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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 1837480 times)

richieelias

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3810 on: May 02, 2012, 07:02:56 am »

What I was asking was to remove the whole Living Rock thing from the Surface stones. That means changing the whole thing. As this itself makes no sense to see on the surface as much as it appears. If it was around the 3rd Cavern then yes, that would be awesome...

And even more appropriate for the 3rd cavern layer since Living Rock always seems to be packed with top level gems
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Cusi

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3811 on: May 02, 2012, 07:05:17 am »

Wait what? Concubine? What's this about?

It is for those forts that face no more migrants or are on an island where they don't get any past the initial three.
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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3812 on: May 02, 2012, 07:35:26 am »

I am disappointed by the lack of new Adventure Mode races. There's only one new civilization (Orcs) and a couple of seemingly arbitrary Outsiders.

Why aren't ALL the (intelligent) races playable?

Or are the races you can choose based on the civs created durring world-gen? Because I have noticed that the types of outsiders change every time I gen a new world.
« Last Edit: May 02, 2012, 07:37:02 am by TheCoolSideofthePIllow »
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Zulithe

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3813 on: May 02, 2012, 07:58:25 am »

Where is the Mac version of 1.7.2 :(
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Werdna

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3814 on: May 02, 2012, 09:56:58 am »

I am disappointed by the lack of new Adventure Mode races. There's only one new civilization (Orcs) and a couple of seemingly arbitrary Outsiders.

BUT this mod is for fortress mode, it has never been marketed for Adventure mode, I do no adv. mode testing and never play adv. mode. I do take suggestions however for it and try to add them. The thing is that I dont know a first thing about it, never will, and therefore cant foresee the reactions caused by changes for fortress mode.

It sounds like if you guys want to use this for Adventure mode you'll need a modder to help test and more importantly suggest changes/fixes to Meph that he can then integrate.
« Last Edit: May 02, 2012, 09:59:11 am by Werdna »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3815 on: May 02, 2012, 04:26:06 pm »

EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions

That is correct. I never played adventure mode, but take suggestions, or would even take another modder into account who has knowledge of adv. mode. I cant mod it blindly though, and being a simulation/strategyst at heart, I would take no pleasure playing it. So, if you think the adv. mode needs more work, please help :)

I also wrote this little something up for corais masterwork successions fort:
http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011

I did play 1 year and fought a bit with demons, made 10 golems, had forgotten beasts, an arm and legless golem mayor, and ton of fun. :) Not much mod stuff though, never unlocked the higher tech, because only one caravan arrived, without blueprints, and no elves, humans or drow at all. Corais also disabled metalworking and adv. metalworking, therefore no high tech metals either...
« Last Edit: May 02, 2012, 04:50:45 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 :::

FalseDead

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 NEW: Updated MAC Version
« Reply #3816 on: May 02, 2012, 05:12:06 pm »

Downloaded 1.7.2 today. Is that amount of towers from mod? or it is vanila thing?
Spoiler (click to show/hide)


 :o

Please tell me you have a copy of that map!

I love killing Zombies!
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"Ah the Internet; where the men are men, the women are also men, and the little girls are the F.B.I."

Panopticon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3817 on: May 02, 2012, 07:47:20 pm »

http://dffd.wimbli.com/file.php?id=6249

Here is a ten year fort save, using 1.7.2, Fortress Defense monsters are off, as are Warlocks as I've found that they make things too chaotic due to setting things on fire all the time, then raising and being killed by their own zombies.

First off, performance. I started with a 150 fps cap and currently am down to around 30, this is with 190+ dwarfs and an ass-ton of animals. There is usually a siege in the caverns as well, currently there is an army of Batmen. My computer was a middle of the road machine when I built it two years ago, and in a vanilla game would be moving at perhaps 10 fps if I am lucky, so that is cool.

I've been poking around for Adamantine but something always seems to come up so I haven't actually hit it yet, or even the magma sea. I haven't been able to try out training my own magic users. Though I did have a couple migrants who cast spells, one necromancer type who would raise anything he saw, then shoot it with a blood storm, I eventually had to do away with him as he scared the rest of the guys. And a vampire who would concentrate and move faster, not that it does him any good as he is locked in his office being my manager forever with 2 concubine ghosts accompanying him. The last was a Demonbound dwarf who was a god among fighters, he dual-wielded greataxes(One Sladeamantine, one artifact Iridium) and didn't care about anything, except Gray Langurs, who he would chase across the map to murder, he met his end just this past winter at the hands of Frost Giants.

