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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403056 times)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1020 on: November 25, 2011, 10:09:00 am »

Aye, spiders are something I like to see in dwarf fortress. I think I'll even do my own bit of modding to get some.
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Fairin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1021 on: November 25, 2011, 11:55:25 am »

man you really like your spiders >:)

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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1022 on: November 25, 2011, 09:17:36 pm »

Free webbing, man.
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1023 on: November 25, 2011, 11:50:23 pm »

it's not really the spiders for me, i just like to have lots of industries going at full tilt and silk is, by far, the fastest way to get the clothing industry up (at least when you include the silkworms and webspinners i use). generally have forges churning out both war-gear and furniture/statues/chains at a prodigious rate, gemworkers slathering gems onto everything in sight, kilns and glassworks running day and night, and so on. although i *could* just buy out every caravan with prepared meals (which is kinda silly) i like having a variety to trade (which'll be handy when the caravan arc hits, some year down the road).
and i love decorating things with themed statues. mayor's office always gets statues of the mayor or statues of dwarves doing things for the fortress (the last fortress actually had statues of goblins and elves being killed, goblin and elf skulls, and a tame dragon in the mayor's office). and, now that we've got the religious stuff going on, i build temples, decorated with statues of the deities, for my priests to live and worship in. all the altars and shrines and the temple of fire go in these, themed, if possible. gods of fire and volcanos surround the temple of fire, for example. for me, this'll get even more fun once we get more temples, partially since i read legends mode and try to pick civs with the most interesting deities

my current one has the following:
god of jewels and minerals (standard, boring)
god of darkness
god of light and fortresses (i *almost* chose a civ that had a goddess of darkness and fortresses)
god of wealth (standard, boring)
god of nature, the sun, fire, and metals (sort of odd portfolio, but i can see how they go together in that order)
goddess of disease, death, and war (she's skeletal, and the second most popular deity in the fort)
god of mountains (standard, boring)
god of water
goddess of festivals (oddly, most of her worshipers also worship the death goddess)
goddess of discipline and labor
goddess of murder

i've had much, much odder pantheons, but this post is prob'ly long and dull enough, already. with no real purpose, either
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1024 on: November 26, 2011, 12:02:42 am »

and i know it's generally bad form to double post like this, but this one is actually lfr related, unlike the above. i finally did a more in-depth poking around in the meowkin raws and saw that they're marked as fishers, but don't have the two fishing-related tags that allow them to bring you fish (i'd sorta been irked that all they bring is plants since cats are carnivorous). said tags are:  [RIVER_PRODUCTS] and [OCEAN_PRODUCTS]. dunno if this was intentional or not, so figured i'd just mention it
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1025 on: November 26, 2011, 09:53:30 pm »

there's always the possibility of incense, too, plant and/or mineral based. incense is very often associated with various religious ceremonies. maybe require certain rituals to burn some types of incense to work, and the burning of it releases...i dunno, a cloud that makes your priest sleepy? disoriented for a bit?

Perhaps using incense for rituals will have better chances of success or better results? (Although this means a lot more custom reactions)
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fire1666

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1026 on: November 27, 2011, 12:45:20 pm »

hello there i loe this mod but i need some help with somthing.
im trying to edit the entity file for the void walker to alowme to play as them during FORTRESS mode, here is the contence of the file below
Spoiler (click to show/hide)
please help D:
also when i do embark as them (since i can play as them) i canot have any squands or useless people nobles like milita commanders, can somone tell me whats wrong?
also i dont like repeting my self but i love this mod! keep up the GOOD work! :P

dont worry its fixed now, sry for wasteing time
« Last Edit: November 27, 2011, 12:58:49 pm by fire1666 »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1027 on: November 27, 2011, 01:42:33 pm »

and i know it's generally bad form to double post like this, but this one is actually lfr related, unlike the above. i finally did a more in-depth poking around in the meowkin raws and saw that they're marked as fishers, but don't have the two fishing-related tags that allow them to bring you fish (i'd sorta been irked that all they bring is plants since cats are carnivorous). said tags are:  [RIVER_PRODUCTS] and [OCEAN_PRODUCTS]. dunno if this was intentional or not, so figured i'd just mention it

Good catch (lol puns), this is an oversight.  Fixed for next version.

