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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 1860919 times)

allison

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3435 on: April 13, 2012, 11:25:57 am »

Iridium seems a little too attractive as an artifact material? My moody metalworkers demand it as a starting material _every_ time, even though I've got tons of sweet blue candy wafers (so far: two exquisite shoes, a chest, a bucket, a crown, a kite shield, two axe throwers, two scimitars and a chopping axe, all iridium)

Also, maybe no longer mod-related, but just how many caravans do you have to kill to get their home civilization to declare war? I've been regularly slaughtering every human, drow and elven trade party for over a decade now, and they just keep coming....
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3436 on: April 13, 2012, 01:37:12 pm »

@milkbot: Till I figure out why they explode into hundrets of teeth, you cant use them, otherwise would be unbalanced, sorry. The language files are modded as well, yes. Heavily modded.

@fairin: Guildhall will stay out till today fixes this. Or dwarf engineer/splinterz... engineer workshop should only use the mechanic skill, but I cant check now, not my PC I am on. Bow crawlers have the same graphics as fire ants, just in green :)  They should only spawn on soil, so flooring over helps as well.

@naryar: I got them from the genesis mod, sorry that I did not listed you as author as well, will remedy that. :)

masquerine: Well, cant say much about the combat physics of the game, I cant  mod those ;) Do you have an idea why the game crashed though ? What was the lever linked to ?

@allison: Iridium is worth a lot, maybe it was just lying nearer to the forge ? I cant mod moods, so I dont know... and the war is also hardcoded, some people seem to get them often, I personally never got any...
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Naryar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3437 on: April 13, 2012, 01:43:25 pm »

Yeah it's fine. I'll send you and Deon my updated demons soon.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3438 on: April 13, 2012, 01:45:58 pm »

PS: I am embarassed that I cant name the card, but I like your avatar all the same. Shiv... red... urzas legacy card, sorcery or creature ?
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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 :::

Deon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3439 on: April 13, 2012, 02:02:00 pm »

Awesome, your demon mod is very interesting :).

How is your trip going, Meph?
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Deon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3440 on: April 13, 2012, 02:04:32 pm »

By the way, the endless strangling is something I saw in Genesis too. Probably adding a more bloody tissue to a throat could help?
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Naryar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3441 on: April 13, 2012, 02:06:58 pm »

PS: I am embarassed that I cant name the card, but I like your avatar all the same. Shiv... red... urzas legacy card, sorcery or creature ?

It's Destructive Urge, an enchant : aura. http://magiccards.info/us/en/180.html

And it is awesome, every time you deal damage to an enemy player you destroy one of his lands. But I don't play Magic anymore.

masquerine

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3442 on: April 13, 2012, 02:32:42 pm »

The lever I had was linked to a bunch of retracting bridges. The reloading of it after it was all linked up seems to have fixed it. It's pulling and dropping siege parties to my marksdwarf squad just nicely now. I'm preparing for a massive necromancer siege party, as I have 7 hostile towers in this world. Been a little too quiet so far...


The thing with the gargoyles is that once they start strangling something, that's the only attack they do. My dwarf was clearly dead at the very first strangles, but for whatever reason it didn't register her as being dead so they happily played with her for months until they were interrupted and killed. I thought it was quite amusing though. Both of the big, stupid stone gargoyles holding a dwarf by the neck and shaking her back and forth and wondering why she's not dead (because she already was!). At least it's not instant decapitating bees (which I see you've changed) :). I'll have to see how they are now.
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Lockesly L`Crit

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3443 on: April 13, 2012, 02:47:58 pm »

The only time my dwarves got into a hissy fit over clothes was my last (unsuccessful) fort. I embarked with a mercenary (a mod by me based off of the concubine, but with military skills). I immediately started hunting/butchering/tanning to get some decent armor. After I got my forge up and running and made some armor for my merc, I noticed he soon got unhappy. Because the mercs, much like the concubines, are pets, they don't show you the entire details and thoughts screen, so I had no idea what he was unhappy about. I had three other dwarves in my militia, all of them migrants, but none of them had unhappy thoughts because they only had a spear, clothes, and a shield equipped.
After the merc went insane and berserk, I had to put him down. The next guy in line picked up his equipment and soon became unhappy. This time, however, I was able to see the problem. It was because he was "embarrassed to be uncovered". Running some tests with a few guys with full armor (padded + metal) and my control group with just metal armor, the ones with padded armor got pissed off, while the control group were perfectly content.
The problem, I noticed, is that padded armor replaces clothes (regardless of what option you set in the military equip screen), and doesn't count as clothing. So, in the meantime, I'll avoid padded armor like the plague and stick to just welded mithril/wolfram metal armor.
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Milkbot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3444 on: April 13, 2012, 03:38:29 pm »

@milkbot: Till I figure out why they explode into hundrets of teeth, you cant use them, otherwise would be unbalanced, sorry. The language files are modded as well, yes. Heavily modded.

