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Author Topic: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.  (Read 8924 times)

Meph

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Masterwork Dwarf Fortress V.3b



Notes: This release will focus on bugfixes, balancing and stockpiling for dwarf mode. A few new features are available as well, but nothing major. The biggest change is the new Kobold Camp V2. It is roughly 3 times the size as V1, with a mage system, tech tree, unique buildings and game mechanisms. You have 91 buildings in total, and 1259 reactions. That is actually bigger then Orc Fortress. :P

There will be an error log. Dont panic! I moved some creatures to race-specific raws, so if you play Dwarves it will complain about missing kobold creatures, if you play Kobolds it will complain about missing dwarven creatures. Pay it no heed, they have no influence on the game. I will fix them once I have access to my own PC and the GUI again. The errorlog is otherwise clean.



Megabeast Deities
  • - Megabeast have can_speak, power and all spheres. This means any entity might be convinced that a megabeast might be a deity.
  • - Deities can curse people, write slabs and books, govern civs and might appear in your fortress.
  • - This means: You might get friendly megabeast encounters, because your dwarven civ is praying to a giant or balrog or dragon deity.
  • - This also means: You might get hostile megabeasts in enemy armies, acting as generals.


Dfhack
  • - Added Stockflow Plugin: http://www.bay12forums.com/smf/index.php?topic=126389.0
  • - Updated falconnes utility plugins. Mousequery and zone plugins are updated.
  • - Updated putnams modderscripts, used for bugfixes. Brilliands patched version.
  • - Added growthbug fix, to fix the vanilla bodysize bug. Done by Kurik Amudnil.
  • - Added unit-info-viewer script. Displays creature info directly ingame. To run, look at creature and press: Ctrl+U
  • - Added exportmaps script. Exports all maps from legends mode. To run, enter legends mode and type "exportmaps" into the dfhack command window.




Manual
  • - Added a Quickstart Guide for dwarves, a short intro and summary of every building.
  • - Added a Quickstart Guide for kobolds, a short intro and summary of every building.
  • - Added a Plant Guide, a table listing all properties of all plants. Based on Maklaks plants.pl script. Thank you.
  • - Added evil twins and necromancers to races list in the manual.


Warpstone Lab
  • - Warpstone can transform any pet into a changeling or a sprite. Has a very low fail chance, and a chance to change gender of the pet.


Material Overhaul
  • - Lamellar leather is irongrade (like it was before)
  • - Rigid scaleplate is irongrade and fireproof.
  • - Rigid chitinplate is irongrade and very light.
  • - Rigid shellplate is half between iron-to-steelgrade and heavier.
  • - Bonerattle is irongrade and adds not_living, hopefully fools undeads into believing you are one of them. (only kobold mode)
  • - All these materials count as leather and are used for armor.


Minor Gameplay Changes
  • - Added the list of active civs to the seasonal announcements.
  • - Added ink from dye to scriptorium.
  • - Added reaction to roast seeds to the kitchen. 1 seed gives one edible and cookable roasted seed. Helps to get rid of large overproduction of seeds.
  • - Added dyes to sun berry (yellow), plump helmet (magenta, cheap) and muck root (white, cheap)
  • - Added specific milling reactions for sun berry, plump helmet and muck root.
  • - Added leaves to blade weed, rat weed, cave wheat grass, longland grass and pig tail grass.
  • - Added gnarled roots. As rare as meteoric, a boulder that appears in the soil level. Can be cut into wood in the sawmill.
  • - Gemcutter can now split gem-crafts into 3 smaller gems. (since high-level jewelers often make crafts/large gems instead of cut gems)
  • - Dwarves can no longer butcher and eat sapient beings. Done for balancing reasons, one invasion = lots of food.
  • - Removed all essay reaction from the libary. Now you only make books and notebooks.
  • - Fixed Bifrost, now available in all forges for weapons, armor and furniture/items.
  • - Asking for help against possessions in the temple has changed.
  • - You need 1 Orichalcum bar and either a changeling or a sprite now. It will transform into a ward of armok permanently.
  • - REMINDER: Wards can detect and cure possessed dwarves, and detect and unveil the cult of the carp god. (secret fun option)
  • - Fixed changeling and sprite breeding. They now breed, but female castes can move. Male castes still immobile.
  • - Added toolkit breeding => Clockwork Toolkit Maker. Female toolkit caste that copies toolkits in batches of 3.
  • - Removing rust no longer creates slag. But it needs one flux boulder as reagent now.
  • - Improved Chemist. Uses putnams projectileExpansion script for better effects.
  • - Chemist can now make burning arrows, bolts, javelins or ballista bolts with blackpowder.
  • - Chemist can now make exploding arrows, bolts, javelins or ballista bolts with dynamite.
  • - To balance the better products, the risk of making dynamite has been raised. Fires and explosions are a little more common. (~5% and ~3%)




