Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 49 50 [51] 52 53 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 402905 times)

TehNoob

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #750 on: August 28, 2011, 05:00:34 pm »

Come on, guys. We all treat each other the same way until gender comes up and then everything goes weird. Does it really matter who's got what where?

I'm just curious...  :'(
But yeah your right.
Logged

Roses

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #751 on: August 28, 2011, 06:54:42 pm »

Not to get off topic from this great mod. But I do find it interesting in a scientific point of view who is female and who is male.
Logged

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #752 on: August 28, 2011, 09:13:31 pm »

I'm just curious...  :'(

And you said I was the one with the plan.  :P

Anyway, I think it may be a better idea that we get this topic over with and be back to the mod. Narhiril, is it possible to add sound to the fortress mode as well?
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #753 on: August 28, 2011, 09:32:13 pm »

I'm just curious...  :'(

And you said I was the one with the plan.  :P

Anyway, I think it may be a better idea that we get this topic over with and be back to the mod. Narhiril, is it possible to add sound to the fortress mode as well?

I'm pretty sure sound can only be added in the soundsense way: by having an external program watching bits of DF's memory/game log and producing the corresponding sounds.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #754 on: August 28, 2011, 09:52:56 pm »

While not actual sounds, you can add "vocalizations" to creatures with the SOUND token to be heard in adventure mode. I don't think they do anything in fort mode, though.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #755 on: August 28, 2011, 10:27:00 pm »

While not actual sounds, you can add "vocalizations" to creatures with the SOUND token to be heard in adventure mode. I don't think they do anything in fort mode, though.

This is what I was referring to.

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #756 on: August 29, 2011, 03:11:53 am »

I just noticed something aswell. That Void thief- was armed with a steel razor. a *Steel* razor. Somethings up- perhaps my dwarves forgot to put on pants or something?

EDIT:

Turns out that the Void was stabbing my dwarves in the upper arm, sending them flying off in a arc. That explains alot, since they didnt have gloves on.

EDIT 2:

Okay, somethings causing my game to crash whenever i attempt to view the inventory of the Void Thief. For some reason, whenever i go "V-I" to check its inventory, it crashes. Whenever the Void dies and drops its stuff, and i claim it, it crashes. Probably something to do with corrupted item data.

This is a bug with TTF (TrueType font) that crashes the game if an item's name is too long to fit on the screen.  Baughn said that this is fixed in the next version of DF.  For now, turn TTF off.  I know TTF is pretty, but there's nothing I can do about it.

I have a feeling that this is the problem. Whenever i "V" over the Void to see its inventory, i see items like
"splatter of Asdetsa FocusChant's Voidwalker Blood (Third Finger, Rig-"
Where it cuts out. I presume that this is the problem.

However, ive never heard of TrueType before and i have no idea how to turn it off, or even on. Ill do a little search and report back later.

Oh, and why is everyone trying to find out the gender of Narhiril?  ::)

EDIT:

Aha!

That TrueType fixed the problem. It does make the text look... strange, but i assume ill get used to it before long. Its that or not play the game anyway   ;D

Killed the void (I just dogpiled it with a bunch of Haulers) and closed off the fort. Noone is getting in or out until i get a military.
« Last Edit: August 29, 2011, 03:16:35 am by JimmyBobJr »
Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #757 on: August 29, 2011, 05:25:00 am »

Cuz someone corrected a 'he' with a 'she', then the subject of posting photos. Then some people were curious on how narhiril looked like, and then talking about it when narhiril didn't post anything.

Anyway, voidwalkers... real pain the ass, right? Some tips:

 In melee combat, I send in the adamantine clad soldiers first, then the rest when the first group are stunned by a death wail, leaving another group of dwarves in reserve if the battle doesn't go well. See, death wails stun soldiers, so dog piling tons of people on more one voidwalker leaves a dead voidwalker (if your dog pilers manage to kill), alive voidwalker(s), and a group of stunned and vulnerable dwarves. So to prevent that, I hold reserves. And also use animals bursting from cages to let the voidwalkers attack something other than important dwarves helps, although my fort fell once when my sabre tooth tigers and dogs all died. (voidwalker sieges eat through your war animals if you use them like this)

 Narhiril cleverly (and don't you be modest about it!) countered the situation where a single dwarf reaves some 50 enemy soldiers when he has superior equipment. (of course, that's either a good or bad thing, depending on your opinion)
Logged

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #758 on: August 29, 2011, 06:47:01 am »

Good idea- I better stop slaughtering newborn puppies then.

In other, unrelated news, a FB showed up.

A Flying, Fire Breating Cave Crocodile with Slate Scales.

Walled off aaaaall the caverns.

But now i have to open the fort again for logs D=

And thanks for the Training Dummy tip- Much qucker than sparing, but also not too quick, like with a danger room...

And i also got two artifacts! A Raw Adamantine Toy Axe (Which is encircled with bands of Raw Adamantine, And Menaces with Raw Adamantine) and a Adamantine Gaunet! (Which, Naturaly, Menaces with spikes of Adamantine and Cave Spider Silk).

