extras will not be used up by the reaction.
I have a fort in an evil region with undead reanimation, and I've found that Shedim are not attacked by the undead. I'm thinking of possibly trapping some Shedim and using them as a "cleanup" to eat corpses before they can animate. Has anyone thought about this already? For me it's just a concept, and I'm not sure how the real setup would created - specifically the problem of separating the undead and Shedim so that I can use traps/rocks to make only the undead collapse, allowing the Shedim cleanup crew to do it's work.
Anyone have any ideas?
EDIT:
Also, do Shedim eat body parts - like arms, legs, skin etc...? Because those also animate and it would be nice if they could get rid of those too.
My mayor is demanding an ethereal cabinet in her dining room.
I've got some ethereal spheres from a previous alchemical experiment. I've even managed to find the "process ethereal spheres" job in the magma smelter, so now I have a mixture of "ethereal sphere" and "ethereal sphere (processed)" (the latter being far less valuable, as it has no quality).
I can't find the step by which ethereal spheres can be "melted down into a useable bar", as the manual says. Both of the spheres are listed as "TOY" in the raws. In fact I can't find a single thing that can be done with the processed spheres.
Do zinger explosions cause it to condense out of the atmosphere?
Consider picking a very safe portion of your fortress which is also distant from areas used for parties or meeting zones and making a series of 1x1 pastures with ample walking space around them, so that each is accessible without a dwarf being forced to walk through any pasture. I consider these 'pastures' to be 'lock downs'.
Typo report from the manual: "Creatures who get dust in their eyes will hav+e their visi9on severely impaired" Too much + and 9! Drama!
Does dfhack allow for the kind of syndromes Ether was planned to have? If so, will we be seeing its original concept again?
I believe Ether was originally planned to cause harmful syndromes of some sort to the user, but this was scrapped due to DF's syndrome system not allowing for it.Does dfhack allow for the kind of syndromes Ether was planned to have? If so, will we be seeing its original concept again?
What kind are those?
So I've been playing DF again for the first time in quite a while because DFTerm and can I just say again (unless I haven't before) that this is my favorite mod? I just love how... I can't put my finger on it. I actually have fun playing it, like, legitimate child-like fun. I usually don't feel that with games in general, much less DF mods where any sense of childlike wonder is completely crushed by my near-encyclopedic knowledge of DF's game mechanics and modding techniques.
Not sure why I feel like I need to gush so much about this, but I just do. It's strangely nostalgic despite being pretty unique as far as content goes that I can think of, and I guess I really like it when things make me feel like I'm 7 years old and playing A Link to the Past again.
NOTE: For technical reasons, a dwarf that has transformed as part of the ritual tree's ceremony reactions will be unable to successfully assemble a spider construct. Bear this in mind,
and use your manager screen to make sure you're not wasting any efforts!
Hostile races will not fight amongst each other (except for goblins) outside of legends mode. This is currently impossible for me to fix given the current engine.Can be done by interactions, for example one race can turn another race opposed_to_life to force an engagement, or by using completely different ethics in their entity files. You have quite a high chance for a war between the civs then. They will fight each other if they meet near your fort. It also makes balancing worldgens harder, because they wipe each other out more easily.
NOTES: Ether was supposed to cause a syndrome upon contact with certain creatures, but this idea had to be scrapped due to technical difficulties. The remnants of this code have not been removed from the raws, but should not affect anything.Can indeed be done now with itemsyndrome or spatter_add, if you want to make ether-coated weapons.
@ Meph, edit4: They don't actually act mischievous, but they go around poisoning your dwarves and watchers look for the tag to expose them.
First off, I just DL'ed the mod and it's awesome so thank you!What are your burrow settings?
I came here to post that I seem to be hitting a bug where my alchemist's workshop is not recognizing that I have orichalcum bars available, so i can't progress past tier 0 of the mechanical tree. I'll post screens showing that the bars are sitting there at my smelter (and no they are not tasked for pickup) but the alchemist simply doesn't believe they're there so the option to fabricate precision tools is locked. Any clue how I can fix this?
The Alchemy Lab showing no bars availableSpoiler (click to show/hide)
And the bars sitting at the smelterSpoiler (click to show/hide)
No burrows have been created yet.If there is a burrow with either the materials or the workshop but not both in existence, the workshop's red-enabled reactions will not accept the outside materials. It's a weird bug in DF.
EDIT: After checking I did have a burrow i forgot about that i made to force miners into a specific area. The odd thing is that noone was assigned there, but after expanding the burrow to use as my civ alert "inside" burrow, the lab now accepts that the orichalucum exists. Not sure why that worked but thanks.
Ok, I'm running into another issue now that I never had in vanilla DF. I've also read the last ten or so pages of posts here and haven't seen this issue discussed. Basically, I have trade relations with humans, elves, meowkin, nephilim, and of course dwarves. At first this seemed cool, but after the first year I started getting 2 caravans at the same time 2x a year, with elves being the one that comes by themselves. The problem is that one of the wagons gets to the depot and starts unloading and the other civ's wagons run into it freezeing them there and causing massive traffic jams. Eventually one or more wagons gets destroyed and that civ tries to pack up and leave. Unfortunately it usually prevents either caravan from unloading before they are ready to leave preventing any sort of trade other than getting the "free" stuff the desroyed wagon drops. The elves of course still get thier full yearly export of terror and offerings of vengance. I tried to alleviate the backups by building additional depots. I still have the same problem except now it's in 3 separate places. Anyone know a way to prevent this?I've never actually had this problem, and I suspect it would be caused by some flaw in your depot system. Only one depot is ever really needed, and when multiple caravans unload to trade, they share the place fine. Selecting Trade opens a menu to select which caravan you wish to direct the trading effort at.
