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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 1859327 times)

CheatingChicken

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4575 on: May 24, 2012, 12:37:10 pm »

I just thought i might give some balancing feedback.

This image suggests, that either cloth is incredibly expensive, or leather, specially special leather like dragon scales, which are said to be bronze-like, are extremely underpriced.

Or that dwarves are just terrible traders.

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Teiresias

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4576 on: May 24, 2012, 01:03:32 pm »

For some reason even though the Harder mining is disabled i get traps(Deadly traps that explode when i dig them) in my embarks,i generated several world and its the same in all of them.
Is it supposed to be like this?
« Last Edit: May 24, 2012, 02:25:49 pm by Teiresias »
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SAFry

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4577 on: May 24, 2012, 02:18:16 pm »

For some reason even though the Harder mining is disabled i get traps in my embarks,i generated several world and its the same in all of them.
Is it supposed to be like this?

Nope, I haven't seen any traps on embark.

@corrosivechains no centars either, maybe the kind of places you like to embark. I did have some a couple versions back who killed my fort off before the first migrant wave, annoying. I now save and exit then continue right after embark and if something goes horribly tits up I use the 'die' command in DFHack.

Hey, don't want to sound like Sir Moans-a-lot, I know this is cutting edge and all that  ;D BUT I've been having more trouble with Therapist. It won't sort crossbow-making, cheese making, clothesmaking or bees. I've been using the DT from 1.9.1 for most things but it can't see some of my dwarves or any castes so I have to have 2 different DTs open at once  :(

*EDIT*

with the version of DT that came with 1.91 it says I have 56 dwarves (but these is at least 1 missing)
the version of DT that came with 1.9.2 says I have 53 dwarves and has my talented fighter dwarf that's missing from the other one. 

**EDIT**

actually 1.9.2 says 53/4/1 so maybe 4 are kids and I'm just missing the one from 1.9.1?

Highly suggest considering Agility first.  Toughness is important but decent armor essentially replaces it.  Agility determines the speed of the dwarf and how fast he attacks.  It also seems to speed up training speed, probably because an agile dwarf makes more attacks in a period of time, and therefore gains xp faster.

thanks for that, will give it a go!
« Last Edit: May 24, 2012, 02:47:52 pm by SAFry »
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Gatallorsith

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4578 on: May 24, 2012, 03:44:32 pm »

fun fact: I like this mod.
Funnier fact: I keep downloading the mod with the updates.
Ultra fun fact: Real life prevents me from doing MORE than downloading the mod.
XD
Haha, pretty similar to what happened to me. XD Tbh I also spent a good amount of time documenting on the mod, setting it up, and learning to use perfectworld.


One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?
« Last Edit: May 24, 2012, 04:13:44 pm by Gatallorsith »
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Shishimaru

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4579 on: May 24, 2012, 04:27:08 pm »

Hey, don't want to sound like Sir Moans-a-lot, I know this is cutting edge and all that  ;D BUT I've been having more trouble with Therapist. It won't sort crossbow-making, cheese making, clothesmaking or bees. I've been using the DT from 1.9.1 for most things but it can't see some of my dwarves or any castes so I have to have 2 different DTs open at once  :(

Try downloading the last version of Splinterz DT http://code.google.com/r/splintermind-attributes/, this bug was fixed after the release of the 1.9.2
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SAFry

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4580 on: May 24, 2012, 04:37:56 pm »

Try downloading the last version of Splinterz DT http://code.google.com/r/splintermind-attributes/, this bug was fixed after the release of the 1.9.2

Sweet, that works, nice one Shish. 

Blessed are the cheesemakers!

The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4581 on: May 24, 2012, 04:39:40 pm »

What job does it take for people to do the warpstone powder job at the chemist's lab? And does the effect stack?
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Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4582 on: May 24, 2012, 04:46:40 pm »

As a matter of fact, I had a somewhat similar problem with centaurs. They were just fooling around the map for a while, behaved like benign animals and things like that. Then, they came close to my fort. OK. Then, they came in. Ooookay.
They were faffing about for a while, business going about around them as usual. The dwarves didn't really mind. Then, out of the blue, the centaurs started kicking people. Fortunately I had my military up and running by then, so no real harm done, but still, weird behaviour.
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Arbinire

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4583 on: May 24, 2012, 05:03:23 pm »

fun fact: I like this mod.
Funnier fact: I keep downloading the mod with the updates.
Ultra fun fact: Real life prevents me from doing MORE than downloading the mod.
XD
Haha, pretty similar to what happened to me. XD Tbh I also spent a good amount of time documenting on the mod, setting it up, and learning to use perfectworld.


One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?


Yes there is, you go to data/init folders, then open the d_init file (text document).  Go down till you see [EMBARK_RECTANGLE:3:3] and change the numbers to the sizes you'd like your embark.

As to the centaurs...I was wondering if perhaps it was an issue with my embark locations, but if I remember correctly from the flame skulls, aren't just about all creatures flagged for all areas?
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daxp

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4584 on: May 24, 2012, 05:37:01 pm »

Are transformed golems working correctly? I made one squad of four golems, and one squad with just one golem. In the big squad, only the captain will actually follow orders, and every golem seems to be afraid of enemies. Do they only work when chained up, or did I miss something? Kill commands and move/station commands don't seem to work.
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kizucha

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4585 on: May 24, 2012, 05:38:37 pm »

Uhm i dont can seed carrots? ??? Or i do something wrong? :-[
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4586 on: May 24, 2012, 05:39:48 pm »

Alchemy it is. Now how do I get him to consume this bag of warpstone powder?
Ach, mining the stable warpstone isn't giving the bonus. How does it work now?
« Last Edit: May 24, 2012, 06:33:46 pm by The Scout »
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zach123b

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4587 on: May 24, 2012, 07:00:13 pm »

just saying, in the raws the centaurs can be in any land biome, have each curiousbeast token, building destroyer one so wooden doors and workshops they destroy and they can open doors.  build stone doors and lock them when they enter the field, maybe trap the door to lock on a pressure plate.  or just have weapon/minecart trapped hallways
they are 9.5 times the size of a dwarf as well :P

i think the warpstone powder is used to make warpstone turrets now, could be completely wrong though
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tahujdt

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4588 on: May 24, 2012, 08:35:45 pm »

BTW, drake scale made into bags actually produces drake scale chests. How can I change this?
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4589 on: May 25, 2012, 01:04:02 am »

One little doubt: are the manual\guides updated?

PS: another thing: the default embark site is 3x3..can you get it to the default 4x4 in some way?

I can confirm that the guides have been updated with each recent update.

@corrosivechains centaurs are building destroyers, and can open doors. They don't have trap avoid though so your cage traps should still be catching them. I've had centaurs but they just came onto my map, stared at my fort for a while (the door was closed) and left. edit: If you use drawbridges as doors centaurs can't get past.
@cheatingchicken Thanks for the report, it's been added to the list of things to look into
@Teiresias I play with harder mining on, and haven't seen a trap yet. What are these traps? creatures? soil tile? If changing your embark location doesn't work I can look into this further for you.
BTW, drake scale made into bags actually produces drake scale chests. How can I change this?
What workshop are you trying to make the bag at and what is the name of the reaction called? Also drake scale is not considered a leather, I don't think you should be able to make bags out of them at all.
« Last Edit: May 25, 2012, 01:50:22 am by zenerbufen »
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