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Author Topic: MANUAL - Let me know what's missing.  (Read 10157 times)

Billy Jack

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Re: MANUAL - Let me know what's missing.
« Reply #60 on: September 06, 2013, 03:14:42 pm »

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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Lottanubs

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Re: MANUAL - Let me know what's missing.
« Reply #61 on: September 06, 2013, 03:17:09 pm »

I saw earlier today you had posted the helmets and I was like, "Holy shit dude you're great."
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Billy Jack

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Re: MANUAL - Let me know what's missing.
« Reply #62 on: September 06, 2013, 03:29:53 pm »

everything in it is what we have in 3h.

Now we can start suggesting what needs tweaking, such as Material Size.  This has an affect on the weight of the item, and most of the armors are set to 1.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Lottanubs

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Re: MANUAL - Let me know what's missing.
« Reply #63 on: September 06, 2013, 03:37:10 pm »

I do have a question on what [UBSTEP] and armor level mean in terms of shields. Are shields protective, even if they miss their block chance?
For example the tower shield has the highest armor level and material size, yet a relatively mediocre block chance.

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Billy Jack

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Re: MANUAL - Let me know what's missing.
« Reply #64 on: September 06, 2013, 03:43:00 pm »

my role is purely clerical and would have to defer you to the vanilla wiki or some other more knowledgeable soul.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

silentdeth

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Re: MANUAL - Let me know what's missing.
« Reply #65 on: September 06, 2013, 04:14:58 pm »

Armor page up on wiki.

http://dwarffortresswiki.org/index.php/Masterwork:Armor

You may want to distinguish between the armor for different playable races. For instance you have caps as only craftable by a mood, but they are kobold camp armor.
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Billy Jack

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Re: MANUAL - Let me know what's missing.
« Reply #66 on: September 06, 2013, 05:40:07 pm »

Since the table includes tips on how to acquire the pieces using Dwarf reactions, it really wouldn't be quite right for Kobold or Orc as they would only have access to much of them through moods.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: MANUAL - Let me know what's missing.
« Reply #67 on: September 06, 2013, 11:26:51 pm »

I would concentrate on Dwarf mode for now, since way, way fewer people play orcs and kobolds it seems. Just like there is massive Windows support, and less linux/mac.

And DAMN, this armor page looks great and I will totally steal it for the manual. As soon as I can figure out how to extract that table into html without rewriting it again.^^
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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 :::

silentdeth

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Re: MANUAL - Let me know what's missing.
« Reply #68 on: September 06, 2013, 11:55:27 pm »

Since the table includes tips on how to acquire the pieces using Dwarf reactions, it really wouldn't be quite right for Kobold or Orc as they would only have access to much of them through moods.

Did you do all the sources, archeology ect, by hand or do you have some kind of parsing script?
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Felius

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Re: MANUAL - Let me know what's missing.
« Reply #69 on: September 07, 2013, 12:22:05 am »

Can't seem to find the details about the tanker cart and related mechanics.
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Billy Jack

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Re: MANUAL - Let me know what's missing.
« Reply #70 on: September 07, 2013, 01:45:30 am »

Since the table includes tips on how to acquire the pieces using Dwarf reactions, it really wouldn't be quite right for Kobold or Orc as they would only have access to much of them through moods.

Did you do all the sources, archeology ect, by hand or do you have some kind of parsing script?
If I say "by hand" would that imply that I have no life?  Honestly, figuring out where the reactions were wasn't that time consuming. It took longer to format the armors.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

silentdeth

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Re: MANUAL - Let me know what's missing.
« Reply #71 on: September 07, 2013, 03:01:20 am »

I wanted to do the same thing with weapons. Given there are about 235 of them I was hoping you had used a script I could use too.  :(
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Meph

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Re: MANUAL - Let me know what's missing.
« Reply #72 on: September 07, 2013, 04:13:23 am »

I already have all the weapons. And thanks to you the armor now as well. I copied the tables into a html format, added some sorting, deleted materialsize and changed armor-level to "armor or clothing", and put it all into one "armor guide". Which means the set is now complete. :)

I am next working on a little page about pets you can bring at embark. Shouldnt take long. And with this the manual update should be fine. :)
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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: MANUAL - Let me know what's missing.
« Reply #73 on: September 07, 2013, 08:57:21 am »

Done. I also lowered the prices for pekyts, drakes, genies to allow more use of them. I deleted cave beetles and cave tortoises from embark, because the horned caveturtle and the dew beetle also fill the roles of chitin/shell source.



And feedback on this text would be great, its "Gettings Started with MasterworkDF"

Quote
Getting Started with a Fortress

When you embark in fort mode you have three new options on the embark selector, the map in which you chose your embark. You can run Nanofortress that allows 1tile-wide embarks, for 1x1 embarks that help FPS greatly, or 10x1 embarks if you like odd sizes. You can run EmbarkEverywhere, which allows you to embark on town, fortresses, tombs and towers. Expect heavy resistance in that case. And you can type 'startdwarf n' into dfhack, without the '' and with n being any number you like. startdwarf 25 would lead to 25 dwarves at embark. This way you can alter your starting group number.

