Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 96 97 [98] 99 100 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403420 times)

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1455 on: February 22, 2012, 04:29:36 pm »

I'm having what appears to be a bug with non-fort dwarves labeled as "Trader" standing motionless on the edge of my map.  At first there was just one, but every once in a while, a new one shows up in the same spot. 

There are three now. 

Just standing there. 

Staring at me. 

Forever.

This is actually a DF bug.  Sorry, but I can't help with that.

I don't know if you've already fixed this, but you need to update your entity files with the new hammerer and the shapes of cut gems.

I have, but thanks for the heads up.  Sometimes I overlook things like that.

I'm loading up a test build of 0.15d tonight, which will fix a handful of issues left over in 0.15c.  Provided that all goes well, I should have a new version up by tomorrow.  Here's the changelog as of right now.

Spoiler (click to show/hide)

« Last Edit: February 22, 2012, 04:33:40 pm by narhiril »
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1456 on: February 22, 2012, 05:57:24 pm »

Will it be dangerous to perform the prayers for armor and weapon? It would suck to lose migrant high master weaponsmiths and armorsmiths...
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1457 on: February 22, 2012, 06:41:05 pm »

Will it be dangerous to perform the prayers for armor and weapon? It would suck to lose migrant high master weaponsmiths and armorsmiths...

Nope.  Prayers don't ever have negative consequences - they are free, low-yield reactions.  It's rituals and ceremonies you need to watch out for.  The prayers at the temple of fire have a low chance of training weapon and armor smithing skills.  If you don't have a good weapon or armor smith and you on't have a million copper lying around to train someone with, you can beg Zalkor for help.  ;)

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1458 on: February 23, 2012, 12:45:14 am »

Ooh, if new version is up tomorrow I might wait with starting a new one. I was testing out masterwork but your mod felt just a tiny bit better. Looking forward to it! Screw vanilla DF, ¤LFR¤ 3>
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1459 on: February 23, 2012, 06:42:05 am »

The simplified clothing causes dwarves to constantly clean themselves. Over and over and over whenever they step on any contaminant. This causes my soap supplies to run out super fast, thus breaking the healthcare industry for me as well dwarves being inefficient for they constantly clean themselves instead of working.
Logged

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1460 on: February 23, 2012, 10:33:52 am »

I hope you are kidding, Pan! I was just about to set up my soap production, also I haven't noticed them washing themselves with water more than usual.
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1461 on: February 23, 2012, 05:38:01 pm »

I feel the need to compulsively apologize for just how uncharacteristically buggy v0.15c was.  Maybe not everyone noticed it, but I managed to screw a few things up when moving from the 0.31 entity files to the 0.34 ones, which basically broke the fishing pond entirely, among other things.  Version 0.15d is up, and it should take care a pretty good number of those issues, as well as some minor balance tweaks.  I've got a fort running with 168 dwarves in this version without running into any more issues, so lets cross our fingers. 


The simplified clothing causes dwarves to constantly clean themselves. Over and over and over whenever they step on any contaminant. This causes my soap supplies to run out super fast, thus breaking the healthcare industry for me as well dwarves being inefficient for they constantly clean themselves instead of working.

I tweaked SC to include shoes now, so this shouldn't be an issue anymore.  Thanks for the feedback.  8)
« Last Edit: February 23, 2012, 05:39:55 pm by narhiril »
Logged

SalmonGod

  • Bay Watcher
  • Nyarrr
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1462 on: February 23, 2012, 05:43:10 pm »

Hmmm.... it's kind of a shame... I had settled down in a location I really liked in .15c... but I'm getting pretty good with Perfect World, now, so I guess that's only a minor setback.  I want SC shoes!
Logged
In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1463 on: February 23, 2012, 07:17:30 pm »

I mentioned the show issue before, but it was mentioned that the shoes will triple the amount of clothing a creature will wear, therefore tripling the FPS drain.

EDIT: But it appears that the fact that only dwarves have shoes will fix that.
« Last Edit: February 23, 2012, 07:36:55 pm by Pan »
Logged

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1464 on: February 24, 2012, 01:58:58 am »

Thanks again and again for the new releases that come again and again!

Noticed that the v0.15d changelog says there are readme files for the optional components.  I found a readme in the rare animal mod folder, but not in the simplified clothing folder.
Logged
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.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1465 on: February 24, 2012, 03:17:35 am »

Thanks again and again for the new releases that come again and again!

Noticed that the v0.15d changelog says there are readme files for the optional components.  I found a readme in the rare animal mod folder, but not in the simplified clothing folder.

Ah, bugger, you're right, I must have dragged the wrong folder into the zip.  The files all work, but I'll re-upload it correctly for future downloads.

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1466 on: February 24, 2012, 03:37:52 am »

What are the new optional stuff?

Also I killed some moroi for a sentinel core usable in the alchemy lab, what does this entail?
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1467 on: February 24, 2012, 04:12:34 am »

Had a crash in my 0.15c fortress. Abandoned it. It seems like I get a lot more crashed in 34.02 than I got in 34.01. Not sure if I want to keep playing before the next update if forts keep crashing.
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1468 on: February 24, 2012, 04:24:50 am »

Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1469 on: February 24, 2012, 04:29:24 am »

also what is the world generation parametres LFR_NODEMON?
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]
Pages: 1 ... 96 97 [98] 99 100 ... 240