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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 1858444 times)

sayke

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11025 on: April 26, 2013, 12:03:55 pm »

@fire1666 - the whole point of shades was for them to be a novel "glass cannon" race; very fragile but very powerful at the same time, that could spawn inside your fortress under certain circumstances. what's the point of the shades you're making? and you should probably call them something besides shades, because there's already the infrastructure for something using that name in the raws...
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11026 on: April 26, 2013, 12:19:07 pm »

Sayke, there are three people who have some interest in making a playable undead race.

@Noobazzah: Just run the Dwarf Fortress exe. Its in your Dwarf Fortress folder. Or open then Settings.exe and click on "play dwarf fortress". Thats how it usually works. You missing dll file, I never heard about it, that must be specific to your system. You can get it here: zlib1.dll

@werdna: 'long duty' bug doesnt exist in this mod. Anyway, I am just throwing out ideas, I didnt say: I will do this, next release will have, or anything like that. Its just possibilities. I am working on other things atm.

@fire1666/gamerlord: You guys do know that you will end up with a "steel shadowy javelin kit" ? Keep the material names in mind. It is a lot easier to give the entity the same items (since they already exist) and instead do new materials. You can for example make a shade-metal that is very weak outside, but strong in the dark, using itemsyndrome and cave adaption. Of course that is a bit more advanced modding, but you can do it :)

Btw names like "Abyssal bladed Recurve bow of The Night" should be either "Abyssal Bladed Recurve Bow of The Night", or "abyssal bladed recurve bow of the night". You will also not be able to use it ingame, because the name is too long. If you play with the normal font, not the TTF I think you can have 14 characters? Something like that... imagine the tradescreen. You will only see "sterling-silver abyssal bladed rec" and thats it. The names will get cut off.

Always remember guys, Masterwork is technically my first mod ever as well ;)
« Last Edit: April 26, 2013, 12:22:56 pm by Meph »
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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 :::

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11027 on: April 26, 2013, 12:20:25 pm »

Just catching up on the thread and saw some things fly by that I would like to comment on.

Bar fights:  have a random chance of creating a drink in the Still/Brewery that causes misery to the dwarf who drinks it, thus making him likely to tantrum. I was thinking of many of the other things that you could cause on the dwarf, but then any race that is alcohol dependent probably doesn't suffer kidney damage anymore.  :)

Invaders +0 through +15:  Create a new raw file for each and store it outside of the standard DF raw location.  Depending on the level chosen, replace the file in the DF raw location for world gen.  Be sure to store the current setting of +1 through +15 in the registry or a config file so that it will always show the current level that is in the DF raw area. (Config file would be best so that multiple version of MW do not get messed up by reading the same registry entry.)

Archeologist:  Random chance for a reaction that will result in a very powerful creature spawning inside the shop, similar to colosuem. (mummy, shade, anything that may hatch from an egg, etc.)
« Last Edit: April 26, 2013, 12:22:18 pm by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Noobazzah

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11028 on: April 26, 2013, 12:22:53 pm »

Thanks for the quick reply!
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11029 on: April 26, 2013, 12:29:32 pm »

Billy Jack, thats funny. I dont know if you know it, but the dwarven body plan actually has abnormaly large livers.  :D

I could transform the dwarf to a "drunken brawler" with the crazed tag for a few seconds, but really, thats wont work. Any civilians will flee, any military will quickly kill him, before he can turn back to normal. But I cant really think of any posivite effects the tavern should have, besides the "playing music" part. What else could I put in a tavern?

If I create a raw file for each all other settings that access these files will be lost. And since it is creature_standard and creature_masterwork among many others, NO WAY. I have a simply +5 YES/NO now, till some programmer shows mercy and gives me the code :P

Archeologist: I actually thought of the marker, from dead space. :) turns all dead into necromorphs. But really, mostly I was going the itemsyndrome line, with cursed weapons and armor. You know, free mithril armor, awesome, but your dwarf feels constant pain, or you get a vampiric sword, very nice, very nice, but the wielder gets the bloodsucker tag. :)
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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 :::

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11030 on: April 26, 2013, 12:34:06 pm »

>> tavern

Music
Special brews with magical effects (reset cave adaptation?)
Gambling
Stage fights between caged vermin
Buy expedition maps from shady merchants
Is there any way to boost socialization (encourage friendships / parties)?
Is there any way to suppress socialization?

