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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


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403798 times)

Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1875 on: March 28, 2012, 06:31:03 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.

Looking forward to that, I've gotten into modding a few base traits myself and it'll be fun to look through the huge creature raws. Hell, I'll even proof read it for typo's :p
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1876 on: March 29, 2012, 12:30:12 am »

Does DF Hack work with LFR or am I just something wrong? Every time I start it up, everything crashes.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1877 on: March 29, 2012, 01:12:01 am »

Does DF Hack work with LFR or am I just something wrong? Every time I start it up, everything crashes.

DFHack doesn't officially support 0.34.06 yet, so technically, no, it doesn't work with LFR... or vanilla DF, for that matter.  I know that there's a lot of "temporary" builds that get posted over on that thread, so if you're using one of those, it might be an issue on that end.

LFR doesn't touch the executable or direct link libraries (it did in 0.31.25, but that's ancient history now), so it shouldn't interfere with DFHack.  I know it's not the answer you were hoping for, but I can't officially say "it works" or "it doesn't work" until the new version of DFHack is actually released.  It's never been a problem in the past, though.

Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1878 on: March 29, 2012, 12:33:05 pm »

Makes sense, thanks much.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1879 on: March 29, 2012, 01:30:36 pm »

I finished the ah kora today, leaving only two castes to go...  the ah kiral (basically a mobile siege engine) and the ah haleel (rivals a greater demon in strength).  Obviously, since those two are going to take the longest to create and then balance, I'm going to put them aside for a little bit and try to get a working entity file going for these guys.  A lot of things need to come together here, and I'm still not entirely convinced that they will yet, so keep your fingers crossed...

-Castes need to respect POP_RATIO in worldgen.  I don't think this will be a problem.
-[OPPOSED_TO_LIFE] and a lack of a [CAN_SPEAK] token needs to make them hostile to all other races.  Not sure if this will work.
-They can't consistently get wiped out or wipe out everybody else in worldgen.  Not sure how this will work, either.
-They shouldn't be able to learn secrets.  I'm fairly confident this will work.
-Profession assignments need to take into account natural skills.  I'm not sure if this will work, but the entire graphics component is counting on it.

I'll hammer out some entity raws this afternoon, graphics tonight, and I'll try to get something testable up by tomorrow.  Since there are so many aspects that need testing here, I'll upload these as test raws, and I'll be extending an open invitation to anyone to try them out and give feedback.

I think it's safe to say that this is one of the most complicated entities ever attempted.  Not to toot my own horn, or anything.
« Last Edit: March 29, 2012, 01:32:57 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 #1880 on: March 29, 2012, 01:50:27 pm »

Tooting your horn?  8)

I guess you'll need a lot of debugging patience for these entities then. On the graphical front, have you considered borrowing some graphics of others mod, some are rather neat and I'm sure that if you ask, this would be no problem. Example the Naja.

On other topic, is it possible to have something that allow limb repair or regeneration? That would be really cool when you get attached to a Dwarf but then he loses something precious.

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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1881 on: March 29, 2012, 01:53:09 pm »

I can't wait for those guys to show up and attack me. Good luck with the de-bugging narhiril.
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Monstrous Manual: D&D in DF
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1882 on: March 29, 2012, 01:53:54 pm »

Do people keep a database around for good worldgen parameters for this mod? I've been using perfect world a bunch but I like to gen thousand year old large worlds and it sucks if I mess something up because I really have no idea how to manage vulcanism to get a decent spread of minerals since world gen takes so long. Not to mention that civs don't always survive.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1883 on: March 29, 2012, 03:44:16 pm »



Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.
« Last Edit: March 29, 2012, 03:48:07 pm by narhiril »
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SirAaronIII

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1884 on: March 29, 2012, 03:47:34 pm »

Ooh, nice graphics. They look suitably evil and like they want to kill me. Opposed to life, indeed.
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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."

o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1885 on: March 29, 2012, 07:12:04 pm »

-They can't consistently get wiped out or wipe out everybody else in worldgen.  Not sure how this will work, either.

You could try giving them a very high reproduction rate and a quite restrictive MAX_POP, BIOME_SUPPORT and so forth.  The idea would be that they replace their losses before they can be conquered, but can't generally grow numerous enough to overwhelm other civs.  A high max site pop number might also make it hard for any of their few settlements to get destroyed.    I used settings like this for my orcs in 40d and it more or less worked, but quite a bit has changed since then.

I hope this all works out, plague species are lots of fun and I like their little Cthulhu heads. 
« Last Edit: March 29, 2012, 07:15:47 pm by o_O[WTFace] »
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...likes Dwarf Fortresses for their terrifying features...

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1886 on: March 29, 2012, 10:12:05 pm »



Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.

These graphics... They look better than some of the previous. How?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1887 on: March 29, 2012, 11:42:30 pm »



Default (only used in arena), neoshedim (child), currant, vibrant, discordant, ah tel, ah kora, ah kiral, ah haleel, undead.

These graphics... They look better than some of the previous. How?

I'm getting a little bit better I guess?  :)


Also, some more news... from the development log...

"...generally made animation/ghost/acquired tags count for more in targeting."

The Toad God has smiled upon my humble request.


PRAISE BE!

« Last Edit: March 29, 2012, 11:45:31 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 #1888 on: March 30, 2012, 12:37:09 am »

Graphics look really good! How about tweaking slightly the previous ones now?  :-*


Is the vanguard rubble problem fixed (it does not appears as a stone and will colonize any stockpile)
« Last Edit: March 30, 2012, 12:40:26 am by vorpal+5 »
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nukularpower

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1889 on: March 30, 2012, 12:39:54 am »

Looking forward to playing with these Shedim!
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