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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 405923 times)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2985 on: December 24, 2012, 12:04:29 am »

No, it's not possible.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2986 on: December 24, 2012, 12:30:19 pm »

So what powers will the demon transformation have? If it is just an angry dwarf basically, then a locked door and a lever to a magma pit means I can have all the immortal dwarves I want!
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2987 on: December 27, 2012, 10:43:24 am »

Sup, Narhiril  :)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2988 on: December 28, 2012, 09:57:04 am »

Things have been a little slow the last few days due to family being in town and my boyfriend's father being in the hospital.  I'm sorry I don't have better news, but I just wanted to let you all know that I hadn't forgotten you.  Happy holidays, everyone!

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2989 on: December 28, 2012, 02:10:40 pm »

Before you start, two things...

1. Turning dwarves temporarily crazed with CE_ADD_TAG:CRAZED will cause loyality cascades, which might or might not be fixed by the new dfhack.

2.
Meph: I might have something similar to what you're talking about. I'm working on (and mostly done with) a plugin to make boiling rock syndromes apply instantaneously rather than relying on the game to sometimes make them breathe them in and sometimes not. I just tweaked it so that you can call dfhack commands using syndrome classes.

Here's the short version: you make a reaction that produces some rock. The rock has a syndrome. The syndrome has syndrome classes. When the reaction is triggered, the plugin scans for a reaction class called "command". If it finds one, it considers all remaining syndrome classes to be part of a dfhack command. The first subsequent one is a command, and each one after, if any, is an argument.

Early testing is promising. It should work both with scripts and by directly calling plugins.

:)
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2990 on: December 28, 2012, 04:41:01 pm »

Before you start, two things...

1. Turning dwarves temporarily crazed with CE_ADD_TAG:CRAZED will cause loyality cascades, which might or might not be fixed by the new dfhack.


I know that, but OPPOSED_TO_LIFE doesn't.

2.
Meph: I might have something similar to what you're talking about. I'm working on (and mostly done with) a plugin to make boiling rock syndromes apply instantaneously rather than relying on the game to sometimes make them breathe them in and sometimes not. I just tweaked it so that you can call dfhack commands using syndrome classes.

Here's the short version: you make a reaction that produces some rock. The rock has a syndrome. The syndrome has syndrome classes. When the reaction is triggered, the plugin scans for a reaction class called "command". If it finds one, it considers all remaining syndrome classes to be part of a dfhack command. The first subsequent one is a command, and each one after, if any, is an argument.

Early testing is promising. It should work both with scripts and by directly calling plugins.

:)

This sounds most exciting.  Will it interfere with existing syndrome classes?  I guess what I'm asking is, will it skip over and leave alone any syndrome classes that aren't valid commands?  Also, will it respect the parameters of the syndrome itself (affected creature, etc) when applying it?

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2991 on: December 28, 2012, 05:34:57 pm »

Yes, opposed to life would work, didnt knew which one you wanted to use.

About the plugin: The text I posted is all the info I have. I am just patiently waiting if he posts anything. If you want more answers now, I guess you should write him. :)
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2992 on: January 01, 2013, 01:01:38 pm »

Happy 2013, Narhiril. Hope this will be a good year for both you and your wonderful mod  :)

So, what's the general idea for the next update?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2993 on: January 02, 2013, 06:52:48 pm »

Happy 2013, Narhiril. Hope this will be a good year for both you and your wonderful mod  :)

So, what's the general idea for the next update?

It's taken a rather radical turn after Meph informed me about this plugin that is in development.  It's going to take me a bit of time to get everything working, but the plugin uses DFHack to allow a syndrome to be placed directly on a unit (or units, if specified) rather than having to be inhaled randomly.  While the documentation has been released for it, the actual plugin won't be released until the next version of DFHack, so I can get to work getting everything set up, but the release is going to have to wait for the plugin to be finished.

After giving it a lot of thought, I've decided that the newer versions of LFR are going to be moving towards full integration of DFHack and its plugins simply because they allow for some exciting new possibilities that mods like Masterwork and Genesis are already starting to utilize.  I am reluctant to create any sort of external dependencies, but the increase in both balancing and creative potential has gotten hard for me to ignore.

The way it works is rather exciting, and allows me to utilize the plugin for a "unit creation" reaction with 100% effectiveness, and still keep things like experimental disasters entirely random.  It's going to be a bit of work to go back and modify a bunch of existing documentation and reactions to use this new system, but I think it's going to be a lot more pleasing once it's done.  Here are a list of changes you can expect to see in the coming days:

-Mechanical construct assembly will no longer fail.  Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation.  The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc.  A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle.  I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.

Stay tuned!

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2994 on: January 02, 2013, 10:08:55 pm »

Will we need DFhack running in order to play, or will the required bits be incorporated entire into LoFR?
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2995 on: January 02, 2013, 10:18:14 pm »

-Mechanical construct assembly will no longer fail.  Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation.  The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc.  A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle.  I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.

All of this requires dfhack to be active. It also fixes some vanilla bugs automatically.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2996 on: January 02, 2013, 10:27:47 pm »

Ah, it looks like we are going to get some great new features.

Meokins never seas to amaze me. They brought in a tamed Clawed Crustacean of the Abyss to sell to the fine people of my fortress. Somehow. Cost me 10k, but no way I am passing up that. Lot and lot of fish.
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Jilladilla

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2997 on: January 02, 2013, 10:53:06 pm »

-Mechanical construct assembly will no longer fail.  Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation.  The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc.  A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle.  I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.

Stay tuned!

Err wow... I am impressed at this... Can't wait for the next version, this has become a mod I cannot play DF without
Keep up the good work Narhiril!
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2998 on: January 03, 2013, 07:59:45 pm »

Will we need DFhack running in order to play, or will the required bits be incorporated entire into LoFR?

There is really no way to work this without DFHack, since the required bits are DFHack.

I got wind of this plugin too, btw, and I'm really excited now about it. Plenty of cool stuff possible with it.

Stirk

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« Reply #2999 on: January 06, 2013, 01:56:41 pm »

Am I the only one who thinks that the Zingers are kind of annoying? I was just attacked by the full goblin siege and a deity, killing their  losing only two men, two children when the cave dragon squad got into my fort. We then lost 10 people cleaning up the injured stragglers because a underdeveloped fridged zinger kept exploding randomly on the guard tower. Not to mention the pyro zinger setting my charcoal stockpile on fire all the time. Any way to make them less annoying?
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