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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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Author Topic: Defunct Thread, Please Lock  (Read 8722 times)

narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #30 on: April 18, 2011, 11:45:34 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 ;)

You're going to love "sentinel core research."  Plus, I always thought that machinery and invention needed a bigger role in dwarven society - maybe not a dominating role, but definitely a role.

The theme of the mod is that 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.


ADDENDUM: Adding that description to the front page.
« Last Edit: April 18, 2011, 11:47:07 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 #31 on: April 19, 2011, 12:00:15 am »

... chills, man... goosebumps...

I love it ;)
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I like fortresses because they are still underground.

Deon

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #32 on: April 19, 2011, 01:33:21 am »

Strike the earth, but be prepared for the earth to strike back.
Oh man, it summarizes DF on so many levels... The main game should definitely have this line :).
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Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #33 on: April 19, 2011, 05:06:44 pm »

Wait wat? I have to actually add this stuff into my own DF game/folder? :(

I was hoping it was just a mod where I Downloaded the mod and could play it straight away and not mess around with some of the raws etc of the original game :(.

Maybe that could an improvement? Am sure a lot of ppl out there are like this too
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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 #34 on: April 19, 2011, 05:25:21 pm »

Wait wat? I have to actually add this stuff into my own DF game/folder? :(

I was hoping it was just a mod where I Downloaded the mod and could play it straight away and not mess around with some of the raws etc of the original game :(.

Maybe that could an improvement? Am sure a lot of ppl out there are like this too

I don't mean to sound condescending, but I really think it's more of a nuisance to make people with slower internet connections download the entire game again when it's much faster and easier to just copy the folder on their local machine.  But I suppose a compromise is the best solution - I will post a full copy of Dwarf Fortress 0.31.25 with LFR already installed.  Expect an edit with a link in a few minutes.

EDIT: And here we are.  LFR 0.10d Pre-Installed
« Last Edit: April 19, 2011, 05:37:34 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 #35 on: April 19, 2011, 05:30:51 pm »

Thank you very much dude ^_^

I could have done that lol :P Didnt actually think of that hahahahaa.

And yeah I can understand the whole thing about, sometimes it's better to actually make it a smaller file for ppl with slower net connections. And yes some ppl dont like lots of folders, I for one dont care :P

Ne ways I look forward to playing this mod soon. Will prob get some LP recorded tonight for it
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The local scottish drunken dwarf
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #36 on: April 19, 2011, 05:33:37 pm »

If you do have the full install, PLEASE be sure to have the separate option of raw-only installation? Some of us dislike downloading the whole damned thing just to extract one folder out of the .zip.
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #37 on: April 19, 2011, 05:39:26 pm »

If you do have the full install, PLEASE be sure to have the separate option of raw-only installation? Some of us dislike downloading the whole damned thing just to extract one folder out of the .zip.

No worries, the original raw-only version isn't going anywhere.  I'll just link both on the front page and update both for new versions.  I'll probably need to get a Phoebus, Mayday, and ASCII version up later on down the road, but for now, the Ironhand pre-installed one is up.  Adding it to the front page.

Ult1mara

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #38 on: April 19, 2011, 05:42:47 pm »

Thank you very very very much man ^^

It's always nice when modders actually help out the ppl who play their games, sorry for any hassle I may have caused :(
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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 #39 on: April 19, 2011, 05:45:43 pm »

Thank you very very very much man ^^

It's always nice when modders actually help out the ppl who play their games, sorry for any hassle I may have caused :(

No need to apologize, mate, I see where you're coming from.  If your suggestion gets one more person playing and enjoying the mod - even if it's yourself - I consider it a productive use of my time.  Especially because I hope to get into the industry some day, and the industry in general seems to be pretty inept at solving these sorts of problems on any sort of reasonable time frame.  But I won't mention certain game companies by name (bay12 is certainly not one of them).

I really try to incorporate feedback and suggestions, though bear in mind that I am just one person, and finals week is coming up soon.  Rest assured, though - I have no intention of abandoning something that I have put so much time into.  I finish what I start, even if that means there will be a LFR version 0.87a, with every in-between version, somewhere down the line.  In fact, barring any unforeseen absences (i.e. zombie apocalypse takes down the internet for a decade), when support for this mod stops without any explicit indication of a cause, you can safely assume that I probably died.

If this happens, there should be an ITEMCORPSE, but this is untested.
« Last Edit: April 19, 2011, 05:59:16 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 #40 on: April 19, 2011, 05:59:42 pm »

Suggestions?

You've played TES games, yes?

Dwemer.  Or at least what they were capable of, circa the Imperial investigations that took place in the Redguard game.
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #41 on: April 19, 2011, 06:03:32 pm »

Suggestions?

