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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 402837 times)

TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #705 on: August 21, 2011, 11:29:48 pm »

It runs on my mac with the raws only release.
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Fjords to Plowshares

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #706 on: August 21, 2011, 11:40:59 pm »

Mostly posting to follow, but since I'm here: are tortoises still OP at embark?  In .13 I found them to be about as useful (bone, meat, defense, &c) as dogs, but costing 3 instead of 16.  It's good to heAr that they no longer reproduce at ludicrous speed, but is the 100 tortoise embark still workable? 
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #707 on: August 21, 2011, 11:52:59 pm »

Mostly posting to follow, but since I'm here: are tortoises still OP at embark?  In .13 I found them to be about as useful (bone, meat, defense, &c) as dogs, but costing 3 instead of 16.  It's good to heAr that they no longer reproduce at ludicrous speed, but is the 100 tortoise embark still workable?

I appreciate the feedback - I'm still not entirely sure how embark point values are calculated for pets (it seems to factor in some combination of PETVALUE and SIZE).  I'll add it to the "to do" list.

This will be tweaked to something more reasonable for tortoises in 0.14c - probably something around 20 to 25 points each.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #708 on: August 22, 2011, 01:15:42 am »

Well, what do you know? It's Monday!

OK, it's 1 am where you live, narhiril (your in the US, right?) But still, we can expect the concept art sometime today or, failing that, tomorrow?  :D
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #709 on: August 22, 2011, 07:44:15 pm »

Well, what do you know? It's Monday!

OK, it's 1 am where you live, narhiril (your in the US, right?) But still, we can expect the concept art sometime today or, failing that, tomorrow?  :D

I have to dig up some of the earlier ones, but I should be able to have something uploaded by late tonight or tomorrow (latest).  Don't expect Van Gogh here - most of the artwork consists of sketches (some hasty, some detailed) on notebook paper, without any vibrant colors.  It's remarkably difficult to get away with bringing a box of colored pencils to class nowadays.

I also have to make sure that I don't leak too much in the way of future developments.  The concept art tends to be a few steps ahead of the actual project at all times.

First uploads will probably be some early sketches of voidwalkers.  Voidwalkers were originally divided into castes, but this was scrapped due to the unavailability of caste-based graphics.  They also had a limited flight capability, but this was scrapped as well due to the inability to create it (it's either "cannot fly" or "flies all over the place," without a real possibility for wing-aided "jumping" as was intended - expect this to be re-visited when the ability to breach or climb walls is added).  Original voidwalker sketch-ups had six to eight smaller wings. 

The original castes:

Void Walker (normal, civilian)
Void Caller (ability to summon reinforcements)
Void Shaper (ability to create objects from nothing)
Void Cutter (massive destructive power at the expense of lowered defense)

The Shaper position later manifested itself as the "invoker" nobility positions, which, according to the lore, are responsible for the creation of voidshard.  Cutters and Callers were cut, but both are likely to return in some form once caste-specific graphics are introduced.  Cutters will likely have a breath attack, Callers are going to rely pretty heavily on new tokens. 

Also featured in the artwork is some concepts of voidwalker weapons, most of which made it into the game.  So, hopefully, you will finally be able to see what the hell a "twisted blade" and "void energy projector" are.

I'll try to put down DX:HR long enough to get something posted late tonight.
« Last Edit: August 22, 2011, 08:47:40 pm by narhiril »
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #710 on: August 23, 2011, 12:03:23 am »

Seeing as how twisted blades are pretty much how they sound and void projectors are already incorporated into the graphics, I'm pretty sure we can all already guess what they look like.
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Carn

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #711 on: August 23, 2011, 04:46:15 pm »

Seeing as how twisted blades are pretty much how they sound and void projectors are already incorporated into the graphics, I'm pretty sure we can all already guess what they look like.

I'd still like to see concept art. Concept art is cool.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #712 on: August 23, 2011, 08:56:01 pm »

Sorry guys, but it's going to have to wait another day.  I've got so much going on tonight :\

TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #713 on: August 23, 2011, 10:49:55 pm »

Seeing as how twisted blades are pretty much how they sound and void projectors are already incorporated into the graphics, I'm pretty sure we can all already guess what they look like.

I'd still like to see concept art. Concept art is cool.

Never said I didn't want to either  :P
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JimmyBobJr

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #714 on: August 24, 2011, 03:51:38 am »

Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.

Ive never modded Dwarf Fortress before, so this will be a interesting experience.

I shall report back tomorrow with how i find the mod goes.
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Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #715 on: August 24, 2011, 05:50:58 am »

Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.

Ive never modded Dwarf Fortress before, so this will be a interesting experience.

I shall report back tomorrow with how i find the mod goes.

A tip: Invest in flashbang, not putrid or fragmentation zingers. The other two aren't quite as good as the first.
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The Master

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #716 on: August 24, 2011, 05:17:47 pm »

Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.

Ive never modded Dwarf Fortress before, so this will be a interesting experience.

I shall report back tomorrow with how i find the mod goes.

A tip: Invest in flashbang, not putrid or fragmentation zingers. The other two aren't quite as good as the first.
But that doesn't make any sense! a flashbang stuns, correct? shouldn't a frag be more powerful, due to the damage?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #717 on: August 24, 2011, 05:37:04 pm »

Congradulations, Narhiril, this is the first mod that i found interesting enough to bother downloading.

Ive never modded Dwarf Fortress before, so this will be a interesting experience.

I shall report back tomorrow with how i find the mod goes.

A tip: Invest in flashbang, not putrid or fragmentation zingers. The other two aren't quite as good as the first.
But that doesn't make any sense! a flashbang stuns, correct? shouldn't a frag be more powerful, due to the damage?

The frags are admittedly underpowered.  I'm looking into some options for them in the next version.  Unfortunately, it's impossible to get a syndrome to cause a weapon-type wound, so they just cause prolonged bleeding right now.  They're not completely useless, but blind is a much more useful effect at the moment.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #718 on: August 24, 2011, 07:23:46 pm »

Aye. What narhiril ninja'd said.

Although I guess it's not such a good idea to leave a post unfinished for 2 hours before trying to submit it  :P
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #719 on: August 25, 2011, 12:27:27 am »

Sorry guys, but it's going to have to wait another day.  I've got so much going on tonight :\

I hate waiting. (In Spanish accent)
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