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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 403000 times)

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #915 on: October 26, 2011, 02:12:10 am »

Finally spotted a special carbuncle in a caravan (very valuable carbuncle :D, made it easy to notice!)

When I got to look at it, noticed a duplicated descriptor - She has an enourmous build but is very skinny.  She has an enourmous build but is very skinny.  Her hair is white.  Her skin is copper.  Her eyes are black.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #916 on: October 26, 2011, 07:20:09 am »

Due to attrition, my fortress has finally lost the battle for control of the surface. While sabre tooth tigers and other formidable war animals are useful for distracting, there aren't enough of them in the long run. May I request a creature with harder outer layering, but does little damage? Some tanking animals would be good.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #917 on: October 26, 2011, 02:18:10 pm »

Got curious about the lore and manual entries mentioned in the version .14d changes, and searched the pre-installed Ironhand download for the lores and manual but couldn't find the folder.  Did find it when I downloaded the raws-only version.  Is "LFR Manual and Lore" folder missing from the pre-installed version, or am I just blind?


A thousand apologies, that folder is indeed missing from the Ironhand v0.14d release.  You can pick up just the lore and manual here while I get that fixed immediately.

Finally spotted a special carbuncle in a caravan (very valuable carbuncle :D, made it easy to notice!)

When I got to look at it, noticed a duplicated descriptor - She has an enourmous build but is very skinny.  She has an enourmous build but is very skinny.  Her hair is white.  Her skin is copper.  Her eyes are black.

Looking into this - probably just an accidental duplicate line.  Thanks for the tip.

Due to attrition, my fortress has finally lost the battle for control of the surface. While sabre tooth tigers and other formidable war animals are useful for distracting, there aren't enough of them in the long run. May I request a creature with harder outer layering, but does little damage? Some tanking animals would be good.

The creature Imp has mentioned was a prototype for something along these lines.   With a bunch of templates made to create it, I can have something like this prepared rather quickly, though for balance reasons it might not have as strong of an outer layering.

My current "test" fort is out on a terrifying glacier, and I'm managing to continue to hold the surface after 13 years.  Admittedly, I got lucky and embarked on a massive deposit of ferrovanadium, and there have been many casualties and collateral damage, but the roads remain open.  Using simplified clothing, it chugs along at about 30 fps.  Not the fastest, but very much playable, even with all three caverns open.

My first successful vanilla fortress had reached about 8fps at this point, so I'm pretty happy with the way it's going.


---


EDIT: A new upload of the pre-installed v0.14d is available at DFFD.  If you had downloaded this version of 0.14d previously, you can pick up the missing lore and manual files from the temporary link here.
« Last Edit: October 26, 2011, 03:50:18 pm by narhiril »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #918 on: October 26, 2011, 03:55:35 pm »

... Worth noting that I got my laptop computer back today from the shop.  Windows 7 decided, once again, that it wasn't a genuine copy, so I took it in along with all of my registration paperwork and they ended up having to re-install the OS.  All of a sudden, upon recovery of all of my DF files (which were, fortunately, backed up), my test fort has jumped to 60fps.  I feel like it's moving at light speed now.

I guess I know what I'll be up to tonight.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #919 on: October 26, 2011, 10:55:04 pm »

Gosh I love this mod :)

Starting to wonder if you adjusted the dwarven birthrate though?

I'd never seen a dwarf of mine have more than one child at a time before I played your mod, though I'd read that twins and triplets were possible.

My last fort (before the new update) had among several normal single births a pair of twins and then (to another mother) a set of triplets.  And the first birth in my new fort saw the "surprise" of triplets as well, which was more startling than surprising... Are dwarven multiples born on Easter in this mod, or is the RNG actually laughing that hard?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #920 on: October 27, 2011, 12:10:03 am »

Gosh I love this mod :)

Starting to wonder if you adjusted the dwarven birthrate though?

I'd never seen a dwarf of mine have more than one child at a time before I played your mod, though I'd read that twins and triplets were possible.

My last fort (before the new update) had among several normal single births a pair of twins and then (to another mother) a set of triplets.  And the first birth in my new fort saw the "surprise" of triplets as well, which was more startling than surprising... Are dwarven multiples born on Easter in this mod, or is the RNG actually laughing that hard?

