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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 405665 times)

Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #615 on: August 10, 2011, 01:44:14 pm »

Is it just me or do dwarves and animals seem to suffocate to death a lot for no reason? I had this issue in earlier versions too, I don't know if it has anything to do with LFR since I only play with LFR, though. Probably just stubbed a toe against a wall and forgot to breath from the pain? Only in DF will creatures forget to breath because of the intense pain of toe-stubbing.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #616 on: August 10, 2011, 02:11:56 pm »

Is it just me or do dwarves and animals seem to suffocate to death a lot for no reason? I had this issue in earlier versions too, I don't know if it has anything to do with LFR since I only play with LFR, though. Probably just stubbed a toe against a wall and forgot to breath from the pain? Only in DF will creatures forget to breath because of the intense pain of toe-stubbing.

It happens in vanilla, too.  Certain animals like to kill each other when put in the same pasture, usually by suffocation.

I think the lack of cave grass is caused by the lack of water in the caverns. Not an LFR bug, anyway.

So anyway, what are your immediate plans now, Narhiril?

The immediate plans are to play while you guys play, trying to weed out any further bugs or inconsistencies for 0.14b.  School starts up for me with a bang in two weeks, so I'll be finding ways to plan my schedule around that (I actually developed many of the early parts of LFR during class, so this isn't bad news for development at all).

There may be a few more things I can do with the ritual tree before the next version of DF - namely introducing unconventional methods of acquiring soap and flux stone.  I also have a fair number of spoiler-related creatures to hammer out for future use.

Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #617 on: August 10, 2011, 04:07:20 pm »

Dwarves make pizza now? This is the best fort ever.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #618 on: August 10, 2011, 04:20:54 pm »

Dwarves make pizza now? This is the best fort ever.

Yeah I *might* have thrown a few Godfather-inspired food items in there.  But only because I *might* have been watching Mob Week on AMC.

Keep an eye out for the calzones. :)

Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #619 on: August 11, 2011, 08:03:05 am »

I only found them because I was going to sell a bunch of the food I had cooked, moved all the roasts and saw the stockpile still had a lot in it. Then I did a double take.

Though if I was going to live in an undead infested glacial hellhole, I'd probably want a large stockpile of frozen pizzas, too.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #620 on: August 11, 2011, 09:23:29 am »

The immediate plans are to play while you guys play, trying to weed out any further bugs or inconsistencies for 0.14b.  School starts up for me with a bang in two weeks, so I'll be finding ways to plan my schedule around that (I actually developed many of the early parts of LFR during class, so this isn't bad news for development at all).

There may be a few more things I can do with the ritual tree before the next version of DF - namely introducing unconventional methods of acquiring soap and flux stone.  I also have a fair number of spoiler-related creatures to hammer out for future use.

I was checking the manual for some inconsistencies. I noticed that Thyme is part of something planned for 'advanced cooking'? I'm interested in what that means.

 Also, some inconsistencies:

'Sabre-toothed Tigers

While not technically a friendly creature, sabre-toothed tigers can be captured and tamed...'

'Zingers

Zingers are benign creatures found in the shallow caverns that can be captured and trained.'

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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #621 on: August 11, 2011, 11:46:17 am »

I'm not sure that's inconsistent pan - they are captured and trained, just in the legends, I guess.

So, if we're going to have godfather pasta cooking dwarves, does that mean there will be dwarf hitmen with thompsons?

Or should I fuggedaboutit
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #622 on: August 11, 2011, 11:46:51 am »

On a more serious note being able to produce water is the best thing ever. Thank you!
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #623 on: August 11, 2011, 02:57:45 pm »

I didn't really think about it when I started, but I've just discovered that building sacrificial altars on an ice floor can have *hilarious* results
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #624 on: August 11, 2011, 05:45:52 pm »

The immediate plans are to play while you guys play, trying to weed out any further bugs or inconsistencies for 0.14b.  School starts up for me with a bang in two weeks, so I'll be finding ways to plan my schedule around that (I actually developed many of the early parts of LFR during class, so this isn't bad news for development at all).

There may be a few more things I can do with the ritual tree before the next version of DF - namely introducing unconventional methods of acquiring soap and flux stone.  I also have a fair number of spoiler-related creatures to hammer out for future use.

I was checking the manual for some inconsistencies. I noticed that Thyme is part of something planned for 'advanced cooking'? I'm interested in what that means.

 Also, some inconsistencies:

'Sabre-toothed Tigers

While not technically a friendly creature, sabre-toothed tigers can be captured and tamed...'

