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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 403497 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1560 on: March 04, 2012, 10:55:43 pm »

aw, the rift wardens show up next go 'round. my poor chief medical dwarf, who happens to be very fond of rift warden's essence

anway, seems i'm setting up a temple of darkness and the night in my current fort. tough i know that doesn't exist, yet, i'll work something out with statues and other decor. my first migrant wave (three couples) are all from a cult known as 'the invisible cult' and are all ardent worshipers of the god sod holerumors, god of night and darkness. he's cursed two vampires and one wereshrew in my 200 years of history. sounds like a fun guy to have a minor priesthood built around, while waiting to get to the 'real' stuffs of fire temples

...looking through the deity list, seems that my god of festivals is responsible for about half the dwarf vampires in the world. i sure wouldn't expect that from a party god....

Contrary to popular belief, exiled rift wardens CAN be killed, but they are some of the most powerful creatures currently in LFR.  For this reason, they will not attack your fortress until you have reached an obscene level of wealth or a population of 150.

The_Wolfpack

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1561 on: March 04, 2012, 11:23:37 pm »

Hi, any idea on how to incorporate this into a linux version of DF and adding Ironhand.
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thatkid

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1562 on: March 04, 2012, 11:38:21 pm »

Hi, any idea on how to incorporate this into a linux version of DF and adding Ironhand.
Just add the files to the raws?
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Xiaras

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1563 on: March 05, 2012, 01:05:32 am »

So for some reason I can't get -any- of the Temple of Fire interactions to work, other than the free flux/whatever prayer. It's odd, because I have all the materials, but when I try to do something like make an emberlight (I think they're called) dwarf, it won't let me, and "Takes place at Temple of Fire" shows in red.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1564 on: March 05, 2012, 01:07:56 am »

Make sure he can access it, I guess?

Or stock pile the ingredients for emberlights closer, like you would for a butcher shop.
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Xiaras

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1565 on: March 05, 2012, 01:23:51 am »

Huh. Got it to work, for some reason I had to deconstruct it and rebuild it above ground to get it to work.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1566 on: March 05, 2012, 01:24:33 am »

So for some reason I can't get -any- of the Temple of Fire interactions to work, other than the free flux/whatever prayer. It's odd, because I have all the materials, but when I try to do something like make an emberlight (I think they're called) dwarf, it won't let me, and "Takes place at Temple of Fire" shows in red.

This is likely a burrow issue.  Try creating a new burrow that encompasses both the temple and all of the required ingredients.

Xiaras

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1567 on: March 05, 2012, 01:51:34 am »

Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.

Then my game crashed.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1568 on: March 05, 2012, 02:24:37 am »

Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.

Then my game crashed.

The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1569 on: March 05, 2012, 03:18:57 am »

Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.

Then my game crashed.

The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.

What? So I cannot view the description and moods of my emberlights?

Also, I was reading the Masterwork mod back there. Seems like the golems there (custom creatures) can be drafted into the army, but still flee even with a kill order? Would this happen with Emberlights? If it does, maybe give them [LIKES_FIGHTING] or whatever?
« Last Edit: March 05, 2012, 08:44:43 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1570 on: March 05, 2012, 11:37:54 am »

Hah, well, that could have gone better. First emberlight dwarf I send after a small goblin ambush misses several fireballs and burns down, well, everything.

Then my game crashed.

The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.

Also, I was reading the Masterwork mod back there. Seems like the golems there (custom creatures) can be drafted into the army, but still flee even with a kill order? Would this happen with Emberlights? If it does, maybe give them [LIKES_FIGHTING] or whatever?

It won't happen with emberlights because emberlights are a caste of dwarf, whereas golems are a separate creature entirely.  Emberlights (and wavebreakers, by the way) will behave like normal military units, except for their special abilities.  I'd imagine adding [LIKES_FIGHTING] would make the golems attack.  LFR will be getting its own "golems" of sorts in tech tree tiers four and five.

What? So I cannot view the description and moods of my emberlights?

I've gotten it to work a few times, but it's sporadic.  This is a known issue.  Toady has been saying that the next version supposedly fixes a lot of fortress mode crashes - hopefully it will fix this one as well.  Unfortunately, this is one of the difficulties faced when modding the bleeding edge of new content.  Toady does a fantastic job, but any issues with DF itself will be inherited by its mods.

If you'd like to monitor the current status of this problem, keep an eye out here for any updates.
« Last Edit: March 05, 2012, 12:08:48 pm by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1571 on: March 05, 2012, 01:46:10 pm »

Finished up the archaeology lab today - one of the most fun little side projects I've ever done for this.  You will be able to unearth ruins and rubble while mining that can be examined for artifacts and precious commodities.  The archaeology lab requires precision tools, so it's technically a tier one tech building - I've added small orichalcum clusters to the ruins as well because of this.

Dohon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1572 on: March 05, 2012, 05:38:54 pm »

Finished up the archaeology lab today - one of the most fun little side projects I've ever done for this.  You will be able to unearth ruins and rubble while mining that can be examined for artifacts and precious commodities.  The archaeology lab requires precision tools, so it's technically a tier one tech building - I've added small orichalcum clusters to the ruins as well because of this.

Lovin' this, narhiril!
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1573 on: March 05, 2012, 07:24:43 pm »

please tell me i am not the only one who thought to use a drawbridge as a firing mechanism for zingers! (im happy i figured that out, im planning on making a battleship fortress! :D)
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1574 on: March 05, 2012, 08:33:13 pm »

Quote
The only LFR-related crash that I know of is trying to view the description of a transformed dwarf, but this is a known issue throughout the modding community.

Had it, fixed it. My best guess is this: The color modifiers from the original creature conflict with the new color modifiers and crash the game, when you view the description. It not only shows the description, but also those modifiers... If you have normal eye/hair color, and emberlights have red/yellow ones for example, that might be the cause. I have about 15 transformations in my mod, none crashes.

Golems work as well. Likes fighting and prone to rage did the trick.

About the archeology: Sounds vaguely familiar. ;) Wonder how you set up your raws for that.

Any idea when your next release will be ?
« Last Edit: March 06, 2012, 01:15:27 am by Meph »
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