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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 403719 times)

trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1725 on: March 17, 2012, 03:13:02 pm »

It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing. 

Sounds like a gremlin to me. They have the [MISCHIEVOUS] token, which makes them sneak in to your fort to pull levers, open cages, jump on pressure plates and such. They were much more common in 2D DF due to how they could just appear out of the chasm and be in the middle of your fortress. Since at least .31 (and maybe 40d?) they've been much more rare:
Code: (from CREATURE:GREMLIN) [Select]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:1:1]
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1726 on: March 17, 2012, 03:23:03 pm »

It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing. 

Sounds like a gremlin to me. They have the [MISCHIEVOUS] token, which makes them sneak in to your fort to pull levers, open cages, jump on pressure plates and such. They were much more common in 2D DF due to how they could just appear out of the chasm and be in the middle of your fortress. Since at least .31 (and maybe 40d?) they've been much more rare:
Code: (from CREATURE:GREMLIN) [Select]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:1:1]

This may have been it.  Seems like any modder who wished could use some classes of invader units that had the MISCHIEVOUS tag to possibly make static/cage based defenses much more complex to use well, at least sometimes.  When I can, I'll still try to test and make sure my traps wont be emptied if I leave them vulnerable, would be nice to know that I don't have to hustle as much as I'd learned I had to!
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1727 on: March 17, 2012, 04:25:41 pm »

Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...

Do you think we could have some kind of "Fire fighter" in the science tree? Somehow my stalk pile of wooden bins has set on fire, I already lost several people and ten master crafted items, and the fire rages on, right after a goblin siege to...

I am not sure how a firefighter would work exactly. Maybe a one-tile thing that acts as a sprinkler, putting out any fire that would start withing ten squares or something? It would just be nice to have some way of putting out fires with all the fires in this mod.
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1728 on: March 17, 2012, 04:52:55 pm »

One way to make a "fire-preventing system" is to link all your rooms to water-filled tunnels, which can be opened by pulling a lever should a fire break out. I am not entirely sure if it would extinguish burning items inside bins, or only would if the bins themselves are on fire.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1729 on: March 17, 2012, 07:01:45 pm »

Quote
Have you spotted those sneaking units that release caged enemies yet?  Leave your traps on the field for to long (maybe because they are being guarded by partially trapped squads) and you'll end up with something invisible and trap immune moving across the field and releasing everything that's caged out there
What ? You dont mean the lizard spies I hope, since they cant come close to goblins and are not invisible. Do goblin thieves do this ?

It's not a unique LoFR feature, I first saw it happen in unmodded DF, back in... two major versions of DF ago, soon after I started playing.  Gives the message "Something has emptied a cage!", and sure enough a dratted cage is now empty and the enemy free.  This only happens to me infrequently, and only when I've had loaded cages outside my defense perimeter for a while - I've gotten better at rapidly storing used cages and reloading cage traps, so this almost never happens to me anymore.  I'm guessing it's master thieves that do this, unsure if race matters.   When I have time (tonight maybe?)  I'll try to set up a test to verify this still happens in this version of DF, because I became so determined to prevent these releases that I'll use elaborate ruses and multiple entrances and whatever it takes to quickly retrieve and reload these cages that I actually can't verify this is still in the current version of DF.  Unless someone else can confirm they've seen it happen?

If this is true, then I will place my watchers near the levers and caged stockpiles. Wouldn't want a prison break after a bog troll siege....
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1730 on: March 18, 2012, 12:08:04 am »

Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...

A lot of my fires are by thieves that have been spotted in crowded areas. They seem to set a fire (I think of them as smoke bombs) to help them get away, or maybe as revenge, I'm not entirely sure. It's very annoying when it happens to me on an early fort before I've managed to put up all my outside walls and still have outside stockpiles of wood because it can quickly turning in to a destructive map wide fire wave.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1731 on: March 18, 2012, 12:27:50 am »

anyone have pyrophoric zingers? they DO have fire breath as well as their signature fiery death-blast

as such it's prolly best to keep them inside away from the food stockpile until you deploy them
« Last Edit: March 18, 2012, 12:45:45 am by Jilladilla »
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1732 on: March 18, 2012, 12:29:26 am »

Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...

A lot of my fires are by thieves that have been spotted in crowded areas. They seem to set a fire (I think of them as smoke bombs) to help them get away, or maybe as revenge, I'm not entirely sure. It's very annoying when it happens to me on an early fort before I've managed to put up all my outside walls and still have outside stockpiles of wood because it can quickly turning in to a destructive map wide fire wave.

Am curious - do you both have Emberlights and/or flamey zingers?

I've had 0 trouble with unexplained fires, and almost no trouble -ever- with fires.  I've had fires start because of fire imps (back a version ago or so).  I've watched firesnakes in my booze stockpile and had a fit, though no fire started.

I've had units spot scores of thieves, but never seen a 'smoke bomb' or any fires start.

I suspect you have emberlights, and should a thief or something be spotted, the emberlights ensure that shortly later you have fire(s).  Or an enemy kills a flamey zinger, and then the zingers do their stuff.

Otherwise, I'm at a loss to explain why fire for me has been and remained totally non-existant in LoFR.  (I rarely even reach magma, alas)
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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1733 on: March 18, 2012, 01:19:32 am »

Wow. Fire is REALLY common in this mod. I thought this was because I was trying to use emberlights, but now I kind of doubt that...

A lot of my fires are by thieves that have been spotted in crowded areas. They seem to set a fire (I think of them as smoke bombs) to help them get away, or maybe as revenge, I'm not entirely sure. It's very annoying when it happens to me on an early fort before I've managed to put up all my outside walls and still have outside stockpiles of wood because it can quickly turning in to a destructive map wide fire wave.

