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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 405834 times)

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3075 on: January 29, 2013, 03:02:02 pm »

9 slimers pastured on top of the mechanized defense lab, and a total of 2 iron mantis reactions and 5 mithril tarantula resulted in no creatures. Is there a specific tile the slimer needs to be in or does the reaction really have such a low chance of success?
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Sentry towers, manned by orang-utangs./quote]

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3076 on: January 29, 2013, 03:23:27 pm »

9 slimers pastured on top of the mechanized defense lab, and a total of 2 iron mantis reactions and 5 mithril tarantula resulted in no creatures. Is there a specific tile the slimer needs to be in or does the reaction really have such a low chance of success?

The unreliability is a by product of the current method of creature transformation reactions.

The next version of LFR will fix this, you will always get 1 mantis/tarantula/whatever per reaction (unless you have no slimers).
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nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3077 on: January 30, 2013, 09:26:10 pm »

Weird, the bartoth TF reaction is red with four symbols of favor?

EDIT: i think the constructs should have equip-able weapons, or maybe have some ranged variant that uses bolts made of the same material it is? 
« Last Edit: January 31, 2013, 08:19:27 pm by nekronuke »
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3078 on: February 01, 2013, 07:59:28 am »

Or you can just breed Empyrean Carbunkles? One is sitting on a nest hive now, go look at what Narihil gave these creatures. I was curious about it and had to check, I'm not gonna spoil it for you in the thread, and I haven't actually tested it, but: jeeze louise.
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ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3079 on: February 01, 2013, 02:30:15 pm »

I hope that you make more inscriptions, GO FOR THE EYES made my day. Minsc and Boo stand together! Squeek Eek!

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3080 on: February 01, 2013, 03:37:06 pm »

Wait, you can't actually breed them from the empyrean. I suppose there is a chance that the normal carbunke gives birth to one?
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3081 on: February 01, 2013, 04:46:41 pm »

Wait, you can't actually breed them from the empyrean. I suppose there is a chance that the normal carbunke gives birth to one?

Yes, there is a (small) chance that a normal carbuncle will give you an empyrean.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3082 on: February 01, 2013, 07:03:46 pm »

Yes, there is a (small) chance that a normal carbuncle will give you an empyrean.

Caravans may also bring them.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3083 on: February 02, 2013, 02:45:13 am »

My shedim siegers are acting like weird cultists.

They appear in groups of 20-80 with 10-40 war beasts, which they slaughter along the edges of the map.  I know that's unfortunate though normal behaviour for them, but then it gets weird to me.  After devouring those corpses, the shedim immediately break their siege and leave.  Usually no shedim become harmed in that slaughter, and they do not appear to be suffering from a loyalty cascade either.  Typically this takes them 1-3 game days, and leaves me with many yummy beast limbs to gather and butcher, but I really don't understand why, having bloodied their teeth and claws, they do not continue to press their siege.

Starting to think of this as Shedim Easter or something ;p
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3084 on: February 02, 2013, 10:16:09 am »

My shedim siegers are acting like weird cultists.

They appear in groups of 20-80 with 10-40 war beasts, which they slaughter along the edges of the map.  I know that's unfortunate though normal behaviour for them, but then it gets weird to me.  After devouring those corpses, the shedim immediately break their siege and leave.  Usually no shedim become harmed in that slaughter, and they do not appear to be suffering from a loyalty cascade either.  Typically this takes them 1-3 game days, and leaves me with many yummy beast limbs to gather and butcher, but I really don't understand why, having bloodied their teeth and claws, they do not continue to press their siege.

Starting to think of this as Shedim Easter or something ;p
That happens to me, but mainly because the Shedim Supreme Commander thought trained War Polar Bears made good snacks. But clearly the Shedim are trying to summon their dark god.

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3085 on: February 02, 2013, 12:10:20 pm »

Probably has to with them hating life. Maybe Narihil could make undead mounts for them? SPOOKY
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3086 on: February 02, 2013, 03:05:47 pm »

Probably has to with them hating life. Maybe Narihil could make undead mounts for them? SPOOKY

Well, I understand why they're killing their mounts, and that doesn't bug me or surprise me.

What I don't understand is why they break their siege and leave after killing those mounts.
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If there is none, then never ever mind it.

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3087 on: February 02, 2013, 05:26:16 pm »

I have no solution, but I can confirm that the shedim do the same thing at my fortress.

Actually, the first ones to show up had no mounts, so they actually attacked.  The ones with mounts just kill the mounts, then leave.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3088 on: February 02, 2013, 05:28:16 pm »

I have no solution, but I can confirm that the shedim do the same thing at my fortress.

Actually, the first ones to show up had no mounts, so they actually attacked.  The ones with mounts just kill the mounts, then leave.
Doesn't happen to me. I'm playing on .19b, if that helps.

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #3089 on: February 02, 2013, 08:03:27 pm »

Dunno if this is happening to me, I set up towers with squads of marksdwarves in them connected to the main fortress by a underground tunnel, so sieges just sort of splat very fast.
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