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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 84286 times)

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #480 on: August 11, 2013, 03:48:15 pm »

Adjectives vs No-Adjectives: Legendary Steel Axe vs. Steel Legendary Axe.
Thats the difference.

The bricks from the oven are "fine color brick", there is no clay anywhere in sight. Now that I know what you mean, I can lower the value. ;)

A script I got from him. It works, but I found no way to automate it so far, because it has to be run on the embark screen. The dfhack init only allows scripts to run when you start the game, or when you type them manually. But I need it to be run automatically on embark site locator, before you chose your skills and items and pets.

Jimbo, next version has nickel in the alchemist. :)
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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #481 on: August 11, 2013, 08:48:54 pm »

Hey Meph, how is your trip going?

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #482 on: August 11, 2013, 10:21:37 pm »

Good. The last six days we spend on Koh Toa, nothing to do but lounging in a beanybag/hammock in a restaurant on the beach, swimming and diving. Thats why I have so much time, and wifi is everywhere. Today we take the boat to the mainland, followed by a nightbus to Bangkok. Then its time for the Myanmar Visa. :)
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #483 on: August 14, 2013, 01:23:36 pm »

Is it possible to make them path through water when they have the run that allows them to breath under water? Maybe by giving them the amphibious token?
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #484 on: August 15, 2013, 09:07:08 pm »

Suggestion: Add
Code: [Select]
keybinding add Alt-S@dwarfmode/Default "stocks show"
keybinding add Alt-I@dwarfmode/Zones "zone set"

To dfhack.ini first one is pretty important, imho, second one is probably not used as much by others.
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BoffoDorf

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #485 on: August 15, 2013, 10:49:00 pm »

Regarding the brick oven, a block is base value 5 regardless of the material it's made of, so that means the basic color brick is multiplier 1 while the fine is 5, steel is 6. Definitely make the base multiplier of the 'ornate brick' option so it's 2 and on par with flux.

At the same time, would it be game breaking to move the 10 base value rock furniture reactions from the Stonecutter and Furniture Workshops to use blocks across the board, instead that mix of boulders and blocks? As it stands, beds can be made from blocks, but the average crap you find in the barracks bedrooms and tombs need boulders (raw clay works there  :P), making that OCD driven color coding the brick oven promises a wash. Both those workshops are supposed to be a step above the average mason 's bench anyway right? If push comes to shove, just require more bricks than boulders, it still simplifies the obsessive tendencies. :D

Vacation wise, my time living in England was bad enough with my grass+anything leafy/blossomly allergies combined with said greenery growing on the roofs of houses, the chem gear didn't help I suppose. The pacific would be one gorgeous hell on earth for me, if only I could see though the swelling and tears.



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Vinum

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #486 on: August 16, 2013, 04:35:40 am »

Hello Meph!

You could add new shops related for each of the friendly races you can trade with: elves who sell mithril gear, potions and seeds and enchantments (resurrections à la Avatar, plants regrowing, weather control), trading only for silver coins;
Humans who sell blueprints and books (being able to select the masterwork you are looking for), paladins temples for blessing, quests and holy gear or mercenary hiring, like a b-class golems;
Nomad orcs (why not?) who sell oricalchum gears for insane prices...in rusty iron coins only, and slaved dwarves o be freed at the embassy; every reaction might spring an ambush from bandits orcs.
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ElenaRoan

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #487 on: August 16, 2013, 11:33:54 pm »

I'm not sure it's possible but is there any way to make things that require barrels accept pots also?
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #488 on: August 17, 2013, 04:39:12 am »

Vinum: I thought about making the traders race-specific, but havent decided yet.

ElenaRoan: Yes, no problem, but which specifically do you mean? Not many things use only barrels.

Boffo: Using blocks for everything would mean 4x as much furniture as before... but it does make sense in a way.