You've played TES games, yes?

Dwemer.  Or at least what they were capable of.

I'll need some new tokens before I can get a testable version of boots of flying.  Don't worry though, I'm currently pestering the suggestions forum for some of these. 

On a side note, damascus sentinels drew some inspiration from dwemer constructs (also movers from Homeworld2 and Caridin from Dragon Age).  I plan to slowly leak some more details on these creatures and their makers as it becomes appropriate and as new tokens allow new ideas to take shape.  The voidwalkers are involved, but I will not tell you anything more than that at this time :P

You could try asking them, but you might get some *steel bound void energies* in the face.
« Last Edit: April 19, 2011, 06:06:38 pm by narhiril »
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Orangebottle

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #42 on: April 22, 2011, 12:04:12 pm »

At first I was rather disappointed that this wasn't a Forgotten Realms mod. Then I saw the weapons.


<3

I love the artifact weapon idea.
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Jeoshua

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #43 on: April 22, 2011, 01:37:27 pm »

I don't know if this qualifies as a bug but:

Nephilim means "Giant".  In their creature file, their [BODY_SIZE] is only 50000, which is 10k less than a Dwarf.  So they're not giants, they're actually midgets even by Dwarven standards.  So they also die quickly in a higher savagery world.

Also, they don't even live as long as Humans do, having a maximum age of 90.  This doesn't jibe with the stories of the ancient, wizened kings from the Bible.
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narhiril

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Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.10d
« Reply #44 on: April 22, 2011, 03:38:31 pm »

I don't know if this qualifies as a bug but:

Nephilim means "Giant".  In their creature file, their [BODY_SIZE] is only 50000, which is 10k less than a Dwarf.  So they're not giants, they're actually midgets even by Dwarven standards.  So they also die quickly in a higher savagery world.

Also, they don't even live as long as Humans do, having a maximum age of 90.  This doesn't jibe with the stories of the ancient, wizened kings from the Bible.

"Nephilim" approximately means "fallen."  In some old biblical texts, they are referred to as giants, while others refer to them as apostates or the offspring of angels and humans.  While the latter two are less commonly accepted, the inspiration for this race is drawn from those concepts.

However, you are right about them being a bit small.  I have beefed them up to 90k (I believe humans are 100k, voidwalkers are 110k, bog trolls are 290k, lizardmen are around 70k and meowkin are very small, around 45k if I recall correctly) and pumped their max age up to 150:190.  I should note that the bog trolls are quite challenging compared to vanilla, and you would be wise to have some traps and military ready at the end of the first year.  I haven't had a chance to play around with the voidwalkers much, but they won't even bother looking at you until your population and wealth are pretty high (over 100 dwarves, I don't remember the exact number).  Nephilim are more of a mid-tier enemy.


On a side note, v0.11 is almost done


There are a few quite amusing easter eggs that I can't wait for people to discover.  Speaking of which, if anyone gets a "mood weapon," I'd love to see some screenshots.  So far, I've gotten a trailing skirt artifact (voidwalker clothing), but no new weapons yet, though I barely have any time to play the mod much myself at the moment.

Magma casters and labs are finished, as are new weapons, transmutation, and a few minor quirk/bug fixes (including the bug with shearer/spinner not gaining levels).  Transmutation will allow you to take excess plants and perform !!SCIENCE!! on them, possibly creating new and rare seeds not otherwise found in your biome or caravans.  As with alchemical experiments, transmutation has some other possible outcomes - some of which are pleasant, some of which are not.

I have added pigeons to the game as common wildlife for your hunters to shoot at.  They are small, but easy to kill and plentiful.  There is an easter egg related to this creature, but you'll have to stumble across it yourself.  It's really amusing - I can't wait to do the graphics for it.  Like another easter egg related to walruses (which I don't think anyone but Jeoshua has discovered yet, and he cheated by looking at the raws), this one is highly humorous, but is rare enough that it won't detract from gameplay.

Seeing as there's a high demand for more materials, I'm going to go ahead and push through a new metal.  White gold is a crafting alloy, made from one bar of gold and one bar of nickel.  It is slightly more valuable than the sum of its parts.  While this metal is here to stay, it will be supplemented in v0.12 by some more metals of a more alchemical nature.  I have some really interesting plans for this concept, so stay tuned.  I am also adding a new gemstone to mithril veins/clusters - but be aware that this gem is quite rare.

All I've got left to do besides that is a few spoiler-related graphics, and the graphics for a new megabeast - the manticore.
« Last Edit: April 22, 2011, 03:47:09 pm by narhiril »
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