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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78984 times)

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #120 on: July 16, 2008, 10:05:40 pm »

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

Because I was pasting to the Find-Replace window and missed.  :)
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Nonanonymous

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #121 on: July 16, 2008, 10:08:45 pm »

Hmm.  I though it might have something to do with the fact that (apparently) creatures tagged as living plants won't spawn.  I haven't bothered to test this myself, though.  But I never run into any of them, even if I do spend a lot of time in swamps and forests.
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Sean Mirrsen

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #122 on: July 18, 2008, 03:35:33 am »

If the first line of the file does not match its filename without extension, the file is not loaded into DF.

Also, is there a Modbase-compatible version of this mod?
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #123 on: July 18, 2008, 03:45:03 am »

If the first line of the file does not match its filename without extension, the file is not loaded into DF.

Also, is there a Modbase-compatible version of this mod?

Not yet. This mod is still undergoing a lot of work. Plus, because it requires a total swap of the folder due to the sheer difference in files, there's not really much need for it.
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Sean Mirrsen

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #124 on: July 18, 2008, 04:00:06 am »

There IS a need for it, because despite it being a DF Total Conversion, it still can have mods attached to it.
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Game One, Discontinued at World 3.
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"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."
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LASD

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #125 on: July 18, 2008, 06:18:27 am »

I've been wondering if with Mod Base the doubled sizes could be added to other mods' creatures when playing with them and LL on. This seems possible because of the animalmen thing it can do, but sizes might be somehow different.
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Sean Mirrsen

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Re: Mod: Legendary Lands = Released 1.07 15-JULY Read first post!
« Reply #126 on: July 18, 2008, 07:13:54 am »

Nope. Not different. To double ALL creatures' sizes, you have to do this:

[CREATURE:#]
[COND:NAME]
[SIZE:#*2]

You can also do conditions by various parameters, like mega/semimega tags or specific biomes. You always need an "always true" condition like NAME though, so that you won't get creatures with all tags present X times, X being the amount of creatures affected by the entry.
« Last Edit: July 18, 2008, 07:16:24 am by Sean Mirrsen »
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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 1.08 20-JULY Read first post!
« Reply #127 on: July 19, 2008, 01:49:05 pm »

1.08 submitted. Not Modbase compatible yet.
However, does come with installation tool of its own.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #128 on: July 23, 2008, 03:34:57 pm »

bump 4 update
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LumenPlacidum

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #129 on: July 23, 2008, 03:45:14 pm »

Please, give feedback. I find it very useful. I also want to hear whether Avari are working properly in sieges now.

I had an Avari caravan that seriously confused the ponies and donkeys with their stuff.  The merchants all flew to my Depot really fast, and the pack animals went insane and caused all manner of problems.  May I suggest given them some flying beasts of burden?
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LordNagash

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #130 on: July 23, 2008, 09:17:50 pm »

Woo, the only thing I've ever made for this game got added! If anyone has any questions/bug reports/complaints about the new insectoids then I would be interested to hear them.
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LumenPlacidum

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #131 on: July 24, 2008, 03:44:19 pm »

You know, I'm not sure you really need to give megabeasts that big of a hand when there are so many of them.  I generated a world up to the year 3050 (still hadn't hit the megabeast death cap) and played a chaos lord in it.  I trained myself up pretty highly and I needed about a thousand attacks (after I tore out his eyes) in order to kill one vampire.  That's a semimegabeast!  This guy had a quarter of the kills of the worst of the dragons.

It's astounding how much punishment the skilled enemies can take!

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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #132 on: July 25, 2008, 04:55:41 am »

Ok, I'll enable Vampire death when you cut them in half. However, be aware that you can more easily kill them with a piercing weapon.
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LordNagash

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #133 on: July 25, 2008, 06:44:27 am »

You know, I'm not sure you really need to give megabeasts that big of a hand when there are so many of them.  I generated a world up to the year 3050 (still hadn't hit the megabeast death cap) and played a chaos lord in it.  I trained myself up pretty highly and I needed about a thousand attacks (after I tore out his eyes) in order to kill one vampire.  That's a semimegabeast!  This guy had a quarter of the kills of the worst of the dragons.

It's astounding how much punishment the skilled enemies can take!



Mayday didn't really address it but I would say the problem is that I am pretty sure LL vampires can only be killed by removing the head or destroying the heart (much like their mythological counterparts)

So yeah, it could take a fair bit to kill one, even as a Chaos Lord
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Emperor_Jonathan

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #134 on: July 29, 2008, 02:22:41 am »

So. I just started a fortress with this mod and it comes to the first caravan (autumn) and so.


Two caravans come, avar and goblins. Is this a bug? Or is it normal?
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