Spoiler (click to show/hide)
-What you encounter in one fortress will not be the same as what you encounter next time!
LFR also include a manual, guides, and resources to help you navigate the brave new world you're entering. This is just a taste of the included features. If you want to learn more, you'll have to learn it yourself. LFR is there to be discovered, not revealed.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I know I've promised concept art, but I don't have access to a scanner right now, so in the meantime, here's a teaser for the next version.Idea- Humans have swiss pikemen. Those guys were TOUGH. Nice way to make a unique weapon though. Also, maybe humans had a tech advantage long ago, and they are the vanguard? Like halo? Just a thought.Spoiler: Racial and Mythical Weapons (click to show/hide)
Nice, I am just working on the very same thing. My Warlocks come with cursed armor that drives dwarves mad after a while if they wear it, and the temple has to cleanse this corrupted material first.
Have you considered classics, like "gauntlets of ogre strength", "seven mile boots" and "invisibility cloaks" and all that? :)
Nice, I am just working on the very same thing. My Warlocks come with cursed armor that drives dwarves mad after a while if they wear it, and the temple has to cleanse this corrupted material first.
[INTERACTION:ARMOK_BOOST]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LOCK_1]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LOCK_2]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:boost]
[SYN_CLASS:BOOST] => also has all the unlocks itself.
[SYN_CLASS:UNLOCK_LOCK_1]
[SYN_CLASS:UNLOCK_LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:3000:START:5:END:1000]
[INTERACTION:ARMOK_LOCK_1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UNLOCK_LOCK_1]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:LOCK_1]
[SYN_CLASS:LOCK_1]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:500]
[INTERACTION:ARMOK_LOCK_2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UNLOCK_LOCK_2]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:LOCK_2]
[SYN_CLASS:LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:500]
[INTERACTION:ARMOK_UNLOCK_LOCK_1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:b1]
[SYN_CLASS:UNLOCK_LOCK_1]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:1100]
[INTERACTION:ARMOK_UNLOCK_LOCK_2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BOOST]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A][IE_IMMEDIATE][SYNDROME]
[SYN_NAME:b2]
[SYN_CLASS:UNLOCK_LOCK_2]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0:END:1100]
[INORGANIC:ADAMANTINE1]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] for item "armor of armok"
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:ARMOK_LOCK_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:1:lock #1:NA]
[CDI:ADV_NAME:test 1]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1]
[CE_CAN_DO_INTERACTION:START:0:END:450]
[CDI:INTERACTION:ARMOK_LOCK_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:2:lock #2:NA]
[CDI:ADV_NAME:test 2]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1]
[CE_CAN_DO_INTERACTION:START:5:END:460]
[CDI:INTERACTION:ARMOK_BOOST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:boost:gets the bonus from the completed set:NA]
[CDI:ADV_NAME:test boost]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
[INORGANIC:ADAMANTINE2]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] [SYN_NAME:shield of armok]
[CE_CAN_DO_INTERACTION:START:0:END:1000]
[CDI:INTERACTION:ARMOK_UNLOCK_LOCK_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:b1:unlock lock #1:NA]
[CDI:ADV_NAME:test b1]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[INORGANIC:ADAMANTINE3]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:adamantine]
[STATE_NAME_ADJ:LIQUID:molten adamantine]
[STATE_NAME_ADJ:GAS:boiling adamantine]
[DISPLAY_COLOR:3:3:1] [BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[WAFERS]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[DEEP_SPECIAL]
[STOCKPILE_THREAD_METAL]
[REACTION_CLASS:ADAMANTINE_COATING]
[SYNDROME][SYN_CLASS:DFHACK_ITEM_SYNDROME] [SYN_NAME:sword of armok]
[CE_CAN_DO_INTERACTION:START:0:END:1000]
[CDI:INTERACTION:ARMOK_UNLOCK_LOCK_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:b2:unlock lock #2:NA]
[CDI:ADV_NAME:test b2]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
I know I've promised concept art, but I don't have access to a scanner right now, so in the meantime, here's a teaser for the next version.Idea- Humans have swiss pikemen. Those guys were TOUGH. Nice way to make a unique weapon though. Also, maybe humans had a tech advantage long ago, and they are the vanguard? Like halo? Just a thought.Spoiler: Racial and Mythical Weapons (click to show/hide)
That sounds amazing, a lot more intricate and thought through then what I had planned. ^^
I assume they get the firebreath, but self-targeted? ^^
Okay, haha, never thought about giving mundane weapons itemsyndrome bonuses. I guess I did open that gate with creature classes, though.
Currently doing some testing to make sure these weapon abilities actually work properly. If all goes well, I can just start hammering out more.
Today's project: the eternity staff. While wielded, the staff grants its user eternal life. They do not age, their muscles do not grow or decay, and their bodies become resistant to disease and attack. When dropped or removed from their possession for longer than a moment, however, the staff claims the life of the one who had used it - a curse that only the most powerful magics are able to stave off. This item will only be available in fortress mode, since there's no way to force a user to use an interaction in adventure mode.
Today's project: the eternity staff. While wielded, the staff grants its user eternal life. They do not age, their muscles do not grow or decay, and their bodies become resistant to disease and attack. When dropped or removed from their possession for longer than a moment, however, the staff claims the life of the one who had used it - a curse that only the most powerful magics are able to stave off. This item will only be available in fortress mode, since there's no way to force a user to use an interaction in adventure mode.
