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New poll coming soon, I think...

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


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Author Topic: Defunct Thread, Please Lock  (Read 8698 times)

narhiril

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Defunct Thread, Please Lock
« on: April 17, 2011, 12:08:41 am »

This thread has been commuted to a new location due to a change of name and problems with the poll.  The newest version can be found here.  Please direct any comments to that thread, as this one will no longer be updated.


LEGENDS OF FORGOTTEN REALMS (LFR)


A major Dwarf Fortress expansion modification for DF 0.31.25 by Narhiril.



You (the dwarves) are not the first people to walk the earth.  You are not the largest, not the strongest, not the most advanced or intellegent, and certainly not the most prosperous.  What becomes of your race is your doing - will you thrive or will you split into warring sects?  Will you make peace with your neighbors or be destroyed by them?  Will you adapt and invent, or will you fall behind?  Will your people learn from the mistakes of past civilizations, some far more advanced than your own, or will you be doomed to repeat them?  Uncover their legends.  Discern their secrets.  Strike the earth, but be prepared for the earth to strike back.


This mod has nothing to do with the Dungeons and Dragons campaign setting.  It is a (mostly) original creation.

Also, as I am very much obsessive-compulsive, expect frequent posts and updates until/unless otherwise stated.

It is recommended that, if attempting to combine individual elements of different mods, you consult the mod authors.

"Urist McWeaponsmith has created Gildedblades, an adamantine shaolin hook!"





Screenshots

Spoiler: Embark (click to show/hide)
Spoiler: A Lizardman Siege (click to show/hide)


LFR 0.11b raws only (faster download)


LFR 0.11b Pre-Installed Ironhand Graphics Version



Current version: 0.11b




(ADDED:5/1) Version 0.11b Changes


-Fixed a few minor bugs, mostly with the magma alchemy lab. 
-You should not need to generate a new world for this version if upgrading from v0.11a.



(ADDED:4/22) Version 0.11a Changes


-Minor bug and quirk fixes.
-Transmutation of plants to obtain other (including rare) plants.
-New easter eggs, of course.  Go forth and discover!
-New less-than-desirable possible results for transmutation.  If all goes according to plan, dwarves performing transmutation will have a small chance of lighting themselves on fire, along with a few other surprises.  !!SCIENCE!! is !!FUN!!

-Magma casters and magma alchemy labs.
-White gold - a new economic alloy of nickel and gold.
-A new megabeast, with a few new smaller creatures.
-Because 65-ish new weapons weren't enough for some people (wink wink), a few more are being added.  I will not tell you what they are, though, only that they are all inspired by real-world designs and that some are slightly humorous, while others are undeniably brutal.

-Bog troll unarmed combat power has been reduced.  They are still challenging, but not quite as overwhelming.


Installation instructions included.


NOTES:
While preliminary bug testing has been done to the best of my ability, some bugs or quirks are to be expected.  Please report these to this forum thread, or contact me by email (provided in the manual).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LFR is a modification that has been silently slaved away on by non-union laborers in production by Narhiril for several months now.  It has evolved from a loosely related string of concepts and drawings on napkins to a full-fledged mod.  It is my genuine hope that this mod will add as much variety and fun to your game as it has to mine, both in working on it and testing it.  LFR is currently compatible with Ironhand's and Phoebus' graphics sets, and includes its own graphics for all creatures added by the mod.  There are plans for improved compatibility with Mayday's graphics set and text-based graphics in the next version.


The mod is designed to...


1 - EXPAND

More creatures, megabeasts, metals, and countless other features.
A combination of original and common high fantasy inspirations, resulting in a new, dynamic world to explore.


2 - ENHANCE


More weapons, armor, and civilizations to trade and war with.
All new creatures include graphics.


3 - MYSTIFY


Countless hidden features and easter eggs which will not affect gameplay 99 out of 100 times, but are there to be discovered.  No playthrough will be the same!

"You have struck raw mithril!"




Notable features:




"With great risk comes great reward."


-Five new civilizations - possibly more down the road.
Spoiler: Civilizations (click to show/hide)


-New plants, aimed at filling roles not filled by default plants.  This includes...
Spoiler: Plants (click to show/hide)

-Seven new metals, including new ores and my previously-released mithril.

-A new, innovative alchemy system.

-New clothing, crafts, and armor types to add diversity to new races.

-Tweaks to two-handed weapons to allow dwarves to wield and manufacture some of them.

-A new, powerful, dwarf-exclusive ranged weapon with three types of ammunition.

-New creatures, including ...
Spoiler: Creatures (click to show/hide)

-A painstakingly written new language file.

-Over sixty new types of weapon.
Spoiler: Weapons (click to show/hide)

-Six new buildings, including the alchemy lab, foundry (raws by Kipi), and display case (raws also by Kipi).

-Graphics support for Ironhand and Phoebus graphics packs, and new graphics created specifically for this mod by myself.

-Extensive personally-written lore files.

