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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 406525 times)

Sunday

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2340 on: May 06, 2012, 09:00:21 am »

Are you on an evil biome? The (vanilla-also) game has randomized syndromes attached to randomly generated rain and snow.

I would guess the "bitter snow" is causing a syndrome, knocking people caught in it unconscious. Be sure to monitor people you know who have been exposed for other symptoms, though hopefully those symptoms won't be deadly.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2341 on: May 06, 2012, 10:52:28 am »

Quote
edit: Oh, one other thing I forgot to mention. Ever since I arrived at the tundra, it's been, "snowing a bitter snow" near constantly. I am sure every one of my dwarves was outside at some point during this snow (which shows up with a red alert, as opposed to the yellow when it's just regular snowing) but the last time any of them were outside was back in spring, and it's winter now. This bitter snow also shows up as a teal blue on the map, as opposed to the white of regular snow. Could this have caused the unconsciousness, perhaps through some slow-acting illness? If not, what does this bitter snow do? Unless it's something really spectacular and mysterious that can be revealed through normal gameplay, I'm alright with this being completely revealed. I've been wondering almost since I started this fort, and the fact that it seems to have had no effect so far just deepens the mystery.

That snow could do it, assuming you are on an evil area. Probably best to stay out of that. This mod does add some weather effects, but that might even be vanilla.

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2x edit combo: Okay so my previously-unconscious cook just organized a party. Time to lock him in a very small room, just in case...

He should be fine, at the very worst it isn't him you need to watch out for.

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So, the caverns/magma sea seem a lot deeper than in vanilla. I'm at -69 so far and no sign of either. I am aware that it's possible to just slip by the cavern sections if you hit in the right area, but I've been sending out pretty regular offshoots to gather minerals and I haven't hit anything yet. Should I keep going down or have I probably just missed it and should go back and check again?

This game doesn't touch that, it is jut random.

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Diplomacy? Warning? That's adorable.  ;D

I just think of them as infiltrators. When discovered, they do not run, but makes a blind charge into the fortress and do as much chaos as they can.

He was just standing there, after having fought threw terrifying ancient beasts. Are you saying he did all that...just to stand on the bed of our expedition leader?
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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2342 on: May 06, 2012, 12:26:39 pm »


He was just standing there, after having fought threw terrifying ancient beasts. Are you saying he did all that...just to stand on the bed of our expedition leader?

Yes.  He probably had 'thought' he'd gone back into ambush mode, and was waiting to kill your expedition leader or family thereof whenever one of them next entered the room.

On my maps voidwalker theives (individual units) tend to arrive in small groups.  Once revealed, they each briefly flee like any other race's thieves do - but instead of continuing to flee off the map within a few steps they then turn around and charge back towards my fortress.

Each one seems to have a different level of direct agressiveness.  Some charge for the nearest living friendly critter they spot.  Others try to get past such targets, but will turn and fight if attacked.

A very few others, and this seems the weirdest and most wonderful to me, totally ignore being attacked.  Their goal seems to be somewhere deep inside my fortress, and nothing else seems to please them, not even defending themselves other than running through a gauntlet of attacking warbeasts as far as they can get.

I've never let one of those inside yet, though I've considered burrowing everydwarf in some sealed off location and letting a revealed determined thief in just to see what it would do.  One did force its way in once, but I mobilized almost my entire fortress to go mob it when I saw it had managed to run past the warbeasts, which were distracted with trying to kill two other thieves.  It destroyed a single workshop and was heading towards a second by the time the mob surrounded it.  It never struck back, either overwhelmed by the huge number of unskilled attacks, or because it was trying to do something else, and the first warbeast to finally catch up bit through its skull.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2343 on: May 06, 2012, 12:31:19 pm »

the bitter snow is a modded weather found on ANY glacier/tundra biome, completely harmless to your dwarves...

a certain modded race will disagree with it being harmless though...



voidwalkers and bog troll theives tend to try to charge in my forts, i think it's the building destroyer tag they have
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2344 on: May 06, 2012, 12:51:30 pm »

Quote
Yes.  He probably had 'thought' he'd gone back into ambush mode, and was waiting to kill your expedition leader or family thereof whenever one of them next entered the room.

It is possible, but he busted threw a crowded hallway, into a three square room. Someone would notice, wouldn't they? Did he just think that all the people just forgot about the insane man-bug running past them? I suppose he is still more stealthy than the bog troll thieves... "BOG TROLL THIEF IS ENRAGED! HE IS ENRAGED ABOUT THE HORSE! OH HOW DID YOU FIND ME! I AM A STEALTHY THIEF! RAR!".
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That would be an interesting experiment, I would try it myself but I am pretty sure my dwarves would mess it up some how. I can't build a wall without two dwarves managing to knock themselves out and drown. And I just dug a whole in the middle of a scorching desert, and one of my miners managed to knock himself out and drown. I mean both managed to knock themselves out and drown.