'Zingers

Zingers are benign creatures found in the shallow caverns that can be captured and trained.'

Thanks, I forgot to update those.

Also, "advanced cooking" was something that I had hoped would be possible in the future - right now, the raws for food items are very limited.  All you can do is set the name and cooking "level" (2 for easy, 3 for fine, 4 for lavish).  You can't even put a prefstring on them right now... 

Spoiler: I tried. (click to show/hide)



Thyme benefits cooking right now in the sense that it has an abnormally high material value when processed.  Food with higher value is more likely to cause positive thoughts.

NobodyPro

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #625 on: August 11, 2011, 06:22:08 pm »

Nice to see I'm not the only one making concept art for a mod for a game that uses a tileset :).
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Patchouli

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #626 on: August 11, 2011, 07:25:57 pm »

Where's the art? I like seeing mods that draw out some of the stuff, like Genesis's little picture of the dwarves, even if it is outdated.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #627 on: August 11, 2011, 07:38:29 pm »

A sorely-needed new poll is up.  I should state, for clarification, that I take concept art fairly seriously (even though I'm kind of mediocre at it), and that it does not interfere with or hinder my work on development at all to post some if there is sufficient interest. 

I'm going to give it a few more days, both for my own testing and for others, before I compile anything resembling a bug fix version.  I don't feel like any major issue has come up yet, which is both relieving and a bit unnerving at the same time.  I don't think it will hurt to wait a little bit longer and try to get a more complete update. 

That being said, I'm not completely happy with the way things are going with the ritual tech tree - I know that it's still three tiers behind the mechanical tree in terms of development, but I'm still feeling compelled to work on some ideas for some preliminary uses for the shrines.  Since all of the ritual rewards so far are intended for early game uses, I'd like to introduce a thing or two for the second tier that gives the tree a little more viability in the late game.  A number of rewards are planned for higher tiers, including more powerful and unique pieces of armor, weaponry, clothing, and ammunition, but it is unlikely that anything far superior to iron will work its way into LFR before the next version of DF - primarily because I do not yet have the tokens necessary to implement the "risks" for such rewards (and for some of the rewards themselves - I have some VERY interesting plans here).

Expect new methods of acquiring soap, flux stone, and possibly food.  Future (tier two and up) developments are not something I am willing to share right now because I do not know exactly what will be possible with the next version.  I have a lot of circumstantial information, but until I actually see the tokens and how they work, I'm not saying anything more about what I want to do with the ritual tree.

Nice to see I'm not the only one making concept art for a mod for a game that uses a tileset :).

I've been drawing up artwork for video game concepts for years.  LFR is no exception.  Dwarf Fortress appealed to me for a number of reasons, particularly the fact that I've played a dwarven character at every opportunity in any context (I was heartbroken when Dragon Age 2 didn't let you start as a dwarf, which is most of the reason I haven't been playing it as religiously as the first one). 

I always vowed never to implement anything into a game that I did not feel was up to the standard of the game's existing material - which was a problem, considering that I have no money and thoroughly average artistic ability, which is no match for a development company with unimaginable resources and talent.  I am, however, fairly good at creating concepts and balancing them, even though my background in programming is brief, at best (for now- which is what I'm going to school for).  I have always felt that I had a great intuitive sense of what makes games fun and what makes people remember the experience you give them as a gamer.  Dwarf Fortress was the first time I had found a platform for which I had all of the abilities to make content that I consider high enough quality to share. 

LFR is my first major attempt at a comprehensive and extensive modification for a game that is not solely for personal use.  Being the first platform for me to really implement some of these concepts, there is a fair amount of concept art lying around in notebooks affiliated with this project.

And in case anyone's wondering, that last poll option is related to what I did last night.  In response to continued harassment of my position, I mounted a shock-and-awe campaign against the hornets living on the side of my building under cover of nightfall, using a modified, extended-range bottle of RAID.  I have not yet passed by to evaluate the damage for fear of an impending counterattack.
« Last Edit: August 11, 2011, 07:43:45 pm by narhiril »
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #628 on: August 11, 2011, 07:59:49 pm »

As someone who was horribly mauled after running over a nest as a kid while mowing a lawn, I hope your raid worked!
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14a
« Reply #629 on: August 11, 2011, 08:03:01 pm »

Before I vote on this concept art thing, could you upload an actual picture of something you've drawn? While you say your mediocre, some people can be quite modest at things. So let's have a look, hmm?
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