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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 402857 times)

SalmonGod

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #780 on: August 31, 2011, 11:40:50 pm »

telekinesis

ahem...

I think you mean telepathy.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #781 on: August 31, 2011, 11:58:48 pm »

telekinesis

ahem...

I think you mean telepathy.

He didn't.  My glass of iced tea just moved.

Might have been the dog running into the table again, though (my dog is a moron).

Narhiril, I'll be playing through a game now to get some screenshots for the main page, if that's OK with you. ;D

Sorry I missed this, yes, that's most welcome.

DaJonkel

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #782 on: September 01, 2011, 12:14:00 am »

Since this mod has kept me up till 5 7 in the morning for the last 2 5 days I'd figured I'd let you know how much I've been enjoying it.

Can't wait for the next release, allthough I haven't even managed to try all the current thingies yet. (since I'm one of those "oh one tiny thing went wrong, *RESTART*" players)
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- Protector of those who are always used in or are victim of dangerous experiments, random acts of violence, deliberate acts of unnecessary violence, unjust punishment by false blame of error, justed punishment by blame of trivial everyday stuff, oh and mythological species racism in general. (I help them with law stuff and filing basics forms, as claws, tentacles and whatnot can make that difficult... no forms no benefits, travel coverage, ect apparantly in this world *sigh*).

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #783 on: September 01, 2011, 04:31:25 am »

telekinesis

ahem...

I think you mean telepathy.

He didn't.  My glass of iced tea just moved.

Might have been the dog running into the table again, though (my dog is a moron).

 :'(  You two...

Why use livestock at all? Grazers, that is. Carnivorous animals have no upkeep. Buy yourself a breeding pair of anything that doesn't graze. Bonus points for them being war trainable. Jam all the babies in one cage until they mature. Grazers are worse in every way than war trainable carnivores. They take up space more space, require healthy grass, don't fight enemies.....

Getting giant war trainable animals is pretty much the only reason to trade with elves, besides wood.

Because firstly, you'll need all the war animals you can get when you use tactics like mine to fight voidwalkers. Secondly, carnivores don't produce milk and fur. And since I use farming overhaul, which lengthens all plant growths, I need my cheese industry going.
Since this mod has kept me up till 5 7 in the morning for the last 2 5 days I'd figured I'd let you know how much I've been enjoying it.

Can't wait for the next release, allthough I haven't even managed to try all the current thingies yet. (since I'm one of those "oh one tiny thing went wrong, *RESTART*" players)

Aye, I'm currently stuck at the fatigue zone as well. Eventually you'll get a fort you like. And when that happens, do share how!
« Last Edit: September 01, 2011, 04:48:51 am by Pan »
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #784 on: September 01, 2011, 05:52:46 am »

I guess our playstyles just differ. I can't find it in me to care about fancy clothes and many varieties of cheese when trolls and the undead are trying to eat my face.

Then again, I try to embark in areas that are extremely dangerous. I get bored if things aren't actively trying to extinguish the lives of my dwarves. I suppose grazers are more useful for a peaceful simcity fort that tries to cover all the industries for maximum dwarf happiness.

I guess I'm more interested in the survival and defense aspect of DF than the simcity part. Everyone has their favorite playstyle.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #785 on: September 01, 2011, 07:05:22 am »

I guess our playstyles just differ. I can't find it in me to care about fancy clothes and many varieties of cheese when trolls and the undead are trying to eat my face.

Then again, I try to embark in areas that are extremely dangerous. I get bored if things aren't actively trying to extinguish the lives of my dwarves. I suppose grazers are more useful for a peaceful simcity fort that tries to cover all the industries for maximum dwarf happiness.

I guess I'm more interested in the survival and defense aspect of DF than the simcity part. Everyone has their favorite playstyle.

Actually, the reason I don't slaughter potential war animals is precisely because of my interest in survival and defense. Hey, the carnivores can kill goblins, and the pastured animals cannot (well, they can. But they'll run away, being all benign). So since I would rather the carnivores be used as cannon fodder, I use livestock. Goats eat very little grass, and a large pasture can substain a reasonable amount of them indefinitely - which is more than enough, since they breed every season. Goat kid bones are as rare as dirt around here. And I wouldn't have to butcher sabre tooth tigers and other war animal that could turn the tide without worrying about decreasing their numbers too much.
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Mistercheif

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #786 on: September 01, 2011, 07:41:39 pm »

I just found a pretty cool easter egg with my first world that I found a spot I liked in.

Spoiler (click to show/hide)

EDIT: Or perhaps its not that much of an easter egg.  I just got it again after I regenned the world because I realized that I embarked a 2 squares to the right of where I should have, and I accidentally abandoned...
« Last Edit: September 01, 2011, 08:30:04 pm by Mistercheif »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #787 on: September 01, 2011, 08:40:43 pm »

I just found a pretty cool easter egg with my first world that I found a spot I liked in.

