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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 ... 183 184 [185] 186 187 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406129 times)

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2760 on: November 08, 2012, 08:35:31 pm »

Quote
After re-examining it, it appeared to have been caught in a web.

... For a really long time. Like, a month.

Your really quick to yell "GLITCH!" at things you have not tested, don't know anything about, and randomly find, aren't you?
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2761 on: November 08, 2012, 08:38:43 pm »

Well, it is an alpha version of the game. Weird shit happens. I had a creature with [SPEED:100000]. It moved at extremely fast speeds, but only about once every 5000 frames or so. It just sat in the meantime.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2762 on: November 08, 2012, 08:47:20 pm »

Quote
Well, it is an alpha version of the game. Weird shit happens. I had a creature with [SPEED:100000]. It moved at extremely fast speeds, but only about once every 5000 frames or so. It just sat in the meantime.

Nothing happens in dwarf fortress without reason- The speed you put was extremely slow....

Here is the wiki, since you have helped me with it much before:

Spoiler (click to show/hide)
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2763 on: November 08, 2012, 08:49:33 pm »

I know it was extremely slow. The creature was a tree, and I couldn't have it be IMMOBILE because it has to breed. The fast moving part was the weird part--it would zip 30 tiles over the course of 100 frames, which is essentially a speed of 30.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2764 on: November 08, 2012, 08:54:15 pm »

Quote
I know it was extremely slow. The creature was a tree, and I couldn't have it be IMMOBILE because it has to breed. The fast moving part was the weird part--it would zip 30 tiles over the course of 100 frames, which is essentially a speed of 30.

I had assumed you knew it-but I could think of a dozen things that need fast speed, but none that would need to be that slow. Why in the world did you need a breeding tree?
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2766 on: November 08, 2012, 08:59:25 pm »

Ah. For an apple tree that clones things. Thanks for clearing that up.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2767 on: November 09, 2012, 03:05:23 pm »

I deployed a bronze spider. Or at least tried to.

Erm, I ended up with a lizard (at magma level...?) and a forbidden "head inspiration". Is this a failure or erm... I have no idea what it could be actually.

If it helps, halfway through the process, there was a creature spawned, but it had a burned brain and body, boiled body. So now there's just a random forbidden head inspiration (which seems to be the corpse of a creature, based on the fact that it's forbidden and I forbid corpses).
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2768 on: November 09, 2012, 04:09:26 pm »

Hey Narhiril. I just thought, maybe you could add a small upgrade in one of the earlier levels of tech tree? A studded shield, so shield bashes are slightly more powerful. Maybe unlockable through the evaluate alchemical results reaction.

Also, I saw in one of the other mods where spider constructs can clean dwarves or something. That seems like a neat upgrade for one of the higher level spiders.

Never tried spiders yet, so I wouldnt know about katana's problem.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2769 on: November 09, 2012, 05:51:40 pm »

Hey Narhiril. I just thought, maybe you could add a small upgrade in one of the earlier levels of tech tree? A studded shield, so shield bashes are slightly more powerful. Maybe unlockable through the evaluate alchemical results reaction.

Also, I saw in one of the other mods where spider constructs can clean dwarves or something. That seems like a neat upgrade for one of the higher level spiders.

Never tried spiders yet, so I wouldnt know about katana's problem.

Spiders are a really messy workaround to not being able to produce a creature in a reaction, so weird stuff comes up with them from time to time.  I apologize if it doesn't always work right - I find that it tends to work more often than not, though, and a lot of people wanted to see it implemented even though it's kind of a rube goldberg contraption in terms of scripting.

To give you an idea, the reaction works by transforming a dwarf into a custom creature called a "constructor," which has a limb connected to its body by connecting parts that are set to boil away at room temperature, throwing off the now-disconnected body part, which the constructor then re-animates and simultaneously transforms into a dwarven spider.  The result is one very confused dwarf who drops all of his clothes and/or equipment during the reaction, and (usually) a friendly spider loitering around the deployment hub.

The next update introduces the mantis, which is a different type of construct - instead of being created, it is a modification of an existing, breedable creature called a "slimer."  So to make a mantis, you'll just need to pen/pasture a slimer next to the workshop when a dwarf performs the reaction, with no intermediate transformation necessary.  It still relies on boiling stones, though, so it might not work 100% of the time.  The result, however, is a construct that can be penned/pastured.

katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2770 on: November 09, 2012, 06:23:37 pm »

Mechanized spiders have screwed up all 4 of the times I've tried to create them (without a blessed dwarf, that's not the problem), I guess I'm just unlucky.
(late game spoilers, both vanilla and mod wise)
Spoiler (click to show/hide)
« Last Edit: November 09, 2012, 06:27:13 pm by katana »
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2771 on: November 09, 2012, 08:26:55 pm »

I don't have access to a computer right now to just check, so a couple questions:

How long does the transformation to a constructor last?

do you use RESURRECT or ANIMATE for the spiders?

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2772 on: November 10, 2012, 05:05:55 am »

Alchemy still takes 10 stones, is this intended?
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2773 on: November 10, 2012, 06:49:50 am »

Alchemy still takes 10 stones, is this intended?
No, that's a leftover from old versions where stones would drop on every dug tile. Just change it to 2-3 and it'll make more sense.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2774 on: November 10, 2012, 06:52:42 am »

Katana are your spiders still not working? Cuz if not then in my current game I will not even go there.
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