-An incredibly detailed manual on 90% of new features - I didn't want to give EVERYTHING away ;)

-Modular file structure.  If you don't want the graphics, don't include them.  If you don't like a new civilization, simply remove them.  File names are similar enough to default raws for easy navigation, but different enough to be obvious which files are mod-related.

-This is just a taste of the included features.  If you want to learn more, you'll have to learn it yourself.  LFR is there to be discovered, not revealed.

*.*.*
« Last Edit: May 08, 2011, 01:40:45 am by narhiril »
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narhiril

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Re: TBA
« Reply #1 on: April 17, 2011, 12:09:24 am »

BOUNTIES (NEW as of 4/26):

This section is for elements of the mod that I have not had time to thoroughly test.  I am considering possible rewards for any of the following:

--Fortress Mode--
A screenshot of a nephilim siege.
A screenshot of a nephilim wielding a steel item (NOT in the arena).
A screenshot of a voidwalker siege.
A screenshot of a damascus sentinel in a cavern (NOT in the arena).
A screenshot of a master of locusts (NOT in the arena).
A screenshot of any new megabeast arriving at the fortress or in combat (NOT in the arena).
A screenshot of a voidwalker wielding a voidshard item (NOT in the arena).
A screenshot of a voidwalker annihilator killing something in a combat log (NOT in the arena).
A screenshot of a mood weapon being created.

--Adventure Mode--
A screenshot of a voidwalker lord, bog troll warboss, lizardman council member, or meowkin queen.


CONFIRMED BUGS:

"World Bearer's Shell," as well as some other unintended materials, are listed in the stones management screen.  This is a very, very minor issue and will not affect gameplay at all.

Dwarves will not advance in the alchemy, shearing, or spinning skills.  A fix for this is complete and will be released in the next version (thanks Jeoshua). FIXED!

Bog trolls (and, to a lesser extent, nephilim) die out frequently during longer worldgens.  A fix for this is complete and will be released in the next version. FIXED!

The syndrome associated with ethereal weapons does not work.  This is due to the fact that [SYN_CONTACT] requires the material to be a contaminant in order to trigger - wielding or being struck by the material is not enough.  Until this is changed or a new token introduced, the idea will have to be shelved for now.

The foundry is known to cause all of the stones that it can produce blocks from to be listed as economic stones by default.  This is annoying, as you will have to manually change them back to mundane stones in the stone menu, but does not otherwise affect gameplay.  There is currently no fix for this.

Weird things have been known to happen when great helms and javelin throwers are marked for melting.  This stems from the [MATERIAL_SIZE] token, which is currently bugged.  Because the [MATERIAL_SIZE] token does not take into account the fact that bars have a dimension of 150, it was necessary to make their material size 450 to force them to require more bars.  However, since the melt reaction uses the [MATERIAL_SIZE] token differently (number/10 = bars produced), melting a great helm or javelin thrower may produce 45 bars of the metal it was made from.  Obviously, this is a lot more than intended, and can be exploited for infinite free metal.  However, since this is an issue within the way the executable itself handles the token, I have no plans nor ability to fix this.  Since both great helms and javelin throwers are dwarf-exclusive, this bug shouldn't come up unless you are actively going out of your way to exploit it.


Fear the void energy projector.
« Last Edit: April 28, 2011, 03:47:37 am by narhiril »
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narhiril

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Re: TBA
« Reply #2 on: April 17, 2011, 12:09:44 am »

FEEDBACK AND FUTURE DEVELOPMENTS:

There is currently no magma caster for javelins.  This is planned for the next version.  A magma alchemy lab is also in the works.
Complete for v0.11

Mayday's graphics pack support and better ASCII (and possibly Phoebus, depending on feedback) support are planned for the next version (0.12).

Pre-installed versions for Phoebus, Mayday, and ASCII versions of Dwarf Fortress are planned.

Error log readings are messy - most if not all of this is planned to be fixed next version.  This should not affect gameplay.
 The flying -mithril broadhead javelin- strikes the error log in the wall of text, tearing apart the bugs!



"Urist McAlchemist is caught in a cloud of hazardous radiation!"
« Last Edit: April 28, 2011, 01:21:44 am by narhiril »
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Seriyu

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #3 on: April 17, 2011, 03:03:42 am »

I'm liking the theme of the mod for the most part but the error log is throwing out a whoooole lot of stuff. Mostly not recognizing tokens.

EDIT: Admittantly mostly inconsequential tokens now that I take a closer look. Still probably worth cleaning up for the next release. :P
« Last Edit: April 17, 2011, 03:12:57 am by Seriyu »
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narhiril

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #4 on: April 17, 2011, 03:16:36 am »

I'm liking the theme of the mod for the most part but the error log is throwing out a whoooole lot of stuff. Mostly not recognizing tokens.

The mod will only work for the current version of DF (0.31.25).  Many of the new tokens recently introduced (suce as PRONE_TO_RAGE) are employed in this mod.  This is noted in the download page, but isn't very obvious, so I probably should go ahead and put it in the main post.

