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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 403849 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1965 on: April 06, 2012, 10:30:18 am »

Additionally you could have its abilities based on the materials of the components. A bronze mechanism would make it faster than a copper mechanism and a lens made from rarer gems would increase its skills in combat.


...This would require a different creature (or at least a different caste) for every possible permutation of gems, mechanisms, metals, and so on.  I'd finish that by the time DF hit 1.0, if I was lucky.

That being said, a more limited system of material and component advances is something I plan to do. 


Ouch, yeah I can see that not being feasible. Still this is a great mod, I'm moving between this and masterwork right now (I use masterwork on my laptop since it runs much faster) but with all the new stuff being added I'm definitely playing LFR the most.

Do you have any plans for the new minecarts and physics that Toady is adding? Does it add possibilities for things you hadn't been able to implement before?

It planted a few ideas in my head, but I don't care to elaborate at the moment.  It's well before I know what will and won't be possible, and I don't want to disappoint anyone by sharing an idea that turns out not to be practical.

Also, out of curiosity (open question), what kind of FPS do you guys get with this mod compared to vanilla/others?  Its hard for me to get a sense for it, seeing as I develop and test LFR on a gaming laptop, which I'm quite aware is well above the norm.
« Last Edit: April 06, 2012, 10:38:12 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1966 on: April 06, 2012, 11:19:54 am »

Unrelated, but I'm having trouble unarchiving the pre installed version.
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1967 on: April 06, 2012, 11:32:18 am »

With fastdwarf on and a fort of 50-60 my shitty computer gets about 90 FPS.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1968 on: April 06, 2012, 11:55:46 am »

Unrelated, but I'm having trouble unarchiving the pre installed version.

This always seems to be a problem whenever I update a file or two in an archive instead of re-archiving the entire thing,at least since I switched from a rar to a zip.

From now on, that's what I'll do.  Try it again, I re-packaged it.

vorpal+5

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1969 on: April 06, 2012, 01:08:29 pm »

I get slightly better FPS (SC on though) I think with your mod, but this is difficult to tell, as I'm still very prudent and expand slowly.


I think I may wish for the moon in asking you that, but who knows what a modder can do... Any possibility to convert an evil biome tile to a neutral one (with a high level religious reaction called sanctify)... So we can hope to 'reconquer' the lost lands, I have embarked in a place very hostile and knowing that I can cleanse it would be greatly rewarding.
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1970 on: April 06, 2012, 01:50:45 pm »

I consider LFR to be slow running. But that's probably because I don't play vanilla and my only point of reference is Masterwork, which takes steps to reduce database entries and removes clothing altogether. I do get better performance when I increase the maxmum fps in the init file though but it will always slow down after the first few years.

My machine is also fairly strong, having an i7 3.4ghz CPU. I only play large regions and generate 1050 years of history in about 10-15 minutes.
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1971 on: April 06, 2012, 01:54:18 pm »

I do get more FPS by removing item amount and item types. But have basic clothing in the game.

I still start with 120-150 FPS, then go down to 30-50 within 1-2 ingame years. Netbook, 2ghz dual core.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1972 on: April 06, 2012, 02:02:30 pm »

I apologize, it seems I had installed a faulty version of Ironhand v0.68 for the pre-packaged version.

A fix for the "diamond wall" issue is available here, in case anyone is still having that problem with the pre-installed version.  The latest upload should not have this issue.

« Last Edit: April 06, 2012, 02:31:25 pm by narhiril »
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wyrdness

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1973 on: April 06, 2012, 04:39:19 pm »

I have to say the Shedim sound terrifying. Just when I thought I was getting to grips with Voidwalkers too. I guess all those traders will have to fend for themselves outside my walls for a bit longer.  :D
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1974 on: April 06, 2012, 04:47:00 pm »

Man, if the engravings in this fortress are any indication, the Meowkin kicked the Nephillims ass VERY soundly multiple times during a 200 year world gen.

Somehow I did not think that would happen.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1975 on: April 06, 2012, 06:27:44 pm »

the meowkin must have cheated... or were they REALLY killing nephillim? how do we know they're not just boasting (or delusional)...
im sorry about my anti-meowkin sentiments, i only let their intermediarys live so i can "ask" for more stuff to "borrow"
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1976 on: April 06, 2012, 07:19:37 pm »

the meowkin must have cheated... or were they REALLY killing nephillim? how do we know they're not just boasting (or delusional)...
im sorry about my anti-meowkin sentiments, i only let their intermediarys live so i can "ask" for more stuff to "borrow"

Well, if the upward of 200 statues and engravings at this point mean anything... they quite frankly massacred them. I might abandon and check legends.

Edit:

JESUS. Checked Legends, Meowkin in this world are apparently godlike. They killed every titan that was killed in world gen except 3 or 4, warred and won against the Nephillim, you name it they killed it.
« Last Edit: April 06, 2012, 08:16:10 pm by Vanaheimer »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1977 on: April 06, 2012, 08:27:28 pm »

Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod to the riftwardens of this mod. While wearing cute maid dresses and bikini tops.

I have a theory. I think that the Meokins don't like us much, and realize that if they get sent to our fortress they will probably not get much and have high risk. Therefore, they only send their weakest members and slaves after us for trading, so not to risk their epic soldiers.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1978 on: April 06, 2012, 08:46:23 pm »

or maybe they.... no... ITS TOO HORRIBLE A THOUGHT!

Spoiler (click to show/hide)
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #1979 on: April 06, 2012, 08:48:07 pm »

Yes. The Meowkins are badass off screen. Combing it with other mods, and looking at the legends, they have killed everything to an overpowered Cell from the dragonball mod to the riftwardens of this mod. While wearing cute maid dresses and bikini tops.

I have a theory. I think that the Meokins don't like us much, and realize that if they get sent to our fortress they will probably not get much and have high risk. Therefore, they only send their weakest members and slaves after us for trading, so not to risk their epic soldiers.

... I'm going to start massacring Meowkin caravans to see how tough their sieges are.

It's time to start a war.
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