Stockpiling Help
  • - Stockpiles now show many category entries for easier stockpile-feeding.
  • - Most industries/buildings use the same category, for example everthing for the chemist is (chemist supplies).




Bugfixes and Balancing
  • - Fixed some mistakes in/updated the manual. (old tanning system, old machine shop, e.g.)
  • - Fixed archeology, spawning 25 single ammo, instead of 1 on some reactions.
  • - Females can now join the Jewelers Guild. (was wrongly added to crafters guild)
  • - Battlecries now trigger on range 2, instead of 5. This means less hidden thieves/ambushes are prematurely noticed.
  • - Tanner Workshop now shows ingame that it uses Leatherworking skill for reactions.
  • - Changelings, Sprites and Toolkits now cost 20 at embark, 40 from caravans (was 1 before, leftover from testing)
  • - Fixed gem cage reaction, was missing a building ID.
  • - Added flavor reaction to decorational buildings, have no function.
  • - Fixed "Mill plants" reaction using wrong skill. Now correctly uses milling/pressing.
  • - Renamed made-up Toxicist to the correct Toxicologist.
  • - Removed SPECIAL tag from mithril, elves are now fully geared in mithril again. (this also means its tradeable again)
  • - Added blackpowder reagent to cannon-ball making.
  • - Fixed steampunk items/gnomish artificer items not applying their syndrome correctly to all castes.
  • - Replaced 800 occurences of SYN_CLASS:/ with SYN_CLASS:\, which should result in all autosyndrome tags triggering correctly.
  • - Fixed Rock Decoy reaction, had two reagents with ID:A
  • - Fixed "glass cofferes", is no "glass boxes" again.
  • - Fixed needed books and libraries for runesmithing, writing, praying, diplomancy and archeology.
  • - Fixed Dagger upgrade 2, is now correctly called "legendary", not "superior"
  • - Added missing "Study Wax/Poison Working" to the libary.
  • - Fixed typo in "lignite to coke" reaction. Said it produces (4) bars, but actually makes (5).
  • - Fixed "english dwarves" button in UI. Was kinda backwards.
  • - Fixed "tan skin to tough leather" reaction, now pekyt skin is correctly tanned into "tough leather".
  • - Fixed rock grinding product IDs. Minor stuff.
  • - Added Colors_Masterwork.xml for Stonesense, done by Asva. Colored bricks now show correctly.
  • - Added [NATURAL_SKILL:MELEE_COMBAT:6][NATURAL_SKILL:GRASP_STRIKE:6] [NATURAL_SKILL:STANCE_STRIKE:6] to all colossi.
  • - Fixed musket two-handedness. Dwarves could wield them with one hand, now only with multigrasp.
  • - Bayonetted muskets and pistols now use the metal of the bayonet (since it is important for melee combat calculations)
  • - Fixed weight of "bloody items of armok" from Temple. Was based on Slade, made dwarves too slow.
  • - Removed dragons from elven/drow traders, for balancing reasons. Too easy.
  • - Fixed "make set of armor" reactions in Tailor. It made pants (clothing) instead of lightwheight greaves (armor).
  • - Removed raise-dead from Warlocks, no more loyality cascading invaders this way. Former Necros can sap away strength now instead.
  • - Added bone-armor interaction (extra toughness) and rite of pain to all warlocks.
  • - Fixed "Offer meat to Armok" reaction, no longer creates too big stacks that overflow out of the barrel.
  • - Padded boots should no longer be accepted as clothing, but instead as armor. (since all other padded items are armor, not clothing)
  • - Removed about 30 unused materials from the raws, to clean up stockpile menus.
  • - Fixed missing buildmat for church of dark depths.
  • - Fixed shorn leather from leatherwing bats not being tanned.
  • - Fixed shorn scales from drakes not being tanned.
  • - Fixed recycling of scrapped animal armor (for example your butchere your ironclad dog). Gives back 2 iron bars now.
  • - Fixed "make metal anvil" reaction, it did accept any inorganic bar. Now only metals.
  • - Fixed "excavate stone" reaction, it did accept clay. Now only rock boulders.
