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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 406605 times)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2325 on: May 05, 2012, 10:52:21 am »

Ok, sweet. I had been thinking about installing it, but my fortress was running very well, and I didn't want to remake. But a concurrent   shedim seige and FUN involving piping magma destroyed it. Sooo, time to install FD!

You can't install FD after the world is already generated.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2326 on: May 05, 2012, 11:43:50 am »


Quote
You can't install FD after the world is already generated.

He can, but he would have to make a new world.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2327 on: May 05, 2012, 11:52:51 am »

I just downloaded raws only, and it seems that it doesn't have any of the necessary components to actually work. It has the lore, optional components, and graphics, but no raws ironically.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2328 on: May 05, 2012, 12:54:21 pm »

I just downloaded raws only, and it seems that it doesn't have any of the necessary components to actually work. It has the lore, optional components, and graphics, but no raws ironically.

Did you look in the LFR_ASCII folder?

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2329 on: May 05, 2012, 01:15:34 pm »

Quote
Spoiler (click to show/hide)

Wow. I am tired today. I am going to go take a nap and see if I am capable of higher functions when I wake up.

Thanks. Nap time....
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2330 on: May 05, 2012, 05:20:25 pm »

Why is it that wooden crude javelins are so weak against armor? My hunters use them to great effect, bones pretty much stand no chance against them and they can take a grizzly down in one hit. But when a goblin warrior comes around, the valiant hunters take a few pop shots as he runs away, and the wooden javelins just bounce off the troll fur shirt. Why is it that something so effective without armor is completely stopped by a thin shirt?
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2331 on: May 05, 2012, 06:18:06 pm »

Why is it that wooden crude javelins are so weak against armor? My hunters use them to great effect, bones pretty much stand no chance against them and they can take a grizzly down in one hit. But when a goblin warrior comes around, the valiant hunters take a few pop shots as he runs away, and the wooden javelins just bounce off the troll fur shirt. Why is it that something so effective without armor is completely stopped by a thin shirt?

It's troll fur and you don't know how thin it is

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2332 on: May 05, 2012, 06:23:10 pm »

Quote
It's troll fur and you don't know how thin it is

Well it will work against actual trolls, hair and all. But apparently goblins put a layer of Kevlar behind every armor piece they make.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2333 on: May 05, 2012, 11:16:41 pm »

Crude javelins were meant only for practice, anyway. I recommend getting broadheads. They one shot everything, which seldom happens for bolts. A marksdwarf used one bolt and cut a lizardman in half. Of course, get them skilled.

Narhiril I hope your surgery goes well, and your exams too. At least you are revising and preparing yourself for it, while I am surfing the bay12forums, reddit and 9gag.  :'(

About those bug fixes you considered, such as the nails and such, here are some more that I've noticed:

1. Serrated discs buying out entire caravans.
2. Cooking booze and seeds. As if the huge output of food from the tiny farm dug at the corner of the room wasn't already feeding the entire fort and more already...
3. Certain animals dying from grazing, like elephants and such. Not sure if you already fixed this one.
4. Egg laying grazers dying in their nest boxes. Make elk birds graze less, I guess?

And probably more.

Also, anyone else notice any cannon beetles around? They sound like fantastic war beasts, although I still haven't acquired one...
« Last Edit: May 05, 2012, 11:27:15 pm by Pan »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2334 on: May 05, 2012, 11:31:04 pm »

Quote
Crude javelins were meant only for practice, anyway. I recommend getting broadheads. They one shot everything, which seldom happens for bolts. A marksdwarf used one bolt and cut a lizardman in half. Of course, get them skilled.

I usually just send my gunners hunting with wood, it is not like they where meant to be my fighters. They are just out hunting when an enemy goes by, and they shoot at it, which just bounces off the potato sack they are wearing. For their actual combat, I had prepared a good amount of iron broudheads and piercing, for different kinds of enemies, as well as the fact I am on a volcano with an open roof at the beginning of my fortress allows for me to use the marksmen efficiently. I used iron because I tried using copper once and it was unsatisfactory in performance, steel would be to expensive, so iron it was.

I had tried to equip another guy with a legendary greatbow that my bowyer made in his mood, but the soldier didn't seem to comprehend the whole "arrow" thing. I tried setting him out hunting with his bow and some wooden arrows, but he just grabbed the javelin thrower with the rest of the guys. I then made him get arrows and his bow, but he refused to practice. Eventually I just had to let him go....

Quote
2. Cooking booze and seeds. As if the huge output of food from the tiny farm dug at the corner of the room wasn't already feeding the entire fort and more already...

She has removed that. Not sure about the rest. Well drinks removed at least.

