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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 1857424 times)

Putnam

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #255 on: January 11, 2012, 07:21:03 pm »

Wow, that's a major typo, removing a lot of monsters! Thank you.

Not really; you can put ANYTHING in that first line and it'll still work, even "goigity_schmoigety_the_cat_is_in_the_bag", as long as it isn't the same first line as a different file (which I'm guessing is the reason that typo removed so many monsters)

Deon

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #256 on: January 11, 2012, 07:29:45 pm »

No, if you don't put the correct first line, it doesn't work for me. Is it my DF version? :P
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #257 on: January 11, 2012, 07:37:51 pm »

I never had problem with the first line, and always thought you can put whatever you like. But I never tried with duplicates. Deon had 2 times creature_subterrean_5 on the top.

And I made some changes, nothing uploaded yet. Important stuff:
- Added the complete Flora and Fauna Mod. 120 new trees, 160 new plants, 120 new creatures.
- Added about 25 new instruments, 85 new toys and 50 new foodtypes.
- All of the above is optional and can be changed in the Settings. :)

- Landmines and turrets do affect Zombies now. Yeah.
- Fixed some minor bugs, rebalanced the booze/food praying.
- Added 25 new cavern animals and 12 new semi/megabeasts.
- Added 2 tough cave civs, trogs and gremlins.
- Hopefully have ambushing cave civs. MUST BE TESTED.


Full changelog:
Spoiler (click to show/hide)

How it looks:
Spoiler (click to show/hide)

EDIT: Updated the To-do list in the first post. About 50% done. :)
« Last Edit: January 11, 2012, 07:54:07 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 :::
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Broseidon

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #258 on: January 11, 2012, 08:21:32 pm »

I never had problem with the first line, and always thought you can put whatever you like. But I never tried with duplicates. Deon had 2 times creature_subterrean_5 on the top.

And I made some changes, nothing uploaded yet. Important stuff:
- Added the complete Flora and Fauna Mod. 120 new trees, 160 new plants, 120 new creatures.
- Added about 25 new instruments, 85 new toys and 50 new foodtypes.
- All of the above is optional and can be changed in the Settings. :)

- Landmines and turrets do affect Zombies now. Yeah.
- Fixed some minor bugs, rebalanced the booze/food praying.
- Added 25 new cavern animals and 12 new semi/megabeasts.
- Added 2 tough cave civs, trogs and gremlins.
- Hopefully have ambushing cave civs. MUST BE TESTED.


Full changelog:
Spoiler (click to show/hide)

How it looks:
Spoiler (click to show/hide)

EDIT: Updated the To-do list in the first post. About 50% done. :)

Just curious, are they cavern civs or just regular cave civs?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #259 on: January 11, 2012, 08:38:29 pm »

They are cavern linked creatures with an entity file. They do not show up at embark as an enemy civ. They will not siege you. From all I know they have camps in the caverns like the animal people sometimes have and MIGHT ambush you. This is untested, I asked deon about his cave civs, and he said NO, I asked hugo_the_dwarf about his cave civs and he said YES.

Point is: They might ambush you in the caverns... or not. That has to be seen.

More changes:
Added Fortress Defense Mod II into the Settings program with 3 settings.
Easy adds the 10 normal FD civs.
Medium adds the 4 bonus FD civs.
Hard adds the 4 challenge FD civs.
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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 :::

Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #260 on: January 11, 2012, 09:53:41 pm »

Ambusher LAYER_LINKED civs work. Play my mod and embark in a loaction with no surface civ access (island) and dig to caverns 1 and 2. Close or After the first caravan (year) you should get ambushed by animal people/ gremlins/ trogs. I can upload a save that has this. I got close to two pages of layerlinked invaders in my death list
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #261 on: January 11, 2012, 09:57:45 pm »

Thanks for the confirmation. Do they spawn in the caverns, or on the surface as well ? And do they use the same Trigger:Pop/exported wealth/created wealth then usual civs ?

EDIT: Slowly working through the to-do list. Added all the pref strings.

Full list (carefull - large)
Ok only half the list, if I try to post all: The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (40000 characters).
Spoiler (click to show/hide)
« Last Edit: January 11, 2012, 10:32:52 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 :::

Trapezohedron

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #262 on: January 11, 2012, 10:46:52 pm »

I'm really impressed at the rate you're spewing out functional updates of this mod. Also, most of the raws have a simple, yet innovative twist to it.

Putting this mod to my sig.
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Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #263 on: January 11, 2012, 11:00:04 pm »

Yes they spawn in the caverns. but it's hard to tell because caverns are so vast, but if they path to your fort it will be glorious (well kindof) but Ambushes can get insanely huge. I had about 8 pages of invaders and thier mounts. Their sheer numbers (even with wood/weak weapons) can overwhelm your army. Of course That would include quite some clutter (my mod has a deconstruct wood weapons/armor/ammo for this reason (and elves))

And yeah the triggers and active seasons are needed
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #264 on: January 11, 2012, 11:16:19 pm »

@newguy: thanks, the more people find this mod and play it, the easier it is to find bugs. :)

@hugo: 8 pages ? wow. I added full armor and weapons to them. I change that immediatly and remove mounts for them. Guess one of the civs will get melee weapons and a little armor, the other gets ranged weapons and no armor.
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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 :::

rephikul

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #265 on: January 11, 2012, 11:16:49 pm »

Yes they spawn in the caverns.
what is this, cavern siege? where was it mentioned?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #266 on: January 11, 2012, 11:18:38 pm »

No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
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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 :::

rephikul

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #267 on: January 11, 2012, 11:23:10 pm »

No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
Time to download it... the 6th time.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #268 on: January 11, 2012, 11:29:27 pm »

No siege, cavern ambush. :) Got the raws from hugo, it works in his mod.
Sieges are my next to test. That and giving all cavern baddies "POWER THIRST" so they can start "POWER SPAWNING BABIES! 400 BABIES!" that way constant and deadly attacks can be made.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #269 on: January 12, 2012, 12:06:11 am »

wtf ? 400 pathfinding invader sounds worse then unleashing the circus. ;)

btw: CHANGES for V0.7: (current one at DFFD is V.0.6, so NO new download so far, still testing)

- Added "How to use" tab to settings program
- Reverted plant tiles back to normal phoebus
- Added Creeper Graphics
- Added new mine body made by hugo
- Landmines are now made out of "glass" (actually lye) they die much easier and unarmed creatures can now "step" on mines, instead of crowding around it.

EDIT: Last thing for today. I tested all the new creatures from Fortress Defense and Flora and Fauna mod. Some have no tiles and are only characters. But about 80% should be easily replaced by already existing sprites. All the GIANT versions, and most of the eagle/owl/snake ones...

Full list:
Spoiler (click to show/hide)
« Last Edit: January 12, 2012, 01:58:12 am 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 :::
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