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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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narhiril

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Re: =*=*= Legends of Forgotten Realms =*=*= v0.10c
« Reply #15 on: April 17, 2011, 03:46:28 pm »

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.

To be honest, I had never played or even heard of "forgotten realms" until I read your post, and now I'm staring at the Wikipedia page thinking "Armok damn it, now I'm going to have to change the clown-forsaken name."

But really, it has nothing to do with "forgotten realms."  It's named that because the theme is that there are older civilizations in the world - some living, some dead - and you're supposed to be able to discover their secrets.  Hence, "legends of forgotten realms."  I'll throw up a disclaimer I guess.

Also...


*** Error(s) finalizing the translation VOID
Unrecognized word token: LLAMA

...This is what I get for using an Ironhand language file as a template.  Commence fist shake.


In other news...


Version 0.10d is up on DFFD.  This fixes almost all of the error log entries, except for the silly LLAMA one and a minor (and non-gameplay-affecting) issue with the display case, which I will talk to Kipi about before fixing.  Now that most of the bug squashing is done, I can move on to the more fun part - development for the next version and user feedback/suggestions.

Note that I am open to ideas and am willing to give credit, as long as the ideas fit with the theme of the mod.  I am hoping to turn LFR into a modular expansion hub for Dwarf Fortress, where people can exchange ideas and customize their games in the spirit of adventure and discovery.  Epic tales don't just generate themselves, after all :P
« Last Edit: April 17, 2011, 04:55:53 pm by narhiril »
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Seriyu

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #16 on: April 17, 2011, 05:39:28 pm »

It seems like the alchemist lab, since it needs non economic stones, doesn't really function with any stone. I've set limestone to non-economic and there's plenty of it, but it's not accepting it. Not sure if there's anything to be done about it, but figured I'd letcha know.

EDIT: Nevermind I'm dumb, didn't have fuel.  :o
« Last Edit: April 17, 2011, 05:44:12 pm by Seriyu »
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Deon

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #17 on: April 18, 2011, 01:39:01 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.

To be honest, I had never played or even heard of "forgotten realms" until I read your post, and now I'm staring at the Wikipedia page thinking "Armok damn it, now I'm going to have to change the clown-forsaken name."

But really, it has nothing to do with "forgotten realms."  It's named that because the theme is that there are older civilizations in the world - some living, some dead - and you're supposed to be able to discover their secrets.  Hence, "legends of forgotten realms."  I'll throw up a disclaimer I guess.

Heh, my main knowledge of FR came from Salvatore's books about Dark Elf (which were a harmless trilogy and turned into a monstrous amount of books for the series). Seriously, have you never heard about Drow?

You don't have to change the name just because there's something like that already existing if you came up with it by yourself ;).
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #18 on: April 18, 2011, 08:00:36 am »



Heh, my main knowledge of FR came from Salvatore's books about Dark Elf (which were a harmless trilogy and turned into a monstrous amount of books for the series). Seriously, have you never heard about Drow?

You don't have to change the name just because there's something like that already existing if you came up with it by yourself ;).

To be honest, I've heard of Drow and D&D, I just didn't know that the setting happened to share the same name that I was using.  I could pretty easily change it to "Legends of Forsaken Realms" or something like that and keep the acronym.  I can see why it would be potentially confusing.  That being said, an actual forgotten realms mod sounds like a pretty neat idea, but that wasn't my intention with this one.

Meowkin are a bizarre anime-inspired race, bog trolls are supposed to be like goblins on steroids, lizardmen are inspired by a few sources (including TES), nephilim are angelic, and voidwalkers are a hybrid of a few concepts, including the T-MAT from Homeworld (which were cut from the game's final release due to technical problems) and the Mursaat from Guild Wars. 

I was actually planning on making an unrelated Mursaat mini-mod down the road, but haven't quite figured out the logistics of how I would get them to "cast" spectral agony, or how the dwarves could mount any sort of credible defense against it.

Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #19 on: April 18, 2011, 09:28:09 am »

Putting some of this mod into my raws, and I noticed that even tho you have alchemy, there is no [PERMITTED_JOB:ALCHEMIST]

Also, no Shearing nor Spinning jobs allowed.
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Crazy Cow

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #20 on: April 18, 2011, 09:38:08 am »

This looks beautiful. I am not a fan of the large variety of clothes, but the rest looks great. I love the promise of hidden FUN lying in wait for the adventurous to find. DL'ing and playing now.

narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #21 on: April 18, 2011, 10:17:42 am »

This looks beautiful. I am not a fan of the large variety of clothes, but the rest looks great. I love the promise of hidden FUN lying in wait for the adventurous to find. DL'ing and playing now.

