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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 403295 times)

BigFatStupidHead

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1320 on: February 08, 2012, 03:40:57 pm »

Question: how did you make your caravans bring wagons? Cause its prety damm awsome!
Please not that the patched .exe will not work on existing worlds. But fear not! The new version of DFhack has tools that can make it happen in them, too!
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thatkid

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1321 on: February 08, 2012, 06:09:07 pm »

Back to playing DF again after a long hiatus, and I saw the poll while going to grab the mod (I can't play DF without the mod anymore, it feels weird).
I don't actually require boobies to better enjoy the mod, but since I haven't got any other complaints...
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1322 on: February 08, 2012, 11:21:58 pm »

Back to playing DF again after a long hiatus, and I saw the poll while going to grab the mod (I can't play DF without the mod anymore, it feels weird).
I don't actually require boobies to better enjoy the mod, but since I haven't got any other complaints...

And I thought we were all over this issue months ago. But hey, narhiril, the poll and it's fanboys (no offense) has spoken.  :D

Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big in this tileset. Adult jackalopes also look like huge standing bunnies instead of horned rabbits of normal size.)! I dicked around with adventurer mod recently and noticed the aboveground humans planted huge fields of blue and yellow - blue bells and mousebulbs. Realistic or silly is up to you.

Apologies for all this un-positive feedback. But hey, it's what I do.
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1323 on: February 08, 2012, 11:47:43 pm »

Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big ...


Hrm.  The mod has sabretooth tigers, which are a big step back in time, (depending on species, somewhere around 2.5 million to 10 thousand years ago) but then it also has pygmy ankylosaurs (even fuzzier, but estimated at 66.5 to 65.5 million years ago).

Why wouldn't these giant mushrooms also be from a long gone day?  Could they not be various types of Prototaxites (considered to be the world's largest organism from about 420 million to 370 million years ago)?  My disbelief's fully suspended  :P  But if they are - then the graphic if anything could handle being enlarged some!
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Dheyjin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1324 on: February 09, 2012, 02:20:05 am »

I might have a slight problem.
Got a couple of Meowkin Caravan Guards stuck at my trading post and they start to reproduce...

"Tibita Oiseauxrembourrer - Meowkin Maiden Spear has given birth to a kitten"

Open/Closing the gates doesn't do anything. They won't move.

catsplosion anyone ?
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1325 on: February 09, 2012, 04:23:38 am »

Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big ...


Hrm.  The mod has sabretooth tigers, which are a big step back in time, (depending on species, somewhere around 2.5 million to 10 thousand years ago) but then it also has pygmy ankylosaurs (even fuzzier, but estimated at 66.5 to 65.5 million years ago).

Why wouldn't these giant mushrooms also be from a long gone day?  Could they not be various types of Prototaxites (considered to be the world's largest organism from about 420 million to 370 million years ago)?  My disbelief's fully suspended  :P  But if they are - then the graphic if anything could handle being enlarged some!

True, but if the bluebells and mousebulbs were intentionally large, it would have been mentioned somewhere, I should think. Me thinks they are just normal mushrooms. But then again, these are ironhand tilesets anyway. Not in the LFR department.

Caravan guards getting stuck? Probably isn't LFR. Happened to me in vanilla before, too (40d, though). Don't remembered if they bred, though. The merchant horses bred, if I recall, but I think the human caravan went insane.
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Dheyjin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1326 on: February 09, 2012, 04:42:29 am »

Well I don't really bother with them beeing stuck but I guess breeding Meowkins in my fortress doesn't sound "intended", don't you say ?
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1327 on: February 09, 2012, 04:51:37 am »

Well I don't really bother with them beeing stuck but I guess breeding Meowkins in my fortress doesn't sound "intended", don't you say ?

I'm going to take a wild guess here and say 'no'. Try deconstructing the depot? Save before doing that, so you can savescum if that doesn't get them to leave. I mean, my depots are filled to the brim with stuff I traded. Deconstructing them or being destroyed via tantrums usually causes a ton of stuff to just fall on the floor.
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Dheyjin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1328 on: February 09, 2012, 06:43:33 am »

I allready got them going. It seems they can't go through 3x3 corridors with 90° corners.
As I said, the stuck caravan wasn't the issue here.

