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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 403101 times)

Putnam

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1050 on: December 05, 2011, 10:57:50 pm »

(un)lucky you! i've been trying for ages (and many, many more worlds than i care to admit) and haven't seen any of the 'evil' grasses other than the brain tissue and clattering teeth i snagged from another mod, both grow all willy-nilly in the caverns, not caring if it's good or evil areas, yet both are flagged to only grow in evil caverns. on the surface, still no sign of a good or evil plant of any kind

Ok so this seems like a DF bug rather than a LFR bug.  Disappointing, but good to know.

sadly, to my knowledge, we still aren't getting to see any good or evil plants or trees grow anywhere. they somehow got broken, no glumprongs or featherwoods, sunberries or sliver barbs for quite a while, and that's just in the standard game. haven't even seen the tentacle or eyeball grass in ages, and i always start in areas that have good and evil biomes crossing.

i'm gonna modify a few reactions later on, see if i can get any of the good or evil seeds to pop out and see if can plant those. but, i've noticed the vine of xanadu and its prismatic essence when setting up stockpiles (i usually do an "all milled plants but dyes" and a "just the dyes here" stockpile in different areas) and want to use it at some point

i've even started using df hack's prospector option just to see what plants are around. still haven't seen any of the good or evil ones from any of the mods i've got crammed together under the lfr hood, in any of my saved worlds. it's rather disappointing, really

Huh. I just started a succession game where there are tentacle/eye grasses, though they don't have the correct tiles.

LFR doesn't add grasses (at least not yet), so that's probably an Ironhand issue.  That would be reasonably easy to fix, though - I'll mention it on the relevant thread, but you can open up plant_grasses and edit the tiles of the culprit(s) in [GRASS_TILE] and [ALT_GRASS_TILE] yourself.  Shouldn't require a new world, either.

Nono, the tiles were unrelated to your mod; the succession game uses my own mod, which runs on ASCII, but the characters for the grasses are the same as all the other grass, but different colored.

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1051 on: December 07, 2011, 09:39:21 pm »

Would you be willing to reveal some things on the next release? Perhaps in a list?

I'm looking forward to the melee ranged hybrid weapon. Perhaps one that could be upgraded as the technology goes further? Such as how the javelin thrower can be upgraded to be more energy efficient? Maybe this one could be upgraded to have better ammo stacks or better melee ability. Also, are you willing to reveal what this weapon will look like?

Also, I believe that javelin thrower spears are very valuable. Perhaps reduce the javelin value?
« Last Edit: December 07, 2011, 09:43:05 pm by Pan »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1052 on: December 08, 2011, 04:36:36 pm »

Would you be willing to reveal some things on the next release? Perhaps in a list?

I'm looking forward to the melee ranged hybrid weapon. Perhaps one that could be upgraded as the technology goes further? Such as how the javelin thrower can be upgraded to be more energy efficient? Maybe this one could be upgraded to have better ammo stacks or better melee ability. Also, are you willing to reveal what this weapon will look like?

Also, I believe that javelin thrower spears are very valuable. Perhaps reduce the javelin value?

Javelin values are coming from their sizes.  I need to play with these to see if I can get them to something more reasonable without affecting combat performance.

Here's what I've got DONE so far...


-Fixed a typo in the description for megalania. 
-Added a new easter egg creature. 
-Fixed an issue with incubi that was causing them to be much rarer than intended. 
-Meowkin traders will now sell fish (thanks astinax). 
-Vines of xanadu will now produce "heavenly seasoning" when milled, which carries a material value of 20. 
-Nephilim will now use heraldic shields in addition to their previous two types (this change is mostly cosmetic). 
-Added the ability to craft hadrine reactive shields (same prerequisites as other hadrine pieces).