The clothing variety isn't nearly as large as the weapon variety.  There are enough new ones for some interesting artifacts and some personality for the meowkin, but I don't find new clothes particularly interesting either - I didn't even include them in the poll.  At least, until I get some tokens that can makes clothes do some interesting things, like +skills or unique combat properties.  I hope you enjoy it, I really do.


Putting some of this mod into my raws, and I noticed that even tho you have alchemy, there is no [PERMITTED_JOB:ALCHEMIST]

Also, no Shearing nor Spinning jobs allowed.

Thank you, good catch.  Oddly enough, this doesn't seem to affect anything other than skill gain - dwarves will still only perform the alchemy job if alchemy is permitted on them (I use Dwarf Therapist), and spinning/shearing seems to work even though there's no skill gains for it.

I am not considering this bug urgent enough to warrant a v0.10e, but this will definitely be fixed in v0.11.  If you're impatient, or this bothers you more than it bothers me, it's a very easy fix that you already know how to do.


---

New Developments


I am toying with some ideas for expanding alchemy...

"Transmutation" will take eight plants and produce random seeds.  I am thinking that the game needs a way (albeit, with a low chance) of getting voracious maws and vines of xanadu onto maps where they do not naturally grow, as no traders will carry them by default.  This could be used as a way of turning a plentiful crop (shankweed) into more variety, though the chances of getting each seed should be low enough that it will not result in a literal explosion of seeds from a few plants. 

For those of you who don't give a rat's behind about plants, a new "easter egg" product, as well as new possible "failures" are planned for this reaction.  Transmutation will not require fuel.  I may play with the numbers of input plants and output seeds to try to find a balance.

It should be noted that even if you don't like plants, voracious maws are fun.  No, really, they're FUN.  You can very effectively use them as bio-weapons.

Also, a "Magma Alchemy Lab" is in the works.  Because we all know that we should be combining !!SCIENCE!! with LAVA.



Currently confirmed plans for v0.11 (subject to amendment or addition):

Transmutation
One new "mood weapon" - for the one person so far who has trolled me and voted for more of these (lol).
Fix for the permitted jobs bug.
Removal of non-usable stones from stones stock screen (not so much a bug as an unintended feature)
A new easter egg or two - I have plenty of these up my sleeve.
« Last Edit: April 18, 2011, 10:36:11 am by narhiril »
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #22 on: April 18, 2011, 10:36:26 am »

Nah, pretty unimportant.  If a race that can perform alchemy brings alchemical goods to trade, you might have some crashes like Genesis did re: Wax Working.  But so far I'm not seeing that anyone but Dwarves understands how to do alchemy.  Shouldn't be a problem.

Other small things:

[PERMITTED_REACTION:PUDDINSTONE_BLOCK]
Creatures like the Lizardmen could use [OUTDOOR_FARMING] in their Entity file instead of [NO_EAT][NO_DRINK] in their Creature file.
« Last Edit: April 18, 2011, 10:44:42 am by Jeoshua »
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #23 on: April 18, 2011, 10:59:59 am »

Nah, pretty unimportant.  If a race that can perform alchemy brings alchemical goods to trade, you might have some crashes like Genesis did re: Wax Working.  But so far I'm not seeing that anyone but Dwarves understands how to do alchemy.  Shouldn't be a problem.

Other small things:

[PERMITTED_REACTION:PUDDINSTONE_BLOCK]
Creatures like the Lizardmen could use [OUTDOOR_FARMING] in their Entity file instead of [NO_EAT][NO_DRINK] in their Creature file.

They originally had the [CARNIVORE] token, but this was causing problems so I scrapped it and went the easy route.  I'll probably change this in the next release.

Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #24 on: April 18, 2011, 07:01:58 pm »

Dude is it ok If I also do an LP on this mod? If so that would be great. I will also post a link to my videos each time I upload them if u would like?

I am trying to do LPs of mods for DF, ones that interest me anyways. And this mod seems interesting ^_^

Ne ways thanks nonetheless and the mod looks a lot of fun cant wait to try it out and LP it .... when I have free time :(
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Deon

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #25 on: April 18, 2011, 07:18:21 pm »

I can't wait to see your LPs of this :).
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #26 on: April 18, 2011, 09:55:50 pm »

Dude is it ok If I also do an LP on this mod? If so that would be great. I will also post a link to my videos each time I upload them if u would like?

I am trying to do LPs of mods for DF, ones that interest me anyways. And this mod seems interesting ^_^

Ne ways thanks nonetheless and the mod looks a lot of fun cant wait to try it out and LP it .... when I have free time :(

Absolutely, have fun with it!  I'd be happy to post the links on the main post(s) if you get something going with that.

