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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 403449 times)

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1470 on: February 24, 2012, 06:18:22 am »

Picked this mod up again and having a blast. Found Orichalcum for the first time and built the tier 1 stuff and readying up for the no doubt soon oncoming invasion.

I have a question about clothes though, I really like the feature in Masterwork that removes most clothing from dwarves because it cleans up a ton of clutter. And having bought stuff from the merchants to melt down its just a chore to go through the stockpile list for armor etc to find the stuff I want to melt. Is there any way I can edit LFR to remove clothing in the same manner?

Edit: Nevermind it's one of the optionals included in the download *facepalm*
« Last Edit: February 24, 2012, 08:36:48 am by Demiurge »
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Man of Paper

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1471 on: February 24, 2012, 09:35:32 am »

Psst. Hey. narhiril. You're the awesomest. Thanks for the mod.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1472 on: February 24, 2012, 12:37:36 pm »

also what is the world generation parametres LFR_NODEMON?

That's a parameter set I use to test certain hidden fun stuff.  It gets rid of procedurally-generated demons, so you'll just see LFR creatures down there.  It also has a fairly high volcano count.  I thought with this release I'd roll it in for anyone who wants to play around with it as well.

Had a crash in my 0.15c fortress. Abandoned it. It seems like I get a lot more crashed in 34.02 than I got in 34.01. Not sure if I want to keep playing before the next update if forts keep crashing.

It appears that TrueType causes a crash when the text is too long to fit on the screen.  This is a problem with enemies with long names (particularly their blood spatters), as well as a few other things.  Turn TrueType off in the init file to resolve this.  I know, TrueType is pretty, but it's a work in progress.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1473 on: February 24, 2012, 04:51:55 pm »

Re-uploading again today to fix a bug with empyrean carbuncle AI that wasn't allowing them to use an interaction of their own accord.  Not really worth re-starting a fort over, but I wanted to get it up there so that I can clean the slate and move on to new things like voidwalker casters, new secrets for adventure mode, shedim castes, an extremely potent new alcohol, and a funny little alchemy easter egg.
« Last Edit: February 24, 2012, 05:05:04 pm by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1474 on: February 24, 2012, 05:12:48 pm »

After I read about you testing demons and such:

When you breach the candy spire, only custom demons with a flier tag will be spawned. All non-fliers will only appear like normal wildlife after you survived the initial attack.

All creatures with an underground depths of 5:5 will ignore any POPULATION_NUMBER tags, and be "unlimited" I guess that means they never die out.

Anything you found out about 5:5 plants and layer-linked 5:5 civs ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1475 on: February 24, 2012, 05:33:57 pm »

After I read about you testing demons and such:

When you breach the candy spire, only custom demons with a flier tag will be spawned. All non-fliers will only appear like normal wildlife after you survived the initial attack.

All creatures with an underground depths of 5:5 will ignore any POPULATION_NUMBER tags, and be "unlimited" I guess that means they never die out.

Anything you found out about 5:5 plants and layer-linked 5:5 civs ?

Plants work, civs do not.  Since there isn't any natural mud in hell, there won't be any plants down there, but they will start popping up once you breach it just like any other cavern layer.

The problem with civs is that subterranean animal people do not actually have biome tokens at all, since all of that seems to be controlled through [LAYER_LINKED].  If you give a creature [UNDERGROUND_DEPTH:5:5] and an entity with [LAYER_LINKED], their subterranean civilizations will appear scattered throughout the first three cavern levels while "wild" ones will appear down in hell as normal wildlife.

At least, this is what I've come to conclude so far, based on other people's research and a little of my own.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1476 on: February 24, 2012, 05:42:17 pm »

Ok, thanks.

Crap, then my idea of easy cave-civ 1:1, medium cave-civ 2:2 and hard cave-civ 3:3 wont work. I wanted to make the caverns more distinctive.

btw: I have souls walking around my hell. High frequency, no flier tag. You kill all the demons, then mostly tormented souls arrive. They are easy to kill (to free them/sent them to oblivion) and drop nice little things upon death. found the idea in a very old mod, Circus Maximus. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1477 on: February 24, 2012, 05:46:28 pm »

Ok, thanks.