  • - Fixed orc raiding kits being made of clay/rocks. Now only metals.
  • - Removed crazed-causing plague, because it can cause loyality cascades. (was a very rare occurence, but still a bug)
  • - Fixed pet-healing and golem-repair reactions. Should work a lot better now.
  • - Pet healing now costs 1 splint and 1 thread, for balancing reasons, since it works better now.
  • - Removed noexert from golems, to avoid endless fights with no one dealing damage.
  • - Added some more EVIL tags to clearly evil creatures.
  • - Added some more GOOD tags to clearly good creatures.
  • - Removed can_speak and can_learn from grave cat, no longer arrives with skills (grave cat farmer/fisher/trader)
  • - Added [NOT_WEB] to all thread-using reactions, to avoid webs being accepted as reagents.
  • - Fixed Dwarf/Orc Shell tanning reaction. Probably. ^^
  • - Removed natural skills with ingame tips from changeling and sprite, because the transformed creatures kept the skills. Ingame tips still available in the creature description.
  • - Removed "royal" drink versions, which existed only in the raws. Dwarves still liked them, making it impossible to meet their taste.
  • - Fixed some descriptions in the dwarven caste/guild system. Hammermen vs Hammerdwarves, typos and the like.
  • - Added a syndrome to dwarf blood that removes no_drink from anyone who drinks it. This way vampires drink booze again and dont stand out that much.
  • - Lowered the value of some plant materials, mostly powders and some special drinks.
  • - All chemist tools now have the tag "(chemist supplies)" to help stockpiling. Glycerol, Nitroglycerin, Dynamite, Blackpowder...
  • - All megabeast rewards now have the tag "(trophy)" to help stockpiling.
  • - All expedition gear now has the tag "(expedition supplies)" to help stockpiling.
  • - All archeology tools now have the tag "(archeologist supplies)" to help stockpiling. The fossils you dig up are still called relic, fossil and treasure. It only affects the tools created in the archeologist.
  • - Fixed a bug about books found in by archeologist not being accepted by libraries.
  • - Sending mercenaries or spies to civs with your expedition system has a 10% chance of triggering a siege/ambush.
  • - Mithril rune-coating now works on dwarven undeads as well, instead of just undead animals. 25% chance of instakill that destroys the corpse.
  • - Deleted some old ammo entries. No more syndrome-bolts,
  • - Singing/moon/crescent arrows combined (now all: "singing arrows")
  • - Large/small bullets combined (now all: "bullets")
  • - Jagged/Bodkin arrows combined (now all: "jagged arrows")
  • - Darts/Dart-throwers removed (existed only in raws and stockpiles)
  • - Wards/Runes removed (existed only in raws and stockpiles, old system for ranged magic)
  • - Wands/Magicrunes removed (existed only in raws and stockpiles, old system for ranged magic #2)
  • - Heart and Sap-wood removed, existed only in raws and stockpiles.
  • - Spoiled and aged bloodwine removed, existed only in raws and stockpiles.
  • - Removed 12 almost unused shields from the raws, cleans up stockpiles and military screen.
  • - Hostile races now bring bucklers, round shields, kite shields and tower shields, just like dwarves.
  • - Removed some unused metals from stockpiles, like "thick", "test speed", "arsenic fumes", "sulphur fumes", "dynamite_ammo"
  • - Renamed Druid Skill (MAGIC_NATURE) to Arcane Weapon User. Mostly used in Orc Fortress atm.
  • - Fixed several typos in the weapons attack description.
  • - Added about 30 new entries to the battlecry files. Thanks godlysockpuppet.
  • - Fixed double entries of buildmats on Furniture Workshop and Rockforge.
  • - Lifemancers no longer resurrect Chaos Dwarves (evil dwarves).
  • - The cloud of flames that sprites explode into when they die is no longer hot enough to start fires. (it was meant as graphical effect)


