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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 403061 times)

Fairin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #990 on: November 11, 2011, 12:48:40 pm »

expect 0.14e on Friday.

*WhipCrack* hurry up and make my weekend already !!! >: ) its almost 1pm est !

er... nevermind.. swtor finally sent me the email >: )
« Last Edit: November 11, 2011, 04:25:25 pm by Fairin »
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Fairin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #991 on: November 12, 2011, 12:06:16 pm »

ack no! bad skyrim, give us back Narhiril !!!
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Dohon

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14d
« Reply #992 on: November 12, 2011, 12:42:31 pm »

Relax, grasshoppah. The new version will get here once it's ready. :)
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Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #993 on: November 12, 2011, 07:08:30 pm »

Apologies, guys and gals, but I ended up having to rush my friend to the hospital with pneumonia last night.  Fortunately, she's alright now, but that took up all of my time yesterday that I was planning to use for this release.  I haven't gotten Skyrim yet simply because I don't have $60 to spend on it this week, so, while a good guess, that isn't my excuse this time.

0.14e is now uploaded and should be good to go.  Those of you using the simplified clothing plug-in will find an updated version of that file as well in the test raw download link off the front page (the usual spot).  As usual, please report any bugs, anomalies, comments, or technical difficulties to this thread or to me via private message, and I'll get them resolved as soon as I can.

Enjoy :)

trees

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #994 on: November 12, 2011, 08:57:49 pm »

Quick bug report: the raws only download of the new version contains an "item_food_narhiril.txt" and an "item_food_narhiril.txt.txt," causing duplicate errors.
I haven't played this mod in a while, been a tad busy with my own personal attempts. I think I'll start a new fortress tonight!
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #995 on: November 12, 2011, 09:57:51 pm »

Hooray! Testing now!

In future, don't apologize about being sick or anything. Sort of demeaning for you, isn't it?  ;)
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #996 on: November 13, 2011, 05:43:29 am »

Quick bug report: the raws only download of the new version contains an "item_food_narhiril.txt" and an "item_food_narhiril.txt.txt," causing duplicate errors.
I haven't played this mod in a while, been a tad busy with my own personal attempts. I think I'll start a new fortress tonight!

Thank you, good catch.  Re-uploaded with this issue resolved.  If you have downloaded (either raw-only or pre-installed) before the time stamp on this post (~10 of you), please go ahead and just delete that duplicate file.

Dohon

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #997 on: November 13, 2011, 05:57:58 am »

Gonna download this and play once I have some more time. Soon, I hope. :) Have you already added the updated Ironhand Graphics set and the Wheel Barrow mod, Narhiril? Or are those future additions? And what are your intentions regarding the Simplified Clothing plugin? Because I'm loving that. ;)
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Weaselcake

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #998 on: November 13, 2011, 07:03:35 am »

Can someone explain how to add this to the Lazy Newb Pack without any issue? I want to try this mod but I can't really play DF without the LNP.  :(
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #999 on: November 13, 2011, 10:18:05 am »

Gonna download this and play once I have some more time. Soon, I hope. :) Have you already added the updated Ironhand Graphics set and the Wheel Barrow mod, Narhiril? Or are those future additions? And what are your intentions regarding the Simplified Clothing plugin? Because I'm loving that. ;)

bdog's wheelbarrows are coming along next version, but the new Ironhand graphics are already included. 

Simplified clothing is pretty much done, though it will continue to see updates to keep it compatible.  It seems to have a measurable effect on performance, presumably because clothing items are one of the game's biggest contributors to lag.  In the future, there will likely be more of these little plug-in components.  I am considering doing the first versions of the shedim as a plug-in component, so that people can test them, but aren't stuck with them and any associated issues that haven't been ironed out.

Which reminds me, I eventually need to move the SC download to a more permanent link (instead of the test raw spot).  I'll let everybody know when that happens, though.


Can someone explain how to add this to the Lazy Newb Pack without any issue? I want to try this mod but I can't really play DF without the LNP.  :(

The Ironhand release is a full copy of DF v0.31.25 with Ironhand graphics v0.60 and LFR v0.14e installed.  If you're familiar with DF already, it's really just opening the folder and firing up the executable to jump right in.  Any utilities (dwarf therapist, dfhack, perfectworlddf, etc) should continue to run without any problems.  The init and d_init files might need to be tweaked for your preferences and local machine, but both of those files (found within "LFR Ironhand Graphics Edition v0.14e/data/init") contain some documentation to assist you with those changes, if necessary.

Unfortunately, if you're fond of another graphics set, LFR doesn't currently support anything but Ironhand or ASCII, with some limited (i.e. minerals and plants, but not workshops) support for Phoebus.  Wider graphics support is something that's on the "to do" list, somewhere down the road.

Fairin

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1000 on: November 14, 2011, 09:50:23 am »

Apologies, guys and gals, but I ended up having to rush my friend to the hospital with pneumonia last night.  Fortunately, she's alright now, but that took up all of my time yesterday that I was planning to use for this release.  I haven't gotten Skyrim yet simply because I don't have $60 to spend on it this week, so, while a good guess, that isn't my excuse this time.

Enjoy :)

thats not an excuse, thats a damned good reason. and you don't need an excuse for us Narhiril.
good to hear shes lookin up

just a warning tho.. skyrim has that addiction effect.. just one more corner.. one more horizon... one more quest...
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1001 on: November 15, 2011, 02:33:11 am »

« Last Edit: November 15, 2011, 02:36:09 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1002 on: November 15, 2011, 06:19:15 am »

Since I've been busy with exams, I've only had some time to look at the newly added cavern creatures with the arena. The ankylosauros loses every fight against the the sabre tooth tigers and megalania, and just about anything. They need some buffing up. They never use their tails clubs either, although I did observe how the ankylosaurus will 'slam' an enemy. It doesn't specify how they slam, but if they use their tail, it's not mentioned.

The megalania, on the other hand, are quite tough and can deflect iron weaponry with their skin!
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1003 on: November 15, 2011, 02:58:40 pm »

A lot of that is a size difference.  I think you'll find that pygmy ankylosaurs hold up better against poorly-equipped, weaker enemies (goblins, lizardmen) than sabre-toothed tigers do.  Pygmy ankylosaurs have scales roughly equal to bronze in strength, while sabre-toothed tigers just have their hides.  However, when badly outsized, that advantage doesn't mean much.  One on one, a sabre-toothed tiger will win about 75% of the fights with a pygmy ankylosaur, but against a copper-clad goblin siege, the ankylosaurs will last longer.  Megalania are much more powerful and better armored than both sabre-toothed tigers and ankylosaurs, but come at the price of having to capture and breed them on your own.

A little size and ability reference chart.

Dwarf = 60k
Dog = 30k, weak defense, mediocre offense, embarkable.
Sabre-tooth tiger = 425k, weak defense, very powerful offense, breeds and matures quickly, embarkable.
Pygmy ankylosaur = 90k, strong defense (~bronze), mediocre offense, lays eggs, embarkable.
Megalania = 600k, very strong defense (between iron and steel), very powerful offense, lays eggs.

Spoiler: "Special" war animals (click to show/hide)


« Last Edit: November 15, 2011, 03:03:10 pm by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1004 on: November 15, 2011, 07:42:15 pm »

Wait what? Sabre tooth tigers are like friggin elephants!
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