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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 1855823 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7890 on: December 29, 2012, 11:12:58 pm »

Orc manual will come, at some point. I never played the plugin, so I dont know what most of it does... just read through the raws once.

So, furniture from blocks... which building should it go to? Stonecutter (a bit full?) or the furniture workshop?

Quoth the manual:
Quote
Please mind that there are many more, mostly weapons that the different invaders bring, as well as rare special items. Just use common sense, in most cases the name should give away how useful something is. No Dwarf wants a "rusty iron orc choppa", but a "bloodsteel Dai-Katana" must surely be something of value. If all else fails, ask in the forum. The same counts for armor. A "scratched kettlehelm" will be bad, a "holy Reignplate Armor" or "Demonic Razorplate Armor" will be good.

Consider everything with a nice name to be maxed out. It's just flavor, but I might trim them down a bit. I planned that for the alpha, but of course never came to that.
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Wrex

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7891 on: December 29, 2012, 11:23:25 pm »

Exposure to frost effects is currently fairly harmless. I suggest reducing standard frost effects by about 3000~ degrees urist, and have frost wyrm breath be -50000 degress Urist.n Yes, that is colder than absolute zero, but if you want the same killing potential as dragonfire, you need some options.

Edit: Hrm. It no longer works, if it ever did.
« Last Edit: December 30, 2012, 12:29:21 am by Wrex »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7892 on: December 29, 2012, 11:28:18 pm »

Negative temperature works ?
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Wrex

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7893 on: December 29, 2012, 11:34:10 pm »

It -used- to work in the last version, but I haven't personally tested it yet.  I'll just ratchet down the frost wyrm's breath temp and get back to you.

Edit: Nope. I think it actually breaks something, because the dragon began to melt afterwards.
« Last Edit: December 30, 2012, 12:30:06 am by Wrex »
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BigD145

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7894 on: December 30, 2012, 01:08:02 am »

I fully support the inclusion of isoworld.
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Fairin

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7895 on: December 30, 2012, 01:13:47 am »

deffinately the furniture workshop, i rarely use it to make sets (so many statues lol) however if they all used blocks they wouldnt weigh so much

would deffinately entice me to use the more expensive block option as well just for funs

third thought for the time.. stone forge , stone cutter. furniture workshop(stone) and masons workshop. 4 places for stoneworks, masons for vanilla feel, forge for weapons/trap components. cutter for blocks / tools, furniture for furniture?

cutter feels like it should be a bit "bigger" than the others, to get those large bolders into blocks - making all four fit into a nice looking room on its own... that should fill out the industry well yes?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7896 on: December 30, 2012, 02:25:46 am »

Ha. Just checked something... new version is 37,5mb, with the new manual... the current version is 44mb. The new manual is actually a lot better then all the random types of files I added for documentation. Nice.

Didnt get much feedback on the manual though, so I will leave it like it is. Will add a little bit in the building section, as I go along with the new reactions. Maybe an update for new years.  8)

Plan is to add the most voted items from the poll, the gui, the linux version (which is done), the mac version (which is NOT done) and more balancing/bugfixing/userfriendliness. I will also add isoworld to the utilities, and the binary patches. And laptop keybinds, and a large address aware patch.

Win 0.34.11 SDL - Binary patch
  • Long patrol duty thoughts accumulate from all squad orders, including training
  • Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen
  • Vermin can only escape from artifact animal traps
  • Fish in aquariums interfere with vermin behavior checks
  • Military dwarves turn off all of their labors when becoming heroes
  • Diplomats don't bring bodyguards
  • Deconstructing walls teleport material to location
  • Weapon Racks do nothing
  • Marksdwarves won't use training bolts until combat bolts are used up
  • Hospital Zones do not respect clothing limits

All these vanilla bugs would be fixed, at least in the Windows version. :)
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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-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7897 on: December 30, 2012, 04:32:33 am »

oh meph, you mentioned the slag needing lye to make fertalizer - if lye goes into a barrel it no longer counts, so its a bucket problem. i would argue that it is far more dwarfy to make lye bars to make fertalizer than buckets of lye (and soap) right?.

or just double the ammount of ash and pretend they make the lye on the spot... >:)

ashery drives me nuts...

Manual looks nice so far in my preview.

Shadethorns also  >> crow << down here, hard and black wood, highly prized by collectors. < 3rd cavern discription

Cutting leather into thin >> stripes << will give you 3 pieces Tanner discription

 Tree seeds are planted in farmplots, the grown trees harvests and stored in a >>  <<  - Timber yard discription

Philosophers Garden - double post from library?

