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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 406330 times)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2475 on: June 17, 2012, 10:56:26 am »

Quote
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.

It is probably my fault. I took two pages of books from the location, the game just went insane trying to figure that out.

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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2476 on: June 17, 2012, 11:04:30 am »

I'm glad you're feeling better Narhiril.

Are humbabas supposed to be dangerous? One saved my fortress from starvation, with 300 units of meat. Only took two spearmen stabbing it to death, too.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2477 on: June 17, 2012, 09:23:13 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.

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).

That reminds me, since the fourth tier mechanical tech tree is robots, does that mean we will eventually have cyborg dwarves or dwarven combat mechs (question mark key broken, cant type it)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2478 on: June 18, 2012, 12:39:04 am »

Quote
That reminds me, since the fourth tier mechanical tech tree is robots, does that mean we will eventually have cyborg dwarves or dwarven combat mechs (question mark key broken, cant type it)

I don't think so, but if I remember correctly there are basically going to be golems that use dwarf life to make, which are kind of the same thing as cyborgs? I don't see how a mech would work myself.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2479 on: June 18, 2012, 03:22:51 pm »

Quote
That reminds me, since the fourth tier mechanical tech tree is robots, does that mean we will eventually have cyborg dwarves or dwarven combat mechs (question mark key broken, cant type it)

I don't think so, but if I remember correctly there are basically going to be golems that use dwarf life to make, which are kind of the same thing as cyborgs? I don't see how a mech would work myself.

Still not as cool as Urist McSchwarzenegger

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2480 on: June 19, 2012, 11:28:01 am »

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 think this has been reported on the bug tracker yet.  I also think that it should be, but I have absolutely zero experience messing with creature raws, so I'm not really the best person to report it.
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Dheyjin

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2481 on: June 19, 2012, 11:28:50 am »

I stumbled accross something odd in fortress mode. I got sieged by the shedim and they brought two groups of camel riders. The instance I unpaused the game they startet to fight their camels, resulting in massive loads of shedim teeth everywhere. The shedim devoured (i guess chewing was out of question) the dead camels and fled the side... (probably embarrassed) Siege over.

I guess that shouldn't have happened. ^^

I use your current version, with pre installed graphics.
I did tinker a bit with the creature raws, but only editing some grazer values, childhood length and that sorta stuff. But nothing that could've caused this, I guess.

The embark side is a 5x5 temperate desert / ocean biome.

If you want the save, or want additional information, just ask.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2482 on: June 19, 2012, 02:08:46 pm »

It's just an oddity with the tendency for besiegers to use mounts combined with the Shedim being opposed to life.

Dheyjin

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2483 on: June 19, 2012, 05:09:30 pm »

I see, but shouldn't they still attack the fortress instead of leaving after a couple of seconds ?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2484 on: June 19, 2012, 05:42:27 pm »

Quote
I see, but shouldn't they still attack the fortress instead of leaving after a couple of seconds ?

Normally they do, just using their mounts as mere snacks before they get into the fight. This works out pretty well lore wise, ah?

But the camels must have beat them well enough to make them retreat. So basically the camels broke the siege.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2485 on: June 19, 2012, 06:02:06 pm »

Beware ungulate-based snacks.

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2486 on: June 19, 2012, 09:37:37 pm »

I just started with this mod.  It looks really interesting.

One of my dwarves just performed a lesser ritual of power, walked three steps from the altar and died.  There's a pool of blood in each of those three steps, and there are four bloodstones on the altar.

Armok's Razor says the ritual caused the dwarf to bleed to death, quite quickly.  Am I doing it wrong?  Was there some precaution that I should have taken, perhaps?
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TwilightWalker

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2487 on: June 19, 2012, 10:28:54 pm »

Quote
I see, but shouldn't they still attack the fortress instead of leaving after a couple of seconds ?

Normally they do, just using their mounts as mere snacks before they get into the fight. This works out pretty well lore wise, ah?

But the camels must have beat them well enough to make them retreat. So basically the camels broke the siege.

There is some 'straw that broke the camel's back' joke to be made here, but I can't quite think one up.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2488 on: June 19, 2012, 10:42:12 pm »

Quote
There is some 'straw that broke the camel's back' joke to be made here, but I can't quite think one up.

Personally I was thinking about something more along the lines of "In Shedim Russia, snack eats you!"
Quote
I just started with this mod.  It looks really interesting.

One of my dwarves just performed a lesser ritual of power, walked three steps from the altar and died.  There's a pool of blood in each of those three steps, and there are four bloodstones on the altar.

Armok's Razor says the ritual caused the dwarf to bleed to death, quite quickly.  Am I doing it wrong?  Was there some precaution that I should have taken, perhaps?

Are dwarfs not supposed to spontaneously die? Huh. Maybe I am doing something wrong?

Nah, it is a quark of the ritual to be punished every once in a while. It is rare to die from it, however, he was just unlucky.
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18d *=*=* [DF 0.34.10]
« Reply #2489 on: June 19, 2012, 10:47:40 pm »

Well, I've performed exactly one ritual, and it was fatal.  If I'm reading the raws properly, this is a "CURSE_ARMOK_MINOR" and has a 7% chance of occurring in the lesser ritual (8% in the greater ritual).

Geez, I'd hate to see a CURSE_ARMOK_MAJOR....
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