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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84034 times)

IndigoFenix

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Re: [DWARF] - Discussion & Suggestions
« Reply #900 on: December 02, 2013, 08:25:57 am »

If you're still working on figuring out a way to discourage kobold mining... how about making them them allergic to rubble?  Nothing too serious, maybe some dizziness or unconsciousness... just enough to make designating a whole lot of miners to be a bad idea.

Modrean

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Re: [DWARF] - Discussion & Suggestions
« Reply #901 on: December 04, 2013, 02:18:11 pm »

Um... What about fruit trees? Not like farms; they count as buildings. Need some years for grow. After, they'll give fruits (or anything that grow on trees) every year.
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Putnam

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Re: [DWARF] - Discussion & Suggestions
« Reply #902 on: December 04, 2013, 04:46:30 pm »

Um... What about fruit trees? Not like farms; they count as buildings. Need some years for grow. After, they'll give fruits (or anything that grow on trees) every year.

You can't mod tree behavior.

These are coming next version of DF, anyway.

Arowhun

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Re: [DWARF] - Discussion & Suggestions
« Reply #903 on: December 04, 2013, 09:14:04 pm »

Maybe an option to disable guns if you don't want them would be nice. Or maybe I missed something and this is already possible.
« Last Edit: December 04, 2013, 09:18:45 pm by Arowhun »
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Another important reason is graphics: Toady is running out of letters.

moseythepirate

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Re: [DWARF] - Discussion & Suggestions
« Reply #904 on: December 09, 2013, 12:04:44 pm »

You know what I think would be nice...a little more variety out of the pet shop. Yeah, I can get the basic pets, but it would be nice to be able to buy changelings and animated weapons without needing to go through the magic system. What I especially want, though, are foreign pets like cats and dogs.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #905 on: December 09, 2013, 03:58:56 pm »

You know what I think would be nice...a little more variety out of the pet shop. Yeah, I can get the basic pets, but it would be nice to be able to buy changelings and animated weapons without needing to go through the magic system. What I especially want, though, are foreign pets like cats and dogs.
I can surely add cats and dogs (you can do that yourself, by playing without simple pets), but the animated weapons and changelings are from magic and alchemy. They shouldnt be so easy to get. But I might add some monsters to it, to make it more interesting. :)

Turning off all weapons can currently not be done, but it has been requested a few times and is in my todo list.
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khanjackalmoreau

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Re: [DWARF] - Discussion & Suggestions
« Reply #906 on: December 16, 2013, 07:39:00 pm »

Hello!  I'm newly back to DF and decided to try out Masterwork.

I've been playing with it for about 2 weeks, and I have most of it kinda figured out.

I have 2 questions.

When I started this fortress, I toggled every invader switch off so I could learn in peace.  Even if I turn them back on, they won't start invading due to their absence during world-gen, right?

Secondly, I can't seem to figure out the guildhall.  I have plenty of coins from the mint, but all the options at the guildhall are redded out.

Can one of you walk me through how you use the guildhall to put specific dwarves into specific guilds?

I love this mod, thanks for all the great work!

Edit:  I see this is a whole forum and not just a post, I will post this to the forum.  Thanks.
« Last Edit: December 16, 2013, 07:40:53 pm by khanjackalmoreau »
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someone12345

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Re: [DWARF] - Discussion & Suggestions
« Reply #907 on: December 23, 2013, 12:10:36 pm »

I have thought of a way to sell pets using the petshop. There would be two reactions for each type of [COMMON_DOMESTIC] animal. The first would be a reaction named "cage (name of animal)". This reaction would use autosyndrome to turn all animals of that type pastured on the workshop into an animal of the same name, but made out of a material with a very low boiling point. When the creature boils away, it should leave a "tool" called "(name of animal)" made out of a material called "caged". The second reaction would be called "Sell caged (name of animal) for (number of coins) (type of coins), and would destroy the previously made tool and create some coins. I do not know if this would work.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #908 on: December 23, 2013, 12:16:47 pm »

It would work, even with just one generic "cage animal" reaction. But it would be quite a bit of work to set this up. They would also be listed as "deceased", and if they are pets, the owner would be very sad. But in theory the system is sound.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #909 on: December 27, 2013, 12:41:32 am »

Current progress for the next mod update:

I removed the "mutilated corpse" itemcorpses, added souls to all creatures, fixed bonestacks (kinda), added a new building, the Oracle of Armok, 3 tiers of Priests, made hidden threats more interesting, and Religion is largely build around sacrificing souls to Armok now.