Spoiler (click to show/hide)

EDIT: Or perhaps its not that much of an easter egg.  I just got it again after I regenned the world because I realized that I embarked a 2 squares to the right of where I should have, and I accidentally abandoned...

*smirk*

You're the first one to mention that.  I'm glad you liked it, it's actally pretty uncommon, and its been there for a while.  Every update adds at least one new easter egg, some more common than others.

There is an easter egg creature that I have never heard of anyone actually encountering yet, even though it's been there since the first release.  The world populations dump assures me that it's out there somewhere, but I wonder how much longer it's going to take for someone to legitimately find one (don't look in the raws, that's cheating ;)).
« Last Edit: September 01, 2011, 08:45:07 pm by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #788 on: September 01, 2011, 08:55:58 pm »

Well, with all the suggestions and all that rolling in, perhaps you'll want to list us all the non easter egg features your willing to reveal in the next update(coming up in 3 days), narhiril?
« Last Edit: September 02, 2011, 12:40:51 am by Pan »
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DaJonkel

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #789 on: September 01, 2011, 10:14:02 pm »

Maybe a stupid question, but I can't get bog trolls or lizardmen (and more I suppose looking at the lore) to show up in any of my genned worlds. Are they temporary disabled, or do they require some specific biomes to settle in (that I'm not making due to my heavily changed world gen settings)?
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- Protector of those who are always used in or are victim of dangerous experiments, random acts of violence, deliberate acts of unnecessary violence, unjust punishment by false blame of error, justed punishment by blame of trivial everyday stuff, oh and mythological species racism in general. (I help them with law stuff and filing basics forms, as claws, tentacles and whatnot can make that difficult... no forms no benefits, travel coverage, ect apparantly in this world *sigh*).

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #790 on: September 01, 2011, 11:41:16 pm »

Maybe a stupid question, but I can't get bog trolls or lizardmen (and more I suppose looking at the lore) to show up in any of my genned worlds. Are they temporary disabled, or do they require some specific biomes to settle in (that I'm not making due to my heavily changed world gen settings)?

The latter is most likely.  They both inhabit a variety of wetlands biomes.

DaJonkel

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #791 on: September 02, 2011, 02:29:15 pm »

Could I change them to work with the worlds I'm generating, (mostly dense forests), by changing something small?
I haven't really done a lot of modding, but could it be as simple as changing some [settlebiome:wetlands] variable?
Or would changing them take a lot of work to keep the changes from giving all sorts of errors, as they are tied totally into the "wetlands" by the equipment they use/animals ect.

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- Protector of those who are always used in or are victim of dangerous experiments, random acts of violence, deliberate acts of unnecessary violence, unjust punishment by false blame of error, justed punishment by blame of trivial everyday stuff, oh and mythological species racism in general. (I help them with law stuff and filing basics forms, as claws, tentacles and whatnot can make that difficult... no forms no benefits, travel coverage, ect apparantly in this world *sigh*).

73

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #792 on: September 02, 2011, 02:32:11 pm »

This mod inspired me to actually get around to creating an account on these forums (which is saying a lot, since I normally stay off forums).

Honestly, this is just pure awesome. I know people have said it before, but this really feels like an extension of the original game. I don't even play vanilla DF anymore. It's just not as fun without adamatine giant forks...

I just wanted to point a few things out:

Back in a fort I had in 0.14a, my legendary weaponsmith created an adamantine mace at the weapons lab. Admittedly, demons were overrunning the fort at the time, so he was probably feeling some pressure, but I think you said somewhere that you had disallowed some possible combinations due to being worthless, like an addy war hammer, and an addy mace doesn't seem much better. I know this is from a earlier version, but I didn't see anything in the notes saying this was modified, so I figured I'd mention it.

Second, the nephilim are really odd when sieging (at least compared to other races I've seen). If they come on mounts, they just mill around randomly. Sometimes they set up camps, other times just wander, kinda like some human sieges. Except that when I charge them with my dwarves, they're still just milling around. They attack if my dwarves are in reach, but if they're even a square out of reach, they don't seem to path toward the dwarf; just random wandering until they decide to run. Because of this, only their archers seem any good at all, and those are weaker than they would be on foot, since they can't fly while mounted.

That, and in 3 years of sieging me 3 seasons out of the year, they almost always wore cloth, even the elites (some had bismuth bronze); no steel, even though they used steel arrows. I suppose I might have just had bad luck.

And it's entirely possible to trade with the nephilim regularly. You just have to abuse the AI pathfinding. Use the Depot Access tool to force all caravans to spawn at one location by building a 5-wide road to the edge of the map, and make sure none of the other map edges are marked Depot accessible. Then build walls along the edges of the road, and build a roof over it to created a tunnel to your Depot. The walls won't be able to get to the edge, but the floor/roof can cover everything. Just be careful that building to the edge doesn't create a valid spawn point on the roof instead.

