Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 183 184 [185] 186 187 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406081 times)

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2760 on: November 08, 2012, 08:35:31 pm »

Quote
After re-examining it, it appeared to have been caught in a web.

... For a really long time. Like, a month.

Your really quick to yell "GLITCH!" at things you have not tested, don't know anything about, and randomly find, aren't you?
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2761 on: November 08, 2012, 08:38:43 pm »

Well, it is an alpha version of the game. Weird shit happens. I had a creature with [SPEED:100000]. It moved at extremely fast speeds, but only about once every 5000 frames or so. It just sat in the meantime.

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2762 on: November 08, 2012, 08:47:20 pm »

Quote
Well, it is an alpha version of the game. Weird shit happens. I had a creature with [SPEED:100000]. It moved at extremely fast speeds, but only about once every 5000 frames or so. It just sat in the meantime.

Nothing happens in dwarf fortress without reason- The speed you put was extremely slow....

Here is the wiki, since you have helped me with it much before:

Spoiler (click to show/hide)
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2763 on: November 08, 2012, 08:49:33 pm »

I know it was extremely slow. The creature was a tree, and I couldn't have it be IMMOBILE because it has to breed. The fast moving part was the weird part--it would zip 30 tiles over the course of 100 frames, which is essentially a speed of 30.

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2764 on: November 08, 2012, 08:54:15 pm »

Quote
I know it was extremely slow. The creature was a tree, and I couldn't have it be IMMOBILE because it has to breed. The fast moving part was the weird part--it would zip 30 tiles over the course of 100 frames, which is essentially a speed of 30.

I had assumed you knew it-but I could think of a dozen things that need fast speed, but none that would need to be that slow. Why in the world did you need a breeding tree?
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2766 on: November 08, 2012, 08:59:25 pm »

Ah. For an apple tree that clones things. Thanks for clearing that up.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

katana

  • Bay Watcher
  • EVERY TIME I POST PEOPLE RUN AWAY
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2767 on: November 09, 2012, 03:05:23 pm »

I deployed a bronze spider. Or at least tried to.

Erm, I ended up with a lizard (at magma level...?) and a forbidden "head inspiration". Is this a failure or erm... I have no idea what it could be actually.

If it helps, halfway through the process, there was a creature spawned, but it had a burned brain and body, boiled body. So now there's just a random forbidden head inspiration (which seems to be the corpse of a creature, based on the fact that it's forbidden and I forbid corpses).
Logged
AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2768 on: November 09, 2012, 04:09:26 pm »

Hey Narhiril. I just thought, maybe you could add a small upgrade in one of the earlier levels of tech tree? A studded shield, so shield bashes are slightly more powerful. Maybe unlockable through the evaluate alchemical results reaction.

Also, I saw in one of the other mods where spider constructs can clean dwarves or something. That seems like a neat upgrade for one of the higher level spiders.

Never tried spiders yet, so I wouldnt know about katana's problem.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2769 on: November 09, 2012, 05:51:40 pm »

Hey Narhiril. I just thought, maybe you could add a small upgrade in one of the earlier levels of tech tree? A studded shield, so shield bashes are slightly more powerful. Maybe unlockable through the evaluate alchemical results reaction.

Also, I saw in one of the other mods where spider constructs can clean dwarves or something. That seems like a neat upgrade for one of the higher level spiders.

Never tried spiders yet, so I wouldnt know about katana's problem.

Spiders are a really messy workaround to not being able to produce a creature in a reaction, so weird stuff comes up with them from time to time.  I apologize if it doesn't always work right - I find that it tends to work more often than not, though, and a lot of people wanted to see it implemented even though it's kind of a rube goldberg contraption in terms of scripting.

To give you an idea, the reaction works by transforming a dwarf into a custom creature called a "constructor," which has a limb connected to its body by connecting parts that are set to boil away at room temperature, throwing off the now-disconnected body part, which the constructor then re-animates and simultaneously transforms into a dwarven spider.  The result is one very confused dwarf who drops all of his clothes and/or equipment during the reaction, and (usually) a friendly spider loitering around the deployment hub.

The next update introduces the mantis, which is a different type of construct - instead of being created, it is a modification of an existing, breedable creature called a "slimer."  So to make a mantis, you'll just need to pen/pasture a slimer next to the workshop when a dwarf performs the reaction, with no intermediate transformation necessary.  It still relies on boiling stones, though, so it might not work 100% of the time.  The result, however, is a construct that can be penned/pastured.

katana

  • Bay Watcher
  • EVERY TIME I POST PEOPLE RUN AWAY
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2770 on: November 09, 2012, 06:23:37 pm »

Mechanized spiders have screwed up all 4 of the times I've tried to create them (without a blessed dwarf, that's not the problem), I guess I'm just unlucky.
(late game spoilers, both vanilla and mod wise)
Spoiler (click to show/hide)
« Last Edit: November 09, 2012, 06:27:13 pm by katana »
Logged
AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2771 on: November 09, 2012, 08:26:55 pm »

I don't have access to a computer right now to just check, so a couple questions:

How long does the transformation to a constructor last?

do you use RESURRECT or ANIMATE for the spiders?

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2772 on: November 10, 2012, 05:05:55 am »

Alchemy still takes 10 stones, is this intended?
Logged

katana

  • Bay Watcher
  • EVERY TIME I POST PEOPLE RUN AWAY
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2773 on: November 10, 2012, 06:49:50 am »

Alchemy still takes 10 stones, is this intended?
No, that's a leftover from old versions where stones would drop on every dug tile. Just change it to 2-3 and it'll make more sense.
Logged
AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2774 on: November 10, 2012, 06:52:42 am »

Katana are your spiders still not working? Cuz if not then in my current game I will not even go there.
Logged
Pages: 1 ... 183 184 [185] 186 187 ... 240