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Author Topic: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.  (Read 38945 times)

Askot Bokbondeler

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #120 on: November 20, 2010, 08:02:19 pm »

ok, i embarked on a regular biome, i was embarking on evil biomes before, there were regular shrubs everywhere and some flowers, and i managed to gather a tiger melon and a generic "plants" item, represented by the withered plant character... in evil biomes there were only flowers.

Axecleaver

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #121 on: December 02, 2010, 05:06:21 am »

Legendary Lands is a Total Conversion mod. This means that it won't sit alongside the vanilla game, and it won't play nicely with other mods unless you mod them to do so.

Would you offer some suggestions on how one would go about modding other mods to make them play nice? Please? For instance, what kind of things are bound to conflict?

I'm wondering if, for example, we did a custom install with only the creatures files: In that case, would it more than likely play nice with other mods as long as those mods do not alter creatures themselves?

Bodies need to be built in an ordered way, like drawing a tree from the trunk out to the smallest branches. Basically, if you draw those branches  first, they just sort of sit there in the air, even if you then draw the trunk for it to attach to.

Edit: Essentially this means to correct the problem in vanilla would require me to go through every creature anyway. I'm sure you'll understand my reluctance to do that.

If one did want to convert all the old creatures, I'm wondering if it might be faster and easier to write a program (say, in Java or Visual Basic) to apply VBASE rules to the creature entries and spit out the converted results. Then again, that'd probably take some complex coding...

in evil biomes there were only flowers.

Doesn't that just seem... wrong? IMO, flowers should be common in happy biomes and very scarce in evil ones. Unless they're evil flowers with deadly pollen, of course. Or man eating. :D

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 #122 on: December 02, 2010, 07:51:00 am »

Legendary Lands is a Total Conversion mod. This means that it won't sit alongside the vanilla game, and it won't play nicely with other mods unless you mod them to do so.

Would you offer some suggestions on how one would go about modding other mods to make them play nice? Please? For instance, what kind of things are bound to conflict?

I'm wondering if, for example, we did a custom install with only the creatures files: In that case, would it more than likely play nice with other mods as long as those mods do not alter creatures themselves?

Bodies need to be built in an ordered way, like drawing a tree from the trunk out to the smallest branches. Basically, if you draw those branches  first, they just sort of sit there in the air, even if you then draw the trunk for it to attach to.

Edit: Essentially this means to correct the problem in vanilla would require me to go through every creature anyway. I'm sure you'll understand my reluctance to do that.

If one did want to convert all the old creatures, I'm wondering if it might be faster and easier to write a program (say, in Java or Visual Basic) to apply VBASE rules to the creature entries and spit out the converted results. Then again, that'd probably take some complex coding...

in evil biomes there were only flowers.

Doesn't that just seem... wrong? IMO, flowers should be common in happy biomes and very scarce in evil ones. Unless they're evil flowers with deadly pollen, of course. Or man eating. :D

Okay, you can bypass major issues by simply putting the other content into new files. This will avoid any conflicts.
Since VBASE is built with legacy creature support, there's no issue with compatibility here.
For equipment, it's a little more complex since you'd need to edit the entities. I'm sure this wouldn't present you with any great difficulty, though.
For reactions and materials, again the best option is to have these in new files.

Almost all of the original creatures are converted in any case. There are a few cases where I changed something, or didn't bring it across. This is mostly underground related.

As for the floral evil biomes, you're quite correct that it's not intended that there be quite so much there. The problem is that there was basically nothing, before, so now that there are evil flowers they basically fill the entire place. I'll be looking at expanding the diversity of flora in evil biomes.
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Axecleaver

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #123 on: December 05, 2010, 05:22:13 am »

...certain amounts of a graphics pack may work. Especially those that cover Chariot's zoo mod. However, other items will not be included.

Could someone please point me in the direction of Chariot's zoo mod? I've done searches on the forums and the Dwarf Fortress File Depot, but came up with nothing...

