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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 1834415 times)

Prats

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1215 on: February 23, 2012, 09:46:22 am »

Meph this new patch is going to be completly awesome!!
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1216 on: February 23, 2012, 10:00:16 am »

Code: [Select]
Maybe each mine should drop a deathstone of their choosen type.They already do that, except the dust-landmine (which kills itself with an undirected dust attack)

I rather have them to be mechanical, but I see the sense behind it. Moving pet mines with names make no sense.

I also made a polymorph arrow (everything that is hit turns into a hamster for a short time) but it crashes the game when I enter the hamsters description. And the melt in the hands of the owner, transforming him as well. lol.
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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 :::

Rhazak

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1217 on: February 23, 2012, 10:08:28 am »

Some suggestions:
  • Option to set male/female dwarf ratio in the launcher thingy, cause I always end up with way more females.
  • Change color of slime that cave walls produce when you mine them, cause I panicked and thought it was lava the first time it happened :P
  • More minor injuries from workshops, carpentry/woodcutting:splinters and cuts, stonecrafting: cuts etc, to give the doctors more to do. Would it be possible to make rain/snow weather have a 1% chance to give any dwarf caught in it get a cold that puts him in bed for a few days?
  • Training dummy?
  • Maybe add a toggle for this in the launcher? http://www.bay12forums.com/smf/index.php?topic=21892.msg1753097#msg1753097 I'm digging real close to to magma right now and it's annoying to have the game pause all the time.

And here's one I suggested for Genesis mod way back, but he said it couldn't be done, but maybe now it can?

Could you possibly give Dagger Dwarfs a graphic?

Like the one already available:



Because I made a squad of dagger dwarfs to act as kinda assassins but they use their second highest skill as their graphic instead and it looks kinda lame.

Also has this been reported? I can't dump corpses, vermin remains or put quivers, leathergoods, bones in a pile, this makes the mod unplayable for me :/
______
Also on a unrelated note, I just ran DFHack 'reveal' on the last game I played on this embark and found something rather unusual in the caverns...
Spoiler (click to show/hide)

It might just be me but I think there *might* be too many webs down there :P (this appears in the first 2 caverns), just thought I'd let you know in case this wasn't intended.

I think it's the new vermins you can toggle in the launcher that makes them.
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Mr. Palau

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1218 on: February 23, 2012, 10:10:08 am »

wow thats a lot of feuters for a new release. I have a question though, do the 2x2 grazing requirments include just the animals you removed grazing from before or animals that did not have it before, such as poultry or cats and dogs?

EDIT: also when will all this good stuff be posted???  :)
« Last Edit: February 23, 2012, 10:28:33 am by Mr. Palau »
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you can't just go up to people and get laid.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1219 on: February 23, 2012, 10:25:39 am »

The grazing in harder farming only affects domestic animals that should graze (like birds, cows,sheep and so on) Cast and Dogs wont have it.

Curious enough, there is no custom graphic for daggerdwarves. Only these:
   [RECRUIT:PHOEBUS_D:0:12:AS_IS:DEFAULT]
   [WRESTLER:PHOEBUS_D:1:12:AS_IS:DEFAULT]
   [SPEARMAN:PHOEBUS_D:2:12:AS_IS:DEFAULT]
   [SWORDSMAN:PHOEBUS_D:3:12:AS_IS:DEFAULT]
   [AXEMAN:PHOEBUS_D:4:12:AS_IS:DEFAULT]
   [HAMMERMAN:PHOEBUS_D:5:12:AS_IS:DEFAULT]
   [CROSSBOWMAN:PHOEBUS_D:6:12:AS_IS:DEFAULT]
   [MACEMAN:PHOEBUS_D:7:12:AS_IS:DEFAULT]
   [LASHER:PHOEBUS_D:8:12:AS_IS:DEFAULT]
   [PIKEMAN:PHOEBUS_D:9:12:AS_IS:DEFAULT]
   [BLOWGUNMAN:PHOEBUS_D:10:12:AS_IS:DEFAULT]
   [BOWMAN:PHOEBUS_D:11:12:AS_IS:DEFAULT]

Male/Female dwarves: I think this is because males have a shorter lifespan and a charakter that allows them to make more risks in worldgen, resulting in more surviving femals. Nothing I really could do about it. Also: Whats wrong with a ton of women running around ? ;)

I tried to change the color of the slime, it did not work. Dont know whats wrong, it should be blue.

Training Dummy ?`What for ? You can train everything in the libraries.

Like the idea about damp/hot rock pausing to be toggable, I put it in my list.

Minor injuries: I want to do this, but it is difficult. I really can only do: burns, frostbites, and syndromes (even if they cause bleeding/vomiting and so on, no doctor is needed and the dwarf wont go to the hospital) But actual injuries, like cuts and bruises (edged and blunt weapon hits) I cant do.