No Bin of Speed?
No Bin of Speed?
Have you done that? :P
No Bin of Speed?
Have you done that? :P
Alright, alright, I'll make a bin of speed. xD
Underground civs ignore the creatures depth:x:x and spawn in any of the three caverns. They can now be targeted with the force script, spawning neither sieges nor caravans. Just saying, in case thats one of your problems.
New poll! Also, this coming version is now in testing! YAY!
I voted weapons/armor, but I'm biased :P
I'm the only one who loves the Ritual tree? Awww.The ritual tree is fine, but it's not URIST Defense Systems.
Well, I am the lone guy that voted for Plagues ;)Aww, didn't see that one.
I'm the only one who loves the Ritual tree? Awww.
I got that fixed.
Yeah, the script threw a fit over it, due to the way I wrote the get material function. I assumed that assigning a value to nil would work. It doesn't, so I made sure that, if the result of the decode is nil, instead of trying to assign that nil, it returns false immediately, which will propagate to the get syndrome from material function, which itself will return false, which will make it ignore the item's material for checking purposes. This was the original intention, but I wrote it wrong.
I am thinking of implementing a concept that hasn't really been used in other mods thus far (that I know of), but is a common element of many video games.its cool that well i think you studied a lot for this mod cool mod btw
I am considering implementing more creatures with a "rare drop." That is, 9 out of 10 or even 49 out of 50 will die and leave corpses, as usual, but the occasional one will instead drop an item of some sort. This is possible and well within my ability to do using the caste system, but I am wondering how people feel about it. Should I reserve this sort of thing for the occasional easter egg, or would you like to see more of it? I don't want "farming" for drops to be necessary, because that's not particularly rewarding in my opinion, so these items will be purely fun in nature - perhaps in the form of a unique (but statistically unremarkable) weapon or armor/clothing item. I'm thinking these could be great fun for adventurers as well.
Oh, and I wrote the raws for the medical dummy earlier. Silly me, I should be studying. Oh well :)
I am thinking of implementing a concept that hasn't really been used in other mods thus far (that I know of), but is a common element of many video games.
I am considering implementing more creatures with a "rare drop." That is, 9 out of 10 or even 49 out of 50 will die and leave corpses, as usual, but the occasional one will instead drop an item of some sort. This is possible and well within my ability to do using the caste system, but I am wondering how people feel about it. Should I reserve this sort of thing for the occasional easter egg, or would you like to see more of it? I don't want "farming" for drops to be necessary, because that's not particularly rewarding in my opinion, so these items will be purely fun in nature - perhaps in the form of a unique (but statistically unremarkable) weapon or armor/clothing item. I'm thinking these could be great fun for adventurers as well.
Oh, and I wrote the raws for the medical dummy earlier. Silly me, I should be studying. Oh well :)
Will you use itemcorpses for this, or extra-butcher-objects? The first one replaces the corpse, which is why I deleted a system I used once...
Ran into some weird issue with autoSyndrome commands failing to execute sometimes for no discernible reason, but things seem to be *mostly* working, though I still haven't gotten an underground siege yet. I'm starting to wonder if they will actually work or not.Autosyndrome does not trigger when a reaction is set to repeat.
QuoteRan into some weird issue with autoSyndrome commands failing to execute sometimes for no discernible reason, but things seem to be *mostly* working, though I still haven't gotten an underground siege yet. I'm starting to wonder if they will actually work or not.Autosyndrome does not trigger when a reaction is set to repeat.
Underground sieges do work in DF, but dont know about your specific setup. they are definitly possible.
I have underground batmen, their pathfinding is broken because they can fly... most other stuff is ambushes, so dwarves run into them automatically. but now that you mention it, I have never seen an army rush up into the fort. I only know that the flee through your fort... the siege gets broken, and the siegers want to reach the map edge, but chose not to flee through the caverns, but rather try to reach the map edge on the surface. very odd.
entity_grum
[OBJECT:ENTITY]
[ENTITY:GRUM_LFR]
[LAYER_LINKED]
[START_BIOME:SUBTERRANEAN_CHASM]
[BIOME_SUPPORT:SUBTERRANEAN_CHASM:2]
[CREATURE:GRUM_LFR]
[TRANSLATION:GRUM]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[DIGGER:ITEM_WEAPON_GRUM_HAND_DRILL]
[WEAPON:ITEM_WEAPON_GRUM_ROCK_CRUSHER]
[WEAPON:ITEM_WEAPON_GRUM_DRIVER]
[WEAPON:ITEM_WEAPON_GRUM_CLEAVER]
[WEAPON:ITEM_WEAPON_GRUM_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[START_GROUP_NUMBER:8]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:2]
[CURRENCY:GOLD:5]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[START_GROUP_NUMBER:8]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[SELECT_SYMBOL:REMAINING:EARTH]
[SELECT_SYMBOL:REMAINING:WEALTH]
[SELECT_SYMBOL:REMAINING:NAME_CAVE]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[STONE_PREF]
[AMBUSHER]
[ITEM_THIEF]
[SPHERE_ALIGNMENT:EARTH:512]
[FRIENDLY_COLOR:7:0:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:3]
[PROGRESS_TRIGGER_TRADE_SIEGE:3]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:50]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:250]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:MITHRIL_STRANDS_LFR]
[PERMITTED_REACTION:REFINE_MITHRIL]
[PERMITTED_REACTION:SMELT_MITHRIL]
[PERMITTED_REACTION:SMELT_UNBIHEXIUM]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:MISGUIDED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:LYING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:VANDALISM:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:MISGUIDED]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:MISGUIDED]
[ETHIC:MAKE_TROPHY_SAPIENT:MISGUIDED]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[POSITION:LEADER]
[NAME:governor:governors]
[NUMBER:1]
[ELECTED]
[REQUIRED_OFFICE:10000]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:FOREMAN]
[NAME:foreman:foremen]
[NUMBER:12]
[REQUIRED_OFFICE:5]
[SQUAD:10:enforcer:enforcers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:LEADER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL]
Hi everyone, I've started up an LFR fort recently, and I've managed to make it quite far up the mech tech tree. However, I've encountered a problem where I can't begin magnetic projectile research, even though I have all required reagents: copper bars, neodymium bars, iron bars, tanned hide and a stack of iron bolts. Anyone else got this?I think you need some sort of Alchemist tech advancement reagent to make those.
