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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 403793 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1905 on: March 31, 2012, 10:47:42 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.

How goes the Shedim and their graphics?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1906 on: March 31, 2012, 10:54:15 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.

How goes the Shedim and their graphics?

Funny you should mention that.  Try them out for yourself.  :)

I don't expect them to be perfect - two castes are unfinished and the entity raws and invasions are unproven, but that's why I'm uploading it - so that anyone who is interested can help test them.

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1907 on: April 01, 2012, 01:45:35 am »

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.

So I install 0.34.07, and then overwrite everything with the current LFR? But what about the RAW files Toady tweaked in 34.07, will they not be overwritten by your work?

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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1908 on: April 01, 2012, 06:05:39 pm »

Dont know if you already know this, but you can use CAST_COLOR and ADD_COLOR instead of AS_IS in the graphics file to give the castes a different hue. Not sure how useful that is for you, but I just added it for my magical units, so people can easier identify their mages. Your emberlights could have a red glow on them for example, and they would still use their dwarven sprites.

Sorry if this is known, I feel like spamming this around, since I mentioned it in three threads now... ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Ultimuh

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1909 on: April 02, 2012, 06:13:00 am »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?
« Last Edit: April 02, 2012, 06:22:40 am by Ultimuh »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1910 on: April 02, 2012, 06:33:02 am »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?

 Don't have any love for the meowkin? I'd imagine you just remove the entity file for them. But I'd wait around for someone more skilled at modding to appear here.
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Ultimuh

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1911 on: April 02, 2012, 07:00:35 am »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?

 Don't have any love for the meowkin? I'd imagine you just remove the entity file for them. But I'd wait around for someone more skilled at modding to appear here.

Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1912 on: April 02, 2012, 09:25:34 am »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?



Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?

Oh boy, where to begin...

LFR's archaeology lab...

building_mechanical_lfr.txt
reaction_archaeology_lfr.txt
inorganic_z_stone_mineral_vanguard.txt

...Unfortunately, you'll find that it's pretty heavily interwoven with other elements of the mod.  It requires advanced mechanisms (a custom tool) to construct, which themselves require another custom building, toy, and reaction to unlock...

...And then the reaction products are an even bigger mess, calling custom materials from custom templates, custom weapons, custom gems, custom tool types...  You would need to basically gut the reactions and the building reagents if you wanted to actually use any of this outside of LFR and rebuild them from scratch, which is not something you'd need my permission for (except for the building artwork, which you're welcome to use as long as I'm credited).


The meowkin are a lot easier to separate, involving the following files almost exclusively...

item_armor_meow.txt
language_FRENCH.txt
creature_meow.txt
entity_meow.txt

The only issue you should find here is a reference in the entity to a custom weapon (the quarterstaff), which you can easily replace with [WEAPON:ITEM_WEAPON_SPEAR] or something.

If you want to include the graphics, you'll need...

graphics/lfr_meowkin.png

And you'll need to dig their tile page and offsets out of graphics/graphics_custom_lfr.txt, which is really easy since that file is separated pretty nicely into little sections.


Dont know if you already know this, but you can use CAST_COLOR and ADD_COLOR instead of AS_IS in the graphics file to give the castes a different hue. Not sure how useful that is for you, but I just added it for my magical units, so people can easier identify their mages. Your emberlights could have a red glow on them for example, and they would still use their dwarven sprites.

Sorry if this is known, I feel like spamming this around, since I mentioned it in three threads now... ^^

I appreciate the heads up here.  I knew about ADD_COLOR, but not about CASTE_COLOR.  Do these take any arguments, and if so, are they in standard 0:0:0 color form or actual color tokens?
« Last Edit: April 02, 2012, 09:36:53 am by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1913 on: April 02, 2012, 09:33:29 am »

CASTE_COLOR:0:0:0 is the tag, defined after SELECT_CASTE. Standard colors to pick from. The background color really only changes the background, the foreground overlays the sprite.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1914 on: April 02, 2012, 09:37:29 am »

CASTE_COLOR:0:0:0 is the tag, defined after SELECT_CASTE. Standard colors to pick from. The background color really only changes the background, the foreground overlays the sprite.



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.

Most of my fortresses look the same, since I found a design that works for me and just kind of keep re-using it.  Here are a few from my latest test fort...

Spoiler: image 1 (click to show/hide)
Spoiler: image 2 (click to show/hide)
Spoiler: image 3 (click to show/hide)
« Last Edit: April 02, 2012, 09:57:12 am by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1915 on: April 02, 2012, 11:24:28 am »

Released version 0.17a.

This one was supposed to just be a re-packaging with DF v0.34.07, but it was so much of a task to try to keep all of the new files and changed ones out of it that I decided not to bother.  As a result, a number of additions and bugfixes made it in for both the pre-installed and raw only versions.

As usual, please report any issues you find as soon as they come up.  This is really more of a revision than the new content release suggested by the version number, but with the new DF build and re-packing everything, it's too heavy a revision not to give it a new number.

Ultimuh

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1916 on: April 02, 2012, 02:47:10 pm »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?



Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?

Oh boy, where to begin...

-snip-


Thanks, too bad about the archeologist workshop tough.
Ah well, I'll see what I can do.
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Zanara

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1917 on: April 02, 2012, 06:23:56 pm »

Been using this mod for a long time now, and the naga race mod, soon as it came out. Question is, is there any way to add the special castes to the naga race? namely, the savants, wavebreakers, and emberguards? I'm pretty bad at raw editing other than copy pasting, and any help here would be greatly appreciated!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.16b *=*=* [DF 0.34.06]
« Reply #1918 on: April 02, 2012, 09:23:26 pm »

I like the archeology idea and would like to port it over to a personal pack of mixed mods..
So which parts of the raws should I be looking for?

edit:
Also.. what parts are related to the Meowkin?
And what can I leave out of their entity file?



Nonono..
I meant I DO like them, but what raws are directly related to them
and what from this mod can I take out of their entety file so that I can use them in another mod?

Oh boy, where to begin...

-snip-


Thanks, too bad about the archeologist workshop tough.
Ah well, I'll see what I can do.

Well, you can always do some light modding. Change the materials needed to build the archeology workshop to not have any LFR related things. You then also copy over the stuff needed for the vanguard ruins rock that the archeology workshop uses. I don't know how to do this, but it's definitely possible.
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vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1919 on: April 03, 2012, 12:50:28 am »

Thank you for the new version. I appreciate also that the Vanguard Rubble is now tagged correctly.

I guess I'll have to overwrite the raw of my saves with the raw of the install to have it works properly?

A general question, does it exists some kind of automated defence in the mod? Say automatons, defence turrets, etc.?
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