Silentdeth: Is added. And cant make them path through water.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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ElenaRoan

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #489 on: August 17, 2013, 06:37:36 am »

Two workshops that I'm aware of, dyer and ashery.  Ferment boozebelly cheese also appears to take only barrels.  There may be more, I run into those every fortress.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #490 on: August 17, 2013, 09:10:28 am »

Dyer and Ashery are hardcoded. I can change the boozebelly reaction if you like... buts its low priority atm.
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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 :::

Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #491 on: August 17, 2013, 09:18:48 am »

Hey Meph, what big features are you thinking of that you haven't told us yet?

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #492 on: August 17, 2013, 09:33:14 am »

I am working on the next release. Simple stuff, here have a look.

Quote
New Workshop: Herbalists Laboratory
 - Cultivates seeds into random plants. You can chose between surface, caver, good, evil and poisonous plants.
 - Can make items directly from trees. Some of these are taken from the removed timberyard, but the Herbalist can do much more.
 - Can make items directly from specific plants, for example rope from rope reed, cages from whip vine.
 - Can make items from evil/good plants. Totems, Bonemeal, Acids, Potions and positive Alcohol.*
 *Acids do not have a use as of yet, it is planned for the chemistry and gas-disperser buildings.


New Workshop: Wood Cutting Block
 - A low-tech replacement for the Timberyard/Sawmill.
 - You can cut rough logs into smooth logs, cut gnarled roots, make planks.
 - Has a small chance to produce sawdust piles needed for plywood.


New Workshop: Monastery
 - Makes ceremonial totems and statues needed for temples, altars and shrines.
 - Trains praying.
 - Allows dwarves to join the Apostles of Armok. (Moved from Guildhall)
 - Will be used in future for the religion system, with Priests and High-Priests, Prophets and the Avatar of Armok. This is simply a testrun to see how people like the building.


New Workshop: Weight Bench
 - Simple, low-tech workshop that trains attributes.
 - Dwarves now have the "Athlete" skill, which can only be trained in this workshop.
 - Training raises Strength, Agility, Toughness, Spatial Sense, Kinetic Sense and Willpower.
 - Even if a dwarf reaches legendary athlete, his attributes can still be increased.


New Workshop: Necromancers Crypt
 - Raises either a nearby corpse or all corpses on the map.
 - Needs orichalcum for the reactions.


New Workshop: Vampires Abode
 - Allows to cure a dwarf from vampirism, or the make new vampires.
 - Needs orichalcum for the reactions.


New Workshop: Werebeasts Lair
 - Allows to infect a dwarf with a werebeast sickness.
 - Needs orichalcum for the reactions.


New Workshop: Megabeast Cell
 - Train instant-legendary skills from megabeast souls.
 - Was previously in the researcher, now got its own workshop.


New Workshop: Trebuchet
 - A new type of siege-engine.
 - Fires slow and powerful burning and exploding ammo.
 - You can chose to man it 1,2 or 3 months. A dwarf will transform into a stationary "siege operator"
 - The ammo for the reaction is used up even if there is no fight.


New Workshop: Arbalest
 - A new type of siege-engine.
 - Fires fast volleys of multiple bolts.
 - You can chose to man it 1,2 or 3 months. A dwarf will transform into a stationary "siege operator"
 - The ammo for the reaction is used up even if there is no fight.


New Workshop: Greatforge
 - Note: Not to be confused with the Great Magma Forge, which is been renamed to Volcanic Foundry.
 - Creates two-handed weapons, kite-shields and armor sets.
 - All weapon/armor materials are available.
 - You can forge weapon blades (edged) and weapon heads (blunt) for 5 bars and 3 coke.
 - Making a two-handed weapon requires 1 scabbard (tool from craftsdwarf/forge), 1 weapon hilt (tool from craftsdwarf/forge), 1 unit of leather (for the hilt-wrapping) and either a weapon blade or weapon head (tool from greatforge).
 - Making Kite-Shields requires 3 metal bars, 1 unit of wood (for the frame) and 1 unit of leather (for a holding strap to carry the shield)
 - Armorsets produce a helm, breastplate, greaves, 2 gauntlets, 2 boots. They need 12 bars and 4 coke.
 - Example: Steel Great Axe => Steel weapon blade + hilt + leather + scabbard + coke.
 - Example: Bronze Kite Shield => 3 Bronze bars + wood + leather + coke.
 - Example: Set of Mithril Armor => 12 Mithril bars + 4 coke.
 - The reactions in the *Magma Greatforge do not require this additional coke. To ease using the manager, I renamed them slightly, they "Magmaforges" sets/shields/weapons, while the normal Greatforge "Forges". This way you can tell the reactions apart in the manager screen.


