Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 94 95 [96] 97 98 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403396 times)

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1425 on: February 20, 2012, 12:36:44 pm »

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

Many thanks, but I neglected to mention this also happened with a weapon prodigy, so I had assumed it had something to do with this mod. Maybe the trader just happened to be it, I suppose.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1426 on: February 20, 2012, 01:31:44 pm »

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)

The authenticity of that item is questionable.  :)

It is a rare product of a new reaction at the temple of fire.  It exists to be destroyed, and there's even an automatic reaction at the temple to get rid of it when it shows up.  The reason it exists at all is because of problems with the "stone of enlightenment" (unseen, harmless byproduct of some training reactions, adding additional experience) crashing the game when I tried to produce a bunch of them at once.

nukularpower

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1427 on: February 20, 2012, 01:39:22 pm »


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.

That's an issue with the current DF release, not LFR as such.  In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason.  Cuz "birdmen" and "snakemen" just weren't enough, I guess.

Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1428 on: February 20, 2012, 01:46:58 pm »


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.

That's an issue with the current DF release, not LFR as such.  In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason.  Cuz "birdmen" and "snakemen" just weren't enough, I guess.

I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included).  I might leave "sperm whale men," though.  ^_^

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1429 on: February 20, 2012, 02:17:59 pm »


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.

That's an issue with the current DF release, not LFR as such.  In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason.  Cuz "birdmen" and "snakemen" just weren't enough, I guess.

I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included).  I might leave "sperm whale men," though.  ^_^

Is this component going to target both the 'giants' and the 'primitives'?  If so - would you consider making it two components?  Thing is... I like the occasional wandering animal-folk, I assume I can't butcher their corpses though (right, I've not gotten around to actually trying yet, but I figure they're sentients like the tigermen that I had known a little about and thus a 'waste of cage space').

But I like the giant animals.  If I had the options, I'd want to make wandering animal people (of many types) extremely rare - but keep giant animals as a distinct possibility.  To me the giants are just another of the many, many, many species I like to see on my maps...
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1430 on: February 20, 2012, 03:40:00 pm »

LOL spermwhalemen
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1431 on: February 20, 2012, 05:34:10 pm »

The non-preinstalled ASCII copy of the mod still has a gigantic errorlog due to the untoward words not being brought back in it.

Code: [Select]
*** Error(s) finalizing the translation FRENCH
Unrecognized word token: ANUS
Unrecognized word token: BITCH
Unrecognized word token: CROTCH
Unrecognized word token: INCEST
Unrecognized word token: NUDE
Unrecognized word token: NUDITY
Unrecognized word token: PANDER
Unrecognized word token: PISS
Unrecognized word token: RAPE
Unrecognized word token: SLUT
Unrecognized word token: SMUT
Unrecognized word token: SPEW
Unrecognized word token: VOID_VERB
Unrecognized word token: WHORE
Unrecognized word token: INCONTINENT
Unrecognized word token: BUTTOCK


etc.

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1432 on: February 20, 2012, 06:58:53 pm »

unsure if this is a LoFR-related issue or not.  When I check my units screen, my 'highlit' unit is actually 'blacklit', which is making it kinda... blacked out.  Like this:

Spoiler (click to show/hide)

I've selected the unit in the middle, whatever that is.

I can get used to this, surely.  But is this how it's supposed to be?
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

SalmonGod

  • Bay Watcher
  • Nyarrr
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1433 on: February 20, 2012, 07:28:05 pm »

unsure if this is a LoFR-related issue or not.  When I check my units screen, my 'highlit' unit is actually 'blacklit', which is making it kinda... blacked out.  Like this:

Spoiler (click to show/hide)

I've selected the unit in the middle, whatever that is.

I can get used to this, surely.  But is this how it's supposed to be?

Same here.
Logged
In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1434 on: February 20, 2012, 08:09:16 pm »

unsure if this is a LoFR-related issue or not.  When I check my units screen, my 'highlit' unit is actually 'blacklit', which is making it kinda... blacked out.  Like this:

Spoiler (click to show/hide)

I've selected the unit in the middle, whatever that is.

I can get used to this, surely.  But is this how it's supposed to be?

Same here.

This is an issue with TrueType, which you can turn off in the init file.

The non-preinstalled ASCII copy of the mod still has a gigantic errorlog due to the untoward words not being brought back in it.

Code: [Select]
*** Error(s) finalizing the translation FRENCH
Unrecognized word token: ANUS
Unrecognized word token: BITCH
Unrecognized word token: CROTCH
Unrecognized word token: INCEST
Unrecognized word token: NUDE
Unrecognized word token: NUDITY
Unrecognized word token: PANDER
Unrecognized word token: PISS
Unrecognized word token: RAPE
Unrecognized word token: SLUT
Unrecognized word token: SMUT
Unrecognized word token: SPEW
Unrecognized word token: VOID_VERB
Unrecognized word token: WHORE
Unrecognized word token: INCONTINENT
Unrecognized word token: BUTTOCK


etc.

Ah yes, I replaced all of these words in the pre-installed version, but not in the raw-only one.  Go ahead and grab the language_words file from this thread to fix those errors in the meantime.

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1435 on: February 20, 2012, 09:09:31 pm »

Gosh, playing an updated mod based on an updated DF is sure confusing when things don't appear to be working as expected.

I know the 'overabundant giant mosquitoes' issue that DF proper has/had is said to be fixed as of 34.02, but I just got 149 of them.  LoFR 0.15c is based on that DF, so... is this a LoFR something or a DF something?
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

SalmonGod

  • Bay Watcher
  • Nyarrr
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1436 on: February 20, 2012, 10:39:16 pm »

This is an issue with TrueType, which you can turn off in the init file.

Actually, Truetype can be toggled with F12 now.
Logged
In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

nukularpower

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1437 on: February 21, 2012, 12:02:05 am »


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.

That's an issue with the current DF release, not LFR as such.  In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason.  Cuz "birdmen" and "snakemen" just weren't enough, I guess.

I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included).  I might leave "sperm whale men," though.  ^_^

Just speaking for myself, I would greatly appreciate such a plug-in.  Even better if it just set them back to how they were in 31.25, where there were a few types of "men", but not.. every type, if you know what I mean.

I'm getting weird graphics with the Ironhand version.  Walls look like chests and so on.  Is it just my install or is anyone else?  Guessing the tileset isn't fully updated yet, but might as well ask.
« Last Edit: February 21, 2012, 12:04:00 am by nukularpower »
Logged

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1438 on: February 21, 2012, 12:20:58 am »

I'm getting weird graphics with the Ironhand version.  Walls look like chests and so on.  Is it just my install or is anyone else?  Guessing the tileset isn't fully updated yet, but might as well ask.

Was addressed about 20 hours ago, so if your download was before then, need to grab the fix.  Here's the conversation about that -  http://www.bay12forums.com/smf/index.php?topic=84186.msg3011349#msg3011349
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Imp

  • Bay Watcher
    • View Profile
Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1439 on: February 21, 2012, 12:36:49 am »

Really enjoying the new images of gods but they seem a bit recursive, at least on artifacts.  Then again, since these are artifacts and this is LoFR with its ever so many Easter Eggs, maybe that's intended...

Spoiler (click to show/hide)
« Last Edit: February 21, 2012, 12:58:25 am by Imp »
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
Pages: 1 ... 94 95 [96] 97 98 ... 240