Also, an update...  I was busy today, but I did manage to get the raws written for transmutation.  I'll be playtesting that over the next few days - hopefully the 1% chance of a "disastrous conflagration" will work as intended. 

I also discovered that the bucket component of alchemy labs will degrade over time - which kind of surprised me, because I didn't even know buckets COULD degrade over time.  The problem seems to only apply to wooden buckets.  If the bucket gets too damaged, the workshop deconstructs itself.  I have no idea why this happens, but using metal buckets seems to solve the problem.  I guess the hazardous radiation blasts have a negative effect on the cell walls of the wood.

Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #27 on: April 18, 2011, 10:00:53 pm »

Wouldn't that be nice?

Too bad there is no [RADIOACTIVE] tag anywhere that I know of... otherwise my Dwarves with their Pitchblende Magma-reactors (DWR with magma in pitchblend.  All madscientistship is of the dwarfiest quality) would be d-e-a-d dead.

Could it have something to do with the Ether? It does have a syndrome.  Or maybe the temperatures of some of the components are causing it.

Or possible it has to do with the failure rate.  You have lots of accidental byproducts... some that explode.  I'm thinking that might cause damage to the wood.
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #28 on: April 18, 2011, 11:12:36 pm »

Could it have something to do with the Ether? It does have a syndrome.  Or maybe the temperatures of some of the components are causing it.

Or possible it has to do with the failure rate.  You have lots of accidental byproducts... some that explode.  I'm thinking that might cause damage to the wood.

The things I really want are...

1) a percent chance of an ITEMCORPSE (currently not possible)
2) a way to transmit a syndrome through a wound inflicted with a weapon (poison or a new SYN_CONTACT tag that works with metals)
3) "positive" syndromes (i.e. speed boost)
4) a way to get an object to give off a gas without having to boil away (currently not possible)

But alas, these things are a pipe dream until Toady the Great introduces new tokens.


Ether's syndrome doesn't work because it isn't a contaminant (the syndrome isn't bugged, there's just no way for it to be contracted).  It was intended to be created in alchemy, made into a weapon, and then make that weapon cause a syndrome when striking certain creatures, but technical limitations prevent this from working in the current version.  Courage oak was designed with a similar idea in mind, but was axed for the same reason - I did not leave the syndrome tokens in for that one, though.

All of the exploding byproducts (read: all of the byproducts without exception) do so at room temperature.  The syndromes for these work by inhalation, though they vary in effects, name, and severity depending on which one was produced.  The syndrome from a minor alchemical failure is not very harmful, while the syndrome from a cataclysmic disaster is, if not immediately lethal, severe enough to warrant some serious health problems.  Hazardous radiation is one of these byproducts, which causes nausea and fever (if I remember correctly) and has a small chance of instantaneous death.  There are others - some more and some less severe, but I'll leave you to speculation (or just digging through the raws).  Transmutation adds another three of these byproducts to the mix. 

One of these byproducts, the rare "disastrous conflagration," creates a stone with a boiling point of 12000 (ish) and a fixed temperature of just above that.  In theory, it should explode when created, lighting everything flammable within range (i.e. the alchemist) on fire, or at least causing some serious burns.  I have not tested this yet, unfortunately.  Other possible byproducts are a bit more traditional, following the explode-on-creation-get-inhaled-cause-syndrome model - though some of these new syndromes are quite amusing.

Alchemy is one of the mod's most interesting concepts, in my opinion.  I have been able to use it to justify a good number of easter eggs, and even to form a rudimentary sort of "tech tree."  I have juggled around the concept of making certain new workshops that require rare alchemy reagents as a form of dwarven "technological advancement."  For example, make a megabeast that drops a unique toy as its corpse, and require the toy for an alchemy reaction for an "invention," then require the unique product of that alchemy reaction for construction of a new workshop with unique reactions of its own.  As cool as this sounds in concept, I realize that I am treading dangerous ground.  I want to be careful not to turn something fun into something frustrating, where people feel that they need to acquire a hard-to-build workshop and that everything that makes that workshop hard to create is a roadblock to their progress rather than a hidden, fun, unique opportunity.  All of these ideas are very much within my ability to create, but I would love to get some feedback on this concept before I consider moving something resembling a tech tree forward.
« Last Edit: April 18, 2011, 11:28:04 pm by narhiril »
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #29 on: April 18, 2011, 11:24:48 pm »

I love the concept, especially the fact that it seemed to be mechanical in nature.  Not so hot on the name, as it brought back memories of a certain comic book.  I'd actually love to see more stuff like this, as it's one of the shining elements of the mod, in my opinion.  I haven't been able to see it in action, but I read the code.  I spoiler myself every time in the hopes of making a bug-free version of the game for my own usage ;)
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