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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 1856352 times)

Zeebie

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #855 on: February 13, 2012, 11:10:11 pm »

Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!
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bombzero

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #856 on: February 14, 2012, 12:06:01 am »

why, the fuck did they have SLADE morningstars???? it was already tested by ASCIt that slade bolts are fucking deadly.
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #857 on: February 14, 2012, 03:55:33 am »

Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!

Huh.  That is pretty crazy.

darkflagrance

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #858 on: February 14, 2012, 04:39:59 am »

Anyone else finding the invaders crazy difficult?  I just had half a dozen kobolds from the first cavern use their slade morningstars to tear through my steel-clad legendary axedwarfs!

Slade morningstars are like the ultimate blunt weapon.

This might be happening due to broken reactions that don't specify the kobolds to use any materials, or addition of the METAL_PREF tag, but it might also be...intended behavior?
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Milkbot

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #859 on: February 14, 2012, 04:49:57 am »

Trying the mod out today for the first time. My only feedback apart from "It's great!" is that stone is really difficult to find. I had to dig several exploratory shafts to find enough to make my initial workshops. I have a feeling this may be to do with the mineral scarcity option though. I've got magnetite out the wazoo, but only small pockets of kaolinite.
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(*v*  )         FRO-
/(  .    )\         STED
_|   _|             BUTTS

Dawnofdarkness

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #860 on: February 14, 2012, 10:42:53 am »

he said something about changing temperature syndromes into actual temperatures. so i guess that's what happened to burning skulls.
about their invincibility, blunt weapons seem quite effective against them but still cant kill consistently, plus they get scared off by any significant number of dwarfs.

Golems also work in scaring the skulls off. also do a good job in killing them.
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If Toady implements it, we can kill elves with it.

Malorn

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #861 on: February 14, 2012, 11:10:30 am »

Oh Meph is going to be a busy man . . .

Also of note, I am celebrating the release with an old menace.

http://www.bay12forums.com/smf/index.php?topic=100720.0
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Zeebie

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #862 on: February 14, 2012, 01:19:21 pm »

I had to kill my burning skulls with Runesmith, they were killing my FPS (120 -> 20). On the other hand, they're invulnerability meant my militia got up to legendary pretty fast!
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Prats

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #863 on: February 15, 2012, 07:34:19 am »

My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO
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shadenight123

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #864 on: February 15, 2012, 07:52:37 am »

My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO

you mining coal?
chance their lungs are rotting.
welcome to the new and improved mining system: be careful what you mine.
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Prats

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #865 on: February 15, 2012, 07:59:26 am »

My miners bleed,suffocate and die when mining.What could cause this? I'm using V.1.1. Warpstone set NO

you mining coal?
chance their lungs are rotting.
welcome to the new and improved mining system: be careful what you mine.

Yeah... Can I off those syndromes?
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shadenight123

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #866 on: February 15, 2012, 08:04:56 am »

had the same problem.
either wait a while between the digs.
or i can't recall what setting it was. maybe "harder mining" or similar.
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Prats

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #867 on: February 15, 2012, 08:11:55 am »

I found "inorganic_zwarpstone.txt" but don't know what to do. Delete completly everything inside or what?
« Last Edit: February 15, 2012, 11:58:42 am by Prats »
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #868 on: February 15, 2012, 12:38:41 pm »

Interesting, I see now that the coal syndromes were there in 1.1, even though only announced in 1.2.

Yeah you could delete them , but it probably requires a world regen.  I wonder if you can work around in an existing world if you leave the materials e.g. [INORGANIC:COAL_BITUMINOUS_DUST] but delete the *syndrome*.  Maybe an actual experienced modder can comment on that.

In 1.2 the dangerous coal is properly deactivated by the "Dangerous mining" button.

fred1248

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Re: ☼MASTERWORK☼ Dwarf Fortress - V.1.2 - Generic wood and weaponupgrades
« Reply #869 on: February 16, 2012, 02:14:16 am »

I found a bug.

Leather items and soapsare not properly stored in stockpiles.
This is probly due to the generalization of materials or something
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.
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