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voidwalkers and bog troll theives tend to try to charge in my forts, i think it's the building destroyer tag they have

Really? All the bog troll thieves I have seen run away once you find them, after they calm down from their rage. And in my case, the voidwalker didn't actually break anything, and had run past a dozen workshops and several Z-levels just to sit in a bedroom.
« Last Edit: May 06, 2012, 02:09:53 pm by Stirk »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2345 on: May 06, 2012, 03:22:44 pm »

I'm going to tell you that vanguard rubble had nothing to do with your chief's unconsciousness. Maybe he got in a fight with an animal that was overcrowded?

I can think of another reason from this mod why, although it's quite unlikely. And I don't want to spoil it. Bring watchers.

The layers should not be affected by the mod either. Probably just your luck.

Doctors don't really tell you if there are any syndromes. They will diagnose so other doctors will fix the patient up. You as the player can usually tell what happened to them. Any syndromes, I believe doctors cannot do anything about it.

A skilled diagnostician will be able to tell you the name of the syndrome.  If you see "insidious poison symptoms," you might be in a world of hurt.

the bitter snow is a modded weather found on ANY glacier/tundra biome, completely harmless to your dwarves...

a certain modded race will disagree with it being harmless though...



voidwalkers and bog troll theives tend to try to charge in my forts, i think it's the building destroyer tag they have

Correct and correct again.  xD


Sorry guys, it's finals week.  Don't expect too much out of me until Friday or so.  >.<

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2346 on: May 06, 2012, 04:39:42 pm »


Sorry guys, it's finals week.  Don't expect too much out of me until Friday or so.  >.<

We expect you to do awesomely upon your finals!  Luck and skill to you, in equal amounts!
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lleu

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2347 on: May 06, 2012, 09:20:51 pm »

So, on my embark screen for a new fortress, I saw that one of my miners was named "Urist McMiner, Bum" instead of the usual peasant. What does that mean? After the embark, he was called a miner like usual, but he had blowgunner and liar skill. Is this an easter egg of some sort? Also, on my last fortress, I had a child that was able to do alchemy. Not sure if it was a bug, but none of my other kids have ever been able to do that. The fortress was wiped out by a FB directly after breaching the first cavern, so he never grew up. Anyone know how, or why that happened?
   Note: I also started with a legendary weapon prodigy. Does that mean legendary weapon maker, or weapon user?
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Dwarves Killed: Don't even care anymore.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2348 on: May 06, 2012, 09:35:48 pm »

Quote
So, on my embark screen for a new fortress, I saw that one of my miners was named "Urist McMiner, Bum" instead of the usual peasant. What does that mean? After the embark, he was called a miner like usual, but he had blowgunner and liar skill. Is this an easter egg of some sort? Also, on my last fortress, I had a child that was able to do alchemy. Not sure if it was a bug, but none of my other kids have ever been able to do that. The fortress was wiped out by a FB directly after breaching the first cavern, so he never grew up. Anyone know how, or why that happened?
   Note: I also started with a legendary weapon prodigy. Does that mean legendary weapon maker, or weapon user?

It is a caste, just like the prodigies. The child doing alchemy is probably something you did, do you use dwarf therapist? I usually see child labor when I do mass-skill assigning with DT. The weapon prodigy makes weapons.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2349 on: May 06, 2012, 11:19:24 pm »

I think that the child was an alchemy prodigy, and, since the child had a natural skill, they immigrated into the fortress with the ability to do that labor. Probably a bug.

Also, that bum is another easter egg caste.

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2350 on: May 07, 2012, 01:08:37 am »

[ITEMTHIEF] and [BUILDINGDESTROYER:2] do not play nice together, I believe.  ITEMTHEIF compels them to run once discovered, but BUILDINGDEST compels them to go knock over your buildings.  Sometimes they run in circles, sometimes they just bluescreen and stand there, sometimes they just charge straight at the nearest target. 

I would guess that a similar psychological conflict is happening when your "watchers" uncover an "anarchist"
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2351 on: May 07, 2012, 01:18:05 am »

I think that the child was an alchemy prodigy, and, since the child had a natural skill, they immigrated into the fortress with the ability to do that labor. Probably a bug.