Spoiler (click to show/hide)

At the moment, in a large fort with a good amount of luck, you can end up with 80 dwarves and 40+ children as a result, which might initially seem a bit extreme, but will become more useful when the ritual tree is fully flushed out.  You won't actually be doing anything satanic like sacrificing babies to the blood god or anything, but you will need the steady supply of dwarves soon enough.  In the end, the higher tiers of the tech tree will focus more on creation of items, while the ritual tree will focus on creation of creatures (which is why this is waiting for the next version of DF).
« Last Edit: October 27, 2011, 12:14:19 am by narhiril »
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #921 on: October 27, 2011, 02:51:53 am »

rough rainbow diamonds (though pretty neat!) are not being carried to the rough gem stockpile.  They can be dumped like other items though, so I used that method to move it where I wanted it!  Impet mehs, having forgotten to turn certain "lethal labors" back on after the seige was over
« Last Edit: October 27, 2011, 03:02:04 am by Imp »
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If there is none, then never ever mind it.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #922 on: October 27, 2011, 05:09:28 am »

the ritual tree will focus on creation of creatures

I look forward to lacerators of Armok.
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #923 on: October 27, 2011, 09:29:21 pm »

I never really played much with fighting.  Defensive traps, yeah, keep enemies at a distance and drop them from great heights/cram into small cages, occasionally swarm a sneaky with wardogs.

It's -so- much fun to watch the grand carbunkle fight, though it appears that various other critters can suffer from being to near the target.  A special op pigeon's heart went cyan, and a wardog's brain too, after one massive beast-pile upon an unlucky voidwalker.  There was nothing in the combat logs to explain the "wounds", and nothing unusual in the health screen for them, other than a useless diagnosis request (oh, I'd give so much for a vet!) - but they (and many other unharmed beasts) were caught in bursts of bladed air (the other critters, and the voidwalker, appeared unaffected, so far, by this), so am guessing they may have gotten bladed air to the heart or brain?

Amusingly, that fight ended by a glorious giant desert scorpion that a trader had bought - it prefers to grapple instead of sting (unlike the last one I had) and after tearing off a hand and a toe, then totally joint-lock mangling the walker's ankle, it snagged the enemy's glistening voidshard razor and stabbed the walker through the heart.  And -kept- the razor, a half season later it still had it and used it (after several instances of being blocked) to attack from behind and again, break the heart.  Two kills with this weapon -  Both to the cuddly giant desert scorpion, beware it's ability to fight with your weapon better than you can!
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #924 on: October 28, 2011, 01:01:46 am »

Got a fatal error, alas alac.  "Nemisis unit load failed" is the fatal error message.  Happened in year 4 (of play, year 129 absolute), winter.  Feels more like April Fools than Easter!  :-\
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #925 on: October 28, 2011, 02:29:23 am »

I never really played much with fighting.  Defensive traps, yeah, keep enemies at a distance and drop them from great heights/cram into small cages, occasionally swarm a sneaky with wardogs.

It's -so- much fun to watch the grand carbunkle fight, though it appears that various other critters can suffer from being to near the target.  A special op pigeon's heart went cyan, and a wardog's brain too, after one massive beast-pile upon an unlucky voidwalker.  There was nothing in the combat logs to explain the "wounds", and nothing unusual in the health screen for them, other than a useless diagnosis request (oh, I'd give so much for a vet!) - but they (and many other unharmed beasts) were caught in bursts of bladed air (the other critters, and the voidwalker, appeared unaffected, so far, by this), so am guessing they may have gotten bladed air to the heart or brain?

Amusingly, that fight ended by a glorious giant desert scorpion that a trader had bought - it prefers to grapple instead of sting (unlike the last one I had) and after tearing off a hand and a toe, then totally joint-lock mangling the walker's ankle, it snagged the enemy's glistening voidshard razor and stabbed the walker through the heart.  And -kept- the razor, a half season later it still had it and used it (after several instances of being blocked) to attack from behind and again, break the heart.  Two kills with this weapon -  Both to the cuddly giant desert scorpion, beware it's ability to fight with your weapon better than you can!

