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Author Topic: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.  (Read 38936 times)

Wits

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Re: Legendary Lands 2010 - WIP
« Reply #75 on: August 16, 2010, 03:20:43 am »

The people in this topic (2008) seem to have noticed that clustersize does not affect harvest yield as expected.

http://www.bay12forums.com/smf/index.php?topic=20265.0

Also, I am 90% sure of having read toady confirming that it only affects gathering, but I don't seem to be able to find the thread anymore. In this scheme, frequency would affect how often you get something out of gathering, and clustersize would indicate how much you get.
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nuker w

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Re: Legendary Lands 2010 - WIP
« Reply #76 on: August 16, 2010, 03:32:49 am »

Posting to watch. I can't wait.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #77 on: August 21, 2010, 03:21:12 am »

This is the file structure I'm looking at for the plant files.
I'm fairly certain that you're all reasonably competent at copying appropriate files, but would people prefer a batch file to assist?

Plant Files:
plant_veg_vanilla_standard.txt
This file will contain the vanilla plants with vanilla defaults.

plant_veg_vanilla_challenge.txt
This file will contain the vanilla plants with the altered harvest yield and growth times.

plant_veg_LL_standard.txt
This file will contain the vanilla plants, as well as the plants for Legendary Lands with growth times similar to the vanilla game.

plant_veg_LL_challenge.txt
This file will contain the vanilla plants, as well as the plants for Legendary Lands with the altered harvest yield and growth times.
« Last Edit: August 25, 2010, 09:11:18 am by Captain Mayday »
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Wits

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Re: Legendary Lands 2010 - WIP
« Reply #78 on: August 21, 2010, 05:24:30 am »

Batch files never hurt, but I don't think many people will miss them, either. I really like the modular+ approach you're taking here.
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Jaxicat

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Re: Legendary Lands 2010 - WIP
« Reply #79 on: August 26, 2010, 03:10:17 pm »

I've been reading your old Nist Akath community game thread and its amazing.  I'm glad you're still involved in the game and looking forward to trying Legendary Lands when its ready.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #80 on: September 03, 2010, 01:29:05 am »

Partial mod release
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Captain Mayday

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #81 on: September 20, 2010, 10:16:28 pm »

Okay, seems like it's about time for a status update.

Obviously most stuff is already done, as can be seen from the partial release.
Right now I've been sporadically working on the mod.
Currently have to tweak the extra plants to get them working well.
Have to tweak the entities to get them working well (this is going to be the main holdup since it's impossible to verify whether they're working well until Toady has worldgen nice and stable where everyone is happy with it).
Have to do the metals, currently laid out to be statted.

Right now I have two metals laid out, Celestrium and Umbrium
Celestial alloys are ultra-light, strong, and can be very sharp, making them excellent for armor and blades.
Umbric alloys are very heavy, and very resistant to temperature and temperature changes, making them very good for hammers etc.
I also have the idea for Solarite and Lunarium (or similar), which will be distilled. But uncertain as to how to go about that or what they should actually do.
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Wits

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #82 on: October 13, 2010, 03:25:29 pm »

I'm holding my breath and holding off playing DF in anticipation of this. I don't have DF installed nor time to play right now, otherwise I would test what you have so far as well.
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Jordan~

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #83 on: October 13, 2010, 04:16:18 pm »

Might I suggest Native selenite/Selenite and Native heliite/Heliite? I suppose the similarities to Selenium and Helium might be problematic. Might also be interesting to have them require/have alloys with sunstones and moonstones, but I don't know if that's possible. Maybe do the same with clear and black diamonds for Celestrium and Umbrium? Perhaps have a super alloy of equivalent to or greater strength than admantine, perhaps requiring it in the reaction. Sorry, these are just hollow suggestions. And may I be so bold as to suggest Celestium/Celestite (from Latin coelestis, "heavenly") and Umbrosium/Umbrosite (from Latin umbrosus, "shadowy")?
Thank you, by the way, for the very fun and game-enriching mod.
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Toastergargletop

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #84 on: October 13, 2010, 10:20:15 pm »

This mod sounds awesome!  When is the full release expected?
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Captain Mayday

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #85 on: October 14, 2010, 12:56:00 am »

I'm currently waiting for the next version of DF, since I'm expecting the Night Creatures raws to allow me to do some fairly cool new things.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP - partial mod release
« Reply #86 on: November 08, 2010, 04:01:36 am »

Current status of Mod.
I've gotten back into working on the mod with the upcoming release of DF.
Civilised Races: Complete
Animal Kingdom: Complete
Monsters: Complete, pending modifications from new RAWs.
Materials: Complete. Currently have dropped the solar and lunar type elements. Hopefully in future I can use these when I can properly differentiate them. Potentially utilise solar alloys for use against undead, etc. That sort of thing.
Civilisations: I have no idea what the upcoming RAWs will be like. Can't make any judgement on how much is to be done until I see them.
Languages: Yet to be done. I'll be utilising the DFLang program to provide me with these. Obviously I won't just be using whatever it puts out, that would be terrible and lack quality control, so this will actually require a reasonable amount of work.
Items: Complete. There is a limit to how much can productively be used. I may be looking at doing stuff with armour in future.
Plants: Complete.
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Captain Mayday

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Re: Legendary Lands for 0.31.18. Now you will know why you fear the night.
« Reply #87 on: November 19, 2010, 03:42:21 am »

Full release now deployed.
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Captain Mayday

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #88 on: November 19, 2010, 05:17:10 am »

And already I fix a bug.
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Wits

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #89 on: November 19, 2010, 05:48:31 am »

Yahoo! Way to go, Cap'n. Time to install DF again. I'll post impressions later.
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