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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 403815 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1890 on: March 30, 2012, 09:39:14 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)

Yeah, it was missing [IS_STONE].

Apparently, that's not part of the STONE_TEMPLATE.  I guess I learn something every day.

As for previous graphics, I'll probably do a poll asking which ones people want revised.  I think deep wolves will be pretty high on that list, but you never know what other people think.



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?
Looking forward to playing with these Shedim!

I'm determined to make the graphics work, which may take a few builds to get right.  I'm not sure how DF will handle professions with them - it might rename them all "wrestler" when they attack, which would screw things up a bit.  If that happens, I will have to play around with re-defining them as military professions instead, which brings the issue of weapons assignments into play.  Seeing as ah tels, ah haleels, and currants don't have GRASP parts, that would complicate things. 

I suppose I could give them GRASP tags on their mouthes, but I'd still need to sort out the issue of weaponry - the shedim aren't supposed to have any, but it might not assign the professions properly if the weapon is unavailable.  I've even considered the radical solution of an instantly-vaporizing metal...  Theory being that the shedim walk onto the map with dummy weapons to set the professions and graphics, then lose them immediately in a poof of smoke.  I'm also not sure if skill learn rates are respected in worldgen.  Ugh, so many variables.

...Even more radical...  I could redefine them all as separate creatures and give the parent race permanent caste-level transform interactions.  Not the most elegant solution, but it might have to do.

Alas... my kingdom for caste graphics.
« Last Edit: March 30, 2012, 09:46:42 am by narhiril »
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trees

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1891 on: March 30, 2012, 09:44:54 am »

I'm pretty sure that someone set up something very similar to what you're trying to do for the illithids in Genesis from .31.25. Let me look...

Here it is. Hope it helps.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1892 on: March 30, 2012, 09:47:49 am »

I'm pretty sure that someone set up something very similar to what you're trying to do for the illithids in Genesis from .31.25. Let me look...

Here it is. Hope it helps.

This is indeed most helpful.  Thank you.  Believe it or not (expecially considering that illithids bear some resemblance to shedim concept art), I had no idea this little gem existed.  The shedim were actually loosely based on these guys.

For anyone who is curious, LFR's raws will work with the new version of DF, as none of the files it modifies or adds require any further addendum.  I will be packaging the next release with the newest version of the game.
« Last Edit: March 30, 2012, 10:08:48 am by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1893 on: March 30, 2012, 01:45:30 pm »

In addition to the shedim, here are some other features intended for LFR in the near future...  Many of the possible because of this.

-Vampire hunters.
-Undead-killing priests of light.
-Chain attacks and spells for both fortress and adventure mode.

Tin foil hats, anyone?  :)

Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1894 on: March 30, 2012, 01:51:23 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.
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miauw62

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1895 on: March 30, 2012, 02:02:29 pm »

This looks awesome!
(and less terryfying then masterwork or genisis)
Will definatly try once i grow a bit better.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1896 on: March 30, 2012, 02:06:10 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.

The init/interface.txt file was changed in 0.34.06.  If you're using an older version of it, it is most likely missing the lines that assign those hotkeys.  Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.

Here is the file you need.  Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game.  This does not require a new world or save.

EDIT: Fixed this issue for future downloads, added notification to main page.
« Last Edit: March 30, 2012, 02:19:32 pm by narhiril »
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1897 on: March 30, 2012, 03:33:41 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.

The init/interface.txt file was changed in 0.34.06.  If you're using an older version of it, it is most likely missing the lines that assign those hotkeys.  Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.

Here is the file you need.  Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game.  This does not require a new world or save.

EDIT: Fixed this issue for future downloads, added notification to main page.

Wow, I found an honest to goodness bug .. go me :) Thanks! I love this mod!

Also one other quick question for all concerned. Special units, wavebreakers and emberlights, are these units I want to make out of good military units? Are they ever going to see combat? Or are they going to always use special abilities and therefore I should make a seperate non-trained squad of them to backup my melee dwarves?

Maybe I can arena test that?
« Last Edit: March 30, 2012, 04:07:39 pm by Undeadlord »
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1898 on: March 30, 2012, 04:08:09 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.

The init/interface.txt file was changed in 0.34.06.  If you're using an older version of it, it is most likely missing the lines that assign those hotkeys.  Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.

