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Poll

What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117520 times)

Urist Arrhenius

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #285 on: March 25, 2015, 02:13:57 am »

That is correct, but the poll is what people like to see... even if it makes sense to wait with them.
Ah yes. I had conflated what is voted on with what will be the next project. Note: this is not to be read on a sarcastic voice. As mentioned above I understand making decisions that prevent you from having to duplicate work after the next update.
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #286 on: March 25, 2015, 02:21:39 am »

No worries :D

I often make polls like that, but this is also a hobby of mine, so I do what I want. ;) But its always good to go a little bit both ways, a compromise between fun for me and fun for the players. Thats why there are no undiggable slade veins all across the map. I love the concept, but most people hate it :D
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #287 on: March 25, 2015, 02:30:02 am »

Ok, I got some good news and some good news.

Good news is, that the empregnate script still works, and kobolds will get a breeding warren to replenish their numbers.

And the good news is, that the AddPetToCiv (and minion&mounts) scripts work too, so each civ can have unique pets like before. Time to add this back to Succubi and Gnomes. :)
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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 :::

Urist Arrhenius

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #288 on: March 25, 2015, 02:31:43 am »

No worries :D

I often make polls like that, but this is also a hobby of mine, so I do what I want. ;) But its always good to go a little bit both ways, a compromise between fun for me and fun for the players. Thats why there are no undiggable slade veins all across the map. I love the concept, but most people hate it :D
Unusable shade veins sound cool. The issue would be adjusting the frequency such that they were a challenging feature, but not enough to wreck an entire site. Besides, all features can be toggled, so I'd say code it, and make it one of the optional features.
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Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #289 on: March 25, 2015, 03:20:47 am »

Ok, I got some good news and some good news.

Good news is, that the empregnate script still works, and kobolds will get a breeding warren to replenish their numbers.

And the good news is, that the AddPetToCiv (and minion&mounts) scripts work too, so each civ can have unique pets like before. Time to add this back to Succubi and Gnomes. :)

Yes, summoning does not work properly but you can see in creature_succubus_summon that they are all there. So at least migrants can bring tentacle monsters (who are now OP thanks to multiattack) :)

Edit: Did you include the latest version of the succubi mod? It has the den of iniquity added which is one of the three signature features.
« Last Edit: March 25, 2015, 03:39:42 am by Boltgun »
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #290 on: March 25, 2015, 03:45:24 am »

"iniquity" is not in the building_succubus.txt, so I'd say no. I did include whatever you send me, not sure if you posted another update in the meantime that I might have missed.

And yes, you could buy the special monsters at embark, from caravans or as migrant pets. I just have to add them... I assume it should be exactly the same as in the old mod?
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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 :::

Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #291 on: March 25, 2015, 04:33:17 am »

"iniquity" is not in the building_succubus.txt, so I'd say no. I did include whatever you send me, not sure if you posted another update in the meantime that I might have missed.

And yes, you could buy the special monsters at embark, from caravans or as migrant pets. I just have to add them... I assume it should be exactly the same as in the old mod?

You can download the vanilla patch and remove all the "import_masterwork" files, it should work right away.

Perhaps you will have to upgrade dfhack to r2 or move the scripts under the raws folder towards the dfhack's script folder.
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #292 on: March 25, 2015, 04:35:25 am »

Quote
Moved spawunit into a normal script
- Added the new argument handler to spawnunit

???

Spawnunit works?
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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: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #293 on: March 25, 2015, 04:45:56 am »

Did some work on the kobolds today. I get clean testembarks with no errorlog, all graphics and castes working, pets working, and some basic workshops setup. Entity file is pretty much done, creature file too, building files I can port from the old mod, it's mostly only reactions missing.

And a script that I requested over at the utility section, to dig soil without picks ^^

Code: [Select]
V.06

Added language to kobolds.
Removed utterances.
Added graphics to kobolds.
Added values and nobles.
Added items to kobolds.
 - Instruments as usual
 - Toy are chew toays
 - Tools as usual, including cauldrons for kitchens
 - Ballista ammo as usual
 - Trap comps are pump mechanisms & menacing spikes
 - Shields: Buckler
 - Pants: Pants, Greaves, Leggings
 - Shoes: Sandals & Low Boots
 - Gloves: Gloves & Mittens
 - Helmets: Caps & Hoods
 - Armor: Vest, Tunic, Shirts, Leather Armor & Mail shirts
 - Training weapons: All (except pikes, they are too large)
 - Weapons: whip (WHIP), large dagger (KNIFE), clubs (MACE), hatchets (AXE), mallets (HAMMER), machetes (SWORD), pointy sticks (SPEAR).
 - Ranged weapons: Blowgun with blowdarts.

