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Author Topic: Adventure Mode for MasterworkDF - Experienced player info wanted.  (Read 4603 times)

marc

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #15 on: August 24, 2013, 12:46:09 pm »

Hi ^^, i didnt play masterwork adventure since 19.5 but i think u didnt change so much for what i remenber the only stuf is mess arround are the civs from frostress defense, i was looking at  the raws and see that all civs have alots civ tags

DEFAULT_SITE_TYPE:TREE_CITY]
   LIKES_SITE:TREE_CITY
        TOLERATES_SITE:CITY]
   TOLERATES_SITE:TREE_CITY]
        TOLERATES_SITE:CAVE_DETAILED]
i dont know too much about mooding but maybe you can leave him only whit only cave or dark fortress and they can siegue too and the problem of see hamlets of frogmans and foul blendecs will leave out.

Otherwise i was thinking in make 2 wolrds one whitout all fortress defense civs and one whit all and roll whit it a bit.
3 f version only crash on me on legends when i check out so i hope that help a bit
everyone who play masterwork want look at her fortress at leats one time,
lets make this dream alive >:
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howitended

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #16 on: August 24, 2013, 07:16:15 pm »

No matter what I try, I can't make any building in adventure mode.

It says it's working, with a "-1" flashing for about a quarter second, then stops.
In Genesis, when this happens, it's a quick fix. Just eat/drink/sleep, problem solved.

That doesn't work in MW.
(edit: I mentioned Genesis because I'm pretty sure they both use advfort for those things. Seems odd that I can gen a new world in MW and NEVER be able to build things, but I never had this issue with that mod)
« Last Edit: August 24, 2013, 07:23:06 pm by howitended »
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They built this whole neighborhood out of wood, out of wood
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oneuristtwourists

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #17 on: August 26, 2013, 04:48:33 pm »

No matter what I try, I can't make any building in adventure mode.

It says it's working, with a "-1" flashing for about a quarter second, then stops.
In Genesis, when this happens, it's a quick fix. Just eat/drink/sleep, problem solved.

That doesn't work in MW.
(edit: I mentioned Genesis because I'm pretty sure they both use advfort for those things. Seems odd that I can gen a new world in MW and NEVER be able to build things, but I never had this issue with that mod)

I assume the problem is that you are trying to build from rock? i had this same issue. I had to use dfhack to switch to fortress mode, re-enable all the rocks from the economic tab, and go back to adventure mode. See if that helps...
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AJC

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #18 on: August 26, 2013, 06:55:50 pm »

for one thing for sure more easy way to start up and get some skills than to hope the first thing that you attack or attacks you doesn't get lucky and jam your skull into your brain or what not.

so basically danger room but for adv-mode players
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oneuristtwourists

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #19 on: August 27, 2013, 11:23:29 am »

Hi everyone,

I know I have this fancy child-board of mine, so if people think this is inappropiate, I will move this thread. I never really focused on adv-mode and for the first time had a look at this board. A quick search showed the quite a few threads are from MasterworkDF players. I know that there are many issues with adventure mode in the mod, but I myself have no experience with it.

What I would like to ask the adventure-mode community is this: What issues have you found? What should be changed to make Adv-Mode more enjoyable with MasterworkDF? Any game-breaking things, oddities, additions you'd like to see, optional settings for Adv-Mode only?

greets,
Meph


Well, since i'm already here, i'll mention this here too:
please find a way to prevent/fix the all rocks are economic restricted (please refer to http://www.bay12forums.com/smf/index.php?topic=130370.0) and/or add some way to get to the metal industry (or, more to the point, to magma safe materials) without having to rely on dfhack.
I remember in an older version being "almost" able to do it with ironbone, but i still needed ash, which in turn required wood burner.
Apart from that, the inclusion of adv-fort was pretty awesome overall, even if it doesn't get mentioned anymore.

edit: also, a very little thing that i would personally appreciate...why not include again the materials needed for buildingsin the manual, like in older versions? It was nice not having to check the raws for it... then again f i'm the only one asking for it i guess it's not really needed.
« Last Edit: August 27, 2013, 11:25:23 am by oneuristtwourists »
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howitended

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #20 on: August 27, 2013, 12:53:09 pm »

I assume the problem is that you are trying to build from rock? i had this same issue. I had to use dfhack to switch to fortress mode, re-enable all the rocks from the economic tab, and go back to adventure mode. See if that helps...

Figured I'd quote you here rather than message you. I did every bit of what you said in the other thread, but the stocks menu just won't open. I've tried it about 15 times with characters of different races and it never works. :(

It just tells me 'there are no toads living here' on my units screen every time. What gives?
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They built this whole neighborhood out of wood, out of wood
I guess I'll still be around when they burn, burn it down
I will be standing around when they burn it down

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oneuristtwourists

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #21 on: August 27, 2013, 01:37:45 pm »

Well, that's weird...
i assume it's because you are using some non-dwarfy race maybe?

I already mentioned it, but you did claim the site first, right?

Apart from that, i only tested with a dwarf of the smiths guild, and so far all the tests i did worked. Maybe later i'll try to test with some other races...but actually, what happens when you try to z to status? Do you at least reach that menu?
What race/profession did you go with? Can you provide the save for testing?
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howitended

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #22 on: August 27, 2013, 06:34:15 pm »

Well, that's weird...
i assume it's because you are using some non-dwarfy race maybe?