Here is the file you need.  Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game.  This does not require a new world or save.

EDIT: Fixed this issue for future downloads, added notification to main page.

New Post for clarity ...

In the post above you mention the interface.txt, but the link you gave goes to the init.txt? Am I missing something?

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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1899 on: March 30, 2012, 04:11:02 pm »

In addition to the shedim, here are some other features intended for LFR in the near future...  Many of the possible because of this.

-Vampire hunters.
-Undead-killing priests of light.
-Chain attacks and spells for both fortress and adventure mode.

Tin foil hats, anyone?  :)

Looks very good, and I read all your explanation in 'Modder's Resource' thread...But a question... If the items disappears when you heal somebody, and you could heal false positive Dwarves (they get the blood of others because of a spill over), then I believe we are in trouble, no? You don't want to strip naked a full steeclad Urist just because his nearby friend spilled his guts and a cleric is nearby...

Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1900 on: March 30, 2012, 04:14:51 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.

The init/interface.txt file was changed in 0.34.06.  If you're using an older version of it, it is most likely missing the lines that assign those hotkeys.  Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.

Here is the file you need.  Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game.  This does not require a new world or save.

EDIT: Fixed this issue for future downloads, added notification to main page.

New Post for clarity ...

In the post above you mention the interface.txt, but the link you gave goes to the init.txt? Am I missing something?

Try it again and let's pretend that didn't happen.

I'm sorry, my eyes are a disaster and I can't even read the damn file names sometimes.

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1901 on: March 30, 2012, 04:26:53 pm »

from what i've seen with transformations, the items don't disappear, they just drop to the ground (well at least you get to keep the gear)

Also one other quick question for all concerned. Special units, wavebreakers and emberlights, are these units I want to make out of good military units? Are they ever going to see combat? Or are they going to always use special abilities and therefore I should make a seperate non-trained squad of them to backup my melee dwarves?

Maybe I can arena test that?
UndeadLord, KEEP EMBERLIGHTS AWAY FROM NON-EMBERLIGHTS/WAVEBREAKERS!

unless you like !!highly trained militia!!...
zephyrs, stonekin and wavebreakers are perfectly safe (to your dwarves)

zephyrs and stonekin seem to be more about buffing/debuffing stuff and wavebreakers are more offensive
also zephyrs do get some natural dodge + crossbow skill so it's logical to turn untrained dwarves into them to get an instantly (somewhat) trained support dwarf


just wondering, has anyone tryed to have emberlights fight on a large graphite stockpile?
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1902 on: March 31, 2012, 08:57:53 am »

Narhiril, I see from your screenshots some pretty nice fortress designs. Might I ask that you upload some of your fortress' screenshots? I must say I have been having a creativity blocks with fortress designs, and I must say I am intrigued by what little I see from your screenshots.
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1903 on: March 31, 2012, 12:57:25 pm »

Is anyone else getting the issue with selecting hunting or war training for animals? The option to select that are all showing ? instead of something you can actually press. As well with making a zone an animal training zone, the options shows ? and pressing that just brings up the help.

The init/interface.txt file was changed in 0.34.06.  If you're using an older version of it, it is most likely missing the lines that assign those hotkeys.  Upon closer inspection, it seems that I did not update this file in the most recent pre-installed version, and for that I apologize.

Here is the file you need.  Put it in "LFR v0.16b Ironhand Graphics Edition/data/init," overwrite the old one, and restart the game.  This does not require a new world or save.

EDIT: Fixed this issue for future downloads, added notification to main page.

New Post for clarity ...

In the post above you mention the interface.txt, but the link you gave goes to the init.txt? Am I missing something?

Try it again and let's pretend that didn't happen.

I'm sorry, my eyes are a disaster and I can't even read the damn file names sometimes.

You rock Narhiril! Thanks for taking the time to update it!
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1904 on: March 31, 2012, 10:46:45 pm »

Change of topic, will you pull up 34.07 within one day? I got my ass handed, again, in my latest fort!

LFR is currently compatible with 0.34.07, but I do not yet have a pre-installed version set up.  I can probably get this done within a day or two, since it looks like an actual content update might be a ways out - I've got some kinks that need ironing out and a lot of features that are going to need testing.
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