As long as the AI pathfinding says the road is the quickest map, they won't fly, and will unload their goods like normal. Honestly, though, since they come 3 seasons a year, you need a huge amount of trade goods - those steel goods mean that their caravans are often worth more than everyone else, excluding when the dwarven caravan decides to bring those 20k+ decorated iovium trap pieces.

It's over-complicated and probably not worth it for most people, but it was a nice megaproject to build a tunnel all the way across the map. Of course, you could just build the Depot next to the map edge.

Oh, and I just got the same thing in my embark group like Mistercheif. And I was getting excited about finding something nobody else had mentioned, and then I see that ... Oh well. Anyway, I noticed that he had Proficient Blowgunner and Liar as well as the skills I gave him on the embark screen. Do they just get two random additional skills or something?

Anyway, thanks so much for making this mod! I'm looking forward to the next version!
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #793 on: September 02, 2011, 03:47:10 pm »

both bog trolls and lizardmen like their water, both getting [START_BIOME:ANY_WETLAND] as their starting points, and most of their support biomes are also watery, things like mangrove swamps, as well as all the swamp and marsh options in a regularly genned world. so, it should be fairly easy to change those options over to more foresty type stuff, if that's all your modded worlds produce. there are three support biomes that could stay the same with the lizardmen, and they are [BIOME_SUPPORT:FOREST_TROPICAL_MOIST_BROADLEAF:1 [BIOME_SUPPORT:ANY_RIVER:1] and [BIOME_SUPPORT:FOREST_TEMPERATE_BROADLEAF:1]. maybe you should put one of them as their starting biome, and bump the others up to higher support levels (for example, humans have [BIOME_SUPPORT:ANY_OCEAN:12], which is why they love coastlines). do vaguely similar with bog trolls, and they both should prob'ly show up for you. also remember, from the regular game, dwarves and kobolds need mountains and humans need plains to start in, and from lfr, voidwalkers also need mountains. if you're not seeing any of these races, you'll prob'ly want to change their start biomes, as well (or, maybe just allow mountains into your world, since that'll get you 3 races you won't need to mod)
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darkflagrance

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #794 on: September 03, 2011, 04:18:58 am »

This mod inspired me to actually get around to creating an account on these forums (which is saying a lot, since I normally stay off forums).

Honestly, this is just pure awesome. I know people have said it before, but this really feels like an extension of the original game. I don't even play vanilla DF anymore. It's just not as fun without adamatine giant forks...

I just wanted to point a few things out:

Back in a fort I had in 0.14a, my legendary weaponsmith created an adamantine mace at the weapons lab. Admittedly, demons were overrunning the fort at the time, so he was probably feeling some pressure, but I think you said somewhere that you had disallowed some possible combinations due to being worthless, like an addy war hammer, and an addy mace doesn't seem much better. I know this is from a earlier version, but I didn't see anything in the notes saying this was modified, so I figured I'd mention it.

Second, the nephilim are really odd when sieging (at least compared to other races I've seen). If they come on mounts, they just mill around randomly. Sometimes they set up camps, other times just wander, kinda like some human sieges. Except that when I charge them with my dwarves, they're still just milling around. They attack if my dwarves are in reach, but if they're even a square out of reach, they don't seem to path toward the dwarf; just random wandering until they decide to run. Because of this, only their archers seem any good at all, and those are weaker than they would be on foot, since they can't fly while mounted.

That, and in 3 years of sieging me 3 seasons out of the year, they almost always wore cloth, even the elites (some had bismuth bronze); no steel, even though they used steel arrows. I suppose I might have just had bad luck.

And it's entirely possible to trade with the nephilim regularly. You just have to abuse the AI pathfinding. Use the Depot Access tool to force all caravans to spawn at one location by building a 5-wide road to the edge of the map, and make sure none of the other map edges are marked Depot accessible. Then build walls along the edges of the road, and build a roof over it to created a tunnel to your Depot. The walls won't be able to get to the edge, but the floor/roof can cover everything. Just be careful that building to the edge doesn't create a valid spawn point on the roof instead.

As long as the AI pathfinding says the road is the quickest map, they won't fly, and will unload their goods like normal. Honestly, though, since they come 3 seasons a year, you need a huge amount of trade goods - those steel goods mean that their caravans are often worth more than everyone else, excluding when the dwarven caravan decides to bring those 20k+ decorated iovium trap pieces.

It's over-complicated and probably not worth it for most people, but it was a nice megaproject to build a tunnel all the way across the map. Of course, you could just build the Depot next to the map edge.

Oh, and I just got the same thing in my embark group like Mistercheif. And I was getting excited about finding something nobody else had mentioned, and then I see that ... Oh well. Anyway, I noticed that he had Proficient Blowgunner and Liar as well as the skills I gave him on the embark screen. Do they just get two random additional skills or something?

Anyway, thanks so much for making this mod! I'm looking forward to the next version!

The problems you're noticing with mounted enemies is probably caused by DF's defective mount AI. Mounted units go where the mount wants to go, not the rider. Often the mounts will refuse to attack and run away from dwarves even if the riders would be belligerent alone.
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