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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 402913 times)

SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #825 on: September 11, 2011, 12:45:48 pm »

Do you have fuel and a whole lot of rocks (10 or so) nearby?
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Merijeek

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #826 on: September 11, 2011, 04:28:42 pm »

Probably was out of charcoal at the time. For some reason I forgot they used fuel.
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #827 on: September 11, 2011, 10:21:04 pm »

Probably was out of charcoal at the time. For some reason I forgot they used fuel.

Aye, I also went '  ??? is this a bug' when the 'Conduct alchemy experiment' went red for the non magma version, but still available for the magma one. Forgot it used fuel completely.
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sobriquet

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #828 on: September 12, 2011, 06:55:19 am »

I can't seem to download this (wonderfully appealing) mod via the links on this first, sticky'd page.  Both download links give 502- bad gateway errors. 


LEGENDS OF FORLORN REALMS (LFR)

A v0.14d bug fix version, if needed, will be released as soon as completed.


A major Dwarf Fortress expansion modification for DF 0.31.25 by Narhiril.



NOTE: It is strongly advised that you use a high or very high mineral distribution setting with this mod, as rare metals were balanced for this setting before the option to reduce mineral distribution existed.



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.




It is recommended that, if attempting to combine individual elements of different mods, you consult the mod authors.







Screenshots OLD, new ones are on the way!

Spoiler: Embark (click to show/hide)
Spoiler: A Lizardman Siege (click to show/hide)
Spoiler: Alcohol Stocks Screen (click to show/hide)


LFR 0.14c raws only (faster download)


LFR 0.14c Pre-Installed Ironhand Graphics Version



Current version: 0.14c




(ADDED:9/4/11) Version 0.14c Changes


-Fixed a bug that was preventing transmutation and flashbang zingers' blind effects from working properly. 
-Clutch size for tortoises has been substantially reduced. 
-Excess clutter (gamelog, bmps) has been removed from the pre-packaged version. 
-Fixed a bug causing lead hammerhead javelins not to show up at the non-magma advanced metal caster. 
-The rituals of power have had the number of reagents reduced from "3 and 8" to "1 and 3."
-Added a "crush stone" reaction to the trash compactor (see that entry for details) as yet another stone sink. 
-Plant transmutation now uses six seeds instead of eight random plants - as a result, products will no longer be consumed immediately after being produced when multiple copies of this reaction are queued. 
-Tortoises now cost a more reasonable amount of embark points (this was absurdly low in previous versions). 
-Added the "high priest" position (two possible). 
-Added the machine shop, a new tier one mechanical workshop (see that entry for details). 
-Local legends may now make a single demand. 
-Added NO_STONE_STOCKPILE to the template for stones which evaporate on creation (alchemy byproducts, etc). 
-All appropriate LFR-related creatures now have sounds associated with them (for adventure mode). 
-Fixed a number of minor bits of erroneous text. 
-High priests and local legends are not duty bound - they can join you in adventure mode (this is intentional). 
-Added rituals and prayer reactions to shrines. 
-Added the first tier two "hybrid" building, the temple of fire, and an associated reaction.



(ADDED:8/12/11) Version 0.14b Changes


-Fixed a bug causing the dwarven caravan to bring ether bars.
-Changed the name of the reward from the "banshee funeral rite" reaction to avoid confusion.
-Modified the functionality of the "melt etheral spheres" reaction - it is now unlinked, does not require fuel, and is called "process ethereal spheres."
-The above reaction will now produce base-quality "ethereal spheres (processed)" for melting (thanks TehNoob).
-The crystal growth tank now requires two clear glass boxes to construct instead of a barrel (thanks Pan).
-Various lore and manual inconsistencies have been rectified.

Installation instructions included.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MANIFESTO:


Dwarf Fortress is, in my opinion, best described as an epic tale generator with varying levels of user input.  LFR is designed to make each of those tales even more epic.