Some of these reagents are imported, being in brackets, since I had to import the neodymium bars and some leather. Maybe thats the problem?
Edit: And after fiddling for a bit, suddenly its alright. Well, never mind then.
Just out of curiosity, has anyone else really employed spider and other t4 constructs? Sure feels like it took forever for me to get to this level (5 ingame years of micromanagement). Are they effective?Is that a relevant question?
Hi everyone, I've started up an LFR fort recently, and I've managed to make it quite far up the mech tech tree. However, I've encountered a problem where I can't begin magnetic projectile research, even though I have all required reagents: copper bars, neodymium bars, iron bars, tanned hide and a stack of iron bolts. Anyone else got this?
Some of these reagents are imported, being in brackets, since I had to import the neodymium bars and some leather. Maybe thats the problem?
Edit: And after fiddling for a bit, suddenly its alright. Well, never mind then.
Just out of curiosity, has anyone else really employed spider and other t4 constructs? Sure feels like it took forever for me to get to this level (5 ingame years of micromanagement). Are they effective?
Is that a relevant question?
Ok, rather off topic, but that picture? I want to see that happen. Lightsabre duel with Inigo Montoya? Yes please!That's not just a lightsaber. That's the greatest lightsaber ever crafted. It's balance is perfect.
But is it for a six-fingered left-handed man?Ok, rather off topic, but that picture? I want to see that happen. Lightsabre duel with Inigo Montoya? Yes please!That's not just a lightsaber. That's the greatest lightsaber ever crafted. It's balance is perfect.
It's for the six-fingered Sith.But is it for a six-fingered left-handed man?Ok, rather off topic, but that picture? I want to see that happen. Lightsabre duel with Inigo Montoya? Yes please!That's not just a lightsaber. That's the greatest lightsaber ever crafted. It's balance is perfect.
It's for the six-fingered Sith.
You have failed me for the last time, Inigo. Your failure is inconceivable.It's for the six-fingered Sith.
Sure, I can see Inigo Montoya turning to the dark side. He essentially did, between drink and service to an evil boss who he allowed to dominate his choices.
Playing my first fort in a long time that I've managed to stick with successfully. Haven't messed with a lot of the new stuff in this mod or in 34.11.You should make some sort of palace/battle arena, deck her out, and have her practice on invaders. It's the least you can do to help reach 20000.
Just became a mountainhome. The Queen has arrive. Vampire Queen. She's not shy about it, either. Her title upon arrival was "Queen Vampire". With roughly 19000 kills to her name. About 12000 of them dwarves.
Oh, my.
Playing my first fort in a long time that I've managed to stick with successfully. Haven't messed with a lot of the new stuff in this mod or in 34.11.You should make some sort of palace/battle arena, deck her out, and have her practice on invaders. It's the least you can do to help reach 20000.
Just became a mountainhome. The Queen has arrive. Vampire Queen. She's not shy about it, either. Her title upon arrival was "Queen Vampire". With roughly 19000 kills to her name. About 12000 of them dwarves.
Oh, my.
One of the things I love about LFR - it somehow is chock full of Easter Eggs. Not just the ones Nar has added, but even 'unusual' vanilla stuff seems more common somehow, at least in my playing. And yours, it seems.Playing my first fort in a long time that I've managed to stick with successfully. Haven't messed with a lot of the new stuff in this mod or in 34.11.You should make some sort of palace/battle arena, deck her out, and have her practice on invaders. It's the least you can do to help reach 20000.
Just became a mountainhome. The Queen has arrive. Vampire Queen. She's not shy about it, either. Her title upon arrival was "Queen Vampire". With roughly 19000 kills to her name. About 12000 of them dwarves.
Oh, my.
I think she needs some training first. She doesn't show as having any combat skills at all. All of her kills are murders. She doesn't have a single one in actual combat. But yeah... I'll have to do something with her.
I'm having a bit of a problem. I'm a few years in and things are relatively smooth, but a few weeks/months after loading my game my dwarves will start attacking each other. For no apparent reason, a few of them will become threatening to the other dwarves, scaring them away, and eventually get themselves killed by threatening one of my soldiers. Soon after, more people will be 'infected' by this whatever, and eventually it all goes to hell.http://dwarffortresswiki.org/index.php?title=DF2012:Faction&redirect=no#Loyalty_cascade (http://dwarffortresswiki.org/index.php?title=DF2012:Faction&redirect=no#Loyalty_cascade)
Any ideas? All the infected dwarves have excellent moods and nothing anywhere to indicate a disease or some such. They appear to just walk randomly around the fortress, not even chasing anyone they threaten.
