Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 161 162 [163] 164 165 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406343 times)

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2430 on: June 03, 2012, 11:25:28 am »

But I like this fortress.... If it's a bug, and the fix is non compatible...  :'(

I save scummed, let me try to see if I can get that siege again, get everyone killed and see if the problem happens again. This will take some 30 minutes, maybe.

Crap... earliest save is a season away. Dammit!

Don't you have places to be right now, Narhiril?

I just tested it in arena. Basically the shedum eats it by transforming it to a creature that 'collapses' and releases fumes, right? Works well in arena. Could it be the freezing biome that I played in? The corpses that persisted were megalania and a dog. Didn't really notice the dwarf corpses, if any.

I also noticed that the shedim might even attack the raised corpse.

I edit way to much. Ah heels (rarest guys with stingers) are nigh unstoppable. 10 legendary swordsdwarves in full steel are unable to pierce it's skin, and it chucks them around like nobody's business. And these things siege early, however rare they may be.
« Last Edit: June 03, 2012, 11:41:33 am by Pan »
Logged

assasinwar9

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2431 on: June 04, 2012, 05:56:24 am »

anyone have v0.18c i needs it bads  :'(
Logged
immortal is never dieing so that sucks lol

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2432 on: June 05, 2012, 03:50:34 pm »

Shedim siege - military is slaughtered. However, I notice there are left over 'corpses' that are 'being devoured by a shedim'. The shedim units moved on afterwards, but the corpse remains there. Does it disappear? Can corpses like that be butchered? Are they like that to be unrecognizable or something? They also seem like a unit or something. Is this a bug?

And damn, these guys are strong. It's summer and I have a squad bearing down my neck, a pack of ah tels, vibrants and bladearms. Iron clad military is no match. Should I go for steel next time?
Actually, I like the shedim and dont find them all that difficult. I skip iron and go straight for steel while building a cage trap line though.
In any case, I really like how the shedim like to send their advance troops in first to poke your defenses before bringing the other troops in as the vanguard retreats back. It's a really cool thing how they try to use weak troops to soften you up first.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2433 on: June 05, 2012, 07:39:45 pm »

Shedim siege - military is slaughtered. However, I notice there are left over 'corpses' that are 'being devoured by a shedim'. The shedim units moved on afterwards, but the corpse remains there. Does it disappear? Can corpses like that be butchered? Are they like that to be unrecognizable or something? They also seem like a unit or something. Is this a bug?

And damn, these guys are strong. It's summer and I have a squad bearing down my neck, a pack of ah tels, vibrants and bladearms. Iron clad military is no match. Should I go for steel next time?
Actually, I like the shedim and dont find them all that difficult. I skip iron and go straight for steel while building a cage trap line though.
In any case, I really like how the shedim like to send their advance troops in first to poke your defenses before bringing the other troops in as the vanguard retreats back. It's a really cool thing how they try to use weak troops to soften you up first.

 Cool! Do you have problems with them eating corpses, though? I haven't tried lately, but it seems like it's working out for you.
Logged

Carn

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2434 on: June 05, 2012, 09:15:08 pm »

Just popped in to offer this bit of information in case it wasn't known, crossposting from SA

Basically the default value for heads is tiny, causing frequent skull fractures and instant death, but someone (scamtank) found that a slightly modified value for head and brain sizes fixed this while still allowing crushing weapons to smash skulls (but not a bare handed slap).

http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185

I don't have much experience testing this out and tend to build forts in horrible evil places with overly complicated defenses, never sending dwarves against things in close combat.

Anyway, figured this would be the best place to spread this information if it is at all useful.

