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Messages - fire1666

Pages: 1 ... 12 13 [14]
196
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

197
could 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

198
could voidwalkers could drop a soul gem that can be made into a void thrall (weaker voidwalker[could conter the no corpse problem])

199
You 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.  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.
kk thx for the DT advice ill work on that shortly, also thanks for clarafying the rirural units thing :D
i hope the mod goes well
also i love the idea of making void walkers tougher once again might be impossible to code, but maby the more they get hurt the more fanatical in combact, martial trance on styeroids? i would lol so much about that
Void walker (name) has cancled attack dorf: GONE ABSOLUTLY BAT SH*T INSANE!!!!!
2 minutes later
The siege is over......
9001 dorfs dead with only one voidwalker left standing XD
(sry had to be done)

200
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
the only way i think would be either of the following...
1. explosive ordanance / Explosive arrows /bolts /bullets
2. robotic armor (retractive gauntlet blades)
3. damage reducers (mostlikly impossible)
4.mechanical turrets?
anyways thats what i think would make it awesome :D
maby a tech piece that disables relegion system BUT allows the same benefits e.g. mass fabricator?
possibly something you link to a leaver that takes from ammo depots within (set distance) and automaticly fire in a givern direction.
if u like ideas... good luck implimenting them XD

201
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???
but also i think i need to clarrify what i said earlyer.
(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  :D
what 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)
the last thing we need are 2 10 dorf squads of JUST caster, e.g. fire. then there will be no need for the tech.
otherwise i think this mod looks very good and promasing, i would donate but i dont have credit card + no job atm XD.
but a bit of a bug...
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)

202
Spoiler: Images (click to show/hide)


...Overall, a pretty productive afternoon.
bloddy hell...
anyways any answers for my dwarf therapist problem?
plz halp

203
(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  :D
Spoiler (click to show/hide)
but anyways, its you mod at the end of the day, do as you please.
but on a side note my dwarf therapist wonr work with the current version of LFR any help?

204
hello there i loe this mod but i need some help with somthing.
im trying to edit the entity file for the void walker to alowme to play as them during FORTRESS mode, here is the contence of the file below
Spoiler (click to show/hide)
please help D:
also when i do embark as them (since i can play as them) i canot have any squands or useless people nobles like milita commanders, can somone tell me whats wrong?
also i dont like repeting my self but i love this mod! keep up the GOOD work! :P

dont worry its fixed now, sry for wasteing time

205
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.
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 :D

206
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.

207
I don't think all that is possible, fire1666... :(
*sobs*

208
Hi there i would like to ask somthing for this mod, kind of relating to a previous message by Pan, but is it posable for you to make a creature that has high health and damage restance but low damage?
also just as an idea, dont hit me but, a new workshop that makes a robotic slave/drone this will get designated down a path for example, give it a agri path and it will farm and gather crops for you automaticly, or a mining path, auto mines for your dwarfs, posable a retractive armor addon turning it intoa  shield drone, returning some of the damage delt BACK to whoever attacked it, for example, gobling stabs drone, drone's pain mirror or retractive armor deals 25% at most back to the gobling.
on the same note the drones could also take damage for near-by dwarfs example, gobling stabs dwarf, dwarf gets hurt, drone absorbs 25% damage and heal's the 25% damage the dwarf lost.
sorry if these idea's are bad ect but im just trying to help you with this mod.
if you want ideas let me know.

209
Hi ppl id like to say a few things.
first genesis mod is absolutly brilliant, i hope you porcede to improve it further.
but i have 2 questions / 1 gripe.
right in the newest version 3.25i i produce a stone cutters and it has no tasks at-all in the add tasks slot.
also one more thing is it posible to play as any other race in DWARF FORTRESS MODE not adventure mode fortress mode?
sry if the caps lock offends anyone and i hope you have a nice day,this mod is the best mod for DF so far i think.
1. That's an issue, Deon said so but he's currently busy.
2. Add [CIV_CONTROLLABLE] (I think? just copy the line that looks like that from the dwarf entity) to whatever entity you want to play as, be it orc, keeper, or (ugh) elf.

And my graphical FPS is really really low again all of a sudden in Adventure Mode. It was fine yesterday. Any ideas?
Here's what's in the errorlog:
Code: [Select]
loop path fail: <invalid goal> rhino,143,26,162 -> 187,12,163: Id #4393:Path Goal Seek Station:Station Mill Anywhere at 93,64,160
loop path fail: <invalid goal> rhino,126,143,161 -> 138,170,161: Id #4396:Path Goal Seek Station:Station None at 123,140,161
thank you very much for the fredback / responce :D also i look at the previous pages to find answer to stone cutters workshop. thx and have a nice day

210
Hi ppl id like to say a few things.
first genesis mod is absolutly brilliant, i hope you porcede to improve it further.
but i have 2 questions / 1 gripe.
right in the newest version 3.25i i produce a stone cutters and it has no tasks at-all in the add tasks slot.
also one more thing is it posible to play as any other race in DWARF FORTRESS MODE not adventure mode fortress mode?
sry if the caps lock offends anyone and i hope you have a nice day,this mod is the best mod for DF so far i think.

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