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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 406215 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2565 on: July 29, 2012, 06:51:39 pm »


$$$$QUESTION EDIT$$$$

Does anyone know how to get torchbearer gargoyles now? They are not at the shrine of victory, as the reference sheet says...

That reaction was moved to the Temple Component Foundry.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2566 on: July 29, 2012, 07:11:45 pm »

Quote
That reaction was moved to the Temple Component Foundry.

Ah yes, thanks. Now I can get back to setting the fortress on fire.

And I just figured out that the king of the nation is a Meokin lad. Another testament to their awesomeness. On top of that the goblin's war leader is human...

And now I can't get the Shedim to kill anything I actually want it to kill.
« Last Edit: July 30, 2012, 06:51:50 pm by Stirk »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2567 on: July 31, 2012, 12:38:58 am »

Well the bad news is that I'm still not done with the abilities for radiant priests and umbrals.  I know, it's taking a lot longer than usual due to IRL concerns and technical hurdles, but I promise it's getting there.

The good news?  I finished up the mantis construct raws today, and I've got them to work pretty nicely.  The description isn't quite finalized yet, but here are some screens.





Mantises (I considered "mantids," but "mantises" is, in fact, the correct plural) are made from a variety of familiar mechanical components.  You'll need to make an iron chassis, advanced mechanisms, mechanisms, two iron pipes, a mechanical eye, and a few capacitors.  The reaction will utilize a new slug-like domestic creature (called a "slimer," which looks a bit like Gary from Spongebob) as the platform for transformation, integrating it as part of the mantis control module.  Of course, if this part is damaged, the mantis ceases to function.

Mantises also have some new parts - notably the three power generators, which are made of lustrum and mounted on their backs.  Damage to a power generator will slightly impair the mantis, while damage to more than one will cripple it - much like a dwarf with a spine injury.  This feature is still pretty experimental, so it may or may not make it into this release, depending on how things go.

Despite having four armored, but functionally integral components (where the spider only had the one - the control module), the mantis is a little bit stronger than the spider in combat, and also is able to be penned or pastured like any normal domestic creature, rather than appearing as "friendly."  Currently, there is only an iron mantis available for construction, but steel, mithril, and possibly even better variants may be available in the future.

Spiders can be constructed out of bronze (already implemented) and iron (finished for next update).  There are currently no plans for more advanced spiders, but this may change in the future.
« Last Edit: July 31, 2012, 01:30:44 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2568 on: July 31, 2012, 10:03:35 am »

Nice. And where can we get these brain slugs? Caverns, hopefully? Hate to always try to embark near specific biomes to look for them, only to curse and weep everytime (looking at you, cannon beetles XD) and do slight modding for easier accessibility.
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ciadude2

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2569 on: August 02, 2012, 03:31:09 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.

That fixed it up perfectly. Sorry for the late response, I've been very busy with work.

EDIT: Alright I just noticed that the fortress in the world I just spawned has 225 exactly friendly kobolds living in the 4x4 region.

... Well, as long as they're friendly...
« Last Edit: August 02, 2012, 03:33:53 pm by ciadude2 »
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Mobotium

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2570 on: August 02, 2012, 05:26:28 pm »

That's... really interesting. Maybe you managed to embark on top of a Kobold cave?
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ciadude2

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2571 on: August 03, 2012, 01:41:01 am »

Alright, so in the fort I started I'm up to the advanced alchemy lab... I can't seem to produce any tomes though. Is there a specific thing you're supposed to do? I keep doing the advanced experiments and whatnot but to no avail.

EDIT: Nevermind I needed a couple of reagents that I was missing. I feel dumb now.
« Last Edit: August 03, 2012, 01:56:08 am by ciadude2 »
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ciadude2

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2572 on: August 03, 2012, 02:38:21 am »

Alright, so in the fort I started I'm up to the advanced alchemy lab... I can't seem to produce any tomes though. Is there a specific thing you're supposed to do? I keep doing the advanced experiments and whatnot but to no avail.

EDIT: Nevermind I needed a couple of reagents that I was missing. I feel dumb now.

EDIT 2: I've got a dwarven spider deployment hub built but every time I get a kit ready, the hub just kind of... explodes. No spider, no damage to the dwarf as far as I can tell. Just a lot of lost resources.

I'm probably missing something really obvious here.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2573 on: August 03, 2012, 01:47:46 pm »

The method used to create creatures is pretty unreliable in my experience, don't worry it will work, eventually...

(PS: You can just mass burrow dwarves where you're deploying the mines, there's a good chance at least one of them will be affected and create a spider)
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2574 on: August 03, 2012, 03:39:00 pm »

Wow, my mind just got blown. I was looking at the legends file for an Ah-tel who had attacked. My fortress fell do to lag (I am doing a bunch more things then I should) and I was looking at some of the more prominent members.

This guy killed TWO ghost dwarves. "Tincuts struck down the ghostly dwarf...". .....How.....just how?
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2575 on: August 03, 2012, 04:28:50 pm »

They're called ghostly dwarves if they were dwarves when you stopped playing. They were killed by that Ah-tel, turned into ghosts, then you abandoned the fort, so they're called "ghosts" in legends.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2576 on: August 03, 2012, 04:50:48 pm »

Ah? When did they add that in?

Still impressive.

But then why does the thing say "Ghostly dwarf killed" and then afterwords "Completely normal dwarf killed" often adding another ghostly after that dwarf?

Not that this is the place to ask it...
« Last Edit: August 03, 2012, 04:56:59 pm by Stirk »
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2577 on: August 03, 2012, 05:10:26 pm »

I think it was 31.17 or so, back when night creatures were added. It's the exact same thing as when you see "hag grooms of night" or "human werecivets" leading civiilizations.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2578 on: August 04, 2012, 06:06:13 pm »

Ah, my dwarves are hardy. I am sure they did not mind. It is the living who seem to have their moods dampened.

I was looking at one of my depressed soldiers. He had just watched his wife and baby get chopped down in front of him, on top of being annoyed by a long patrol duty, and got a really low happiness. While I was trying to fix that, I looked at his screen to see his thoughts. I noticed he was still married, so I went and looked at his relationships. His wife's screen still showed up.

"She has been ecstatic lately. She sustained major injuries lately. She witnessed death. She gained a sibling recently. She dined in a legendary dining room recently. She talked with a child recently. She slept in a good bedroom recently. She has been depressed by long patrol duty lately. She has been caught in the rain recently. She has been annoyed by flies. She admired a completely sublime trap recently. She has bee tired of drinking the same old booze lately. "

"She is corpulent. Her upper body is gone."

Huh. I was worried about the dead being revived but it does not seem to effect them...

Same for the baby, even stranger. "He has been ecstatic lately. He has lost a mother to tragedy recently. He is happy to be free. He was caught in the rain recently. He has been annoyed by flies. He has witnessed death."

Dwarfs. Strange creatures. His upper body is gone to. Got to love that family especially, the dad is the only one who is less then ecstatic. The mom got cut in half and is fine. The baby watched his mother get cut in half then got cut in half and is fine. And the daughter was captured by a snatcher, got cut across the head with a dagger nearly killing her, only to be saved by the living soldiers and is still ecstatic.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2579 on: August 04, 2012, 09:01:15 pm »

In the horrible world of DF where all manners of horror are always present, death is a release, not a punishment. Small wonder they are ecstatic.
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