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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 403268 times)

globul

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1290 on: February 05, 2012, 12:06:00 am »

Hi,

It's my first message here, just to say I really enjoy this mod, and I am looking forward playing v0.15. Here are two nice artefacts that my dorfs built in my current fort:
Spoiler (click to show/hide)
and
Spoiler (click to show/hide)

A few remarks on the mod: I noticed prismatic essence has a value of 15, whereas dimple and emerald dye have value of 20 (I think). Should prismatic essence be the highest value dye?

Also, courage oak seems to be more valuable than common woods by several orders of magnitude. As a consequence, entire caravans can be bought from the products of a certain ritual
Spoiler (click to show/hide)
If this product were made out of widow's tears, it would make it more useful, because of increased density, and less valuable at the same time. Well... Maybe it would make it too powerful...

Anyways, thanks for your mod!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1291 on: February 05, 2012, 01:50:11 am »

Consider it done.  Lizardmen will now (0.15b) siege when your population hits 20.  They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming.  If they need any more tweaks after a test, I'll post information about them.

Ah, great. Early attacks always make things more interesting, and other than the free loot, it gives us a reason to use those early weapon getting reactions in the ritual tech tree.

I'm currently starting a new fort. Where in the raws shall I edit (and with what) to make the lizardmen attack when my population hits 20?

entity_lizardmen

   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]

Hi,

It's my first message here, just to say I really enjoy this mod, and I am looking forward playing v0.15. Here are two nice artefacts that my dorfs built in my current fort:
Spoiler (click to show/hide)
and
Spoiler (click to show/hide)

A few remarks on the mod: I noticed prismatic essence has a value of 15, whereas dimple and emerald dye have value of 20 (I think). Should prismatic essence be the highest value dye?

Also, courage oak seems to be more valuable than common woods by several orders of magnitude. As a consequence, entire caravans can be bought from the products of a certain ritual
Spoiler (click to show/hide)
If this product were made out of widow's tears, it would make it more useful, because of increased density, and less valuable at the same time. Well... Maybe it would make it too powerful...

Anyways, thanks for your mod!


Good catch here.  Both of these are issues - material value for prismatic essence should be 35, and courage oak javelins will be replaced by widow's tear ones in the next version.

Imp

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1292 on: February 05, 2012, 02:37:26 am »

I just used a shrine for the first time, a greater ritual of shelter.  I got what felt like a wealth of items back!  6 different things across 3 item types - varied and unexpected enough that I could use them as a communication from the gods to attempt to puzzle over and figure out what the heck my character's answer was.

Your mod is random enough to be used for some significant improv!

I so deeply want more of this sort of thing, on all different sorts of levels.  Could you give us runes, knucklebones, or stick lengths to cast that 'create' the pattern of one or several images when used (like engraving, but without history details, simply the simpler images and patterns), that could perhaps be dismanted back into their original fortune telling form for future uses?

We can simply 'make up' what we see in the games we play and the stories we tell, but to have the game share in what is made up makes ever so much difference - my imagination soars with things like these, it is not unlike the effortlessness of a bird soaring across the sky on thermals, compared to that bird working so hard to fly on a breezeless day
« Last Edit: February 05, 2012, 02:39:25 am by Imp »
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1293 on: February 05, 2012, 07:53:12 am »

For the earlier person talking about precision tools, here is another way everyone is overlooking:

Greater ritual of knowledge - takes 10 cloth, can produce magma-safe barrels, bins, buckets, mechanisms, a recipe for cheese (very rarely), and precision tools (very rarely).
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1294 on: February 06, 2012, 01:43:59 am »

You did not fix pets/tamable creatures in this mod? I captured a Giant Rat, and I have a dungeon keeper, the rat is in the cage but I can't select him for taming by the tame large animal job at the kennel.
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1295 on: February 06, 2012, 08:23:24 am »

No idea about your predicament, simonthedwarf.

