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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 117479 times)

Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #345 on: April 16, 2015, 02:17:17 am »

is the licking and kissing attacks for the succubi race still no longer being used?
cause i actually really liked it...

Hehehe, it's gone for now. That will probably be reintroduced as an upgrade in the temple of sin.
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forsaken1111

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #346 on: April 16, 2015, 05:31:21 am »

So, I was playing around, and I noticed something.

Plant gathering is much more efficient than in the old DF version, making it worthwhile to do it even with no/low skill, and medium skilled dwarves managed to bring back enough in half a year to make food and drinks for at least a full year.

If you also add gathering fruits from trees, and maybe a bit of fishing on the side, you can feed your fort pretty well without having to farm.

I'm not complaining, but it does feel a bit too easy to have massive amounts of alcohol and food for the first few years.
At least, I guess it makes it viable to embark with little to no food and drinks now, so that's that.
Plant gathering is much more effiicent because Toady fixed up the hauling code. Before, a dwarf would run out and pick one potato and then store it in a stockpile. Now they will pick potatoes and other plants until they cannot carry more, and only then will they store the food.
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Boltgun

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #347 on: April 16, 2015, 07:16:11 am »

So, I was playing around, and I noticed something.

Plant gathering is much more efficient than in the old DF version, making it worthwhile to do it even with no/low skill, and medium skilled dwarves managed to bring back enough in half a year to make food and drinks for at least a full year.

If you also add gathering fruits from trees, and maybe a bit of fishing on the side, you can feed your fort pretty well without having to farm.

I'm not complaining, but it does feel a bit too easy to have massive amounts of alcohol and food for the first few years.
At least, I guess it makes it viable to embark with little to no food and drinks now, so that's that.
Plant gathering is much more effiicent because Toady fixed up the hauling code. Before, a dwarf would run out and pick one potato and then store it in a stockpile. Now they will pick potatoes and other plants until they cannot carry more, and only then will they store the food.

Plant gathering is op now, you can set up a picking area under trees, make a few stepladders and your fort will overflow with fruits.
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forsaken1111

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #348 on: April 16, 2015, 07:26:22 am »

So, I was playing around, and I noticed something.

Plant gathering is much more efficient than in the old DF version, making it worthwhile to do it even with no/low skill, and medium skilled dwarves managed to bring back enough in half a year to make food and drinks for at least a full year.

If you also add gathering fruits from trees, and maybe a bit of fishing on the side, you can feed your fort pretty well without having to farm.

I'm not complaining, but it does feel a bit too easy to have massive amounts of alcohol and food for the first few years.
At least, I guess it makes it viable to embark with little to no food and drinks now, so that's that.
Plant gathering is much more effiicent because Toady fixed up the hauling code. Before, a dwarf would run out and pick one potato and then store it in a stockpile. Now they will pick potatoes and other plants until they cannot carry more, and only then will they store the food.

Plant gathering is op now, you can set up a picking area under trees, make a few stepladders and your fort will overflow with fruits.
And? You can set up 2 5x5 plump helmet farm plots and feed hundreds of dwarves. Food has never been terribly difficult to obtain.
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slay_mithos

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #349 on: April 16, 2015, 11:18:14 am »

Except that with only 1 or 2 types, you have dwarves that start complaining after a year or two.

With the variety from plants and trees, you can basically satisfy them for a long time, because they won't stop drinking your various boozes.


On top of that, my plant gatherer is only level 5, and he manages o bring back even stacks of 3-4.
Before, not only did they come back each time they managed to harvest something, it also always was in very little amount.

I'm nto saying that food is hard to get anyway, with fishing, hunting/traps, animal breeding and butchering, eggs, milk, farming, there are a lot of ways to get a lot of food in a relative short time.
Harvesting plants was never among if though, it was only good as last measure, and to unlock plants for farming them.

Well, I'll just slow down my other food industries for now, until I make my farms for the above ground things that I want among the pretty long list of seeds I now have.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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derzz

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #350 on: April 16, 2015, 11:32:47 am »

Started to play for gnomes and I failed to build seismic telegraph. I couldn't find a heavy piston  into trap components, and now i'm wondering how many things work wrong in gnomes gameplay at the moment. Is it possible to make gnomes' industry right now?
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Emperor

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #351 on: April 16, 2015, 11:35:49 am »

Except that with only 1 or 2 types, you have dwarves that start complaining after a year or two.

