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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 403251 times)

Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1230 on: January 30, 2012, 11:49:39 am »

 I play tested the test fortress you uploaded in my spare time, and noticed huge amounts of lag. Also, dwarves constantly attempt to 'Clean Self' and leave contaminants of blood near all the murky pools. If this isn't happening to you, Narhiril, then it's probably an isolated case. It doesn't seem like an LFR thing, but it's strange that it would occur on the test forts and not my old worlds.

which I gutted and re-wrote about 5 times

 I always wondered how mod authors can be so... not lazy (for lack of a better word) about these things. If I was a modder, I'd procrastinate these less fun parts of modding till my mod dies. What your secret?  :D
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14e
« Reply #1231 on: January 30, 2012, 12:36:22 pm »

I play tested the test fortress you uploaded in my spare time, and noticed huge amounts of lag. Also, dwarves constantly attempt to 'Clean Self' and leave contaminants of blood near all the murky pools. If this isn't happening to you, Narhiril, then it's probably an isolated case. It doesn't seem like an LFR thing, but it's strange that it would occur on the test forts and not my old worlds.

which I gutted and re-wrote about 5 times

 I always wondered how mod authors can be so... not lazy (for lack of a better word) about these things. If I was a modder, I'd procrastinate these less fun parts of modding till my mod dies. What your secret?  :D

My secret is that I actually play my own mod, and if something isn't quite balanced, I like to think that I notice it just as much as anyone else would.  Old iterations for that reaction were reagent-heavy and had mediocre chances at products, which isn't much incentive to use them, so I revised them a few times to get something more workable. 

I haven't been able to reproduce that particular issue.  My test fortress (using the same file uploaded) gets a pretty steady 55fps with 175+ dwarves, which is about what I got with 0.14e and the SC plugin.
« Last Edit: January 30, 2012, 12:38:05 pm by narhiril »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1232 on: January 30, 2012, 07:45:52 pm »

Well it turns out I didn't have a whole lot of work today...

...and I think a release is a decent enough reason for a double post, no?

0.15a is up and running.  As usual, report any issues or direct any comments here...  yada yada, have fun guys.

astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1233 on: January 30, 2012, 08:16:05 pm »

oh, happy day

joy of joys

i'ma spend the rest of today singing the 'happy happy, joy joy' song thanks to you, nar. reading your stuff and toady's has been getting me itchy for all the upcoming stuff...so, this is absolutely perfect
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SirAaronIII

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1234 on: January 30, 2012, 08:16:48 pm »

These new manuals are everything I hoped for, and more. 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."

Atlan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1235 on: January 30, 2012, 09:19:24 pm »

I think there might be some misplaced Raw somewhere, either that or LFR just got a whole set of new features I didn't hear about...
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Nonetheless, I look forward to having tamed war monstrosities to fight off the minotaur and cyclope civilizations. And the forgotten beast civilization, apparently.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1236 on: January 30, 2012, 09:25:44 pm »

Shit, that's a problem.  Might be a duplicate file leftover from an earlier version.

Found the culprits.  Delete the duplicates of item_food_narhiril.txt, creature_servant.txt, and building_y_temple_lfr.txt.  I'll clean that up and get a new upload going asap.

narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1237 on: January 30, 2012, 09:39:40 pm »

Ok, that should be fixed now.  Sorry about that, but thanks for bringing it to my attention before I turned in for the night.  The problem probably originated when I switched to Windows 7 - when I made a new file in XP and typed in "blahblah.txt," it named the file "blahblah.txt," but if I do the same in windows 7, it names it 'blahblah.txt.txt."

I tried to clean that up once and for all in 0.15a, but I seem to have missed a few, and that is causing the duplicate errors.

If you're comfortable deleting the duplicates yourself, that will fix the problem.  If not, I'm uploading a pair of new zips to replace the broken ones.


EDIT: Should be good to go now.

Atlan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1238 on: January 30, 2012, 09:44:19 pm »

Thank you kindly. Extremely fun mod, by the way.
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1239 on: January 30, 2012, 09:51:18 pm »

Thank you kindly. Extremely fun mod, by the way.

I appreciate that.

Note that if you just downloaded the raw-only to fix the issue, it won't overwrite the duplicates.  You'll either need a fresh copy or to go in and delete them yourself (df/raw/objects).

simonthedwarf

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1240 on: January 30, 2012, 10:21:58 pm »

My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1241 on: January 31, 2012, 01:14:59 am »

My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.
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nukularpower

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1242 on: January 31, 2012, 01:44:48 am »

Yay, finally!
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astianax

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1243 on: February 01, 2012, 12:01:16 am »

took me a full 24 hours after downloading to actually start *playing* it, yay things coming up

anyway, it seems everyone else who's commented so far either plays with the graphics pack or doesn't check their error logs (mind you, i mostly check mine 'cause i wedge other things in with your stuff and don't wanna break anything)

thanks to reading the log, though, i noticed that you'd updated both inorganic_z_stone_mineral_enlightenment_lfr and inorganic_zinger_death_blasts in the graphics version, but not the ascii version. easy fix for those who have it already, just put the ironhand ones into the ascii, but figured i'd point it out here.

and now, off to have fun with the new zingers, new ways of exploding my dwarves, and, most important of all, new cheese!
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Pan

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.15a
« Reply #1244 on: February 01, 2012, 01:21:22 am »

What would corrosive zingers do?
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