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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 1855568 times)

bombzero

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Meph, i would suggest you look over any new/modified tags every major release, as now you won't have to deal with every new player to masterwork bitching about turrets and landmines moving!

on the note of mages, havn't tested them myself yet but they sound great. also not really possible to be OP considering the requirements for making them are to dig all the way down.

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Meph

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    • worldbicyclist

Dark Magic can be reached sooner, by embaring on a volcano. Then you can make a demonbound in the first year. I plan to make it harder, MAYBE add adamantine to all magic related stuff. It is the dwarven über-metal anyway and should have special properties, besides looking shiny and cutting everything in half. Regard the current magic system as a test to see how people like it.

I think I will fix some issues (have a small list again already) and add bloodwine, an alternate booze source. Extract blood from bodyparts in kitchen, brew drink in still, upgrade drink in brewery.

I think I am slowly getting rid of all the bugs, as impossible as it sounds. If you compare the current build with V.1.3... ;)

I also genned and exported five random worlds, the offset for civs looks ok. Drow did not make it in one world, but I dont know if they got extinct, or never found a starting biome.

Spoiler (click to show/hide)
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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 :::

Buffbot

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So all we need to do until the next patch is add [IMMOBILE] to our turrets and landmines for them to work as intended? 

Sounds easy, almost too easy.  :)
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bombzero

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changelog on dffd still says your mod adds wagons, good job, glad you fixed that meph. [/sarcasm]
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Ishar

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Not to be a smartass, but try [IMMOBILE]. 
You are funny ;) And not the first one to bring this up. The immobile tag only works on creatures with aquatic that are on land. (i.e. drowning fish) Giving a creature immobile, aquatic and nobreathe does not work as well, tried. I would need the drowning tag for it to work. Mh... I could add a syndrome that removes nobreath for a few seconds, then disables it for one tick, and enabled it again. Will try. EDIT: OMG. You damn smartass. You are right. :D It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING. What would I do without you ? :*

What about migrant turrets and mines? Stuck at the edge of the map, or do they move to the meeting hall with everyone, THEN becoming immobile there?
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Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Seraphyx

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Really glad to hear you can make turrets and stuff immobile now, that will be great.
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bombzero

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Not to be a smartass, but try [IMMOBILE]. 
You are funny ;) And not the first one to bring this up. The immobile tag only works on creatures with aquatic that are on land. (i.e. drowning fish) Giving a creature immobile, aquatic and nobreathe does not work as well, tried. I would need the drowning tag for it to work. Mh... I could add a syndrome that removes nobreath for a few seconds, then disables it for one tick, and enabled it again. Will try. EDIT: OMG. You damn smartass. You are right. :D It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING. What would I do without you ? :*

What about migrant turrets and mines? Stuck at the edge of the map, or do they move to the meeting hall with everyone, THEN becoming immobile there?

roughly beneficial, they become temp ambush spotters until you actually place them.
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FFLaguna

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EDIT: OMG. You damn smartass. You are right.  It is a new tag for 34 I did not know about, it works. Landmines and Turrets stand still. You can move them by pasturing, but they never move. AMAZING.

Fantastic! Excellent! Neato! :D
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Meph

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Yes, just add immobile to them and you are done. Easiest thing ever. :)
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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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awesome, now if youll excuse me, im going to get off the forums to play DF for a bit instead... seriously i have a bad case of forumiteitis.
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narhiril

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Yes, just add immobile to them and you are done. Easiest thing ever. :)

In case you were wondering, that token is new for 0.34 and wasn't in the file changes list of tokens.  It's found on sponges.  The old token you were thinking of is [IMMOBILE_LAND] which has some other weird behaviors attached to it (i.e. drowning).

isitanos

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Is 1.5.1 mostly save compatible with 1.5? I know your releases usually aren't but then it's a minor release, so...
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Ranik

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http://www.mediafire.com/?u392nsbhj2aia73,lxgsre6j0a302ua

A quick patch for the free rope reed and adding immobile to turrets, landmines and decoys. Not tested. Mostly default settings with simple options off
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mglarev

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Has anyone else problems with squads not picking up ammunition? I checked and double-checked all assigned weapons, ammunition and the actual equipment. But the ammunition stays on the stockpile. Still 1.4.1, though, but I had the same problem in 1.4.0.
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Vherid

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-Just nevermind-
« Last Edit: March 08, 2012, 10:21:13 pm by Vherid »
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