New Workshop: Inventor's Workbench
 - Note: This workshop is very randomized and can give overpowered or useless items. Its designed that way, so dont ask why an orcish sappers satchel doesnt work, or why you cant make ammo for the kobold totem-sling. Dwarven inventors do not care for such things. Many special items are designed to work with a specific type of material only, and they will not show their full functionality. This is intended.
 - The Inventor Workbench can create a random weapon, armor, shield, helm, pants, glove, boot or armor, just like a mood.
 - Creating random items costs 1 coke, 3 metal bars and 1 spring-steel precision tool, which has a 50% chance to be preserved.
 - These random items can be foreign or dwarven, powerful or broken.
 - The Inventor Workbench can also copy any foreign item. This costs 1 coke and 3 metal bars, and has a 85% chance of success, and a 15% chance to destroy the original. The copy will take on the material of the metal that is used in the reaction.
 - Letting an inventor meddle around with an artefact will cause bad thoughts for the maker.


Workshop Overhaul: Researcher's Study
 - Has 180 new reactions, the old ones are either deleted or moved.
 - Almost 2/3 of all buildings require science before they can be build. Dwarves have to invent these technologies first.
 - To start a research you simply need to gather the materials and run the first reaction, "Conduct reserach in the field of..."
 - Each research starts a chain of reactions, automatically, which have a 80% chance of success. This means the longer the chain, the higher the chance that the research results inconclusive results.
 - Inconclusive results are checked automatically a last time, and have a 1% chance for a random success.
 - You have over 40 different scientific fields to study, each one will unlock a new building. You will get an announcement if you succeed.
 - I know this sounds complicated here, but ingame it is quite simple.
 - Researching Magma/Liquid Spawner will also unlock all Magma-Workshops, even without digging to the magmalake/volcano.


Workshop Overhaul: Architect's Study
 - The Architect's Study now writes a simple, singular blueprint, which is used for all furnace-building.
 - The blueprint requires 1 paper/vellum/papyrus + 1 ink. It will start a chain of 10 reactions, all of which are automatic.
 - An unlearned architect will require about 10 ingame days to finish those, simulating a longer worktime for blueprints.
 - You can also copy any scientific discovery you made, using 1 paper/vellum/papyrus + 1 ink.


Other things: More religion and inner threats, biologist, demons den, thaumaturg, artificer, more magic, better GUI... but thats all for in 1-2 months from now.

Next update is pretty much done, I just need to do some balancing, testing, do the different raws for the different tilesets and update the manual...  All that "non-modding" stuff that I dont quite find as much fun.
« Last Edit: August 17, 2013, 09:34:52 am by Meph »
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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 :::

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #493 on: August 17, 2013, 09:38:07 am »

Idea for the next release - Feedback wanted - Ore Processor
 - A new building that needs to be build to refine ore before it can be smelted. It crushes and sorts raw ore.
 - This means more control for me, more bugfixes (for example slag-problems), more work for the dwarves and more realism in the mod.

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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 :::

Varyag

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #494 on: August 17, 2013, 11:40:19 am »

Idea for the next release - Feedback wanted - Ore Processor

I seem to never have enough work for all my dwarves so this would indeed be quite nice, added bonus would of course be you being able to get around hardcoded stuff. Seeing as you intend it to be optional there really is no reason not to add it.
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