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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 406237 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2535 on: July 19, 2012, 12:29:04 pm »

So maybe I did something to muck it up but I dunno... Anyway, my problem is that the new minerals, creatures, etc. all work for me, but the buildings don't. Like, I can't build alchemy labs, foundries, etc. and I don't know why.

I installed by downloading the newest version, and the mods I'm using are this one, Fortress Defense, and Phoebus's graphics.

The only raws I changed were for getting rid of trap avoid in certain creatures from Fortress Defense, and removing aquifers. Not sure why that would effect the buildings from LFR.

Other than that... the mod works smoothly for me.

It sounds to me like the entity_default file got overwritten, perhaps by a copy from Fortress Defense.  Go ahead and replace that file with the one from LFR or LFR-SC and everything should be fine.  It will probably require a new world, though.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2536 on: July 19, 2012, 03:13:05 pm »

Quote
It will probably definetly require a new world, though.

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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2537 on: July 20, 2012, 09:09:02 am »

I got a little side-tracked over the past few days.  A number of suggestions and concerns about ritual unit costs have come up over the last few months, so I've been gutting and re-building the ritual unit reactions from the ground up.

I've decided to abandon the material components of ceremonial reactions.  Instead, I thought - why not, instead of tying ritual units to limited (and often obscure) resources, there was a better way that I could control their influx which also makes a lot more sense from a lore standpoint.  From now on, prayers at the temples will sometimes yield a "symbol of (deity)'s favor," which will be the new reagent for transformation ceremonies.  Put simply - the more attention you offer to a deity with prayers, the more of that deity's units will be available.  Makes sense, right?

Symbols will only be produced by a set of new prayers, all similarly named, which will do nothing but produce symbols at a rate that approaches a constant predicted by the laws of probability.  Therefore, if you want to use the temple for prayers for other items, you will need to allocate time on the workshop that could be used for symbol prayers, or build another temple.  This also has the neat little side effect of offering some sort of additional incentive to build multiple temples in order to win favor more quickly.

Thoughts?


---

Today has been dedicated to cleanup of the ritual tree and, on a more exciting note, some framework for new dwarven mechanical constructs (that can be pastured/penned).  I still have quite a bit to do, including but not limited to a few new b_detail_plans, graphics, finishing the abilities for umbrals, and, of course, testing, but it's going smoothly so far.
« Last Edit: July 20, 2012, 11:44:19 am by narhiril »
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ioi101

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2538 on: July 20, 2012, 01:21:52 pm »

Wouldn't it be best to have both? I.e. some units that require things you get without prayer and others purely from prayers. Since there's a variety of units to choose from, people could go with whichever they prefer. Perhaps make the fire-immune "side" of ritual units one way, and the other the other way. Or simply leave the old reactions and add these new ones, so there's two ways to aquire every ritual unit.
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2539 on: July 20, 2012, 07:06:15 pm »

Today has been dedicated to cleanup of the ritual tree and, on a more exciting note, some framework for new dwarven mechanical constructs (that can be pastured/penned).

Clockwork sheep sound awesome. ;)  Magma sheep, even more so!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2540 on: July 20, 2012, 08:35:54 pm »

That sounds like a great idea, actually!  :D More temples more favor... On a lore and gameplay standpoint, I like.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2541 on: July 21, 2012, 06:28:31 am »

Nari do you have LFR 0.10 lying around somewhere? 8)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2542 on: July 21, 2012, 09:51:03 am »

Nari do you have LFR 0.10 lying around somewhere? 8)

Wow, there's a blast from the past.

http://dffd.wimbli.com/file.php?id=6696

I uploaded 0.10d.  If you need an even earlier version, let me know.

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2543 on: July 21, 2012, 07:31:06 pm »

It's okay I was just being really Urist there for a moment. thanks anyway
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2544 on: July 21, 2012, 08:10:27 pm »

Quote
Clockwork sheep sound awesome. ;)  Magma sheep, even more so!

I have always dreamed of electric sheep, myself.

How will the organization of the symbol thingies work? Will they fit in a stock pile or just lay on the alter until they are ready to use?

**EDIT**

I am playing a meokin adventurer who goes around owning goblins with a copper butterfly knife. In a fight with some boogeymen, I had misjudged the opponent in front of me, and instead of stepping back like I had planned, got bit. I stepped back and he bled to death, like I had planned, and went back to the village to sleep. Then, gazing upon my injuries, I noticed the part I lost was a valuable organ known as the "Right eye tooth". ...Does...Anyone know what that is? Should I be worried?


***EDIT 2***

What an interesting world this is! I was attacked by a group of goblins who ambushed me. I was of course, ready to fight them, and went to the defense of my Nephal chanter buddy I kept around to get rid of the boogeymen. Strangly, they where uninterested in my, and proceeded to rip apart my buddy. After the fight, I talked to them, and they answered as normal soldiers would. I brought one of them with me, asked one for a quest, and went back on my merry way. I also noticed that underground Armorock thing also has some eye teeth, do all of the creatures of this world have it?
« Last Edit: July 21, 2012, 08:59:42 pm by Stirk »
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2545 on: July 21, 2012, 09:16:09 pm »

The eye teeth are the teeth directly below the eyes.  If something has fangs, these will be the fangs.  Otherwise, they're just teeth.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2546 on: July 21, 2012, 09:31:53 pm »

Quote
The eye teeth are the teeth directly below the eyes.  If something has fangs, these will be the fangs.  Otherwise, they're just teeth.

Ah, thanks! Learn something every day.

And for all who wish to learn the fate of said Meokin, he and his goblin companions got in a fight with a land mover. They damaged him greatly, but he took like five hundred hits to take down. The Moekin tried to take shots he could not make and was hit by a counter attack, once on a super hit in the neck he was trying to get and once on the normal hit. Both attacks had him lost a limb to the jaws of the beast, but they fought on. Soon the land mover died the death of a thousand cuts and bled to death, but our adventurer had to retire in the Nephal village. He lost his leg and his arm to the beast, but proved that the Meokins are epic outside of legends as well...

*EDIT*

...Did anyone else know Shedim can swim? RIP river village.
« Last Edit: July 22, 2012, 12:14:59 pm by Stirk »
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PlattFish

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2547 on: July 23, 2012, 08:40:08 pm »

In entirely unrelated news, I'm really enjoying this mod. I haven't quite made it to the high level tech-tree units yet, but I'm having a lot of fun with the javelin launchers. I captured a bunch of goblins in my courtyard and tore them into goblin giblets. A mighty feast for Armok! http://i.imgur.com/TQyrg.jpg
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2548 on: July 23, 2012, 09:31:03 pm »

I once saw a legendary marksdwarf neatly shoot a charging lizardman in half the moment he came within range.

Shedim can swim?  :o
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2549 on: July 24, 2012, 04:20:10 am »

Shedim can swim?  :o

I consider Shedim to be made of pure evil and I wouldn't put it past them to spontaneously grow wings and fly in to my fort to be honest. A little splishy-splashy time isn't going to stop them!
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