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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.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1859468 times)

Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10635 on: April 11, 2013, 02:12:06 am »

Stupid question: How I can play orcs? Did go all the way embark screen and only saw dwarfs.

*facepalm* Did download wrong version!
« Last Edit: April 11, 2013, 02:24:53 am by Dwarf73 »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10636 on: April 11, 2013, 02:27:51 am »

@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.

@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.

I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.

@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.

@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.

Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.
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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 :::

Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10637 on: April 11, 2013, 04:52:39 am »


Can't see a mention of gnomes.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10638 on: April 11, 2013, 04:55:55 am »

May I ask which version you have? Not 2h ?
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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 :::

Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10639 on: April 11, 2013, 05:16:08 am »

er...
When was the last update?
Also how does one find the version name?
« Last Edit: April 11, 2013, 05:25:20 am by Rainbows »
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Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10640 on: April 11, 2013, 05:24:04 am »

*oh eck is there even a delete message button*
Accidently quote rather than modified a post
« Last Edit: April 11, 2013, 05:25:38 am by Rainbows »
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10641 on: April 11, 2013, 06:20:08 am »

I will check the padded mittens, I think that's an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.
Padded boots and boots don't seem to stack either, I think they should according to the manual as padded boots aren't shaped. But it's not a huge deal.
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10642 on: April 11, 2013, 07:13:45 am »

IMPORTANT FOR MEPH PLEASE READ
Well ive had it, im gona say feck life im going to make my dream mod at last and I would like to ask for full permition to make it a submod for the Masterwork mod that you own/distribute, if you have read the Mod idea's thread within the last 48-72 hours i have an idea for a Shade's faction, a race that masters the dark art's with a wide variety of castes that perform most of there industry and combat.
The whole population is broken down into castes as i have already infured BUT unlike dwarf's if they dont use the castes to there advantage they are useless...
As you know in masterworks the (for example) smiths caste have a huge bonus to making metalarmour and weapons ectra, normal dwarfs can do that but no where near as fast or good. these shades are STUCK to dabaling at everything thus forcing them to use there caste system more then usual.
Sorry my engilish and spelling might not be very good, although from england it has never been my strong point, i hope i can dev this but I will need help with the caste system's and the reactions.
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10643 on: April 11, 2013, 09:26:22 am »

Also, what are the requirements to make the new metals? Mithril I see you get from silver, but how do you make cobalt, deep bornze and whatnot? (Never mind. I think I figured it out. Deep Bronze you get from Expeditions, it seems. And to get stuff like Titanium, I have to grind it into a powder first and then smelt the powder. Is that right?) And what do you need to make it patterned welded? (Aaaand nevermind on this too. Finally found the stuff in the raws. It just requires mixing the main ingredient with other metals.)

And is it worth it making obsidian and slade?
« Last Edit: April 11, 2013, 09:36:40 am by Stargazer »
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10644 on: April 11, 2013, 09:33:16 am »

Whoops. Double post.
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Nalbir

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10645 on: April 11, 2013, 10:23:40 am »

Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10646 on: April 11, 2013, 10:36:50 am »

Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
there is a manual section from the launcher for the mod if thats what your looking for BUT i dont think there is a dedicated wiki
well...
not to the best of my knowledge
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Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10647 on: April 11, 2013, 10:44:09 am »

First time playing with orcs, still no dedicated military of anykind, fort wall not complete, no traps, 4 drakes show up, one named, they eat one orc before I notice what's going on, am I screwed for good?
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Tarkanos

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10648 on: April 11, 2013, 11:01:56 am »

@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.

@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.

I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.

@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.

@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.

Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.

Ah, okay. I did deactivate that, I just didn't realize it ruled over the Cult as well.
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anomaly

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10649 on: April 11, 2013, 12:31:09 pm »

Well, I don't really think surface farming is really that much more dangerous.  If you really want to seal your fortress  off (which I don't usually do) You can just channel out an area and build floors over it.

Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.
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