But I thought the mod creator might be interested in his civilizations breeding in my fortress and have a look at it.
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1329 on: February 09, 2012, 07:35:28 am »

I allready got them going. It seems they can't go through 3x3 corridors with 90° corners.
As I said, the stuck caravan wasn't the issue here.

But I thought the mod creator might be interested in his civilizations breeding in my fortress and have a look at it.

I'm not sure this is an LoFR issue.  I've occasionally had a caravan guard stay put after the caravan left, though it's rare.  I've seen three that I can remember and I've never had two from the same caravan stick around, but that doesn't seem impossible to me.  I remember one stayed around the depot and two hung around the edge of the map - none of them went insane and they all eventually left (there was nothing preventing them from leaving that I know of, they could all path out).  Think two of them left about a month or two late, and the other stayed over a half year.

About the births, I couldn't find the threads mentioning 'visitors' giving birth, but it has been mentioned on the forums before.  I don't recall hearing about guards (or merchants) giving birth, but I believe liaisons very rarely have, and animals brought along for sieges have been reported to (that can be searched for, here's a couple threads mentioning it - http://www.bay12forums.com/smf/index.php?topic=49416.msg1026522#msg1026522, http://www.bay12forums.com/smf/index.php?topic=37225.0)

I expect that the pregnancy tag had been set before the unit entered the map, and the unit happened to still be there when the time came - seems even vanilla DF has its share of Easter Eggs!
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Dheyjin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1330 on: February 09, 2012, 08:07:38 am »

I expect that the pregnancy tag had been set before the unit entered the map, and the unit happened to still be there when the time came - seems even vanilla DF has its share of Easter Eggs!

yeah, looks like it. I'm not familiar how the scripts work, and haven't seen something like this before. So I thought I post it here.
Seems like I just found a little Dwarf Fortress curiosity. One I won't forget, that's for sure  ;)
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1331 on: February 10, 2012, 08:42:44 am »

whats the purpose of the phantasmal statue? i can't melt it
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1332 on: February 10, 2012, 08:57:49 am »

whats the purpose of the phantasmal statue? i can't melt it

Valuable. Good decor. Story wise, you free a banshee soul with the ectoplasmic residue and it rewards you with a ether statue.

To get ether, conduct alchemy till you receive spheres of ethereal. Designate them for melting and you are good to go. Careful if they are masterwork or the alchemist who made them will get pissed. If the spheres are masterwork quality then just go to the smelter and look for a reaction. It'll change the quality.
« Last Edit: February 10, 2012, 09:00:21 am by Pan »
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darkflagrance

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1333 on: February 10, 2012, 03:44:34 pm »

I expect that the pregnancy tag had been set before the unit entered the map, and the unit happened to still be there when the time came - seems even vanilla DF has its share of Easter Eggs!

yeah, looks like it. I'm not familiar how the scripts work, and haven't seen something like this before. So I thought I post it here.
Seems like I just found a little Dwarf Fortress curiosity. One I won't forget, that's for sure  ;)

There's actually an old 40d story about a human caravan guard being trapped in a pit, turned into an exhibit in the fortress zoo, and somehow giving birth to two children. So this bug has been documented in the past, and from the looks of it hasn't been addressed yet.

I've personally experienced sieging enemies giving birth in my fort as well, although never friendlies.
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1334 on: February 11, 2012, 08:55:13 am »

i'd done a little experimenting with sieging enemies and caravans giving birth on maps. pitted pairs of goblins, bog trolls, drow and voidwalkers (i'd modded out their trapavoid for this test), as well as kobolds and lizardmen, but was disappointed with the latter. they refuse to even look at nest boxes, alas. and trapped some neph, meowkin, human, and elf guards in rooms, since the guards never go insane.

they all (except the egg-layers, of course) started spitting out kids, and interestingly, all the kids were listed as friendly on the units screen...until, for the usually aggressive sorts, a new ambush or siege of their race showed up. the very next time a new goblin showed on my map, all the gobbo kids went hostile. same for the bog trolls, voidwalkers, and the rest. now, if there were only away to avoid that, and figure out how to get friendlies into a slave population...
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