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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


Pages: 1 ... 176 177 [178] 179 180 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 406187 times)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2655 on: October 22, 2012, 09:12:45 am »

Hi guys, you might rember me saying i was going to make a mod for LFR allowing playing as the void walker, well sadly i cancled it since it was just too hard and everything was going wrong BUT NOT ANYMORE!!!
When the next version is released I shall decend on the text files and I will Start the second attempt of modding it :D
Quick question though how do I update the submod to next versions of either DF or mod

We'll know when the next version comes out.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2656 on: October 22, 2012, 10:45:56 am »

I have an idea for a workshop, well a system for them.
How about 1 workshop *with 3 different types that you can build but need to get the components first*
Thats is the heart of your voidwalker base, such as relegion and some more ritural powers such as making a voidwalker becom a construct *basicly a retextured version fo the golum but tougher*
Also update, i might not be making this for LFR but i might make it for Masterworks, since some of the stuff is already there at masterwork and its a bit mroe simple + its kind of a blank canvas while LFR is massivly improved and a slight tweek could balls the whole thing up!
what are your thoughts guys.
Masterwork(i could see this mod being EPIC with Masterworks) or LFR(which arguably has most of the stuff there)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2657 on: October 22, 2012, 10:58:09 am »

It makes me SO happy when I play LFR and find new things.  Of course, I play so little standard DF these days, I can hardly tell what's new to the game in general, and what's specifically new to this mod...


My first large migrant wave with this new map, so I pause and take notice of my various dwarves' gods, looking for some hints as to how many cursed folk I might expect to find nestled amongst my loyal ones.  I find a god of disease and blight, creator of a book and worshipped by... necromancers and my dwarves, hrm...  but no curses given, for all that I eye his worshippers among my dwarves carefully as I see them.  Ah, a second active god, still no curses.  And then a third, which makes me wonder, and wonder anew.

I cannot even tell if this is supposed to be a curse.  This could even be a blessing for all I know, and it's making visions of tiny manikens dance through my head....  especially as I consider this deity's virtues.  Err, and if it is LFR, that's actually a grammar typo, shrunk should be shrank.

Spoiler (click to show/hide)

I'm from the midwest, please forgive my occasional grammatical errors.  :)

Hi guys, you might rember me saying i was going to make a mod for LFR allowing playing as the void walker, well sadly i cancled it since it was just too hard and everything was going wrong BUT NOT ANYMORE!!!
When the next version is released I shall decend on the text files and I will Start the second attempt of modding it :D
Quick question though how do I update the submod to next versions of either DF or mod

You'll want to keep your own copy of entity_void, and any other files you make should be named not to coincide with existing files.  If there are any core changes to LFR's entity_void, they'll show up in the change logs I put out with every version.

Sorry again for the long delay between versions, guys, I'm finally getting to a point where I can sit down and start working on it again.  I know it's been a long while, I'll save you the story for another time.

fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2658 on: October 22, 2012, 11:12:59 am »

Narhrirl......
TAKE YOUR TIME
I would prefure to have a good mod come late rater then another version of spore (rushed out and bad)
Also thanks for that, if possible please highlight the voidwalker entitys changes, anything small to really big, thanks in advance.
I am planning on starting after you release the next version,
I might make it also compatable with Dwarf fortress Masterworks, since alot of people use it and its also fairly good, ive played it a few times with the orc fortress expantion, its very fun.
But with tech and relegion tech-trees Ill stick to the best LFR.
Also real quick, i have some ideas for the mod sice as 1 very large building that is the centre of MOST of the important reactions sice as basic ritural's (E.G preying for !!!BEER!!! or preying for VoidShard's[Since they will be no doubt the main matterial for the Voidwalkers]).
I have some problems though, since void walkers will have void shard gear and weps, im concerned that they could be OP V.S siege's. Spoiling the !!FUN!!
and finial What colour are Voidshards?
for lore sake and for design sake...
« Last Edit: October 22, 2012, 11:20:03 am by fire1666 »
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Donuts

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2659 on: October 22, 2012, 11:16:54 am »

