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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 1859373 times)

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10710 on: April 15, 2013, 07:57:04 pm »

So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?

I'm assuming it has something to do with the cult? I've had it turned off this entire game though, so I have no clue what went wrong with my game. And, of course, reverting back to my last save does work, but it'll cost me a year's worth of progress.

Blaaaaaaah.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10711 on: April 15, 2013, 08:51:59 pm »

<please can you explain> what are life guard arms and why is the artifact's name so perfectly fitting?

It's from Orc fortress, a Human-style elite guardmans arms kit combining the functionality of a musket and a lucerne polehammer.  Multigrasp, but other wise a devastating weapon.

like,
http://mountandblade.wikia.com/wiki/Lifeguard
not like
http://en.wikipedia.org/wiki/Baywatch
« Last Edit: April 15, 2013, 09:02:45 pm by smakemupagus »
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sealclubber

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10712 on: April 15, 2013, 09:04:45 pm »

<please can you explain> what are life guard arms and why is the artifact's name so perfectly fitting?

It's from Orc fortress, a Human-style elite guardmans arms kit combining the functionality of a musket and a lucerne polehammer.  Multigrasp, but other wise a devastating weapon.

like,
http://mountandblade.wikia.com/wiki/Lifeguard
not like
http://en.wikipedia.org/wiki/Baywatch

I was really hoping for a dorf in a string bikini but a gun is fine too.  :D
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Nalbir

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10713 on: April 16, 2013, 05:01:19 am »

A thought for people:

While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.

fasquardon

+1
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Ivan Issaccs

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10714 on: April 16, 2013, 06:19:24 am »

Considering I find it really easy to strip mine every peice of coal and clear cut a 4x4 embark for coal generally by year 3 I'd really hate too need coal for cooking. On the other hand... Magma smoked forgotten beast meat anyone?
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urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10715 on: April 16, 2013, 08:48:26 am »

Hm, how come the Trap Engineer's Workshop will only let me upgrade my glass spikes (to sharpened or serrated), but everything else is not selectable?  I have a ton of iron and glass sawblades, but cannot select Upgrade sawblade (either lvl1 or lvl2).

Does it depend on Mechanic level?  My highest beard is Professional, level 9.
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tahujdt

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10716 on: April 16, 2013, 09:57:40 am »

I think upgrading serrated discs takes different parts.
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thistleknot

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10717 on: April 16, 2013, 10:03:11 am »

mwmod mod question
whats the purpose of evil armor for drow? is it just to reduce leftover armor clutter or does it actually have interactions or reactions attached to them? i noticed orcs have similarly named armor.

i ask because i modded them in and im considering replacing with regular armor in because i like armor being left behind as i can melt it down for bars.
« Last Edit: April 16, 2013, 11:41:28 am by thistleknot »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10718 on: April 16, 2013, 11:27:12 am »

sharpening spikes doesn't require any extra reagents, upgrading discs does.  (pulleys, i think)

a lot of the invader armor exists so that it has UBSTEP and or LBSTEP MAX (i.e. it is a giant onesie that covers the creatures arms and upper legs) because Meph likes invaders to carry less stuff. 

thistleknot

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10719 on: April 16, 2013, 11:42:06 am »


a lot of the invader armor exists so that it has UBSTEP and or LBSTEP MAX

anything special about UBSTEP LBSTEP MAX?

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10720 on: April 16, 2013, 11:55:32 am »

Yeah, MAX is shorthand for the largest number that would be valid number of steps on the given creature (i.e. equivalent to ~4 or 5 on a humanoid).  I recommend you read the wiki entries as there are some known bugs/oddities

Spoiler (click to show/hide)

thistleknot

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10721 on: April 16, 2013, 12:47:41 pm »

so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?

Isngrim

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10722 on: April 16, 2013, 02:04:59 pm »

so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?
yes

my question:
i was wondering why volcanic does not show up in the material list for squad equipment
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alexjj

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10723 on: April 16, 2013, 02:05:23 pm »

I downloaded the mac version but the settings program is a windows .exe. How do I change all the settings?
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Milkbot

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10724 on: April 16, 2013, 04:25:57 pm »

Meph, I don't know if this has been suggested before.

But would it be possible to have golems having a chance of spawning hostile. As in something goes wrong with the golemization and the machine turns on it's creators?
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