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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 1856467 times)

Iosyn

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6195 on: August 12, 2012, 05:12:04 am »

Cults, Religions and Clown summoning?

Squeeeee~ :D
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6196 on: August 12, 2012, 10:13:33 am »

Clown Summoning will unfortunatly be only included in future versions, but is planned :)
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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 :::

Fairin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6197 on: August 12, 2012, 11:19:36 am »

Some of the new gem types, for one. It says in the prepackaged manual that The Tears of Armok output infinite water, but no such outputting occurs. That said, I have never cut it.


Also, for freign weapons, you could add a "Foreign version" row below each of the dwarven weapons, and list their equivalents, at least in skill use.


Tears of Armok generate infinite water by not mining it, but mining "around" it, its an aquafier , so leaving the block alone. but mineing one out near it causes it to flood that Z-level. unless you specfically wall it up  - man how many times i gotta answer that question..

Meph . make this clearer in the manual =(>.-.<)=
« Last Edit: August 12, 2012, 11:21:11 am by Fairin »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6198 on: August 12, 2012, 12:43:09 pm »

Now you know how I feel about some of the things I am asked. ;)
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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 :::

The_Final_Stand

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6199 on: August 12, 2012, 12:47:43 pm »

Wait, so you go about mining as you do, get the message "You have struck Tears of Armok!", and the next thing you know, that  level's been flooded?

Does it at least warn you that the adjacent blocks are wet before you dig into that area, or is "You have struck Tears of Armok" the only warning you get that you've found a limitless supply of water?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6200 on: August 12, 2012, 01:04:53 pm »

the stone around it is damp, so it is stopped automatically. If you still mine it, you either have a very clever unlimited well, or flood your mining shafts. :) it is very simple: It is an Aquifer. thats it.
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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 :::

Wrex

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6201 on: August 12, 2012, 01:07:27 pm »

It's also pretty easy to stop the flow if you dig into it on accident. If you do, just dig it out, because it dosen;t output fast enough to cause a megaflood if you react quickly.


Also, Iosyn, there are cults already. One cult :(. And the ticket booth of the bright clowny happy funtime, in case you want to institutionallize clown worship.
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Mr Wrex, please do not eat my liver.

firons2

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6202 on: August 12, 2012, 01:21:34 pm »

What do you mean by : danger rooms are no-go?
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firons2

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6203 on: August 12, 2012, 01:28:59 pm »

The whole manual is good actually very good. You just need to finish it and it would be more ummm... eh... better if you`d put the spoilers in the very bottom.
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xaldin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6204 on: August 12, 2012, 01:52:27 pm »

Gotta say I like what you've done with the manual. It has come a long way.
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6205 on: August 12, 2012, 02:00:54 pm »

What do you mean by : danger rooms are no-go?

Training weapons are dangerous enough to actually hurt your dwarves.

Wrex

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6206 on: August 12, 2012, 02:06:01 pm »

You are wearing a suit of armor, yes? If you, you should have no issues with danger rooms.
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Mr Wrex, please do not eat my liver.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6207 on: August 12, 2012, 02:07:50 pm »

And now I am gleefully waiting for wrex response, after he did send his fully armored dwarves into a dangeroom. :)
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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 :::

Wrex

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6208 on: August 12, 2012, 02:11:08 pm »

There was one broken hand. And a few impaled babies, but that's par for the course. Legendary shield user can compensate for any deficencies of armor or dodging skills, although those will raise on their own through sparring and the like :)
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Mr Wrex, please do not eat my liver.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - Html-Manual#2 (beta)
« Reply #6209 on: August 12, 2012, 02:46:15 pm »

The point is, that training spears to have... points. Sharp ends instead of blunt ones, and danger rooms are a lot more dangerous in the mod.

I also just added new icons for the trees, no longer just copies of the same thing. They now look like they should. And the link in the first page (thread and wiki) now work properly and open in a new tab.

I will now go hunting for artwork that I will pirate and steal and build into this manual. I already did this with Magic the gathering art for the worlds, and will do it again. Hope no one has a problem with this. I will find some nice fantasy wallpaper that fit the them, and crop the parts out that I like. I wanted to avoid this by making the "artist and photoshop dudes wanted" but somehow people never really made any pictures...
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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 :::
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