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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403153 times)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1155 on: January 07, 2012, 11:56:10 pm »

I do believe that the 2 handed sword is the 'long sword', nukularpower.
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1156 on: January 08, 2012, 12:03:01 am »

I do believe that the 2 handed sword is the 'long sword', nukularpower.

There's also a normal two-handed sword that is human sized, and I think that's where the confusion comes from.

I'm assuming that dwarves wield the long sword as if it were two-handed.

nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1157 on: January 08, 2012, 11:33:57 am »

Not sure about that because he mentions the long sword being added as just another normal weapon elsewhere.   Also, that swordsdwarf was using one before and it wasnt "multigrasp".

Anyways I just replaced a reaction in the exotic weapons thing to make a 2h sword, so now all is good :)
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1158 on: January 08, 2012, 11:47:03 am »

Narhiril, I'm currently starting a test fort for your test release. What is available and what isn't on what you uploaded, currently?
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1159 on: January 08, 2012, 02:44:30 pm »

Not sure about that because he mentions the long sword being added as just another normal weapon elsewhere.   Also, that swordsdwarf was using one before and it wasnt "multigrasp".

Anyways I just replaced a reaction in the exotic weapons thing to make a 2h sword, so now all is good :)

1. She
2. Hmm...

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1160 on: January 08, 2012, 02:47:41 pm »

I always thought you could wield 2H weapons in one hand, but then you'd take a penalty on attacks.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1161 on: January 08, 2012, 04:51:38 pm »

I always thought you could wield 2H weapons in one hand, but then you'd take a penalty on attacks.

Yeah, they don't work quite right in the current version.  You'll see dwarves wielding glaives in one hand sometimes.  Not much I can do about it, unfortunately.  >.<

Narhiril, I'm currently starting a test fort for your test release. What is available and what isn't on what you uploaded, currently?

It's a *mostly* working preview of the new workshops, which are using placeholder artwork.  I've already identified two issues that I have fixed, but are not fixed in the test save.  If you're comfortable doing so, here's what needs to be changed.  Both of these changes can be safely added to a current save with dfworldtinker (or with a new world).

entity_default, dwarves are missing the line...

[PERMITTED_REACTION:UPGRADE_TOME_XBOW_THREE]

reaction_tech_t3, the reaction [REACTION:ATTACH_CAPACITOR_MAGDART] is missing the line...

[REAGENT:C:1:TOOL:ITEM_TOOL_MAGDART_BLUEPRINT_THREE:NONE:NONE]

...  that's all I've found thus far.

Note that the world provided with the test copy uses a bit of an unusual set of parameters, for the purpose of testing certain underground features.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1162 on: January 08, 2012, 08:15:17 pm »

I just noticed that Dwarf Therapist does not seem to be able to track the alchemy skill.  It can control turning the labor on and off just fine and can tell which dwarves have it enabled or not, but it seems unable to detect exp gained or current levels of that skill.  Does anyone know a fix for this?
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1163 on: January 08, 2012, 10:35:36 pm »

I always thought you could wield 2H weapons in one hand, but then you'd take a penalty on attacks.

Yeah, they don't work quite right in the current version.  You'll see dwarves wielding glaives in one hand sometimes.  Not much I can do about it, unfortunately.  >.<

Narhiril, I'm currently starting a test fort for your test release. What is available and what isn't on what you uploaded, currently?

It's a *mostly* working preview of the new workshops, which are using placeholder artwork.  I've already identified two issues that I have fixed, but are not fixed in the test save.  If you're comfortable doing so, here's what needs to be changed.  Both of these changes can be safely added to a current save with dfworldtinker (or with a new world).

entity_default, dwarves are missing the line...

[PERMITTED_REACTION:UPGRADE_TOME_XBOW_THREE]

reaction_tech_t3, the reaction [REACTION:ATTACH_CAPACITOR_MAGDART] is missing the line...

[REAGENT:C:1:TOOL:ITEM_TOOL_MAGDART_BLUEPRINT_THREE:NONE:NONE]

...  that's all I've found thus far.

Note that the world provided with the test copy uses a bit of an unusual set of parameters, for the purpose of testing certain underground features.

 Place holder artwork only? So the reactions all work fine? I got some free time right now on sick leave, lying in bed with nothing to do. Let me know if there is anything that may need some beta testing before release  :)

 I'll just start up a fort now in a new world with the test copy's raws and see how it has been going.
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1164 on: January 08, 2012, 11:32:05 pm »

Small request:  For wood (and/or bone, or both together) "practice" javelins.  Ideally they would be totally useless in real combat, only really existing to make managing a practice marksman squad you want to use javelin throwers a bit easier, so they have non-metal ammo to practice with.  They wouldn't even need to be hammerhead or any special type - totally generic junk ammo.
 
After spending many hours with LFR now, just wanted to say thanks for the effort you put into making it.  Looking forward to these neat sounding crossbows coming up O.o
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1165 on: January 09, 2012, 07:43:48 pm »

Small request:  For wood (and/or bone, or both together) "practice" javelins.  Ideally they would be totally useless in real combat, only really existing to make managing a practice marksman squad you want to use javelin throwers a bit easier, so they have non-metal ammo to practice with.  They wouldn't even need to be hammerhead or any special type - totally generic junk ammo.
 
After spending many hours with LFR now, just wanted to say thanks for the effort you put into making it.  Looking forward to these neat sounding crossbows coming up O.o

This would actually solve another problem I have right now - dwarven caravan guards showing up with javelin throwers and no ammunition for them.  I think the problem is coming from javelin throwers being a permitted weapon, while javelins are not (instead crafted from a permitted reaction).  I was considering moving the javelin thrower to the advanced mechanics workshop to fix this, but permitting a weak type of javelin ammo would both allow for training and at least give the guards something to fire at people.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1166 on: January 10, 2012, 11:50:51 am »

So, since the test copy seems rather intact and everything currently works pretty well with no bugs, what's the list of stuff before the next full version, narhiril?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1167 on: January 10, 2012, 05:25:24 pm »

So, since the test copy seems rather intact and everything currently works pretty well with no bugs, what's the list of stuff before the next full version, narhiril?

Artwork, some more testing, and a few odds and ends (i.e. practice javelins).  I don't want to give a timeframe yet because school starts back up for me this coming week, so I'll have to see what kind of time I have.

Advanced alchemical experiements and advanced transmutation experiments work in the test copy, but they need some tweaking.  Right now, they're a pretty poor investment of resources (unless you manage to create the cheese recipe), and I'm not at all satisfied with them...


Aside from...

[PRODUCT:2:1:BOULDER:NO_SUBTYPE:INORGANIC:FAIL_STONE_ALCH_HOLYCRAP]

... I'm satisfied with that line.

kingfisher1112

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1168 on: January 10, 2012, 10:27:06 pm »

Litteraly the first time i played it, i built an altar and it lit fire to everything.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1169 on: January 11, 2012, 01:40:53 am »

Litteraly the first time i played it, i built an altar and it lit fire to everything.

Yeah I did that once when I was testing it :D
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