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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 397350 times)

SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3225 on: June 14, 2013, 08:57:47 am »

I just noticed an issue with Shedim - they bring war beasts, being opposed to life they slaughter them all and launch a loyalty cascade. I just had to send militia to mop up some wounded survivors of the ensuing carnage.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3226 on: June 14, 2013, 09:01:04 am »

That's been around for a while. The beasts are supposed to be eaten, but this can cause the siege to retreat early.

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3227 on: June 14, 2013, 09:14:28 am »

They're only engaging in psychological warfare -- putting on a show of pointless carnage to unsettle the dwarves with their brutality and fearlessness.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3228 on: June 14, 2013, 09:15:42 am »

It is colloquially called the Horsehead Effect.

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3229 on: June 14, 2013, 09:54:05 pm »

They're only engaging in psychological warfare -- putting on a show of pointless carnage to unsettle the dwarves with their brutality and fearlessness.

If they think that's going to bother the dwarves, then they haven't met any dwarves.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3230 on: June 15, 2013, 01:39:40 pm »

Anyone up for a succession fort?
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3231 on: June 15, 2013, 01:40:52 pm »

I am. A few other people and I have been planning one for a while here.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3232 on: June 17, 2013, 01:00:43 am »

Also, everyone dies to wooden bolts, even damascus sentinels. I don't suppose you would consider fixing archery OPness, or including the Broken Arrow mini mod into this?

Have you thought about making changes to existing races? You know, for story based purposes and stuff to their culture? Just thought you have a very interesting plethora of races here you could work with, like the void walkers and the shedim and especially the vanguard. And even the moroii. Which reminds me, any plans on cavern invaders?

And why bananas? :P I personally hate that mushy, gooey and dry thing, and the chips they make out of it is so bad. Blah. Hate bananas. Unless it's sliced and on pancakes.  :) (yeah, Pan likes pancakes. Har har har.)

I'll definitely be taking a look at that Broken Arrow mini-mod to see how the changes made affect things.  Cavern invaders I'm still tossing around some ideas for.

And I'm making bananas because people seemed to like voting for that in the poll I put up.  XD

ArchAIngel

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3233 on: June 23, 2013, 12:08:02 pm »

Ermh, a small request. Could you add in halberds that dwarves can make? I like halberds.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3234 on: June 24, 2013, 02:09:43 am »

Ermh, a small request. Could you add in halberds that dwarves can make? I like halberds.

I think that could be arranged.  ;)

Aiming for a release by this weekend. 
« Last Edit: June 25, 2013, 01:39:26 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3235 on: June 26, 2013, 01:06:39 am »

Nice. What's the release about?
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SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3236 on: June 26, 2013, 09:02:33 am »

What a coincidence - I just finished with my Murdermachines turn and started a nice, calm fortress in LFR. But I'm thrilled nonetheless.
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Welcome to Murdermachines. Try the gecko sauce; it's delectable and delightful, a wonderful blend of savory and spicy that makes any dish delicious without being too overwhelming.

(Warning: Do not ask about the manufacturing process for gecko sauce)
(Warning: Gecko sauce may cause acute respiratory failure on contact)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3237 on: June 26, 2013, 12:56:19 pm »

Nice. What's the release about?

Hydroponics, banana trees (farmable wood + food), some bugfixes and balance tweaks - notably, substantially decreasing the amount of damascus sentinel drone hosts and an overhaul to archery.

SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3238 on: June 26, 2013, 01:11:05 pm »

So, probably not save compatible.
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Welcome to Murdermachines. Try the gecko sauce; it's delectable and delightful, a wonderful blend of savory and spicy that makes any dish delicious without being too overwhelming.

(Warning: Do not ask about the manufacturing process for gecko sauce)
(Warning: Gecko sauce may cause acute respiratory failure on contact)

Thuellai

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« Reply #3239 on: June 28, 2013, 02:44:50 am »

This is fascinating stuff here, so far easily my favorite of the big mod projects, I like the feel, flavor, and size of it (it's big without being impossibly cosmopolitan)

It's a shame I've already tweaked so much of my own raws or I'd be all over this.

...Maybe in a separate release folder...  I'll have to redo a lot of my tweaks but it might just be worth it.
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