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Poll

New poll coming soon, I think...

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Total Members Voted: 0

Voting closed: April 27, 2011, 09:55:14 pm


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Author Topic: Defunct Thread, Please Lock  (Read 8693 times)

Seriyu

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #75 on: April 25, 2011, 01:18:33 am »

Well Patchouli does have a point in that if there is no way for less advanced techs to get started, the "unupgraded" gameplay would need to remain interesting, I suppose. Unless that's the point they were trying to make the entire time. If so I apologize for getting this hubbub started. :P

narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #76 on: April 25, 2011, 02:33:41 am »

Here is a link to my first LP video of this mod, if u wanna check it out.

http://www.youtube.com/watch?v=hWjPsq1Di3s

Awesome.  I noticed that the bog trolls were missing in worldgen, which is a bug that seems to just keep coming back.  I *think* it's finally dead and buried in v0.11, which will be out in a few days.

Also, it's difficult to really get a feel for the mod in a short session, especially at the beginning.  The only two things that were really noticeable were the civilizations and a few plants (bluebells are the blue mushrooms, mousebulbs are the yellow ones).  Expect things to get more exciting when you start digging deeper and get attacked.

Also, I have been tossing around an idea for castes, which, as you mentioned, are not elaborated on.  The intention was to leave as many default files untouched as possible for compatability's sake, but as the mod continues to develop, this may not be an option after a while.  I have been playing with the idea of "savants," dwarves with [SLOW_LEARNER] tokens that have a single, very high natural skill.  Sometimes, a birth would result in something like an "Armor Prodigy," who starts with an expert level armor smith skill, but takes longer to learn any other roles.  If I do decide to implement this idea, it will probably be a fair way down the road.

Well Patchouli does have a point in that if there is no way for less advanced techs to get started, the "unupgraded" gameplay would need to remain interesting, I suppose. Unless that's the point they were trying to make the entire time. If so I apologize for getting this hubbub started. :P

None of the current (and, indeed, few of the planned) features will be back-adjusted for a tech tree.  Mithril will always occur in rock.  Iovium will always be there to be mined.  Ether will always be a rare product of alchemy, and anything currently doable by the dwarves will be doable without even touching the tech tree.  The tech tree idea is simply there to reward the fortresses who succeed and overcome certain challenges (either by luck or by skill).  I will never tie a weapon to a tech tree workshop that is essential for a job or for fighting an enemy, nor will I provide tech tree advancements that rely entirely on fortune's favor, such as a megabeast drop, without alternative methods for accomplishing a similar advancement.  I also have no plans to ever create a metal that surpasses adamantine in either value or combat strength.  The base system is set up to allow prepared dwarves to go toe-to-toe with any enemy (the voidwalkers are difficult, but by no means immortal) and survive and prosper without ever needing to advance the tech tree.  The tech tree is just going to be there to provide alternate methods of advancement and goals for established, successful fortresses.

« Last Edit: April 25, 2011, 03:04:15 am by narhiril »
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Patchouli

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #77 on: April 25, 2011, 03:08:39 am »

That's good. I also think that viewing it as a reward of luck works out nicely. I guess it's more of a reward for long-lived forts? I'm pretty sure we've all felt that moment in a vanilla game where it feels like there's nothing to really look forward to other than the next forgotten beast.
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #78 on: April 25, 2011, 03:15:39 am »

That's good. I also think that viewing it as a reward of luck works out nicely. I guess it's more of a reward for long-lived forts? I'm pretty sure we've all felt that moment in a vanilla game where it feels like there's nothing to really look forward to other than the next forgotten beast.

Having played a lot of Fortress Defense, I highly doubt you will get bored.  Having three new races of ramped-up difficulty attacking you in addition to the goblins will keep you quite busy, and if you ever do manage to get tired, there's always the option of megaprojects.  Once tech tree concepts are added, that will be yet another thing to work for.  To be honest, the only thing you have to fear is the inevitable FPS death, which is a problem you're going to find in any version of the game, modded or not.

Also, if you advance the tech tree, it opens up the possibilities for epic adventures and discoveries in abandoned forts in adventure mode.  Fighting your way through the ancient halls of your ancestors, hoping to find one of the relics they left behind - the entire story behind which you have influenced and witnessed firsthand.

Signing off for now to get some sleep.  Expect me to leak a few sprites over the next few days up to the release of v0.11.
« Last Edit: April 25, 2011, 03:17:38 am by narhiril »
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PTTG??

