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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


Pages: 1 ... 159 160 [161] 162 163 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406488 times)

maki32

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2400 on: May 25, 2012, 12:02:51 am »

Are the tech tree randomized? How can I start to investigate? I tried to do a chemical expermient, and then study the results but only    makes a bit of smoke and i didn't see any alert... How does it mean?

I hope narhiril release a version with 34.10!
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2401 on: May 25, 2012, 12:04:32 am »

Yeah, results have a random% chance. It's all below 10%, too.

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2402 on: May 25, 2012, 03:11:24 am »

So I built a magma cistern today, and lost a dwarf.  Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away.  This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.

I've been thinking about it all day, and don't know how I could do this differently.  I just had the thought that perhaps some modding would be appropriate here.  Would it be possible to mod in very small remote detonations for this purpose?  I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear.  Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2403 on: May 25, 2012, 05:18:43 pm »

So I built a magma cistern today, and lost a dwarf.  Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away.  This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.

I've been thinking about it all day, and don't know how I could do this differently.  I just had the thought that perhaps some modding would be appropriate here.  Would it be possible to mod in very small remote detonations for this purpose?  I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear.  Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?

I don't actually think that that is possible. This mod has several other ways to break the wall, but it was really just poor planning on your part probably. I suggest baptizing your minors in fire before sending them off to the magma.

Doing something like making the path more than one square wide would help him run.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2404 on: May 25, 2012, 06:49:51 pm »

or use an emberlight miner, might be a good idea to quarantine him until his clothes burn away
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2405 on: May 25, 2012, 09:56:16 pm »

Are the tech tree randomized? How can I start to investigate? I tried to do a chemical expermient, and then study the results but only    makes a bit of smoke and i didn't see any alert... How does it mean?

I hope narhiril release a version with 34.10!

What's holding this up right now is graphics - I'm trying to find the best solution to mine cart and tile graphics issues, and I haven't yet hit on the solution I'm looking for yet.

Can't find any mitrhil - and btw regarding the perform first sacrifice to kogut - exactly how many overgrown pedestals, candelabra of conquest and enormous goblet do I need? I have 3 items "consecrated" pool stuffs but no magical fish food, and I got several of the required items in my stocks..

You need one enormous gold goblet, one silver candelabra, and one overgrown pedestal.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2406 on: May 26, 2012, 06:15:02 am »

Don't the other graphic packs have solutions to that? I'd imagine a chat with them will set you straight.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2407 on: May 26, 2012, 01:36:57 pm »

Are the tech tree randomized? How can I start to investigate? I tried to do a chemical expermient, and then study the results but only    makes a bit of smoke and i didn't see any alert... How does it mean?

I hope narhiril release a version with 34.10!

What's holding this up right now is graphics - I'm trying to find the best solution to mine cart and tile graphics issues, and I haven't yet hit on the solution I'm looking for yet.

Can't find any mitrhil - and btw regarding the perform first sacrifice to kogut - exactly how many overgrown pedestals, candelabra of conquest and enormous goblet do I need? I have 3 items "consecrated" pool stuffs but no magical fish food, and I got several of the required items in my stocks..

You need one enormous gold goblet, one silver candelabra, and one overgrown pedestal.

have you considered / is it possible to list requirement item multiples exactly in the job description? instead of just another "s" at the end, where this applies. i suppose theres a technical limitation somewhere.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2408 on: May 28, 2012, 07:22:38 am »

So, Narhiril, it's nearing your surgery date. Will we be holding out breaths for the new version? Or will we have to wait?

In the meantime, I recently read that cavern races can now siege! Hurrah! Any plans for creating something for the earth to strike back?
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2409 on: May 28, 2012, 09:28:56 am »

Crossing my fingers for your surgery and a update to 34.10
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2410 on: May 28, 2012, 09:34:54 am »

So I built a magma cistern today, and lost a dwarf.  Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away.  This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.

I've been thinking about it all day, and don't know how I could do this differently.  I just had the thought that perhaps some modding would be appropriate here.  Would it be possible to mod in very small remote detonations for this purpose?  I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear.  Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?

What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2411 on: May 28, 2012, 09:42:02 am »

I thought it's ok to breach magma as long as it's not on the pressurized levels. So the top level of the magma sea is ok to breach, as there isn't pressure on them. Any lower, and the magma will push itself in due to pressure.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2412 on: May 28, 2012, 12:35:55 pm »

MAgma isnt pressurized, even the lowest level has no pressure. All safe. ;) You can pressurize magma though, with a lot of pumps.
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2413 on: May 28, 2012, 04:31:06 pm »

So I built a magma cistern today, and lost a dwarf.  Last time I did this, the magma flow was easily slow enough that the miner could remove that last tile and then have plenty of time to back away.  This time the stuff spilled out so fast, it flooded the room with steam and the miner didn't get to take a single step before melting.

I've been thinking about it all day, and don't know how I could do this differently.  I just had the thought that perhaps some modding would be appropriate here.  Would it be possible to mod in very small remote detonations for this purpose?  I really don't know much about modding, but I know from watching this thread that a lot of the more interesting tricks involve temporarily spawning entities to produce an effect and then disappear.  Perhaps you could do something like make a building next to the wall you want to remotely destroy, point it towards that wall when you build it, and when you pull the lever it destroys itself and spawns a creature that lives just long enough to mine out that tile?

What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.

Thanks, I will keep this one in mind.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18c *=*=* [DF 0.34.07]
« Reply #2414 on: May 29, 2012, 09:42:09 am »

What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.

Thanks, I will keep this one in mind.

What I often do when it's time to breech the wall is to channel out one square from the floor directly above it. The miner should stay on the level from where they were digging and not be crispy fried in the magma flow. Afterwards you can then build a new floor/ wall/ workshop/ whatever over the hole to block it up and nobody is the wiser. :D
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