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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 406036 times)

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2805 on: November 11, 2012, 07:02:37 pm »

I was working with spiders very near magma (and the corpses of flame/snow creatures), so temperature might've had some effect. Oh, and a frost dragon breathed on some of my dwarves I think.

In the end, it might work on certain fortresses and not others because of things like temperature variation. The cost to get a single workshop set up and make a spider isn't that high, you could give it a shot and leave it if it fails.
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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)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2806 on: November 11, 2012, 10:10:34 pm »

Quote
I was working with spiders very near magma (and the corpses of flame/snow creatures), so temperature might've had some effect. Oh, and a frost dragon breathed on some of my dwarves I think.

In the end, it might work on certain fortresses and not others because of things like temperature variation. The cost to get a single workshop set up and make a spider isn't that high, you could give it a shot and leave it if it fails.

Why would temperature be an issue? Those temperatures are above room temperature, so there is no reason that it should have not erupted. You are jumping to conclusions again.
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2807 on: November 12, 2012, 02:11:25 am »

Quote
I was working with spiders very near magma (and the corpses of flame/snow creatures), so temperature might've had some effect. Oh, and a frost dragon breathed on some of my dwarves I think.

In the end, it might work on certain fortresses and not others because of things like temperature variation. The cost to get a single workshop set up and make a spider isn't that high, you could give it a shot and leave it if it fails.

Why would temperature be an issue? Those temperatures are above room temperature, so there is no reason that it should have not erupted. You are jumping to conclusions again.
I think what he meens is that is it possible for syndrom based things be affected, because i would like to add ALL my volcano style forts have had no problem against the Shedim at all...
also spider spam = very easy siege defence have about 10 or more by the entrance with 2 squads of 10 crossbow dorfs behind = firing line

EDIT
i spent some time testing around an ive found out any more then 12 spiders can hold off atleast half a voidwalker siege without support, either wounding them all or kiling half outright..........
they dont need to be nerfed XD
« Last Edit: November 12, 2012, 02:53:49 am by fire1666 »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2808 on: November 12, 2012, 09:21:32 am »

Efficient javelin casting does not seem to exist in the tech tree's 'Evaluate research findings' reaction.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2809 on: November 12, 2012, 11:28:50 am »

Efficient javelin casting does not seem to exist in the tech tree's 'Evaluate research findings' reaction.
Are you sure?

It was a lot rarer than other research findings for me, but I got it after about 30-40 tries.
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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)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2810 on: November 12, 2012, 11:30:51 am »

Efficient javelin casting does not seem to exist in the tech tree's 'Evaluate research findings' reaction.
Are you sure?

It was a lot rarer than other research findings for me, but I got it after about 30-40 tries.
i got it first time once XD
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2811 on: November 12, 2012, 05:44:50 pm »

... Just how many alchemists do you guys employ? Alchemy takes so long, and the stones are so heavy, and the research findings are such rare percentages.

 No matter, I've found a bunch of priceless vanguard ruins (right where I'm building the temple sector, too! A sign from the Gods?) and I might find hadrine synthesis in appraising them.
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2812 on: November 12, 2012, 06:43:17 pm »

... Just how many alchemists do you guys employ? Alchemy takes so long, and the stones are so heavy, and the research findings are such rare percentages.

Make a stone stockpile, large enough to hold enough stones for the alchemy research, directly surrounding the alchemy workshop, or directly south of it (since the entrance is in the south wall).  Assign wheelbarrows.  Link the stockpile to the workshop, so the alchemist will only use those stones.

Then remove the stockpile link so you can evaluate the findings.  Then put it back before you try another experiment.  Repeat ad infinitum.  (Or, set up a second alchemy workshop to evaluate the findings of the first one.)

If the forthcoming version of LFR doesn't reduce the alchemy research cost from 10 stones to 2-3 stones, then I'd suggest you fix it yourself.  10 stones was the cost in 0.34.07 when you got stones from every tile mined (with Legendary miners).  Now that you only get 25% stones, the cost needs to be divided by 4 to keep things balanced.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2813 on: November 12, 2012, 07:43:02 pm »

... Just how many alchemists do you guys employ? Alchemy takes so long, and the stones are so heavy, and the research findings are such rare percentages.

Just one, usually, but I also use a nearby stone stockpile, but I 'brute force' getting the stones into the alchemy lab.  Alchemist gets a break from his labors and a huge number of stones are designated to be dumped in the center of the lab from the nearby stockpile(s), then unforbidden for him to work with.  I temporarily shut down the stone stockpiles until the work's done to ensure that people don't run in to grab those stones and undo that hauling (or expose them to unnecessary flame or something) but the work goes FAST cause the alchemist simply must nod to the current stones to be worked with and start labor, over and over until there's no longer enough stone.
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If there is one, then seek until you find it.
If there is none, then never ever mind it.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2814 on: November 12, 2012, 10:26:44 pm »

Alright, it's up and ready.

Pre-installed
Raw only


I'm expecting some minor issues to come up in the first few days, so I'll be revising it as those are fixed.  Also, depending on how quickly or slowly those trickle in, I'll be working to get the constructs that were cut from this release finished for subsequent releases.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2815 on: November 13, 2012, 02:15:00 am »

Alright, it's up and ready.

Pre-installed
Raw only


I'm expecting some minor issues to come up in the first few days, so I'll be revising it as those are fixed.  Also, depending on how quickly or slowly those trickle in, I'll be working to get the constructs that were cut from this release finished for subsequent releases.
YAY
ill be starting work on the mod shortly, thanks for updating :D + changelog perhaps? nvm found on front page XD
« Last Edit: November 13, 2012, 02:19:12 am by fire1666 »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2816 on: November 13, 2012, 02:17:32 am »

Thanks for the update, narhiril.  I'll probably get around to playing this over the next couple weeks.  My main monitor died, making graphical games unbearable.
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In the land of twilight, under the moon
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In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2817 on: November 13, 2012, 04:02:24 am »

I've also been having some minor computer problems, which I'm hoping to sort out this week.  My power jack seems to have a loose connection, resulting in my computer switching randomly between battery and power at frequent intervals, so I'm having someone take a look at it on Wednesday.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2818 on: November 13, 2012, 08:33:34 am »

Slimer graphics are adorable. And huzzah for new version and more unfinished homework!
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2819 on: November 13, 2012, 10:45:45 am »

Is there any chance that you could upload the files as a .zip instead of a .rar?
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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)
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