If you are still getting problems with the correct version, I am a bit stumped, to be honest.  I literally just pulled a fresh install of DF 0.31.25 (100% vanilla), followed my own installation guide, and had no issues getting things to run (though admittedly, I like it a lot better with graphics).
« Last Edit: April 17, 2011, 03:20:02 am by narhiril »
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Seriyu

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #5 on: April 17, 2011, 03:18:19 am »

Yeah, I'm on that. Most of it is adjective tokens, and prefstring tokens where they can't be. Nothing that's really affecting much, but it's clogging up the errorlog nontheless.

narhiril

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #6 on: April 17, 2011, 03:23:11 am »

Yeah, I'm on that. Most of it is adjective tokens, and prefstring tokens where they can't be. Nothing that's really affecting much, but it's clogging up the errorlog nontheless.

Ah, I get it now.  Most of that is leftover from playing around with tokens, trying to see if I could get things to work in ways other than what was intended (i.e. trying to get a value multiplier on a kind of toy).  Most of these were left in because I either forgot about them or wanted to leave them as reminders to myself of concepts in case new tokens are released that make some of those ideas possible.  I didn't feel any negative effects while playtesting from them, but I can see why this would be messing up the error log, so I'll try to comb through it another time.  As for actual gameplay, everything should work fine though - I've been playing with it for a few weeks now without any hiccups or crashes.

Edit: LOL I'm looking through the errorlog now, finding all of my stupid mistakes.  Like you said, most of these are inconsequential, but I can definitely get this cleaned up for a bugfix within the next few days.  The important part is that it should at least play properly.
« Last Edit: April 17, 2011, 03:31:23 am by narhiril »
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Seriyu

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #7 on: April 17, 2011, 03:27:37 am »

Oh yeah, I haven't been having any in game issues with the tokens, I was just checking the error log to see if copying the new version over the old version fixed the problem with the caster and well here we are. As long as you're aware of it. :P

narhiril

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10a
« Reply #8 on: April 17, 2011, 04:22:12 am »

Oh yeah, I haven't been having any in game issues with the tokens, I was just checking the error log to see if copying the new version over the old version fixed the problem with the caster and well here we are. As long as you're aware of it. :P

If you're still around, I resolved most of the issues with the error log and posted v0.10c.

There are still a few minor issues remaining - most of them with the land mover - but I need to sleep and get a look at them at a better time.  The only notable issue was that dwarves were not able to make blowdarts as intended - this is now resolved.

This update shouldn't require a new worldgen, though it did fix a pair of faulty (though largely irrelevant) biome tokens.

The issue with the banshee may seem like a big deal, but it isn't.  They're supposed to die in one hit and leave an item for a corpse anyway, and they're still quite good at doing that even with buggy tissues.  But like I said, I'll try to get that resolved at a better time.
« Last Edit: April 17, 2011, 04:27:41 am by narhiril »
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #9 on: April 17, 2011, 11:06:58 am »

I've been looking forward to this mod ever since you mentioned it.  It's looking good and I'm downloading it now to look it over.

I've done alot of work on my own entities, so I won't probably be using them, but the rest of the mod sounds fantastic.
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I like fortresses because they are still underground.

Deon

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #10 on: April 17, 2011, 11:40:42 am »

I've got a huge forgotten realms mod for an old DF version. If you can find it, you can dig a lot of info on critters there :).

Your pick of races is a bit strange. Where're the halflings, drow and planar races like githyanki? I'd start with something like that.

Also don't forget kua-toa and sharkmen :). And aberrations like umber hulks, illithids, jellies and beholders for caves.

P.S. What... What is "meowkin"? o_O Which edition is it from?

P.P.S. Wait, it doesn't look like Forgotten Realms :P. It is a nice concept but I don't see why did you call it FR... Do you have plans to make it FR-like or is it just a naming inconvenience? :)
« Last Edit: April 17, 2011, 11:44:08 am by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Jeoshua

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #11 on: April 17, 2011, 11:44:07 am »

Unless LFR is going off to the planes (not recommended since we can't make portals), I'd stay away from Gith.  And Hippogriffs (cause they annoy me).

But the lack of Halflings is kinda sad.  You should have all the standard Demihuman races.  You could even do castes if you wanted to, but having an Elf spit out a Drow baby might be a bit strange.
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I like fortresses because they are still underground.

Deon

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #12 on: April 17, 2011, 11:45:02 am »

Now I think that it has nothing to do with actual Forgotten Realms :P. I mean, look, it has an unique world and it's just a name.

P.S. Planar creatures would be nice candidates for the hell.
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #13 on: April 17, 2011, 12:24:25 pm »

Hmm, Balor and Baeetzu with [UNDERGROUND_DEPTH:5:5]?
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I like fortresses because they are still underground.

Seriyu

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #14 on: April 17, 2011, 03:09:49 pm »


If you're still around, I resolved most of the issues with the error log and posted v0.10c.

There are still a few minor issues remaining - most of them with the land mover - but I need to sleep and get a look at them at a better time.  The only notable issue was that dwarves were not able to make blowdarts as intended - this is now resolved.

Okay, awesome. Was hoping it'd be fixed by the time I woke up. Pleasently surprised.
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