Thanks. I just figured it was because they have so few body parts, so a decent hit to the mouth is much more likely.
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3445 on: April 13, 2012, 03:44:57 pm »

Is gem armor any good at all? Or would I be better sticking with copper?
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andy_t_roo

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3446 on: April 13, 2012, 06:28:37 pm »

There's a table of material values somewhere in the help documentation - IIRC this came up before, and gem armor may actually be Gem encrusted wood, from the raws ...

looking at the raws:

[REACTION:GEM_BPLATE]
[NAME:make a gem breastplate]
[BUILDING:GEMWORKSHOP:CUSTOM_T]
[REAGENT:A:3:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:PLANT_MAT:GEMTIP:WOOD]
[SKILL:CUTGEM]

[PLANT:GEMTIP] - to simulate gem arrow points
   [NAME:arrowwood][NAME_PLURAL:arrowwood][ADJ:sharp]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [USE_MATERIAL_TEMPLATE:WOOD:GEMTIP_TEMPLATE]
      [MATERIAL_VALUE:2][VALUE:1]
[SOLID_DENSITY:5500]

[MATERIAL_TEMPLATE:GEMTIP_TEMPLATE]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:800]
   [IGNITE_POINT:NONE]
   [MELTING_POINT:11500]
   [BOILING_POINT:14000]
   [SOLID_DENSITY:7850][IMPACT_YIELD:1000000][IMPACT_FRACTURE:1000000]
[COMPRESSIVE_YIELD:1000000][COMPRESSIVE_FRACTURE:1000000]
   
   [SHEAR_YIELD:100000]
   [SHEAR_FRACTURE:100000]
   [SHEAR_STRAIN_AT_YIELD:130]   
   [ABSORPTION:0]
   [ITEMS_AMMO]
   [WOOD]
NOTE: NO ELASTICITY DEFINED! (defaults to 0 (lower is better!))

ok... mixed numbers here - Compressive yield and fracture is between IRON and STEEL, but the defaulted elasticity number is equal to adamanite. Shear numbers are twice as good as steel. - so depending on the attack, either a bit better or a bit worse than steal, but better than IRON.
(see http://dwarffortresswiki.org/index.php/DF2012:Metal#Weapon_.26_Armor_Quality)

Just another note:

[REACTION:HELM_UPGRADE_ONE]
   [NAME:Add plates to helm]
   [BUILDING:ARMORY:CUSTOM_H][BUILDING:MAGMA_ARMORY:CUSTOM_H]
   [REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[REAGENT:plate:1:TOY:ITEM_TOY_ARMORPLATE:NONE:NONE]
   [PRODUCT:100:1:HELM:ITEM_HELM_PLATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_ARMOR][FUEL]


there is no material type on the plate reagent - this means that any armor can be plated with any material ... Copper plated adamantine would produce plate adamantine.
« Last Edit: April 13, 2012, 08:07:03 pm by andy_t_roo »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3447 on: April 13, 2012, 08:28:04 pm »

Quote
Quote
It doesn't make gem armor, just gem-encrusted armor made out of wood. Because of this, I cant see it in the arena, so I'll have to look and see if it's reliable in fortress mode.
This is... sooo... wrong. It makes gem armor, made out of a fake wood that has the same properties as gems, since gem-armor made of gem is not stockpile. So you get gem armor made out of gem-wood that looks and handles like gems, and is named like gems. Sharp gem weapons are really good, but I never did relieable tests with the armor, so I cant say anything foolproof about how good they are. They shouldnt be too bad...

So much about that... it is NO gem encrusted wood, I dont know how two people come to that conclusion independently.

Anyway, I just had my personal victory over DF. Some of you remember my problem with the instruments... I removed all instruments from the races to lower clutter, but instead all races got random instruments... than I reduced it to 1 instrument per race, hoping they would bring less of them, nope, same number, just all one type... but now... NOW... muhahahah...

I gave instruments an actual value. Behold:
Spoiler (click to show/hide)

Every of the 12 instruments in the game can be used to play a different song.



And the building guide for the new storage unit as well:


In addition to that I also made 2 new magic gems... similar to the tears of armok that give unlimited water. The "Armoks Metal" gives 1 bar of each vanilla metal (no candy though) when smelted. And the "Blessing of Armok" makes the miner that mines it super fast (imagine DFhack fastdwarf-fast) for 1 month. You can find single gems of those when you mine. Stable warpstone (yep) also exists and will mutate the miner that mines it, giving him 200% strength, endurance and agility. Thought so many people disable "harder mining" that I should include some positive effects to it as well. Have fun :)

PS: I think I will also add 4 new buttons... evil dwarves, evil drow (lol), evil elves and evil humans... just a carbon copy of the normal ones, but with the babysnatcher tag, to make them instantly hostile. So people can fight these races for extra challange. Would be OFF by default, because with all the goodies I gave the friendly races they should be really tough. What do you think ?
« Last Edit: April 13, 2012, 08:40:47 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 :::

Talanic

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3448 on: April 13, 2012, 10:02:53 pm »

Both times animals attacked my miners, it happened in the first two seconds after I started the game.  No time to give any orders; just crunching bones and tantrum spirals.

If it helps (I suspect it won't), I had embarked with two of each gender of the animals in question.
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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.1 NEW: Trade System & Armor Sets
« Reply #3449 on: April 13, 2012, 10:14:51 pm »

On evil races, give them personal weapons, make em worth fighting instead of "oh....I dont FEEL like it...everyone inside....if you want....not really in danger......take your time.....get a drink......"

Like spears that can shatter steel, or iron-strong bones. Or some bad-ass mounts. Or guns.

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