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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 1837195 times)

Tierre

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5790 on: July 22, 2012, 01:11:31 pm »

Well Toady tend to make everything to high or to low to reset to default setting, so i guess it may do so with frequency 0. As in a slade there is nothing now, so cluster_one will be all filled with bifrost (as it is the only thing we can fill it at all). For this case you can make a stone called, say, slade cluster, and make it CLUSTER_ONE with frequency 100. Then bifrost with frequency 1 will be almost non-existent:) And you can add all the other things without worrying that people can find it and channel from above - probability would work against them this way. But slade cluster might be minable... - like a rare find which let's you take out a chunk of slade.
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5791 on: July 22, 2012, 01:51:10 pm »

I can't get farms working. Always shows no seeds available despite having 20 bags of different seeds. Both above and below ground.
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hikkiko

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5792 on: July 22, 2012, 02:09:29 pm »

any burrows? probably some management mistakes? I have no problem at my current hole in the ground and around it...
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Marshbaboon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5793 on: July 22, 2012, 03:08:47 pm »

@marshbaboon: Try channeling as fire-barriers. Fires cant burn up or down zlvls. Deadly traps should kill the miner, maybe I should make them deadlier ^^ And the harder learning does affect the castes as well, just not as strongly. How you treat them is up to you however.

Ah, didn't know that with fire. thanks! The traps still aren't killing my miners. Whoever mines it starts flashing but they don't suffer any wounds from what I can tell. what kind of damage are they supposed to do?

With harder learning I was more curious from a design perspective. The tooltip states harder learning makes guilds more important, obviously to balance the castes system. I was wondering if there was something new to replace the guildhall.

Probably easier to explain if I use an example: With the guildhall you could have soldiers join the legion in order to make combat training easier. Now that the guildhall is gone is there an alternative way to train that's more efficient? Or does it simply make it harder?

(BTW I love the random chance of getting caste members, and not being able to replace them. Very rewarding, and you care a LOT when they die).
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stool

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5794 on: July 22, 2012, 03:31:56 pm »

1.9.3 . in my fresh fort, my expedition leader was resting from a broken toe after a giant hornet attack,
when the caravan and the liason came, i checked for him in the hospital.
Merchants have arrived and are unloading their goods.
The merchants need a trade depot to unload their goods.

?? i check the surface, to see everything is on fire. no burning skulls involved.
i thought traders wouldnt bring magma anymore  :-\ .
well, every dwarf made it to the burrow, and and i got some free stuff including pools of molten cheese and lead.
just to mock me, elephants came in late winter (1st year still) and headbutted everyone.
oh the glory.. :)
« Last Edit: July 22, 2012, 03:33:45 pm by stool »
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Broseph Stalin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5795 on: July 22, 2012, 03:45:16 pm »

@marshbaboon: Try channeling as fire-barriers. Fires cant burn up or down zlvls. Deadly traps should kill the miner, maybe I should make them deadlier ^^ And the harder learning does affect the castes as well, just not as strongly. How you treat them is up to you however.

Ah, didn't know that with fire. thanks! The traps still aren't killing my miners. Whoever mines it starts flashing but they don't suffer any wounds from what I can tell. what kind of damage are they supposed to do?

With harder learning I was more curious from a design perspective. The tooltip states harder learning makes guilds more important, obviously to balance the castes system. I was wondering if there was something new to replace the guildhall.

Probably easier to explain if I use an example: With the guildhall you could have soldiers join the legion in order to make combat training easier. Now that the guildhall is gone is there an alternative way to train that's more efficient? Or does it simply make it harder?

(BTW I love the random chance of getting caste members, and not being able to replace them. Very rewarding, and you care a LOT when they die).
I think deadly traps bruise the heart, since the dwarven heart is vestigial this has no real effect.

The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5796 on: July 22, 2012, 04:32:22 pm »

any burrows? probably some management mistakes? I have no problem at my current hole in the ground and around it...
No burrows. Looks like my castle must live from foraging and hunting.
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ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5797 on: July 22, 2012, 07:22:57 pm »

Uh, I think I ran into a major bug. It looks like demonbound warriors go to sleep... forever. I only realized after one of them died from thirst. Unfortunately, they were my main defense squad, the second caravan never showed up for some reason so they ended up as my only special unit option. They can be roused by removing their beds.. but they just go to the next available bed, after maybe taking a drink.

Any ideas on how I could fix this in the raws? I looked at their parameters in the creatures_standard file, but didn't find anything that seemed odd to me, or anything that looked that different from the other types of special transforms. If not I'm guessing I'll have to start another game.
« Last Edit: July 22, 2012, 07:30:01 pm by ioi101 »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5798 on: July 22, 2012, 07:37:42 pm »

@ioi101:To quote from a reddit thread about the issue:

Quote
Hi Meph,
All I did was add the line 'yesmagic [no_sleep]' on a new line to each of the mages that were falling asleep and never waking up (earthbound, demonbound, shadowmancer) in creature_standard in the raw objects in my savegame. Now it appears to be fixed.