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11031 on: April 26, 2013, 12:42:14 pm »

I cant affect personality traits without transformations, but syndromes can do mental attributes, like Linguistic Ability, Kinesthetic Sense or Social Awareness. But even changing those wont really give the Tavern a reason to exist. It would be more of a small sideeffect.

Gambling = Thats a good one. Play dice or poker, like a tiny, more rough casino, Witcher style.
Stage fights/races between vermin = I cant think of a way to do it. Using caged vermin as reagent, preserve reagent, and then what? Win money?
Expedition maps = What do they do?
Special brews with magic effects = Yeah, I can do that. The Alchemist also does that, but I guess a "no fear" one from the tavern doesnt hurt.

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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 :::

Noobazzah

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11032 on: April 26, 2013, 12:48:55 pm »

Sorry to bother again, but I can't find the settings exe anywhere. The 'Dwarf Fortress' launcher works now, but going through all the inits is a bit tedious. The settings screen would be nice, has anyone had similar problems before?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11033 on: April 26, 2013, 12:49:42 pm »

>> Expedition maps = What do they do?

I was thinking of this:

reagent: 1000 silver coins (or whatever ... depends how good the maps are)

product:  10%:  "map" item that is required as reagent for a special mission to a well-preserved ancient ruin with more deepbronze etc. than usual  inside (or in Orc fortress, it could be a better chance to loot the ancient foundry blueprint or what have you)

product:  10%:  "map" to pirate treasure (gold, jewels, pistols, whatever)

product:  10%:  "map" to a lost temple (books, amulets, obsidian statues and weapons, dwarven learning scriptorium stuff)

etc. etc. etc.  Point is: either better loot, or less risk, than a normal expedition.

dwarf mode specific:  pay a thief to steal some objects that give you an advantage in diplomacy at the embasy

of course with a nice chance for it to unlock the mission "junk" where you just find a wrecked hulk with a cargo hold full of pillows. 
« Last Edit: April 26, 2013, 12:53:15 pm by smakemupagus »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11034 on: April 26, 2013, 12:53:19 pm »

Noobazzah: Are you using Windows? After you unpack it, it should look like this:
You "Masterwork Dwarf Fortress.exe" is named "Settings.exe", but otherwise the same.
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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 :::

shoobs

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11035 on: April 26, 2013, 12:56:20 pm »

Why did you replace the download for your previous version?  I do not want to get 2i but I seem to be forced to now.
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Noobazzah

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11036 on: April 26, 2013, 12:59:57 pm »

Yeah, I'm using windows. It seems something went wrong with the extraction or something, since the folder I unpacked in only contains the 'Dwarf Fortress' file, the 'MasterworkDwarfFortress' is nowhere to be found. The version I downloaded was v2i, if it makes any difference.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11037 on: April 26, 2013, 01:05:28 pm »

Shoobs, why download the new one then? Only reason is to replace the old one. And I always replaced the old version, because its on upgrade. What possible reason could you have to play the one with more bugs?

Noobahhaz, just download it again and see if you get everything in one place with a fresh .rar. :)
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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 :::

shoobs

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11038 on: April 26, 2013, 01:23:25 pm »

I enjoyed having concubines in the game.
Edit: Its also, from a coding and open source standpoint, to not replace old versions with new ones.  It gives people a chance to see the evolution of the mod if they so desire.
« Last Edit: April 26, 2013, 01:33:58 pm by shoobs »
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Noobazzah

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11039 on: April 26, 2013, 01:38:02 pm »

That should do it. It's just that mu broadband is sluggislhy slow and it takes me ages to download anything. It's working now though, so thanks!
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