Guess you should store your large piece(s) of wood in a dark chamber instead of displaying it outside for any thief then...  ;D

But really, how do thieves set fires? That's pretty strange. Maybe you have a alchemy workshop that made a bad experiment? Or a pyro zinger? Or is Narhiril not telling us something here?

Narhiril, what if I drafted a lizardman spy while he was still unexposed and sent him against a lizardman siege/ambush? I imagine he'll fight his brethren due to ingame mechanics recognizing him as part of your civ. How will this work out? Maybe give all lizardmen the ability to convert the spies to something friendly for them? Also, have you tested if the [MISCHIEVOUS] tag will actually work when applied to a friendly dwarf part of your civ?

I smell a new version coming up, too, and with it the clothing bug will be gone. Is simplified clothing going to be compatible with it?
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1734 on: March 18, 2012, 01:32:44 am »

i'll bet their problems are coming from pyro-zingers finding the theives, and said pyro-zinger responding with a blast of fire, i lost a fort due to this once (outdoor meeting area)
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SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1735 on: March 18, 2012, 02:29:04 am »

For the spies fighting their own kind, I think maybe it could be explained as the lizardman spy thought that since his brethren were attacking, now would be the time to get really aggressive.

Or if they don't get friendly at all, then maybe the spy just has a huge grude on a lot of its kind.
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1736 on: March 18, 2012, 03:31:42 am »

Am curious - do you both have Emberlights and/or flamey zingers?

I suspect you have emberlights, and should a thief or something be spotted, the emberlights ensure that shortly later you have fire(s).  Or an enemy kills a flamey zinger, and then the zingers do their stuff.

Otherwise, I'm at a loss to explain why fire for me has been and remained totally non-existant in LoFR.  (I rarely even reach magma, alas)

As I often never get around to building a temple I doubt it's emberlights. A couple of times I'm sure it has been zinger pets brought in by migrants but there have been times when I had no zingers of any kind and it has happened.
 
Guess you should store your large piece(s) of wood in a dark chamber instead of displaying it outside for any thief then...  ;D

But really, how do thieves set fires? That's pretty strange. Maybe you have a alchemy workshop that made a bad experiment? Or a pyro zinger? Or is Narhiril not telling us something here?

Pah! Where's the fun in that? :p

I'm a slow builder and half the time I never even get around to building temples or alchemy labs before I have a major fort implosion. It's also definitely not anything magma related as I have yet to dig that far and I hang around close to the surface. Unless I've had emberlights migrate to my fort and never noticed then I'm at a loss as well. Next time it happens I'll check all my nearby dwarves as well to make sure. Though I'd like to add that it's pretty uncommon too, it's not like every time I've had a thief I've also had raging fires.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1737 on: March 18, 2012, 04:57:50 am »

hmm... i would guess the remaining cases would be explained by an alter or...


Narhiril not telling us something here?

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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1738 on: March 18, 2012, 02:41:23 pm »

hmm... i would guess the remaining cases would be explained by an alter or...


Narhiril not telling us something here?


I can say for certain that there isn't any hidden feature that would be causing this.  Sorry to burst that bubble.  :)

Could something have happened to change the frequency of projectile prodigies?

I've seen about 4-5x the frequency of those guys than other prodigies... started a 'start now' embark and got 1 among the starting 7 (with a skill level of 15 - they all are appearing with that), my embark where the merchants fought each other had a total of 4 immigrants arrive (out of a total of 60 dwarves) that were level 15 in crossbowmaking, two other games have seen a level 15-skilled crossbow maker in the first or second immigrant waves...  I am getting the other types of prodigies, but very, very rarely, especially compared to the crossbow makers.

Pure coincidence.  I haven't done anything to make these any more or less common.


Narhiril, what if I drafted a lizardman spy while he was still unexposed and sent him against a lizardman siege/ambush? I imagine he'll fight his brethren due to ingame mechanics recognizing him as part of your civ. How will this work out? Maybe give all lizardmen the ability to convert the spies to something friendly for them? Also, have you tested if the [MISCHIEVOUS] tag will actually work when applied to a friendly dwarf part of your civ?

I smell a new version coming up, too, and with it the clothing bug will be gone. Is simplified clothing going to be compatible with it?

He would fight his bretheren in order to maintain his disguise.  When they go undercover, they go deep undercover.  ;)

I have admittedly not actually tested the MISCHIEVOUS tag thoroughly on civ members.  Maybe it will work, maybe it won't, but since it's used as a flag for watchers, I don't have much choice in the matter.

Also, simplified clothing will continue to be supported in the upcoming versions.  Clothing is still a ton of clutter for your dwarves to manage and a performance nightmare for your CPU, so I will keep SC going to help with these issues.

How's the mod progress going these days, Narhiril? Been a rather quiet few days - not sure if ominous or exciting.

Ominous, unfortunately.  I have a pretty nasty eye infection at the moment that is preventing me from staring at my computer screen as much as I would like to.  Fortunately, I've seen someone about it and I have a prescription for it, so I should be getting better and more active over the next few days.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1739 on: March 18, 2012, 06:00:39 pm »

Interesting, what would happen if a lizard dwarf died and was not properly memorialized? Would it still bring up a ghost? And how do it's friends and family feel about you killing him? I would imagine not to well... And can they still have children with dwarves?

I will assume the only thing to be done about them is to create an elite lizard man army, who is kept apart from the normal fortress by locked doors, and is feed by a chute. I then would release them on any invasions.
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