The blast furnace will destroy this little >> rest due << to its refining process. < temple of armok

material for either concrete blocks, or to >> create potash for fertilizer. << - Slag pit, wording is off, potash -is- fertilizer, unless it creates ash for potash fertilizer =)

a short introduction to "armor levels" wouldn't hurt, as i belive its 1 covers that part. 2 covers nearby parts somewhat. 3 covers nearby parts well, if im not mistaken

Peat - says creates 2-6. but the reaction says 2-4 ?

tips and tricks number 12 is fixed , 23 is generally irrelevant. due to ramp changes

also " the Hammer dwarf simultaneously bludgeons The Giant Ocelot in the Right eye tooth with the two > Wheights < of his *ironbone meteor hammer* but the attack glances away!

also they are fighting in the ocean in 7/7 water for the last .. 2? weeks.. neither can harm each other, nor drown apparently...
« Last Edit: December 30, 2012, 05:26:52 am by Fairin »
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Godlysockpuppet

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7898 on: December 30, 2012, 07:15:31 am »


I test the ants, no worries.

So does that mean you found a problem or not?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7899 on: December 30, 2012, 09:49:37 am »

Quote
ARMORLEVEL   0 - clothing 1 - leather 2 - chain 3 - plate
All    What category this item falls under. Defaults to 1 for shields, 0 for everything else. Clothing-category armor is subject to wear as well as being used as every-day clothing by dwarves.
'thats armor level for you. It does nothing, but categorize. If I take a shirt, give it armorlvl 3, it will still be as effective as any other shirt, just that dwarves would choose it over a chainmail. What you mean is upstep, ubstep and lbstep. So, no types, both breatplate and platemail fall under category 3 - plate.

But great spotting :) I fixed everything you mentioned, will go through the manual with spellcheck as well. I will check out lye, didnt knew people could put it in barrels, thought only buckets are accepted ? I could make a reaction to emtpy out a lye-barrel into several buckets, if that is a real problem ingame. Meteor hammers are on my list as well... I think I just copy the warhammer for now, give it a bigger size, velocity and multigrasp. Blunt weapon balancing is so strange sometimes.

@godlysockpuppet: It means, what it says, that I will test the ants, once I find the time for it :P

EDIT: Spellcheck of the manual shows that american english differs vastly from british english, that the ' in don't and didn't is indeed important, and that I can't spell receive/recieve, while using it all the time. And that Collosseum is now totally a new word. (damn it, that one should have one l.)

EDIT2: Just for you, giant ants got a normal body... for insects that is. And if I every want to make an eldritch horror with tenactles upon tentacles, I will just copy the octopus body into each other three times.
« Last Edit: December 30, 2012, 10:31:47 am by Meph »
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::: ☼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 :::

CaptainArchmage

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7900 on: December 30, 2012, 10:28:23 am »

Just got back to this after the passage of quite some time.

In the poll, you have "Expedition outfitter - new raiding system as in ...". How does that work exactly? Has the hacking system improved to the level where there's now a way to sent out expeditions to raid other settlements in fortress mode?

Edit: I looked it up. Is there any risk of losing dwarves by using expeditions?
« Last Edit: December 30, 2012, 11:01:12 am by CaptainArchmage »
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Godlysockpuppet

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7901 on: December 30, 2012, 10:38:36 am »

Sorry I read that as "I've tested the ants, now worries" :P
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dukea42

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7902 on: December 30, 2012, 11:32:35 am »

Just got back to this after the passage of quite some time.

In the poll, you have "Expedition outfitter - new raiding system as in ...". How does that work exactly? Has the hacking system improved to the level where there's now a way to sent out expeditions to raid other settlements in fortress mode?

Edit: I looked it up. Is there any risk of losing dwarves by using expeditions?

Nah, it's just simulating you using the outside world using the same building reactions that everything else uses.  Nothing in the game yet to send out any actual dwarves.  Function-wise the building would be the same if it was labeled 'Casino'.  You are essentially gambling resources you have for resources you don't have or want more of.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - MANUAL Test Version. 99% done.
« Reply #7903 on: December 30, 2012, 11:51:39 am »

Good on you for looking it up :)

I did make two buildings for it btw, one is the actual workshop, and one is a 1tile thingy that works as starting point. I just add in the manual that people are supposed, for role-playing purposes, to build that start point at the map edge. One dwarf will grab the gear set (its just one item, for all groups), walk to the edge, do the reaction, and carry the loot (one crate-item, that can be unpacked) back to the expedition outfitter.