Kobold Camp
  • - Updated the kobold manual.
  • - Added new professions to kobolds. Only change from dwarf mode:
  •      - Runesmiths are Painters. (Paint, Warpaint, Tattoos) (only in kobold mode)
  •      - Researchers are Tinkerers. (Tinkerers Shop) (only in kobold mode)
  • - Kobolds no longer have access to normal pets, like cows or horses. No cats nor dogs either.
  • - Kobold wagons and caravans will always use giant jack rats to travel and pack gear.
  • - Added Fisher Gremlin. You can buy these as pets, they will run to the nearest fishing-zone and catch fish for you.
  • - 2 new kobold pets: Honey badger and Kea. Both can be bought at embark.
  • - Added gloves for all 10 leather types. Custom gauntlets ftw.
  • - Added gloves to all 10 leather armorsets. Takes 5 leather now instead of 4.
  • - Added 2 new plants: Bloomberry and Indigo Flower. Both are edible when cooked and can produce dye.
  • - Kobolds can now embark with Kobold Bulb, used to make slowpoke poison.
  • - Added rock brazier and candelabra to craftsbold and wooden ones to the woodcarver.
  • - Kobolds are now size 20000 (instead of 30000) to make them weaker in melee.
  • - Kobolds start with 3 natural skill in plant gathering (herbalism) and poisoning (wax/poison worker)
  • - Kobolds start with 2 natural skill in sneak/hunter (thief), doging and blowgunning.
  • - Kobolds now life 5 years longer on average, age 15-25.
  • - Kobolds now get drunk from alcohol, -10% speed, maybe drowsiness/dizziness, and and no fear, for ~1month.
  • - Kobolds main attack it now biting instead of punching.
  • - Added 49 new buildings, which brings to total amount of custom workshops to 91.
  • - Slight item overhaul:
  •     - Clothing: Instead of sandals Kobolds wear ankle-bands. (just as good)
  •     - Armor: Instead of helms Kobolds wear caps. (little bit worse then helmets)
  •     - Armor: Instead of gauntlets Kobolds wear wrist-guards. (just as good)
  •     - Armor: Instead of boots Kobolds wear shin-guards. (just as good)
  •     - Armor: Instead of greaves Kobolds wear thight-guards (just as good)
  •     - Armor: Instead of breastplates Kobolds wear plated hides (just as good)
  • - Kobolds cant use any hammers, crossbows, guns or pikes. They are too small.
  • - Kobolds have a specific skill for bolas, for slings, for blowguns and for bows.
  •       - Slings: One-handed, cheap ammo, medium damage. (native)
  •       - Blowguns: One-handed, cheap ammo, little damage, easily poisoned. (native)
  •       - Bolas: Two-handed, cheap ammo, high damage. (native)
  •       - Bow: One-handed, expensive ammo, different ammo types, high damage. (stolen tech)
  •       - Compound Bow: Two-handed, expensive ammo, different ammo types, highest damage. (stolen tech)
  • - Wood Processor can now break down wooden items into scrapwood logs.
  • - Sawmill can now cut logs into scrapwood logs(2).
  • - Smelter can now make charcoal from scrapwood logs.
  • - Kobolds can dig gems => Makes cave embarks way better, find them in the caverns.
  • - Kobolds can dig ores => No more meteorite tiles left in the soil layer, and you can dig out exposed veins.
  • - Slings and Sling Bullets are slightly better now.
  • - Blowdarts can now easily be poisoned, a good option for a support-ranged squad.
  • - Kobolds can now use scourges, flails, clubs and pikes. The minimum size requirement was too high.
  • - Kobold Earth Castes (Viper/Badger/Lizard) get an additional [CE_ADD_TAG:NOEXERT:NOPAIN:NOFEAR:START:0:END:100] when injured.
  • - New designs for Trap Setter, Training Room, Trap Parcour.
  • - Kobolds have access to a training scourge now and can train whipping as well.


