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Author Topic: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.  (Read 38939 times)

Tormy

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Re: Legendary Lands 2010 - WIP
« Reply #60 on: July 24, 2010, 01:07:41 pm »

..so the Elven sieges will be more challenging I guess. Sounds good! :)
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Solifuge

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Re: Legendary Lands 2010 - WIP
« Reply #61 on: July 24, 2010, 01:51:01 pm »

Will NPC elves actually make use of reactions like that by default?
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Daywalkah

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Re: Legendary Lands 2010 - WIP
« Reply #62 on: July 24, 2010, 01:59:11 pm »

I'm not sure if they physically do the reaction, but they will use the strengthened wood. I'm pretty sure that is all they will use if it is the strongest material they possess for weapons and armor.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #63 on: July 24, 2010, 10:18:59 pm »

The reaction itself will be assumed, yes. However, I'm hoping to manage to create a 'custom workshop' in order to actually allow them to be created if, say, you want to play as Elves.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #64 on: July 26, 2010, 08:42:14 am »

Given the interest in my angle on this mod, I'm effectively splitting off the relevant files in order to create a set of files to build creatures from, in order to release them to the world independently of LL.

This will now be going under the name of Project VBASE (variation base).

I intend VBASE to be used to simply drop into the raws folder, overwriting whatever is necessary for it to function and leaving everything else fully functioning and untouched.
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Tormy

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Re: Legendary Lands 2010 - WIP
« Reply #65 on: July 26, 2010, 09:31:08 am »

Given the interest in my angle on this mod, I'm effectively splitting off the relevant files in order to create a set of files to build creatures from, in order to release them to the world independently of LL.

This will now be going under the name of Project VBASE (variation base).

I intend VBASE to be used to simply drop into the raws folder, overwriting whatever is necessary for it to function and leaving everything else fully functioning and untouched.

I assume this means, that updating the mod when a new DF version comes out will be easier, since you will use separate RAW files. Correct?
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #66 on: July 26, 2010, 10:32:46 am »

I will always package LL with VBASE, but will also package VBASE separately.

The reason for this is that I intend VBASE to allow more flexible modding for everyone, and the creation of more mods in general.
VBASE is fully intended to be completely compatible with the vanilla raws, and will currently only overwrite them slightly.
I am moving towards a situation where very little replacement will occur at all.
Ultimately, I believe I can achieve a situation where the only overwrite is the body_default.txt, and that will simply be to prevent duplication of body items.

So, in essence, VBASE will be the creature variation tools used to create creatures. It will not include materials, tissues, and so on, and is definitely not intended to work on it's own.
It will include:
- Body Parts
- Creature Variations for assembling bodies.
- Creature Variations for adding tissues.
- Creature Variations for adding attacks.
- Creature Variation changes to existing CV's.
- Body Detail Plan additions and alterations.
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Captain Mayday

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Status Update
« Reply #67 on: August 11, 2010, 11:35:50 pm »

Time to give a status update on this old girl.

Civilisation Component
So far, the entity races are:
Humans, 3 cultural varieties (towns), standard biomes.
Dwarves (mountainhomes), standard biome. Also created 'wild dwarf' tribes, as layer linked.
Elves (forest retreats), standard biome
Kobold (caves), standard biome
Goblins (modified to be a layer_linked, mortal species), subterranean.
Hobgoblins (towns) - savage savanna, shrubland, desert.
Tigermen (towns) - savage forests, jungles, and shrublands.
Avari (towns) - mountains.
Chaos Lords (caves), anywhere.
Hivers (weird swarm species) (layer_linked), savage subterranean.
Goatmen (caves), mountains.
Humans (3 cultural varieties), dwarves, elves, hobgoblins, chaos lords,

Still to come:
Lizardmen, (cave_detailed), -savage swamps.

Vegetation:
Trees: Added a hardwood component to all trees, to allow elves to temper the wood into better wood. This doesn't actually work in worldgen.
Plants: Lots more kinds of plants, both overland and subterranean. All completely original.


Beasts
Among the various additions/replacements, there are now megalizards in the underground. In Savage lands, you've got megapredators (yes, like t-rex), and snatcher lizards (essentially small bipedal lizards who steal your stuff, like subterranean rhesus macaques).
There are also a variety of other creatures, that are less aggressive. Currently still very much work in progress, will give further updates.
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Chromasphere

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Re: Legendary Lands 2010 - WIP
« Reply #68 on: August 12, 2010, 07:51:20 am »

I'm realy looking forward to trying this mod out.  One question... I tend to always add in my own created civ in any mod and use them in fortress mode... so should I (is there any benefit if I) use your new vbase to restructure my custom civ race (which are basically modified humans)?  NM... read more and answered own question.

Still just wanted to say that I am looking forward to your mod and like the direction you seem to be taking it!
« Last Edit: August 12, 2010, 07:57:32 am by Chromasphere »
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kilakan

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Re: Legendary Lands 2010 - WIP
« Reply #69 on: August 12, 2010, 10:01:00 am »

holy epic large update, can't wait :D
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #70 on: August 15, 2010, 07:57:18 am »

Status:
Creatures - Completed
Entities - In progress
Flora - Partially complete
Items - Undergoing addition as necessary. (Currently have fighting sticks, staves, and clubs for tribals, and the powerful chaos sword for chaos lords. Other additions to other areas.)
Reactions - Mainly associated with creating items.
Materials - None added yet.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #71 on: August 15, 2010, 11:31:57 am »

Agriculture Section.
I figure here's a good place to go over my beliefs in regards to farming.
1) When I think of dwarves, I don't think 'farmers'. Right now you can basically feed your entire fortress with a plot or two. This doesn't make a lot of sense to me.
2) There are some very large farms in the coming releases, care of humans. Now, there's already a glut of food, so this will only exacerbate the glut. When there's a lot of something, it's not worth very much.
3) It doesn't take long to grow food in DF. And when the crop comes to harvest time, there's a lot of food on every plant.

So, these are the following measures I've used to try and fix the situation:
1) Longer growth times in general. Some many times longer.
2) Single clusters for every plant. You only get one plant for each space you grow on.
3) Lower values for all produce and the products thereof.

Intended effects: The intent here is to create an environment where food is much more difficult to grow in substantial amounts, giving you the following options:
Increase the size of the farms, and the required farming workforce, to continue to produce the same amount.
Add livestock raising to the fortress farming requirements.
Trade more for food.
Hunt/Gather for food.
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Wits

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Re: Legendary Lands 2010 - WIP
« Reply #72 on: August 15, 2010, 03:23:13 pm »

This seems like a good plan. How do you plan on reducing the amount of plants you get from a plot, though? If I understand correctly, the [CLUSTERSIZE] tag only modifies the amount you get from plant gathering, and does not affect plot yield. Do you have some other way of reducing yield? If so, I would be interested in knowing how.
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Solifuge

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Re: Legendary Lands 2010 - WIP
« Reply #73 on: August 15, 2010, 04:08:14 pm »

With only one plant harvested per tile, doesn't that make the whole Soil Fertilization thing completely pointless? I think making it one plant per tile, and making growth time longer would be more likely to keep me from bothering with farming at all. It wouldn't be worth the investment.
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Captain Mayday

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Re: Legendary Lands 2010 - WIP
« Reply #74 on: August 16, 2010, 12:02:26 am »

Clustersize seems to affect both amount gathered and harvested, according to the wiki.

The point about Soil Fertilization is a good one, though, and one I had not considered. I may have to increase clustersize to 2, so it would actually have some effect.

That said, dwarves doing very little farming more or less coincides with my view of them.
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