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Author Topic: MW questions  (Read 3451 times)

MerkerBenson

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Re: MW questions
« Reply #15 on: March 08, 2014, 08:49:39 am »

Well I have paper, just the research rarely gets done, even though I have 2 lvl 7 researchers with no other jobs lying around....

Also, are you sure names don't have an importance? Now I have a drake called "Malignwinged".....
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palu

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Re: MW questions
« Reply #16 on: March 08, 2014, 09:59:35 am »

Yes I'm sure. You dont have any burrows, do you?
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MerkerBenson

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Re: MW questions
« Reply #17 on: March 08, 2014, 10:21:46 am »

Not a single one. almost 3rd year, 1 mill db value(most of it in food, seriously Plump Helmet men meat makes incredibly valuable stuff, 20k for a barrel of prepared lavish meals!!!!) I'm buying everything the merchants have with a dozen barrels of food!

Where can I grow bloated tubers? They're not an underground plant, are they? Also, any advice on tree farming? I got some steeloak and ironoak acorns from merchants, and I believe the herbalist is supposed to turn these into metal bars, any hints?

What do I need to smelt cobaltite? The metallurgist? I found A LOT of this metal on SEVERAL layers and the manual says it's iron grade but I can't find the reaction to smelt it into bars...

What are heart sacrifices supposed to bring at the altar of armok? I do get really valuable stuff from blood offerings I see. How is armor conversion supposed to work here?

What's the % success rate of alchemical transmutations ?

How does upgrading leather work? Does it make it better or what?
« Last Edit: March 08, 2014, 10:34:28 am by MerkerBenson »
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palu

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Re: MW questions
« Reply #18 on: March 08, 2014, 11:22:38 am »

Quote
Where can I grow bloated tubers?
Manual says above ground, any wetland.
Quote
What do I need to smelt cobaltite
Crucible. Most advanced metals are done there.
Quote
What's the % success rate of alchemical transmutations ?
100%. 1 flux + 2bard = 1 bar of next metal.
Quote
How does upgrading leather work? Does it make it better or what?
From manual:
Quote
UPGRADES: You can upgrade leather by boiling it in oil to harden it, then add bonestuds to the hardened leather to make studded leather, and then stitch several studded leather pieces together to create lamellar leather. Each type will be a little tougher, with lamellar being the best. The oil is preserved to 85%, and studs can be made from bone, vermin or horn/hoof. The same upgrade system in a smaller form applies to shell, scale and chitin. Using 2 units of it you can combine it to one unit of the "rigid" version.

Leather = Vanilla Leather. ::: Tough leather = Copper.

Studded leather = Bronze. ::: Lamellar leather = Iron.

Chitinplate = Bronze. ::: Rigid Chitin = Iron, very light.

Scaleplate = Bronze. ::: Rigid Scale = Iron, fireproof.

Shellplate = Bronze. ::: Rigid Shellplate = Between iron and steel, heavy.

Seriously. Read the manual
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MerkerBenson

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Re: MW questions
« Reply #19 on: March 08, 2014, 07:15:39 pm »

How do I make bladed carts and all the other combinations? The manual doesn't say anything about that
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Arcvasti

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Re: MW questions
« Reply #20 on: March 08, 2014, 07:49:24 pm »

How do I make bladed carts and all the other combinations? The manual doesn't say anything about that
Just sort of go to the metalsmith's forge and go to "other objects". Bladed minecarts should be just there.
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Frostea

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Re: MW questions
« Reply #21 on: March 10, 2014, 07:20:50 am »

The option to switch Z levels with mouse wheel is actually one of the keybindings, not a dfhack option. It's in either general or dwarf mode category if I remember correctly.
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MerkerBenson

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Re: MW questions
« Reply #22 on: March 10, 2014, 07:45:48 am »

Thanks for the replies!

Two more questions:
1. DO blood worms give blood when milked or something? I got a couple but I have so many creatures to milk they're never targetted.

2.  my commander has been bashing an ogress in the head with his orichalum mace for weeks, I'm guess orichalum doesn't make good mace materials? What about sword material, any good? Or just armor?

3. one of my dwarfs suddenly transformed into a large rat for no reason.... why is that?! He's only 80 years old, has a HUGE family and has been a member of just about every dwarven fort for the past 80 years...He's not a vampire since he drinks and has not sucked anyone dry....then what is he?

4. I have a dwarf that is an apostle, and has some praying skill but also has a lot of other high level skills as well. He doesn't seem to want to use the monastery and doesn't seem to raise his praying skill....is he bugged or something?
« Last Edit: March 10, 2014, 10:23:38 am by MerkerBenson »
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Arcvasti

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Re: MW questions
« Reply #23 on: March 10, 2014, 12:10:49 pm »

Thanks for the replies!

