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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78942 times)

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #105 on: July 04, 2008, 02:20:10 am »

They do? Gah!

Well, the other option is to make them building destroyer:1 or 2.
Which would you guys prefer?
My goal here is to make goblins incapable of being stopped by a locked door.
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Flame11235

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #106 on: July 04, 2008, 04:45:53 pm »

I dug in obsidian and got some "boiling obsidian" It doesn't seem to do any harm to anyone, but I would like some stone.

I'm very sure I installed the mod correctly.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #107 on: July 08, 2008, 04:05:11 am »

I dug in obsidian and got some "boiling obsidian" It doesn't seem to do any harm to anyone, but I would like some stone.

I'm very sure I installed the mod correctly.

I've never seen this happen. I haven't touched stone at all, for the most part. And I've not touched Obsidian at all.
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Jualin

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #108 on: July 08, 2008, 09:21:04 am »

Regardless, the files relating to obsidian have been changed so that obsidian dissipates upon mining it out. I found the following tags added to obsidian in the data files, and removed them to fix the issue:

[SPEC_HEAT:40]
[IGNITE_POINT:10001]
[MELTING_POINT:10001]
[BOILING_POINT:10001]


Also, is there any way to insure that elves can't bring adamantine with them as merchants? The last elven caravan had an adamantine shovel.

EDIT: As a note, I'm using version 1.06 of this mod.
« Last Edit: July 08, 2008, 09:25:48 am by Jualin »
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Sean Mirrsen

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #109 on: July 08, 2008, 09:31:33 am »

Adamantine shovels have been prized collector's items in my fortresses until I fixed the issue in my mod. You need to add [MINOR_METAL] to them. That will make them occasionally use copper, but the DEEP metals will never appear.
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #110 on: July 08, 2008, 10:56:44 am »

Regardless, the files relating to obsidian have been changed so that obsidian dissipates upon mining it out. I found the following tags added to obsidian in the data files, and removed them to fix the issue:

[SPEC_HEAT:40]
[IGNITE_POINT:10001]
[MELTING_POINT:10001]
[BOILING_POINT:10001]


Also, is there any way to insure that elves can't bring adamantine with them as merchants? The last elven caravan had an adamantine shovel.

EDIT: As a note, I'm using version 1.06 of this mod.

Damn. Now I remember testing something about that. Guess I forgot to change it back. Fixed now.
As for the [MINOR_METAL] thing, I'm not sure why they are getting adamantine in the first place. Possibly something to do with having a digging implement.
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Sean Mirrsen

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #111 on: July 08, 2008, 11:15:22 am »

Yes, it has something to do with it. Digging implements MUST be made of metal. And elves have no metal. So the system goes wild and chooses a random metal for a digging implement, sometimes making adamantine shovels. Metals will not appear on any items other than the shovels.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.06 18/6 Read first post!
« Reply #112 on: July 09, 2008, 03:35:02 am »

Good news on the kobolds. Toady has removed TRAPAVOID from LOCKPICKER. Kobolds will still avoid traps via the standard TRAPAVOID tag. But this means I can have the goblins able to pick locks, without them being capable of getting through your traps.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #113 on: July 15, 2008, 12:21:53 pm »

New version is out. And it should give you large, heavily scarred territories and lots of megabeasts. Don't worry about the megabeasts dying out early.
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LumenPlacidum

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #114 on: July 16, 2008, 11:19:08 am »

I'm not sure what you did, but the megabeasts rampaged, wiping out most of my civilizations on this map.  The various civilizations only barely clung to the rocks until most of the megabeasts had killed EACH OTHER off.  Also, what is a "shadowlord" and why does it have a kill list of all the most dangerous megabeasts?  Also, it seems like in every one of its fights, some part got torn off of him, but he just kept slaughtering them.  I'm afraid.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #115 on: July 16, 2008, 11:46:45 am »

I'm afraid Shadowlords are in effect the most dangerous monster of all.

Try not to meet them  in combat.

They are power beings to goblins.
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LumenPlacidum

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #116 on: July 16, 2008, 12:07:07 pm »

Not sure if this is your mod or what, but I got this line, indicating there might be a typo in some raws somewhere:

Elale Pacilaeri, Titan Thief: This servant of RANDOM_DEF_SPHERE] greets you.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #117 on: July 16, 2008, 12:30:03 pm »

No, that's a DF bug. Toady fixed it today.
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Nonanonymous

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #118 on: July 16, 2008, 04:32:59 pm »

Why is there a [RECKLESS] in front of "creature_vegetation" in the file of the same name?
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Deon

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #119 on: July 16, 2008, 04:58:37 pm »

RECKLESS is not working now by the way.
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