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 ... 59 60 [61] 62 63 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 402994 times)

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #900 on: October 17, 2011, 02:39:32 pm »

To be fair, I wrote that raw almost a year ago, when I was just starting LFR.

Fixed for release later today.

EDIT: 0.14d is now up and running, along with a new version of LFR-SC that is compatible.  As usual, please direct comments or concerns to this thread, or contact me via personal message.
« Last Edit: October 17, 2011, 04:51:10 pm by narhiril »
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #901 on: October 17, 2011, 05:08:40 pm »

yeeeessssssss
Downloading now. Thanks for dedicating so much of your time into this mod.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

keyreper

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #902 on: October 17, 2011, 06:20:02 pm »

hey this mod looks great, gona give it a try, but also  with my mod (it just makes useless rats trappable and trainable)
Logged
The anwser to life, the universe, and everything as we know it is -MAGMA-

Pan

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #903 on: October 17, 2011, 07:36:42 pm »

Yay!  :D
Logged

Imp

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #904 on: October 18, 2011, 12:09:34 am »

Woo!

Except...  My current LoFR fort is... not done.  It's perhaps the longest kept fort I've had yet!  It's got all of 177 dwarves, tons of animals, a river and waterfall, regular seiges and ambushes and all sorts of unpredictable LoFR goodies I slowly keep noticing.... and the FPS is still around 50 most of the time!  It gets up to 70 at moments!  This fort flies and sings and dances and...  I cannot yet turn from it.

Your new masterpiece must wait to be appreciated by me.  I'm to busy appreciating your earlier masterwork!
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

TheLinguist

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #905 on: October 19, 2011, 01:32:36 pm »

Hey, nifty mod there :). Seems to do a pretty good job of adding things that fill a new purpose, and yet at the same time that don't change the game too much. Basically, it gives me a feeling of "ooh, that's cool!", rather than feature bloat.

And, having just lost my first LFR fort, and embarked a second one, here's some stuff that I've noticed.

Didn't I see, somewhere in the changelog, a mention that the "World bearer's shell" should stop showing up in the stone list? Yeah, it's still there (I'm using the raw-only download, ASCII version). Both 0.14c and 0.14d.

Lizardman behavior seems kinda funky... at one point, in the fort I lost, they showed up to ambush/siege and just hung around my river. Never leaving, never going in the main gate (which was OPEN), just sitting there, looking threatening. Seeing as I tend to use stationary defenses (which were far away from the river), and had just had my meager army decimated by voidwalkers, the immobile lizardmen were a significant annoyance :P. I think the issue was that I had cut two channels to the river for a water supply and drainage, respectively, and they seemed to really want to go in that way for some reason. The odd thing is, I had two OTHER ways to enter the fort, a waterwheel room and the main entrance, yet the lizardmen chose to hang out next to the entrances blocked off by closed floodgates. Maybe this is a pathing bug, similar to the nephilim?

What's with all the plants that have bright green/blue/etc. backgrounds in ASCII mode? I don't mind colored foregrounds, but the background - in ASCII mode - is something that should probably be left black. After all, it can be a little disconcerting when I see a bright green square in the middle of a cavern, and spawning next to a blue field (bluebells, I think?) in adventure mode makes me think I'm somewhere coastal ;). Is there an easy way to find and change all of those backgrounds back to black? Say, with a search-and-replace on specific files?

Have you thought about adding a way to craft most of the new items in adventurer mode? Say, by giving a modified version of the experimental weapons lab reactions to adventurers, using something similar to the Wanderer's Friend mod? Because LFR is pretty nice as-is, but seems highly oriented towards fortress mode. Adding a way to get the new weapons, without having to detour into fortress mode, would be a nice way to spread the love, methinks. It could also make it so that elves starting in nephilim areas, for instance, don't get totally screwed over by pathing bugs (more on that later). Anyway, if this seems like an interesting idea, I've got more that I could say about good ways to implement it (e.g., don't use stone, to keep the specialness of the new weapons). Heck, I might just implement it myself, if I find time. If so, is the iron experimental weapon reaction a good one to modify?

