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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 1833727 times)

Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #375 on: January 16, 2012, 03:16:53 pm »

Adding Mayday's tileset would be plain great. I just wanted to say that.
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Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Putnam

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #376 on: January 16, 2012, 03:21:52 pm »

You are lucky ;)

But with the next version I will be able to do caste specific graphics

I'm pretty sure that that hasn't been confirmed in any way whatsoever.

I would personally love it, but I don't think it's in the next version.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #377 on: January 16, 2012, 03:45:25 pm »

Mh... I remember reading it somewhere... otherwise I will think of another solution. I am sure something can be done, to avoid too much free golems...

My first fortress succumbed to a zombie invasion as well. I killed 6 zombies with 2 miners and 1 woodcutter, but the rest massacred everyone. Second fortress is running now.

Found bugs:
Friendly invaders after recliam. I had that problem with vanilla as well. Any fix aviable ?

PHOEBUS: Floodgates look like bars. Caused by only copying creature/inorganic/plants for new tileset ?

Magma Safe products = Unknown material products, but still work fine.
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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 :::

CheatingChicken

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #378 on: January 16, 2012, 05:36:28 pm »

Found bugs:
Friendly invaders after recliam. I had that problem with vanilla as well. Any fix aviable ?

I blame this on reclaims not working as intended in general. I dont think it can be fixed without changing the game's source code. I assume it was the zombies for you as well, right? They can be really annoying when they keep filling the fortress with miasma and kill all the traders and diplomats.....
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #379 on: January 16, 2012, 06:45:35 pm »

Yes, zombies. But nothing I could do about that.

Found issues:
Second set of mirgants arrived partly with hurt feet, one suffocated. Problem with frostbite ? (played on glacier)
Frequency of Airman why too high, have to nerf it.
Turrets still have white background.
Decontructing a farm plot leaves really green: Furrowed peat. looks weird.
Caverns are barren. Only some normal trees grow, no grass, no underground trees. (note: I play with simple materials)
Turrets, Golem, Mines and Decoys are at peace with wildlife. Good or Bad ?

Gamelog:
First fortress:
Started with "Selfsufficient Farmers & Shepherds" Normal start.
Spring: Nothing
Early summer: migrants
Late Summer:Zombie invasion. Milita killed 6 zombies, then everyone died.

Reclaimed with "Engineers sent to build fortifications"
Found pacified, but smelly zombies in fortress.
Major FPS drop in the reclaim fortress. Probably because of scattered clutter all over the map.


Second fortress.
Started with "Selfsufficient Farmers & Shepherds" Normal start.
Spring: nothing
Summer: migrants, semimegabeast: Air man arrived and promptly walked into the volcano.
Autumn: Another Air man. Just flies around, cant come in, bridge is closed.
        More migrants. First airman seemed to have dived till the magma lake, and came climbing out of the volcano           again. Migrants get attack by air man, kills 3. Then gets one-shot-killed by slade turret.
   The other air man flies into the fortress, kills 3, gets killed by militia.
   Migrants have brought: web turret, slade turret, bronze golem.
   Fey mood: Clothier. I have not cloth though...
   First kobold thief arrives
   NO DWARVEN CARAVAN.
Winter: Third air man. Kills hawk and cat, but cant come in, roof has been fixed.
   Weaver has gone stark raving mad.S
   Let air man in. Killed by slade turret, but the bronze golem fell into the magma moat and melted. Sad.
   Bridge has been destroyed in the battle. Dont know how.

Spring: Almost died of thirst. No water, cant melt it with bonfires, build a farm one season ago, but no mushrooms       yet. Sent people to collect plants. Down to 5 drinks...
   Hostital build, but useless without water.
   Both Magma traps are fully loaded
   Magma based metal production is running smoothly.
   First mushrooms appear. I am saved.   
   Late spring: Elven caravan arrives. Yeah. Ordered drink, logs and blobs for next year.
Summer: Not much
Autumn: Found all caverns, magma lake and candy cotton.
Winter: Abandon settlement, because dwarven civ died at worldgen, no caravans = no anvils. No migrants = no invasions.
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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 :::

Teh Zip File

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #380 on: January 16, 2012, 09:11:13 pm »

Any chance you could add an option to turn off the extra metal types? (Coarse, fireproof, ect)

Could be called "Simple Metal Types" or something.

