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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 397114 times)

SorenCool12

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.11c
« Reply #3375 on: October 04, 2013, 08:24:12 pm »

I am thinking of implementing a concept that hasn't really been used in other mods thus far (that I know of), but is a common element of many video games.

I am considering implementing more creatures with a "rare drop."  That is, 9 out of 10 or even 49 out of 50 will die and leave corpses, as usual, but the occasional one will instead drop an item of some sort.  This is possible and well within my ability to do using the caste system, but I am wondering how people feel about it.  Should I reserve this sort of thing for the occasional easter egg, or would you like to see more of it?  I don't want "farming" for drops to be necessary, because that's not particularly rewarding in my opinion, so these items will be purely fun in nature - perhaps in the form of a unique (but statistically unremarkable) weapon or armor/clothing item.  I'm thinking these could be great fun for adventurers as well.

Oh, and I wrote the raws for the medical dummy earlier.  Silly me, I should be studying.  Oh well :)
its cool that well i think you studied a lot for this mod cool mod btw
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I had a demon pretending to be a god and they wrote books. The books were just about themselves, what an ego.

elves 'grow' items on the tree into the correct shape
and then gently clip them off. Only they know how to do it, and it's the only way to make things out of wood without hurting the tree.

I assume the Elves think other races are just callous when they cut down trees that would happily just grow the crap they need.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3376 on: October 05, 2013, 01:18:33 am »

I used that system in the SCP mod a bit. This mod will probably get better usage out of it, though, since mine is just so that you can get item SCPs.

Meph

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Re: *=*=*=* Legends of Forlorn Realms - an expansion mod *=*=*=* v0.11c
« Reply #3377 on: October 05, 2013, 11:11:23 pm »

I am thinking of implementing a concept that hasn't really been used in other mods thus far (that I know of), but is a common element of many video games.

I am considering implementing more creatures with a "rare drop."  That is, 9 out of 10 or even 49 out of 50 will die and leave corpses, as usual, but the occasional one will instead drop an item of some sort.  This is possible and well within my ability to do using the caste system, but I am wondering how people feel about it.  Should I reserve this sort of thing for the occasional easter egg, or would you like to see more of it?  I don't want "farming" for drops to be necessary, because that's not particularly rewarding in my opinion, so these items will be purely fun in nature - perhaps in the form of a unique (but statistically unremarkable) weapon or armor/clothing item.  I'm thinking these could be great fun for adventurers as well.

Oh, and I wrote the raws for the medical dummy earlier.  Silly me, I should be studying.  Oh well :)

Will you use itemcorpses for this, or extra-butcher-objects? The first one replaces the corpse, which is why I deleted a system I used once...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3378 on: October 06, 2013, 02:12:00 am »

Please bear in mind that the quote we're discussing is from May of 2011, and discusses features that have been a part of LFR for almost as long.  I ended up using both extra butcher objects (i.e. bronze-shelled tortoises) and itemcorpses (i.e. masters of locusts) - when the first creature drops were put into LFR, "extra butcher objects" weren't even a thing yet.
« Last Edit: October 06, 2013, 02:14:37 am by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3379 on: October 06, 2013, 12:07:23 pm »

Ah... sorry, I didnt see the time on that quote.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3380 on: October 06, 2013, 01:53:02 pm »

neither did i

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3381 on: October 07, 2013, 11:07:23 am »

Cleaned up some more odds and ends this weekend...  I went in and reduced the number of reagents required for the level 2 crossbow upgrade (dwarves were falling asleep mid-reaction) and restored a missing product to one of the magma alchemy lab's reactions.  Oh, and deep wolves are getting a new graphic because their current one is pretty crappy.  I got a dwarf with a stonecrusher into my military, and that's been fun to watch with itemsyndrome working properly.

Ran into some weird issue with autoSyndrome commands failing to execute sometimes for no discernible reason, but things seem to be *mostly* working, though I still haven't gotten an underground siege yet.  I'm starting to wonder if they will actually work or not.
« Last Edit: October 07, 2013, 11:54:33 am by narhiril »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3382 on: October 09, 2013, 06:52:15 am »

Quote
Ran into some weird issue with autoSyndrome commands failing to execute sometimes for no discernible reason, but things seem to be *mostly* working, though I still haven't gotten an underground siege yet.  I'm starting to wonder if they will actually work or not.
Autosyndrome does not trigger when a reaction is set to repeat.

Underground sieges do work in DF, but dont know about your specific setup. they are definitly possible.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3383 on: October 09, 2013, 12:54:35 pm »

Quote
Ran into some weird issue with autoSyndrome commands failing to execute sometimes for no discernible reason, but things seem to be *mostly* working, though I still haven't gotten an underground siege yet.  I'm starting to wonder if they will actually work or not.
Autosyndrome does not trigger when a reaction is set to repeat.

Underground sieges do work in DF, but dont know about your specific setup. they are definitly possible.