Narhiril, wouldn't it be interesting for engravers to engrave about the Gods? I believe this sort of things can be possible the same way you have the
Spoiler (click to show/hide)
easter egg.
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simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1296 on: February 06, 2012, 09:11:42 am »

I've solved most of them through modding myself, but I'd like to point out very solemnly that orichalum and a very low chance reaction product being crucial to 2nd advancement of tech tree and it being very random whether or not you find any damascus sentinels for the 3rd makes for extremely annoying gameplay. Your mod is great Nahir but you should make it a bit easier to advance. For instance I do not think it would be a bad idea for damascus sentinels to be sieging from the underground or be a little more frequent. Just my 5 wealth.
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1297 on: February 06, 2012, 09:19:24 am »

anyone got some pointers on how I can change the prayer for shelter reaction to add more wood, more frequently?
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1298 on: February 06, 2012, 10:12:14 am »

For some reason, this version of LFR, I keep getting kobold blood tracked all over the damn place. It never happened in the previous version. Dwarves constantly going to 'Clean Self'. Anyone got any idea why this keeps happening?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1299 on: February 06, 2012, 10:27:31 am »

No idea about your predicament, simonthedwarf.

Narhiril, wouldn't it be interesting for engravers to engrave about the Gods? I believe this sort of things can be possible the same way you have the
Spoiler (click to show/hide)
easter egg.

They already engrave images of minions of the Old Gods, but these tend to be rare as they depend heavily on preferences.  The list of shapes for a dwarf to prefer is a hell of a lot shorter than the list of creatures, so nyan cats seem to pop up a lot more often.  I can very easily add to this category, and symbols and images of Old Gods seem like a very appropriate idea.


You did not fix pets/tamable creatures in this mod? I captured a Giant Rat, and I have a dungeon keeper, the rat is in the cage but I can't select him for taming by the tame large animal job at the kennel.

I do my best not to touch stock raws with LFR for compatibility reasons.  Removing the [PET_EXOTIC] tag and just putting in [PET] instead is a good fix for this problem, but I have not done this by default because I would rather allow users as many cross-compatible mod opportunities as possible.


I've solved most of them through modding myself, but I'd like to point out very solemnly that orichalum and a very low chance reaction product being crucial to 2nd advancement of tech tree and it being very random whether or not you find any damascus sentinels for the 3rd makes for extremely annoying gameplay. Your mod is great Nahir but you should make it a bit easier to advance. For instance I do not think it would be a bad idea for damascus sentinels to be sieging from the underground or be a little more frequent. Just my 5 wealth.

Following my own recommended mineral settings, I have NEVER had trouble finding orichalcum, even without a reveal hack or anything of the sort.

As for the second tier...  the product you are looking for is either a 1% or 2% product of a documentation reaction, which I will admit, sounds VERY low, but you need to consider that while you are using training workshops, this reaction is basically free.  As few as two training workshops - a sparring partner and a morgue are both very easy to get up and running for extended periods of time - can run one documentation reaction on repeat indefinitely.  That 1% or 2% chance translates to a few products per year if you're doing hundreds of documentation reactions - all of which can be done completely input-free once it's set up.

I believe there is some confusion here regarding the third tier - damascus sentinels are NOT required to advance the tech tree at ANY stage.  Killing a damascus sentinel is a method of obtaining the precision tool kit you need for the first tier, which can ALSO be obtained by finding orichalcum or getting it from a greater ritual of knowledge. 

The third tier of the tech tree is unlocked with a rainbow diamond, which will pop up often if you're making hadrine (25% per reaction) or - if you happen to be breeding carbuncles religiously - you may get a nice little surprise.

anyone got some pointers on how I can change the prayer for shelter reaction to add more wood, more frequently?

reaction_ritual_t1

[REACTION:SAC_BASE_ONE]
[NAME:perform the lesser ritual of shelter]
[BUILDING:ALTAR_LFR:CUSTOM_S]
[REAGENT:A:5:PLANT:NONE:NONE:NONE]
[PRODUCT:50:1:SHIELD:ITEM_SHIELD_ASPIS:METAL:TIN]
[PRODUCT:2:1:HELM:ITEM_HELM_HELM:INORGANIC:MINOR_METAL_OF_VISTHEL]
[PRODUCT:10:1:WOOD:NONE:PLANT_MAT:WIDOW_TEAR:WOOD]
[PRODUCT:10:1:WOOD:NONE:PLANT_MAT:OAK_COURAGE:WOOD]
[PRODUCT:5:1:ROUGH:NONE:INORGANIC:RUBY]
[PRODUCT:12:1:BOULDER:NONE:INORGANIC:CURSE_GENERIC]
[SKILL:CONCENTRATION]

The bold number is percent chance.


