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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 402402 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #600 on: August 08, 2011, 02:42:40 pm »

New reactions are just fine, narhiril. I'll be abandoning my current fort and starting a new one. I'll let you know if I find anything buggy  ;)

Also, you might want to update the manual. For example, voidwalkers being cloaked in sieges do not really go with 'voidwalker extermination force on the horizon is a terrible sight to behold' unless the dwarves are using some scrying technology.

Also, maybe a little (just a little) lore on how the sabre tooths were domesticated? Some may raise eyebrows without this.

I seem to have missed that little detail about the voidwalkers.  Thanks, I'll have it rewritten for the next version.

Although I wasn't planning on going into detail about the sabre-tooths because the procedurally-generated legends deal with taming.  Periodically you will see an engraving with "refers to the taming of the (some underground creature) by (some guy) in (some year)."  Anything more that I wrote for them would likely conflict with that, which is something that I'm trying to avoid when possible.

Right now, the only other issue I've noticed is that I misspelled "sustenance," but I'm sure a few other quirks got through as well.  0.14b will be released as soon as most of these are flushed out.  I don't anticipate it requiring a new worldgen from 0.14a.

The Master

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.13b
« Reply #601 on: August 08, 2011, 03:41:51 pm »

I can't wait for version 0.14b!!!!!!!!!!!!!!!!!!!!!  :D

To fix all the bugs you expect with 0.14a?

I'm flattered, I guess.


;)
;D Pretty much!
« Last Edit: August 08, 2011, 03:49:35 pm by The Master »
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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #602 on: August 08, 2011, 05:10:55 pm »

Uh, so I just walked through an evil tundra, and, after a zombie polar bear vanished after a bit of fighting, I found three leviathans, who ran away upon seeing me.

...Is this normal?

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #603 on: August 08, 2011, 05:30:19 pm »

Uh, so I just walked through an evil tundra, and, after a zombie polar bear vanished after a bit of fighting, I found three leviathans, who ran away upon seeing me.

...Is this normal?

No, but they can survive on land, so they move around a bit.  It seems most likely that they came from a nearby frozen ocean biome.  They would be nearly harmless if I didn't allow them to survive on land.

I envisioned them kind of like sidewinders.  Only bigger, amphibious, and a lot more angry.
« Last Edit: August 08, 2011, 11:28:06 pm by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #604 on: August 09, 2011, 09:18:00 am »

I'm going to start a fortress in an terrifying area. I will plant the foraged voracious maws for atrohpic bliss.

And them I'll use them as bio weapons (as advertised). Problem is, how long do they burn? I'll drip magma down on the stockpiled barrels (placed in the ballista hallway) while the enemy charges through it. But I want it to emit the vapors for a period of time or this method won't be worth the trouble. So... does it emit the vapors for some time before distinguishing? Or is the poison gas instant like zinger explosions and voidwalker death wails?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #605 on: August 09, 2011, 04:14:18 pm »

I'm going to start a fortress in an terrifying area. I will plant the foraged voracious maws for atrohpic bliss.

And them I'll use them as bio weapons (as advertised). Problem is, how long do they burn? I'll drip magma down on the stockpiled barrels (placed in the ballista hallway) while the enemy charges through it. But I want it to emit the vapors for a period of time or this method won't be worth the trouble. So... does it emit the vapors for some time before distinguishing? Or is the poison gas instant like zinger explosions and voidwalker death wails?

It's instant because there isn't currently a way to make it behave otherwise.  If this ever becomes possible, I will have another look at it.

Merijeek

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #606 on: August 09, 2011, 06:06:29 pm »

I just grabbed the new version and ported an old save over. Do I need to regenerate a new world to get things like the altar and other new buildings? I'm not seeing them.

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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #607 on: August 09, 2011, 06:23:28 pm »

I just grabbed the new version and ported an old save over. Do I need to regenerate a new world to get things like the altar and other new buildings? I'm not seeing them.

Yeah, you always need to gen a new world for entity file changes, and the entity file needs to change to support new buildings.

Merijeek

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #608 on: August 09, 2011, 06:35:03 pm »

Damn, and it was my first fortress that was actually doing really well! Ah well, I want me some religions!
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ciadude2

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #609 on: August 09, 2011, 08:38:34 pm »

Fungus no longer grows indoors, though shrubs still do, after piercing a cavern. Is this a bug or working as designed?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #610 on: August 09, 2011, 10:43:27 pm »

Fungus no longer grows indoors, though shrubs still do, after piercing a cavern. Is this a bug or working as designed?

LFR does not add, subtract, or modify any files related to grasses/floor fungus.  I have no idea what's causing that behavior, but I haven't been able to reproduce it on my own copy.

trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #611 on: August 10, 2011, 12:00:44 am »

Fungus is growing fine on a fort that I started the other day.
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #612 on: August 10, 2011, 12:09:25 am »

i've had the no fungus thing in the first cave layer several time, including my latest fort...sucks 'cause all the grass in it on the surface was also just 'grass' (except the dead stuff in the haunted forest...which the grazers refused to eat) i had to butcher all my starter grazers 'cause of that pair of bugs. and yeah, nothing to do with lfr, just a random occurance. still no clue what causes them

i thought the just 'grass' bug happened because of certain evil areas, but all my 'grass' this time was only in the good parts of the map (i always try to get embarks that are part good, part evil, and have savage mixed in somewhere) so that threw my theory out the window...

interestingly, the first time i had no fungus in the cave layer (which was way before i tried *any* mods, really) when i breached it, it still had fungus grow in my soil areas. this time, not so much. and layer 2 was about 90 levels down, so animals would have starved before i reached it. i didn't notice 'til they were saying they were hungry that the surface wasn't the mix of grasses we're used to now
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #613 on: August 10, 2011, 03:31:26 am »

I think the lack of cave grass is caused by the lack of water in the caverns. Not an LFR bug, anyway.

So anyway, what are your immediate plans now, Narhiril?
« Last Edit: August 10, 2011, 04:42:52 am by Pan »
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #614 on: August 10, 2011, 10:31:15 am »

Starting a new fort in a terrifying glacier to celebrate!

Now I have Korgoth's intro stuck in my head.
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