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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 403379 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1410 on: February 20, 2012, 12:57:21 am »

I just looked at the first page of this thread again.  I've just seen the new logo.  I love it!  But it gives me that 'Dwarves in Space'  scary feel - now I'm scared to try and complete the tech tree (someday, when I start playing the current version again!)

I've spent the last few hours playing around with incorporating armor and weapons as body parts for a new creature.  Things have been going well, with a fully functional sword and armor test creature.

I also came up with a funny little crazed humanoid creature that could kill eight aatxes and three fully adamantine-clad master fighters at the same time.  It got one of its fingers broken in the process.  I don't really know what I could possibly do with it - perhaps drop it down in the circus and watch the mayhem, or allow it to be killed only by a certain material or spell.  Quite amusing, though.

Also, if you've downloaded 0.15c already, you might want to re-download at least the raws.  Turns out I missed a bug with great helm material sizes and a duplicate descriptor, which I thought it was best to fix before doing anything else.  This is fully save-compatible, so you won't need to restart anything, just put the new item_armor_narhiril and descriptor_shape_easter_egg files in your save raws.  I apologize for the inconvenience.
« Last Edit: February 20, 2012, 01:10:05 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1411 on: February 20, 2012, 01:25:35 am »

Nice new logo! I'd try to stretch it over or center it, though.

How are you planning on creating constructs, by the way? I haven't seen anything in the new version for anything of that sort.
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1412 on: February 20, 2012, 01:59:45 am »

I couldn't help myself.  Playing with the idea of the tech tree leading eventually (in full Sid Meyer's 'Alpha Centauri' style argh-we-never-wanted-this, of course) to "dwarves in space" got to me.  (doesn't matter if anything like that ever happens.  Once my imagination gets in gear, it's then really easy to get my attention, and then I'm usually pretty happy with whatever I do get).  I'm enjoying the beginnings of the newest release at last.

I'm embarking, I'm looking at the options, and then I see something that.... well.  Here's the conversation I'm envisioning over this product.

Spoiler (click to show/hide)


Cough.  This... IS a bug, right?  I haven't gone manual- or raws-diving over this.  Nor can I believe my eyes.  We eat this like wheaties, right?  And grow up big and strong?  Or it's like.... snake-oil, right?  It claims to be this but is really trash?

Spoiler (click to show/hide)
« Last Edit: February 20, 2012, 02:03:35 am by Imp »
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SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1413 on: February 20, 2012, 03:35:27 am »

To me, it seems like plaster, but holier. Like the soap you can get from praying, but plaster instead.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1414 on: February 20, 2012, 03:52:43 am »

Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy
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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1415 on: February 20, 2012, 04:28:17 am »

Am playing with the newest release of 15.c, and it looks... icky.  Even the font's different.  Aha I thought - there's something wrong in the init!  But the init settings for this game look exactly like I'm used to playing with.

A peek at Ironhand's Graphics thread made me think, well, it needs raws pasted over!  That wasn't the answer either, no change.  Would have been surprised if that had worked - is newly made game and all.

My font's all.... thin and squiggly!

My microcline looks edible!

The critters and miners look like I'd expect them to.  How do I fix?  I miss the old look - is this a new version issue and incurable for now?

Spoiler (click to show/hide)
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1416 on: February 20, 2012, 04:29:22 am »

Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy

True that. But then again, that is vanilla.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1417 on: February 20, 2012, 04:57:51 am »

Am playing with the newest release of 15.c, and it looks... icky.  Even the font's different.  Aha I thought - there's something wrong in the init!  But the init settings for this game look exactly like I'm used to playing with.

A peek at Ironhand's Graphics thread made me think, well, it needs raws pasted over!  That wasn't the answer either, no change.  Would have been surprised if that had worked - is newly made game and all.

My font's all.... thin and squiggly!

My microcline looks edible!

The critters and miners look like I'd expect them to.  How do I fix?  I miss the old look - is this a new version issue and incurable for now?