Nephilim have a nasty pathing bug in adventurer mode, as well. Whenever I go to recruit a nephilim, they wind up flying and... get left behind, somehow. I haven't looked to see exactly WHERE they end up, but I do know that twice now, I've left the fort I recruited them at, fast-traveled with the nephilim flying behind me in some Armok-forsaken location, and I've lost the nephilim allies when I return to local movement. This isn't *too* much of a problem if you start with reasonable weaponry (and tactical know-how from vanilla), but seeing as elves start with a mere wooden spear... yeah, I'm gonna see if I can get Wanderer's Friend to play nice with this mod :P. I want me some 1500+ starting speed!

Nephilim soldiers in adventurer mode also seem to never use weaponry, but I think that's already been reported.

Anyway, nifty mod, now I need to see if magma works better on voidwalkers than mechanical traps did :). Although... voidshard is... not magma safe, huh? Well, guess I'll start with marksdwarves, THEN use magma if/when my bolts fail.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #906 on: October 19, 2011, 02:08:03 pm »


Didn't I see, somewhere in the changelog, a mention that the "World bearer's shell" should stop showing up in the stone list? Yeah, it's still there (I'm using the raw-only download, ASCII version). Both 0.14c and 0.14d.


Yeah, that's an obsolete file that I seem to have accidentally left in for the raw-only release.  Go ahead and delete "inorganic_material_land_mover_narhiril.txt" to fix that, it isn't doing anything anyway.

What's with all the plants that have bright green/blue/etc. backgrounds in ASCII mode? I don't mind colored foregrounds, but the background - in ASCII mode - is something that should probably be left black. After all, it can be a little disconcerting when I see a bright green square in the middle of a cavern, and spawning next to a blue field (bluebells, I think?) in adventure mode makes me think I'm somewhere coastal ;). Is there an easy way to find and change all of those backgrounds back to black? Say, with a search-and-replace on specific files?

Have you thought about adding a way to craft most of the new items in adventurer mode? Say, by giving a modified version of the experimental weapons lab reactions to adventurers, using something similar to the Wanderer's Friend mod? Because LFR is pretty nice as-is, but seems highly oriented towards fortress mode. Adding a way to get the new weapons, without having to detour into fortress mode, would be a nice way to spread the love, methinks. It could also make it so that elves starting in nephilim areas, for instance, don't get totally screwed over by pathing bugs (more on that later). Anyway, if this seems like an interesting idea, I've got more that I could say about good ways to implement it (e.g., don't use stone, to keep the specialness of the new weapons). Heck, I might just implement it myself, if I find time. If so, is the iron experimental weapon reaction a good one to modify?

I don't play ASCII mode, personally, so this is the kind of feedback that is very, very helpful.  I don't have a script that does this for you, but if you find the token under each plant entry...

[SHRUB_COLOR:2:10:2]

The middle number is background color, set it to zero to get rid of that.  I'll go ahead and do the same thing for the ASCII raws for the next version.

I am, also, horribly unfamiliar with the nuances of adventure mode.  I am very much open to exploring the "experimental weapons" becoming available in adventure mode more easily - I just need to sit down and do the research on how adventure mode reactions work and how I can balance them.

Pathing issues with the nephilim are starting to irritate me.  I think I'll be cutting out the flier token and just giving them very high speed in the next test build, and we'll see how that works.  I don't know why they aren't using weapons in adventure mode either - I have an idea of how to fix this, but I need to test it.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #907 on: October 19, 2011, 05:01:45 pm »

The main difference between adventurer reactions and dwarf reactions are:

1. You don't need a building.
2. Metal bars are glitched; asking for 150 will cost two bars: one for 150 left, one for 0 left.

Other than that, pretty much identical.

73

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #908 on: October 19, 2011, 06:35:46 pm »

Pathing issues with the nephilim are starting to irritate me.  I think I'll be cutting out the flier token and just giving them very high speed in the next test build, and we'll see how that works.  I don't know why they aren't using weapons in adventure mode either - I have an idea of how to fix this, but I need to test it.

That'd be sweet, since it removes the necessity of building tunnels to trade with them. Although really high speed could be a bit overwhelming, given their like of sieging (seriously, it's really, really easy to get them to siege. Two diplomats dead, or even just stealing all the anvils from a few consecutive caravans and they're at my front door).