I know that people with NO_STUN never wake up... but they dont have this tag... I dont know why they should go to eternal sleep. I know people had demonbounds with no problem, since I got player reports about how much they kick ass... so yeah, add NO_SLEEP to them, and they should be fine. I havent gotten around to do anything about it, because I am busy cycling ;)

@stool: Still bring magma in bags... sorry

@marshbaboon: Deadly traps should stop their heart, but they dont seem to care... and I havent found anything new to replace the guildhall yet... yet. ;)
« Last Edit: July 22, 2012, 07:39:17 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 :::

ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5799 on: July 22, 2012, 08:51:46 pm »

I was about to say it doesn't work.. 10 mins later I find out that raws are case sensitive and need to be capitalized. So, it works. Thanks for the quick reply.
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Marshbaboon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5800 on: July 22, 2012, 09:33:56 pm »

Ah, ok cool cheers. With traps in general I think it might be good to give you a reason to dig through them. Right now you have a chance to avoid them, but you need to babysit the game with your thumb on the space bar & watch the alerts, & it's totally random (which I don't like) and if you spot them you have no reason to ever mine them (unless they're in the middle of a room you need, which is annoying).

If possible I think it would be great to combine the traps with the chests, and have one tile "trapped chest". When you mine it there's a chance something bad happens, or it can drop one of the types of chests (Or different tiles for the different chests, better chests have better traps).

Even better would be if the miners could pause/remove designation when they get to it (like with damp stone) and you'd have a strategic choice with whether or not you want to risk your miners to get the treasure. Or if legendary miners had a better chance of not "triggering" the trap, or having a better chance of getting a chest. This way rather than it being random you have a real obstacle with the deadly traps.



With the guildhall & castes I like how the caste dwarves are so valuable right now. It diminishes the value if you can have as many of them as you want (with the guild members). Also there really isn't a downside to using the guildhall because you're going to specialise your dwarves labours anyway. Even with harder learning turned on it just gives you easier learning with no downside. The only problem with the guildhall gone is the difference in learning speed for combat when you combine legion/berserkers with normal dwarves in the same squad.

Personally I think (if possible :P) something like combining the crafting castes with crafting savants, and only having a reaction to make combat castes would be ideal. You have to rely on migrants to get new crafting castes/savants (if children born in your fortress could also have a low % chance to become a random savant that'd work well too). I also think there should be some sort of downside to the castes too. Crafting castes could specifically suck at combat, and combat castes could specifically suck at crafting, so if complete disaster strikes and you end up having to make your cooking savant the militia captain he's not going to do a very good job at it.


TLDR: I'll stop rambling anyways, good luck with the cycling dude :P. Don't know how you can stand the heat. It's 20 degrees where I am, and being Irish I find that so sweltering I can't sleep.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5801 on: July 22, 2012, 11:40:10 pm »


 - Gender symbols (mars/venus) for the masterwork custom font. (Thanks Someone64)
 - Fixed a handful of bugs, full list see below.
 - Easier bookmaking. 2 types of inks, 3 types of "paper", no need for bookcovers anymore.
 - Custom leather armor sets, chose normal leather, tough hide, studded leather or lamellar leather.
 - Iron or Steelclad War Sauropods. I know you wanted them...
 - Most custom brewing back in Still and Brewery.
 - Thatchery can now produce really light bins.

Full Changelog
Spoiler (click to show/hide)

Note: This is a small update, mostly things that have been brought to my attention by YOU, and several fixes that showed up either here or on reddit. I tried to include some things that people requested, like making books easier, allowing specific leather reactions and the sauropods. Ishar will be thrilled. ;)

RL Update: I am doing good time, as always. Have only about 1000 miles to go till my final destination, New York. Here the route so far. Will go to Chicago, Niagara Falls, and possibly Toronto/Montreal and Boston before heading to Manhattan. 6 weeks left to go.
Spoiler (click to show/hide)
« Last Edit: July 22, 2012, 11:44:13 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 :::

Panopticon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
« Reply #5802 on: July 23, 2012, 12:18:44 am »

Forget Ishar, I am thrilled about armored Sauropods, time for some testing.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
« Reply #5803 on: July 23, 2012, 12:26:44 am »

Quote
Ah, ok cool cheers. With traps in general I think it might be good to give you a reason to dig through them. Right now you have a chance to avoid them, but you need to babysit the game with your thumb on the space bar & watch the alerts, & it's totally random (which I don't like) and if you spot them you have no reason to ever mine them (unless they're in the middle of a room you need, which is annoying).
Not totally random, they only appear in rubble, same as chests.

Quote
If possible I think it would be great to combine the traps with the chests, and have one tile "trapped chest". When you mine it there's a chance something bad happens, or it can drop one of the types of chests (Or different tiles for the different chests, better chests have better traps).
Possible, but would people risk a legendary miner for a random chest ?

