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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 403226 times)

nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1200 on: January 23, 2012, 09:32:30 pm »

Are you taking bets on which option wins the poll?  xD

Anyways, my real answer to the poll question would be this:  The Nephilim are very fast and tough and their caravans come, it seems, every single season.  They are very good at stopping seiges/ambushes - you don't really need to protect them, cuz they protect you ^ ^

I don't mind them being strong, but imo, it would be nice if there was a higher chance of them being hostile, if it isnt possible to adjust how often they send caravans.  Their constant presence sort of takes away from the dangerous feel you otherwise get from the hostile races.

This certainly isn't a problem with the meowkin, btw.  Every time they show up when there is a fight going on, they just get butchered, poor things...
« Last Edit: January 23, 2012, 09:39:47 pm by nukularpower »
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Meph

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1201 on: January 23, 2012, 09:35:45 pm »

I would place my bet on #12. As unfair as it sounds, it might have not been the best idea to add it, since it will tamper with the results.

But so many options to pick from... Maybe allow several votes for each user ?
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1202 on: January 23, 2012, 09:41:55 pm »

Quick question:  I seem to remember reading somewhere that LFR is fully compatible with Fortress Defense.  Is that true or did I imagine it?  Cuz I've been looking, and I can't find that quote now, if it ever really existed.  Been wanting to try them together but dont want to mess everything up in the process.
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SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1203 on: January 23, 2012, 10:48:22 pm »

My issue is that I can never find any orichalcum ever. Not even the caravans have any. And then once I get it, I have no idea what to do with it. It seems like there's a big gap between regular fort life before orichalcum and after, when all the stuff needing advanced mechanisms and things like that come in.

Maybe it's just that I'm stupid.
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1204 on: January 23, 2012, 10:53:02 pm »

I actually haven't had a problem finding orichalcum yet, at all... Always get way more than I need (you only need a few "native orichalcum" ores smelted to make precision tools at the alchemy lab, which enables the advanced mechanism building)
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1205 on: January 24, 2012, 10:19:28 am »

My issue is that I can never find any orichalcum ever. Not even the caravans have any. And then once I get it, I have no idea what to do with it. It seems like there's a big gap between regular fort life before orichalcum and after, when all the stuff needing advanced mechanisms and things like that come in.

Maybe it's just that I'm stupid.

Set mineral distribution to 100 and it pops up almost anywhere in clusters.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1206 on: January 24, 2012, 10:32:54 am »

I would place my bet on #12. As unfair as it sounds, it might have not been the best idea to add it, since it will tamper with the results.

But so many options to pick from... Maybe allow several votes for each user ?

I honestly don't know how to do that...  the "edit poll" option seems kind of primitive in that regard.

Quick question:  I seem to remember reading somewhere that LFR is fully compatible with Fortress Defense.  Is that true or did I imagine it?  Cuz I've been looking, and I can't find that quote now, if it ever really existed.  Been wanting to try them together but dont want to mess everything up in the process.

It existed, and as far as I know, it's still true.  FD adds a couple of files to the raws and doesn't touch any of the default ones, while the few stock raws that LFR modifies do not cause any problems in FD. 

Simplified clothing will not work for FD civilizations...  well, let me put it this way.  It will work, but it won't have any effect on those civs, only simplifying the clothing for LFR's entities.

So yes, now that I've pulled up FD's thread and looked at the file contents, I think I can safely say that LFR and FD are still compatible.  If you want to add 11 more enemies to LFR's three and a half, I certainly won't stop you. :)


My issue is that I can never find any orichalcum ever. Not even the caravans have any. And then once I get it, I have no idea what to do with it. It seems like there's a big gap between regular fort life before orichalcum and after, when all the stuff needing advanced mechanisms and things like that come in.

Maybe it's just that I'm stupid.

When you get it, you smelt it into a bar at the forge and then use that bar at the alchemy to create a precision tool kit, which is necessary for the advanced mechanics workshop.  I have split the tech and ritual trees into their own separate manual and reference files for this coming release....  Obviously that doesn't do you a whole lot of good right now, but it should help you more easily navigate the advancements very shortly. 

I will admit that LFR's tech tree is quite complex, but I believe that complexity is what allows me to add all of the little hidden gems that make the game so much fun (for me, at least).

Also, curious to know - are you following the recommended mineral distribution settings?  Orichalcum was balanced for a world of mineral scarcity 100-300 (or "everywhere" on quick embark) so you might be shooting yourself in the foot if you're playing with less common minerals.  Ir's not unplayable that way, it's just a lot harder to get than I had intended.

EDIT: Pan beat me to that one ^_^

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1207 on: January 24, 2012, 10:36:14 am »

Are you taking bets on which option wins the poll?  xD

Anyways, my real answer to the poll question would be this:  The Nephilim are very fast and tough and their caravans come, it seems, every single season.  They are very good at stopping seiges/ambushes - you don't really need to protect them, cuz they protect you ^ ^

I don't mind them being strong, but imo, it would be nice if there was a higher chance of them being hostile, if it isnt possible to adjust how often they send caravans.  Their constant presence sort of takes away from the dangerous feel you otherwise get from the hostile races.

This certainly isn't a problem with the meowkin, btw.  Every time they show up when there is a fight going on, they just get butchered, poor things...

Right, I wanted to address this as well.  Have you carried them into a barony or higher fortress yet?  Because once you get a baron, they start sending diplomats with the caravans, and it only takes losing two or three diplomats to get them very, very angry with you.  In the midst of a hidden voidwalker siege, nephal magisters tend to have a very short lifespan.

