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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« on: December 13, 2013, 02:10:56 am »
Just posting to say that this mod is epic. Especially your various creatures.
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Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?
Well, I can imagine a headless (or neckless) monster, such as from Monster Inc, or the type of night hag troll portrayed in Threetoe's A Terror to Behold. I'm thinking that a creature without a head would be a tad more difficult to kill.
BTW: When you tested your centauri people in the Arena, do you remember if your test subjects were male or female? Perhaps it would be worthwhile to test them in the Arena again with the bugs fixed and with proper heads? If they're still too strong, maybe reduce their size? Larger creatures tend to be tougher and visa versa.
whoops frogot to put in my input...but as said above...this is why i love murdermachines...
but right now, we need the fort back!! or a do-over...
if anima lets us start anew...because basicly unless we do a massive claim with an army beheind us with well provisioned stocks...i dont think we would make it beyond year 3 at this rate when we do recliams with all the voidspawn, goblins, theives, FB's, animals, and maybe opnce somone finds the adamantium unleashes hell on us before our millitary is legendary in the aspects of millitary fighting.
Speaking of the millitary, i vote we let the dwarves go weaponless except for wearing adamantium armour (FULL ADAMANTIUM) and then let them wrestle trolls to the ground....the armour will protect them from the blows...hopefully...
and once they've gotten at leats 40 kills under their belts (for the entire sqaud mentioned) we can give them weapons (if their legendary armour user, dodger, wrestler, anything else is optional), i suiggest adamantium axes, hammers, spears and swords. also sheilds be given to all sqauds. we also have a emergency marks-dwarf sqaud to be used as a execution sqaud for captured foes we throw into a pit and have a fortification built into the walls so we can pepper them with wooden bolts from adamantium crossbows...
can we get started on this shit please? and if i cant get resed as a weapon/armour maker, let me be a beastmaster (trainning war animals) so that one day i can train us....
....
wait for it...
...
WAR DRAGONS!!!
i so want a dragon...I PROPOSE WE BUY NOTHING BUT FIRE-PROOF WOOD IN THE NEAR FUTURE! even demand if from the elves if we have to...bloody tree huggers.
Is it "retired"? And I've heard of problems like that. I think oceanbridge had the same problem and had to use pump stacks to let the water out so they can stop the floodNo, I don't use third-party tools to "retire" a fortress, so I simply abandoned it. Fortunately, it didn't seem to be affecting the fortress before I abandoned, so 4maskwolf shouldn't have that problem.
*MDFification sketches a picture of a turn*Sure, just make sure to have a dwarf request with a nice backstory.
*MDFification sketches a picture of a dwarf*
Can I have turn 4 or so? I have some serious work to get done over the christmas break, else I'd go earlier.
post errorlog please
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
I just noticed that it's specifically the females that can't bite. Weird.
Your females don't have a head. (Males have 2HEAD_ANTLER)
Thanks for the answers!
The cave colony has proven to be almost of no use so far ("there is nothing to catch in the northern cave", for wood and pasture I have tree-farms), so I think I'm going to shut it down next time I play, but I'd make sure to rememer your advices and try them in another cave.
Besides, I got a FB contact almost instantly (for some dumb reason I was thinking it was sitting in another cave system. Silly me), which lead to a minor loss of life, thanks to my carelessness. One elite royal guard has proven to be sufficient to kill the beast on a tight stairway. Of course, that's plain luck, the next FB might be not so forgiving.
At the moment, the main fortress is protected from the colony by a raising bridge (the idea was to make the colony self-sufficient, but the lack of fish makes it harder to achieve). The colony is separated from the rest of the cave with an incomplete two-storey wall (I found it of no use walling it out to the ceiling, because the area above the lake will still allow passage of flying creatures, and bulding a huge wall-floor-grate setup seems to long and masonry-dependent, which puts many of my masons in danger). The colony is set up to support the population of 14, and produces wood, rock, some gems and plump helmets. As long as there's no fish, there's nothing down there I can't obtain with far less risk, and the colony is not self-sufficient without additional investment (like livestock or cave wheat).
"204d" is for dwarves, "growing economy" meant only that most production ovverates consumtion. No coins, 'cause I've been using cut gems as a current before the goblin siege fest started.
Oh, and some more questions - the game says there's no fish, but the fishing area I set up still shows positive numbers. I've done some channeling so the coast is a bit longer. Still, I don't see that any fish is processed in the local fisheries, though there are fisherdwarves fishing. Can it be that the numbers are positive, though there are actually nothing to catch in the lake? And, maybe, there's a way to breed fish in controlled conditions to populate the lake?
Another one - I set up a food storage and tuned it into colony's kitchen and still, with "take onle from links" on. Still, no dwarf brings the colony products thee, instead, they are carrying those upstairs, to the main storages. But they use the colony's local stockpiles for colony-dug stone, pots and furniture. Why is that so, and what can be done (aside from assigning each food stockpile in the fortress its own links) to make them fill the colony's food storage?
The description of the centaurs should read An otherwise humanoid being whose lower body is replaced with that of a horse. instead of An otherwise humanoid being thats lower body is replaced with that of a horse.
post errorlog please
try listing
[CHILD:1][GENERAL_CHILD_NAME:centaur foal:centaur foals]
before the attack tokens. I suggest you list it right at the beginning, right after the name, caste name, and creature tile information
Define the creature attacks AFTER you have defined the body plan and the creature materials and tissue tokens. The game defines the creature in the order of the tokens as listed, and it can't find the body parts because they have not been defined yet.
Edit: Also, you have no tissue defined for the Horn material. You need a tissue with the name HORN for the vertebrate_tissue_layers detail plan to layer it properly.
Edit2: Also, redundant kick attacks. The first two are defined by category for front and rear leg attacks, and the last one is defined by type to be attacks from any leg. You could delete the first two as the last one (ATTACK:KICK:BODYPART:BY_TYPE:STANCE) should cover it all.