I might add a boiling cloud that transformes the dwarf into an immobile creature with hide-effect, named "dwarf has transformed into a spy on a mission" or such... but while writing this, I notice two problems... the reaction will still finish instantly, so the loot will be created while the guy is just standing there... the second thing is that some expeditions should fail, and result in the death of the send dwarf. cant simulate this, at least cant attach it to the reactions.
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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 :::
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Molay

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7904 on: December 30, 2012, 12:32:33 pm »

MANUAL - Download me. Now. :P

I had a quick look through it. The new format seems rather convenient. However, I have a few
suggestions:
   - Is it possible to implement a search function, to find exactly what you need? (one of the great advantages of the magmawiki!)
   - You could show the building materials required for the new workshops. Would be nice in the list.
   - Assuming the building-guide-images don't exist anymore, I'd like to see a list of the reactions and what materials they use, what they yield and the percentages. However, I like the idea of opening an image of a specific workshop and see it all listed there. These images are a great, great feature you had.
   - I'm not sure about the growth time. Is the growth time considering the "harder farming" which is automatically turned on? Should be specified on top.
   - Growth time for tree farm plants not specified. How long does the steeloak need to grow? Etc.
   - Domestic animals could use more information. Clutch size? Meat amount? Horns/Hooves? Shells? Has bone (last turkey I struck down didn't, was a surprise)?     Could link to a more specific "site" with detailed domestic information, while keeping the main list "compact". No need to add this information for other animals though, as they're less likely to be domesticated. Would be nice to have all the info, but for domestic will do I guess.
   - A section dedicated to equipping dwarves. What kinds of armor can be combined? Can I wear multiple mail shirts underneath a plate? How would a fully outfitted armor look?
         Also, a question from me: What armor to equip to avoid having my dwarve's heads being severed off by goblin arrows? Those archers decapitated 3 (!) of my dwarves in steel armor in just one ambush.
- Might want to add sick dwarf to the dwarven caste list. Also, note that one might want to treat him as a pesky noble.
- If you post a list of metals with their stats in form of an image again (highly desired), please add crystal to it. I'm really unsure about it. While my bloodsteel battle axe chopped one head off after another, the crystal battle axes were merely tearing the fat. It's hard to classify it's miltiary value. Might be my crystal weapon wearing dwarves just lacked skill, but I'm not sure.


Comments:
   - The way you list things, like plants, is much more accessible than the older format. Using ctrl+f to find what you need, having all information tighly tucked together in a box. Nice. I specially like the fact it tells me what I get for processing the plant (what kind it will be, flour, dye, etc). However, no information for those few +180 plant types. Oh well, I don't use them anyways at this time. And I don't expect you to list 180 more plants :D
   - Nice addition of flavor for the races. I really like it, sure gives more depth to all of them.
   - Good amount of typos, but doesn't really hinder readability. Lots of "the" become "they", letters swap place etc. Just a minor thing however. I've read books with more typos, and they cost money.

Well, that's about it I'd say. I want to emphasize how much I liked the additional images and their informational value, and hope they still exist and get updated. Good work overall.

On a sidenote, I didn't reembark on the village. I made a new fort, but quickly drifted away from my main ambition for some reason. Probably the "harder farming" put me a bit off, as I would have to wait a hell of a time to make it all work, so I just used rock blocks, destroying the flavor. Will give it another try later I guess, once this fortress gets put to an end. This time, without harder farming, as I need lots of wicker. Lots, lots, lots. And fast.

Also, I quite like the idea of building a giant figurine of wicker and filling it with ennemies, then setting it ablaze. Sad for the meat and skin, but who cares. Is the bone still good for usage after the flames ravaged the flesh? :)

Lastly, one more question. Is it possible to alter dwarf behavior when picking up items for storage. I liked it more when they didn't carry the barrel/bin around with them to pick up single items. One esspecially notices the difference for farming, unless there is a plant stockpile next to the farm. Old behavior I liked more, but i guess that's hardcoded, right?

PS: Suggestion for upcoming version:
Like the library and books to train skills, a few other ones:
- Workout building to train physical traits would be very welcome. Requiring crafted objects that have a chance to get destroyed. Not being well versed in workout or physical activity in general myself, I just can't come up with many training objects.
- Special bathtub that uses special oils to increase regeneration and disease resistance.
- Walk the Flames, for the real believer, a workshop using coal, reinforcing the will.
- Mirror-maze (made out of glass or crystal) to increase kinestethic and spatial sense.
OR
- A huge building using some of all those materials, regrouping all of those, or some.
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