EDIT: Huh. I'm getting sieges... by rat men in the caves. That's odd. I'm pretty sure I don't have the fortress defense mods on...
« Last Edit: January 17, 2012, 12:44:48 am by Teh Zip File »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #381 on: January 17, 2012, 12:59:32 am »

No coding for today. BUT I made a (very ambitious) preview for the next Settings.exe It includes everything I can think of, and want to include. The only thing you cant change is the generic materials thing. This will stay, no matter what. It is the very core of this mod.

Here the preview. It will take a long time to make this. The only thing finished in the GUI.

Spoiler: Part1 (click to show/hide)
Spoiler: Part2 (click to show/hide)
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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 :::

Mastvlag

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #382 on: January 17, 2012, 06:40:48 am »

Very nice!

One thing that might be a bug, when i try to make an iron breastplate, the game lists that i need 450 iron bars to do this. I don't know if this is intended or a bug, but i still think it's way too much iron needed.
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Putnam

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #383 on: January 17, 2012, 10:06:33 am »

Very nice!

One thing that might be a bug, when i try to make an iron breastplate, the game lists that i need 450 iron bars to do this. I don't know if this is intended or a bug, but i still think it's way too much iron needed.

"450 iron bars" actually means three iron bars, due to the way the game handles metals. Bars have a dimension of 150, so "150 bars" is 1 bar, just like "15000 thread" is 1 unit of thread.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #384 on: January 17, 2012, 11:21:08 am »

Exactly.

Material overhaul for smelting. Items need more bars now:
Weapons: 2 bars for battle axe and war hammer. Rest is 1 bar.
Shields: 1 bar for buckler, 2 bars for shield.
Helm: 1 bar for cap, 2 bars for helmet.
Armor: 2 bars for Mailshirt, 3 bars for breastplate.
Gloves: 2 bars, one for each.
Pants: 2 bars for greaves.
Boots: 1 bar for low boots, 2 bars for high boots.

Full set of max. armor + big weapon: Before: 7 bars. Now: 15 bars.
Full set of min. armor + small weapon: Before: 7 bars. Now: 10 bars.
That means you can fully equip 2 dwarves, or badly equip 3 dwarves.

I also forgot one setting in the new gui: Color. Just a simple way to change the color scheme of the game, along the lines of: Vanilla, Vherid (I really like his colors), Bright and Pastel. Would be next to the tileset change.
« Last Edit: January 17, 2012, 11:22:39 am 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 :::

Stronghammer

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #385 on: January 17, 2012, 01:55:43 pm »

Ah dont know if this has been addressed, however when a flashbang mine came into my fort with migrants it exploded. The very minute it appeared on the edge of the map it exploded. I was rather disappointed until the bronze golem and the dragon walked onto the map as well. hehehehe yay free stuff.
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Ewhalecancer

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #386 on: January 17, 2012, 01:57:22 pm »

I am having the worst time with metals, but the best time finding bugs.
Smelting meteorite is currently making nothing. If I'm missing something pls reply.
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Stronghammer

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #387 on: January 17, 2012, 03:02:49 pm »

Another bug I have run into is my dragons are showing up as green land mines, as well as my dogs.
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Jiri Petru

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #388 on: January 17, 2012, 05:47:53 pm »

Posting to follow.
This mod sounds exciting, I'll be sure to try it once the new version is out.
God speed!
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Yours,
Markus Cz. Clasplashes

Mister Dirks

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.0.8 - PHOEBUS/IRONHAND/ASCII/ASCII+
« Reply #389 on: January 17, 2012, 07:17:47 pm »

No idea why it's doing this, but ESET Smart Security is reporting the RAR as infected with multiple threats O.o and the stupid thing wont let me restore it =/
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Every village = Farm plots
Vegetables grow and wither...
Thats about 100 tiles of dead food...

NECROMANCY, RAISE THE VEGETABLES!
WE WILL RULE THE WORLD THROUGH HEALTHY GOODNESS!!
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