Pan, your ideas for incense and such have not gone unnoticed, but this weekend has been hectic.  The only thing I'll be burning today is calories from turkey day - and maybe a relative or two.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1028 on: November 27, 2011, 07:26:09 pm »

Pan Astianax, your ideas for incense and such have not gone unnoticed...

My idea was that we be able to plant plants that can be processed into wood. (obtain the technology [seeds] via tech tree)
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trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1029 on: November 27, 2011, 08:07:21 pm »

I was looking through Legends mode on a new world today, and wow:

Spoiler (click to show/hide)

That war that they're locked in with the dwarves has lasted more than eight centuries, and nearly every encounter has ended like that, even when the trolls were drastically outnumbered.
I think I might make a community fort on this world if anyone is interested because I really dig the history.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1030 on: November 27, 2011, 10:07:34 pm »

Anything to do with megalania, i wonder?
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trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1031 on: November 27, 2011, 11:00:53 pm »

Nope, it happened dozens of times, regardless of war beasts. I actually did go ahead and start a succession fort and there are some more examples of their history in the introduction. (Totally not shameless advertising :P)
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Seriyu

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1032 on: November 27, 2011, 11:37:42 pm »

Well bog trolls do have NOPAIN and NOFEAR so that could be skewing worldgen numbers in weird ways. If it takes them into account anyway.

astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1033 on: November 28, 2011, 08:26:33 pm »

my current world has a voidwalker civ that's currently at war with the bog trolls, goblins, and nephilim in the area. i like to think that'll make things really interesting once i start getting ambushes and sieges and such. saw this in legends and decided to plop my dwarves (whose home civ is on an island and at war with the meowkin, the only other residents of that island) in the middle of the action
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1034 on: November 30, 2011, 01:37:34 pm »

In case you guys have been wondering, I've spent the majority of my LFR development time his week working on another "plug-in" feature - the shedim, which use a LOT of custom body parts and plans.  Originally intended to be a feature of the mod, I was forced to cut them due to lack of definable caste-level graphics and diplomatic relations (they horribly overpowered almost everything else unless EVERYONE was at war with them, but I can't force that to happen as of right now).  I'm basically going back and re-writing the raws from scratch, as the original shedim raws (used for tests) were little more than tweaked humanoids of varying sizes and strength, lacking any real personality.

The new ones are coming along, despite the disappointing lack of caste-level graphics.  I've got them ironed out to the point where vibrants and currants are both testable - the currants are very fast (not quite as fast as nephilim though), but lack the size, stamina, or grasp ability of the vibrants.  As shown in the concept art, the "head tail" on the back of their skulls is a fully functional, severable body part.  I am currently working on discordants, which are weaklings, but carry breath attacks and use a slightly different "two-tailed" head part.  I anticipate that these will come along pretty smoothly. 

The fun really starts one step up from there, where I have to make ah tels with their four blade arms, which use a highly modified "claw" as a blade - I have some idea of how to do this, but I'm sure some unexpected kinks will come up that I need to iron out.  Then, I can get to balancing, which is going to be a headache for such a mixed group of units, but a headache that I am determined to suffer through.

Currently (planned) lineup for the first test release of this component will likely end with ah tels.  The castes larger than those are going to take a lot more work to balance and write.  Without their capital units, they might even be playable as-is without the diplomatic changes I desire, although the inability to give them caste-level graphics is extremely frustrating to me.

---

For those of you not particularly interested in that development, I thought that this time I've spent messing with body parts and such might be a good opportunity to look back over the aging creature files for LFR's other civs.  Voidwalkers in particular could use some work to make them appear more insectoid in origin, like the concepts.  I wrote those raws so long ago that I'm sure I can find some things I did that were not necessarily "wrong," but not as well done as they could have been.  It also gives me an opportunity to lay some groundwork for future developments there. 

Also, expect some future ability for the dwarves to reverse-engineer voidwalker ammunition to some extent.  I haven't quite decided which tech tree or what tier I plan to include this ability in, but it will make your artifact fungiwood void energy projectors (which I seem to get all the time) worth something someday.  The tech trees are getting to a stage where I can justify more and more creativity - and I like to think that's a good thing.

As some of you may already be aware, LFR will be integrating bdog's wheelbarrows as a feature in future iterations.  Head on over to that thread for some idea of the basic premise.

That's all for now.
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