Speaking of whom, I don't notice any difference in difficulty for them in this version, they still hurt bad and the frost air thing they do makes dwarfs bleed out it seems, no one landed a finger on the fighter but he bled to death mid fight with them. They are pretty hardcore imo.

Concubines are an issue, I mentioned it before but they leave ghosts and aren't slab-able, so if you don't want the spewing out babies and have them butchered, they never leave you alone. On a personal note I find the concubines pretty creepy to include in general and would like an option to turn them off.

Sauropods rock, they are enormous and react with belligerence when enemies approach, if you are taking requests for new stuff, I want to be able to war train these guys. For a while they were the only things that could reliably crack open Frost Giants.

On the same note, I think Dragons maybe should not be purchasable, I love them but they make sieges easy as hell. I have an iron box made of bridges sitting outside my fort, it has 3 War Dragons in it, when a siege arrives that I don't feel like fighting, I close my fort, open the box, and wait till the fires die out. If they start dying that is fine, cause I have ten or so more sitting in cages inside.

White Widow spiders are cool and fun, these are my favorite war animals to assign to my fighters.

Is it intended that both Drow and Elves have all the pets?

Essence Fragments are a bit OP I think, my entire army for 9 years consisted of 2-4 melee dwarfs, I was able to give them whatever legendary skills I desired and they are basically unstoppable, to the point of swatting bullets out of the air. Recently my army went up to 7 because:

The King arrived! First time I have ever got one, came with a full retinue and works just fine, though he seems to want to go outside when it is on fire. He appeared to have ignored the road requirement though, unless bridges count.

Trading becomes a hassle later in the game, the traders come with upwards of 6 wagons, a bunch of mules and such, and a veritable army of escorts, they take forever to load and unload, it was not unknown for a group to be loading in the Depot as the next batch of traders comes onto the map, they haven't run into each other yet though, I hope they fight. The guards are handy sources of defense, as well as trade goods when a couple inevitably die in the fighting.

Excavating stones at the Archaeology workshop is surprisingly lucrative, Masterwork Obsidian weapons and Earthware crafts a pretty easy to get, I've had this on repeat for the last few game years to try to reduce clutter and it has helped my trade, though the elves hate my Obsidian stuff I think.

Clothes are an issue with large forts, cloth rots too much, even wooden bins start to deteriorate eventually. I finally spent the last year smelting all my gold, spinning it into thread, and have started making clothes out of that instead, hopefully won't rot as fast. I've had more than a few of the crazy naked children problem, though many get pants in time. I know this isn't a Masterwork issue but your metal clothes option seems to be a good solution.

What is a Berserker Hide? One of my moods made one of these a while back and I've never heard of it before, it is chest armor and one of my axedwarfs seems to like it but that is all I got.

I like the Temples to Armok, but as the game moves on the armor and weapons get outclassed by your crafters, I use it to deal with unruly nobles.

The Golem nerf saddens me, my Mithril Golem was killed by Orcs, I think they are reasonably powered mind you, I just kind of missed the unstoppable killing machines of previous versions.

I'll come up with more stuff as I reflect on it.

Oh, for anyone interested in checking out the save, it is flat with a Volcano (Using a modified Garden of Gaia), which I haven't personally been able to find before, Tetrahedrite, Hematite and Gold are the main minerals, there is Marble as well so steel is a thing, I have close to 1k bars stockpiled. No flux but tons of trees. All secrets enabled
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Arbinire

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3818 on: May 02, 2012, 08:23:50 pm »

Which of the creature raws houses the flaming skulls?  I'd like to remove them or modify them a bit.  The little pests always seem to find a way to start forest fires whenever I'm doing something like punching through an aquifer.

edit: nevermind, found them :P
« Last Edit: May 02, 2012, 08:38:44 pm by corrosivechains »
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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3819 on: May 02, 2012, 10:15:48 pm »

EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions

That is correct. I never played adventure mode, but take suggestions, or would even take another modder into account who has knowledge of adv. mode. I cant mod it blindly though, and being a simulation/strategyst at heart, I would take no pleasure playing it. So, if you think the adv. mode needs more work, please help :)

I also wrote this little something up for corais masterwork successions fort:
http://www.bay12forums.com/smf/index.php?topic=106774.msg3248011#msg3248011

I did play 1 year and fought a bit with demons, made 10 golems, had forgotten beasts, an arm and legless golem mayor, and ton of fun. :) Not much mod stuff though, never unlocked the higher tech, because only one caravan arrived, without blueprints, and no elves, humans or drow at all. Corais also disabled metalworking and adv. metalworking, therefore no high tech metals either...

