Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 230 231 [232] 233 234 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 396986 times)

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3465 on: December 16, 2013, 02:47:06 pm »

So... my fortress was chugging along normally, ignoring the undead crawling around outside, when I got the message: "An ambush. Curse them!" Zooming to the location, I saw some grizzly bears, okapi and horses, all of them named. There are no "conventional invaders" that I can see. What the hell?

The image of the unit list:
Spoiler (click to show/hide)

The image of the ambush itself (the background is blood on snow [evil region - blood rain])
Spoiler (click to show/hide)

My guess would be that's an ordinary ambush that brought trained animals and mounts for whatever reason. So the invaders are still hidden, but their animals aren't stealthed.
That or the Okapi and the Horses have teamed up and are en route to feed you to their war bears.
Logged

lukstra

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3466 on: December 16, 2013, 03:14:20 pm »

An instant after un-pausing, another ambush message went off, revealing meowkins riding the animals. Strange that the animals, excluding the riders, are seen first.

EDIT:
A cascade of ambush messages went off. Currently there are about 80 meowkin invaders! So much for a race that: "see war as an obstacle
to profit and fun."
« Last Edit: December 16, 2013, 04:07:05 pm by lukstra »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3467 on: December 17, 2013, 01:56:03 am »

An instant after un-pausing, another ambush message went off, revealing meowkins riding the animals. Strange that the animals, excluding the riders, are seen first.

EDIT:
A cascade of ambush messages went off. Currently there are about 80 meowkin invaders! So much for a race that: "see war as an obstacle
to profit and fun."

Evidently they see you and your fields of blood as a bigger obstacle.  ;)

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3468 on: December 17, 2013, 08:15:35 am »

An instant after un-pausing, another ambush message went off, revealing meowkins riding the animals. Strange that the animals, excluding the riders, are seen first.

EDIT:
A cascade of ambush messages went off. Currently there are about 80 meowkin invaders! So much for a race that: "see war as an obstacle
to profit and fun."

Evidently they see you and your fields of blood as a bigger obstacle.  ;)
That or they've realized that killing you and taking your stuff would lead to massive profit and !!FUN!!...
Logged

Golbolco

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3469 on: January 02, 2014, 06:24:56 pm »

I think I found a bug. The game won't send any dwarves to make the overgrown pedestals at the temple component foundry, even though I have everything they need.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3470 on: January 02, 2014, 08:45:17 pm »

Overgrown pedestals use the Stonecrafting labor.  Make sure someone's got that enabled, and the free time to do the job.  (Plus make sure there are no burrow restrictions that would interfere, etc.)
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Golbolco

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3471 on: January 03, 2014, 08:15:57 am »

That fixed it, thanks. Also, what labor does the "fabricate precision orichalcum tools" need?
Logged

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3472 on: January 03, 2014, 12:11:38 pm »

Alchemist, I believe.

greycat

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3473 on: January 03, 2014, 07:19:01 pm »

Ah, interesting.  Fabricate orichalcum precision tools does indeed use Alchemy; all the other precision tools use Mechanics.  I didn't know that!  (Thought they were all Mechanics.)
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3474 on: January 03, 2014, 07:26:02 pm »

That would be because the first fabrication takes place at the Alchemy Lab, while the others take place at the Machine Shop (Which requires the tools you built in the lab).

Golbolco

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3475 on: January 04, 2014, 10:32:51 am »

Thanks again. One last stupid question; are ankylosaurs grazers?
Logged

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3476 on: January 04, 2014, 10:59:37 am »

Nope, just looked in the raws, and they have no grazer tag.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3477 on: January 05, 2014, 10:22:02 am »

Nope, just looked in the raws, and they have no grazer tag.

I decided not to make them grazers because having war animals that need to graze is really, really annoying to micromanage.

greycat

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3478 on: January 15, 2014, 10:26:15 pm »

Here's something weird: one of my dwarves is in traction, and is being diagnosed frequently (all normal so far -- I've seen the same in vanilla).  But one of the diagnoses is odd:

Quote
10th Felsite, 129: Evaluated
10th Felsite, 129: Evaluated
12th Felsite, 129: Diagnosed with runic defender
12th Felsite, 129: Evaluated
...
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3479 on: January 16, 2014, 08:13:41 pm »

Here's something weird: one of my dwarves is in traction, and is being diagnosed frequently (all normal so far -- I've seen the same in vanilla).  But one of the diagnoses is odd:

Quote
10th Felsite, 129: Evaluated
10th Felsite, 129: Evaluated
12th Felsite, 129: Diagnosed with runic defender
12th Felsite, 129: Evaluated
...

That's the behind-the-scenes syndrome that handles the dwarven racial bonus for wielding a runic defender (increased toughness).  One of your doctors just happened to be a talented enough diagnostician to pick it out.  It's nothing to worry about.  If you force the dwarf to drop his runic defender, it should go away, but it isn't harmful, so I wouldn't worry about it.

If it helps you, think of the doctor perfoming an exam, exclaiming "I do say, I think you've got a runic defender," and then all of his colleagues looking at him like he's a complete buffoon.
Pages: 1 ... 230 231 [232] 233 234 ... 240