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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 ... 238 239 [240]

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 381024 times)

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3585 on: January 25, 2020, 11:48:27 am »

Excellent work! You've done a service. That's probably all that's required, actually.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3586 on: January 25, 2020, 12:54:02 pm »

Seeing this updated would be pretty cool. The biggest problem are probably the interactions. Narhiril did a lot with interlocking interactions, for example magic users that only buff other magic users, with exact timing.

Those don't work anymore, because the AI changed on how to use interactions. It's the main reason I had to retire most of Masterwork DF after updating from 34.11.
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Erde

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3587 on: February 02, 2020, 08:35:05 pm »

Anybody working on this? If not, I'm willing to give it a shot as I do have some modding experience (not with interactions however, but getting to know them is my primary incentive actually). However, this is not a promise of delivery. If it starts to be a headache, I'll probably just drop it. I'll wait a few days to hear from anyone working on this and if I hear nothing, I'll start doing some magic from the github repo posted earlier.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3588 on: February 05, 2020, 06:58:07 am »

Yeah, I've decided to start work on this since 0.47.01 is out and the CHAT_WORTHY crash was pointed out.

Erde

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3589 on: February 05, 2020, 09:38:22 am »

Thanks for letting me know. I was already sweating bullets going through the interactions and would probably ended up calling it quits.
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3590 on: February 05, 2020, 09:43:55 am »

I mean, to be fair, so am I, to an extent. Right now I'm mostly just converting old hoops-as-fuck interactions to proper unit summons.

Also, for the record:

Seeing this updated would be pretty cool. The biggest problem are probably the interactions. Narhiril did a lot with interlocking interactions, for example magic users that only buff other magic users, with exact timing.

Those don't work anymore, because the AI changed on how to use interactions. It's the main reason I had to retire most of Masterwork DF after updating from 34.11.

The new DEFEND usage hint allows for many of them to work, which is pretty great. Crossovers are, ah, still difficult, but I'll see if I can get them to work. If not... it's probably not too much of a problem.
« Last Edit: February 05, 2020, 09:51:09 am by Putnam »
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Abadrausar

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3591 on: February 05, 2020, 04:52:01 pm »

Yeah, I've decided to start work on this since 0.47.01 is out...
PTW
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3592 on: February 05, 2020, 05:25:57 pm »

Oh, um. I'm mostly done, but DFHack isn't updated, and required for much testing.

o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3593 on: March 01, 2020, 07:06:43 pm »

This mod is amazing and everybody who has tried to update it is amazing as well. 

Edit: It will finish worldgen but is allergic to large numbers of civilizations.  A medium region with 20 civs seems to generate about 1/3 of the time and crash 2/3. 
« Last Edit: March 01, 2020, 11:32:50 pm by o_O[WTFace] »
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stealth121

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3594 on: March 02, 2020, 03:29:56 am »

*** Error(s) found in the file "raw/objects/interaction_secret_lfr.txt"
Unrecognized Usage Hint Token: DEFENSE

Pops up when i try and create a new world, repeated it like 15 times, 1 time on very low civs did it go through.
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o_O[WTFace]

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3595 on: March 03, 2020, 09:54:51 pm »

I removed the defense tag from my raws, not sure if it causes errors or not.  I did notice that I could generate worlds more reliably after upping the amount of evil and good regions.  In particular I think the voidwalkers live in large evil regions, maybe there is nowhere to place them without a few large evil regions?  I could probably post my settings or even a couple finished medium worlds if that doesnt work. 


  In any case LFR absolutely does work and lives again!  Special thanks to Putnam for fixing this.  I stopped playing DF when this mod was no longer maintained, and now I can come back. 
« Last Edit: March 04, 2020, 07:11:26 pm by o_O[WTFace] »
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Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3596 on: March 04, 2020, 09:00:03 pm »

uh, was it DEFEND? Whoops?

stormbot28

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3597 on: May 31, 2021, 04:53:10 pm »

Did this last effort ever make any more progress? I am hesitantly interested in joining the long bandwagon of people who try to update this only to die off.
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