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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 404013 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2205 on: April 21, 2012, 12:01:37 am »

Raws only version doesn't work. New version works just fine. Good night, Narhiril.  :) And again, I feel like such a prick for not helping test the shedim.

Alright well, I'm not sure what would be causing that.  At least you got it working, though.  And don't worry, there will always be more opportunities to test things. :)


If anyone else runs into this problem, please let me know, and try to give as many details as possible.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2206 on: April 21, 2012, 01:17:07 am »

This probably isn't a bug... and probably isn't a feature...  And I really, really doubt it's an Easter Egg, cause.... I can't imagine anyone, even our awesome and creative Narhiril ever choosing to put such a minor meaningless Easter Egg in such an insignificant place.

But this caught my eye, and then my attention, and is so unique and different that it makes me really wonder how this happened - I'd ask why it was done, but I cannot imagine this having been done on purpose...

So I'm getting ready to embark on the woo-new LoFR, and I'm buying up some different sorts of cheap meats to give me many easily-emptied barrels (and some motivation to see what animals the parent civ has access to, cause I usually wonder that).

I've looked at a lot of body parts, and bought a lot of the cheap ones over the different games.  Carbunkle usually comes in two forms, meat and prepared intestines, and I spotted it where I roughly remember it always being, between the bronze-shelled tortoise and the saber-toothed tiger parts.

Several pages later, and oh, wait.... that's a whole lot of carbunkle parts.

Pretty much the rest of a carcass, all the bits most critters have, but without the meat and intestines, placed between the giant kea bits and the wolf bits.

It's a small thing to have blown my mind so much, but.... I've never, ever seen meat 'out of order' before.  Makes me wonder if this is empyrean carbunkle parts, maybe.  But if so, it's missing the meat and intestines.... duped over maybe?  But there's been empyreans for as long as I've played, but not this weird separate prepared-parts for them.

Ahh well, I may get to caught in the minutia to ever actually get this game started, but you've sure made an interesting-in-VERY-many ways new LoFR  :D
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2207 on: April 21, 2012, 06:30:46 am »

Anyone got trouble constructing the Temple of Water? I have both sacred pool construction sets, but it still says I require that. I'm playing the older version (want to finish off this fort before playing the new one)
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2208 on: April 21, 2012, 08:30:56 am »

This marks my first victory over the voidwalkers on open ground in my fortress.

Voidwalker ambush! The armies are split. The causeway in the middle seperates the soldiers on the west (led by the anonymous hammerlord) and the soldiers in the north (led by the champion axedwarf Fath). Each group consists of a mixture of different soldiers in different squads. Both groups are ambushed by the void obliterators. The west voidwalker force is led by an obliterator veteran, while the northern ambushers answer to the sinister figure that is busy projected energies of the void onto the rampants, slowly tearing apart an unlucky recruit marksdwarf.



There was general panic, as voidwalkers are unstoppable on the field. The western front, however, quickly strikes down a voidwalker. The hammerlord, spearmaster and captain of the guard works their way through the crowd, shattering limbs with each blow from a masterwork iovium hammer, masterwork voidshard spear and iovium mace. The voidwalkers retaliate, and a proficiently skilled swordsdwarf is swarmed and bludgeoned beyond recognition. The spearmaster coup de grace a voidwalker and stabs another full of holes. The captain of the guard has his knees shattered and manages to crawl away from the fighting.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I lost no more than 5 dwarves, while killing about 4 squads of voidwalkers. Although I got a ton of dwarves that have knee caps, legs, and arms heavily injured, meaning I will need to convert them to wavebreakers or something to restore their bodies. That is, if the Temple of Water would stop being buggy and let me build it...

Anyway, just HAD to note this battle down. True, not as well written as it was rushed and informal. But come on guys, dead voidwalkers? Awww Yeaah.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2209 on: April 21, 2012, 09:35:02 am »

Quote
Anyone got trouble constructing the Temple of Water? I have both sacred pool construction sets, but it still says I require that. I'm playing the older version (want to finish off this fort before playing the new one)

Did you bless the water and everything?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2210 on: April 21, 2012, 09:54:56 am »

Say what? Bless the water?

EDIT: Oh I see, silly me. Checked ritual reference.
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NotErich

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2211 on: April 21, 2012, 03:42:56 pm »

I have to ask, does this mod do anything to taming system? I cannot seem to do anything at my kennels other than "capture a live land animal" and "tame a small animal". I never proficiently used the taming system before I installed the mod, but I at least remember being able to use it.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2212 on: April 21, 2012, 04:09:49 pm »

The taming system changed, you now make Zones for it, with using the hotkey i, and assign animals independitly for taming in the animals stockscreen. This has been done by Today and is official DF, not LFR.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2213 on: April 21, 2012, 04:41:56 pm »

Here's a scary new thing, at least new and scary to me.  Was checking the gods of my starting seven and saw that someone worships Libash, the Stormy Thorn, female dwarf of chaos...

And in 83, The Strike of Throwing was created by Libash.

I've never seen a god have such a message before... recieving worship and cursing people, sure.

Has this god made an artifact?  If so... I'm very glad for my world that DF doesn't really connect concepts together that tightly.  Chaos creating a Strike of Throwing just makes me feel scared for the world!
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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.
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Alkhemia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2214 on: April 21, 2012, 04:50:03 pm »

Here's a scary new thing, at least new and scary to me.  Was checking the gods of my starting seven and saw that someone worships Libash, the Stormy Thorn, female dwarf of chaos...

And in 83, The Strike of Throwing was created by Libash.

I've never seen a god have such a message before... recieving worship and cursing people, sure.

Has this god made an artifact?  If so... I'm very glad for my world that DF doesn't really connect concepts together that tightly.  Chaos creating a Strike of Throwing just makes me feel scared for the world!

it made a slab if LFR has any new Secrets then it might be one of those or it just a necromancer 
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2215 on: April 22, 2012, 06:44:20 am »

Anyone tried the new versions yet?

Narhiril, what will be next on your list?
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2216 on: April 22, 2012, 06:51:34 am »

i had a strange idea...........
just a suggestion, add secret underground chambers that have got some living vangard people inside (armed of course).
or a vanguard race (small but VERY powerful).
also like the update spiders are cool
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2217 on: April 22, 2012, 06:59:57 am »

sorry for dobble post but i know your working on making the dwarfs have TONES of new stuff and i dont blame you BUT, is it posible to add the vanguard as a playable race???
simular tech and socity to dwarfs but with a MASSIVE tech advantage e.g.
Spoiler (click to show/hide)
also they could be rearly imperalistic, e.g swordsmen = "vanguard storm trooper" axemen = "vanguard beserker" and so on, i know your busy dude but i think this would make this mod stand apart from others. :D
if you want me too i will write down some more information if you need it.
« Last Edit: April 22, 2012, 07:05:10 am by fire1666 »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2218 on: April 22, 2012, 07:11:32 am »

Ooh, interesting idea. Although I'm not sure if underground tribes can be armed with anything but wooden weapons...
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2219 on: April 22, 2012, 08:29:16 am »

Underground tribes can be armed with anzthing, from javelins to adamantine great axes. Speaking from experience.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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