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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 403759 times)

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1830 on: March 24, 2012, 04:54:21 pm »

I can't bring myself to play the new version until this is updated! :(
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As the end will come so soon
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1831 on: March 24, 2012, 05:15:04 pm »

I can't bring myself to play the new version until this is updated! :(

It works with the newest version fine, don't worry about it.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1832 on: March 24, 2012, 10:55:04 pm »

I can't bring myself to play the new version until this is updated! :(

It works with the newest version fine, don't worry about it.

Yeah, just don't use SC for the new release until I get that fixed.  Everything else works fine.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1833 on: March 24, 2012, 11:27:31 pm »

I noticed that the top half clothing is either 'formal wear' or 'work clothes'. How about doing the same with the pants and the shoes?

Just had an idea for a future mechanical weapon. The 'Pikeshot'. Basically a magnet gun attached to a pike. Uses the pike skill. Basically a very, very powerful penetrating weapon, but very low damage with blunt and slashing. Not a very creative idea, but maybe this could inspire someone else with a better idea of some kind?  :P

Anyway, I read through the shedim lore file. These guys sound vicious. When will they be implemented?
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Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1834 on: March 25, 2012, 12:14:18 am »

I had two ideas for Savant types when playing through the new version. The first was, with the addition of all these new taming features, an "Animal Whisperer", who is entirely socially inept, except with animals. (Almost like the dungeon masters of old).
But the idea that I liked more than that, perhaps in relation to it, is the idea of a "Barbarian", a type of savant who might not Start with any very high skill in anything at all, and be functionally useless at every task that doesn't involve hitting things with other things. They'd be like a weapons-savant, but without being specialized, and perhaps a bit less of a benefit towards a single skill, having been spread out across multiple ones.
I'm torn between whether I'd name the first barbarian immigrant I got "Conan" or "Vanod"
(http://www.bay12forums.com/smf/index.php?topic=101941.0 for reference)
Probably Vanod.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1835 on: March 25, 2012, 12:22:48 am »

I had two ideas for Savant types when playing through the new version. The first was, with the addition of all these new taming features, an "Animal Whisperer", who is entirely socially inept, except with animals. (Almost like the dungeon masters of old).
But the idea that I liked more than that, perhaps in relation to it, is the idea of a "Barbarian", a type of savant who might not Start with any very high skill in anything at all, and be functionally useless at every task that doesn't involve hitting things with other things. They'd be like a weapons-savant, but without being specialized, and perhaps a bit less of a benefit towards a single skill, having been spread out across multiple ones.
I'm torn between whether I'd name the first barbarian immigrant I got "Conan" or "Vanod"
(http://www.bay12forums.com/smf/index.php?topic=101941.0 for reference)
Probably Vanod.

I like both of these ideas, especially with the new training system.  These are not hard to implement, and I can probably squeeze them into the next release.

I noticed that the top half clothing is either 'formal wear' or 'work clothes'. How about doing the same with the pants and the shoes?

Just had an idea for a future mechanical weapon. The 'Pikeshot'. Basically a magnet gun attached to a pike. Uses the pike skill. Basically a very, very powerful penetrating weapon, but very low damage with blunt and slashing. Not a very creative idea, but maybe this could inspire someone else with a better idea of some kind?  :P

Anyway, I read through the shedim lore file. These guys sound vicious. When will they be implemented?

Right now I've got it set to use "dwarven formal pants" and "dwarven work pants."  The two are mutually exclusive, so you won't have problems with dwarves wearing both at the same time.  The previous version of SC only allowed for regular shoes, but I suppose I can vary this up a bit as long as they're mutually exclusive.

The shedim are a massive project requiring custom body definitions, interactions, a thoroughly tested entity file, and some workarounds for graphics.  I can say for certain that I've made a lot of progress on them recently, but their implementation, like so many other things, is dependent on how well the initial tests go.  I don't plan to try to squeeze them into this release, as they would delay things considerably, but I'm making them a goal for the near future.
« Last Edit: March 25, 2012, 10:12:29 am by narhiril »
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1836 on: March 25, 2012, 10:41:17 am »

I have an orichalcum precision toolkit. Now what? Sorry I can't find in the doc how to move forward.  ::)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1837 on: March 25, 2012, 10:45:19 am »

I have an orichalcum precision toolkit. Now what? Sorry I can't find in the doc how to move forward.  ::)

Build an advanced mechanics workshop (b->w->T) and use it to produce the components for training workshops.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1838 on: March 25, 2012, 10:54:20 am »

Oh well. I have a tight schedule this week too. Would appreciate an update on the release so I can make the necessary adjustment to sleeping and working schedule  :P
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1839 on: March 25, 2012, 03:13:55 pm »

I have an orichalcum precision toolkit. Now what? Sorry I can't find in the doc how to move forward.  ::)

like narhiril said, make an advanced mechanics shop, that'll allow you to make advanced mechanisms and precision tools out of more conventional materials (like iron), after you build a couple of training workshops, use them, a lot.

and set the one reaction at the alchemy lab on repeat too (document research or something like that)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1840 on: March 25, 2012, 06:40:42 pm »

Oh well. I have a tight schedule this week too. Would appreciate an update on the release so I can make the necessary adjustment to sleeping and working schedule  :P

I was trying to squeeze throwing weapons into this update, but that did NOT go well.  Turns out that adding a ranged attack to all of the melee weapons causes an utter cascade of issues that horrendously complicates things.  If I were to bring them in using their current form, you'd need a separate manual to detail all of the things from vanilla that they broke and how to work around them, which isn't any fun for anybody.  I spent much of today on the way home from Chicago reverting everything back to the way it was when I started the day.

The good news is that I got Atlan's animal whisperers and naturally skilled warrior castes working fine, so those will be coming up soon.

And by "soon," I mean "within the next ten minutes."

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16a *=*=* [DF 0.34.06]
« Reply #1841 on: March 25, 2012, 07:12:44 pm »

Alright, so it was more like thirty minutes.  Oh well.

As usual, report any issues you may find.  Being a release with mostly new features, I expect there to be a few that come up.

Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1842 on: March 25, 2012, 07:14:24 pm »

It'd be neat if the barbarians, with their naturally high aptitudes for combat skills, ended up regularly becoming heroes in the legends and migrated to your fortress with sizable war history under their belt. I think both Animal whisperers and Barbarians could be easily explained by all those fortresses players abandon. The children, growing up without their parents or any sort of society, either survive by conquering the wilds or by becoming an animal themselves.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.15g *=*=* [DF 0.34.05]
« Reply #1843 on: March 25, 2012, 07:17:40 pm »

It'd be neat if the barbarians, with their naturally high aptitudes for combat skills, ended up regularly becoming heroes in the legends and migrated to your fortress with sizable war history under their belt. I think both Animal whisperers and Barbarians could be easily explained by all those fortresses players abandon. The children, growing up without their parents or any sort of society, either survive by conquering the wilds or by becoming an animal themselves.

The current (as of like 20 seconds ago) version isn't quite as dramatic as that, but a true "barbarian" or "combat savant" is something I can work on some more.  The current version contains animal whisperers and dwarves with a strong combat pretension.

Atlan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16a *=*=* [DF 0.34.06]
« Reply #1844 on: March 25, 2012, 07:21:26 pm »

It's still very cool either way, I'm flattered you added it in.
Also the download seems to have a pregenerated world enclosed with it, not sure if intentional.
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Lol flintstones indeed.
« Last Edit: March 25, 2012, 07:47:34 pm by Atlan »
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