IN PROGRESS:

-advanced alchemy lab, prototype workbench, and four three new materials related to these workshops.
-bdog's wheelbarrows.
-a new hybrid weapon - the bayonet crossbow, which will be built from components at the prototype workbench (changes melee skill to spear).
-a new ranged weapon - the magnetic dart launcher, assembled at the prototype workbench.
-an option to upgrade the magnetic dart launcher to also carry a small bayonet (changes melee skill to sword).
-an option to upgrade the bayonet dart launcher with extra capacitors (increases ranged power).
-an option to upgrade the javelin thrower to use a draw mechanism (increases ranged power).
-an option to upgrade the mechanized javelin thrower to carry a detachable general-purpose combat knife (increases melee power, changes melee skill to dagger).
-an option to upgrade the bayonet crossbow to use a draw mechanism (increases ranged power).
-an option to upgrade the mechanized bayonet crossbow to use a spring-loaded bayonet (increases melee power).
-a new type of (extremely unusual) shield.
-new types of ammunition, including magnetic darts for the magnetic dart launcher and throwing knives/axes.
-groundwork for future advancements.
-some unusual research byproducts of varying types.
-revised voidwalker creature raws.
-new easter eggs (duh).




-

« Last Edit: December 12, 2011, 10:55:56 am by narhiril »
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BigFatStupidHead

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1053 on: December 08, 2011, 07:17:54 pm »

May I suggest you add [Leather] to gauntlets, so that there is a non-metal hand armor material option that can be selected when designating uniforms? Your excellent simplified clothing add-on makes gloves foreign, so my leather-bound squads need to rely on the unlisted bone or shell gauntlets.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1054 on: December 09, 2011, 03:21:11 am »

Do shield material matter for anything other than their bashing capabilities?
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BigFatStupidHead

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1055 on: December 09, 2011, 06:50:57 am »

Do shield material matter for anything other than their bashing capabilities?
Nope!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1056 on: December 09, 2011, 08:35:11 am »

 Hmm, how would magnetics fire a projectile? Magnetics is things attaching, not shot away, right? Excuse me, not a physics student here.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1057 on: December 09, 2011, 10:15:09 am »

Hmm, how would magnetics fire a projectile? Magnetics is things attaching, not shot away, right? Excuse me, not a physics student here.

Electromagnetism is a fascinating thing - it can repel or attract, and repulsion is not even needed for creating a projectile weapon.

An example.

Also called a gauss cannon, a mass driver, or a MAC.  Even though most of these weapons are experimental, the technology behind them is remarkably simple - enough so that a dwarven researcher could, conceivably, stumble across it.  You can build a (remarkably effective) one of these using some pretty basic electrical components.

Obviously, the LFR version is going to be dealing with relatively low speeds and small projectiles. 


May I suggest you add [Leather] to gauntlets, so that there is a non-metal hand armor material option that can be selected when designating uniforms? Your excellent simplified clothing add-on makes gloves foreign, so my leather-bound squads need to rely on the unlisted bone or shell gauntlets.

I had a response to this typed up yesterday, right before the forum crashed.  This is a good catch, but I won't be modifying the stock components, if possible - instead, I'm going to just create a new glove item for this purpose ("bracers").  Expect this for both LFR and LFR-SC in the next release, with due credit.
« Last Edit: December 09, 2011, 10:17:49 am by narhiril »
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1058 on: December 09, 2011, 10:45:12 am »

Hmm, how would magnetics fire a projectile? Magnetics is things attaching, not shot away, right? Excuse me, not a physics student here.

Electromagnetism is a fascinating thing - it can repel or attract, and repulsion is not even needed for creating a projectile weapon.

An example.

Also called a gauss cannon, a mass driver, or a MAC.  Even though most of these weapons are experimental, the technology behind them is remarkably simple - enough so that a dwarven researcher could, conceivably, stumble across it.  You can build a (remarkably effective) one of these using some pretty basic electrical components.

Obviously, the LFR version is going to be dealing with relatively low speeds and small projectiles. 


May I suggest you add [Leather] to gauntlets, so that there is a non-metal hand armor material option that can be selected when designating uniforms? Your excellent simplified clothing add-on makes gloves foreign, so my leather-bound squads need to rely on the unlisted bone or shell gauntlets.

