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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


Pages: 1 ... 137 138 [139] 140 141 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403928 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2070 on: April 13, 2012, 12:23:48 pm »

I might be crazy, but I just patched the game to be 64 bit compatible and I'm now genning a large, 10,000 year history world. This will be potentially awesome to adventure through :D

I have never tested LFR on that kind of scale, so I'm curious to see who survives worldgen.  I'd love to see a region sites and pops dump for that world.

I was a bit surprised in the poll to see the shedim performing so poorly...  then I read through my development notes and noticed that it might be because I haven't officially released them yet.  Oops.  Oh well.

Right now, I'm working on a creature that can create illusionary copies of itself, among a handful of other abilities.  That ought to be interesting.  I'll post pictures as soon as I get it all working.  I might even be able to weave that ability into a new secret.  This version already has one new secret, but I can try to get another in there.  After this is done, I'll be finishing up the ah haleel, and we're looking at a release within the next week or so.

The changelog here is massive; I can't wait to finish it.  This is probably the biggest update since the tech tree was first added.
« Last Edit: April 13, 2012, 12:30:50 pm by narhiril »
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2071 on: April 13, 2012, 12:34:29 pm »

I'll upload the logs and post them here when its done. 2500 years in so far but I doubt every civ will survive. I've generated lots of 1000 year worlds and it usually takes me 2-3 tries to have both goblins and bog trolls live that long.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2072 on: April 13, 2012, 01:41:03 pm »

I just got finished with a really bizarre !!SCIENCE!! experiment.  I was trying to rework frigid zingers.  Some of you may remember these guys from very early releases - they exploded in clouds of freezing gas that didn't really do anything due to no significant exposure time.

Well, using the interaction system and some modified materials, I was able to get them to do something really bizarre.  By abusing the SPEC_HEAT token, I was able to get them to cause localized ice storms that actually persist for some time after their death...  As in, the zinger dies, explodes, and then a bunch of blasts of freezing air come from the spot where it died for about ten seconds or so.  It only works because of the temperatures I'm working with, but it's pretty damn cool (pun intended).  It would only take me a couple of minutes to implement a "frost dragon" and/or "frost wyvern," so I'm going to go ahead and do that now.

Also, in case it isn't obvious, I'm bringing frigid zingers back.  Be careful with them, they're loose cannons.

... And I guess this means that I'll need to finish the tempimmune tissues in the same way I did for the fireimmune ones.  Bugger.  Oh well, it has to be done at some point.
« Last Edit: April 13, 2012, 01:44:41 pm by narhiril »
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2073 on: April 13, 2012, 04:59:04 pm »

narhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2074 on: April 13, 2012, 05:18:46 pm »

Quote
narhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.

Only the grunts have been implemented, I think. So pretty week. The stronger ones are probably coming in the next huge release.
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2075 on: April 13, 2012, 05:20:00 pm »

Quote
narhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.

Only the grunts have been implemented, I think. So pretty week. The stronger ones are probably coming in the next huge release.

I guess that would explain it. I went "oh crap" when I saw it was a shedim siege and was about to initiate fortress lockdown when I saw the guards dispatching them.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2076 on: April 13, 2012, 06:30:02 pm »

Quote
narhiril, how strong are the shedim supposed to be? Because I just saw an entire siege force being destroyed by 2-3 nephilim caravan guards.

Only the grunts have been implemented, I think. So pretty week. The stronger ones are probably coming in the next huge release.

i think that shedim sieges are a way for the RNG to potentially completely doom you:

siege full of grunts? no problem.

siege full of ah haleels? pain and suffering for your military...

thats how i see it
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2077 on: April 13, 2012, 08:45:22 pm »

Man, I am busy with building guides and sprites... then travelling and making this simple batch/tradegood/music system, and you really go ahead with the interactions. I am real curious how your next version will look, especially with the limb-dropping, transmuting, friendly spiders. :)
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nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2078 on: April 13, 2012, 09:33:21 pm »


I was a bit surprised in the poll to see the shedim performing so poorly...  then I read through my development notes and noticed that it might be because I haven't officially released them yet.  Oops.  Oh well.

My copy is rather... extremely unstable. adventurer mode megabeasts that melt DFs process? CHECK. random crashy-ness? hyes. my awesome save apparently corrupted (still unsure) check-ish.