So it seems my Artifact drops were just slow!
Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #759 on: August 29, 2011, 06:58:45 am »

The artifacts depend on the amount of stones mined (other stuff like marriages/newborn too, but the areas you mined are a major factor), there's a special "counter" counting down every time something important happens. Just make your fort bigger and earn more wealth, and you will get more and more artifacts.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Angus

  • Escaped Lunatic
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #760 on: August 29, 2011, 07:21:13 am »

Maybe with medium technology, there could be a 'Ranged Weapon Improvement Lab', where you can produce weapon components  that can be used to improve ranged weapon users' survivability if they are ever caught in a melee.

 Just off the top of my head: 'Modified Javelin Thrower Spear Bayonet' 'Modified Crossbow Hammerhead' 'Modified Crossbow Bayonet' are components that are used in a reaction that takes a ranged weapon and attaches the modifier component to it, making 'Bayonet Crossbow' (and 'Hammerhead Crossbow', and 'Spear Gun Javelin Thrower').

 Although this might cause some material problems, such as attaching an adamantine crossbow with a copper modifier causes the weapon to be made into a copper 'Bayonet Crossbow'.

Also, just to chime in on the current popular discussion topic, I've been following the thread for 2 weeks, an read through the entire thread. I would actually like to see what our benevolent modder looks like. And no, not cuz I'm some horny teenager.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #761 on: August 29, 2011, 04:56:33 pm »

Maybe with medium technology, there could be a 'Ranged Weapon Improvement Lab', where you can produce weapon components  that can be used to improve ranged weapon users' survivability if they are ever caught in a melee.

 Just off the top of my head: 'Modified Javelin Thrower Spear Bayonet' 'Modified Crossbow Hammerhead' 'Modified Crossbow Bayonet' are components that are used in a reaction that takes a ranged weapon and attaches the modifier component to it, making 'Bayonet Crossbow' (and 'Hammerhead Crossbow', and 'Spear Gun Javelin Thrower').

 Although this might cause some material problems, such as attaching an adamantine crossbow with a copper modifier causes the weapon to be made into a copper 'Bayonet Crossbow'.

Also, just to chime in on the current popular discussion topic, I've been following the thread for 2 weeks, an read through the entire thread. I would actually like to see what our benevolent modder looks like. And no, not cuz I'm some horny teenager.

This will likely be another step in the mechanical tech tree, though (as you touched upon yourself) I have not yet been able to reconcile the material issues.  What will likely happen here is a workshop that is designed for the assembly of these "composite" weapons, which will use custom reactions with multiple bars rather than individually-forged components.

I am a bit distressed by the implications of this thread, as LFR relies very heavily on large numbers of custom reactions for the ritual and mechanical tech trees.  What's curious, to me at least, is that LFR seems to already greatly exceed the "limit" mentioned in this thread.  Estimates for the "cap" are generally between 250 and 290, but LFR already contains well over 300 (the exact number is around 320) permitted reactions for just the dwarves alone - which makes me wonder if this isn't a building reaction cap rather than an entity reaction cap.  Nevertheless, I'd be devastated to be forced to delay or cancel an update because of a technical limitation, so I'm waiting on some sort of official word on this.

Right now the features of 0.14c have not run into this problem, so development is proceeding as normal.

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #762 on: August 30, 2011, 01:21:19 am »

I suggest you go and make lots of reactions and test out the maximum reactions you can create. Wouldn't want to be halfway through something big, then stop cuz of a limit. Also, might as well find out how bad the bad news is now than later.
Logged

Zaerosz

  • Bay Watcher
  • ☼sperm whale leather thong☼
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #763 on: August 30, 2011, 07:03:27 am »

Not sure if this has been mentioned already, but in the female weapon savant entry, it should say [CASTE_PROFESSION_NAME:WEAPONSMITH:weapon prodigy:weapon prodigies] but instead says [CASTE_PROFESSION_NAME:ARMORER:weapon prodigy:weapon prodigies].  And now that I've said that, I'm going to go try this mod for the first time. Certainly looks fun. And Fun.
Logged
くコ:彡

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #764 on: August 30, 2011, 08:49:54 am »

Hey Narhiril, 14c will add shrine reactions, right? I mean, I know you'd like to wait till the next version, but I would like to make shrines to have a purpose when I build them. In fact, why not move all the 'greater' type rituals to their respective shrines?

Also, not to rush or anything, but you haven't given up on concept art, right? Cuz the voidwalkers weren't bad at all.

Also, I like Angus' idea. When that gets implemented, my troops will carry javelin throwing spears and crossbows with a BFS attached to it, like a Brute Spiker in Halo. It's almost like the red shirts back in the Napolean days, where they shoot as they advance, then fight with bayonets.
« Last Edit: August 30, 2011, 08:53:36 am by Pan »
Logged
Pages: 1 ... 49 50 [51] 52 53 ... 240