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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 403246 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1245 on: February 01, 2012, 01:31:05 am »

took me a full 24 hours after downloading to actually start *playing* it, yay things coming up

anyway, it seems everyone else who's commented so far either plays with the graphics pack or doesn't check their error logs (mind you, i mostly check mine 'cause i wedge other things in with your stuff and don't wanna break anything)

thanks to reading the log, though, i noticed that you'd updated both inorganic_z_stone_mineral_enlightenment_lfr and inorganic_zinger_death_blasts in the graphics version, but not the ascii version. easy fix for those who have it already, just put the ironhand ones into the ascii, but figured i'd point it out here.

and now, off to have fun with the new zingers, new ways of exploding my dwarves, and, most important of all, new cheese!

Good catch, fixed for future downloads.

What would corrosive zingers do?

They cause some pain and swelling with their toxic fluids.  Currently, they might be a little bit underpowered, and are subject to some rebalancing down the road.

simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1246 on: February 01, 2012, 07:30:37 pm »

My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.

My last caravan didnt have it. Is this something I must request?
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1247 on: February 01, 2012, 08:43:49 pm »

My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.

My last caravan didnt have it. Is this something I must request?

Yep. Orichalcum ore or bars. Caravan should have either.
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1248 on: February 01, 2012, 11:47:36 pm »

The angel diplomat is not leaving. Shes been here for 3 years now. I killed her.
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1249 on: February 02, 2012, 12:46:29 am »

You might be getting a visit from angry angels soon ^ ^

I'm pretty excited, my new fort has an underground castle, according to DFhack... Never actually saw one before.  This should be fun!
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1250 on: February 02, 2012, 02:25:39 am »

found a minor typo in the pantheon file in the lore folder. about the 'nehpilim' denouncing voruk


and, simonthedwarf, sometimes your home civ won't have orichalcum. it's rare, but i've seen it once or twice. the humans might have it, though. check with them. there's also a handful of other ways of getting precision tools, now. a few critters in the caverns may drop stuff to reverse-engineer or one of the new rituals will, rarely, create one. so, the option's still there for ya, just a matter of things cooperating
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Dohon

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1251 on: February 02, 2012, 06:12:55 am »

New version?

[Unreal Tournament Announcer Voice]Godlike.[/Unreal Tournament Announcer Voice]

Less awesome is my lack of free time, but still, I can read through the manual at least! Outstanding job once again, narhiril.

I did found one problem in the manual. In the section where you explain how to add creature_standard changes, I see that a lot of the savants have POPRATIO 1, yet the Glass savants have POPRATIO 10. I checked the regular raws and there all the savants have POPRATIO 10. Just wanna give a headsup. :)
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1252 on: February 02, 2012, 02:35:32 pm »

New version?

[Unreal Tournament Announcer Voice]Godlike.[/Unreal Tournament Announcer Voice]

Less awesome is my lack of free time, but still, I can read through the manual at least! Outstanding job once again, narhiril.

I did found one problem in the manual. In the section where you explain how to add creature_standard changes, I see that a lot of the savants have POPRATIO 1, yet the Glass savants have POPRATIO 10. I checked the regular raws and there all the savants have POPRATIO 10. Just wanna give a headsup. :)

I simply multiplied all the POPRATIO tags by 10 at some point, to let me better control the appearance of an easter egg caste or two.  I apologize that the manual does not reflect this, and I will get it fixed for the next release.  Regular dwarves should be 1000, savants should be 10, and the two easter egg castes should be 5 and 1.

found a minor typo in the pantheon file in the lore folder. about the 'nehpilim' denouncing voruk

This kind of thing might seem trivial, but I do appreciate these reports and do my best to fix them.
« Last Edit: February 02, 2012, 02:40:22 pm by narhiril »
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1253 on: February 02, 2012, 03:36:05 pm »

Just curious, haven't actually managed to build any dart launchers yet, but what is different about them than normal xboxs?  Are they just stronger? 

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billybobfred

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1254 on: February 02, 2012, 03:39:34 pm »

I don't suppose you have the .14e raws lying around anywhere? I'm joining Flickeredbrightness and want to switch back to ASCII.

Alternately, if it's safe to update an ongoing save, I can do that instead.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1255 on: February 02, 2012, 03:56:41 pm »

I don't suppose you have the .14e raws lying around anywhere? I'm joining Flickeredbrightness and want to switch back to ASCII.

Alternately, if it's safe to update an ongoing save, I can do that instead.

It's not, so here you go.  Luckily, I archive these things. :)

Just curious, haven't actually managed to build any dart launchers yet, but what is different about them than normal xboxs?  Are they just stronger? 


They're different.  The ammunition is smaller, and their upgrades diverge from the crossbow's upgrades.  The upgraded dart launcher ends up using the sword skill for its bayonet, while the crossbows use the spear skill.  Magnetic darts are also different - they're light and you can produce them in stacks of 60, meaning that your dwarves can carry a lot more of them.  The downside is, you need a ferromagnetic metal to make them, so you can't pump out wooden ones for training because wooden magnets don't work.  ;)

A fully upgraded crossbow does have a bit more force and velocity than a fully upgraded dart launcher, but the dart launcher can pack more ammo and can play a slightly different role in melee combat.  That's the real difference.  That and a tungsten bar + an iron bar = 60 tiny needles of death.

I'm rather happy with how the dart launcher turned out.

Spoiler: Concept. (click to show/hide)


« Last Edit: February 02, 2012, 04:14:34 pm by narhiril »
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Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1256 on: February 02, 2012, 04:13:39 pm »

I don't suppose you have the .14e raws lying around anywhere? I'm joining Flickeredbrightness and want to switch back to ASCII.

Alternately, if it's safe to update an ongoing save, I can do that instead.

It's not, so here you go.  Luckily, I archive these things. :)

On behalf of Flickeredbrightness, thank you ever so much!
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1257 on: February 02, 2012, 06:40:29 pm »

Dwarven railguns :O
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1258 on: February 02, 2012, 07:51:51 pm »

My dwarfs never ask me what I want next season. I am unable to get Orichaleum. Or whatever it was called. Do I need to re-fort?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1259 on: February 02, 2012, 08:26:21 pm »

My dwarfs never ask me what I want next season. I am unable to get Orichaleum. Or whatever it was called. Do I need to re-fort?

Does the outpost liaison show up with the caravan?  If not, it means there isn't one, which could mean that your civilization's nobility might be in disarray.  This has happened to me before and has nothing to do with LFR.  Unfortunately, I think the best solution would be to start again either in a new world or with a different parent civ.
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