I guess I can edit the RAWs. Really, it's just 1 flag to make a race playable in Adv. Mode.

The only other thing that would flesh out Adv. Mode are custom reactions, which I have yet to figure out how to make.
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Xplicit

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3820 on: May 03, 2012, 07:21:28 am »

Which of the creature raws houses the flaming skulls?  I'd like to remove them or modify them a bit.  The little pests always seem to find a way to start forest fires whenever I'm doing something like punching through an aquifer.

edit: nevermind, found them :P
Can you share the changes you made or preferably point me in the direction to where I can modify them myself please? They are a nightmare, seem to be on every biome and are much more common in my experience to any other creature. On cold maps they arent so bad as there fire seems to do no damage but quite often they have been the death of my fort or a massive nuisance such as killing all my livestock, burning all the landscape and on the rare occasion set fire to my booze supply. Whenever they turn up... coffins are required.

I wouldn't mind them so much if they was a rare visitor, plus my hunters always go for them.  :(

Just had a abomination, was alot of fun! (Unsure if your work or native as I haven't played native that much)
Spoiler (click to show/hide)

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zach123b

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3821 on: May 03, 2012, 07:57:35 am »

a good way to fight them is to dig a channel in the entrance to your fort and fill it with water 3/7, 2/7 will evaporate and 4/7 they won't pass for some reason, as water will stop the burning clothes a shot or 2 from forest fires or fire breath while giving your dwarves a happy thought that they had a nice bath :P
but they have tags for every biome that isn't freezing and they will show up sooner or later no matter what in groups of 5-10

could build a stone door as that will stop them if it's locked


i have trouble with giant hornets as they have buildingdestroyer:2 tag and are quite hard to get rid of as a young fort but are only in savage biomes i believe
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Jeoshua

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3822 on: May 03, 2012, 08:26:00 am »

EDIT:
Please give this guy some help, he has a brilliant idea, just needs a little help it seems.
DF Word Project - 400 additions


Thanks for the plug there.  I'm slowly plugging away at this project, but the sheer size is daunting to say the least.  Any help would be appreciated and obviously, if it's completed even partially you all are totally free to use it in Masterwork (or Genesis or Post-Apoc or LFR or anyone else too, for that matter).

Right now the goal is to set out what the words are.  After that, each word needs to be added to the appropriate SYMBOLs so the entities know when and where to use the word.  And finally, the language files themselves will need to be updated, but it seems like that could be pretty simply done by random generation or DFLang.

Also, I'm going to take that name you gave it.  Much catchier ;)
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I like fortresses because they are still underground.

Werdna

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3823 on: May 03, 2012, 09:33:49 am »

Does anyone else have a problem with eggs?  I can't seem to do anything with them in Masterwork.  They never get used in cooking, and the 'Boil egg' reaction I believe appears, but gets canceled any time I queue it.  The eggs just pile up in the stocks.

Magma Factory - what kind of stone do you need to create obsidian?  I tried the factory for the first time, and it won't take marble, gabbro, or schist.  I think the problem here is that it only takes non-economic stone, but virtually every stone is now listed as an economic stone.  I glanced through the few stones listed as non-economic and I don't think my map even has them!  I think Diorite was the only one listed that I've seen with any regularity in a MW embark, but this one doesn't have it.

Comment to above poster on Flaming Skulls: Flames are plenty dangerous in freezing biomes - if it has grass, you'll get a racing wildfire no matter how much snow is on the map.  Found this one out the hard way!
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Xplicit

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.7.2 - I am online, juhu
« Reply #3824 on: May 03, 2012, 09:42:17 am »

i have trouble with giant hornets as they have buildingdestroyer:2 tag and are quite hard to get rid of as a young fort but are only in savage biomes i believe
Ive only had one fort fall to hornets, that was because my fort was a huge hole in the ground with a open roof, the hornets flew through the roof and attacked the dwarves who decided to dodge into the pit in the center. The dwarves had a choice between starving to death or running past the hornets blocking the roads next to the pit.

Quote
Comment to above poster on Flaming Skulls: Flames are plenty dangerous in freezing biomes - if it has grass, you'll get a racing wildfire no matter how much snow is on the map.  Found this one out the hard way!
I tend to find in freezing biomes that for some reason the flames dont hurt the dwarves if they are outside. Possibly because of Ice turning to water in the heat the dwarves are stood on then instantly being changed back to ice?
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