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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 403897 times)

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2025 on: April 09, 2012, 11:38:22 am »

Ok... so here's what I've got for the patch notes thus far...

*******
-Added dwarven tempests. 
-Added the Temple of the Orphan. 
-Added wavebreaker and zephyr "cross-combo" abilities with tempests. 
-Added the ability for voidwalker mistshrouds to block this new combo. 
-Added jagged crystal dragons. 
-Emberlight warriors can now safely swim, stand, see, and fight in magma. 
-Added a new regional interaction to terrifying swamp biomes. 
-Added the (tier 4 tech) mechanized defense laboratory and associated reactions. 
-Added dwarven spider constructs. 
-Added the shedim as a new, universally hostile race. 
-Added priceless vanguard artifacts (VERY rare). 
-Changed "prayer for elemental ritual materials" at the Temple of the Twins to "prayer for ritual metals," and removed the gem products. 
-Added "prayer for ritual gems" to make up for this at the new Temple of the Orphan. 
-Cleaned up some overlapping hotkeys at the Temple of the Twins. 
-The fishing pond will now produce raw rainbow trout in addition to the "trout of Kogut" meat it already produces - yield is not much different overall (slightly better).
-The "big catch" reaction at the fishing pond is now a bit more worthwhile and has been given an easter egg. 
-The meowkin will now sell "mech parts caches" that can be "unpacked" at the new mechanized defense laboratory for a random assortment of related parts.
*******

All of this loads without any errors.  Now, whether or not it all works properly is another matter entirely, but it's a big step.  I still have a few odds and ends to clean up before I can really put it through the paces of testing (JCDs need a graphic, priceless artifact reaction needs some tweaking, tier 4 tech needs a new guide file, etc), but we're getting closer to one of LFR's largest content updates to date.
« Last Edit: April 09, 2012, 11:40:11 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 #2026 on: April 09, 2012, 02:40:43 pm »

Seems I've run into a bit of a snag with dwarven spiders - they're being marked as "friendly," which isn't allowing pen/pasture, tame, train, or any other designations.

... Which means I'm going to need to use a pretty elaborate workaround to get them into position, involving a new building and an "intermediary" transformation.  In order to make them friendly, I need to transform a dwarf, force it to drop a body part, allow it to revert, animate it, transform it, kill it, resurrect it, and transform it again.  This actually works, believe it or not, but the problem is the inability to pasture them.

I tried a few workarounds.

Apparently, animated creatures are ridiculously weak, and collapse under any sort of physical damage...  and also seem to inherit the OPPOSE_TO_LIFE tag, even if it isn't explicitly given to them.  So for my first test run...  I had a dwarf create a a spider which immediately went on a rampage and killed 4 dwarves before being struck down by a sabre-toothed tiger.  Revise, restart.

This time, I give it a speed percentage effect so that the tiger can kill it without interference.  It dies, and I give the dwarf an ability to revive it, and now it turns friendly.  Problem is, it won't leave the general area around the workshop. 

Next time, I try caging it, but this doesn't seem to make it register as a captured creature either. 

It looks like I am going to have to create a new building called a "dwarven spider hub" and move the assembly reaction there, so if you want to station spiders somewhere, you'll need to build that little building and assemble them there, and they'll use that as their permanent base...  I figure it fits into the lore pretty well -  seeing as these are the first and most primitive of constructs, their pathfinding and navigation skills would be comparable to a small insect.  I can even make it so that when they die, you can attempt to rebuild the little buggers.  Perhaps I can make later constructs and advancements utilize a sentient being as their intelligence core, which would be far more effective in that it would allow you to train, assign, and pen/pasture them.  I like that idea, so that's what I'm going with.

This is why I insist on testing these things first, though, in case you all were wondering.  !!SCIENCE!! is fun, but nobody likes it when I release something and the features don't work right.

Weaselcake

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2027 on: April 09, 2012, 02:56:32 pm »

So, Is there a modded phoebes version of this mod?

I can't get over ironhands detail, and I can't get over vanillas simplicity. Phoebes is that perfect middle-tileset that I can't play this without.

Please don't make me search 130+ pages to find one. :(

Support for Phoebus' set is something that I've been meaning to do for a long while, but I've never gotten around to it.  It involves combing through raws and manually changing tile numbers... a LOT of tile numbers.  Basically, every single tile in every material, tool, and building (UGH) file would need to be re-mapped.  That's what's keeping it from happening right now.

You don't HAVE to redo all the new creatures as well. The already-existing sprites could get a simple graphics replacement, and that's it. :/
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2028 on: April 09, 2012, 03:02:47 pm »

Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)

Just a thought!
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Weaselcake

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2029 on: April 09, 2012, 03:10:30 pm »

I enjoy the mods features a lot I guess. But reading through the manuals and the OP sort of bothered me, specifically the 'lore' parts. DF-mods like this should be lore-friendly, with the history actually being written and expanded over what may happen in the world-gen. For example, like seeing the singularly-named brewed drinks (uncle urists etc.) even if the worldgen hasn't had a single urist since dwarven history began, rather than a generated name (would it even be possible to make generated names for an alcohol?)

Another example would be the new religious features using primarily Christianity-influenced objects. Not remotely touching on Islam, Judaism, Hinduism, Paganism, etc. even though some of those closer resemble the new religious features ('rituals' and multiple gods) than Christianity.