LFR is about fundamentally raising the stakes of Dwarf Fortress without changing any of the things that make it already so enjoyable.  The ultimate goal is that you won't get "bored" anymore.  Instead of sitting on a heap of goblin corpses, lauding yourselves and letting your citizens grow fat and old, you'll need to fight for every inch of your legacy.  The bog trolls want your stuff.  The lizardmen and goblins want you dead.  The voidwalkers will do anything to prevent you from reaching their level of technical prowess.  Sure, there are the meowkin and nephilim and elves and men who will help you, to varying extents, but to obtain their help, you need to help them get to you.  Your race is besieged on all sides by forces larger, more numerous, and more advanced than your own.  They will drive you from the earth, or they will drive you deep underground, where even more savage threats lurk.  But with this risk comes reward.  With desperation comes opportunity.  You must hold the deep to hold the surface, and only through constant struggle will you create anything worth engraving on a wall.  Even if you somehow prevail, the attacks will continue on all sides until you fall or your computer explodes.  Everything you do will feel more important.

Fortification alone will not bring you glory.  You fortify to buy yourself time to innovate and advance so that you won't have to fortify anymore.  Even if your current dwarves are safe, you cannot interact with the outside world if you shut yourself in a hole, and there is so much more glory to be gained from that interaction.  No one will remember you if they don't know you exist.  There is so much more glory to be won, so many more legacies to be written.  If you're a real dwarf, that's motivation enough.

Dig deeper.  Invent.  Create.  Research.  Advance.  You must do these things or you will do what countless others have done before you - die in isolation, leaving little more behind than piles of rock and ash.  Is it more exciting to read - or, through DF, experience - a story that ends with an impenetrable, but isolated fortification, or the twists and turns, mishaps and breakthroughs of a society that flourishes because it refuses to die even in the face of impossible odds?  I don't think I need to put up a poll for that question.  Rather than atop the bones of goblins, your civilization will be built with the bones of your heroes who will lay down their lives and legacy for a chance to preserve your race for one more generation.  Your graveyard will be littered with memorials to dwarves, each with a different role in the tale.

An alchemist who gave his life to the study of materials, bringing about the discovery of ether.
A swordsman, who took up the first ethereal weapon and held off the forces of the lizardmen council while the unarmed civilians retreated behind the walls to begin the siege.
An engineer, who devised the trapped corridor that would break that siege.
A miner, who struck orichalcum whilst hewing out the trap chamber.
A machinist who took the new metal and created the first training dummy.
An axe master, who trained for years on that training dummy and saved the fortress from a threat from below.

This is all possible with LFR - and I assure you, there is more to come.

---



The mod is designed to...


1 - EXPAND

More creatures, megabeasts, metals, and countless other features.
A combination of original and common high fantasy inspirations, resulting in a new, dynamic world to explore.


2 - ENHANCE


More weapons, armor, and civilizations to trade and war with.
Original graphics for all associated creatures.
The implementation of a "tech tree" style of advancement.


3 - MYSTIFY


Countless hidden features and easter eggs which will not affect gameplay 99 out of 100 times, but are there to be discovered.  No playthrough will be the same!

"You have struck raw mithril!"




Notable features:




"With great risk comes great reward."


-Six new civilizations - possibly more down the road.
Spoiler: Civilizations (click to show/hide)


-New plants, aimed at filling roles not filled by default plants.  This includes...
Spoiler: Plants (click to show/hide)

-Nine new metals, including new ores and my previously-released mithril.

-A new, innovative alchemy system.

-A new, innovative "tech tree" system of advancement with two interlocking paths of advancement (mechanical and ritual).

-New clothing, crafts, and armor types to add diversity to new races.

-Tweaks to two-handed weapons to allow dwarves to wield and manufacture some of them.

-A new, powerful, dwarf-exclusive ranged weapon with three types of ammunition.

-New creatures, including ...
Spoiler: Creatures (click to show/hide)

-New language files.

-Over sixty new types of weapon.
Spoiler: Weapons (click to show/hide)

-Over twenty new buildings, including the alchemy lab, foundry (raws by Kipi), and display case (raws also by Kipi).

-Graphics support for Ironhand and Phoebus graphics packs, and new graphics created specifically for this mod by myself.

-Extensive personally-written lore files.

-An incredibly detailed manual on 90% of new features - I didn't want to give EVERYTHING away ;)

-Modular file structure.  If you don't want the graphics, don't include them.  If you don't like a new civilization, simply remove them.  File names are similar enough to default raws for easy navigation, but different enough to be obvious which files are mod-related.

