Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 611 612 [613] 614 615 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1839153 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9180 on: February 16, 2013, 02:50:38 pm »

Armorlevel means pretty much nothing, except that an armorlevel of 0 will make items degrade.

halox

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9181 on: February 16, 2013, 05:08:21 pm »

i may have ran across a bug - i've searched the forums and havn't' found anything on it so here it goes.. with harder mining on if i play for awhile the miners get sick/etc but end up being healed or whatnot.. however when i load my save within 1-2 minutes i get msgs telling me my miners have died looking at them before the death shows lung problems.. they are suffocating when i load my save, anyone else experience this?
Logged

Ishar

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9182 on: February 16, 2013, 05:18:37 pm »

I've just come back to DF (and masterwork in particular) after several months of hiatus, and... holy shit. I was under the impression that 'harder mining' still meant warpstone and coal difficulties. The first couple of metalwraiths really surprised me, but I was always a 'quick military' guy, so those were doable.

But damn! Are shoggoths even beatable by conventional means? All my dwarfs are mithril-clad, they are armed with steel-mithril-welded mithril weapons, and sure enough they slaughtered the shoggoths, but they just multiply faster this way. After killing close to 100 of the things, my soldiers started dropping to the floor from exhaustion. Is this a cave-in/magma type of situation, or is it possible to kill these things head on?

Also, in my opinion, these monsters are extremely frequent. I can't carve out a basic fortress without running into several wraiths, exploratory mining is impossible without military support. Don't get me wrong, harder mining was (still is) a great idea, but maybe this went overboard a little.
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9183 on: February 16, 2013, 05:25:01 pm »

welcome back!  :D

Panopticon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9184 on: February 16, 2013, 06:16:04 pm »

Welcome back indeed, as someone who isn't quick with the military myself I find metalwraiths to be terrifying. Spawning one at a time might work ok but multiples just wipe me out. Yes I could embark with military dwarfs, but that isn't really my style. The solution of course is for me to change my style when playing with harder mining on, but I think a level of balancing is needed.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9185 on: February 16, 2013, 06:42:40 pm »

Well, I asked about feedback about them, but I guess most people just turn them off, and I do not get much... but yes, essentially you should give miners an escort, thats the idea behind it.

Soggoths (and Balrogs) are very rare, or at least should be. And you are right, Soggoths are designed to be killed only by obsidian/ice/dragonfire/cavein/magma/atomsmah .. or just wall them in. Thats by design. :)

So, what would you change on the wraiths? I unfortunately cant make them appear at a certain depth... only in specific inorganics.
Logged
::: ☼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

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9186 on: February 16, 2013, 07:08:47 pm »

Well there's a thought, make them appear in specific valuable stuff, like Silver, Gold, and Mithril veins or something. That way if you want your easy wealth or cool gear you need to be ready to fight for it.
Logged

Thormgrim

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9187 on: February 16, 2013, 09:16:49 pm »

OK, sorry if this has been fixed or mentioned already.

I trained up one of the healing guys at the "Fountain of Eternal Youth".  He is now a Lifemancer.
He spends his days going around Healing folks and giving them speed buffs.  Sometimes, I think the buffee doesn't know how to handle the extra speed and hurts himself, but that's just the way it goes.

One thing though, my 'r'eport log is now spammed with his activities.  Anything we can do about that?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9188 on: February 16, 2013, 09:29:30 pm »

Define "hurts himself".

halox

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9189 on: February 16, 2013, 10:00:36 pm »

anyone have a fix for the repeated going back and forth between ammo bins and picking the wrong ammo for hunters? ie jav thrower picks up 25 bolts then immedietely drops them and runs away only to come back moments later and do it again... over and over... disabling hunting labor and having hm drop weapons/quiver doesn't help keeps re-occuring only sometimes it seems to break free and work.
Logged

Thormgrim

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9190 on: February 17, 2013, 12:36:34 am »

"hurts himself"
I'm not really sure what is going on.  I noticed that sometimes when the healer guy gives a burst of speed to somebody, they suddenly have to stop what they're doing and go to the hospital.

I saw the same sort of thing when I was messing around with Fastdwarf 1 1 in DFHack.  Teleporting dwarves seem to go so fast they smash themselves into the walls or something.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9191 on: February 17, 2013, 01:27:51 am »

Yeah, that's not it at all.

shovelmonkey

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9192 on: February 17, 2013, 01:57:49 am »

anyone have a fix for the repeated going back and forth between ammo bins and picking the wrong ammo for hunters? ie jav thrower picks up 25 bolts then immedietely drops them and runs away only to come back moments later and do it again... over and over... disabling hunting labor and having hm drop weapons/quiver doesn't help keeps re-occuring only sometimes it seems to break free and work.

This seems to be a vanilla bug as well with ranged weapons related to multiple ammo types. I'm going to attempt to craft one type of ammo for my soldiers and hunters to use for combat and training and use that exclusively to solve my own problem with this. I to have witness confused dwarves spamming back and forth picking up ammo and dropping it over and over again.
Logged
Reach out and crush someone!

Purgatory

  • Bay Watcher
  • Many Questions Asked
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9193 on: February 17, 2013, 04:06:16 am »

Is it just me or do plants not grow? I've turned off Harder Farming and it still takes forever for cave wheat to grow. I've grown it on sand, soil and clay but they still don't grow :(. I'm playing Orc Fortress mode and I can't get past winter (where the water freezes) I also keep forgetting to make cisterns lol.
Logged
Signature Is Here.

Ishar

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9194 on: February 17, 2013, 04:50:48 am »

My suggestion about the mining dangers: make them rare. That way, the threat is still present, so you might want to be prepared. The problem with wraiths isn't that they are particularly dangerous, it's that they are annoying. I for one, don't want to deal with them every ten minutes or so - I've killed around a dozen of the things during initial fort setup, I think that's way too much.
Balrogs are fine: rare and powerful, but beatable, somewhat like the way that clowns are beatable. The soggoth however was kind of a unfair, I always hated creatures that were only possible to kill with cave-ins and the like. Sure it takes a lot to deal with a frost giant siege head-on, but it's possible. Even forgotten beasts made of steel are possible to kill with military might... Judging from their description alone, at first I thought soggoths could be killed if all of them are dead at the same time, and if I kill the source before the offspring springs to life, they stay dead. So I threw everybody who could hold a weapon against them.

Granted, it was a bloodbath. If I could somehow get the soldiers out of there and keep the soggoths in, it would be a new variation of the danger room: every soldier received a massive stat increase by the time they collapsed, and even after that, the soggoths couldn't penetrate their armor. Sadly, it's just 20  unconscious dwarfs in a walled-off room, with something like 150 soggoths hacking at them constantly. I think they'll starve to death before they die of injuries.
I think this is mostly due to their mithril armor however. Anything weaker, and they would be dead already.

Another idea, if possible: make the soggoths dependable on food. If there are no dwarfs or any other food available, make them die after a couple of months. If this is possible at all, of course.
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!
Pages: 1 ... 611 612 [613] 614 615 ... 749