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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


Pages: 1 ... 53 54 [55] 56 57 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 402883 times)

Mistercheif

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #810 on: September 05, 2011, 09:29:12 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P

And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog  :P

Of course, your not implying narhiril is procrastinating or anything. Your just trying to blunt The Master's point, right? Cuz if so, it's deftly done.

But of course, its impossible to blunt The Master's point because weapon degredation doesn't exist yet!  ;D
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superpenut

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #811 on: September 05, 2011, 10:08:56 am »

This is a really, really fun Mod.  I love the hidden features!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #812 on: September 05, 2011, 10:10:02 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P

And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog  :P

Of course, your not implying narhiril is procrastinating or anything. Your just trying to blunt The Master's point, right? Cuz if so, it's deftly done.

But of course, its impossible to blunt The Master's point because weapon degredation doesn't exist yet!  ;D

Well, you blunted it so bad you created weapon degredation.

So anyway, I'll go play LoFR tomorrow. Been kind of playing vanilla, to take a break from my favorite mods.
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superpenut

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #813 on: September 05, 2011, 05:36:47 pm »

I am really enjoying this Mod a lot!

How do you know or how can you see the results of a sacrifice or alchemy experiment?  I see a puff of smoke but can't find a log or anything for the life of me. 
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73

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #814 on: September 05, 2011, 09:01:49 pm »

Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.

Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.

EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.
« Last Edit: September 05, 2011, 09:17:53 pm by 73 »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #815 on: September 06, 2011, 02:02:47 am »

I am really enjoying this Mod a lot!

How do you know or how can you see the results of a sacrifice or alchemy experiment?  I see a puff of smoke but can't find a log or anything for the life of me.

When there's a puff of smoke, it usually means something went wrong. Probably an unhealthy amount of radiation to your alchemist. The smoke has nothing to do with having a result or not. To view what's in a building, press 't' and hover near the workshop.

Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.

Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.

EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.

What do you mean by the edit? It seems to have no relevance to the rest of the post...  ???
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #816 on: September 07, 2011, 12:22:56 am »

God damn it! I keep getting my fortresses lost to dehydration and tantrums. I guess I shouldn't rush the 'looks good' part...
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #817 on: September 07, 2011, 07:00:05 pm »

Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.

Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.

EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.

This one took me a while to hunt down.  Apparently, the possible byproduct (disfavor of a higher power) of this reaction is actually hot enough to melt tin, resulting in whatever tin aspides are sitting around the workshop momentarily melting and then cooling back into lumps.

Mistercheif

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #818 on: September 09, 2011, 09:25:20 pm »

I am happy.  I just got a gold reactive chest plate from a mood.

Is there a way to check its stats?
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SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #819 on: September 09, 2011, 09:40:13 pm »

Gold is rather sucky for weapons, but I don't know about armor. You could always go RAW-diving, but that's kind of cheating.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

73

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #820 on: September 09, 2011, 09:58:40 pm »

Quick bug report: My priest, performing the greater ritual of shelter, has created 'tin'. Weight 14, base value 2, description 'This is a tin.' I can provide a screenshot if necessary. I'm assuming it's supposed to be some type of weapon, since he's also been making tin aspises (I have no idea what the plural of aspis is). And no, there's nothing in my error log.

Unless, of course, the intent is to create lumps of tin to melt down, and I'm just assuming the wrong thing. The grammar just makes me think it's supposed to be a weapon of some sort.

EDIT: Nvm, just realized it's supposed to take 15 plants for the greater ritual of shelter, not 10.

What do you mean by the edit? It seems to have no relevance to the rest of the post...  ???

Woops, I guess I accidentally pasted my edit over the last line rather than under it. I was in a hurry and must not have realized it at the time. As for what I meant, I thought that the ritual of shelter was only supposed to take 10 plants rather than 15, so I thought my dwarf was using too much. Since it wasn't listed in the manual, I didn't realize it was 15 until I got a message when I ran out of plants.


This one took me a while to hunt down.  Apparently, the possible byproduct (disfavor of a higher power) of this reaction is actually hot enough to melt tin, resulting in whatever tin aspides are sitting around the workshop momentarily melting and then cooling back into lumps.

*facepalm* I should have realized that... And had a weapon stockpile, too. Sorry for wasting your time.

Also, I wanted to share this... I just got my first voidwalker thief at my newest fortress, on the side of an arctic volcano. My relatively unskilled hunter found her, and immediately broke her spine with a steel bolt (seriously, first move). When the thief tried to flee, she apparently got too close to my slaughter pens I keep outside for livestock, and a pigeon flew up six z levels and attacked her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Yes, the pigeon just killed a voidwalker matron thief and got a name for it (means Sizzledglens). I only showed the last page of combat reports, but there's 9 pages of the pigeon beating that voidwalker into oblivion without even getting hurt. All the hunter did was break the thief's spine (which made it drop its voidshard razor, probably why pigeon lived) and chip the bone on a leg or so.

I'm not even sure why the voidwalker died at that point; this all happened within under a minute, on multiple z-levels, so I kinda had a hard time keeping up. I suspect the pigeon's high speed made it able to kill the thief so quickly, though.

(And yes, I'm certain it's the pigeon's kill; the hunter doesn't have it listed, and nobody else fought. Plus there's the title and all).

Are pigeons really supposed to be that aggressive? And effective? Or did I just get lucky here?
« Last Edit: September 09, 2011, 10:05:39 pm by 73 »
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #821 on: September 10, 2011, 02:50:51 am »

That's it, I'm abandoning militia training and weapon production and focusing on breeding a cadre of elite pigeon defenders.
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Seriyu

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #822 on: September 10, 2011, 03:18:21 am »

It prolly died when it's lung's stopped working from the spine breaking but that pigeon still deserves props for living so long.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #823 on: September 10, 2011, 12:47:02 pm »

Kill credits tend to go to whoever struck the last blow, even if the target dies of a wound from another source.  You can have a dwarf hack off the limbs of a giant, then have a cat scratch its toe, and if it bleeds out from the loss of limb at the right moment, the cat gets the kill (had this happen in an old fort).  The pigeons DO have a hidden agenda though, so getting on their good side might have benefits.

Sorry for the recent slowdown in posts, but rest assured that I have not lost any interest - I've simply been very busy at school.  I should be able to get some concept art and other stuff done this weekend. :)

Merijeek

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #824 on: September 11, 2011, 08:03:31 am »

So...I have a new fortress in the most ridiculously mineral rich place I've ever seen. So, I'm sure it'll all go bad soon enough.

Anyway, for some reason none of my alchemy labs will allow me to do "conduct alchemical experiments". Isn't that something with no prerequisites?
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