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#11
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Proxima - June 23, 2026, 04:54:06 PM
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level.

That ignores UGO's specific goal: to make the pickup skill required for a talisman, but not required for solving the level.

I still believe that the methods I suggested could work or could be made to work, for pretty much any level. In case it's not clear, I'll go over the steps more carefully:
* Choose a skill that is not currently used, for example, digger.
* Add a section, enclosed from the rest of the level, with a pre-placed lemming and a separate exit. Set up this new section so the lemming can only be saved with a digger.
* Add a digger skill pickup.
* Now, if for example there are 20 lemmings in the main level, you can have a talisman for saving 21. This requires getting the pickup skill.
#12
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Guigui - June 23, 2026, 02:21:26 PM
Alright, this can work.
The more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level. Like put the exit behind a wall, dont give a basher skill at first, and put a basher pickup where you want the lemmings to go.
#13
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 23, 2026, 12:53:23 PM
My goal is to oblige the lemmings to go to a specific place in my level. And the idea that I found for do it is to put a pickup skill item with a skill that isn't available at first, and then command a lemming to go to get that skill and use it, even if it's "in vacuum".
#14
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Guigui - June 23, 2026, 08:25:20 AM
Quote from: namida on June 23, 2026, 07:44:04 AMI think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).

As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:

1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.

2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).

And I think in practice, even most attempts at #1 would turn into #2.

I also came to conclusion #2 when thinking about this : almost all skills may be assigned at pure loss, fulfilling the talisman. Exceptions may be the digger and miner who can kill the assigned lem.

I'm not sure either what UGO has in mind as a level using a "assign this skill" talisman, but let us speculate. The most common skill-related talisman I've seen in levels are the following type, for instance :

* the level has a solution A which uses a basher.
* the same level has a solution B which is harder to find and does not use the basher.
--> you get a talisman if you can find solution B.

Here, maybe UGO wants to reverse the situation where solution A is harder to find that B and reward solution A with the talisman ?

#15
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by namida - June 23, 2026, 07:44:04 AM
I think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).

As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:

1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.

2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).

And I think in practice, even most attempts at #1 would turn into #2.
#16
Lemmings Main / Re: Lemmings Forever Research
Last post by Guigui - June 23, 2026, 06:53:46 AM
The famous era where everything had to turn to 3d.
Responsible for lemmings' loss of interest to many people ?
#17
Lemmings Main / Re: Lemmings Forever Research
Last post by namida - June 23, 2026, 06:35:46 AM
Oh wow. Yeah, I can see why it was cancelled. I honestly would've thought that was something a (very young) fan made up as "fanon" if it weren't for the video links, especially with some of those skills!
#18
Live Event Scheduling / Re: Simon streamed Level of th...
Last post by mobius - June 23, 2026, 01:51:48 AM
missed another one; I was at work, I will rewatch it.
#19
Lemmings Main / Re: Lemmings Forever Research
Last post by Erickk64 - June 22, 2026, 09:30:33 PM
Honestly it's shame this game never got released, it looked pretty cool and kinda reminded me of 3d lemmings in a way.
Maybe you could post lemmings forever stuff in places like lost media forums?
#20
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 22, 2026, 03:15:21 PM
@Proxima : these solutions are not satisfactory for my level.
Actually I don't understand the second option.

My idea/request could add new possibilities.  :)