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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 404069 times)

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2250 on: April 25, 2012, 12:50:33 pm »

Spoiler (click to show/hide)
when i ask my voidwalker to make any weapons they make a random weapon can someone help?

Your product lines have an extra argument in them.


 [PRODUCT:100:1:WEAPON:ITEM_WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]

...should be...

 [PRODUCT:100:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
thx narhiril :D fixing it right now.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2251 on: April 25, 2012, 05:57:46 pm »

So um.. Regarding the cannon beetles?
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2252 on: April 25, 2012, 08:31:31 pm »

umm... i just had a shedim siege (yes the shedim eating their mounts thing happened, but this is different) a wallarm (ah kora) got mauled by its own group (which was mostly currants except for the ah tel who put it down)
« Last Edit: April 25, 2012, 11:46:07 pm by Jilladilla »
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Glory to United Forenia!

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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2253 on: April 25, 2012, 08:56:08 pm »

Mind if I take the SHEDIM_CORPSE_EXPLODE_LFR and adapt it to my own purposes?

I'm asking here now because it's basically going to be a wholesale copy >_>

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2254 on: April 26, 2012, 02:03:07 am »

So um.. Regarding the cannon beetles?

To my knowledge, humans, meowkin, and dwarves do not set up settlements in savage mountain biomes.  I'll go ahead and investigate this a bit further.   If it becomes such that they're nigh impossible to come across, I'll make the necessary revisions.

umm... i just had a shedim siege (yes the shedim eating their mounts thing happened, but this is different) a wallarm (ah kora) got mauled by its own group (which was mostly currants except for the ah tel who put it down)

Not really sure why this happened.  Give me a heads up if you see any more weird behavior.

Mind if I take the SHEDIM_CORPSE_EXPLODE_LFR and adapt it to my own purposes?

I'm asking here now because it's basically going to be a wholesale copy >_>

It's far from perfect, but go ahead.

Sorry for the short responses, guys, it's been a busy week.  I'll try to make a little more time in the next few days.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2255 on: April 26, 2012, 03:51:28 am »

Hm. These cannon beetles are the third most exciting thing here... I really wish to see some. For now, I'll just copy paste the location of them to be the same as the megalania. This will make them tamable by dwarves in world gen.

By the way, bog trolls seldom survive world gen in medium worlds. Oh well.

By the way, I know this is really unrelated, but do you see any harm in fixing vanilla bugs? Things such as broken finger nails and certain other body parts being unable to heal and being infected. Or the huge amount of eggs a few poultry can use to feed the entire fortress.

I can see how people will object to some vanilla bugs (like the eggs), so if this seems a good idea to you (another attraction of the mod! Fix irritating bugs and get cool new LFR stuff at the same time!) you could simply put this as an optional component.
« Last Edit: April 26, 2012, 03:57:51 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2256 on: April 26, 2012, 01:28:11 pm »

Hm. These cannon beetles are the third most exciting thing here... I really wish to see some. For now, I'll just copy paste the location of them to be the same as the megalania. This will make them tamable by dwarves in world gen.

By the way, bog trolls seldom survive world gen in medium worlds. Oh well.

By the way, I know this is really unrelated, but do you see any harm in fixing vanilla bugs? Things such as broken finger nails and certain other body parts being unable to heal and being infected. Or the huge amount of eggs a few poultry can use to feed the entire fortress.

I can see how people will object to some vanilla bugs (like the eggs), so if this seems a good idea to you (another attraction of the mod! Fix irritating bugs and get cool new LFR stuff at the same time!) you could simply put this as an optional component.

A few other known issues with this version...

-Shedim will periodically show up as "elite wrestlers" and ignore their caste graphics.  Not much I can do about this, but it's only a minor issue.
-Frigid and pyrophoric zingers refuse to use their breath attacks with the new anatomy.  I have a fix for this ready to go.

I can definitely work on a few vanilla issues (particularly the nails that never heal, etc) as optional components.  Eggs are a bit more involved because they screw with population numbers if you mess with them, but I'll be sure to look into more options there.  Options are good. :)

Bog trolls...  well, I've had mixed results with them.  They survived that 10000 year worldgen a few pages back, so I think they're doing alright overall, but they do seem to be the one race that dies out more often than others.

Now, if you'll excuse me, I've got three pages of shedim sitting at my front door and my diplomat wants to go home.  A perfect time to play with some emberlights.  :D
« Last Edit: April 26, 2012, 01:31:03 pm by narhiril »
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2257 on: April 26, 2012, 01:37:10 pm »

Spoiler (click to show/hide)
DF seems to crash with this, can somone help? (PS this is my first mod so dont hurt me)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2258 on: April 26, 2012, 02:04:02 pm »

Spoiler (click to show/hide)
DF seems to crash with this, can somone help? (PS this is my first mod so dont hurt me)

Try using [SKILL:FORGE_ARMOR]

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2259 on: April 26, 2012, 05:38:36 pm »

well this time i think ive found a bug with making the spiders
Spoiler (click to show/hide)
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andy_t_roo

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.11c
« Reply #2260 on: April 26, 2012, 06:10:34 pm »


Perhaps some way to get a longer lasting fuel source, or more efficient use of fuel? Perhaps found via alchemy? Basically, something to help bridge the gap between the early stages of wood/coal burning until you can get to magma, and also make alchemy more important earlier (so we can have more irradiation accidents!)

To balance it out, it could be more dangerous to obtain (SCIENCE) than wood or coal, but more reliable (ie: you could get an economy going on maps with little coal or trees). Yes, I know you can trade for wood or coal, but it's never sufficient for the needs of a fortress since beds can only be made from wood.

Alternatively (or in addition) perhaps harvesting a tree would give you multiple units of wood based on woodcutting skill and/or tree type, and wood items would use different amounts. Perhaps a bed would use more than bolts, for instance.


I like this idea.  Unfortunately, most of the reaction raws (i.e. construct bed) are not public, and the number of logs from each tree is hard coded (to my knowledge), but I am not opposed to "alternate" fuel sources involving alchemy.



It should be possible to make trees drop a specific type of wood - ie, a "log", which can then be cut into 5 "planks" (masterwork has rough, fine, scrap wood, if you are after examples of how that could work)
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Eagles may soar, but weasels don't get sucked into jet engines.
Hell if I know.  Pretty humourous suggestion, but utterly useless in the case of roleplaying, if indeed the whole game world was one whole huge ass field of fruit.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2261 on: April 26, 2012, 09:22:36 pm »

well this time i think ive found a bug with making the spiders
Spoiler (click to show/hide)

Good catch.  The material from reagent B and C should be reversed.  I'll get on that and hopefully have a bugfix revision up tomorrow.



The good news is that you can modify that reaction without needed to regenerate.


vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2262 on: April 27, 2012, 12:21:14 am »

Would you be able to make blindfold, so we can blind or not some given dwarves? This would be a modified helmet obviously... And the applications are numerous!
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2263 on: April 27, 2012, 12:23:58 am »

Would you be able to make blindfold, so we can blind or not some given dwarves? This would be a modified helmet obviously... And the applications are numerous!

No, not with items.

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18a *=*=* [DF 0.34.07]
« Reply #2264 on: April 27, 2012, 01:39:31 am »

Ok, so what about potions lasting a while?

What is the current status, train of thoughts of Narhiril about allowing some potions to restore limbs etc. ?
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