I had a response to this typed up yesterday, right before the forum crashed.  This is a good catch, but I won't be modifying the stock components, if possible - instead, I'm going to just create a new glove item for this purpose ("bracers").  Expect this for both LFR and LFR-SC in the next release, with due credit.

 Would you be willing to describe what the magnetic weapon would look like? It uses the sword skill in close quarters while shooting out magnetic darts like a coilgun. I gotta say that's cool to imagine. But what does it look like?
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1059 on: December 12, 2011, 11:46:30 am »


 Would you be willing to describe what the magnetic weapon would look like? It uses the sword skill in close quarters while shooting out magnetic darts like a coilgun. I gotta say that's cool to imagine. But what does it look like?

I'll post a doodle of it later today.

In the mean time, here's some goods from the caravan...

Spoiler: :) (click to show/hide)

astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1060 on: December 12, 2011, 01:51:56 pm »

*grin* i've been doing a lot of short-lived test forts lately (mainly on the plants stuff... and a few things i built myself) and it seems like one of my starting seven always seems to like nyan cats. i was way excited to see that, though none have engraved any yet

anyway, on the plants angle (the not seeing good/evil tagged plants or trees) i've accidentally found a sort of a workaround to this, thanks to urist da vinci's work, posted here: http://www.bay12forums.com/smf/index.php?topic=96679.msg2775733#msg2775733

i've taken that, added in all of the lfr plants that are millable  (as well as the other assortment of plants i've got crammed into my game) since i was tired of my dwarves making tons of flour out of my booze plants when i wanted dyes made. an unforseen result of this is that my dwarves now start with the seeds/dyes/flours of anything in those reactions, including the plants that only grow in good or evil areas or caverns two and three. and, those seeds *are* plantable, which is a good thing. but also sorta spoils the need to hunt for the fun, rare stuff.

i *did* manage to see my first wild-grown slither weed (evil growing underground plant) ever, though, when i pierced cavern three early (i've been using dfhack's reveal to peek into the caverns, then prospect to see what plants are available down there...then setting my miners to bypass caverns one and two to hit three first, see if the rare plants grew in my fort that way. it's worked this once. none of the previous attempts). so...it's a bit of a start, maybe

i'd also modified the knowledge rituals and plant alchemy a bit, to allow those other hard to find plants to show (also, should point out that base plant alchemy takes 6 seeds, magma version takes 8). or, in the knowledge rituals, i'd added glumprongs and featherwood (as well as the other good/evil trees i've crammed in) at the same rate as courage oaks and widow's tear. that way, it'll help as options for mandates, if needed.

and, on another front, the meowkin. seems river and ocean products aren't quite enough for them to bring you fish. i've made 'em civ controllable for testing, and they *can* and *do* fish on embark, they just don't seem to want to trade those tasty treats. just now added the 'use animal products' tag, as well as making it so meowkin can milk animals, make cheese, shear critters, and spin that into usable wool, but keeping them at 'unthinkable' on killing animals, and no butcher/tanner. although, i did add cook, dyer, miller, and thresher to their jobs too. no clue how much of this is to your liking, but mentioning it all here

haven't managed to test this latest setup out to see if it allows them to give up their tasty fish, but i'll manage to squeeze that testing time in by tonight
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1061 on: December 12, 2011, 07:41:07 pm »

i *did* manage to see my first wild-grown slither weed (evil growing underground plant) ever

Slither weed? LoFR plant? Huh.
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1062 on: December 13, 2011, 06:57:38 am »

I spy something about how you plan to include throwing knives and axes? How will you plan to implement that?
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Trapezohedron

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1063 on: December 13, 2011, 06:58:58 am »

Throwing gloves? Or something that resembles a glove, probably, like hand wraps or something.
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Thank you for all the fish. It was a good run.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1064 on: December 13, 2011, 09:16:52 am »

Throwing gloves? Or something that resembles a glove, probably, like hand wraps or something.

This was the plan ^.^
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