I had this happen in my current fort, too. Massive fight broke out suddenly in the middle of my residential zone. I thought the riot was going to spread and wipe out everything. Luckily, everyone spontaneously got over it after only a few deaths.
I had this happen in my current fort, too. Massive fight broke out suddenly in the middle of my residential zone. I thought the riot was going to spread and wipe out everything. Luckily, everyone spontaneously got over it after only a few deaths.
I'm glad to hear this is actually working. Honestly, I didn't expect that little feature to work out nearly as well as it did. When I first started playing around with it, I was afraid it might be too ambitious to do with interactions alone and that some unforeseen problem would force me to scrap it. Luckily, the [OPPOSED_TO_LIFE] tag has some special behavior associated with it, and I got it so that exposing and killing a saboteur doesn't cause a loyalty cascade. Leaving one alone however, just might.
I had this happen in my current fort, too. Massive fight broke out suddenly in the middle of my residential zone. I thought the riot was going to spread and wipe out everything. Luckily, everyone spontaneously got over it after only a few deaths.
I'm glad to hear this is actually working. Honestly, I didn't expect that little feature to work out nearly as well as it did. When I first started playing around with it, I was afraid it might be too ambitious to do with interactions alone and that some unforeseen problem would force me to scrap it. Luckily, the [OPPOSED_TO_LIFE] tag has some special behavior associated with it, and I got it so that exposing and killing a saboteur doesn't cause a loyalty cascade. Leaving one alone however, just might.
It was really weird...
I just noticed a bunch of cancellation spam and tracked it to this one dwarf that was wandering around making everyone upset. I tried to order my military to kill him (not thinking about potential loyalty cascade), but they wouldn't accept the kill order. So I stationed them next to him, and they attacked and killed him... but then everyone nearby started fighting each other. A few dwarves died as I scrambled trying to quarantine that floor and get everyone sane burrowed somewhere with supplies to wait it out. Hand-picked everyone who wasn't involved in the fight to a burrow, but nobody listened. Made another burrow and assigned the entire fort, thinking the rioters wouldn't listen anyway, and right then the fight just spontaneously dispersed. I think there were even a couple dwarves that were fighting each other who just stopped.
Not sure if that's behaving as you hoped or not :P I'm not really clear on what happened. I've never had a real large-scale loyalty cascade, but it didn't seem to match the ones I've read about.
... break straight for the watcher, which is extremely fragile and doesn't stand a chance on its own...
Made a bronze spider today. Woo hoo! Glad to see this working at last, though the mechanic does tend to drop all clothing, haha. Just out of curiousity, Narhiril, what is the spider deployment hub supposed to look like, and how does it work, lore-wise? Looks like a purple gem. ???
running commands from reactions (oh boy, THIS will be fun).
You were able to run commands from reactions back in r3 with autoSyndrome...
however, you can run commands from syndromes in r4, and they can affect the creature who got the syndrome, so... hehe, it's gon be good the kind of stuff you can come up with there.
For my drow mod, I made a "finger of death" interaction that runs a command that causes the affected unit to die instantly of old age. If they can't die of old age, they bleed to death. If they can't do that, they just disappear. It kills anything.
You can spawn units with spawnunit (https://gist.github.com/Putnam3145/7257577) by Warmist (linked my version because it doesn't cause death-by-old-age on worlds older than 100 years) and, if the unit has a historical figure, you can add them as an enemy of the state while simultaneously removing them as a member (to prevent loyalty cascades).
Hey narhiril, do you have any plans to make use of the plugin that allows creatures to dig or tear down constructions?
Is it likely there will be one last LFR release before the next big DF release?
Well, I've got itemsyndrome, autoSyndrome, and trueTransformation working properly in r4. There are some things I'd like to play around with using syndromeTrigger, and I haven't got spawnunit working yet, but since neither of those are necessary for this release, I'm going to push those back and try to get some sort of release up by Friday.Have you considered temporarily modifying the Grum files to attack almost instantly?
Still no conclusive proof that grum attacks actually work, but that's been a nightmare to try and test. At the very least, mythical weapons work. Most of the mythical weapons in this release have fairly simple effects, but some are very cool and there are more complex ones coming down the pipe.
Right now we've got the following effects, in addition to the racial weapon bonuses:Spoiler (click to show/hide)
Have you considered temporarily modifying the Grum files to attack almost instantly?
I'm going to push those back and try to get some sort of release up by Friday.
The force event script does not work on layer linked (or thieving) civs, so you cant test it that way, but they should show up in legends. Have you checked legends viewer for the grum?
A secret plague of mythical technology? :-X
I dont know if its fixed already, but shedim sometimes bring animals... fight with them, and leave.That's supposed to happen :P. It's the Shedim Intimidation Combat Effectiveness Tactic (They get a buff from eating something on the field.), though sometimes they decide not to spoil the intimidating effect of devouring things outside your base by actually attacking.
Also:
"Half-eaten Corpse Child has died of old age."
This thing REALLY freaked me out. I think I had a bad dream becouse of it.
Possible bug with the new release: the game crashes every time I try to export map/gen info from legends.
My guess was DFHack also. I'll upload a save in an hour or so.
I did make some minor modifications, but nothing that I would expect to cause this issue. I added in the Bloodwinery and Leather Upgrade mini-mods, and removed [HAS_NERVES] from everything.