ALL KOBOLD WORKSHOPS:
  • Gong: Wakes sleeping kobolds and stops parties/breaks.
  • Ogre Cave: Armor Ogres and equip them with AoE attacks.
  • Paupers Pub: Play music to lift the spirits, or start a brawl to train fighting.
  • Scribe: Quicksave the game, or write copies of building plans you stole earlier.
  • Toadlicker: Make a surprise drink with 50 random syndromes from Toad Extract.
  • Trader Warren: Unpack bags of gold and crates of tradegoods.
  • Tribal Meeting Ground: Call caravans, diplomats, migrants or willingly start sieges.
  • Painters Studio: Make paint and color your furniture.
  • Warpainters Studio: Make warpaint and boost your armors with special effects.
  • Bone Chipper: Makes armor and armorsets from chitin, upgrades bone to bonerattle plates.
  • Chitin Scrapper: Makes armor and armorsets from chitin, upgrades chitin to rigid chitinplates.
  • Cloth Cutter: Makes clothing, clothing sets and unravels cloth back to thread.
  • Dirt Digger: Identifies fossils and relics, and sifts through sand and stone to find items.
  • Leather Trimmer: Upgrades leathers, makes leather armor and armor sets.
  • Scale Cleaner: Upgrades scales, makes scale armor and armor sets.
  • Shell Crafter: Upgrades shells, makes shell armor and armor sets.
  • Wicker Weaver: Makes furniture and bins from lightwheight plants.
  • Trap Setter: Makes simple trap components made of wood, leather, bone, totems and thread.
  • Wood Carver: Makes many new wooden items, like mechanisms or braziers and candelabras.
  • Boneyard: Make many items and furniture from a stack of bones.
  • Booze Burner: Allows fuel production from alcohols.
  • Critter Kitchen: Cooks remains and vermins into edible meat.
  • Juice Bar: Press juice from plants or make tea. Acts like drinks without the negative effect alcohol has on kobolds.
  • Fishpond: Allows indoor fishing.
  • Poison Cookery: Quick and simple poisons for blowdarts.
  • Sawmill: Refine your wood into planks for constructions, or make smooth and scrapwood logs.
  • Wood Processor: Process wood from wood stalks or gnarled roots, or break down any wooden item into scrapwood logs.
  • Trap Parcour: Train many general physical and armor/shield skills.
  • Training Room: Train weapons skills using a set of training weapons. He, who would have thought...
  • Archery Range: Train ranged weapon skills using different ranged weapons.
  • Surgical Theater: Use medical supplies to train medical skills.
  • Thieves Tunnel: Steal simple objects, best for moods. Steal the Secret Tunnel Plan here.
  • Secret Thieves Tunnel: Steals better objects, maybe even building plans. Steal the Super Secret Tunnel Plan here.
  • Super Secret Thieves Tunnel: Steal the best objects, many building plans for advanced buildings. Might cause sieges.
  • Altar to Griblin the Lucky: Pray and sacrifice items for a return of the patron saint of the kobolds.
  • Arena: Fight through eight levels of monsters for special rewards. Defeat the mighty balrog for one of the best weapons ever.
  • Ashlander Kennels: Train your creatures to fight harder, and transmute changelings into new warbeasts.
  • Casino: Gamble for money and special prices. Uses copper, silver or gold in exchange for wooden casino chips.
  • Ceremonial Grounds: Evoke nature magic to grow saplings to trees or change the weather.
  • Fletchers Shop: Make compound bows and broadhead, hammerhead and piercing arrows. Best ranged weapons Kobolds can make.
  • Honeyant Farm: Farm chitin or honey from your own private ant farm.
  • Ice Sculptor: Makes many items and furniture from ice boulders. Obviously most effective on colder maps.
  • Poisoners Lab: Six advanced poisons for all kinds of items, be it weapons, traps or ammo.
  • Shroomshop: Insta-grow plants or seeds that are otherwise unavailable.
  • Steam Generator: Must be build over water, creates free energy.
  • Tattoo Parlor: Tattoo your kobolds with henna tribal tattoos. Lasts one year, boosts confidence and attributes by 30%.
  • Voodoo Totem: Use warlock loot to curse an entire race of invaders. Insta-kills sieges with certain drawbacks, like magmafloods.
  • Dungeon Deco: Enables rugs, totems, braziers, candelabras and signs for decoration.
  • Display Stand: A display stand to show off your favourite items. Protects them from thieves as well.
  • Potted Plants: Set up your own plants, trees and patches of grass.
  • Fountain: Decorational building, also trains swimming.


