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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 403782 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1860 on: March 27, 2012, 01:21:08 am »

I'm using the preinstalled pack. Lemme try and unzip it again and I'll list off what files it says are protected...

Okay, the entire object folder, entity_bog, entity_default, entity_lizardmen, entity_meow, entity_moroii, entity_nephillim, entity_void, simple armour, and readme_sc.

I'm entirely unsure if it even makes that much of a difference, I just thought it was odd seeing how it didn't pop up when I downloaded the last version.

Edit:

Still getting the warning,the game sometimes crashes during world gen. I did a little bit of modding after downloading, removing aquifiers, cave adaptation, and changing the age dwarven children mature. I've done it before and never had any issues.

I downloaded the raws only on my mac and tried to unarchive it. Archive utility froze up on it.

I apologize, something seems to have gotten messed up in translation with the simplified clothing part of the zip.  I've re-uploaded both versions with new archives.  If any problems persist, please let me know immediately.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1861 on: March 27, 2012, 06:17:19 am »

Just read the shedim lore file. How do they look like? I imagine them as bugs from Starship troopers, for some reason. Not as upright humanoids, anyway.

Also, if I give wavebreakers crossbow and station them behind fortifications, will they use the crossbows or their ability?
« Last Edit: March 27, 2012, 07:12:22 am by Pan »
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narhiril

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.14c
« Reply #1862 on: March 27, 2012, 12:45:29 pm »


Enjoy some art... and some insight into LFR's future.

Spoiler: shedim 1 (click to show/hide)

Spoiler: shedim 2 (click to show/hide)

Let me resurrect this, since it's relevant and quite difficult to find in the mess of pages attached to this thread...

Note that this was all conceived before the interaction system was introduced, so some things may be adjusted due to new possibilities.

I've spent the last day or so working on a way for these guys to have caste-specific graphics by abusing SKILL_LEARN_RATE and professions.  It works, in theory, but I haven't gotten a chance to actually try it yet.
« Last Edit: March 27, 2012, 01:52:34 pm by narhiril »
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1863 on: March 27, 2012, 04:08:10 pm »

Playing fine now... I get attacked by horse hair, but this is another story!

I forgot though to use SC, is it too late now I have embarked? Darn, I don't like seeing anymore 15 clothes per Dwarf... it clutters the display and I don't see the armor easily now.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1864 on: March 27, 2012, 05:11:09 pm »

Playing fine now... I get attacked by horse hair, but this is another story!

I forgot though to use SC, is it too late now I have embarked? Darn, I don't like seeing anymore 15 clothes per Dwarf... it clutters the display and I don't see the armor easily now.

You should be able to, but you may have to put it in the save file to. I am not sure where it goes, since I don't use it myself, but putting it in the save file couldn't hurt. (A features that REMOVES things? Blasphemy! What will I do without a lagoon of socks?)
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1865 on: March 27, 2012, 06:17:20 pm »

Redownloading now.

I must say, I love how prompt you are with fixing things :lol:
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1866 on: March 27, 2012, 09:01:39 pm »

Playing fine now... I get attacked by horse hair, but this is another story!

I forgot though to use SC, is it too late now I have embarked? Darn, I don't like seeing anymore 15 clothes per Dwarf... it clutters the display and I don't see the armor easily now.

You should be able to, but you may have to put it in the save file to. I am not sure where it goes, since I don't use it myself, but putting it in the save file couldn't hurt. (A features that REMOVES things? Blasphemy! What will I do without a lagoon of socks?)

As fun as a lagoon of socks can be, SC is meant to improve performance and cut down on the astronomical amount of clutter caused by invading armies.  Of course, if you're using emberlights, you can just get rid of extra clothing the FUN way, but not all of us have gaming computers.  Even on mine with SC, I tend to stabilize between 50 and 70 fps once I've hit 200 dwarves.  Because I've personally tested and verified that clothing is a HUGE drain on fps, I at least like to give the option of a performance enhancer.

The problem with clothing is that it wears down from a quality value of 10000 to 0 over time.  When you take into account that every piece of clothing in the game has one of these counters that is constantly ticking down, you can see why removing even just a portion of clothing can drastically improve performance.

Redownloading now.

I must say, I love how prompt you are with fixing things :lol:

I'm honestly not sure how that particular issue even came up.  If it's still a problem, please let me know immediately.

Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1867 on: March 27, 2012, 09:46:16 pm »

Nope, works fine.
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o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1868 on: March 27, 2012, 10:33:25 pm »

All of the new animal training related things display ? as there commands, which of course doesn't work.  So "?:Train War Animal" and so on.  Does animal training require something my dwarfs dont have yet or did I break something tinkering with the files. 
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1869 on: March 27, 2012, 11:57:24 pm »

All of the new animal training related things display ? as there commands, which of course doesn't work.  So "?:Train War Animal" and so on.  Does animal training require something my dwarfs dont have yet or did I break something tinkering with the files.

You might have overwritten one of the init files (probably interface).  These were updated with 0.34.06 to include some new key binds.

Check your interface.txt file.  My guess is you're probably missing these lines...


[BIND:ANIMAL_SELECT_TRAINER:REPEAT_NOT]
[KEY:t]
[BIND:ANIMAL_WAR_TRAINING:REPEAT_NOT]
[KEY:w]
[BIND:ANIMAL_HUNTING_TRAINING:REPEAT_NOT]
[KEY:h]

Nope, works fine.

Thanks for confirming that.
« Last Edit: March 27, 2012, 11:59:35 pm by narhiril »
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1870 on: March 28, 2012, 01:37:38 am »

So I applied Simplified Clothing to my current save (and to the base raw). The current Dorfs keep their complex clothing (expected) but all new creatures and migrants will arrive with SC on, right?
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BigFatStupidHead

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1871 on: March 28, 2012, 02:20:43 am »

So I applied Simplified Clothing to my current save (and to the base raw). The current Dorfs keep their complex clothing (expected) but all new creatures and migrants will arrive with SC on, right?
I predict not. Unfortunately, when your current game was generated, the dwarf civilization (entity) you belong to was created with the knowledge on how to make complex clothing, and not simplified clothing. Because entity information gets saved as part of the game world, changing raws that affect entities does not affect pre-existing worlds.

Does that make sense?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1872 on: March 28, 2012, 02:23:04 am »

Ninja'd by BFSH. Anyway, sorry to hear about your incompatible fort. I know the feel, bro.
« Last Edit: March 28, 2012, 04:39:46 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1873 on: March 28, 2012, 02:27:30 am »

Just a heads up to anyone who is interested...  I *might* have an alpha test version of the shedim up in the next few days.  I've got four of the seven castes working in arena mode, but I still need to write an entity file and test the graphics workaround.

For the record, with 4/7 castes done, the shedim creature file is 31kb.  By comparison, the voidwalker creature file is 6kb.  Just giving you guys some idea of what's involved here.

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1874 on: March 28, 2012, 03:24:41 am »

hu ok, rince & restart then.

Sounds cool Narhiril, but I need to play DF now!  :o
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