With the variety from plants and trees, you can basically satisfy them for a long time, because they won't stop drinking your various boozes.


On top of that, my plant gatherer is only level 5, and he manages o bring back even stacks of 3-4.
Before, not only did they come back each time they managed to harvest something, it also always was in very little amount.

I'm nto saying that food is hard to get anyway, with fishing, hunting/traps, animal breeding and butchering, eggs, milk, farming, there are a lot of ways to get a lot of food in a relative short time.
Harvesting plants was never among if though, it was only good as last measure, and to unlock plants for farming them.

Well, I'll just slow down my other food industries for now, until I make my farms for the above ground things that I want among the pretty long list of seeds I now have.
Updates change things every time. For example - do you remember fishing? You could lose half of your fort because of these god-damn murderous carps. And then they were fixed - and you could sustain a whole fortress just activating the fishing labor on two or three of your dwarves.

It's just...Getting easier. Nothing we can do about this.

Edit: @derzz You don't need to build seismic telegraph. The migrants will come, so will caravans. Manual can be misleading sometimes. As for the piston...You seem to be right, but the said steam piston isn't used anywhere else, and, as stated above, you don't need the telegraph anymore, so IndigoFenix may have decided to remove it.
« Last Edit: April 16, 2015, 11:42:36 am by Emperor »
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zlurker

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #352 on: April 17, 2015, 03:41:05 pm »

People seem to forget that for every good thing like more efficient plant picking Toady adds 20 new ways for your dwarves to die horribly. :D
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Wyzack

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #353 on: April 17, 2015, 04:36:53 pm »

I have a question about the new warlocks as it seems they have won the poll handily. I see they are now going to be called necromancers, does this mean that they are no longer distinct from the worldgen type of necromancer? I kind of liked it when they were evil humans that were essentially a separate species, and it feels like rolling them in with the average chucklefuck who read a neat book once kinda takes away from their coolness.
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forsaken1111

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #354 on: April 17, 2015, 05:28:15 pm »

Lore-wise you could make them the origin of the secrets of life and death, rather than some random guy who happened to read a book.
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LMeire

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #355 on: April 17, 2015, 09:00:24 pm »

I have a question about the new warlocks as it seems they have won the poll handily. I see they are now going to be called necromancers, does this mean that they are no longer distinct from the worldgen type of necromancer? I kind of liked it when they were evil humans that were essentially a separate species, and it feels like rolling them in with the average chucklefuck who read a neat book once kinda takes away from their coolness.

In the warlock thread there was a brief discussion about just that. Assuming Meph goes with the consensus in the tread, it'll be more of a "mad scientist/oppressive dictator in a castle surrounded by hopeless peasants" feel than "lonely necromancer in a tower surrounded by the mindless dead", all that was left to decide was what base creature to use. The main motivator for that course being the lack of a "spawn unit" script in DFHack, meaning any minions created would have to either be vanilla uncontrollable undead or transformed from other creatures already on the map.
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Wyzack

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #356 on: April 17, 2015, 09:04:52 pm »

So no more tons of skellingtons for menial labor? Having a non-replenishable core of warlocks with most of the heavy lifting done by created skellies was really cool. It a shame the old version was so buggy. I was really hoping for a more refined version of the old concept.
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LMeire

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #357 on: April 17, 2015, 09:19:24 pm »

The way I was imagining it was basically "killing" a human peasant by transforming them into skeletons, ghouls, and such, but otherwise leaving them alone to do the menial labors and train up in skills. The other explicitly stated options besides humans were "Dwarven peasants and a crazy dwarven magmamancer turning people into golems" and "Elven peasants and a crazy elven druid". In addition to that, I can see a case to be made for a crazy gnomish technomancer forcefully turning his subjects into the Borg.
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Emperor

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #358 on: April 18, 2015, 03:31:11 am »

forcefully turning his subjects into the Borg.

Resistance is futile. Hopefully.
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LMeire

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #359 on: April 22, 2015, 03:13:59 am »

I've got a weird graphical bug, I hit Shift-right while placing a mason shop and it did this spike thing.
Spoiler (click to show/hide)
I tried unloading the fortress and restarting but it was still there, I'm not sure how to proceed.
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle
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