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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 1859481 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10650 on: April 11, 2013, 12:40:09 pm »

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?

Do you have any war animals?  Wild animals tend to avoid them so you can buy some time to craft a bit of gear.  I demonstrate this in Ch.2-3 of the tutorial fort against Centaurs, which are probably similarly tough as drakes.  You can always send in your Uruks and even regular Orcs as wrestlers and they'd probably win, although it'd be a pity to lose any Uruks to wildlife.

Better get your military going before the elves come though! :)

Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10651 on: April 11, 2013, 01:41:28 pm »

Do you have any war animals?  Wild animals tend to avoid them so you can buy some time to craft a bit of gear.  I demonstrate this in Ch.2-3 of the tutorial fort against Centaurs, which are probably similarly tough as drakes.  You can always send in your Uruks and even regular Orcs as wrestlers and they'd probably win, although it'd be a pity to lose any Uruks to wildlife.

Better get your military going before the elves come though! :)

No war animals, but for some reason drakes did feel pity my orcs and left after killing that one, soon after I got a visit by anubites, now that didn't go very well, over 20 dead orcs, before they had enough and left, had only 6 orcs left...this is getting interesting, fort is full of decomposing bodies, blood and vomit, expedition leader did throw several tantrums before finally calming down a bit :D
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anomaly

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10652 on: April 11, 2013, 05:34:36 pm »

> 20 dead orcs

I literally laughed out loud, not because I'm making fun of you but because I could see how easily it could happen.  I consider myself to be an old df vet and my first fort in quite some time from the last time playing was lost because I made the drawbridge raise in the wrong direction.

My advice to you after starting a few times in orc fort  is to start your military as soon as you get your first immigrant wave, and make them full time draftees.  Skills make a huge difference, just as much if not more so than gear, and a modestly trained squad equipped with rock clubs and wooden shields is a thousand times more effective than no military at all.  As a personal rule I try to get 5 orcs in the military for every 10 civilians up to about 30 troops.  for some that might be excessive but if you're hunting at all it's not like it's hard to feed them. (Just watch out for those damned firebirds!). There's also no need to spend so much resources early on for a wall if you have a reliable melee squad - sitting behind walls is what weakling pinkskins do.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10653 on: April 11, 2013, 07:06:33 pm »

I split up my military i to 'Oathknights' (normal orcs, iron and steel medium armour with axes), 'Baneknights' (uruks/ronin with polehammers/heavy armour) and 'Duelists' (ronin/uruks with massive agility, mithril armour and daikatanas). Works against almost anything that attacks, save ranged units. But I deal with them with conscript ranged auxillaries.

anomaly

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10654 on: April 11, 2013, 10:01:18 pm »

Shields make a huge difference with archers.  Material is irrelevant, quality bestows a fairly large blocking bonus.  That means a fort on a budget or with legendary leather workers or carpenters can add a good chunk of survivability to their military.  Skilled soldiers with masterwork shields are nigh invulnerable.  You can also build irregular shaped highways Filled with pillars and doors to make archery impossible.  That only works if you can draw invaders in though.

I like two-handed weapons conceptually but with the way things are in dwarf fortress I would never go without a shield.  This is mostly based on my experience with vanilla but I've not seen anything in masterwork that contradicts it.
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10655 on: April 12, 2013, 02:00:43 am »

On the idea's of shields I agree, to be honest I have never used 2H weapons in fortress mode. when I did use them I get everyone killed (dwarf with masterwork poleaxe went beserk during a frostgiant siege..... need i say anymore?)
Anyone notice last page what I wrote, can somone make sure meph see's it?
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cainiao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10656 on: April 12, 2013, 03:14:34 am »

Did Masterwork have any reaction to make useless coins useful?

Like use them in some specific workshop to hire mercenaries or to buy some powerful weapons or armors or even basic material chests at a reasonable prize?