In my fortresses, children who arrived (or were born) with prodigy skills simply had the skill - I never noticed it rust, though that might be lack of watching enough.  Just like a child can create an artifact and gain a legendary skill that doesn't get used until they become adults, so too do these prodigies have an amazing skill that won't be used until they are 12.
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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2352 on: May 07, 2012, 01:23:51 am »

[ITEMTHIEF] and [BUILDINGDESTROYER:2] do not play nice together, I believe.  ITEMTHEIF compels them to run once discovered, but BUILDINGDEST compels them to go knock over your buildings.  Sometimes they run in circles, sometimes they just bluescreen and stand there, sometimes they just charge straight at the nearest target. 

I would guess that a similar psychological conflict is happening when your "watchers" uncover an "anarchist"

I can see why you refer to it as 'not playing nice', but to me... it's very nice It's strange, confusing, unpredictable, and thus for me quite enjoyable!  And it's made me spend a fair amount of time wondering 'what do they want?  What is it that I have that they want so much?  Why can't I find what they want so much!' and imagining awesome things lost somewhere in my fortress that I and my dwarves never knew were there, or understood what it was that we have here...

Urist McMechanic:  Hey, I made a neat dohickey here.  Someone haul it to a bin!

Where it sits and sits and would rust if only that were coded in...

Unbenownst to clueless player and undereducated dwarves, this 'dohickey' unlocks tier 5 stuff and is incredibly rare.  But this is not obvious - until you are tier 4 (like the voidwalkers are) - in which case you can sense it from half a world away.
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RetSpline

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2353 on: May 08, 2012, 12:50:06 am »

Well, started a new fort because I got bored of the old one (I've actually never abandoned a fort for any other reason...)

This new one's going very well but, as always, has its complications.

For starters, I actually just had my first dwarf death in a long time. I was mucking about with the battlements on my surface walls, building and destroying walls and floors and fortifications all over the place when all of a sudden a deconstructed rock fell on and crushed my only diagnostician, brewer, appraiser, and leader. This is probably a vanilla thing, but I had no idea that falling items actually did any damage! This is really cool, even though it's kind of crippled me for a while.

I'm also having a bit of an immigrant problem. This is, again, probably a vanilla thing (but I figured I'd just post all of my questions in one spot) but I set my population cap at 35 due to my having an incredibly slow and archaic computer. For a few seasons, I had a stable population right at 35 dwarves, but then a large immigrant wave showed up and put me at 50 dwarves. 51, before my leader died. I do have a lot of children, including an incredibly helpful alchemy prodigy child. Are children not counted in fort population for determining new waves? I've been taking pretty severe FPS hits recently and it's getting very unplayable.

Finally, for an LFR related question: there's absolutely no Orichalcum anywhere on my map (confirmed with DFHack) but the manual mentions other ways to acquire precision tools. Can I expect to find any Orichalcum ore or bars in the next trade caravan? Unfortunately, I discovered this problem after I sent the liaison away so I couldn't ask them to bring me some. Some of the things in the manual seemed to hint towards finding interesting things deep in the caverns, if not precision tools themselves, but I'm kind of reticent to start exploring when my militia is still incredibly untrained. What sorts of things can I expect to find in the caverns, and is that a good place to start looking if I want to start getting into the tech tree?

I mean, this is kind of a moot point since I'm strongly considering making (yet another) new fort at this point, at least to apply the things I've learned more efficiently, but I would still like to know. This whole mod creates this interesting dynamic withing me between my love of mystery and my inherent need to know everything there is to know about the games I play. It is a shame that you can't start with a dwarf trained in Alchemy; is that not a thing that can be modded? The time difference between a dabbling alchemist and a master prodigy child alchemist is staggering and the alchemy experimentation mechanic alone is a really neat part of this mod that I like a lot.

One other problem I've been having that I forgot: ancient vanguard rubble has been showing up in all of my stone stockpiles, even piles that only have, say, lignite in them. There doesn't seem to be a way to disable them. Am I just missing something or is there a workaround here? This is kind of starting to severely impact my coke production pipeline.

Anyways, I can't say enough how much I'm enjoying this mod so far, even though I've barely scratched the surface! It's lots of fun, and I can't wait to keep finding interesting new things.
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lleu

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2354 on: May 08, 2012, 04:07:36 pm »

Hey, even though I did generate a new world once I installed FD, I have never gotten a seige from one of the FD races. On the embark screen, all of the races show up when I tab to them, but they have never invaded. I'm currently at 48 population, and the only people to ever attack have been Kobold Thieves and the Shedim, once. Any help on how to fix this?
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Fortresses made: 17
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