Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Bugs, Fixes, Suggestions for the next update here please  (Read 5078 times)

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #30 on: December 02, 2014, 12:03:38 pm »

Hmm.  Perhaps I will change it back then.  I have a pretty mixed opinion myself on this one and so no need to stick with the thing that people might be frustrated by or think is a bug.

Usually when an action fails there must be at least a message explaining why. If the workshop disappear with no other instructions, it should be modified.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #31 on: December 02, 2014, 12:17:00 pm »

Well, I am just a raw modder, I don't know anything about messages.  I'll count that as a vote for deleting the feature :)
« Last Edit: December 02, 2014, 12:18:38 pm by smakemupagus »
Logged

kreepergrimms

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #32 on: December 02, 2014, 12:34:39 pm »

one thing i have posted about before twice, but never got any reply back about was the ability to still make free gold with the stalls in dwarf mode, albeit the only stall that works is the culinary wonders which buys 30 raw fish for 500 gold, i may be nit picking but i do feel its a bit OP if you setup the right assembly line so to speak
Logged

fidelfa

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #33 on: December 02, 2014, 05:13:22 pm »

hey meph i'm getting a little bug with orc fortress. it's like this: i order the guys to build the raiders' dry dock and i have all the materials and everything goes fine until i leave the building menu.then the building just vanishes and doesn't get build. even using the "q" it won't show the workshop orders menu.(i created this account just to give this bug rep. go figure :P).

The community decided on this change while I was away for a while -- it's enforced to be above ground.  It's not a bug, working as (somebody) intended :).  I don't necessarily want to roll back something that people felt strongly enough to be proactive and make a community patch for.

 If a ~majority of current players want me to switch it back I will, please consider posting in orc thread.
if it's like that i can see the reasoning behind it. After all its a drydock, isn't it?
Logged

JAK

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #34 on: December 02, 2014, 05:47:31 pm »

For Humans...

In the human workshop (Foreign) it seems I can only fit bayonettes to steel muskets, meaning all of the brass examples I bought from the caravan will just have to be interim gear until I can fork out the cash to buy steel muskets.

It's very unclear right now as to what skill the orc workshop uses. I don't know if the other ones are like that as well. Do I make the handcrafted weapons using the leatherworking skill? On that note, please just specifically add it in the

Either somehow make it easier to get contracts from caravans from the hostile races (Warlocks, orcs, etc.) or scrap the incremental cost increase of buying them directly.

Make all the foreign merchant armor sets include boots and gauntlets. I bought the elf root armor set imagining a full set of gear for 1 soldier and just got torso/head protection. I haven't gotten to them yet but I hope the succubi and warlock armor sets aren't like that.

I can't get the music playing transformation to work in the tavern.

I wish there was a way to make the transactions involving copious amounts of gold to go faster. It took about a month of coin hauling to hire the warrior in the tavern.
Logged

sayke

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #35 on: December 07, 2014, 04:49:55 am »

Meph - Welcome back man! =)

I collected my thoughts and some suggestions on 6.1 here:
http://www.bay12forums.com/smf/index.php?topic=144739.msg5731732#msg5731732
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

megahelmet

  • Bay Watcher
  • *casts* Meteo!!
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #36 on: December 07, 2014, 06:24:09 am »

After a warlock dies, and is resurrected it can't be appointed as a noble. It often happens to skeletons too. 
Logged
Pylons on fire can stay, its awesome.

Ishar

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #37 on: December 28, 2014, 05:59:32 am »

I found two bugs, one of them quite funny, the other one... less so.

- I just bought a mechanical dragon from a gnome caravan for a barrel of strawberry wine. It was extremely cheap.
- Human fort: Two of my squires transformed into knights, then paladins. They didn't get any weaponskill increase (they are both at 7) during any of the transformations. They got a strenght buff when they turned into knights, but that was negated with the paladin transform. One of them even became susceptible to disease then.

Something weird is going on with the knight system, I have two other squires waiting to be promoted, will report on them when their time comes.
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #38 on: December 28, 2014, 06:08:02 am »

The attributes are re-rolled any time anything transformes, that is nothing a modder can affect.

The skills are natural skills, they have them when they arrive as migrant/on embark, but they dont get them when they transform. But they do get the higher skill learn rate and the other additions.

I added pet_value for gnomish pets on the last update. Mechanical dragons have [PETVALUE:10000]. I just checked the raws.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Ishar

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #39 on: December 28, 2014, 07:25:23 am »

My bad, I checked it too, and I have 6.1. Sorry.
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

qorthos

  • Bay Watcher
    • View Profile
Re: Bugs, Fixes, Suggestions for the next update here please
« Reply #40 on: December 31, 2014, 10:09:35 am »

In the raws:
The value or Rose Gold is 30
The value of Gold is  24

I think this is backwards...

Logged
Pages: 1 2 [3]