Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

Pages: 1 ... 706 707 [708] 709 710 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1859593 times)

Vendayn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10605 on: April 08, 2013, 10:33:49 pm »

Well, re-downloading and re-installing this doesn't work. Is there a fix for it?
Logged
My own website for Skyrim, Fallout 4, and many other games: http://vendayn.wix.com/skyrimvendayn

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10606 on: April 08, 2013, 10:36:42 pm »

you're messing up the "re-install" somehow by leaving some of the old files.  a fresh download shouldn't have that problem.

Vendayn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10607 on: April 08, 2013, 10:53:42 pm »

I got it working. I dunno what was wrong before, because I fully deleted the folder and re-downloaded the mod. I did this 4 times, and it finally worked on the 5th. Weird. In any case, my Orcs are now Orcs.
Logged
My own website for Skyrim, Fallout 4, and many other games: http://vendayn.wix.com/skyrimvendayn

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10608 on: April 08, 2013, 10:57:33 pm »

 ???

Well, Glad it's working for you now :D

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10609 on: April 09, 2013, 05:37:28 pm »

Vendayn: This shouldnt happen. What exactly did you do? Did you try to install the new orc fortress? You have duplicate files, even language files, and I never touch those with my GUI.

Gamerlord: Next release is now. Just not for Masterwork, but my other mod. ;) Next masterwork release will have updates utilities, an embassy, probably NO guilds yet, an updated orc fortress and more kobold things, and lets see what else I can come up with.

Crioca: Yes, thats intentional. Otherwise they would give food (cheese), booze (rum) and clothing (wool). I wanted to avoid making them too good.

And in case anyone has been wondering what I have been up to these days, why there isnt an update or anything... I wrote this: Updated Accelerated and Modest Mod versions, 3 tilesets each, an own UI for each, based on the LNP and the MasterworkGUI... you can even update the savegames with graphics now, something I could never do in Masterwork. Big thanks at Lucas_NP for that. :) I also included some utilities, added binary patches, large address aware patcher, falconnes and robertheinrichs plugins and bundled everything up. :)


Accelerated DF - only FPS improvements. Nothing more, nothing less.

>>> DOWNLOAD ::: Windows (V.1.1 for DF 34.11) <<<

>>> DOWNLOAD ::: Raw-Only (V.1.1 for DF 34.11) <<<


Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder





Accelerated Modest Mod - FPS improvements, bugfixes and balancing.

>>> DOWNLOAD ::: Windows (V.1.1 for DF 34.11) <<<

>>> DOWNLOAD ::: Raw-Only (V.1.1 for DF 34.11) <<<

Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder

Logged
::: ☼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 :::

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10610 on: April 09, 2013, 06:45:28 pm »

Just checking; Will gnomes stay naked?  If so I will post in the Orc fort manual that they make very un-worthy foes (which is the case currently). 

I guess there is unlikely to be any small tweak that would make them dangerous enemies... they'd probably be weak even with armor and then you'd just get that much more practically-free stuff.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10611 on: April 09, 2013, 07:02:09 pm »

I really didnt think of the Orcs when doing the Gnomes. I think it would be the best to simply disable them by default when activating Orc Fortress. I designed them to be very, very weak, to make the caravans vulnerable. I could give them clothing, at least a bit, I guess... but their bodysize is so small, your Orcs would just stomp over them. ^^
Logged
::: ☼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 :::

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10612 on: April 09, 2013, 07:12:54 pm »

I really didnt think of the Orcs when doing the Gnomes. I think it would be the best to simply disable them by default when activating Orc Fortress. I designed them to be very, very weak, to make the caravans vulnerable. I could give them clothing, at least a bit, I guess... but their bodysize is so small, your Orcs would just stomp over them. ^^

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect. 

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10613 on: April 09, 2013, 07:16:06 pm »

Can be done, no problem ^^

In total that would make:
Quote
In the next update can you please also add ORC_TIAGA to the autosyndrome effect list for:
MUSIC_LUCK
MUSIC_NOSLEEP
MUSIC_NOFOOD
MUSIC_CLEAN
MUSIC_SPEED

for next version can you please add
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]
to the inorganics for:
REGRASS
GROW
WEATHER_FIRE
WEATHER_CLEAR
WEATHER_RAIN
WEATHER_SNOW

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect.

Correct? Anything missing?
Logged
::: ☼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 :::

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10614 on: April 09, 2013, 07:24:18 pm »

Yep that's everything on my list too!

