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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 403708 times)

Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1740 on: March 18, 2012, 07:42:59 pm »

Quick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1741 on: March 18, 2012, 08:14:01 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.

Perhaps give lizardman spies some tags to make them dumb, slow learning and unsociable? I mean, it would be rather stupid to have a lizardman spy rise into the position of king in world gen. And since they are lizardmen savages, they shouldn't exactly be producing masterwork crafts and weapons. Since they are spying, they shouldn't be partying hard and socialising with other dwarves, no?

As for the thing with the other lizardmen - maybe let all the lizardman have a spell like the watcher that exposes their brethren on sight? I mean, the deeply commited thing you mentioned sounds like a handwave on something that just doesn't make much sense...

Hope your eyes get better soon, Narhiril. Computer deprivation is a terrible thing.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1742 on: March 18, 2012, 09:10:23 pm »

Quote
Quick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?

I just used the prayer of sustenance or whatever it is called, the minor prayer that fills a bucket with water.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1743 on: March 18, 2012, 09:48:58 pm »

Quote
Quick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?

I just used the prayer of sustenance or whatever it is called, the minor prayer that fills a bucket with water.

just make sure your coal/wood stockpile isnt near it just in case
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1744 on: March 18, 2012, 10:18:50 pm »

I could swear bowyer prodigies are at least twice as common as any other savant type.
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astianax

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1745 on: March 18, 2012, 11:03:16 pm »

i just want to verify that you can, indeed, get the occasional emberlight without every performing the ritual. for this, there has to be at least one created in your worldgen (my current one has 3 emberlights, one of whom is a vampire) and one of them showed up as a migrant. rather surprising (and, sadly, it wasn't the vampire)

said emberlight has killed many, many things for me with those random gouts of flame, even though she's not in the military. i've gone ahead and built a grid of sorts over my whole map, using constructed floors to keep the fires contained, since they won't burn past said floors

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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1746 on: March 19, 2012, 01:47:10 am »

i just want to verify that you can, indeed, get the occasional emberlight without every performing the ritual. for this, there has to be at least one created in your worldgen (my current one has 3 emberlights, one of whom is a vampire) and one of them showed up as a migrant. rather surprising (and, sadly, it wasn't the vampire)

I've just downloaded the latest pre-installed version of this mod and I haven't had any random fires yet. I'm beginning to think that perhaps it was an emberlight migrant. Since I often get migrant waves of 20-50 at a time I don't always have time to check them all thoroughly and tend to leave them as part time haulers until I need a particular profession. It was probably just a coincidence that I always saw the thief first. :)
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SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1747 on: March 19, 2012, 01:53:19 am »

I could swear bowyer prodigies are at least twice as common as any other savant type.
It feels like this for me, too. Once I even embarked with one.
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1748 on: March 19, 2012, 08:56:14 am »

That worked perfectly!! Thanks! ... Now if I can just get my dwarves to move the constructed sets to a stockpile somewhere so I can actually build a temple, life would be good :)

Quote
Quick question, building the Temple of Water, trying to build a set of consecrated materials, it asks for a bucket of water. How do I make a bucket of water? Dwarves usually only fill a bucket of water when someone needs a drink or a wash. Atleast as far as I can figure. Any help on this?

I just used the prayer of sustenance or whatever it is called, the minor prayer that fills a bucket with water.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1749 on: March 19, 2012, 09:31:23 am »

I could swear bowyer prodigies are at least twice as common as any other savant type.
It feels like this for me, too. Once I even embarked with one.

On the plus side, your archers have better range! Or so high quality crossbows are supposed to.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1750 on: March 19, 2012, 11:11:11 am »

The mountainhomes are obsessed with bowyers these days
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1751 on: March 19, 2012, 01:13:47 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.

They're sterile and assume false identities, like vampires, so you won't see them having children or causing loyalty cascades.  It would still bring up a ghost, however, if you don't memorialize them - the ghost of the original dwarf who was smitten by a divine power and replaced with a lizardman in disguise.

The mountainhomes are obsessed with bowyers these days

How many of these are bowyer prodigies and how many of them are just skilled bowyers?  You can tell a true savant by the description.  They have the same POP_RATIO as every other savant caste, so I don't know why they'd be so common across the board.

Perhaps give lizardman spies some tags to make them dumb, slow learning and unsociable? I mean, it would be rather stupid to have a lizardman spy rise into the position of king in world gen. And since they are lizardmen savages, they shouldn't exactly be producing masterwork crafts and weapons. Since they are spying, they shouldn't be partying hard and socialising with other dwarves, no?

As for the thing with the other lizardmen - maybe let all the lizardman have a spell like the watcher that exposes their brethren on sight? I mean, the deeply commited thing you mentioned sounds like a handwave on something that just doesn't make much sense...

Hope your eyes get better soon, Narhiril. Computer deprivation is a terrible thing.

I like the ideas of slower learning and social awkwardness, but here's the problem I have with the "expose" interaction - I can turn anything into anything else, but I can't add it to the entity of the attacking lizardman army, so even if I did create a watcher-type interaction for lizardmen to reveal a spy, the lizardman army would not recognize it as friendly.  It makes more sense for the spy to be deep undercover and even willing to assume the role of a soldier than for him to get cut to ribbons by his own people at the time when he could, potentially, be most useful to them.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1752 on: March 19, 2012, 02:58:23 pm »

Did you get positive feedback from your tests with mischivious ?
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1753 on: March 19, 2012, 03:39:52 pm »

How many of these are bowyer prodigies and how many of them are just skilled bowyers?  You can tell a true savant by the description.  They have the same POP_RATIO as every other savant caste, so I don't know why they'd be so common across the board.
They're most definitely savants. I started with one in my embark, and I've gotten 2 immigrated. No other savants to speak of, and last game I had 4 immigrants that were bowyers, 1 armorsmith, 1 glassmaker.
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Draxis

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1754 on: March 19, 2012, 07:18:16 pm »

I have also gotten far as many bowyer savants as all others combined in this fort.
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