I guess it's more of a 'MY personal immersiiiiiooooon' thing, but still. :/
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Undeadlord

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2030 on: April 09, 2012, 03:16:05 pm »

I enjoy the mods features a lot I guess. But reading through the manuals and the OP sort of bothered me, specifically the 'lore' parts. DF-mods like this should be lore-friendly, with the history actually being written and expanded over what may happen in the world-gen. For example, like seeing the singularly-named brewed drinks (uncle urists etc.) even if the worldgen hasn't had a single urist since dwarven history began, rather than a generated name (would it even be possible to make generated names for an alcohol?)

Another example would be the new religious features using primarily Christianity-influenced objects. Not remotely touching on Islam, Judaism, Hinduism, Paganism, etc. even though some of those closer resemble the new religious features ('rituals' and multiple gods) than Christianity.

I guess it's more of a 'MY personal immersiiiiiooooon' thing, but still. :/

Really? Wow, you must need ALOT of immersion for a game to be good for you. The fact this mod has any lore what-so-ever is HIGHLY impressive to me, as alot of mods don't need it or don't bother. From what I understand about the "christianaity-themed" items its because the Neophilms are basically a type of angel, and most people think of Xtianity when they think angel.
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2031 on: April 09, 2012, 03:44:40 pm »

Quote
I enjoy the mods features a lot I guess. But reading through the manuals and the OP sort of bothered me, specifically the 'lore' parts. DF-mods like this should be lore-friendly, with the history actually being written and expanded over what may happen in the world-gen. For example, like seeing the singularly-named brewed drinks (uncle urists etc.) even if the worldgen hasn't had a single urist since dwarven history began, rather than a generated name (would it even be possible to make generated names for an alcohol?)

Another example would be the new religious features using primarily Christianity-influenced objects. Not remotely touching on Islam, Judaism, Hinduism, Paganism, etc. even though some of those closer resemble the new religious features ('rituals' and multiple gods) than Christianity.

I guess it's more of a 'MY personal immersiiiiiooooon' thing, but still. :/

Eh? Urist is basically the stereotypical dwarf name. It is basically a John Mcsmith of fortress. It is basically something you call a dwarf.

...What sect of Christianity has god turning their followers into magical beings breathing fire or shooting ice out of their hands in return for some random objects? And has a ton of gods, lead by a angry god of blood? Really, there is not much with Christian influences, besides maybe the Anglelike beings, but considering the angles are also Jewish and Muslim...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2032 on: April 09, 2012, 04:13:58 pm »

Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)

Just a thought!

I wish I could make that actually work, but there's no way with modding for me to be able to enforce that.  Right now, it's just a spot to put them all as they get built - kind of like a trap.  A nasty, swarming, sentient trap with lots of little sharp metal bits.

Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2033 on: April 09, 2012, 04:22:00 pm »

Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)

Just a thought!

I wish I could make that actually work, but there's no way with modding for me to be able to enforce that.  Right now, it's just a spot to put them all as they get built - kind of like a trap.  A nasty, swarming, sentient trap with lots of little sharp metal bits.

sounds like weapon traps loaded with damascus steel discs.... except for the sentient part...
this sounds like it's going to be a !!FUN!! update!

oh just curious, will the Dwarven Spider Constructs have [WEBIMMUNE]?

i can just imagine throwing prisoners into the spider pit after this goes live  ;D
« Last Edit: April 09, 2012, 04:42:45 pm by Jilladilla »
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Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2034 on: April 09, 2012, 04:48:05 pm »

Personally I think this will end up working as a surrogate for traps for the voidwalkers and other trapimmune things.

I am picturing a hallway filled with standard traps, a turn, and then a room filled with spiders as a perfect defense against anything.
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Demiurge

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2035 on: April 09, 2012, 04:56:00 pm »

Dwarven Spider Power Relay Station? Spiders have to stay close to powered on? :)

Just a thought!

I wish I could make that actually work, but there's no way with modding for me to be able to enforce that.  Right now, it's just a spot to put them all as they get built - kind of like a trap.  A nasty, swarming, sentient trap with lots of little sharp metal bits.

Clearly we need the DF equivalent of redstone circuits from Minecraft. Bring on the arcane machinery!
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2036 on: April 09, 2012, 11:59:13 pm »

Sweet jesus.

And this is why I play LFR.


Oh, I found a rift warden narhiril. I was butchered.

I upped there population to 30 in the raws, I hope to hell I never run in to any more than one of those 30. Ever.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2037 on: April 10, 2012, 12:31:54 am »

rift wardens... very very scary entities they are... definately something you don't wanna run into...
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Vanaheimer

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2038 on: April 10, 2012, 12:35:46 am »

rift wardens... very very scary entities they are... definately something you don't wanna run into...

I'll find a way to kill it, with dwarves and not cave ins. My pride demands it.
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.17a *=*=* [DF 0.34.07]
« Reply #2039 on: April 10, 2012, 01:43:05 am »

If I deconstruct the spider hub, will the spiders stay there? If the spiders get drawn off will they, after killing their prey or losing sight or otherwise, return to their stations? Or will they just stand at their new location until they a new enemy comes along?
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