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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78873 times)

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11b 10-APRIL Read first post!
« Reply #405 on: July 01, 2009, 02:43:20 am »

Yeah.... my bad, seriously. I can't believe I didn't spot this before.
Heck, nobody spotted it before. Kudos to jpverkamp.

All headers are now fixed. I made sure of it. There was also the toys one playing up. I thought I'd fixed that. Obviously not.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11c 1-July Read first post!
« Reply #406 on: July 01, 2009, 08:36:37 am »

Okay... the problem with the dragons is now fixed. They had no heads! But still all the face bits. No idea how that happened but it was probably after I constructed them from elements rather than giving them a simple body.

I also took the opportunity to give giraffes a long neck.
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Smew

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Re: Mod: Legendary Lands = Released 1.11c 1-July Read first post!
« Reply #407 on: July 01, 2009, 10:29:56 am »

Okay... the problem with the dragons is now fixed. They had no heads! But still all the face bits. No idea how that happened but it was probably after I constructed them from elements rather than giving them a simple body.

I also took the opportunity to give giraffes a long neck.

Hm, do body part changes not immediately cross-over? I tried giving my dragons heads but it didn't work.

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11c 1-July Read first post!
« Reply #408 on: July 01, 2009, 01:33:12 pm »

Okay... the problem with the dragons is now fixed. They had no heads! But still all the face bits. No idea how that happened but it was probably after I constructed them from elements rather than giving them a simple body.

I also took the opportunity to give giraffes a long neck.

Hm, do body part changes not immediately cross-over? I tried giving my dragons heads but it didn't work.

version D has a new head body part, which was unfortunately required. However, you'd be wanting to move LONGNECK up after TORSONOHEAD, with BASIC_HEAD following it. You can remove LONGTHROAT entirely. However, do note that dragons already on the map won't be updated.
You'll need to update the body parts of all dragons, being all mentioned in the mega files, and the dracofiend in the power files.
This isn't perfect, but it will allow you to keep playing older versions without having to regen.
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hormiga

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #409 on: July 04, 2009, 12:33:11 pm »

How can I tell what mode is installed (play or world gen)? (Nevermind, I figured it out and feel silly,  ::) )
« Last Edit: July 04, 2009, 12:43:03 pm by hormiga »
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hormiga

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #410 on: July 05, 2009, 11:56:52 am »

What is worm root used for?
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Derakon

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #411 on: July 05, 2009, 06:04:13 pm »

It makes worm root paste which can be cooked.

How quickly should I expect to be getting attacked here? Second year, over two million wealth (helps to have a fey smith use celestrium bars), not even an ambush yet, though I have gotten plenty of thieves.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #412 on: July 06, 2009, 01:19:13 am »

It makes worm root paste which can be cooked.

How quickly should I expect to be getting attacked here? Second year, over two million wealth (helps to have a fey smith use celestrium bars), not even an ambush yet, though I have gotten plenty of thieves.


They should be kicking things up a notch after some raiding success.
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LordShotGun

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #413 on: July 16, 2009, 11:05:30 am »

I have had an avar ambush that was pretty bloody. Since they bypassed my traps and most of my military was little trained, i lost 5 dwarves and a few more had serious yellow and red injuries. The attack was mostly wrestlers but this one spearman caused a bunch of deaths untill his awl pike got stuck in one of my dwarves. Also this morning i was playing on a magma pipe map with a flame maiden. So i thought the problem would keep untill i traded for weapons and armor and trained my three miners/axedwarves. It somehow appeared right in the middle of my farm fields and killed my entire fortress only because my miners/axedwarves arrived one by one. So I have read the thread and i noticed someone else had this problem. The only thing i can think of is if flame maids can fly. Can they? otherwise it must have teleported somehow  :-\
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11d 1-July Read first post!
« Reply #414 on: July 16, 2009, 11:43:16 pm »

I have had an avar ambush that was pretty bloody. Since they bypassed my traps and most of my military was little trained, i lost 5 dwarves and a few more had serious yellow and red injuries. The attack was mostly wrestlers but this one spearman caused a bunch of deaths untill his awl pike got stuck in one of my dwarves. Also this morning i was playing on a magma pipe map with a flame maiden. So i thought the problem would keep untill i traded for weapons and armor and trained my three miners/axedwarves. It somehow appeared right in the middle of my farm fields and killed my entire fortress only because my miners/axedwarves arrived one by one. So I have read the thread and i noticed someone else had this problem. The only thing i can think of is if flame maids can fly. Can they? otherwise it must have teleported somehow  :-\

Yes. They can fly.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #415 on: July 19, 2009, 12:18:11 pm »

updated to 1.11e
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LordNagash

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #416 on: July 19, 2009, 07:23:43 pm »

What's the changelog, out of interest?
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #417 on: July 19, 2009, 10:25:50 pm »

What's the changelog, out of interest?

Aboveground farms, fixed. Oushyk pup names fixed. Readme has more content about stuff I made up.
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Chariot

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #418 on: July 20, 2009, 02:11:43 am »

but are there graphics for the new races?

Nope, but I suck at making them. If somebody else wanted to help out in that respect, I'd gladly add graphical support.


I've uploaded a graphics pack for LL to DFFD.

It contains graphics for most of the civs(not chaos lords, avari, or avatars, and only basic tiles for tigermen), all base game animals( ocean, and 3 -men), all zoo mod animals included in LL, and most other critters in LL.
« Last Edit: July 30, 2009, 08:46:27 pm by Chariot »
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Chariot

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #419 on: July 21, 2009, 01:38:58 am »

The graphics pack has been updated to include a bunch more LL critters.
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