Now I am sitting on piles of coins because my bards are earning them a lot from elves and sometimes got them from treasures.
« Last Edit: April 12, 2013, 03:19:18 am by cainiao »
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10657 on: April 12, 2013, 03:18:55 am »

They are useful in Orc Fortress.

Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10658 on: April 12, 2013, 05:05:44 am »

Is there a walkthrough anywhere on how to manage tears of armok and blood of armok and magma tankers and all that?
and can orcs use any of the Armok gems?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10659 on: April 12, 2013, 10:57:10 am »

and can orcs use any of the Armok gems?

in the included Orcfort 1.02, no, all of Orcish magma/water engineering is done through the Magma Fluidcaster which is a rare drop from raiding Dwarves.

in the new Orcfort 1.2x, they should be able to turn a rough Blood of Armok and orichalcum into a Fluidcaster blueprint at Arcane Forge.

It's not exactly a walkthrough, but the 2nd post of the orcfort thread has a photohistory of me learning to use them :D  And the Orcfort manual Tips & Tricks section has a long entry on it.  Again it's not exactly the same as Dwarfmode so your mileage may vary

Spoiler (click to show/hide)
« Last Edit: April 12, 2013, 11:09:31 am by smakemupagus »
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Hefateus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10660 on: April 12, 2013, 11:45:37 am »

Not sure if this is intended or not but in my tanner workshop i have a couple hundred "tough skin." If you look at them with DFHACK you see that theyuse the skin_tanned type but they are CREATURE:ANIMAL_EXOTIC:SKIN rather than the CREATURE:ANIMAL_EXOTIC:LEATHER like the "tough leather"  I looked at the raws and saw that the "tan hide to tough leather" leads to LEATHER_EXOTIC instead of to LEATHER. I couldnt find the creature template for this so Im guessing it is a broken link? I had a farm of Pekyt going which is where i think this came from. Is there a way I can fix this also besides just having it added to the bug fixes?

EDIT
Also another possible bug related to the Resercher study. I used the random item experiment a couple of times and got some magma armory bloodsteel bladed whip, demonic armor and a angel greaves.... is it really that random or is something wrong? With the DFHACK changeitem info you can see that they are soap...with the subtype of ITEM_WEAPON or ITEM_PANTS or ITEM_ARMOR.  Are they useable as their subtype?
« Last Edit: April 12, 2013, 12:40:35 pm by Hefateus »
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suiZ

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10661 on: April 12, 2013, 12:28:27 pm »

I just had a rather strange bug causing DF to crash. I cant tell if its a Masterwork/DF/DFhack thing so accept my apology if this is the wrong board for it. ;)

My game kept crashing and after a whole lot of reloading and trying to figure out why, i found the cause. Apperently one of my Quantum Stock Pile Minecarts was missing (no idea why, it worked before) and the moment a hauler dwarf would place his stone (ordinary gneiss) on the input pile the game crashed.

If this is not related to masterwork please let me know on what other Board I can post this bug.

*edit*
I just noticed another bug, my butcher's shop keeps queing "butcher a dead animal" although there is no animal to be butcherd - butcher runs there cancels the shop but its imidiatly requed. I had to turn the auto-butcher off.
« Last Edit: April 12, 2013, 12:45:09 pm by suiZ »
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crusaderbond

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10662 on: April 12, 2013, 03:05:23 pm »

Upon piercing the third cavern, I find my sand level near the surface is growing floortiles along with the usual crystal and glass fungus. I find this odd, and I thought I should mention it.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10663 on: April 12, 2013, 03:17:00 pm »

Upon piercing the third cavern, I find my sand level near the surface is growing floortiles along with the usual crystal and glass fungus. I find this odd, and I thought I should mention it.

Yeah, it's normal.  It's a trade off for having the three caverns look different.  Be glad the third cavern isn't made of animated wriggly living floor worms anymore :)

Nalbir

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10664 on: April 12, 2013, 07:05:35 pm »

How does underground farming work. I read the manual but crops never grow :| Do they need constant irrigation now?
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