*EDIT*

Interesting voidwalker behavior. A thief had broken in, and rather than run like all the other races do, it went straight to my fortress as usual. My forces where currently scattered after two goblin ambushes that devastated the Nephal caravan that was coming, so the only resistance he met was someone's pet dinosaur who got it's leg taken off in one swipe. Then something interesting happened, the voidwalker managed to get into the inner fortress and started standing still in front of a bed. My champion, who was not in the fight at the moment, finally gathered all his equipment and whacked him with a special metal hammer, and I found it odd that he was just standing there. So of course I looked who's bed it was. It was the expedition leader's, the same room that doubles for the meeting area. Was it some form of misguided diplomatic mission? Did we attack? Was he trying to warn us? Only time will tell...
« Last Edit: May 06, 2012, 12:07:44 am by Stirk »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2335 on: May 06, 2012, 03:56:07 am »

Diplomacy? Warning? That's adorable.  ;D

I just think of them as infiltrators. When discovered, they do not run, but makes a blind charge into the fortress and do as much chaos as they can.
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RetSpline

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2336 on: May 06, 2012, 04:44:59 am »

Hey, found out about this mod a few hours ago and just HAD to try it out. Going off of what little I read in the opening post, I decided to go into it mostly blind, only having read the non-spoiled parts of the first post and skimming a bit here and there. This is drastically different from how I approach new games; usually I read up as much as possible before stepping in. I must've spent weeks reading the wiki before I first downloaded Dwarf Fortress. Anyways, this has been lots of fun! I've mostly just been sticking to my generic start without delving too deep into the new features so far, but it's neat seeing the new minerals and plants and stuff.

I do have a few questions/problems, but I'd really like all answers to be a spoiler-free as possible! At least give me a vague summary followed by a [spoiler] block, please.

So, the caverns/magma sea seem a lot deeper than in vanilla. I'm at -69 so far and no sign of either. I am aware that it's possible to just slip by the cavern sections if you hit in the right area, but I've been sending out pretty regular offshoots to gather minerals and I haven't hit anything yet. Should I keep going down or have I probably just missed it and should go back and check again?

Also, my chef just fell unconscious for, as far as I can tell, no reason. I only became aware of it when one of my dwarves gave me a "cancels Give Water: no water source" warning. I'm on a tundra and, as I said, haven't found the caverns yet. About how long do I have before this unconscious dwarf dies without intervention? As far as the cause, only two things of note happened recently, the first caravan arrived and I concluded trading with them, and I just hit some sort of rock called Ancient Vanguard Rubble, including a Precious Artifact. Without revealing too much (it seems to me that there's something really cool involved with this stuff, I haven't mined any out yet for fear of some sort of hidden fun stuff, but I've been excavating around it to explore some) could this be the cause for my chef's illness? I kind of wished I'd embarked with a diagnostician. How good is  dabbling doctor at getting information? Is it worth it to just give the task to one of my fishery workers?

A lot of questions, I know, but this seems like the sort of mod to engender this sort of mystery  :) thanks in advance for any help. I'm going to set up a savscum at this point, just in case things do go as poorly as I fear.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2337 on: May 06, 2012, 04:58:24 am »

I'm going to tell you that vanguard rubble had nothing to do with your chief's unconsciousness. Maybe he got in a fight with an animal that was overcrowded?

I can think of another reason from this mod why, although it's quite unlikely. And I don't want to spoil it. Bring watchers.

The layers should not be affected by the mod either. Probably just your luck.

Doctors don't really tell you if there are any syndromes. They will diagnose so other doctors will fix the patient up. You as the player can usually tell what happened to them. Any syndromes, I believe doctors cannot do anything about it.
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RetSpline

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2338 on: May 06, 2012, 05:04:35 am »

Wow, that was a fast response! Thanks

Okay, so the only combat at all on the map so far was one of the dogs chained up by my entrance biting the other one on the paw, I guess from overcrowding, but that happened after my cook fell unconscious. I guess this might be that "other reason" you mentioned? I have no idea what you mean by "watchers", though.

edit: Oh, one other thing I forgot to mention. Ever since I arrived at the tundra, it's been, "snowing a bitter snow" near constantly. I am sure every one of my dwarves was outside at some point during this snow (which shows up with a red alert, as opposed to the yellow when it's just regular snowing) but the last time any of them were outside was back in spring, and it's winter now. This bitter snow also shows up as a teal blue on the map, as opposed to the white of regular snow. Could this have caused the unconsciousness, perhaps through some slow-acting illness? If not, what does this bitter snow do? Unless it's something really spectacular and mysterious that can be revealed through normal gameplay, I'm alright with this being completely revealed. I've been wondering almost since I started this fort, and the fact that it seems to have had no effect so far just deepens the mystery.

2x edit combo: Okay so my previously-unconscious cook just organized a party. Time to lock him in a very small room, just in case...
« Last Edit: May 06, 2012, 05:16:43 am by RetSpline »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2339 on: May 06, 2012, 05:20:41 am »

Wow, that was a fast response! Thanks

Okay, so the only combat at all on the map so far was one of the dogs chained up by my entrance biting the other one on the paw, I guess from overcrowding, but that happened after my cook fell unconscious. I guess this might be that "other reason" you mentioned? I have no idea what you mean by "watchers", though.

Watchers are creatures you can order from home civ. They spot... suspicious individuals. Not vampires, though. Mod related suspicious individuals.

I'm working on some incredibly boring and tedious homework. It refreshes my mind to refresh the daily things I check on... It was pure coincidence. Really.. I HAVE A LIFE DAMMIT!
« Last Edit: May 06, 2012, 05:26:18 am by Pan »
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