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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


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406185 times)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2640 on: September 12, 2012, 04:44:34 pm »

Then check if you have anyone in the alchemy jobs.

But I do think it is probably the zone thing. This is the basic outline of the alchemist lab:

xxx
xux
uux

With the "x" representing blocked off portions and the "U" representing the open areas. You have to be able to get to the bottom or the bottom left corner to be able to use it. Try putting one in an empty room, with a level on space surrounding it, if you need to.
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agentanorexia

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2641 on: September 12, 2012, 05:40:33 pm »

Holy crap, can't believe it was labor. I didn't have alchemy enabled...just kind of assumed it used one of the others, mechanics or something, because the wiki said it wasn't able to do anything in the game. Well that makes a lot of sense, thanks all.
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greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2642 on: September 13, 2012, 02:03:29 pm »

Alchemy doesn't do anything in the unmodded game.  It does several things in LFR, though. ;)
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2643 on: September 15, 2012, 12:45:19 pm »

Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)

Yes, actually, I'm extremely interested in this.

I've never actually done anything with a wiki before (except read it), but when you release the new version I'll figure out how to put something up and do some legwork. I'm sure other people in the thread will be happy to contribute too.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2644 on: September 24, 2012, 02:40:25 am »

Back again, delighting in the mystery and majesty which is LoFR.

A large group of mostly unskilled miners were carving upwards ramps when Soundsense warned with the clang of a block.  Combat reports showed this oddity -

Spoiler (click to show/hide)

Is this a DF bug?  A LoFR bug?  Not a bug at all, but a nefarious action from a disguised double agent, narrowly averted by a feather?  I'd made sure the land above the ramps was cleared of boulders, trees, and constructions - and the message was not accompanied by a cave in message or cloud of dust, so I don't think it was the work itself...  There's a lot of other dwarves around that broker, all of them appearing to be busily working on the ramps, and none throwing combat messages.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2645 on: September 24, 2012, 05:49:11 am »

Rooting for you and your real life troubles, Narhiril. My dad's also into beating me into the ground sometimes, so I understand what your friend is going through. Of course, being Asian, it's culturally acceptable here... But still, my point remains. Good luck to you and your friends.

(I know. I'm a bit late and out of place with condolences with your RL issues. But I still feel I owe my fav mod developer a shallow comment about her issues before I post anything  :))

Your screen's a bit weirded out, Imp :P
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2646 on: September 24, 2012, 08:44:35 pm »

Back again, delighting in the mystery and majesty which is LoFR.

A large group of mostly unskilled miners were carving upwards ramps when Soundsense warned with the clang of a block.  Combat reports showed this oddity -

Spoiler (click to show/hide)

Is this a DF bug?  A LoFR bug?  Not a bug at all, but a nefarious action from a disguised double agent, narrowly averted by a feather?  I'd made sure the land above the ramps was cleared of boulders, trees, and constructions - and the message was not accompanied by a cave in message or cloud of dust, so I don't think it was the work itself...  There's a lot of other dwarves around that broker, all of them appearing to be busily working on the ramps, and none throwing combat messages.

It's common when skidding is involved.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2647 on: September 25, 2012, 01:47:09 am »

It's common when skidding is involved.

Can skidding happen 'just because'?  Without combat, without any minecarts, with no (detectable to me) reason to dodge, no water for possible flow?
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2648 on: September 25, 2012, 04:48:51 am »

Maybe there has been a saboteur?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2649 on: October 16, 2012, 06:33:36 am »

Whats up, Narhiril?  :)
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o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2650 on: October 18, 2012, 12:45:10 am »

I thought it would be fun to start a LFR succession game if anyone wants in or wants dorfing. http://www.bay12forums.com/smf/index.php?topic=117853.0
Community involvement increases fun by over 50%

To make it more interesting, I removed farming (plants don't produce seeds), so a large proportion of the fort will have to be outside hunting and gathering at all times.  It should really force everyone to play with all the fun mod features and we might even lose.  I hope voidwalkers don't just wipe the floor with us, but I also sortof hope they do. 
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...likes Dwarf Fortresses for their terrifying features...

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2651 on: October 21, 2012, 11:37:24 pm »

It makes me SO happy when I play LFR and find new things.  Of course, I play so little standard DF these days, I can hardly tell what's new to the game in general, and what's specifically new to this mod...


My first large migrant wave with this new map, so I pause and take notice of my various dwarves' gods, looking for some hints as to how many cursed folk I might expect to find nestled amongst my loyal ones.  I find a god of disease and blight, creator of a book and worshipped by... necromancers and my dwarves, hrm...  but no curses given, for all that I eye his worshippers among my dwarves carefully as I see them.  Ah, a second active god, still no curses.  And then a third, which makes me wonder, and wonder anew.

I cannot even tell if this is supposed to be a curse.  This could even be a blessing for all I know, and it's making visions of tiny manikens dance through my head....  especially as I consider this deity's virtues.  Err, and if it is LFR, that's actually a grammar typo, shrunk should be shrank.

Spoiler (click to show/hide)
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2652 on: October 21, 2012, 11:38:46 pm »

It is LFR, unless you have any other mods.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2653 on: October 21, 2012, 11:40:46 pm »

It is LFR, unless you have any other mods.

Thanks for letting me know!  Nah, I like my LFR straight up.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2654 on: October 22, 2012, 01:54:20 am »

Hi guys, you might rember me saying i was going to make a mod for LFR allowing playing as the void walker, well sadly i cancled it since it was just too hard and everything was going wrong BUT NOT ANYMORE!!!
When the next version is released I shall decend on the text files and I will Start the second attempt of modding it :D
Quick question though how do I update the submod to next versions of either DF or mod
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