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Messages - simonthedwarf

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181
Seeing as enemies being able to cross walls and disregard the bridge defenses that most players put up is a key feature wanted by a lot of players, (diggers, for isntance) you should consider going avant-garde with more infilitrators in your mod, narhiril. Enemies that show up out of nothing inside your fort create a new type of challenge that starts and then finishes with their death. Vampire's are sort of like this atm, but more annoying than really challenging because of how their mechanic works. You have shown that you are both inventive and able to build on something over time. LFR doesn't seem to attract the % of audience it deserves, while highly unscientific I for instance have only attracted a single person to a post about wanting to start a LFR succession fort. Castes that provide problems is something to consider form my less mod technical point of view.

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.

As for creatures in cavern's, again I would propose to step outside the general genre. Cut down on creatures which you see as less important for LFR's general feel and theme, and start focusing on the likelihood of your own added creatures appearing in the cavern's or otherwise. Player's dont react in a way closely identifiable with your mod's theme if animalmen or vanilla creatures are appearing more than your own creations.

A key idea with LFR has been specific creatures that advances tech through what they drop or hoard. This is great - why not make it even more important and more likely to appear as a opportunity?

Perhaps remove giant animals, remove goblins, rework elves. Take control over the features that are not part of the LFR identity. Shedim and voidwalkers are now the main hostiles you worry about in LFR, the others COULD (notice COULD) be changed or removed.

Quote from: Pan
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.

Yes, yes and more yes. I haven't encountered more than fragments of the non-civs that LFR add. Make them more numerous and more likely to appear. Seeing something that has a 1% chance of appearing is awesome, but like I outline above a lot of the additions to LFR other than the workshops themselves are not reliably showing up. I would love to see sentinels in a game of LFR, and I haven't encountered them once in five different patch versions.

182
DF Community Games & Stories / Re: LFR succession fort
« on: June 11, 2012, 07:18:05 pm »
Those are the toughest enemies by far. I think we should try to get at least five people before we start this amazing adventure. Any other takers?

183
DF Dwarf Mode Discussion / Re: How dumb are dwarves, you ask?
« on: June 11, 2012, 07:14:10 pm »
Dwarves think? I know they have thoughts, but do they actually think? Urist propaganda imo.

But in all seriousness, Toady should make them dorfs not slow down from hauling a wheelbarrow. Or you know, actually make them push it.

I'm sure this however is caused by a mystical coding problem. Or maybe it's a feature, sub-category "dwarfs are dumb".

Also: Great sketch! The pigtails got to me too. Stupidity at it's finest.

184
DF Dwarf Mode Discussion / How dumb are dwarves, you ask?
« on: June 10, 2012, 12:49:51 pm »
They haul wheelbarrows. You'd think.. no I dont want to go there.

Hopefully fixed, wheelbarrows by themselves shouldn't slow down a dwarf.. I mean.. He could just wheel it, right?

185
DF Gameplay Questions / Re: Halting Wereape Contagion?
« on: June 09, 2012, 05:44:50 am »
sounds like monkey business

186
DF Gameplay Questions / Re: May I ask, what is each soldier type for?
« on: June 08, 2012, 03:49:32 am »
there are only 2 soldier types. melee and ranged. but there are plenty of weapons, and in melee theres no need to vary beyond axe and spears.

187
DF Community Games & Stories / LFR succession fort
« on: June 08, 2012, 03:41:47 am »
Anyone here that would like to sign up for a LFR mod succession fort?

http://www.bay12forums.com/smf/index.php?topic=84186.msg3351395#msg3351395

Please note your interest by post or PM to me. I am extremely active and is not the type of guy to be distrupted by RL when I administrate something online.

I would also like to hear thoughts about what we would should try to achieve, and what type of enemies should be active.

188
DF Gameplay Questions / Re: What's multigrasping?
« on: June 07, 2012, 03:51:10 pm »
This penalty to hit claim is interesting. Source?

189
DF Gameplay Questions / Re: Halting Wereape Contagion?
« on: June 07, 2012, 03:49:47 pm »
It's a nice option for players who want to disregard demands and mandates since animal nobles do not have these.

190
I hope she has a better surgeon than most fortresses do.

191
Is entity_default.txt missing from the prepackaged raw?

Aka this one:
http://dffd.wimbli.com/file.php?id=2430

192
I can't see the links to the .11 version in the OP. Am I blind?

193
Control+F on the population lists didn't really come up with any.

What does this do? Im not at home so i cant check myself

194
Isn't a mountain heart even rarer than a rainbow thingy`?

195
DF Dwarf Mode Discussion / Re: Secure beekeeping made easy
« on: May 29, 2012, 02:11:37 pm »
Is there a way to mod the bee sting?

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