Added Shalswars (tiny raptor vermin hunters)
Added jack rats (fast breeding meat-production)
Added giant jack rats (wagon-puller/pack animals and mounts)

Added booze burner, new furnace for kobolds:
 - Turns 1 unit of booze into 1 fuel.
 - Turns 1 unit of booze and 1 oil into 3 fuel.

Added new reactions to kitchen:
 - Cook 2 vermin remains for 1 meat.
 - Cook 2 vermin remains into 1 bonemeal (flux) boulder.
 - Cook 1 bone into 1 meat.

Added breeding warrens, new workshop:
 - Instantly impregnates a female worker, making her give birth to 1-5 new bolds.
 - These new kobold babies take 1 year to grow up to adulthood.

Added Trainingroom and Trap Parcour
 - Both train weapon, armor and military skills.
 - They use objects like training weapons, bucklers and armorpieces, which are preserved.

Otherwise it looks good. I'll leave the hotel now, cycle to the port... got a ~24h boat ride ahead of me, as well as clearing Chinese migration before that. Lets hope for the best :D
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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 :::

Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #294 on: March 25, 2015, 04:48:56 am »

Quote
Moved spawunit into a normal script
- Added the new argument handler to spawnunit

???

Spawnunit works?

Yes and no, it did not take the position argument properly but it was fixed in the dfhack thread. The bug causing creatures to go hostile when you load your save remains.

But otherwise it allows you to spawn enemies alright.
« Last Edit: March 25, 2015, 04:51:40 am by Boltgun »
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #295 on: March 25, 2015, 04:50:11 am »

Can't you write a script that automatically starts when you load a save to "unhostile" them?
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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 :::

Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #296 on: March 25, 2015, 04:52:28 am »

Can't you write a script that automatically starts when you load a save to "unhostile" them?

When I'll manage to do that, I'll be able fix the issue inside spawnunit directly.

The issue that I did not find what the hell made them hostile. The animals are everywhere they should be in the various menus, their datas are the same as a normal pet, and hitting them does not even spark a loyalty cascade.

Even more puzzling is that I have a fort where it does not happen, but should I retire it and start another fort in the same save, the bug is back. Drove me crazy.

Edit: Here's the latest version with all the patches so far.
https://gist.github.com/Devduweb/9299841e7169445f8cce
« Last Edit: March 25, 2015, 05:01:29 am by Boltgun »
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TechnoXan

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #297 on: March 25, 2015, 06:02:06 am »

Can I place some suggestions here?  :) If so I'll make sure they are original, might not be feasible though. I am by no means a technical genius.  :P
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silentdeth

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Why are armory/weaponry OP? It's 5 extra worksteps from normal to masterpiece... I'm unsure what to use as intermediary reagent.. whetstones? Extra metal bars? Atm it already costs fuel and a boulder (placeholder till I found something nicer)

I have to agree that that armory and weaponry are way too overpowered. According to the wiki it already takes about 4 steps for a legendary+5 skilled smith to make a masterwork item, 26.7% chance of masterwork quality. More if you taking into account melting down the exceptional items.

The primary focus of most forts after basic necessities are taken care of is getting quality weapons and armor, something that can, eschewing moods, take the efforts of a dozen or so dwarfs years to accomplish. The armory and weaponry bypasses that entire process. Instead of weaponsmiths and armorsmiths being some of the most valuable dwarfs in a fortress, they are no more valuable than potash and soap makers.

Some suggestions that would be more balanced:

  • Change it so that is just reforges the item, taking the dwarfs skill for the output. The cost would be a couple of units of fuel. This way it is just like melting down an item and reforging it, except that the player doesn't have to deal with manually designating items to be melted or items producing more or less metal than required to make them.
  • Another option would be to make it so that you could only upgrade an item once, for about 5x the cost of the item. I'm not sure how you could accomplish this, maybe making upgrading items encrusted, and not letting encrusted items be upgraded.
  • Or you could make it so that only uncraftable items can be upgraded, and move all the two-handed stuff to caravans only. This would still having the downside of giving the player access to masterwork quality weapons far sooner than normal. It would also not address the issue with the armory.
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Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

InotDead

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #299 on: March 25, 2015, 05:51:46 pm »

I wanted to tweak alchemists shop a bit, to make it even more useful but less efficient, but something broke before I even adjusted the costs and I can't figure out where the problem is.
In short, some reactions show up, others don't, and I'm all puzzled.
Even the star ruby doesn't show up now, unlike two other gem reactions, yet I haven't touched those three at all (I think?).

Spoiler (click to show/hide)

EDT. duh, turns out I forgot to change the civ raw. sorry
« Last Edit: March 25, 2015, 06:25:46 pm by InotDead »
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