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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 405113 times)

mcolombe

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3555 on: May 17, 2015, 08:35:04 pm »

good luck with the updating it. if you can get it up to. 4.24. you will have done well.
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3556 on: May 18, 2015, 10:57:56 am »

Actually I finished everything but the entities and the DF-hack stuff. I just need some time to learn how it worked in 34.11. If I understand it correctly, add-spatter need little to no changes and what I'll have to do is to replace autosyndrome and itemsyndrome by reaction-trigger and item-trigger.
Then I'll need to run a fortress or two to see what I broke and fix it.
« Last Edit: May 18, 2015, 02:26:28 pm by Usul »
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hatesdigimon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3557 on: May 19, 2015, 11:49:05 pm »

good job. ive been watching this thread a LONG while and its lovely to see some activity :)

The Master

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3558 on: May 22, 2015, 08:55:39 am »

I wish you the best! One of my first fort's used this mod and it was great fun. Being able to play it again would be awesome!
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BelligerentGnu

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3559 on: May 24, 2015, 10:00:45 pm »

Actually I finished everything but the entities and the DF-hack stuff. I just need some time to learn how it worked in 34.11. If I understand it correctly, add-spatter need little to no changes and what I'll have to do is to replace autosyndrome and itemsyndrome by reaction-trigger and item-trigger.
Then I'll need to run a fortress or two to see what I broke and fix it.

Jeez, this is fantastic! I was thinking about starting this project myself, and here you've already got it mostly done.

Would you like any help? I'm pretty much new to modding, but if you have any grunt work left I'd be happy to pitch in. Or if you'd like some help testing, I could do that as well.

Best of luck! Can't wait to see how this goes.
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3560 on: May 25, 2015, 03:47:35 pm »

Spoiler (click to show/hide)
And it's now !
I hope nothing is too wrong, but I am not an experienced modder, so tell me if you think I did something weird.

LFR 0.21a Pre-Installed ASCII Version
LFR 0.21a Pre-Installed Ironhand graphics Version

« Last Edit: May 25, 2015, 04:33:17 pm by Usul »
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Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3561 on: May 28, 2015, 11:28:08 am »

Do you plan on adding anything, or are you merely maintaining the mod in narhiril's stead?

Either way, good work.
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3562 on: May 28, 2015, 12:19:06 pm »

Do you plan on adding anything, or are you merely maintaining the mod in narhiril's stead?
I don't know, it seems that narhiril was working on another tier of the tech tree and on plagues. I could do the latter (there was a few unused raws that shows well what she wanted to do) but I don't feel like making something like a tech tree. I would go blindly.

This is very, very good news. I'm hoping I can mash it into my Linux build. It's really good to see LOFR return! Thank you, Usul.
Either way, good work.
Thanks !
« Last Edit: May 28, 2015, 02:11:08 pm by Usul »
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Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3563 on: May 29, 2015, 05:54:27 am »

How is it going? Found any bugs or issues with the updated version?
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3564 on: May 29, 2015, 09:49:41 am »

Well, I didn't have much time this week due to RL interfering with moding projects. It should be free of bugs (read:the most important features are tested and works) , but I noticed the adventure mode reactions are pointless because you can't smelt metal in adventure mode, so I will add some reactions. Also I really need to find time to play to see if I get a siege from bog trolls or voidwalkers.

And it seems I broke the bog trolls, they are annihilated in worldgen. I will see what I can do.
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BelligerentGnu

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3565 on: May 29, 2015, 12:16:25 pm »

Just wanted to say congrats and thank you - I cannot wait to dig into this later tonight.

And if you are going to continue to work on this, I think that plagues would be a fantastic addition. Out of curiosity, which unused raws were you talking about? I'd like to take a look and try to figure out how they work myself.
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3566 on: May 29, 2015, 01:03:51 pm »

It's not working because this is less 'unused raws' than 'a few things here and there', but there are a few things(SYN_CLASS and PRODUCT commented out) in reaction_ritual_t4 and inorganic_dfhack that show how plagues were intended to work. I exagerated when I said that but it give me ideas.
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hatesdigimon

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3567 on: May 31, 2015, 04:08:19 pm »

all of my tree parts are black (roots/trunk/branches) tho that may be because I'm using the ascii version with grim fort ascii tile-set and the monster hunter mod.  :P

Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3568 on: May 31, 2015, 04:19:20 pm »

All of them ? Even the vanilla ones ? I didn't change vanilla files... I'll look into that.

EDIT: It's your tileset or the MH mod, I tested the ascii download and they are fine.
« Last Edit: May 31, 2015, 04:22:22 pm by Usul »
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Usul

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3569 on: May 31, 2015, 04:51:24 pm »

While I'm here, this is what I plan to do for the next release:

-general fixes:I'll fix everything in run into
-add some reactions to make adventure mode more fun
-add some curses/diseases

The curses will be the unwanted results of some reactions of the ritual tree(pray for stuff). They will depend on the god you are praying, and will affect only the worker.
Then there will be diseases. They are supposed to be hazardous, but won't be a fortress-ending thing, provided you act quickly(for example, puting the infected in quarantine).
I'll try to have variety, which means everything in your fortress from plants to domestics animals(and wild ones) could potentially carry a nasty(but rare) syndrome, and that the effects will vary.

I also noticed that the mod needs temperature being on. I know some people turn that off, and I think it's possible to make the mod independent of temperature, so I'll try to do that with extensive use of dfhack. 
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