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Author Topic: Need help with Turrets, Rune smithing and related issues in Masterwork.  (Read 6622 times)

DG123

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I've been playing Masterwork for a while and trying to get used to it. The problem is the manual seems to be seriously incomplete. I've worked out a lot for myself but some things have me stumped.

I believe I'm using the very latest version of Masterwork.

Firstly, how the devil do you get turrets? I read that you need toolkits to use at a workshop.

WHAT toolkits? I've never seen one anywhere even on sale with a Gnome merchant. I've seen Turrets themselves on sale though...

Secondly, pistols. What are the rules for equipping those? The manual says you can use twin pistols or one pistol and a shield, but I didn't think Dwarf Fortress allowed proper dual wielding...?

Does it really work? I mean, is two pistols any more effective than one?

Also, could I give someone a pistol and a close combat weapon? Say, arm all my Miners with flintlock pistols and picks?

Thirdly, armour equipping. If I select many different armour types from the list when trying to set up a uniform, will my dwarves try to pick it ALL up, or just go for the best item?

For example, if I picked "Armor" "Iron breastplate" "Super spiky awesome dark elf shadow armour", would I get a retarded Dwarf trying to wear three breastplates, or would he just go for the  best out of this list?

Fourth, is there any way to tell which armour types are best? I know about the basic material properties, but I don't know how to judge with the foreign armour types.

Fifth, the manual says the entry for the warpstone lab is "only a teaser". What is the actual status of this building in the latest version of Masterwork? Seems I can build one at least.


Sixth, Rune Smithing. The manual says it's possible to stack lots of runes on an item, as many as you like. Is this actually true?

For example, if I had a piece of armour, and I put 100 adamantine/adamantium runes on it, what would happen? If it really stacked, it should give an obscenely high armour rating and essentially result in an invincible dwarf.

Does it?

And how do I go about putting runes on SPECIFIC ITEMS? I've not managed to build the rune smith buildings yet so I simply don't know what to expect.

How would I select one of my uber powerful Zweihanders and put a specific rune recipe on that item and that item alone?

Also, what about Masterwork and Artefact weapons? Can those be runesmithed? Does it destroy the artefact? I'm a little confused as to whether the original item's quality is important at all when you runesmith a weapon.


Same with the special "legendary" weapons you get from the "Weaponry" upgrading building. Can you put runes on one without losing the special weapon status?
« Last Edit: May 19, 2013, 01:42:12 pm by DG123 »
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smakemupagus

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it's a lot more complete than the manual for bioshock:infinite :P

(1) turrets = import or from toolkits.  toolkits are "animals" that you can embark w or buy

(2) no, dual wielding doesn't really work
(2a) no,  dual wielding doesn't really work

(3) all of it, untill they meet layering limit, just like vanilla
(3a) you can only wear one bp because it's shaped, just like vanilla

(4) look at the raws, or whichever one sounds fanciest

(5) it's just a teaser

(6) yes
(6a) no, you can stack a'tine with arbitrary # other typese of runes tho

(7) stockpile links, just like vanilla

( 8 ) yes, weapon quality still matters, runes are just a coating (not so different from, say, blood); "legendary" is the intrinsic type of the weapon, and quality is quality, neither are affected by coatings


« Last Edit: May 19, 2013, 01:48:22 pm by smakemupagus »
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DG123

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So, for (6), does it actually mean you can use multiple rune types per item, as opposed to multiple OF one rune type on the same item?

I swear I saw a thread where someone mentioned putting 5 identical runes on an item for some reason...

And for (5)... you mean it's a pointless building that does nothing useful? That's... very annoying. I have so much Warpstone under this map area...
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smakemupagus

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That's... very annoying.

sorry

Quote
I swear I saw a thread where someone mentioned putting 5 identical runes on an item for some reason...

i don't *think* this helps, but i'm not positive. 
« Last Edit: May 19, 2013, 01:54:53 pm by smakemupagus »
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fricy

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So, for (6), does it actually mean you can use multiple rune types per item, as opposed to multiple OF one rune type on the same item?

I swear I saw a thread where someone mentioned putting 5 identical runes on an item for some reason...

I'm pretty sure you can't do it, if you set the rune on repeat, the runesmith will fetch more weapons to coat, at least that's what I saw happen. Getting the -proper- weapon to be coated with runes can be hard, and needs micromanaging if you don't want to waste fuel and bars. I recommend you try the DFhack workflow plugin, it helps you select the type and material of the weapon/armor you want coated. Combine it with a linked stockpile that only accepts a given quality and you are mostly set.
« Last Edit: May 19, 2013, 02:18:48 pm by fricy »
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DG123

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So, considering how apparently dual pistols does NOT actually do anything useful, there's no point using pistols, right?