Oh, Well, there is one other big one... how do you want to integrate my new evil allies?  In my Beta builds I split their creature info out of "creature_masterwork" into a new file "creature_masterwork_eviltwins" and also heavily edited the 4 entity files "entity_*_evil". 

They seem to work quite as intended in Orc mode but I haven't really tested them in Dwarf mode as opponents yet.

in case you don't fanatically follow all the details line by line of orcfort changelog here are the relevant parts :) .. including the breakdown of which changes in which file

Spoiler (click to show/hide)
« Last Edit: April 09, 2013, 07:27:54 pm by smakemupagus »
Logged

Vendayn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10615 on: April 09, 2013, 08:06:00 pm »

I dunno what I did to get all the duplicated files, to be honest. Actually, this whole thing is a bit messy for some reason. All I did was download (first time), move everything into a custom folder in my games folder. I noticed I have to download the original Dwarf Fortress for the mod to work, but when I copy the files over...that is when it gets duplicated. If I don't download the original, it crashes at start up. If I download and install "normally", it duplicates the files. However, if I download DF, and move the DF folder that comes with the mod into the DF folder...well let me just show

This is what I end up with for it to work on my system, without duplicated files or crashes and with settings.exe being able to detect the DF folder (some tries, it can't find it for some reason)

MasterworkDF (no files, just two folders) -Dwarf Fortress + Masterwork DF - Dwarf Fortress folder inside the DF folder.

Really weird to be honest. This is on an almost brand new Windows 7 install as well. I have no viruses or spyware or anything like that, but I notice even on my old Windows 7 install it caused weird issues with this. Dunno why my game install has to be exactly like that, for it to work. Must be installing it wrong...but I tried

MasterworkDF (custom) - Dwarf Fortress + Masterwork DF...skipped the DF that comes with the official download. And it crashes at startup. I tried downloading original DF...copied and replaced the files with the Masterwork DF folder and that caused duplicates. And some combination, made it so settings.exe wouldn't detect Dwarf Fortress.

But doing a double Dwarf Fortress folder, has the mod working without any issues.
Logged
My own website for Skyrim, Fallout 4, and many other games: http://vendayn.wix.com/skyrimvendayn

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10616 on: April 09, 2013, 08:13:30 pm »

I'll have to defer to someone wiser to address your crash problem, but you should *not* need an original Dwarf fortress, just download unzip and you're set.  All your dupe errors are related to trying to merge with an original DF.

Vendayn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10617 on: April 09, 2013, 08:17:04 pm »

Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
Logged
My own website for Skyrim, Fallout 4, and many other games: http://vendayn.wix.com/skyrimvendayn

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10618 on: April 09, 2013, 08:46:17 pm »

Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
You do NOT need the original Dwarf Fortress for Masterwork to work.

Also, kinda de-railing a bit, the new FTN is out and it should probably merge into masterwork without much trouble. However, it keeps crashing when I'm trying to do it brute force style so I guess I could be wrong.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Vendayn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10619 on: April 09, 2013, 08:52:29 pm »

Ah, yeah that makes sense. Strange that I need the original DF to play, but the game doesn't even use the folder, but to get around the duplication...I just put the DF folder that comes with Masterwork into the DF folder. I don't think the game is using anything in the original DF folder either...cause there is no duplications or errors now. All I see is stuff from Masterwork itself in the game.
You do NOT need the original Dwarf Fortress for Masterwork to work.

Also, kinda de-railing a bit, the new FTN is out and it should probably merge into masterwork without much trouble. However, it keeps crashing when I'm trying to do it brute force style so I guess I could be wrong.

It crashes if I don't have the original Dwarf Fortress inside my custom Masterwork folder. Then I have to put the Masterwork DF folder into the original DF folder. Not sure why, and it doesn't produce an error log...it just gives me a windows error that it crashed, but there is nothing but a generic error message in the event viewer.

I've tried just having the Masterwork DF folder and the Masterwork folder in my custom MasterworkDF folder...and that crashes when it tries to load up. I don't even get to the menu screen. I even did the 4gb thing, but it still crashes.

(edit: It does however crash once in a while, when it is about to generate a map. If I open the game and generate, it works. However if I try to generate a 2nd time (without closing DF and then opening it again)...the game crashes. It also crashes sometimes when I leave a map after saving. Otherwise it works. But I still crash 100% of the time if I don't have the original DF folder)
« Last Edit: April 09, 2013, 08:54:50 pm by Vendayn »
Logged
My own website for Skyrim, Fallout 4, and many other games: http://vendayn.wix.com/skyrimvendayn
Pages: 1 ... 706 707 [708] 709 710 ... 749