So basically, they protect you... at first.  But sooner or later, they expect you to return the favor.  And if you don't, they barricade your trade routes.  Some of the most fun battles I've had with LFR have been attempts to break a nephilim siege caused by their earlier sending of diplomats into a mire of bog trolls and voidwalkers. They do show up quite often, though.  I might axe a season or two (I believe they are active in three at the moment) in the future to make it more manageable.
« Last Edit: January 24, 2012, 10:39:47 am by narhiril »
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darkflagrance

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1208 on: January 24, 2012, 12:12:41 pm »


Simplified clothing will not work for FD civilizations...  well, let me put it this way.  It will work, but it won't have any effect on those civs, only simplifying the clothing for LFR's entities.

Yes - I believe I removed all clothing for Fortress Defense's civilizations except for armor to reduce clutter from sieges, therefore simplified clothing should not affect already naked soldiers.

On a different note: the more the manual is like a "Dicken's novel", the more awesome it will be in my opinion. I love reading game documentation (unironically!!!)
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1209 on: January 24, 2012, 12:58:39 pm »

YEA! Y U NO POST LEWD PICS OF YOURSELF? SO UNREASONABLE! !!RAGE!!

Dumb joke on funny, previously unnoticed voting option aside, I voted on the rather strange artwork. The workshops have rather strange coloring in Ironhand (LoFR's 'default' graphic pack) with brightly colored background tiles. The graphics are almost unplayable in Mayday and very strange looking in Phoebus and ASCII, with bushes and trees having colorful background tiles and rocks like microline looking like there is a blue carbonite goblin in there.

Social life destruction beats a close second, though.  ;D
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1210 on: January 24, 2012, 03:18:39 pm »

Are you taking bets on which option wins the poll?  xD

Anyways, my real answer to the poll question would be this:  The Nephilim are very fast and tough and their caravans come, it seems, every single season.  They are very good at stopping seiges/ambushes - you don't really need to protect them, cuz they protect you ^ ^

I don't mind them being strong, but imo, it would be nice if there was a higher chance of them being hostile, if it isnt possible to adjust how often they send caravans.  Their constant presence sort of takes away from the dangerous feel you otherwise get from the hostile races.

This certainly isn't a problem with the meowkin, btw.  Every time they show up when there is a fight going on, they just get butchered, poor things...

Right, I wanted to address this as well.  Have you carried them into a barony or higher fortress yet?  Because once you get a baron, they start sending diplomats with the caravans, and it only takes losing two or three diplomats to get them very, very angry with you.  In the midst of a hidden voidwalker siege, nephal magisters tend to have a very short lifespan.

So basically, they protect you... at first.  But sooner or later, they expect you to return the favor.  And if you don't, they barricade your trade routes.  Some of the most fun battles I've had with LFR have been attempts to break a nephilim siege caused by their earlier sending of diplomats into a mire of bog trolls and voidwalkers. They do show up quite often, though.  I might axe a season or two (I believe they are active in three at the moment) in the future to make it more manageable.

Yes, several.  After trying the other mods I've been sticking with LFR - I've had 2 or 3 barony forts.  I've definately seen quite a few Neph diplomats, though I guess not enough have died to make them actually declare war - I only really recall one "accident".

Personally I would appreciate turning down their caravans, because aside from what I said before, the constant resupplies take out a lot of the tension of a tough embark, especially since the Neph tend to carry a ton of wood and steel - not to mention hauling trade stuff back and forth is a bit of a pain in the back for my poor dwarves :)

Just to add that, if LFR moves to a modloader type thing like Genesis has, an option to have them start hostile would be pretty rad.
« Last Edit: January 24, 2012, 03:28:09 pm by nukularpower »
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1211 on: January 24, 2012, 03:22:01 pm »

double post :O
« Last Edit: January 24, 2012, 03:25:52 pm by nukularpower »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1212 on: January 24, 2012, 04:33:30 pm »

YEA! Y U NO POST LEWD PICS OF YOURSELF? SO UNREASONABLE! !!RAGE!!

Dumb joke on funny, previously unnoticed voting option aside, I voted on the rather strange artwork. The workshops have rather strange coloring in Ironhand (LoFR's 'default' graphic pack) with brightly colored background tiles. The graphics are almost unplayable in Mayday and very strange looking in Phoebus and ASCII, with bushes and trees having colorful background tiles and rocks like microline looking like there is a blue carbonite goblin in there.

Social life destruction beats a close second, though.  ;D

The workshops that you're referring to are getting overhauled today (shrines, experimental materials, and weapons concept) because I'm a little sick of them, too.  A lot of the "background color" problems are coming from the earlier raws, which I did without really having any intricate knowledge of how colors worked.

This is the kind of feedback that is helpful, though, because it gives me a specific thing to comb through the raws and target.



Just to add that, if LFR moves to a modloader type thing like Genesis has, an option to have them start hostile would be pretty rad.

You guys are giving me too much credit, I have absolutely no idea how to go about even starting to create something like that.  Unless there's some template for that program that I'm missing, I don't have the ability to write something like that on my own.
« Last Edit: January 24, 2012, 04:40:32 pm by narhiril »
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SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1213 on: January 24, 2012, 06:16:54 pm »

I've been playing on the frequent setting in the quick worldgen menu, so that might be it. I'll try putting it higher in advanced worldgen later. Thanks!
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1214 on: January 24, 2012, 10:26:46 pm »


You guys are giving me too much credit, I have absolutely no idea how to go about even starting to create something like that.  Unless there's some template for that program that I'm missing, I don't have the ability to write something like that on my own.

Eh, I don't think it's that hard.. just have to know how to compile it.  Meph can probably send the source, pretty sure I saw him post that he had it (it's the source from the Lazy Newb Pack afaik)
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