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #79 on: April 25, 2011, 02:18:13 pm »

I really like these "artifact only" weapon types. Would you mind if I used some of these in a mod of my own?
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #80 on: April 25, 2011, 05:59:40 pm »

I really like these "artifact only" weapon types. Would you mind if I used some of these in a mod of my own?

If you want to use the idea, go for it.  If you want to use my actual weapon raws, still go for it, but please give me credit.  I spent a lot of time on those.

Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #81 on: April 25, 2011, 07:18:39 pm »

Dont worry man I will be making more vids for this Mod. I am gonna do a Full playlist for mods that are regularly looked after, like urs
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #82 on: April 25, 2011, 07:43:10 pm »

Dont worry man I will be making more vids for this Mod. I am gonna do a Full playlist for mods that are regularly looked after, like urs

No worries mate, you did an awesome job.  Take your time with these, I appreciate the publicity.

Also, (this applies to anyone) feel free to give me feedback.  I know the poll is there, but if you ever feel like it isn't sufficient to express your opinion, go ahead and post.

Here's a picture of a manticore:
« Last Edit: April 26, 2011, 12:10:38 am by narhiril »
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #83 on: April 26, 2011, 12:55:43 am »

Edited the second post to add a "bounties" section.

Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #84 on: April 26, 2011, 04:22:41 pm »

If u would like to know here is the playlist of the LP I will be doing for this mod.

http://www.youtube.com/view_play_list?p=2840A84B053AFDAC

I do not know how often I will update this playlist sorry
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The local scottish drunken dwarf
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #85 on: April 27, 2011, 05:40:57 pm »

So today, I was troubleshooting the transmutation reaction (apparently it was kicking out seeds properly, but not unlocking those plants on the farm plots - to fix this, I am just making it kick out the plants themselves).  I start up a pocket world and order someone to "conduct plant transmutation experiment."  He goes in, does it, and manages to produce the 1% chance cataclysmic failure, lighting the entire lab and surrounding grass on fire.  The bucket in the lab burned, destroying the building, and the fire spread across the entire map, killing all of the starting seven. 

I was laughing so hard I almost cried.  It had worked so much better than I had hoped.

Moral of the story: alchemy lab + grass = bad plan.
« Last Edit: April 27, 2011, 05:58:10 pm by narhiril »
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Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #86 on: April 27, 2011, 05:48:13 pm »

Lol that is EPIC I wanna do that in my LP of this that would be pretty damned funny I think ^_^

Dont worry If I do kill off everyone I will surely continue with another fort ^_^
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The local scottish drunken dwarf
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #87 on: April 28, 2011, 03:36:14 am »

Error log is now almost squeaky clean - the last remaining error is a bug with a raw that I did not write, so I am working through the procedure to get that fixed.  Unfortunately, caste-level graphics are not yet possible, so graphical development went a bit quicker than anticipated.

I remembered to add the lore and manual files to the pre-installed file this time.

On an unrelated note, if anyone knows how to tear down a poll, that information would be greatly appreciated.  It lets me edit my existing one, but does not let me reset the expiration timer.

Oh yeah, and v0.11a is up.  Go go go!
« Last Edit: April 30, 2011, 02:16:42 am by narhiril »
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #88 on: April 28, 2011, 06:12:11 pm »

Blue team is go!  8)

Still installing, but I love the new job names for the Bog Trolls.  Reminds me of Warhammer Orcs.  All they'd really be missing is Dakka.

Are Nephilim supposed to leave a swath of dead grass behind them? This is what [GRASSTRAMPLE:0] does.  If that's intentional, awesome.  If not, remove tag.  Also, they're angelic.  Should they really have the [NATURAL] tag?  The same goes for the... uh... spoiler race you mentioned but didn't describe in the first post.  [NATURAL] means it's like a cat or a dog or a lion... 100% normal and expected for daily life.  If beings of light and shadow are that.... well I suppose there would need to be quite a few more creatures with [NATURAL] eh?

I changed that spoiler race to have [HOMEOTHERM:10001].  They don't have normal skin temperature... they're 1 degree above freezing.  That's not a bug that's a thing I'm trying out.  They survive worldgen fine but I've yet to see what happens when one comes into contact with fire or water.  I think it's a cool trick.
« Last Edit: April 28, 2011, 06:36:26 pm by Jeoshua »
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SirAaronIII

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #89 on: April 28, 2011, 07:22:21 pm »

I like the ideas added by this mod. Although I haven't actually played it (yet  :P), everything looks good. I'll be sure to keep an eye out for the stuff you're offering rewards (what kind?) for.
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