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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78993 times)

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #180 on: November 08, 2008, 12:14:43 am »

Figured it out. You're not in Play mode from the looks of things.

Ah. Yeah, according to the readme I missed the whole switching objects step. Why do the worldgen objects crash the game?

From what I can tell, it attempted to spawn a chaos lord ambush or something. Was unable to suitably place them.
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Ivefan

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #181 on: November 20, 2008, 07:19:13 pm »

Just to inform you.
I've just had a Human wagon rush at the speed of light, arriving at my depot while the other wagon was till only 10 tiles from the edge.
And how to stop chickens from gaining skills?
« Last Edit: November 20, 2008, 08:13:11 pm by Ivefan »
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #182 on: November 21, 2008, 12:23:11 am »

Just to inform you.
I've just had a Human wagon rush at the speed of light, arriving at my depot while the other wagon was till only 10 tiles from the edge.
And how to stop chickens from gaining skills?
Hm, didn't mean to let /them/ gain skills.
As to the wagon rush, I get that commonly in vanilla. I didn't really touch the wagon pulling beasts, nor did I touch the wagons.
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Ivefan

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #183 on: November 21, 2008, 07:26:17 am »

Okay, never happened to me before though.
Gonna try removing [slow_learner] from the chickens
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mariankonieczny

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #184 on: November 21, 2008, 07:56:09 am »

Note: Wizards come trading every season since the very beginning (because of no PROGRESS_TRIGGER_THING I belive and all seasons tagged). They bring wagons full of metal bars and great numbers of -large Iron  -. Wonder what is that thing.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #185 on: November 21, 2008, 08:21:26 am »

Note: Wizards come trading every season since the very beginning (because of no PROGRESS_TRIGGER_THING I belive and all seasons tagged). They bring wagons full of metal bars and great numbers of -large Iron  -. Wonder what is that thing.



Oh dammit, those are circlets.
Thought I'd fixed that.
I'll have to fix them trading too.
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mariankonieczny

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #186 on: November 21, 2008, 04:23:09 pm »

Other notes:
- You could repair cats, so they won't spam "injured" every while. That's easy thing, but considerably improves mod playing pleasure.
- Two things about Avars: I've taken [FLIER] from them, cause they like to hang in air waiting for nothing for years. I think someone before has reported this bug. They are also a bit too friendly, I never managed to get a world with WAR with those pesks. Thus, after removing [CAN_SPEAK], they attack first spring in great numbers and only wizards trading meanwhile saved my fort from imminent destruction.
- Other than this - Legendary Lands great (and I'll keep you informed about problems encountered). Thanks for your work!
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #187 on: November 21, 2008, 08:21:32 pm »

Other notes:
- You could repair cats, so they won't spam "injured" every while. That's easy thing, but considerably improves mod playing pleasure.
- Two things about Avars: I've taken [FLIER] from them, cause they like to hang in air waiting for nothing for years. I think someone before has reported this bug. They are also a bit too friendly, I never managed to get a world with WAR with those pesks. Thus, after removing [CAN_SPEAK], they attack first spring in great numbers and only wizards trading meanwhile saved my fort from imminent destruction.
- Other than this - Legendary Lands great (and I'll keep you informed about problems encountered). Thanks for your work!

Hm. Do they still send traders at all after removing CAN_SPEAK?
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mariankonieczny

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #188 on: November 22, 2008, 04:20:55 pm »

Hm. Do they still send traders at all after removing CAN_SPEAK?

Wow, thank God they do not.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #189 on: November 22, 2008, 08:07:00 pm »

Hm. Do they still send traders at all after removing CAN_SPEAK?

Wow, thank God they do not.

Great. I'll take this under advisement and probably put out a new version with this stuff in the next couple of days. I'll have to test to see if I can still let them fly whilst removing CAN_SPEAK. I guess I'll handwave their communication as telepathic or something.

As for the cat spam, haven't they always done that? I could give them NOPAIN but that'd be kind of weird.
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Rockphed

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #190 on: November 22, 2008, 09:51:06 pm »

There is a workaround to get rid of the cat spam on the Wiki.  It involves giving cats their own mouth that can grasp.
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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 22-OCT Read first post!
« Reply #191 on: November 22, 2008, 10:13:54 pm »

There is a workaround to get rid of the cat spam on the Wiki.  It involves giving cats their own mouth that can grasp.
Hm, I'll look into it
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Dragooble

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #192 on: November 23, 2008, 02:42:06 pm »

my tigerman seems to have stopped gaining swimming skill.
any help with this?
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mariankonieczny

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #193 on: November 23, 2008, 05:04:38 pm »

You could diversify humans - I mean their names and associated flavour stuff, something like "Imperials", "Barbarians", "Tribesmen", "Midhumans" or else. It will make distinguishing them more easy - both for trading and war purposes.

(BTW, I you'd want it, I could post you dwurves, civilization of bearded bastards I always play using LL.)
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Impaler[WrG]

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #194 on: November 24, 2008, 01:39:05 am »

If the goal of your mod is increased difficulty then you should strongly consider adding [SLOW_LEARNER] to dwarves (of what ever race you play as).  I've started using it after reading about it here on the forum and it makes a big difference, moods don't produce legendaries anymore and your seeing a lot slower advancement both civilian and military.
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