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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 1855027 times)

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1890 on: March 03, 2012, 05:10:53 pm »

Only magma safe stuff survives a blast from a hellfire turret.

The automatons have [ETHIC:KILL_PLANT:UNTHINKABLE], think that caused the weird "death to friends of nature" message, I changed it.

Shells to leather is noted, but couldnt find the culprit yet.

Testing is going well, I also nerfed the mages. I will add some random features, hopefully slaves, some bugfixes and a 34.04 compatible version before the next upload. Magic system will be a ton of work, so this will take a while.

Economy is hardcoded. Cant change that, sorry. I can mod in banks and merchants though, see stronghammers mod about it.

Zombies riding mounts is ridiculus of course, is noted and will be fixed
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SecondBreakfast

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1891 on: March 03, 2012, 05:42:32 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1892 on: March 03, 2012, 05:54:41 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

Pastures work fine on turrets for me, except in rare case that an enemy attack knocks them out of the pasture

Nimrod

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1893 on: March 03, 2012, 05:54:49 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

I usually wall the turrets in with fortification facing towards the enemy ( optional with a moat around it). So it has to stay exactly where i want it.
I also build a roof so the shooter turrets wont target flying "whatevers" so that slade/copper is raining down around the map, which my dwarfs will run out to collect (and later on eat - that has to be a bug)  ;)

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RaidSoft

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1894 on: March 03, 2012, 05:55:12 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.

This is what I did for my turrets/mines, I made a zone into a pasture then assigned them to it ;D bam they never move!

As some ninja's were kind to point out as I was typing this post ;)
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aantn

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1895 on: March 03, 2012, 05:57:03 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?

Nimrod

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1896 on: March 03, 2012, 06:01:46 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?

stairs and then floor/wall the top would be one possible way
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aantn

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1897 on: March 03, 2012, 06:03:05 pm »

So how do you effectively deal with druids/whatever that cause trouble. I was going to get my military to just plain kill them but I don't think it let me.
The only entrance to my fort is a twisted labyrinth filled with tame animals, turrets, and mines. Near the beginning are a few walled-in coffins. All the migrants walk by that coffin - if the dead comes back to life, I know one of the migrants is guilty.

Also, to minimize damage, I started building a massive underwater pyramid to bury all my dead, far from the main fortress. I learned my lesson about keeping coffins near the entrance.

Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1898 on: March 03, 2012, 06:05:58 pm »

Testing is going well, I also nerfed the mages. I will add some random features, hopefully slaves, some bugfixes and a 34.04 compatible version before the next upload. Magic system will be a ton of work, so this will take a while.

So, about that. Is there any chance of a Mayday version anytime in the foreseeable future?
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1899 on: March 03, 2012, 06:08:50 pm »

So how do you effectively deal with druids/whatever that cause trouble.

Play Europa Universalis instead for a few days until Meph mods them back out of the immigrant waves ;)

slay_mithos

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1900 on: March 03, 2012, 06:34:35 pm »

So, about that. Is there any chance of a Mayday version anytime in the foreseeable future?
If you look up, you will see that the poll result is that only very few people voted for this.

Meph tries to go for the options that the most want, every feature being quite time costly.
I personally am not a fan of mayday, so I might not be the best opinion here, but we already have one texture pack supported, which is already good, and logically, the next graphical support would be the ascii because it is what the game originally uses.

If, in the future, many people come to want Mayday, then you might see it come.
The other solution is to do it yourself/find someone capable and willing to do it and present the completely functional thing to Meph.

Meph's time is limited, and it is already quite amazing that he is making and supporting such a mod by himself.
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SecondBreakfast

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1901 on: March 03, 2012, 06:46:41 pm »

My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?
By intending for the miner to end up on the same level as the ramps he's removing. The turrets are pastured on a square block of land, you channel out two squares in every direction, this will become two layers of ramps. The inner layer leads up to the pasture, the outer layer leads out to the rest of the world. Then you make sure the turrets are pastured and no one is trapped in the middle and order the inner layer of ramps removed. The miners end up at the bottom of a pit but there's ramps all around them to get out back to the fort, the turrets are at the top of a 1 z level tower with no way down. Make sense?

But still they escape back to the hall. Always.

edit: On reflection, I think they're dodging down the z level. Dunno what they're fighting. Some flying critter? Each other?
« Last Edit: March 03, 2012, 07:04:08 pm by SecondBreakfast »
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bombzero

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1902 on: March 03, 2012, 07:19:40 pm »

about the poll... seeing as their are some major roadblocks with mages, id say put them as a 'continuous' project. as in devote a decent amount of time to them, but not letting it interfere with fixing older issues and other new stuff.

slaves should be limited to possibly hauling, and other simple jobs, possibly military conscription, depends how much you figure out here.

careful with random features, ideas become bloat, bloat becomes bugs, bugs become wasted time.

seems to be a decent demand for tilesets, but that one is time consuming by what i understand...

reactions are of course difficult in the current DF capabilities. so lets just hope someone makes another breakthrough.


just putting in my opinions on the higher voted poll items.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1903 on: March 03, 2012, 08:51:11 pm »

Well, bombzero, we think alike on this one. Next version wont have the mages yet, since I plan to invest a lot of thought on that one, it is about the most difficult thing to balance ever. (the stupid dwarves spam around with their interactions all the time)

I am almost done with the next update, testing slaves is still slow, and I just made a new thread with a couple of questions about the last bugs I want to wrap up. Otherwise it is good, just need some GUI changes.

New random features are all tested this time btw, I learn from my mistakes.

My biggest issue with the tilesets is not the work to set them up, but the fact that I have multiples of the raws then. Every modding change from then on will be done twice, or four times if I do all tilesets.
« Last Edit: March 03, 2012, 08:55:31 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 :::

bombzero

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1904 on: March 03, 2012, 08:59:12 pm »

the automatic raw changer isn't updated yet? damn. i see your point then, if doing it once sucks, doing it four to five times would be unbearable.

i know about random features, weve seen it  :). just sayin.

glad to hear about the magic, better to take an idea slow, rather than toss it in half-baked and end up with crap.

(double spacing FTW‼)
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