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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


Pages: 1 ... 163 164 [165] 166 167 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406370 times)

Hugo_The_Dwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2460 on: June 12, 2012, 02:24:41 pm »

Sieges I haven't tested as of yet but Ambushes work just add
ACTIVE_SEASON and PROGRESS_TRIGGERs to the LAYER_LINKED civs and they will come... I haven't tried underground trading yet tho..
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2461 on: June 12, 2012, 02:28:54 pm »

Telepathic hug sent
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2462 on: June 12, 2012, 02:35:47 pm »

But right now, I need a hug.  T_T

Consider yourself hugged, and watched over by friendly eyes, and simply prized.

You heal at your own pace, decide what you need and take care of yourself, and know that the next time some of us have a prized dwarf with a injury, especially one that's gone through surgery and isn't getting out of bed yet, that our thoughts might drift to you and any decisions on lever-pulling may be postponed for months longer than otherwise would have been given.
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For every trouble under the sun, there is an answer, or there is none.
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If there is none, then never ever mind it.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2463 on: June 12, 2012, 07:52:49 pm »

Underground sieges do work. They worked in 30.25 as well. Ambushes and Sieges appear in Caverns. The races ignore their depths though, and they can occur in any cavern, 1,2 or 3. Even if the cavern has not been breached yet, which can lead to cavern lvl3 sieges that take a while to defeat. The invaders keep their normal AI, so SIEGER and AMBUSHER tags do work on them. Check my caver entity file, I use 4 cavern races currently.

offtopic: I do the route 66, which goes through St.Louis, but it will take me about 4-6 weeks till I am close by. I will write you before though. :)

EDIT: They still appear as single/wild units and in camps btw.
« Last Edit: June 12, 2012, 09:21:57 pm by Meph »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2464 on: June 12, 2012, 09:45:26 pm »

Underground sieges do work. They worked in 30.25 as well. Ambushes and Sieges appear in Caverns. The races ignore their depths though, and they can occur in any cavern, 1,2 or 3. Even if the cavern has not been breached yet, which can lead to cavern lvl3 sieges that take a while to defeat. The invaders keep their normal AI, so SIEGER and AMBUSHER tags do work on them. Check my caver entity file, I use 4 cavern races currently.

offtopic: I do the route 66, which goes through St.Louis, but it will take me about 4-6 weeks till I am close by. I will write you before though. :)

EDIT: They still appear as single/wild units and in camps btw.

I thought that they would starve to death since they can't farm? What do they eat?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2465 on: June 13, 2012, 11:09:59 pm »

Well, apparently cavern races works out well for Masterwork and such. So ask them I suppose.

All that sounds like shit, Nar... Hope you recover soon  :)
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Carn

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2466 on: June 14, 2012, 07:21:27 am »

I thought that they would starve to death since they can't farm? What do they eat?

I thought only player controlled units had to eat, at least in fortress mode?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2467 on: June 14, 2012, 09:23:29 am »

Quote
I thought only player controlled units had to eat, at least in fortress mode?

I am pretty sure that everything has to eat in world gen, that is why kobolds tend to die out, they can never get enough food by stealing it and don't farm. How do you think elves survive but kabolds don't?
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2468 on: June 14, 2012, 01:04:02 pm »

Toady fixed that in 34.01, then totally fixed it in (IIRC) 34.05 or 34.06.

simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2469 on: June 14, 2012, 02:36:36 pm »

Anyone here want to join a LFR succession fort? We have 4 people so far, and could use some more. It's repeated succession with Pan starting the first turn.
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Quote from: Syndic
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assasinwar9

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2470 on: June 15, 2012, 02:10:48 am »

reason for people wanting the older version isnt about your mod its about dwarf fortresses recent minecart update and hauling and stuff,, at least for me :)
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immortal is never dieing so that sucks lol

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2471 on: June 16, 2012, 05:14:43 pm »

I could play a succession fort. Not really doing much right now with it being summer and all.
 

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2472 on: June 16, 2012, 07:40:04 pm »

Never mind, eh.

So what features are planned next? We have some churches, we have some science, which will be worked on next?

Just had a great adventurer who was set to learn every spell in the world thanks to a tower raid. Then I exited and the game crashed.
« Last Edit: June 16, 2012, 07:46:17 pm by Stirk »
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2473 on: June 16, 2012, 08:47:45 pm »

I could play a succession fort. Not really doing much right now with it being summer and all.

Sign up in our thread in the community subforum!
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2474 on: June 17, 2012, 09:12:31 am »

Never mind, eh.

So what features are planned next? We have some churches, we have some science, which will be worked on next?

Just had a great adventurer who was set to learn every spell in the world thanks to a tower raid. Then I exited and the game crashed.

I don't know why that crashed, unfortunately.  I don't play much adventure mode, so it's hard for me to know if it was my fault or a game glitch.

I'm going to finish the third tier ritual tree, as it's still missing two temples (light and darkness).  After that...  Well, I'm still putting it together myself.  Eventually I'm going to flesh out mechanical constructs some more and move the ritual tree up to its more FUN features (accidental transformations, plagues, and ritual units of the primary deities).
« Last Edit: June 17, 2012, 12:03:33 pm by narhiril »
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