I did want to comment, though, that I haven't run into issues with nephilim not using weapons. This is based on previous experiences from 14c, since I haven't gotten into adventure mode with 14d yet, but I don't think it should have changed. They've used weapons fine in all my games, multiple soldier types, etc, practically everyone has steel knives (don't attack their villages without adamantine. Seriously). So if there's a bug here, it definitely doesn't show up all the time.
Logged

The Master

  • Bay Watcher
  • A respectable sort of psychopath
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #909 on: October 19, 2011, 09:00:51 pm »

HUZZAH! A NEW VERSION!
Logged
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.

TheLinguist

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #910 on: October 20, 2011, 01:07:07 am »

Yeah, in terms of interface standards, pretty much nothing touches the background color in ASCII mode. I think... uncut stone walls will do it, piles of mud will do it, and you'll also get a brown background for a living creature that can't stand. Even water and lava only touch the foreground color, leaving the background as black. Changing the foreground color is generally kosher, though.

Quote
I don't have a script that does this for you

Luckily, I run Linux. Perl or sed should do the trick :D.

As for adventure mode crafting, I haven't looked at the raws too in-depth, but I have played around with Wanderer's Friend a bit, as well as vanilla adventure mode. Let's see, what have I noticed... rocks are available in vanilla, but are essentially infinite, so probably not good for a rare weapon. Bone and hide are available in a reasonable quantity - you have to actually work for them, but it's not too hard to get a decent supply. Leather and metal could be available in fairly large quantity if you added a reaction to tan hides, or melt gear (just raid a bandit camp for the metal). Tooth and horn are harder to come by, so they might make good choices for a rare weapon reaction.

Although, actually, I think what I'd like is for at least a subset of the experimental weapons to require moderately rare resources, such as tooth, horn, or high-grade animal products. Say, elephant-or-better bones, or something. You'd have to mod in the distinction between hoary marmot bones and elephant bones, true, but then I think you'd be able to strike a nice balance with the rarity: difficult enough to acquire that the weapons would be special, but easy enough to acquire that it's actually conceivable that you could get more than one, if that struck your fancy. Of course, that's just my own opinion, there :).

Edit: Ah, right, buildings change the background color, too. Man, green glass doors and floodgates look weird...
« Last Edit: October 20, 2011, 08:02:57 am by TheLinguist »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #911 on: October 21, 2011, 12:29:21 am »

I'd be willing to make a series of adventurer reactions for this mod, if you (meaning narhiril, of course) would just say what you want.

Consider it payback for teaching me how to do bodies/creatures :P

The Master

  • Bay Watcher
  • A respectable sort of psychopath
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #912 on: October 22, 2011, 12:21:06 am »

I am, also, horribly unfamiliar with the nuances of adventure mode.  I am very much open to exploring the "experimental weapons" becoming available in adventure mode more easily - I just need to sit down and do the research on how adventure mode reactions work and how I can balance them.

PSST! This might help!
http://www.bay12forums.com/smf/index.php?topic=55259.msg1189820#msg1189820
« Last Edit: October 22, 2011, 12:22:43 am by The Master »
Logged
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.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #913 on: October 22, 2011, 01:43:12 am »

I am, also, horribly unfamiliar with the nuances of adventure mode.  I am very much open to exploring the "experimental weapons" becoming available in adventure mode more easily - I just need to sit down and do the research on how adventure mode reactions work and how I can balance them.

PSST! This might help!
http://www.bay12forums.com/smf/index.php?topic=55259.msg1189820#msg1189820

hmm...

Quote
REMEMBER THAT A REACTION MADE ITEM WILL NOT HAVE QUALITY LEVELS, FOR QUALITY LEVELS YOU ACTUALLY HAVE TO MAKE IT!

Then why do I have so much -artifact grist-?

Reaction-made items have quality levels if the reaction has an associated skill.

Imp

  • Bay Watcher
    • View Profile
Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #914 on: October 23, 2011, 06:22:08 am »

Got curious about the lore and manual entries mentioned in the version .14d changes, and searched the pre-installed Ironhand download for the lores and manual but couldn't find the folder.  Did find it when I downloaded the raws-only version.  Is "LFR Manual and Lore" folder missing from the pre-installed version, or am I just blind?
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
Pages: 1 ... 59 60 [61] 62 63 ... 240