Awesome story with the scorpion.  I am going to be adding common friendly war creatures to the immunity list for bladed air to minimize the friendly fire mess it seems to be causing.  I will not be adding meowkin, elves, humans, pack animals, or nephilim to that list in case players desire to fight them.  Empyrean carbuncles will not attack them unless they are hostile, but collateral damage might result from a skirmish involving empyrean carbuncles in close proximity to caravans or diplomats, but I agree that it is a bit silly for them to be slaughtering your own war creatures, who are their active partners in combat.  Right now, I'm going to keep going down the alphabet with tweaks and minor feature additions.  Expect a new, armored, war-trainable creature to join the dwarven arsenal in the near future. 

I plan to release at least one more tweak version before 0.15, which will use the upcoming DF release.  I am unsure how much of this new release will require me to adjust the existing features of the mod - I am hoping it won't be much, but if it is, it could delay things a bit.


Got a fatal error, alas alac.  "Nemisis unit load failed" is the fatal error message.  Happened in year 4 (of play, year 129 absolute), winter.  Feels more like April Fools than Easter!  :-\

I did some research here, and it looks like this has popped up in vanilla as well.  I have never actually seen this error before, but I highly doubt that it is something I could have caused with the raws.

Unfortunately, that means I also don't have the slightest inkling of how to fix it.  Sorry I couldn't be more helpful.

fire1666

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #926 on: October 28, 2011, 07:48:20 am »

Hi there i would like to ask somthing for this mod, kind of relating to a previous message by Pan, but is it posable for you to make a creature that has high health and damage restance but low damage?
also just as an idea, dont hit me but, a new workshop that makes a robotic slave/drone this will get designated down a path for example, give it a agri path and it will farm and gather crops for you automaticly, or a mining path, auto mines for your dwarfs, posable a retractive armor addon turning it intoa  shield drone, returning some of the damage delt BACK to whoever attacked it, for example, gobling stabs drone, drone's pain mirror or retractive armor deals 25% at most back to the gobling.
on the same note the drones could also take damage for near-by dwarfs example, gobling stabs dwarf, dwarf gets hurt, drone absorbs 25% damage and heal's the 25% damage the dwarf lost.
sorry if these idea's are bad ect but im just trying to help you with this mod.
if you want ideas let me know.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #927 on: October 28, 2011, 08:02:54 am »

I don't think all that is possible, fire1666... :(
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fire1666

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #928 on: October 28, 2011, 08:06:45 am »

I don't think all that is possible, fire1666... :(
*sobs*
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #929 on: October 29, 2011, 02:53:26 am »

I did some research here, and it looks like this has popped up in vanilla as well.  I have never actually seen this error before, but I highly doubt that it is something I could have caused with the raws.

Unfortunately, that means I also don't have the slightest inkling of how to fix it.  Sorry I couldn't be more helpful.

That's plenty helpful!  Seems to be a unit trying to accompany the Nephilim caravan, was in winter so that's the only caravan that came.  Error happened about 6 times (I'd saved very recently before, so kept restarting in hopes of a gift from the RNG) and then it came... a goblin seige.  And no crashy-bug... will see if I need to pray for a seige to save me from every Neph caravan to come (gosh I hope not).

One of the goblin squads is gathered around a cagetrap holding their leader.  Shortly after their leader got delayed, several raccoons approached the gathered elk-bird riding goblins, and commenced... dancing with them.  There's no combat log, no blood, just a series of units rapidly shifting between each other's squares.  Seems the raccoons want to share a square with the goblins, and the goblins don't want this...

Fascinated, I kept watching.  Suddenly, a raccoon started to run off... carrying.... a weapon!  Hey!  That's MIN.... err....  I check, as I'd not left any items there.  It had iron arrows, 25, and was rapidly fleeing.  Bah.  How'd I miss that many arrows?  Oh!  The goblin it had been dancing with, that was a bowman, yes....  and checking, there's the quiver on its back, empty.

The other two raccoons continue their dance.  The combat log doesn't show it, but I recognize that dance now.  That's a near endless series of dodges, it must be, as the raccoons "attack", scrambing for the quivers, and the ever so patient goblins move away, lacking orders to slap the annoyances away.  There's a couple of macegobs with the stalled siegers, and the raccoons do not seem to care about those.  Coincidence?  I'll need more raccoons to test that.  Hrm....

*Imp, who's having a real blast enjoying each Easter day with this mod, wondering like mad if the things she never noticed before are features of the game or the mod*
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
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