Perhaps I'll even get to trying the new version soon, I heard that floor traps now block trader access? I might have to actually start using a military....or developing much more in depth drowning/lava/cave-in systems.
Logged

Carn

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2435 on: June 05, 2012, 09:26:09 pm »

Also hope your surgery went perfectly!
Logged

Demiurge

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2436 on: June 06, 2012, 04:34:34 am »

Can't wait to play around with this mod and mining carts. But I'm seriously leery of doing anything with it until Toady has had a good round of bug fixes, just looking at the changes between .10 and .11 there's a huge load of things in .10 I don't want to deal with, so I think I'll just wait until the mod is up to date again :)
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2437 on: June 06, 2012, 06:47:47 am »

Wait, what's wrong with .10? It works out fine. Worst bugs are gone already anyway.

Oh, there are some nasty ones like deconstructions dropping on heads and the running back and forth. Never mind then.
« Last Edit: June 06, 2012, 07:16:26 am by Pan »
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2438 on: June 06, 2012, 12:33:57 pm »

Hm, is it not possible to create cloaks? I like them for roleplay purposes for dwarves.
Logged

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2439 on: June 06, 2012, 02:26:33 pm »

I hope she has a better surgeon than most fortresses do.
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Pan

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2440 on: June 06, 2012, 07:25:00 pm »

I hope she has a better surgeon than most fortresses do.

As we speak, I happen to have a High Master Surgeon running about.  :P
Logged

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2441 on: June 06, 2012, 11:55:26 pm »

Quote
As we speak, I happen to have a High Master Surgeon running about.  :P

To be fair, this mod has it easy for training medical skills. In most forts, you would have to injure people constantly to get a good surgeon.

Which would defeat the point.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2442 on: June 08, 2012, 08:56:03 am »

Quote
As we speak, I happen to have a High Master Surgeon running about.  :P

To be fair, this mod has it easy for training medical skills. In most forts, you would have to injure people constantly to get a good surgeon.

Which would defeat the point.
It would defeat the point in any game but DF. In DF, it is standard procedure.

Oh my god, I just had a mental picture of DF mixed with "Flatland". In flatland(a book), convicts are sent to the schools to provide subjects to practice the Art of Feeling on. Maybe dwarven medical schools work the same way.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2443 on: June 09, 2012, 06:14:37 am »

I'm sorry guys, maybe its the generous dosage of morphine and oxycodone, but I'm having trouble understanding exactly what's wrong.  It's hard for me to see something like someone asking for v0.18c without being able to decipher what it is that's wrong with 0.18d that is causing them to ask.

I guess what I'm saying is...  for a few days, please do me a favor and spell it out for me in child-like terms.  My surgery went perfectly, and I'm recovering just fine, but I'm very sore and it would really help me to get very detailed assessments of what exactly is wrong with the latest release.  I know that DF 0.34.11 is now out, and I'll be working to try to get a new version ready for that as soon as possible, but I don't know when that will be.  I'm sorry, I've been very sleepy the last few days.

Hm, is it not possible to create cloaks? I like them for roleplay purposes for dwarves.

Cloaks were removed for simplified clothing, but I can re-introduce them for roleplaying purposes quite easily.  Expect that soon.  :)

I hope she has a better surgeon than most fortresses do.

I laughed out loud.  Thanks, simon.  :D

Just popped in to offer this bit of information in case it wasn't known, crossposting from SA

Basically the default value for heads is tiny, causing frequent skull fractures and instant death, but someone (scamtank) found that a slightly modified value for head and brain sizes fixed this while still allowing crushing weapons to smash skulls (but not a bare handed slap).

http://forums.somethingawful.com/showthread.php?threadid=3466523&userid=0&perpage=40&pagenumber=185

I don't have much experience testing this out and tend to build forts in horrible evil places with overly complicated defenses, never sending dwarves against things in close combat.

Anyway, figured this would be the best place to spread this information if it is at all useful.

Perhaps I'll even get to trying the new version soon, I heard that floor traps now block trader access? I might have to actually start using a military....or developing much more in depth drowning/lava/cave-in systems.

Intriguing, I'll look into this.  :)

Carn

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2444 on: June 09, 2012, 11:00:39 am »

Glad to hear your operation went smoothly!
Logged
Pages: 1 ... 161 162 [163] 164 165 ... 240