I might just use them to arm all my civilians so my fortress turns into AMERICA.
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Kazymir

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Pistols are useful because they allow your gunners to carry a shield, increasing their survivability.
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DG123

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Good point, there is that, I suppose. Smeg knows how they reload the flintlock that fast with one hand though.

Anyway, is there any reason to use muskets? I would assume they have no real advantage over handcannons.

Oh, and does Dynamite ammo have any actual practical use? It sounds like it is completely useless unless you have some guy armed with it who never leaves your base unless specifically commanded to go somewhere and shoot.
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drayath

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As it presentlty stands very little point, cannon are massivly better than muskets against almost all oponents (well can't fit baynet for an edge attack to help finish things off, but who cares when the cannon balls do edge attack to remove limbs anyway).

Personally iv'e significantly bumped up the cost of the cannon ammo so that need about 3 times the work to make than musket ammo. Force a bit of a choice of small number of cannon vs large number of muskets unless you dedicate quite a few workers to producing the ammo, i'm aiming for 8 muskets (quickly disable) & 2 cannons (finish them off quickly) in a ranged squad.

Changed from 2 steel->25 ammo to 2 steel & 2 blackpowder->25 ammo (vs large bullets for muskets=2 (various) metal & 1 blackpowder->50 ammo)

for comparison:
Musket
[SHOOT_FORCE:25000]
[SHOOT_MAXVEL:25000]
[ATTACK:EDGE:5:5000:pierce:pierces:NO_SUB:7500]
2 metal + 1 blackpowder for 50 ammo

Cannon
[SHOOT_FORCE:75000]
[SHOOT_MAXVEL:20000]
[ATTACK:EDGE:50:50000:explode upon contact and hit:explodes upon contact and hits:NO_SUB:30000]
2 steel for 25 ammo
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Hefateus

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If your cannon dwarfs and musket dwarfs are in the same squad it can be a problem to get the correct dwarfs to pickup the correct problem.
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Foffy123

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I don't think the manual is as incomplete as you suggest. A lot of your questions are covered by knowing how Vanilla works, and since this is simply a mod, it's assumed you know vanilla well enough. Also, I've never had that much stable warpstone before, which is what would be used in the Warpstone Lab. Did you prospect your map or something to find all of the unstable warpstone?

Meph

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Pistols are cheaper, have cheaper ammo, are weaker, and are one-handed.
Muskets are a bit more pricey, have normal-priced ammo, and are two-handed for most dwarves.
Cannons are foreign, you cant produce them, but you have to trade for them. But they do pack a mean punch. The gnomish ones especially.

Anything the manual lacks could be substituted by the wiki, but activity on it is rather low. If you think that info is missing, add it yourself. ;)

Stable Warpstone has no real use so far, besides the turrets/landmines. But a future update will have an underground race, the Ratmen/Skaven, that are based around it.
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smakemupagus

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I thought that muskets are one-handed now that dwarves are size 70000? 

DG123

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Cannons are foreign, you cant produce them, but you have to trade for them. But they do pack a mean punch. The gnomish ones especially.

Wait... I can't make cannons with the gunsmith? Can I at least make the cannonballs? I'll be in trouble if the answer is no.

Quote
Anything the manual lacks could be substituted by the wiki, but activity on it is rather low. If you think that info is missing, add it yourself. ;)

Can't very well add what I don't even know/understand myself.

What's lacking in the manual is information about how to use certain buildings, really. Like how to make turrets etc. I'm still lost as to how to do that. I have never seen a toolkit in the game at all, so how do I buy one? Nobody sells them. Even though I think someone was selling a turret really early on.

And then we have the issue of placing turrets and similar units/structures.

The confusion arises from a previous version of the mod having some odd system of building them on "spawn locations". I read the manual several times through trying to work out why "spawn locations" were not in there.

I gather that now you just "pasture" the turrets etc?

There also seems to be nothing in there about the weird wood types you can buy even when you have the "simple wood" option on. Like Hellwood. But maybe that's a Vanilla thing? I don't know what the special woods are for.



Quote
Stable Warpstone has no real use so far, besides the turrets/landmines. But a future update will have an underground race, the Ratmen/Skaven, that are based around it.

Wait, you mean I CAN make turrets using warpstone? What do they do differently to a bullet turret?

Quote
Did you prospect your map or something to find all of the unstable warpstone?

I ran a Prospect All check to see what's on the map, yes. I got fed up of ending up with embarks with zero iron ore so I always check now.

Oh, and while I remember, is there a way to fix the Crucible? It seems currently it is unable to do anything with Cobalt ore.
« Last Edit: May 23, 2013, 05:42:48 pm by DG123 »
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smakemupagus

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Oh, and while I remember, is there a way to fix the Crucible? It seems currently it is unable to do anything with Cobalt ore.

http://www.bay12forums.com/smf/index.php?topic=125672.msg4258174#msg4258174
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