Code: [Select]
Also has this been reported? I can't dump corpses, vermin remains or put quivers, leathergoods, bones in a pile, this makes the mod unplayable for me :/This is all fixed, as you might have noticed reading the changelog I just posted ;)
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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 :::

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1220 on: February 23, 2012, 10:42:11 am »

@Mr_Palau: Dont know. I theory I can upload it know, I just go through 2 saves of users that reported crashes, although the first one seems to run perfectly fine, no crash.

I will do some more testing, and in the meantime add the nifty little patch for the damp/hot rock announcements that has been just posted.
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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 :::

Dark Archon

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1221 on: February 23, 2012, 10:43:03 am »

Training Dummy ?`What for ? You can train everything in the libraries.
Well, it just strange, what you train military skills in library, not in training room ^_^ What is IMHO, of course, there is enough other strange things in DF.
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Maybe you are dreaming right now.

"Meh, what's scientific progress without a few dead planets?"

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1222 on: February 23, 2012, 11:17:41 am »

Yeah, I could choose between making a realistic one, but each one would have different names, designes and reagents, OR put everything in one place. I went for the solution that is easier to understand for new players.

I also added a "Digging Stop" button to the GUI. You can now select if you want to game to pause if you find damp/hot stones or not. The tiles will still be un-designated, so you wont just tunnel through it. You will also get an announcement, the only change is that it does not zoom/pause anymore. You can turn this on/off as you want, NO worldgen required.
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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 :::

Ranik

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1223 on: February 23, 2012, 11:24:03 am »

For the grazing animals it's a flat 2x2? May I suggest either small and large or small medium and large categories? 2x2 3x3 4x4 and maybe 5x5 are all nice values.

Otherwise patch looks fantastic. Posting from tablet during class so sorry about brevity.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - 0.34.2 - updated phoebus/fixes
« Reply #1224 on: February 23, 2012, 11:39:09 am »

The grazers have a value of 6000. According to the wiki, that means you need 4 tiles for each creature to safely feed them. This is a lot friendlier then what DF had as default. I mostly did this, because underground "nestbox-farms" full of chickens are way to overpowered and give too much free food. Now you have to keep them fed.

Example: You have 10 cows, you need 40 tiles, a 5*8 pasture would do.

I also did some changes just now:
Added new dfack
Added new stonesense
Added new therapist (no caste patch yet)
Added the option to toggle pause upon damp/hot stones
Removed exotic greaves, they apperantly got claimed and cluttered around like normal cothing.
Added 3 custom instruments to each friendly civ
Added 3 custom toys to each friendly civ
Added 4 blueprints to humans. (THESE ARE USELESS AND JUST A TEST FOR THE NEXT VERSION)

EDIT: Just had the weirdest test embark. 2 were-elks, so I can confirm that curses work. And a demon-ruled goblin civ with a blood soaked church as symbol. Wow.

« Last Edit: February 23, 2012, 11:53:06 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 :::

Meph

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(I will now spam around in my own thread, so excuse the double post, but:)

>>> NEW DOWNLOAD <<<

Short list of new features:
Fixed stockpiling
Fixed 90% of all bugs reported (only minor ones remain)
More golems, Guilds, armored Pets
Invader Corpses, Damp/Hot Stone Pause/Harder Learning (all optional)
Kobold loot
Runic weapons
Tougher humans
Farmable trees

Detailed list of new features:
Spoiler (click to show/hide)
« Last Edit: February 23, 2012, 12:09:37 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 :::

slay_mithos

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Just tested adventure mode, and even if no bug found so far, it is utterly useless before the release of the new version.

I mean, in 100 years, all human towns were empty, no quest given by anyone, and even though I play a mage, just attacking wolves is cheap, and the night creature are vastly over what I could take.

I enjoyed the scyte weapon for a while, even if it makes very little sense to have it as spear where attacks are closer from swords (no "pierce" attack involved, but cutting are here).

Apart from that, stone sense seem a little buggy here, after some little time using it, it would lag/stop responding/behave strangely. Reported, but not sure where it can come from, possibly not the case for everyone.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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IronCodpiece

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Meph, thank you for your diligence!  It is greatly appreciated, as this mod brings a great variety of flavor to my game.

One request... Could you add "Codpiece" as a piece of clothing, made of metal (perhaps at a forge), that takes up the same slot as pants but have a small object size value so that they could be worn over/under clothes or armor?

That would be swell.

Regardless, thanks for the great mod!
::Heads back to sacrificing the Highborne.::
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Ranik

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Yeah not trying to nitpick as any grazed value is good just figured a cow would need more space compared to a hen. Granted the far lower food production due to the cows not laying eggs and having few children which take time to mature may equalize it out. Just personally curious if they are balanced compared to each other, or if they even should be due to cows having other benefits like milk and leather :)
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sayke

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mepth, this is fantastic. downloading and testing now... let's see how stable of a fortress i can make in the face of all this stuff!!
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!
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