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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 402323 times)

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3360 on: September 13, 2013, 12:11:26 am »

Underground civs ignore the creatures depth:x:x and spawn in any of the three caverns. They can now be targeted with the force script, spawning neither sieges nor caravans. Just saying, in case thats one of your problems.

I just had an idea about magical weapons: Adding ADJECTIVE:artefact to all mood-only weapons and armors, and then giving them powerful abilities. This way they are super-rare, and watching a moody smith  has even more suspense then it already has. :)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3361 on: September 13, 2013, 01:30:42 pm »

Underground civs ignore the creatures depth:x:x and spawn in any of the three caverns. They can now be targeted with the force script, spawning neither sieges nor caravans. Just saying, in case thats one of your problems.

The actual civs aren't generating properly in the current version.  This is fixed for the upcoming release.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3362 on: September 19, 2013, 07:37:03 pm »

New poll!  Also, this coming version is now in testing!  YAY!

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3363 on: September 19, 2013, 10:00:37 pm »

New poll!  Also, this coming version is now in testing!  YAY!

Wooo! And new poll alright what do I pick... OH GOD IT'S SO HARD...

Well no matter what wins, I feel the mod will just get better.

Keep up the good work Narhiril!
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3364 on: September 19, 2013, 10:03:26 pm »

I voted weapons/armor, but I'm biased :P

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3365 on: September 19, 2013, 11:35:59 pm »

I voted weapons/armor, but I'm biased :P

Just a little ;)

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3366 on: September 20, 2013, 10:38:38 pm »

I'm the only one who loves the Ritual tree?  Awww.
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3367 on: September 20, 2013, 10:39:40 pm »

I'm the only one who loves the Ritual tree?  Awww.
The ritual tree is fine, but it's not URIST Defense Systems.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3368 on: September 21, 2013, 05:24:23 am »

Well, I am the lone guy that voted for Plagues ;)
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3369 on: September 21, 2013, 07:00:23 am »

Well, I am the lone guy that voted for Plagues ;)
Aww, didn't see that one.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3370 on: September 21, 2013, 04:36:01 pm »

I'm the only one who loves the Ritual tree?  Awww.

Most assuredly not!

The poll, after all, asks for which one we MOST want to see.  So we only get to pick our single top fav.

I'm sure those choices, with the question changed to:

Which of these are you least interested in seeing expanded further in LFR?

Would not see the ritual tree as the top pick.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3371 on: October 02, 2013, 05:08:40 pm »

Tests could be going more smoothly, but it's better that I run into these issues now.  Having a bit of trouble with itemsyndrome crashing - I think it probably has something to do with the plugin hitting items that don't have materials (i.e. tech tree advance items) and losing its shit over them.  Anyway, hopefully I can get that fixed tonight.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3372 on: October 02, 2013, 05:23:55 pm »

I got that fixed.

Yeah, the script threw a fit over it, due to the way I wrote the get material function. I assumed that assigning a value to nil would work. It doesn't, so I made sure that, if the result of the decode is nil, instead of trying to assign that nil, it returns false immediately, which will propagate to the get syndrome from material function, which itself will return false, which will make it ignore the item's material for checking purposes. This was the original intention, but I wrote it wrong.
« Last Edit: October 02, 2013, 05:27:05 pm by Putnam »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3373 on: October 02, 2013, 05:27:33 pm »

I got that fixed.

Yeah, the script threw a fit over it, due to the way I wrote the get material function. I assumed that assigning a value to nil would work. It doesn't, so I made sure that, if the result of the decode is nil, instead of trying to assign that nil, it returns false immediately, which will propagate to the get syndrome from material function, which itself will return false, which will make it ignore the item's material for checking purposes. This was the original intention, but I wrote it wrong.

Hey, no worries.  I'm just glad it's working now!  :D

SanDiego

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3374 on: October 04, 2013, 08:29:24 am »

Fun fact - saboteur will reveal him/herself and kick up a full scale riot just as your militia is making a desperate last stand against Bog Troll ambush.
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