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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 402927 times)

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #795 on: September 03, 2011, 12:07:56 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!

Liar and blowgunner are additional jokes about Charlie Sheen.  Think long and hard about what a blowgun looks like/could be used for. :)

The adamantine mace is a curious development, since maces are not on the list of possible adamantine reaction products for the weapons concept lab.  To me, this suggests that the game did not recognize the subtype of the weapon it was told to produce, and then threw it out and used a random weapon.  Check your error log for anything along the lines of "unrecogized weapon subtype."  If you find something, post it here.

o_O[WTFace]

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #796 on: September 03, 2011, 01:02:13 pm »

Liar and blowgunner are additional jokes about Charlie Sheen.  Think long and hard about what a blowgun looks like/could be used for. :)

ahahahah I wondered about that.  Anyway I'm having lots of fun.  My first fort died to a tantrum spiral that involved goblin lashers and monkeys that stole a masterwork admantine weapon.  I like the transmutation experiment stuff and I like how exploring the caverns is more worthwhile with all the goodies you can find.   
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #797 on: September 03, 2011, 06:14:57 pm »

Narhiril, update's on schedule, right? (tomorrow? Or maybe even 6 hours later during midnight, where it's technically September 3rd?)

Anyway, how about a list of everything you've added on this update?
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Mistercheif

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #798 on: September 03, 2011, 06:55:47 pm »

More easter eggs to report.  This time its clothing!

Spoiler (click to show/hide)

And I've got my alchemists workshops pumping out gold bars so I can build my golden castle!
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #799 on: September 03, 2011, 06:59:19 pm »

I think those are the default meowkin clothing. Meowkin are weird.
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Mistercheif

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #800 on: September 03, 2011, 07:08:33 pm »

Ah.  I figured they were probably meowkin, but more of an easter-eggy meowkin clothing. 
There's so much hidden stuff in this mod that I'll just assume, if we haven't been told about it, and it sticks out as being funny or slightly out of place, its probably an easter egg.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #801 on: September 03, 2011, 08:06:47 pm »

Narhiril, update's on schedule, right? (tomorrow? Or maybe even 6 hours later during midnight, where it's technically September 3rd?)

Anyway, how about a list of everything you've added on this update?
ON SCHEDULE

Pulled from the (new) manual:

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.


Highlights:

Shrine of Nature
-ritual of nature (takes seeds, produces wooden ammo and potash)
-prayer for amnesty (produces soap)

Shrine of Victory
-ritual of victory (takes body parts and goblets (goblets are preserved), produces anvils)
-prayer for fortitude (produces iron bars)
-create torchbearer gargoyle (takes iron statue, needed to build temple of fire)

Shrine of Prosperity
-ritual of prosperity (takes gold crafts, produces flux)
-prayer for fortune (produces bars of random economic alloys)
-prayer for celebration (requires an empty barrel or pot, can produce a rare alcohol)

Temple of Fire
-prayer for industry (produces flux stone)

---

Rituals consume items to (usually) produce other items.  Prayers have no input reagents, but produce their products rarely (it may take a LOT of prayers to get what you want).  A few rare, hidden products are sprinkled in for great justice.  Tier two rituals and prayers do not currently carry risks of disfavor - this will NOT be true for future tier two rituals.


Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #802 on: September 04, 2011, 12:53:01 am »

More easter eggs to report.  This time its clothing!

Spoiler (click to show/hide)

And I've got my alchemists workshops pumping out gold bars so I can build my golden castle!

I'm pretty sure all those clothes show up by default on meowkin, are included in their entity file, and you spawn with them in adventurer.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #803 on: September 04, 2011, 02:06:50 pm »

Well, here's the good news and the bad news.

The good news is that 0.14c is up and should be fully functional.

The bad news is that, due to some real life complications, I haven't tested it as thoroughly as I would have liked.  Please report any errors or anomalies so that they can be fixed as soon as possible.

The Temple of Fire is using placeholder artwork (a modified orrery design) right now.  Expect this to be revised in the near future.

73

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14b
« Reply #804 on: September 04, 2011, 07:59:35 pm »

The adamantine mace is a curious development, since maces are not on the list of possible adamantine reaction products for the weapons concept lab.  To me, this suggests that the game did not recognize the subtype of the weapon it was told to produce, and then threw it out and used a random weapon.  Check your error log for anything along the lines of "unrecogized weapon subtype."  If you find something, post it here.
Unfortunately, I don't seem to have anything useful in my errorlog; the reclaim attempt I made on that fort and my subsequent adventurer... adventures seem to be all it's got in it at the moment. I suppose that's my fault for not checking to see if anything came up originally. However, I'll build a lab in my current fort and see if I can reproduce it once I strike some addy veins.

Quick question: can alchemy create orialchium bars? I'm asking because I tend to play with the mineral distribution a bit low for the difficulty, which means that the mountainhome usually doesn't have any, and finding it can be a bit hard. I've tried using alchemy, but I haven't been getting any orialchium out of it, so I was wondering if it was actually possible.

And yay, new stuff! *downloads*
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TehNoob

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #805 on: September 04, 2011, 08:42:59 pm »

My previous fort did not go well enough to get good screenshots. I'll install this version and try for a good looking fort, good looking sieges, and a temple area for all the shrines.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #806 on: September 05, 2011, 02:11:39 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
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The Master

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #807 on: September 05, 2011, 02:29:13 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #808 on: September 05, 2011, 04:57:56 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P

And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog  :P
« Last Edit: September 05, 2011, 05:02:03 am by o_O[WTFace] »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #809 on: September 05, 2011, 05:38:31 am »

So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P

And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog  :P

Of course, your not implying narhiril is procrastinating or anything. Your just trying to blunt The Master's point, right? Cuz if so, it's deftly done.
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