ALL KOBOLD FURNACES:
  • Bonfire: Start fires. You can also start a 9-month fire, great to clean up items.
  • Firepit: Destroy items for ash or coal. Has a wide selection of different items to burn.
  • Kiln: Make items out of clay. All types of furniture, some crafts, some ammo.
  • Batch Kiln: Same as the kiln, makes clay items, just produces it in batches of five times more items.
  • Glassblower: Makes many clear, crystal and green glass items that the glassfurnace is lacking.
  • Melting Pot: Melt down slag to get rid of it. Cant produce anything, unlike the more advanced dwarven version.
  • Totem of the thieving Kea: Hex keas into giant or animalman variants. You can also mutate changelings into keas here.
  • Totem of the raging Badger:Hex badgers into giant or animalman variants. You can also mutate changelins into badgers here.
  • Shisha Lodge: Smoke tobacco made of leaves to calm the mind. Clears any bad thoughts and stops tantruming.
  • Sweat Lodge: Heat the lodge and heal in the steam. Raises recuperation. Also allows spiritwalking to fully heal some kobolds.
  • Druids Hut: Learn the secret of nature and become a fearsome spirit-bear-transforming druid. Mighty melee mage.
  • Hexers Hut: Make totems from leather and dye, and produce hexes to enchant weapons or as reagents for totems.
  • Soothsayers Hut: Cure kobolds that are affected by vampirism.
  • Witchers Hut: Sacrifice a perfect gem for the knowledge of witches. Can learn up to 17 spells. Mighty ranged mage.
  • Magma Generator: Melts down items without the need for fuel and fills magmatankers.
  • Soul Forge: Sacrifice a kobold for metal bars or a orichalcum plate-armor set. One kobold life is worth one single item.
  • Tinkerers Shop: Use clockwork parts to make mechanisms or traps components and upgrade your other trap comps.
  • Mineshaft: Use carts, shovels and candles to start a mining operation that produces boulders. Only way to produce rock.
  • Gremlin Chemist: Uses brimstone and saltpeter to make exploding or burning ammo. Can also remove rust.
  • Warpstone Shrine: Use warpstone to mutate any pet into a changeling or sprite, which can be used in other reactions.

So yeah, thats it. Massive kobold update, and many, many, many little fixes and balancing changes.

Future planned features are the introduction of the Masterwork/Meph Tileset, a release of the tileset for vanilla df, and the improved magic system for Masterwork. I plan to remove the Hall of the Mountainking, Church of Dark Depths and the Fountain of Eternal Youth, and instead add the Mages Guild, the Altar of Elemental Magic, Altar of Black Magic and Altar of White Magic. Elemental magic should be available everywhere, white magic only in good biomes, black magic only in evil biomes. Or at last you can only get the reagents in those biomes. This would mean that magic buildings are no longer trade-based. I could then add human/elven/dwarven/drow/gnomish merchant buildings. I already did some designs for those.

I personally like the idea of having magic affect good/evil creatures, while fighting undeads, werebeasts and vampires should be a part of the religioun system of the mod. That would leave technology free for further mischief.

Have fun :)
Meph.

Edit: Fixed Kurik Amudnil nick spelling.
« Last Edit: June 14, 2013, 09:03:00 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 :::

How is the save game compatibility with the last version? I'm wicked excited to get those bugfixes.
« Last Edit: June 14, 2013, 09:16:52 am by Victorian Era Rocketry »
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Meph

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There is no save-compability for this mod, there never was. All changes require a new world-gen, except the new dfhack scripts. You can fix the bodysize bug, use unit-viewer and export-maps, as well as the better stockflow/zone/mousequery, but everything else needs a new world.
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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 :::

Werdna

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Looks good Meph, excited to try it out. 

Vampire blood change - yikes!  Time to sharpen the detective skills...
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ProvingGrounds was merely a setback.

DeathPunch

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Yeah a new version!
A shame that I dont have the time to try it right now  :-\
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I apologize for the ignorance, but my guess is someone else might be in my situation and wouldn't mind an answer to my question. If I wanted to add the dfhack scripts to my old fortress, how would I go about doing it? I have no idea how this stuff works but would love to see my dragons growing to full size. How can I add those scripts without messing anything up?