Then you need to make your embark profile. You can pick one from the list to roleplay a bit, or make your own. I do recommend taking more seeds and food then usual, because plants grow slower and birds give less eggs. In general I'd recommend to read the Domestic Pets page of the manual to make yourself aquainted with the new pets. They are far more versatile then the vanilla pets and grazers can even be fed underground in the Stables, a new workshop.

You will notice many new skills, which are not important at embark. You will probably not need high-level chemists, alchemists, toolmakers or beast dissectors, poisoners or chandlers when you start. To see a full explanation of these skills, see both the General Changes - New labors/skills section and the Workshop/Furnace sections. The latter is a long read, but gives info about all building in the mod.

My recommendation is to take a lumberjack, several miners, some vermin-hunting pets, some scarecrows and one mastiff, ironclad dog or drake for early defense. After embark, just business as usual, felling trees, digging rooms, building a moat... the moat is probably more important, as wildlife can be more dangerous in the mod. Taking one fighter at embark is not a bad idea.

Once you start building workshops you will notice a large list of new buildings. The basic ones only cost blocks and are available from the start. You can build Workshops, Diplomatic Buildings, Administration and Trading, Farming, Studies, Relligious Buildings, Libraries, Basic Smelters, Illumination and Decorations.

Important: Check the Ore Processor, the Smelter and the Metallurgist, because metal production got more difficult in this mod. Note that the Trading Stalls require a "Trade Licence" which you must first order from a caravan.

If you want advanced buildings, you need an Architects Study and a Researchers Study, which unlock new buildings. See their entries in the buildings section for full info. It will unlock Advanced Smelters, Advanced Forges, Upgrading, Magic, Golems, Machinery and Laboratories. Getting every single mod-building in a single fort will take years. So better focus on one industry that interests you the most.

Important: Check the Architect/Researchers Study, the Alchemist/Liquid Spawner and the Megabeast Kennels. You might find these interesting, as the first one allows to spawn Magma, the second one allows friendly pet-megabeasts.

If you play with the default settings, which is something I do recommend, you will notice that the game is both harder and easier at the same time. Fortress management and item production should be easier. You have so many new workshops and ways to combine them that life is easy on your dwarves. You can call migrants and caravans at will, raise the skill-learn-rates by having your dwarves join guilds, make way betters weapons and materials then in the original game. But at the same time you will face stronger enemies, cavern-sieges, possessed dwarves and cults that sneak into your fort, workaccidents, strange finds while mining and cursed items. Learning all this in one go can be a challange, so many balancing options are available in the Settings.exe. The default settings are based on maximum FPS-increase and maximum features, even if the features make the game arbitrarily harder.

I dont want to ramble on too long, least you lose interest, but a few words about advanced game features:

Hospitals are the same as always.
Military is the same, but better build a Garrison and do Military Training first.
Good metals need Ore Processor, Smelter and Metallurgist.
Better metals need the Crucible and Finishing Forge.
Weapons/Armor are the same as always.
Better Weapons/Armor require Weaponry/Armory/Greatforge/Gunsmith.
You can further increase them with Rune Weaponry/Armory and Toxicologist.
Migrants and Sieges are the same as always.
You can willfully spawn migrants, caravans and sieges at the Embassy.
Check the "Misc" section of traders and liaisons. Many more options there.
Armored and trained warbeasts rock. Seriously. Legendary Steelclad Raptors.
Read up on the Magic System. Its new, and feedback on it is very helpful.
Thanks for the interest in the mod, for reading this wall of text, and I hope you will have fun.
« Last Edit: September 07, 2013, 09:50:55 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 :::

vonsch

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Re: MANUAL - Let me know what's missing.
« Reply #74 on: September 07, 2013, 07:42:33 pm »

The intro text looks pretty good, but you might stress a little more the higher difficulty with supplying food and drink at the default (harder farming) settings. Maybe mention reliance on trading really helps with that, and trading is a bit easier with the diplomatic options and the trade stalls. You do mention pets, which are also important (dewbeetles!) And praying helps too. A lot of praying is needed in this game! (Please, no ambush quite yet, moat almost done...)

The work on the manuals is really good and much appreciated.

Personally, I'm for stabilizing things at least in dwarf mode a bit for a while. You've added loads of content recently and we haven't even had time to absorb it, much less really learn to use it. Doing that is part of the fun and it gets lost if features are constantly changed or replaced. All the time is spent just figuring out how to make the new features work and there's little time to really figure out the tricks that make them shine.

This is by no means a complaint. It's all too cool to complain about!
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