For some reason, this version of LFR, I keep getting kobold blood tracked all over the damn place. It never happened in the previous version. Dwarves constantly going to 'Clean Self'. Anyone got any idea why this keeps happening?

Not a clue, and I haven't been able to reproduce it.  Check your d_init file and make sure you have

[WALKING_SPREADS_SPATTER_DWF:NO]

If that isn't the issue, I'll be happy to take a look at the save.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1300 on: February 06, 2012, 10:40:40 am »


Not a clue, and I haven't been able to reproduce it.  Check your d_init file and make sure you have

[WALKING_SPREADS_SPATTER_DWF:NO]

If that isn't the issue, I'll be happy to take a look at the save.

Walking spread spatter is on 'No'. The dwarves are not tracking it everywhere, but are getting it on their feet all the time. When it rains and a drop hits a dwarf, the contaminant falls off and gets stepped on by other dwarves. Dwarves will get it on their feet. This causes them to try to clean it by cleaning themselves, dropping a pool of contaminant at the water source, and more dwarves track it on their feet, then clean themselves. I sort of don't mind, since bathing dwarves get a happy thought. But I'm afraid if there are battles, there will be some pretty big number of contaminants being tracked around and the FPS will be an issue.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1301 on: February 06, 2012, 11:32:03 am »


Not a clue, and I haven't been able to reproduce it.  Check your d_init file and make sure you have

[WALKING_SPREADS_SPATTER_DWF:NO]

If that isn't the issue, I'll be happy to take a look at the save.

Walking spread spatter is on 'No'. The dwarves are not tracking it everywhere, but are getting it on their feet all the time. When it rains and a drop hits a dwarf, the contaminant falls off and gets stepped on by other dwarves. Dwarves will get it on their feet. This causes them to try to clean it by cleaning themselves, dropping a pool of contaminant at the water source, and more dwarves track it on their feet, then clean themselves. I sort of don't mind, since bathing dwarves get a happy thought. But I'm afraid if there are battles, there will be some pretty big number of contaminants being tracked around and the FPS will be an issue.

Ah, I think I get it.  You are using SC, correct?  If so, the simpler clothing does not cover the feet, resulting in this happening until a dwarf cleans the contaminant itself off of the floor.  This actually is not an in battles because your soldiers will be wearing foot armor, which means they probably won't ever have to clean their feet.  If it becomes a crippling issue for either labor or FPS reasons, I'll do something about it, but right now I've not noticed any slowdown.

nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1302 on: February 06, 2012, 12:13:44 pm »

You did not fix pets/tamable creatures in this mod? I captured a Giant Rat, and I have a dungeon keeper, the rat is in the cage but I can't select him for taming by the tame large animal job at the kennel.

As far as this goes, its quite easy to install LFR into a Lazy Newb Pack install (just delete the vanilla raws from LNP and replace with LFR) and just disable exotic pets with the LNP option to do so, rather than manually editing the raws.  Also has the advantage of easy soundsense, dwarf therapist, and dfhack this way.  Still have to take out grazer tags manually though if you want pet elephants and such :/

But, just distributing it like that would be an option if you don't want to make/recompile a mod specific iteration of LNP, Narihil... or having an alternate download, or whatever.
« Last Edit: February 06, 2012, 12:16:44 pm by nukularpower »
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billybobfred

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1303 on: February 06, 2012, 02:48:04 pm »

1. I clicked the "other suggestion" button, and my suggestion is as follows: moar easter eggs plx

2. Is a carbuncle what I think it is?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1304 on: February 06, 2012, 02:59:03 pm »

1. I clicked the "other suggestion" button, and my suggestion is as follows: moar easter eggs plx

2. Is a carbuncle what I think it is?

Carbuncles make appearances in several fantasy universes, including (but not limited to) Puyo Puyo, Final Fantasy, and others.  It is based on a mythical creature from Latin American folklore.  The concept for carbuncles is pretty close to universal - small, furry creatures with large ears and gems on their foreheads.  The concept for empyrean carbuncles is loosely based on this little guy.
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