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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 403536 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1575 on: March 05, 2012, 10:44:28 pm »

Well, I just had a dwarven emberlight vampire migrate to my test fortress.  What are the odds of that?

thatkid

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1576 on: March 05, 2012, 11:18:15 pm »

Well, I just had a dwarven emberlight vampire migrate to my test fortress.  What are the odds of that?
I once stocked a lair full of vampire blood in waterskins, and then created a bunch of emberlight adventurers, vamp'd them, and then retired them just so that would happen. And it didn't work.
What is your seeecret?
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trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1577 on: March 05, 2012, 11:34:07 pm »

What is your seeecret?
You'll have to retire them in a dwarven mountainhome for them to migrate. Their sites don't exist yet, but you can go to where one is located on the world map and you should be able to retire there.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1578 on: March 05, 2012, 11:51:05 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)

Huh? That works?

Well, I just had a dwarven emberlight vampire migrate to my test fortress.  What are the odds of that?

Pretty low.. Are you sure it is not a bug? On this note, are Emberlights immune to magma? That'd be cool, sending in emberlight specialists to combat creatures in magma. (sadly, currently just magma crabs and the occasional imp.)
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thatkid

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1579 on: March 05, 2012, 11:57:02 pm »

What is your seeecret?
You'll have to retire them in a dwarven mountainhome for them to migrate. Their sites don't exist yet, but you can go to where one is located on the world map and you should be able to retire there.
I turned all Dwarf sites in Cities, and was retiring them there.
Not a n00b, yo. I know what's up.
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1580 on: March 06, 2012, 01:08:34 am »

i'm curious about the emberlight warrior vampire, myself. anything special with him, other than...you know, being a vampire? i've got one of those in my worldgen, too, and been hoping she arrives in a migrant wave, but no luck so far.

i'd noticed that the game seems to ignore the 0 population of rare castes. it still keeps them rare, at least, but it'll make a handful of them (well...the named ones, at least. i see one of my more famous goblin generals has 153 emberlight warrior kills in his 'other kills' list). i'd been sorta using the idea of them in lore, of course. i mean, our fort can't be the first one to try the emberlight ritual, so of course there'd be a handful wandering around...
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1581 on: March 06, 2012, 01:18:04 am »

Pop Ratio 0 will cause some trouble, since they get assigned a default number. I settled on giving each caste an increase with the factor of *1000 and making the "should-not-appear-caste" 1. 
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1582 on: March 06, 2012, 01:21:24 am »

i'm curious about the emberlight warrior vampire, myself. anything special with him, other than...you know, being a vampire? i've got one of those in my worldgen, too, and been hoping she arrives in a migrant wave, but no luck so far.

i'd noticed that the game seems to ignore the 0 population of rare castes. it still keeps them rare, at least, but it'll make a handful of them (well...the named ones, at least. i see one of my more famous goblin generals has 153 emberlight warrior kills in his 'other kills' list). i'd been sorta using the idea of them in lore, of course. i mean, our fort can't be the first one to try the emberlight ritual, so of course there'd be a handful wandering around...

Well he helped me find a bug with mind burn.  I knew something was wrong when he decided to attack a greater demon (150 z-levels away and with no line of sight or path) on his way back from the ash stockpile.  And that's how I learned that the target letter in the interaction file has to match the target letter in the creature file >.>

Fortunately, that was an easy fix that I didn't need to re-gen for.  Also, I ran into a goblin necromancer in legends with 1300 kills over a 225 year history.  Not bad.  I still haven't quite finished a few things, but the test is going pretty well so far.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1583 on: March 06, 2012, 01:26:01 am »

Pop Ratio 0 will cause some trouble, since they get assigned a default number. I settled on giving each caste an increase with the factor of *1000 and making the "should-not-appear-caste" 1.

Are you going to do this for Emberlights in future, Narhiril?

Also, a thought with wavebreakers. Can they breathe underwater?
« Last Edit: March 06, 2012, 01:30:20 am by Pan »
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1584 on: March 06, 2012, 01:39:37 am »

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)

Huh? That works?


well drawbridges launch creatures on them when they're raised and well, fairly easy to figure out the rest (i was gonna tweak it so it would fire on the general area of my trade depot, in case of elves)

if you were talking about the battleship part, i did embark on the coast, with most of the embark being ocean, and as an added challange making the thing out of iron/steel/aluminum only, I SWEAR THIS WILL BE MY THIRD GREAT FORT! (ive abandoned many due to boredom)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1585 on: March 06, 2012, 01:47:02 am »

Pop Ratio 0 will cause some trouble, since they get assigned a default number. I settled on giving each caste an increase with the factor of *1000 and making the "should-not-appear-caste" 1.

Are you going to do this for Emberlights in future, Narhiril?

Also, a thought with wavebreakers. Can they breathe underwater?

I'll continue to test it to see if it's alright in worldgen the way it is.  If not, I'll make the necessary adjustments.

Also, wavebreakers have [AMPHIBIOUS], so they can breathe underwater.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1586 on: March 06, 2012, 02:10:34 am »

Current (running) changelog, subject to additions...

Finished up ....  (more additions)

Narhiril!  There's so much cool stuff coming in the next release, you actually have me more interested in playing that then the current ones, even though there's SO MUCH I know I've not yet found!

 ???  I feel disloyal to your past works  :-X And... and.... I'm so excited about this new stuff to play with I barely care!  :o

Three cheers for the new release, whenever it is released!   :D
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1587 on: March 06, 2012, 03:40:08 am »

Current (running) changelog, subject to additions...

Finished up ....  (more additions)

Narhiril!  There's so much cool stuff coming in the next release, you actually have me more interested in playing that then the current ones, even though there's SO MUCH I know I've not yet found!

 ???  I feel disloyal to your past works  :-X And... and.... I'm so excited about this new stuff to play with I barely care!  :o

Three cheers for the new release, whenever it is released!   :D

Heck, I've been holding out till the next version. I don't believe I've touched DF (much) in over 2 weeks.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1588 on: March 06, 2012, 04:09:23 am »

Spoiler: Large image (click to show/hide)

So far, so good.  Just need to give them a spin in fortress mode combat and see how the AI handles things.  If it's anything like they were in arena mode, wavebreakers should be done.

Which I suppose brings me to my next question...  gear up for a release, or keep going?  I've got a laundry list of things I want to do next.
« Last Edit: March 06, 2012, 04:12:08 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15e *=*=* [DF 0.34.04]
« Reply #1589 on: March 06, 2012, 04:18:56 am »

Spoiler: Large image (click to show/hide)

So far, so good.  Just need to give them a spin in fortress mode combat and see how the AI handles things.  If it's anything like they were in arena mode, wavebreakers should be done.

Which I suppose brings me to my next question...  gear up for a release, or keep going?  I've got a laundry list of things I want to do next.

I don't see the hurt of releasing now. Release now, people report bugs, and you fix bugs and release new content the next time. The amount of content and bug fixes so far is enough to make one release. I'd say go ahead.
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