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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 403869 times)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1980 on: April 06, 2012, 09:12:03 pm »

Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod

Yeah, Meowkin are like that. It was one of the first things I noticed, even before I started modding. I've had 12 ages of myths and legends just because Meowkin kept slaughtering the children of some Amaroks.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1981 on: April 06, 2012, 09:26:12 pm »

Gentlemen, let us get behind this! TO THE ARENA!

They are really as impressive as I thought they were. They have shown the ability to defeat a dragon easily*


Spoiler (click to show/hide)

So we can sleep at night knowing that the shedim will be no threat, with the Meokin defending us.
« Last Edit: April 06, 2012, 09:42:00 pm by Stirk »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1982 on: April 06, 2012, 10:18:51 pm »

The Meowkin frequently start wars with the Nephilim, I found. Must be the thing with slavery. Once I had a meowkin ambush of meowkin riding pegasus that killed the Nephilim caravan and left. Shame I decided to abandon that fort later, would have been fun to try playing that.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1983 on: April 06, 2012, 10:30:27 pm »

Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod to the riftwardens of this mod. While wearing cute maid dresses and bikini tops.

I have a theory. I think that the Meokins don't like us much, and realize that if they get sent to our fortress they will probably not get much and have high risk. Therefore, they only send their weakest members and slaves after us for trading, so not to risk their epic soldiers.

... I'm going to start massacring Meowkin caravans to see how tough their sieges are.

It's time to start a war.

I have a few words to say:

BRING IT ON MEOWKIN! EVEN WITH YOUR SUPER SOLDIERS AND SECRET KILLING METHODS (prolly cave-in traps) I WILL NOT FALL TO YOU NO MATTER WHAT YOU THROW AT ME! AND IF YOU DO THROW ENOUGH ON ME TO MAKE ME FALL, I"M GOING TO TAKE YOU WITH ME! AND SOMEHOW MANAGE TO CONTINUE TO STAND!

(i wonder why i never just outright attempted to start a war... i mean i put the ELVES above them, sure they bring tons of cloth, if i want tons of cloth, i just turn to them, the meowkin have more cluttering their caravans, and requesting cloth just makes it overpriced)
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1984 on: April 06, 2012, 10:31:29 pm »

The Meowkin frequently start wars with the Nephilim, I found. Must be the thing with slavery. Once I had a meowkin ambush of meowkin riding pegasus that killed the Nephilim caravan and left. Shame I decided to abandon that fort later, would have been fun to try playing that.

I choose to believe the Nephillim are just so utterly ultra conservative that they will go to war with the Meowkin over sexual depravity.

xD

Edit:

I have genned a world with the express purpose of creating war. Joy of joys, it has several necromancer towers as well.

Time for some fun.
« Last Edit: April 06, 2012, 10:54:23 pm by Vanaheimer »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1985 on: April 07, 2012, 12:19:08 am »

Wow. First year shedim siege. Harsh. Are they always this eager to get slaughtered?

Weird glitch(?) they brought with them to. They brought a giant snail, which I had assumed was coming to fight, and then proceeded to murder it themselves.

Fortunately I have it set up so the Naphal will wipe them out, putting them in a good position to surround them.
« Last Edit: April 07, 2012, 12:22:22 am by Stirk »
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Wonderboygod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1986 on: April 07, 2012, 12:22:42 am »

Hey, sorry if this is a stupid question.

How do I get Dwarf Therapist to work with this mod? I keep getting the message "Sorry, I cannot talk with this version of Dwarf Therapist."
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1987 on: April 07, 2012, 01:05:34 am »

Narhiril, any comment of your about my question? Is it physically possible for a modder to produce something that would change an evil biome tile into a neutral one? I keep wondering.

As for Ironhands graphics, the ugly diamond of the new version... I'm using a version before this one, sorry can't bear the new one.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1988 on: April 07, 2012, 02:48:34 am »

Narhiril, any comment of your about my question? Is it physically possible for a modder to produce something that would change an evil biome tile into a neutral one? I keep wondering.

Yeah, that's impossible.

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1989 on: April 07, 2012, 08:00:28 am »

argh.

What the war elephants are supposed to eat? I have pastured them over grass and they don't graze.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1990 on: April 07, 2012, 08:31:06 am »

Elephants have a buggy grazer tag. They are still getting hungry even on pasture, yeah? That's because yo momma elephants are so big and fat, bitch they eat 24/7 and will still starves. You need to do some minor modding with their [GRAZER] tag. I believe you increase the value of it. Remember to mod your save game raws, not your game raws (although this will be useful for future worlds)
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Wonderboygod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1991 on: April 07, 2012, 10:35:31 am »

Could I please have my question answered soon? I find it very time consuming to play without Dwarf Therapist.
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1992 on: April 07, 2012, 11:21:45 am »

Hey, sorry if this is a stupid question.

How do I get Dwarf Therapist to work with this mod? I keep getting the message "Sorry, I cannot talk with this version of Dwarf Therapist."

I believe this is a DT problem rather than an LFR issue. Hopefully following the directions from http://www.bay12forums.com/smf/index.php?topic=66525.1680 will be able to help you out. If not there are many helpful people that read that thread that could probably point you in the right direction.  :)
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Wonderboygod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1993 on: April 07, 2012, 05:34:33 pm »

Yeah, it was actually all my fault, I was using an incorrect version of Dwarf Therapist.

Another nooby question though: How do I fill a bucket with water for the "Gather materials for Temanat's Sacred Pool?"
I have the rock, cobalt bars, and buckets for it but it still says I need something, so I'm lead to guess it's the water.

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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1994 on: April 07, 2012, 05:39:10 pm »

Spoiler (click to show/hide)

What I do is just go to the ritual building and do the "Minor Ritual of substance" or whatever it is called that fills a bucket with water. Easiest way.
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