Here's the save (http://dffd.wimbli.com/file.php?id=8201)
Here's the save (http://dffd.wimbli.com/file.php?id=8201)
This save gave me no trouble exporting everything from legends. Might I ask what OS you are using?
Then I managed to generate world, embark, and survive three seasons.
Any hints on fighting a Rakshasa?Spoiler (click to show/hide)
The militia commander blocks The spinning ice!
The Dwarf Thresher elementalist hurls a ball of fire!
The Dwarf Thresher elementalist throws a stone!
The militia commander blocks The spinning siltstone!
The militia commander is taken by surprise by the deafening thunder!
The Dwarf Thresher elementalist grabs The militia commander by the -sheep leather waterskin- with her left lower arm!
The Dwarf Thresher elementalist punches The militia commander in the head with her right hand, bruising the muscle, jamming the skull through the brain and tearing the brain!
Sirab Kataklor, Axedwarf has been struck down!
The Axedwarf hacks The Dwarf Thresher elementalist in the right foot with his -bismuth bronze battle axe-, tearing apart the fat!
The -bismuth bronze battle axe- has lodged firmly in the wound!
The Axedwarf charges at The Dwarf Thresher elementalist!
The Axedwarf hacks The Dwarf Thresher elementalist in the right foot with her (-steel battle axe-), tearing apart the muscle!
Many nerves have been severed!
The Axedwarf collides with The Dwarf Thresher elementalist!
The Axedwarf bounces backward!
The Dwarf Thresher elementalist falls over.
The Axedwarf hacks The Dwarf Thresher elementalist in the left hand with her (-steel battle axe-) and the severed part sails off in an arc!
The Dwarf Thresher elementalist attacks The Axedwarf but She jumps away!
The Axedwarf hacks The Dwarf Thresher elementalist in the upper body from behind with his -bismuth bronze battle axe-, tearing the muscle and bruising the left lung!
The Axedwarf hacks The Dwarf Thresher elementalist in the lower body from behind with his -bismuth bronze battle axe-, tearing the muscle!
The Dwarf Thresher elementalist punches The Axedwarf in the right upper arm with her right hand, bruising the muscle through the ☼winding spire fiber cloak☼!
The Axedwarf hacks The Dwarf Thresher elementalist in the left lower leg from behind with his -bismuth bronze battle axe-, tearing apart the muscle!
A motor nerve has been severed!
The -bismuth bronze battle axe- has lodged firmly in the wound!
The Axedwarf hacks The Dwarf Thresher in the head with her (-steel battle axe-) and the severed part flies off in an arc!
You let a vampire elementalist go berserk and die? So far I've never seen an elementalist migrant, not to mention one that also is a vampire. Before now I didn't even know it could happen. She would be been an awesome one-dwarf army!
So... my fortress was chugging along normally, ignoring the undead crawling around outside, when I got the message: "An ambush. Curse them!" Zooming to the location, I saw some grizzly bears, okapi and horses, all of them named. There are no "conventional invaders" that I can see. What the hell?
The image of the unit list:Spoiler (click to show/hide)
The image of the ambush itself (the background is blood on snow [evil region - blood rain])Spoiler (click to show/hide)
An instant after un-pausing, another ambush message went off, revealing meowkins riding the animals. Strange that the animals, excluding the riders, are seen first.
EDIT:
A cascade of ambush messages went off. Currently there are about 80 meowkin invaders! So much for a race that: "see war as an obstacle
to profit and fun."
That or they've realized that killing you and taking your stuff would lead to massive profit and !!FUN!!...An instant after un-pausing, another ambush message went off, revealing meowkins riding the animals. Strange that the animals, excluding the riders, are seen first.
EDIT:
A cascade of ambush messages went off. Currently there are about 80 meowkin invaders! So much for a race that: "see war as an obstacle
to profit and fun."
Evidently they see you and your fields of blood as a bigger obstacle. ;)
Nope, just looked in the raws, and they have no grazer tag.
10th Felsite, 129: Evaluated
10th Felsite, 129: Evaluated
12th Felsite, 129: Diagnosed with runic defender
12th Felsite, 129: Evaluated
...
Here's something weird: one of my dwarves is in traction, and is being diagnosed frequently (all normal so far -- I've seen the same in vanilla). But one of the diagnoses is odd:Quote10th Felsite, 129: Evaluated
10th Felsite, 129: Evaluated
12th Felsite, 129: Diagnosed with runic defender
12th Felsite, 129: Evaluated
...
Ran into a Jagged Crystal Dragon, he seems to be unkillable - there are several pages of messages "The Axe Lord hacks The Jagged Crystal Dragon in the head with his -damascus steel battle axe-, but the attack passes right through!". Is this working as intended? Had to kill him with dfhack.
It's possible that the dragon itself is too big--perhaps remove variation in size.Had the same idea, and you are spot on - created bunch of dragons, checked size with gm-editor - all bugged ones have negative sizes:
It's possible that the dragon itself is too big--perhaps remove variation in size.Had the same idea, and you are spot on - created bunch of dragons, checked size with gm-editor - all bugged ones have negative sizes:
(http://i.imgur.com/BBHPSew.png)
What's strange is that status screen says this one is average in size, even though some gigantic ones aren't bugged.
EDIT: Further testing shows that exact same bug occurs for giant sperm whales. However, vanilla dragons seem to work fine (even though they are bigger than JCD) - probably because they never grow old enough! Gm-editor shows that dragons generated in arena are far from their maximum possible size, mostly being 150-200 years old. Guessing further, this is because of integer overflow somewhere - last four numbers in image above equal -2^31. If so, this is a DF bug, and modding in big creatures should be avoided until it's fixed - at least unless they only grow to bugged size very slowly - then we can say they grew so powerful mundane weapons can no longer harm them.