Spoiler (click to show/hide)

Wow, ok, yeah, something is wrong here.  My guess is that something got screwed up over the jump from 0.34.01 to 0.34.02 with the tile numbers.  I'll go fiddle around with the new build from Ironhand to see if I can't get that fixed and up again asap.

I'll address the other questions and suggestions tomorrow, right now I'm too tired to think straight.


EDIT: The pre-installed version should be working properly again.  Cheers.  ^_^
« Last Edit: February 20, 2012, 05:20:46 am by narhiril »
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Ahra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1418 on: February 20, 2012, 05:35:44 am »

The devlog once mentioned poison-covered blowdarts, let me find it...

Ah, yes

Quote from: 12/13/11 Toady Devlog
Despite soaping out my insides, I managed to get a bit done. Leaders show up properly with their populations and I managed my sewer troubles. For some reason the animal people living in the sewers coated their blowdarts with honey bee venom before shooting me with them as I walked by the sewer outflow. I wonder why the townspeople tolerate them. Dungeon items and a few bugs remain in the dungeon issues list.
is that hardcoded or can someone that understands the RAWs find something that makes that possible?
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1419 on: February 20, 2012, 10:21:40 am »

Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy

True that. But then again, that is vanilla.

last version of this mod I played the only noticable diff to local wildlife is the pigeons, most of the easter egg and the new creatures simply do not show up, (like damascus sentinels)

the siegers and thieves work 100% except that anything lower-tiered than voidwalkers seem to have a very limited window of showing up before being replaced by these (like lizardmen)

im just saying, if she doesnt want her mod stuff to drown in animal men and giant this and giant that she should look into it, wheres the fun in alll the new stuff she has modded in if you dont get to see it

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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1420 on: February 20, 2012, 10:55:25 am »

Nahir you should take some of the grievances head on with the most recent version, i would suggest you make sure that your mod is not being filled with animalmen and giant versions of animals, maybe reduce the frequency of those because in 32.02 they are really spammy

True that. But then again, that is vanilla.

last version of this mod I played the only noticable diff to local wildlife is the pigeons, most of the easter egg and the new creatures simply do not show up, (like damascus sentinels)

the siegers and thieves work 100% except that anything lower-tiered than voidwalkers seem to have a very limited window of showing up before being replaced by these (like lizardmen)

im just saying, if she doesnt want her mod stuff to drown in animal men and giant this and giant that she should look into it, wheres the fun in alll the new stuff she has modded in if you dont get to see it

I went ahead and did some world gens and population dumps.  LFR is indeed working, but the worlds are, as you say, drowning in animal men and giant creatures.  I'll playtest it a bit more, but I might end up having to play with population numbers and/or the c_variation_default file.  It's a little irritating to see my art be smothered in mosquitoes.
« Last Edit: February 20, 2012, 10:59:30 am by narhiril »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1421 on: February 20, 2012, 11:04:43 am »

My most recent worldgen had plenty of LFR creatures, including a couple thousand damascus sentinels according to the populations list in Legends Viewer.

I do think Dwarf Fortress should have a ton of creatures built into it, but only make use of a portion of them in each worldgen.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1422 on: February 20, 2012, 11:47:10 am »

have faith in your content narhil, dont be afraid to let your new stuff sumperimpose on the old stuff
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1423 on: February 20, 2012, 12:02:06 pm »

Oh hia. I have been playing this mod for a little while and noticed an interesting bug for the new release. Every so often, a migrant will come and just sit where he enters. They are usually called "Traders" and can be attacked if I wanted to. They have the same sprite as the non-fortress dwarves, interesting enough. Anyone know what is going on?

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Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1424 on: February 20, 2012, 12:25:41 pm »

Oh hia. I have been playing this mod for a little while and noticed an interesting bug for the new release. Every so often, a migrant will come and just sit where he enters. They are usually called "Traders" and can be attacked if I wanted to. They have the same sprite as the non-fortress dwarves, interesting enough. Anyone know what is going on?

This one's a DF issue, not a LoFR buggy.  http://www.bay12games.com/dwarves/mantisbt/view.php?id=5098&nbn=3#bugnotes
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