Captain Mayday

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mrbobbyg

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #125 on: December 05, 2010, 11:14:30 am »

Maybe I am just dumb, but it might help to explicitly say to delete the old raw folder and not just copy the LL one over.

As much as I like forgotten beast tallow crossbows...
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

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 #126 on: December 05, 2010, 12:00:58 pm »

In my defense, I do consistently use the word 'replace' in the installation readme.
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mrbobbyg

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #127 on: December 07, 2010, 10:13:31 am »

Captain Mayday, this is amazing!

I just want to thank you for how much work you have done and how much it has improved my DF experience.  I've been using your tilesets since 40d, and they really are impressive.

Also, for data sake, my accomplished herbalist in a mixed wilderness/joyous wilds biome is only harvesting "mangrove" for what it's worth.
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

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 #128 on: December 07, 2010, 10:20:58 am »

Harvesting Mangrove? That's a bit odd. That's a tree. You should have woodcutters chopping that down.
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Bralbaard

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #129 on: December 07, 2010, 05:05:24 pm »

I ran into something disturbing: somehow, when I start a new fortress, I start with a bunch of elves instead of dwarves. I seem to only be able to start as an elven civilization.They all need alcohol to get through the working day, and some even like adamantine and various kinds of meat, so this is kind of disturbing..  (I only get to pick elven stuff upon embark however)
I had already played a couple of adventurers in this world and everything seemed fine and normal during my adventures, I'm not sure about what is going on here.

Another world that I have generated does not appear to have this problem. I have not messed with the savefile in any way.
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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 #130 on: December 07, 2010, 08:35:27 pm »

Elves are actually marked as Civ Controllable. So it's entirely possible there is no dwarven civ in your world.
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Bralbaard

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #131 on: December 08, 2010, 03:44:57 pm »

Elves are actually marked as Civ Controllable. So it's entirely possible there is no dwarven civ in your world.

Ah that would explain a lot. Also, I was wrong about them needing alcohol, I just doublechecked, and apparently they don't. My elven herbalist however prefers to eat raccoon, and turtles. Ofcourse I have long suspected the elves of being hypocritical liars, so this comes as no surprise.
I guess I'll be starting an elven fortress then :-). Will this be different in any way from a dwarven fortress except for the inhabitants, or are there specific restrictions and additions?
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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 #132 on: December 08, 2010, 10:46:04 pm »

I'd have to check the raws. Shouldn't be overly different, although I'm uncertain if they can cut wood. Lots of sleeping on floors for them, if that's the case.
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Bralbaard

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #133 on: December 09, 2010, 03:41:20 am »

Hmm it seems that things are actually quite different. The elves have almost no jobs available to them, except for healthcare related stuff, mining, stoneworking and hauling. It seems that with the listed jobs, I won't be able to produce food, or in fact, anything else. I did however bring a fisherman and fish cleaner and both seem willing to do their jobs even though they're not listed in the job menu, I will have to keep those two alive if I want to survive here, and hope that migrants will bring more usefull Elves.

Maybe elves should have some additional jobs available to them, like milking and cheesemaking, or other stuff that is in line with their nature friendly lifestyles. Anyhow this will be interesting...
« Last Edit: December 09, 2010, 03:43:01 am by Bralbaard »
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Bralbaard

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Re: Legendary Lands 1.01 for 0.31.18. Now you will know why you fear the night.
« Reply #134 on: December 10, 2010, 02:43:51 pm »

Another bug report for the elves: It seems like it's impossible to set up a military, I can't assign any squads, most likely because there are no noble positions and therefore no military commanders.
I guess that by some clever modding some real nice things could be done to differentiate the elves from the dwarves by allowing or disallowing certain jobs, and buildings that depend on them, but currently the elves do not work properly.

In other news: my fishing elf just caught a raw giant gray panther. I did not expect those to be hiding out in my murky pool :).
Great work on the mod btw, looking forward to updates.
« Last Edit: December 10, 2010, 02:50:58 pm by Bralbaard »
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