With a 10 million wealth fortress going strong, I just can't abandon it.. not yet anyway :D

EDIT: After loading up my old fortress (which I let get so cluttered that the FPS was getting bad anyway), I tested out my defense setup from last night and found it was ... horrible. So bad, in fact.. that I'm going to start a new fortress! So no worries on the above question.
« Last Edit: June 14, 2013, 11:36:59 am by Victorian Era Rocketry »
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Oliver The Medusaborn

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this report may be wrong... but when you turn on the evil drow race the world gen crashes (obviously using this version). I'm not entirely sure if it's the evil drow, but it's one of the evil races that are causing the crash during the world gen . Excuse me for my lame english , but my native language is spanish :p

PD: i'm using the Garden of gaia world gen
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Repseki

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It appears the be the Evil Drow, at least for me.
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smakemupagus

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What's evidence for evil drow -- trial and error, or something in the errorlog?
Had you played OK with evil drow in 3a?

Thanks! :)

The v3 community Banners of Heart: ☼Masterwork the Fortress☼ has them, and is fine.
« Last Edit: June 14, 2013, 04:16:33 pm by smakemupagus »
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smakemupagus

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I can't replicate the crash.

Spoiler (click to show/hide)

Bloax

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Re: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.
« Reply #10 on: June 14, 2013, 04:23:18 pm »

It's a thigh-guard, not a thight-guard. They aren't tight guards with a "th" in the front. :P
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oh_no

Oliver The Medusaborn

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Re: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.
« Reply #11 on: June 14, 2013, 04:54:49 pm »

What's evidence for evil drow -- trial and error, or something in the errorlog?
Had you played OK with evil drow in 3a?

Thanks! :)

The v3 community Banners of Heart: ☼Masterwork the Fortress☼ has them, and is fine.


 i tried switching civs because the crash happens when the world gen says : "placing civilizations" Or something like that. i switched off the evil civs because they are off by default after that the world gen works perfectly... but because i really like more invaders i decided to turn them on again one by one trying the world gen. it worked fine till the last one : The deep drows.

Idk if it's something in my worldgen.txt or a weird bug.

Additional info: The errorlog is the standard one .... missing keas, badgers and some other random animals from the kobold fort
                     The FD races aren't on (because they are broken as hell lol)
                     I haven't changed anything in the raws (the only change that i made is removing slag from the game)
                     And yeah, i had been using them in MDF 3a
                     
Btw , excuse me for my lame english :p, i'm spanish and i'm still learning this language

edit: AFAIK the community fort is using the the 3a version of the mod, not the last one
« Last Edit: June 14, 2013, 05:30:29 pm by Oliver The Medusaborn »
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Re: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.
« Reply #12 on: June 14, 2013, 05:07:42 pm »

Sprite/Changeling birth rates are outrageous. 3 months into a fortress and the few I brought are having litters of 3-5 each it looks like. Not that I'm necessarily complaining, but these will get out of control well before I get the workshops built to take advantage of them. Next time, I'll just trade for them instead of starting with a few. (I've queued up about 15 or each for butchering just to clear them out, I hate butchering larvae :( )

Also, when I get the season change message will all the races listed, both elf races are missing, while the rest are there. I only set the world history to 70 and its the large region, so I'm connected to everywhere else on the map. I abandoned and checked legends and I see active drow and elf civilizations, so I'm wondering if this might be a bug or something else. I technically haven't had any contact with any of the civs yet, so I was surprised to see them listed during season change.
« Last Edit: June 14, 2013, 05:10:07 pm by Victorian Era Rocketry »
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Repseki

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Re: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.
« Reply #13 on: June 14, 2013, 05:14:26 pm »

Trial and error on my end as well. Not sure if it is really an issue with the evil drow or something else, but I had been using them in 3a.
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Re: New Release - MDF V.3b - Kobolds, Stockpiling System, Dfhack scripts.
« Reply #14 on: June 14, 2013, 05:22:20 pm »

Trial and error on my end as well. Not sure if it is really an issue with the evil drow or something else, but I had been using them in 3a.

Same. Strangely, in 3a they were by far my most reliable trading partners. I loved those evil bastards.

EDIT: Winter came and I got a whole new list of active civs. I guess I misunderstood what the list meant, but drow and elf were on the winter version.
« Last Edit: June 14, 2013, 06:11:15 pm by Victorian Era Rocketry »
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