Crap, then my idea of easy cave-civ 1:1, medium cave-civ 2:2 and hard cave-civ 3:3 wont work. I wanted to make the caverns more distinctive.

btw: I have souls walking around my hell. High frequency, no flier tag. You kill all the demons, then mostly tormented souls arrive. They are easy to kill (to free them/sent them to oblivion) and drop nice little things upon death. found the idea in a very old mod, Circus Maximus. :)

I'm taking this to PM so that I don't have to give away everything to everyone.

SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1478 on: February 24, 2012, 06:17:54 pm »

Quote
Circus Maximus
I think that is quite possibly the best name for a mod that does stuff with HFS.
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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."

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d
« Reply #1479 on: February 24, 2012, 10:37:09 pm »

Well, looks like we might get another bugfix in a day or two...  Emberlight warriors still seem to be finding a way to melt themselves.  All of this is infinitely more complicated due to the fact that the only way I know how to fix this issue doesn't seem to work anymore, since [SELECT_MATERIAL] now completely overrides [SELECT_CASTE] for (in my opinion) no particularly good reason.

What that means is that I probably will have to completely rearrange and partially re-write the creature entry for dwarves to define all of the bodies at caste level.  Ugh.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1480 on: February 24, 2012, 11:25:15 pm »

Revised again to finally fix the emberlight warriors.  It took me an obscene amount of time for me to do something that would have taken me thirty seconds in 0.31, but that's the way it is, I suppose.

v0.15d (r3) is up.  I promise, the damn things actually work this time, and they're tons of fun.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1481 on: February 25, 2012, 01:21:14 am »

What of the Armok based religious creatures? Lacerators and Hands. Just something I'm wondering.
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nukularpower

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1482 on: February 25, 2012, 02:13:52 am »

Revised again to finally fix the emberlight warriors.  It took me an obscene amount of time for me to do something that would have taken me thirty seconds in 0.31, but that's the way it is, I suppose.

v0.15d (r3) is up.  I promise, the damn things actually work this time, and they're tons of fun.

I'm curious about these guys - dont have time to play a new fort atm.  Are they fire dwarves or something, I take it?  Do they burn other dwarves/your fort? 

Sound like a great way to actually get rid of the (IMO) ridiculous undeads in the new version, assuming the collateral damage isn't too heinous.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1483 on: February 25, 2012, 03:24:00 am »


I'm curious about these guys - dont have time to play a new fort atm.  Are they fire dwarves or something, I take it?  Do they burn other dwarves/your fort? 

Sound like a great way to actually get rid of the (IMO) ridiculous undeads in the new version, assuming the collateral damage isn't too heinous.

They're little bearded tornadoes of flame.  Assuming you can control them, they're pretty fantastic against sieges, but try not to mix them with your other dwarves as they're a massive friendly fire risk.  They're awesome versus undead, as they burn away the corpses.  Also effective for breaching magma tubes and killing dragons and wyverns, since they're completely immune to fire.  Other, future ritual units (water comes to mind) may also have fire immunity.

What of the Armok based religious creatures? Lacerators and Hands. Just something I'm wondering.

I'm trying to work the ritual tree from the ground up, starting with the minor gods, then moving towards minor servants of the more important gods, building up to major servants of the more important gods.  Armok is at the top of the heap, so expect to maybe see lacerators in the upcoming tier 3, but hands will definitely be in tier 4.

Tier three of the ritual tree is going to involve temple construction and the blessings of the elemental Old Gods.  The temple component foundry will be involved in the construction of these buildings, but the majority of the tier will be structured like so...

Temple of Water (Temanat, water and ice)
Temple of the Twins (Kerox and Lemox, earth and wind)
Temple of Light (Gisthel, light)
Temple of Shadow (Pharis, darkness)
Temple of the Orphan (Bartoth, lightning)
Temple of Origin (lesser units of Visthel, Armok, Pel, Voruk, and Kogut)

... that would round it out to 12 possible units, counting emberlights, assuming I can differentiate between their abilities enough to get that many (I probably can).  Tier four would introduce an additional five or so, but that's further down the road.  Where it's really going to get fun is balancing all of this.  I have some FUN ideas in mind.  ;)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15d (revision 3)
« Reply #1484 on: February 25, 2012, 05:15:40 am »

Impressive, Narhiril. Emberlights counter undead, lacerators and the Hand of Armok counter lesser races with their steel skin. Can emberlights shoot fireballs through fortifications? Can they breathe fire, or shoot fireballs, or both?
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