Quote
Even better would be if the miners could pause/remove designation when they get to it (like with damp stone) and you'd have a strategic choice with whether or not you want to risk your miners to get the treasure. Or if legendary miners had a better chance of not "triggering" the trap, or having a better chance of getting a chest. This way rather than it being random you have a real obstacle with the deadly traps.
Impossible, cant do the "damp/hot stone thing" myself. Same goes for the rest, I have no way to influence this...

Quote
With the guildhall & castes I like how the caste dwarves are so valuable right now. It diminishes the value if you can have as many of them as you want (with the guild members). Also there really isn't a downside to using the guildhall because you're going to specialise your dwarves labours anyway. Even with harder learning turned on it just gives you easier learning with no downside. The only problem with the guildhall gone is the difference in learning speed for combat when you combine legion/berserkers with normal dwarves in the same squad.
Guildhall couldnt produce Savants... it can only raise skill learn rate, but you had to train them yourself still... so not too overpowered.

Quote
Personally I think (if possible ) something like combining the crafting castes with crafting savants, and only having a reaction to make combat castes would be ideal. You have to rely on migrants to get new crafting castes/savants (if children born in your fortress could also have a low % chance to become a random savant that'd work well too). I also think there should be some sort of downside to the castes too. Crafting castes could specifically suck at combat, and combat castes could specifically suck at crafting, so if complete disaster strikes and you end up having to make your cooking savant the militia captain he's not going to do a very good job at it.
I thought about this... a fighters guild only, with the background the dwarves that joined the legion are unaviable for anything else. This would fix the issue with already transformed dwarves not being able to become golems/mages. The legion is outside of society, no one touces them. Think DragonAgo1. A little bit more micromanagement for people, but that should be easily done.

Also, all savants have a negative effect: they learn everything only half as fast as normal dwarves... they are only good in their specific line of work.

Quote
TLDR: I'll stop rambling anyways, good luck with the cycling dude . Don't know how you can stand the heat. It's 20 degrees where I am, and being Irish I find that so sweltering I can't sleep.
Well, I have been cycling in the Sahara with 50°+ celsius, so the 40° here dont affect me much. I just dont care about it anymore. ;)
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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 :::

Marshbaboon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 -Minor bug/balancing update
« Reply #5804 on: July 23, 2012, 01:44:17 am »

Quote
Not totally random, they only appear in rubble, same as chests.

I meant it's a totally random chance to hit a trap with mass designation, whether or not you know brick is there it's still a random chance to hit a trap. Obviously you can completely avoid them by digging square by square, or watching the alerts very carefully but it's so tedious, and so easy to train legendary miners why bother.

Quote
Possible, but would people risk a legendary miner for a random chest ?

If the reward is good, then I think so. And again miners are so easy to train, even with harder learning I make hauler dwarves miners and they fly up to legendary in no time. If the rewards were unique to the chests it would be even more tempting. I think it's fair because miners are so easy to train, and so easy to replace. At the moment anyone who doesn't want to risk their legendary miner for a random chest will turn archaeology off.

Quote
Impossible, cant do the "damp/hot stone thing" myself. Same goes for the rest, I have no way to influence this...

Thought so, forgive my ignorance. Still would work without it perfectly fine. My only other possible idea would be to have the trap trigger when the reaction is done to cut/open the trapped chest.

Quote
Guildhall couldnt produce Savants... it can only raise skill learn rate, but you had to train them yourself still... so not too overpowered.

Mixing my words and being terrible at explaining things, sorry. I was talking about having dwarves join the different guilds. I was only saying this thinking about a replacement guildhall coming back to the mod. Being able to join the guilds is a huge boost with no downside. Being able to have all your dwarves join any guild is a bit too powerful (imo) because you'll only have them doing the same handful of labours anyway. When you get guild dwarves in migrant waves they feel special. Plus they level up so fast In a small fort I've been able to have 1 smiths guild cover all my weapon & armour production, and one craftsdwarf doing mason + carpenter + engraver + stonecrafter.

I was comparing the savants to the guild members because they have the same benefit (getting a legendary dwarf faster).

Quote
I thought about this... a fighters guild only

Yea I like that, it's a good price to pay because the legion dwarves are absolute asskickers. I really don't think crafting guilds are needed because we still have moods to give us legendary skills in addition to the migrant waves. That's the only problem I've found with the caste system right now. You need to separate legion/berserkers into their own squad, but you'll rarely get enough of them to make a full one.

I knew the learning penalty was there for savants, but I find that even with additional harder learning I can still have those dwarves perform tons of other jobs with little downside. I tend to make spare savants miners, butchers, cooks, brewers etc. Although I've been thinking about it more if there were any more penalties you'd probably end up killing any savants you didn't need so they didn't waste food :P. I think I was wrong here.




Just sharing ideas because I love the mod. Everything I've mentioned is just personal opinion, but if other people like it too then awesome! Feel free to ignore/disregard anything I bring up if you dislike it, I won't be offended in the slightest. Thanks for taking the time to address every single thing I've had to say :)
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