EDIT 2: Nope, it's more complicated than that. Can't seem to reproduce this with normal dragons by making them mature to full size fast.
EDIT 3: Turns out removing MAXAGE token fixes this (out of 60 JCDs not a single one was bugged). This probably makes them immortal, but looks like that was intended anyway.
EDIT 4: Did a bit more testing, and MAXAGE is indeed the culprit - DF spawns creatures with age in some range like [0:MAXAGE], and large value causes integer overflow while calculating size. If MAXAGE is not specified, birth_year is somewhere between -150 and -300 - no overflow.
Statistics on 100 JCD with maxage:
(http://i.imgur.com/7lRzpM2.png)
And without:
(http://i.imgur.com/d3iBqE7.png)
Resolved! 8)
I'll go ahead and comb through the larger creatures and take out those tokens then. Off the top of my head, I can think of about a dozen of them that probably need to be changed. This seems to be a little more complicated, though, as greater demons sometimes still bug out and don't have a maxage token, even though their size is less than 2^31.Yeah, it's a bit more complicated - doesn't happen just if (creature_age*creature_size)>2^31, larger values are required, otherwise vanilla dragons would be affected. Greater demons may be too big regardless of age - with sizes like 1,9e9 and 2e9 just genetic variation of 125 would push them past 2^31.
Just a question, what exactly does shimmering sand do? AFAIK it just acts like regular sandI think shimmering sand is just a type of sand, like red or black.
Also, it would be really nice to know what labor is needed for the ritual tree, because it is nearly impossible to get the right person on the altar you want.They use concentration, which can't be turned off. Use profiles.
Also, it would be really nice to know what labor is needed for the ritual tree, because it is nearly impossible to get the right person on the altar you want.They use concentration, which can't be turned off. Use profiles.
Regarding the new Vanguard tile : Ancient Vanguard Armory
This tile does not process in the Archeology Lab after it has been mined as the other Vanguard materials do. The command to process a Vanguard Weapons Cache is available, and requires a Weapons Cache as the ingredient. Is there an intermediate step I am missing to process the Armory into a weapons Cache?
Thanks much!
How do I gen a world without it crashing.
.34.11 version
Hey, quick question. I have a couple of peasants with 'Legendary Savant' as a skill. I have some other Savants, and Armor and a Weapon one. But These seem...generic?Legendary=Alchemist
So… how're things going, Narhiril? :)
Edit: By which I mean LFR things... but feel free to throw in something about your day :D
Hey, Narhiril?
Do you happen to be responsible for this?Spoiler: Legends of Forgotten Writers (click to show/hide)
Having forgotten all about the 2nd cavern, 2-3 months passed and an ambush was detected in the unexplored regions of the 2nd cavern VERY near the area I can see from the hole I made in the ceiling.
I waited for somewhat a minute, then a squad of Grum showed weilding Grum pulverizers and heraldic shields that are made of materials ranging from copper to damascus steel to voidshard, and some wielding Kexel's pulverizers and heraldic shields.
No problem!Just wait until a voidwalker ambush comes. Then the artifact projector is turned into a death machine of horrible-wonderful murdering for all!
Also, while I'm here, I'll drop some "not that useful" information because I don't have anything better to do at the moment:
Down in the caverns with the Grum Hammerers:Spoiler (click to show/hide)
Meanwhile, up on the surface:Spoiler (click to show/hide)
They're space weapons.void projectors i get, its their melee weapons that have me wondering
Pew pew pew...
I think they're chainswords. All of them.They're space weapons.void projectors i get, its their melee weapons that have me wondering
Pew pew pew...
Hi all.
First, thanks a lot for this mod Narhiril, it's amazing. I registered on Bay12 because i wanted to say that.
Second, i have a question. In the description of dwarves no beards are mentioned, only nails, that are always very long. Is this because of some inner DF restrictions or problems? Typical description looks like this:
He is very skinny. His nails are extremely long. His hair is clean-shaven. His protruding jade eyes are wide-set. His ears are free-lobed. His skin is pink.
I tested it on multiple saves, worlds, versions of DF and LFR, every time the same thing: no beards, long nails. Females have them too (nails, not beards).
(I'm not a native English-speaker, so sorry for brain damage that you might receive reading my post. Feel free to point out any of my mistakes).
No, this happens only in LFR. I play both with and without mod, and beardless dwarves (sounds like an oxymoron, heh) appear only in modded game. Also, as far as i can tell, this "bug" appeared in 0.15a version.
1. Just wanted to say fantastic job. I am continually surprised by this mod, truly legendaryI always request a pair of those from the caravan just for amusement value. They're so massive and expensive, it's all they bring.
2. The meowkin emissary just came to negotiate trade terms. They have tamed a race of creatures I have never seen or heard of before called clawed crustaceans of the abyss. It looks like my goblin amphitheater is going to have to become a lake
Nar, may I use a feature of your mod as a basis something I'm making? In particular, I'd like to ask for the use of the Saboteur interactions as the base for my cults and infiltrators.
I'm going to give you the credit, of course. I just liked the idea of having dwarves from your fortress destroy it from the inside (actively, that is, not as a result of their own idiocy), so I'm going to make a bunch of them, hehe.
First off, I want to say I love the mod. Everything seems to fit in right next to vanilla content somehow, and it seems like there's always some easter egg or something to interest me.