Well that explains a lot.  As for underground sieges, mine are generating properly but I'm not sure why they're not attacking.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3384 on: October 09, 2013, 01:44:00 pm »

I have underground batmen, their pathfinding is broken because they can fly... most other stuff is ambushes, so dwarves run into them automatically. but now that you mention it, I have never seen an army rush up into the fort. I only know that the flee through your fort... the siege gets broken, and the siegers want to reach the map edge, but chose not to flee through the caverns, but rather try to reach the map edge on the surface. very odd.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3385 on: October 09, 2013, 02:17:44 pm »

I have underground batmen, their pathfinding is broken because they can fly... most other stuff is ambushes, so dwarves run into them automatically. but now that you mention it, I have never seen an army rush up into the fort. I only know that the flee through your fort... the siege gets broken, and the siegers want to reach the map edge, but chose not to flee through the caverns, but rather try to reach the map edge on the surface. very odd.

I can't even get them to show up.  Mind if I look through your raws?

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3386 on: October 09, 2013, 04:38:10 pm »

Feel free. Best are the antmen, they show up regularily and are a pretty much unmodded vanilla DF creature.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3387 on: October 10, 2013, 08:58:46 pm »

Code: [Select]
entity_grum

[OBJECT:ENTITY]

[ENTITY:GRUM_LFR]
[LAYER_LINKED]
    [START_BIOME:SUBTERRANEAN_CHASM]
    [BIOME_SUPPORT:SUBTERRANEAN_CHASM:2]
[CREATURE:GRUM_LFR]
[TRANSLATION:GRUM]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[DIGGER:ITEM_WEAPON_GRUM_HAND_DRILL]
[WEAPON:ITEM_WEAPON_GRUM_ROCK_CRUSHER]
[WEAPON:ITEM_WEAPON_GRUM_DRIVER]
[WEAPON:ITEM_WEAPON_GRUM_CLEAVER]
[WEAPON:ITEM_WEAPON_GRUM_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[START_GROUP_NUMBER:8]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:2]
[CURRENCY:GOLD:5]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[START_GROUP_NUMBER:8]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[SELECT_SYMBOL:REMAINING:EARTH]
[SELECT_SYMBOL:REMAINING:WEALTH]
[SELECT_SYMBOL:REMAINING:NAME_CAVE]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[STONE_PREF]
[AMBUSHER]
[ITEM_THIEF]
[SPHERE_ALIGNMENT:EARTH:512]
[FRIENDLY_COLOR:7:0:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:3]
[PROGRESS_TRIGGER_TRADE_SIEGE:3]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:50]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:250]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:MITHRIL_STRANDS_LFR]
[PERMITTED_REACTION:REFINE_MITHRIL]
[PERMITTED_REACTION:SMELT_MITHRIL]
[PERMITTED_REACTION:SMELT_UNBIHEXIUM]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:MISGUIDED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:LYING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:VANDALISM:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:MISGUIDED]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:MISGUIDED]
[ETHIC:MAKE_TROPHY_SAPIENT:MISGUIDED]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[POSITION:LEADER]
[NAME:governor:governors]
[NUMBER:1]
[ELECTED]
[REQUIRED_OFFICE:10000]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:FOREMAN]
[NAME:foreman:foremen]
[NUMBER:12]
[REQUIRED_OFFICE:5]
[SQUAD:10:enforcer:enforcers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:LEADER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL]

With this, they generate and show up in the legends dump, but don't actually ambush or siege.  I'll try removing the biome tokens and see what happens.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3388 on: October 25, 2013, 10:25:51 am »

Hi everyone, I've started up an LFR fort recently, and I've managed to make it quite far up the mech tech tree. However, I've encountered a problem where I can't begin magnetic projectile research, even though I have all required reagents: copper bars, neodymium bars, iron bars, tanned hide and a stack of iron bolts. Anyone else got this?

Some of these reagents are imported, being in brackets, since I had to import the neodymium bars and some leather. Maybe thats the problem?

Edit: And after fiddling for a bit, suddenly its alright. Well, never mind then.

Just out of curiosity, has anyone else really employed spider and other t4 constructs? Sure feels like it took forever for me to get to this level (5 ingame years of micromanagement). Are they effective?
« Last Edit: October 25, 2013, 10:36:31 am by Pan »
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Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20b *=*=* [DF 0.34.11]
« Reply #3389 on: October 25, 2013, 01:58:49 pm »

Hi everyone, I've started up an LFR fort recently, and I've managed to make it quite far up the mech tech tree. However, I've encountered a problem where I can't begin magnetic projectile research, even though I have all required reagents: copper bars, neodymium bars, iron bars, tanned hide and a stack of iron bolts. Anyone else got this?

Some of these reagents are imported, being in brackets, since I had to import the neodymium bars and some leather. Maybe thats the problem?

Edit: And after fiddling for a bit, suddenly its alright. Well, never mind then.
I think you need some sort of Alchemist tech advancement reagent to make those.
Quote
Just out of curiosity, has anyone else really employed spider and other t4 constructs? Sure feels like it took forever for me to get to this level (5 ingame years of micromanagement). Are they effective?
Is that a relevant question?
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