-This is just a taste of the included features.  If you want to learn more, you'll have to learn it yourself.  LFR is there to be discovered, not revealed.


Also, as I am very much obsessive-compulsive, expect frequent posts and updates until/unless otherwise stated.


NOTES:
While preliminary bug testing has been done to the best of my ability, some bugs or quirks are to be expected.  Please report these to this forum thread, or contact me by email (provided in the manual).


*.*.*

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Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #829 on: September 12, 2011, 08:35:52 am »

Yeah, DFFD is currently down.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #830 on: September 12, 2011, 02:26:32 pm »

Yeah, DFFD is currently down.

That's....  really unfortunate.  Sorry about that guys, I'll see if I can find an interim file host.  Also, expect more artwork later tonight - some related to an as-yet unreleased civilization that was cut due to balance problems, but will hopefully make it back into the mod as the army arc flushes out.

Cheers!

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #831 on: September 12, 2011, 07:32:38 pm »

DFFD is back up.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #832 on: September 13, 2011, 07:49:18 pm »

Yeah, DFFD is currently down.

That's....  really unfortunate.  Sorry about that guys, I'll see if I can find an interim file host.  Also, expect more artwork later tonight - some related to an as-yet unreleased civilization that was cut due to balance problems, but will hopefully make it back into the mod as the army arc flushes out.

Cheers!

Ah. Was curious on how they looked like too. Also, bog troll graphics don't look very threatening, even when I realized the supposed 'fur trim' was their large ass horns, so I would be interested in bog trolls.
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Speakafreak22

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #833 on: September 14, 2011, 12:10:41 am »

Wow this looks amazing.
Downloading right now, can't wait to try it out!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #834 on: September 14, 2011, 01:27:46 am »

Wow this looks amazing.
Downloading right now, can't wait to try it out!

Here's what I always do: Build defenses fast. I mean, at the start of the third year, you should have at least a lock down system, some guys training on training dummy (i bring orihalcum on embark), weapon traps (if that's your thing) and metal armors being assigned. If you like being locked down by a siege, then at least have the drawbridge up. Useless migrants (those who have no skills or physical strengths) gets to be the priests and alchemists.
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Roses

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #835 on: September 14, 2011, 07:02:00 am »

Narhiril, would it be ok if I used some of your fantasy creatures for my creature deluxe mod?
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Speakafreak22

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #836 on: September 14, 2011, 02:55:31 pm »

Wow this looks amazing.
Downloading right now, can't wait to try it out!

Here's what I always do: Build defenses fast. I mean, at the start of the third year, you should have at least a lock down system, some guys training on training dummy (i bring orihalcum on embark), weapon traps (if that's your thing) and metal armors being assigned. If you like being locked down by a siege, then at least have the drawbridge up. Useless migrants (those who have no skills or physical strengths) gets to be the priests and alchemists.

Start of the second year... Wow, this mod added A LOT!
I have 2 lines of cage traps up, one swordsdwarf with an iron gladius, iron shield, and full iron plate armor, and a drawbridge system.
Testing out the new buildings now. How do I get the advanced mechanisms? And is orihalcum a rare metal?
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SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #837 on: September 14, 2011, 05:19:28 pm »

Yes, it's pretty rare. If you're lucky, you can buy it from your civ, but if you can't, then you'll need to wait in the caverns for a special monster.
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Speakafreak22

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #838 on: September 14, 2011, 05:38:45 pm »

Yes, it's pretty rare. If you're lucky, you can buy it from your civ, but if you can't, then you'll need to wait in the caverns for a special monster.

Ended finding it in my first cavern, so I guess I got pretty lucky.
Still pretty confused with a lot of things with this mod, working them out one by one.
Oh, and do danger rooms still work?
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #839 on: September 14, 2011, 07:31:28 pm »

Yes, it's pretty rare. If you're lucky, you can buy it from your civ, but if you can't, then you'll need to wait in the caverns for a special monster.

Ended finding it in my first cavern, so I guess I got pretty lucky.
Still pretty confused with a lot of things with this mod, working them out one by one.
Oh, and do danger rooms still work?

Finding orihalcum? Or the special monsters?

Danger rooms still work. Vanilla things all still apply. Anything in vanilla will work in the mod.
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