Second, I have a bug to report. There seems to be an issue with the 'Commune with Visthel' reaction. I set it on repeat and profiled it to some sacrificial migrants, and everyone who used it turned into a Paragon. My guess is it has something to do with autosyndrome, but I don't know.
A related issue is that one of them went berserk as well as transforming, which, of course, means she's unkillable. She reverted after a while, but now she's considered an enemy of the fort. I'm now in the peculiar situation of having one paragon smacking the other with his sword, but of course neither of them is dying.
If I remember correctly, rock chains are just metal chains, because DF considers metal to be a rock. Similarly, rock bars are just regular bars.That is correct.
If I remember correctly, rock chains are just metal chains, because DF considers metal to be a rock. Similarly, rock bars are just regular bars.Thanks, that did it for me.
Eh, is this mod dead or just plays possum? I would like to know if there is any chances of update coming in the future, or i'm filthy necroposter.I still play. Narhiril just hasn't worked on it in a while.
I still play. Narhiril just hasn't worked on it in a while.Good to know i'm not the only one to play LFR.
Likely waiting to dig into DF2014.Most likely, but i had to ask anyway. Thread just looked... deserted.
Likely waiting to dig into DF2014.
Hey narharil... any plans for DF2014? Now that dfhack is out, I'm getting curious... and it's hard for me to enjoy DF without your mod. You've spoiled me :)You could attempt to convert the mod, since narhiril hasn't posted since april. The things that are needed are:
I think she had some deeper stuff than that going on, with more recent versions of the mod. She was starting to integrate DFHack into core mod features and stuff. Way beyond my level.The dfhack stuff will probably need barely any touching on your part. Merely integrating the new dfhack and checking for any plugins not available for the new dfhack.
Instead of updating LFR, I think I'd rather properly learn to make something of my own. Given how large and integrated LFR is, the amount of effort would probably be comparable. I'm already writing up some plans and reading up on the raw language. I may or may not dive in and actually do it.
It'll probably be less effort to make your own, heh.
Deathsword, if you do get the mod caught up for the most recent version of DF, I know I and many other fans of the mod would thank you endlessly for your work. I do so greatly miss LFR and I'm sad to hear narharil has vanished.Keep in mind all I plan on doing is updating. I won't modify anything else.
If you do take the project, know at least that you'll have my appreciation.
I've yet to start the updating process, but if you want me to, I'll go through with it. That said, I do not know how to update the DFHack plugins, so they'll be a problem.
The "to-do" list I drafted:
- Update plants to their new format. This is the biggest one in the list due to how radical changes have been.
- Add the new personality tokens (old ones no longer valid) based on the old ones present.
- Add appropriate gaits to all creatures.
- Add SMELL_TRIGGER (determines how good a creature can smell, lower is better, 10000 means no smelling) to creatures as needed.
- Add ODOR_LEVEL (Higher = Smellier) and ODOR_STRING (optional) to creatures as needed.
- Remove SPEED and SWIM_SPEED from creatures.
- Change HUMANOID to HUMANOID_NECK, QUADRUPED to QUADRUPED_NECK and so on, as well as add necks to modded-in bodies that should have it, then remove NECK and THROAT from all creatures that have them.
- Add attack speeds and multiattack flags to all creatures and weapons.
- Add values to entities.
- Check for CHAT_WORTHY on positions aside from the law-maker equivalent on Dark Fortress entities.
- Update the tileset for new animals and the tree tiles.
- Swapping the old starting biomes for the new biome support system.
EDIT: There's also the new HFS (detailed in spoiler) but I don't think that will affect anything in the mod.Spoiler (click to show/hide)
Really sorry to hear about the rough time you've been having, narhiril. Take it easy.
then remove NECK and THROAT from all creatures that have them.
Thank you. I'm not concerned with updating the stuff that relies on DFHack until DFHack has an official release for the current version, but a lot of the raws could be updated now. I'm going to start with some of the smaller tasks, like attack speeds and entity values - things that I doubt will be affected by any new developments in the immediate future.Really sorry to hear about the rough time you've been having, narhiril. Take it easy.
Thank you, I'll do my best.
EDIT 4: Did a bit more testing, and MAXAGE is indeed the culprit - DF spawns creatures with age in some range like [0:MAXAGE], and large value causes integer overflow while calculating size. If MAXAGE is not specified, birth_year is somewhere between -150 and -300 - no overflow.
Actually I finished everything but the entities and the DF-hack stuff. I just need some time to learn how it worked in 34.11. If I understand it correctly, add-spatter need little to no changes and what I'll have to do is to replace autosyndrome and itemsyndrome by reaction-trigger and item-trigger.
Then I'll need to run a fortress or two to see what I broke and fix it.
Do you plan on adding anything, or are you merely maintaining the mod in narhiril's stead?I don't know, it seems that narhiril was working on another tier of the tech tree and on plagues. I could do the latter (there was a few unused raws that shows well what she wanted to do) but I don't feel like making something like a tech tree. I would go blindly.
This is very, very good news. I'm hoping I can mash it into my Linux build. It's really good to see LOFR return! Thank you, Usul.
Either way, good work.Thanks !
Seeing this updated would be pretty cool. The biggest problem are probably the interactions. Narhiril did a lot with interlocking interactions, for example magic users that only buff other magic users, with exact timing.
Those don't work anymore, because the AI changed on how to use interactions. It's the main reason I had to retire most of Masterwork DF after updating from 34.11.
Yeah, I've decided to start work on this since 0.47.01 is out...PTW