 - Evil grass now results in temporary madness in grazers.
 - Dwarves can butcher sapients.
 - Removed "mutilated corpse" items from sapient beings.
 - Automatons directly drop clockwork parts upon death.
 - Frost Giants directly drop Bifrost upon death.
 - Kobolds drop bags of loot when being butchered.
 - All sapients leave a "creature soul" when being butchered.
 - All other creatures leave a "soul" when being butchered.
 - Souls will wither away within 1 month, so use them quickly.
 - Biology System now uses souls to research weaknesses, instead of itemcorpses.
 - You can now sacrifice souls to Armok for rewards.
 - Added new workshop: Volcanic Oracle of Armok.
 - Blessings of Armok now hit every dwarf at the same time and last 1 month.
 - The Golem forge no longer needs a "Golem Heart".
 - Orichalcum is no longer needed for reactions in the temple. Instead souls are being used.
 - Apostles are now sterile. (Oath of Celibacy)
 - Apostles can be upgraded to Priests and High Priests.
 - Priests can detect hidden threats inside the fort.
 - High Priests can detect hidden threats and the cult inside the fort.
 - High Priests can block most cult attacks and give all nearby dwarves NOFEAR.
 - Apostles/Priests can no longer join guilds or military groups.
 - Hidden threats no longer have the hint. (Dwarf paints pentagram, etc)
 - Hidden threats give 1 hint, which is found by a random dwarf. This way you know that a threat exists, but you dont know which dwarf it is. This means you need Priests to find them, and/or Wards of Armok to find and cure them.
 - Fixed some minor bugs.
 - Fixed some typos.
 - Bones. All creatures now leave several bone stacks. This is important to fix the bone stack bug, in which 1 stack equals 1 item. Now you get up to 20 stacks from a butchered creature, so you can use them 20 times.
 - Removed "bone (separate)" item and all reactions, cleaning up a lot of space.
 - Side effect of the bone-fix: Bones have creature names again. Cat bone bolts anyone? Dragon bone armor?

I think tomorrow I will work on Vampire Covens. A secret vampire coven master will arrive in the fort and start converting dwarves into vampires. Works like the Cult of the Carp God, another secret enemy. A shade infiltrator, who wants to open a portal to the shade-realm and spawn an army would be next after that. Both would be identified by the High Priest, and maybe cured/combatted by religious reactions.
« Last Edit: December 27, 2013, 12:45:56 am by Meph »
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mahrgell

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Re: [DWARF] - Discussion & Suggestions
« Reply #910 on: December 27, 2013, 02:23:29 am »

 - Side effect of the bone-fix: Bones have creature names again. Cat bone bolts anyone? Dragon bone armor?

Do they still stack? I would prefer just bones, that would be also more consistent with stuff like simplified stones and wood.
(but i really like he change on bones in general!)

Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #911 on: December 27, 2013, 10:48:27 am »

They stack in groups of 2. So if you get 20 bones, you get 10 stacks. I just had a look at the files, I think I can standardize them again, shouldnt be too hard. I might even make an option out of it in the GUI, once I figure out how the GUI that splinterz wrote works. ;)
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::: ☼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 :::

kamikazi1231

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #912 on: January 06, 2014, 08:53:53 am »

I was just thinking of an expansion of landmines. A landmine with the kill undead effect of white makes and one of black mages. Possibly requiring a reactant that can only be made at the high level mage buildings. I'm currently fighting a 200 undead siege and would love to throw white magic landmines in cages with the siege plugin.
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Snallac

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #913 on: January 06, 2014, 09:06:37 am »

How do I install this? I moved the file to DF\raw\objects but now it doesn't do anything when I play the game. Is there an activation process or something?
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mahrgell

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #914 on: January 06, 2014, 09:08:35 am »

what file???
If you are talking about the mod... unpack the archive, click the .exe, play
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