Two more questions:
1. DO blood worms give blood when milked or something? I got a couple but I have so many creatures to milk they're never targetted.

2.  my commander has been bashing an ogress in the head with his orichalum mace for weeks, I'm guess orichalum doesn't make good mace materials? What about sword material, any good? Or just armor?

3. one of my dwarfs suddenly transformed into a large rat for no reason.... why is that?! He's only 80 years old, has a HUGE family and has been a member of just about every dwarven fort for the past 80 years...He's not a vampire since he drinks and has not sucked anyone dry....then what is he?

4. I have a dwarf that is an apostle, and has some praying skill but also has a lot of other high level skills as well. He doesn't seem to want to use the monastery and doesn't seem to raise his praying skill....is he bugged or something?
1 No idea. Probably though.

2 Maces and to a lesser extent blunt weapons aren't that good in Masterwork because of the addition of the outer brain tissue. Orichalcum is one of THE best edged weapons and armor metals though.

3 Just treat it as a feature.

4 I haven't used the apostle system that much, but it is pretty inconsistent in who it selects on being able to become one or advance further. Its weird.
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MerkerBenson

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Re: MW questions
« Reply #24 on: March 10, 2014, 03:45:04 pm »

Cheers
So, I discovered the 3rd cavern and there's all this crystal grass, fungus and trees around. Do they give something interesting? I got crystal grass in my fort now. Any use? Also, which creatures here give the "special ingredients" the manual mentions?

BLAST, necromorphs! How do I get the idle-dwarf-to-be-sacrificed to get to the altar already to stop the morphs?
« Last Edit: March 10, 2014, 05:40:24 pm by MerkerBenson »
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Meph

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Re: MW questions
« Reply #25 on: March 11, 2014, 05:28:56 am »

Herbalist and Sawmill can use this new wood. Also its the second cavern... third one isnt crystal.

The dwarf needs praying active... and access to the marker. you need to bring it to the temple.
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MerkerBenson

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Re: MW questions
« Reply #26 on: March 11, 2014, 07:18:35 am »

Right, 2nd cavern, sorry. Thanks for the reply. As for the dwarf, here comes Urist McIsaacClarke to the rescue :D.... when he actually stops idling and goes to grab the marker :P

New questions:

1)Ironbark and Steeloak spears seem to cut like their metal counterparts...I had a couple of such spears in the danger room and they instantly ripped my mithrill-clad lvl 6 soldier to pieces...MANY pieces. Placed in a trap they cut necromorphs in half....Why isn't this mentioned in the manual, I don't even need to use iron and steel anymore I can just order tons of cheap steeloak logs and make 50 spears :D

2) I know the tanker cart has a use for magma spawning at the alchemist. What about the bladed cart? Cart traps or something?

3) Is a surface cart trap feasible?

4) I don't really get research. Does a research need to get to lvl 4 to unlock a workshop? I can research lvl 2 magika but I can't make the magesguild... Also, copying reports doesn't work, the scribe keeps saying he doesn't have the report marked for copying even though the reaction can be run... Does the quality of the copies matter?

5) Any guide for mage management and training?

Cheers
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Meph

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Re: MW questions
« Reply #27 on: March 11, 2014, 07:43:10 am »

1. the name implies that they have the properties. the manual says so as well.

2. no, the tanker cart is much larger.

3. yes, why not?

4. You just need to do reaction nr1. all the others are queued automatically. depending on type it might be 2 or it might be 7 steps... In the end you get a discovery and an announcement about what it was that has been discovered.

5. the manual has one entire page about magic. how to use it, is up to you.
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MerkerBenson

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Re: MW questions
« Reply #28 on: March 11, 2014, 08:29:45 am »

thanks.

Any tips on how to train my marksdwarfs? Unlike vanilla DF they just refuse to equip bolts and never use the archery range I made for them....One insists on carrying around his javelin thrower and gem bolts in his quiver(despite specifically setting him up in the military screen)....They're better hammerdwarfs now than marksdwarfs.....

As for the mages tips I was referring to how you do it in terms of efficiency and speed. The manual just describes the system, not how to make the perfect magic school for an army of fire mages...

Cheers
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Denisac

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Re: MW questions
« Reply #29 on: March 11, 2014, 09:15:21 am »

Javelin throwers use Javelins, not bolts.  Also, if you are using the specialized non-basic javelins (think fletcher and ammo-caster), I think they have to be equipped specifically for use as ammo.  Gem javelins should work fine.
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