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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« on: June 11, 2012, 07:26:29 pm »
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.
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.
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.