That part with "more hats". Team Fortress 2 even made it to DF?
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2660 on: October 22, 2012, 11:22:39 am »

That part with "more hats". Team Fortress 2 even made it to DF?
HELL I wish but it fails with the attack i made into hell once in LFR
40 Axe champions and 20 Crossbow experts
And to make sure it worked i decided to also flood hell itself
Thats right i Flooded hell...
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Donuts

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2661 on: October 22, 2012, 11:26:01 am »

That part with "more hats". Team Fortress 2 even made it to DF?
HELL I wish but it fails with the attack i made into hell once in LFR
40 Axe champions and 20 Crossbow experts
And to make sure it worked i decided to also flood hell itself
Thats right i Flooded hell...
Wtf does that have to do with my post?  ??? ??? ???
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2662 on: October 22, 2012, 11:28:43 am »

also somthing else, when i amde SOME progress with the origional voidwalker mod i found that they S-U-C-K if they have no armour.
they literaly turned to mist...
have voidwalker bodys been made tougher because im worryed that they could be too weak.
Also with the golums idea ho about a !!!Voidwalker Construct!!!
Basicly a voidwalker turned golum made of voidshard, prefrably with some form of throwing voidshards at the enemy infinitly.
Weak but with MASSIVE peirce so its basicly GOING to hurt nomatter what you ware!
They could be quite the asset during sieges.
AND we could use the raiding system in the Orc Fortress Plugin for Masterworks (found here Bottom of the second post by the developer)
What are your thoughts?
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2663 on: October 22, 2012, 11:32:37 am »

That part with "more hats". Team Fortress 2 even made it to DF?
HELL I wish but it fails with the attack i made into hell once in LFR
40 Axe champions and 20 Crossbow experts
And to make sure it worked i decided to also flood hell itself
Thats right i Flooded hell...
Wtf does that have to do with my post?  ??? ??? ???
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Donuts

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2664 on: October 22, 2012, 11:34:20 am »

!!DOUBLE POST!!
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fire1666

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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2666 on: October 22, 2012, 12:01:59 pm »

Also update, i might not be making this for LFR but i might make it for Masterworks, since some of the stuff is already there at masterwork and its a bit mroe simple + its kind of a blank canvas while LFR is massivly improved and a slight tweek could balls the whole thing up!
what are your thoughts guys.
Masterwork(i could see this mod being EPIC with Masterworks) or LFR(which arguably has most of the stuff there)
Well, I will gladly help with whatever you need, but what makes you think that Masterwork Raws are more simple ? If you mean less balanced, then yes, I do agree. ;)
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2667 on: October 22, 2012, 12:05:13 pm »

Also update, i might not be making this for LFR but i might make it for Masterworks, since some of the stuff is already there at masterwork and its a bit mroe simple + its kind of a blank canvas while LFR is massivly improved and a slight tweek could balls the whole thing up!
what are your thoughts guys.
Masterwork(i could see this mod being EPIC with Masterworks) or LFR(which arguably has most of the stuff there)
Well, I will gladly help with whatever you need, but what makes you think that Masterwork Raws are more simple ? If you mean less balanced, then yes, I do agree. ;)
Basicly LFR is a very carefuly balanced game ATM.
Ill be honest with you i made 1 change to LFR and it was WAAAAAAAAAAAAAAAAAY to easy *worship to give adamantine at highest temple*
While Masterwork's i have reactions making 6 tanned leather and about 3 flour from one unit of millable material and it still feels.
i dont know.
stable I guess??? It does not feel like im cheating and lets face it you will need a massive meat industry to make tones of leather armour.
An industry it might take several ingame years to get.
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katana

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2668 on: October 23, 2012, 11:38:30 am »

Didn't you just compare giving yourself one of (if not the) best materials in the game to giving more of easily available resources as a reason for balancing...?
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fire1666

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.18e *=*=* [DF 0.34.11]
« Reply #2669 on: October 23, 2012, 12:37:04 pm »

Didn't you just compare giving yourself one of (if not the) best materials in the game to giving more of easily available resources as a reason for balancing...?
Yes Yes i did
On a unrelated note, do we have a guessed release ETA for the next update?
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