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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78978 times)

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #135 on: July 29, 2008, 03:29:54 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?

It's normal. I've removed the Avari caravans from the next version, since they don't associate with other races unless they're purging them.
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DevHyfes

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #136 on: August 08, 2008, 02:20:29 pm »

Is there anything I can do to prevent the avari caravan from coming in the current view?

Basically, the avari caravan comes...I cannot trade with him, because when I try, they aren't offering anything. And then when he leaves, they get towards the edge of the map and go berserk...I think this is because the Avari can fly, and he ends up leading his mule off a cliff, leading to the Avari to freak out and go crazy...Maybe I'm wrong though.

In any case, this means I have to go find the avari caravan remains and forbid all of its contents before my haulers run out to get slaughtered.

I am all about the idea of flying attack dudes- it sounds muy awesome. But this is more an annoyance than anything else.
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Deon

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #137 on: August 08, 2008, 02:42:15 pm »

Try to remove seasons from them.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

jjv

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #138 on: August 09, 2008, 04:30:40 am »

The insectoids and the avar conspired together to bug my current fortress. The insectoids ambushed my fortress. Then an avar caravan appeared nearby and the insectoids rushed to slaughter them. This resulted in a fairly spectacular aerial battle, but left behind a single insectoid wrestler hovering several z-levels up. He's too high for my marksmen to hit and I can't build any platforms because he spooks my workers. He's now a permanent fixture.
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LordNagash

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #139 on: August 09, 2008, 06:41:03 am »

Wow, that's possibly the most lol bug I've ever heard of, no pun intended.
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Jamini

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #140 on: August 16, 2008, 02:03:41 pm »

Bug: Phantoms spawn in environments that are too hot for them and will "Die in the Heat" as soon as you enter a site

Problem: Semi-megabeasts feel somewhat absurdly hardcore in this mod sometimes. Here is a sample fight between a group of adventurers consisting of an Axeman, Hammerman, Crossbowman, Bowman, Pikeman,  and a Lasher against a single gargoyle.

Spoiler (click to show/hide)
« Last Edit: August 16, 2008, 02:13:11 pm by Jamini »
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #141 on: August 16, 2008, 09:22:42 pm »

Bug: Phantoms spawn in environments that are too hot for them and will "Die in the Heat" as soon as you enter a site

Problem: Semi-megabeasts feel somewhat absurdly hardcore in this mod sometimes. Here is a sample fight between a group of adventurers consisting of an Axeman, Hammerman, Crossbowman, Bowman, Pikeman,  and a Lasher against a single gargoyle.

Spoiler (click to show/hide)

Are you sure that was with the Play files, not the worldgen files?
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Jay

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #142 on: August 16, 2008, 09:41:01 pm »

Does this work with the latest version? I tried it a while back and I got rampages "The 1096th Rampage of  s in Steelhead"
Intrigued, I examined closer...
"Six anchovies attack!"
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Jamini

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #143 on: August 17, 2008, 02:01:12 am »

Yes, I am sure. Before that gargoyle I had killed a Giant with only marginal danger while solo. (I also savescummed and ran the Worldgen/Play swap... to no visible effect in the game.)

I think it has to do with the excessivly high damage values for the Gargoyle's claws, the 14 damblock, and his size. The size of a creature directly adds into both damblock and damage without, when combined with an already nasty attack... well..

There is a reason most attacks are 1:2(punches)-1:6(Bites). (1:3 seems to be the standard for clawing attacks.)
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d3c0y2

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #144 on: September 05, 2008, 07:14:14 pm »

Mayday since using this the ability to place magma buildings seems to have broke.

is this a usual problem?
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #145 on: September 06, 2008, 03:22:46 am »

Mayday since using this the ability to place magma buildings seems to have broke.

is this a usual problem?

I'm currently working on a new version, but I've not seen this happen. I'll investigate.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #146 on: September 11, 2008, 06:15:21 am »

Just a note for myself: Add a race of catsized cat men. Fast, small, not particularly deadly.
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Rockphed

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Re: Mod: Legendary Lands = Released 1.09 24-JULY Read first post!
« Reply #147 on: September 24, 2008, 03:51:32 am »

I think the Insectoids are a bit too hard-core.  I have now lost 2 fortresses to a single ambush of Insectoids.  And the thieves tend to just hang in the air(though if I can get them down they run away.)
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 24-JULY Read first post!
« Reply #148 on: October 21, 2008, 11:23:17 pm »

Update 1.10
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #149 on: October 22, 2008, 12:39:57 am »

updated with 1.10.1 to fix minor naming bug
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