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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 ... 234 235 [236] 237 238 ... 240

Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 381168 times)

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3525 on: April 16, 2014, 12:50:45 pm »

If I remember correctly, rock chains are just metal chains, because DF considers metal to be a rock. Similarly, rock bars are just regular bars.

Meph

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3526 on: April 16, 2014, 12:53:51 pm »

If I remember correctly, rock chains are just metal chains, because DF considers metal to be a rock. Similarly, rock bars are just regular bars.
That is correct.
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Golbolco

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3527 on: April 17, 2014, 05:40:18 am »

If I remember correctly, rock chains are just metal chains, because DF considers metal to be a rock. Similarly, rock bars are just regular bars.
Thanks, that did it for me.
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Jesterdwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3528 on: June 26, 2014, 11:24:23 pm »

Eh, is this mod dead or just plays possum? I would like to know if there is any chances of update coming in the future, or i'm filthy necroposter.
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Not a native English speaker and all that so... Yeah, my posts may look like gibberish, but trust me, there is a meaning in them somewere. Or at least that's what I like to think.

Remuthra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3529 on: June 26, 2014, 11:25:24 pm »

Eh, is this mod dead or just plays possum? I would like to know if there is any chances of update coming in the future, or i'm filthy necroposter.
I still play. Narhiril just hasn't worked on it in a while.

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3530 on: June 26, 2014, 11:42:07 pm »

Likely waiting to dig into DF2014.
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In the land of twilight, under the moon
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Jesterdwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3531 on: June 26, 2014, 11:50:59 pm »

I still play. Narhiril just hasn't worked on it in a while.
Good to know i'm not the only one to play LFR.
Likely waiting to dig into DF2014.
Most likely, but i had to ask anyway. Thread just looked... deserted.
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Not a native English speaker and all that so... Yeah, my posts may look like gibberish, but trust me, there is a meaning in them somewere. Or at least that's what I like to think.

killerx243

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3532 on: July 09, 2014, 09:08:22 am »

Likely waiting to dig into DF2014.

Hope so, I love all the added gameplay.
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Access

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3533 on: July 13, 2014, 01:47:10 am »

Can you make the Shedim playable in adventure mode? ???
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3534 on: August 16, 2014, 04:48:12 pm »

Hey narharil... any plans for DF2014?  Now that dfhack is out, I'm getting curious... and it's hard for me to enjoy DF without your mod.  You've spoiled me :)
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3535 on: August 17, 2014, 03:42:36 pm »

Hey narharil... any plans for DF2014?  Now that dfhack is out, I'm getting curious... and it's hard for me to enjoy DF without your mod.  You've spoiled me :)
You could attempt to convert the mod, since narhiril hasn't posted since april. The things that are needed are:
-Adding gaits to everything
-Attack speed for weapons and creatures
-Smell and odors (optional, but nice)
-Changing HUMANOID, QUADRUPED, etc to HUMANOID_NECK, QUADRUPED_NECK, etc as well as adding necks to custom bodies
-Adding CANNOT_JUMP and CANNOT_CLIMB (as well as STANCE_CLIMBER) to the creatures that need that
-Changing (or just deleting) the old personalities to match the new ones
-Entity values
-Converting custom plants to the new format

EDIT: Forgot some stuff
« Last Edit: August 17, 2014, 03:45:44 pm by Deathsword »
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3536 on: August 17, 2014, 03:55:27 pm »

I think she had some deeper stuff than that going on, with more recent versions of the mod.  She was starting to integrate DFHack into core mod features and stuff.  Way beyond my level.

Instead of updating LFR, I think I'd rather properly learn to make something of my own.  Given how large and integrated LFR is, the amount of effort would probably be comparable.  I'm already writing up some plans and reading up on the raw language.  I may or may not dive in and actually do it.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3537 on: August 17, 2014, 04:10:17 pm »

It'll probably be less effort to make your own, heh.

Teneb

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3538 on: August 17, 2014, 04:24:51 pm »

I think she had some deeper stuff than that going on, with more recent versions of the mod.  She was starting to integrate DFHack into core mod features and stuff.  Way beyond my level.

Instead of updating LFR, I think I'd rather properly learn to make something of my own.  Given how large and integrated LFR is, the amount of effort would probably be comparable.  I'm already writing up some plans and reading up on the raw language.  I may or may not dive in and actually do it.
The dfhack stuff will probably need barely any touching on your part. Merely integrating the new dfhack and checking for any plugins not available for the new dfhack.

That said, you are clearly more intrested in making something of your own, so that's alright. I may do a updated version for this, as I quite like this mod and think it's a shame people are locked out of it due to version change, while trying to do as minimal changes as possible to narhiril's stuff so people can play while she doesn't come back. Not unlike what putnam did with my own mod when it came to 0.31 -> 0.34 conversion.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« Reply #3539 on: August 17, 2014, 09:06:59 pm »

It'll probably be less effort to make your own, heh.

That's what I was guessing, but not knowledgeable enough to say for certain.  But the larger factor is that so long as I'm putting in a large amount of effort, I may as well make it my own.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.
Pages: 1 ... 234 235 [236] 237 238 ... 240