I already mentioned it, but you did claim the site first, right?

Apart from that, i only tested with a dwarf of the smiths guild, and so far all the tests i did worked. Maybe later i'll try to test with some other races...but actually, what happens when you try to z to status? Do you at least reach that menu?
What race/profession did you go with? Can you provide the save for testing?

I was using a spellcaster of some sort the first time, then I had the same idea and decided to try and track a dwarf down to swap with before trying again.

I couldn't find any, so I had the bright idea to switch my game type to arena mode with a creature being controlled (for 'stability'), to spawn one. Which broke that save, so I just deleted the whole world.

Then I used another world, started as a normal dwarf and traveled away from the starting town to claim a site. Repeated the process to make it fort mode and the same thing happened: pressing z did nothing (as in, no menu opened at all), no matter how many times I tried. I made several other characters to try it on a few worlds and it was always the same.

Confused  ???

edit: I should mention that the game doesn't seem to assign even the character I was JUST playing as as a fortress member. And it assigns the generic "Dwarf Fortress" name to the site on the load screen rather than the custom names I type. However, on the reclaim screen the names all get fixed, but cause a crash when I attempt to reclaim. It's pretty odd.
« Last Edit: August 27, 2013, 06:41:34 pm by howitended »
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They built this whole neighborhood out of wood, out of wood
I guess I'll still be around when they burn, burn it down
I will be standing around when they burn it down

Here in the Museum of Idiots

Meph

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #23 on: September 17, 2013, 10:52:00 am »

Ok, so I am bringing this back up.

I did play a round... I noticed:
 - Warlocks, Frost-Giants and so on shouldnt be playable.
 - Boogeyman I would disable by default.
 - Drow, Gnome, and so on should be playable.
 - It needs a very, very detailed manual on Adv-Fort, which I myself havent been able to run successfully.
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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 :::

Wilm0chimp

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #24 on: September 18, 2013, 05:10:47 am »

I managed a pretty long adventure mode play through after finishing my fortress, here are my thoughts:

-The lack of items makes everything and everyone rather bland. I know they were removed for FPS reasons in fortress mode, but there are now towns filled with naked peasants.

-The item balance wasn't great. Human soldiers only had steel equipment.

-The number of new races can mess up the flavour of the world a bit. I played until my adventurer was godlike, im not even sure if I ever saw a goblin. Frost giants everywhere though.

-The combat system is too unwieldly with the new options (whirling with arms outstretched etc). Its 3+ pages of moves which are all essentially the same.

-Monster distribution felt very samey, although that might be more down to my world gen. I had a higher than normal savagery world, and all I ever saw were unicorns, centaurs, dragon raptors and water dragons. Oh yeah,

-WATER DRAGONS EVERYWHERE.

-The spell effects with necromancers don't work too great, i'd often get ambushed by them and I don't think I ever saw a spell do anything. They were just irritating.

-I'd agree on disabling boogeymen, they suck. At low levels they just ruin fun by killing newb adventurers, for god tier they are like flies you swat away.

I think I played just before Adv-fort was released, so I didn't test any of that stuff.
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AJC

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #25 on: September 18, 2013, 09:56:29 am »

not just naked peasants but new adv start out almost naked too (pretty when i played adventurer with this) generally starting out with just a weapon a shield and a helmet for the same reasons i believe.
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Meph

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #26 on: September 18, 2013, 10:59:20 am »

Yes, true. I will work on this once I am back on the UI, I can make a "optimized for adv mode" button or something ;)
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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 :::

Repseki

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #27 on: September 19, 2013, 06:27:42 am »

Maybe add a warning about claiming sites with Adv-fort once you get around to a manual.

There's a bug involving some exponentially multiplying critters that can't leave the site, and basically turn it into a FPS trap, in certain circumstances. I haven't seen any issues with already established sites, like forts/towns/hamlets, but I haven't really tried to test anything. I'm also not sure if retired forts have any issues.

Otherwise Adv-Fort has been pretty cool. Being able to make armor without scrolling through 10 pages of Adv reactions is nice.

Peasants wearing clothes wouldn't, and maybe giving them their carving knives for added fun.

Instead of an "adv mode" button on the UI, maybe add a few buttons in a new tab that deal with the clothing/armor that was removed for invaders/non-fort dwarves. I understand they were taken out for FPS reasons, and would probably be mainly used for adv mode, but some people might want some things on while others stay off.
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Meph

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #28 on: September 19, 2013, 07:08:09 am »

Yes, that would be included in that button. The clothing.

Do you mind giving a quick guide for advfort use? I never used it myself, and the dfhack thread is quite lacking on it. I mean to remember something about furnaces not working with it..
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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 :::

Warmist

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Re: Adventure Mode for MasterworkDF - Experienced player info wanted.
« Reply #29 on: September 20, 2013, 07:40:47 am »

Yes, that would be included in that button. The clothing.

Do you mind giving a quick guide for advfort use? I never used it myself, and the dfhack thread is quite lacking on it. I mean to remember something about furnaces not working with it..
Smallish tutorial here: http://www.bay12forums.com/smf/index.php?topic=123944.0 can't quite make myself finish and beautify tutorial and also make another iteration of adv-fort because of the "fps-trap" bug which killed all of my cool sites :/
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