However, on my awesome save, i was attacked  by shedim, some currants and vibrants. Three weapons traps, and four hunters, and a mason with a crossbow fought them off. Nothing more satisfying than seeing a currant rush my hunters, and then have body parts fly EVERYWHERE as he hits a ten-obby sword trap. But... yeah. any idea why its so unstable? im using LNP.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2079 on: April 13, 2012, 11:25:44 pm »

Quote
My copy is rather... extremely unstable. adventurer mode megabeasts that melt DFs process? CHECK. random crashy-ness? hyes. my awesome save apparently corrupted (still unsure) check-ish.

However, on my awesome save, i was attacked  by shedim, some currants and vibrants. Three weapons traps, and four hunters, and a mason with a crossbow fought them off. Nothing more satisfying than seeing a currant rush my hunters, and then have body parts fly EVERYWHERE as he hits a ten-obby sword trap. But... yeah. any idea why its so unstable? im using LNP.
\

Did you use raw only of prepackaged? I would suggest re-downloading it, and if it is still buggy use the other download. I have not been playing as much as I usually do, but personally have not received many crashes myself.
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nukularpower

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2080 on: April 13, 2012, 11:53:20 pm »

I just got finished with a really bizarre !!SCIENCE!! experiment.  I was trying to rework frigid zingers.  Some of you may remember these guys from very early releases - they exploded in clouds of freezing gas that didn't really do anything due to no significant exposure time.

Well, using the interaction system and some modified materials, I was able to get them to do something really bizarre.  By abusing the SPEC_HEAT token, I was able to get them to cause localized ice storms that actually persist for some time after their death...  As in, the zinger dies, explodes, and then a bunch of blasts of freezing air come from the spot where it died for about ten seconds or so.  It only works because of the temperatures I'm working with, but it's pretty damn cool (pun intended).  It would only take me a couple of minutes to implement a "frost dragon" and/or "frost wyvern," so I'm going to go ahead and do that now.

Also, in case it isn't obvious, I'm bringing frigid zingers back.  Be careful with them, they're loose cannons.

... And I guess this means that I'll need to finish the tempimmune tissues in the same way I did for the fireimmune ones.  Bugger.  Oh well, it has to be done at some point.

Is there a graphical effect for the "frost burst" or w/e?
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nekronuke

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2081 on: April 14, 2012, 12:18:04 am »

i've been using the raws only (installed into LNP) this map seems stable, hopefully stays that way
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2082 on: April 14, 2012, 01:11:05 am »

Wow so this world ended up with a lot more populations than I expected.

Code: [Select]
Civilized World Population

22876 Bog trolls
16644 Lizardmen
38732 Meowkin
16304 Nephilim
33137 Dwarves
16587 Humans
44607 Elves
32827 Goblins
541 Kobolds
51066 Voidwalkers

Total: 273321

Nothing died out :D There's at least 30 dragons but according to the site list no cave has less than 800 inhabitants. Which could make adventuring interesting to say the least.

Here's the full file.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2083 on: April 14, 2012, 01:46:42 am »

Any plan to add graphics to the many creatures that don't have one? I think even wolverine don't have a graphic right now, I would not mind if they used anything, even leopard sprite...
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2084 on: April 14, 2012, 02:41:13 am »

I've been pondering for a time on the use of a research system a lot like the taming knowledge that dwarves collect through animal interaction.
It's most likely impossible or just not feasible at the current time, but I'll give some of my thoughts anyway.

It would be neat if alchemical tasks adding slowly to the overall alchemical knowledge of certain elements or forces, say you get lucky and get 2 ethereal reactions right off the bat, your alchemists would learn more about the process of pulling ether from the void and you might have better luck with it, perhaps at enough research poured in, the ability to specifically use a reaction to search for ether.
The same could be for other tenets of dwarven research, from the production of bayonets to the magnetic dart launchers, or delicious, Delicious robotics. If they were randomly generated with the civilizations, albeit with a cap (Nobody who knew exactly how to make the things moved on, only those who may have been involved in the process or used them); Knowledge of their existence is present but not much about making them.
That gives a bit of headway into the pursuit of science, at least for one or two areas, without having to cause some sort of breakthrough to gain access to them (Like the slabs of hastily chiseled, etc) which could be specifically to unlock research areas entirely untouched.

The idea would be that alchemy experiments and the like produce results, which are filed away until a breakthrough is made, the breakthrough officially adds that section of Science to the research pool, and additional dabblings in that area slowly raise your fortress' knowledge of it. Robotics might rise up to General familiarity (They stopped trying to kill us) and you as a result, have better luck building them or possibly access to more designs.

Those are my initial thoughts anyway, I might add more to it later, if everyone doesn't completely hate it. :3
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