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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 1838450 times)

daxp

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4740 on: June 01, 2012, 05:07:36 pm »

The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.

That's really odd. How many mechanisms do you have? I think 4 is the required amount, but I normally make 5 or 6 just in case some weirdness happens.

Also, you could make sure that the mechanisms and bars are stockpiled correctly. They won't count as available while being moved, IRRC. And lastly, and I'm not completely sure about this, but you could make sure that both stockpiles (where the bars and mechanisms are) are set to give to the golem forge. I THINK they'll take from anywhere if nothing is set to give specifically to them, but I could be wrong; I haven't messed with the stockpile changes a whole lot.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4741 on: June 01, 2012, 05:35:28 pm »

Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?
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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 :::
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ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4742 on: June 01, 2012, 06:02:00 pm »

Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?

Yup, burrows... :s

UPDATE:
After several attempts, here are my results:

first spawn:
Scarecrow killed by a nearby swordgolem I didn't spot...however sitting comfy in the corpse pile, alive and intact.
Two failed decoys.
One decoy forbidden once it turned into a head to prevent the dwarves carting it off to the corpse pile, never completed.
One decoy sitting in corpse pile, intact.
One decoy sitting on a stair, no idea how it got there, possibly on the way to the corpse pile.
A few unfinished creature parts in the corpse pile.

Second spawn, WELL away from ANYthing that is not a dwarf:
Decoy 1 - Failed
Decoy 2 - Spawned within a nearby wall and exploded into giblets.
Decoy 3 - Spawned on the right square, but the kit never turned into a decoy after approx 1/2 season wait.
Decoy 4 - Spawned on the right square.
Gibbet from Decoy 2 turned into a decoy, at last. Seems to take approx an entire season to kick in?
Decoy 3 and 4 have still not activated, after approx 2-3 seasons.

Also, I found out the hard way that all dwarves now ALSO need water in addition to booze...fantastic. *reloaded*.
« Last Edit: June 01, 2012, 11:23:44 pm by ShadowLop »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4743 on: June 01, 2012, 07:41:26 pm »

You could forbid the bodyparts that are created, or forbid dwarves from collecting outdoor refuse.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Tryble

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4744 on: June 01, 2012, 10:18:34 pm »

The only thing about this mod that bothers me is how enormous chunks of it seem to creep into the game even when turned off.
I've used the customizer to disable most all of the features, as I was aiming for a vanilla-ish game with a few key things added in.  I really, really like the standardized resource types and this mod's the only one that has it, it seems. The useful wood/leather alternatives to metal equipment is neat, too. I was hoping to use the GUI to create, more or less, a vanilla DF with those things added in.

There is all sorts of odd stuff around that I thought would be disabled.  Creatures I've never seen before and don't know how to deal with, odd pets like the landmines and turrets, entire sets of ranged items/trap components I don't want to utilize, unknown(to me) metals made of bloodsteel/slade turning up in caravans...

Speaking of caravans, the first dwarven caravan on my map turned up with huge amounts of bloodsteel/slade equipment, above ground crops, and a cloth bag with magma in it. 
It caught fire instantly and destroyed the entire surface region and then brought it inside, where the smoke obscured most of the fortress interior for a while.  Had I not build most of the outer walls when I did, the fire probably would have killed all the dwarves on the surface...


For these reasons my vote goes to GUI and customization.  I'm really hoping this fortress doesn't get destroyed by some weird thing popping up that I don't know anything about, but the way the first year's been it will probably happen.
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Speakafreak22

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4745 on: June 02, 2012, 01:30:25 am »

The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.

That's really odd. How many mechanisms do you have? I think 4 is the required amount, but I normally make 5 or 6 just in case some weirdness happens.

Also, you could make sure that the mechanisms and bars are stockpiled correctly. They won't count as available while being moved, IRRC. And lastly, and I'm not completely sure about this, but you could make sure that both stockpiles (where the bars and mechanisms are) are set to give to the golem forge. I THINK they'll take from anywhere if nothing is set to give specifically to them, but I could be wrong; I haven't messed with the stockpile changes a whole lot.
I made at least 10 of each after all the attempts. I'm pretty sure they were all stockpiled, but I'll try again one more time just to make sure.
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CheatingChicken

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4746 on: June 02, 2012, 02:09:53 am »

An easy fix for the burrow bug is to create a inactive "global" burrow from the upper top left corner of your map all the way to the bottom right corner on the lowest z-level
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ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4747 on: June 02, 2012, 03:08:02 am »

Decoy Tests ^^^^^

Final analysis: Deploying decoys and scarecrows seem to be annoying at best, broken at worst. Have not tested with mines and turrets as current fort does not have clockwork access and have not tried mines yet.

Haven't tried modding much, but I would suggest to make the spawn point simply create the creature where it belongs in one go (as long as you have the required items, of course), instead of creating a body part that then resurrects. It also transforms the dwarf into another dwarf, then back again while creating, which seems to make him drop all his equipped gear.
Another point would be to create the creature as a tamed pet, instead of an allied creature. This will allow us to move it around as necessary using pens, instead of creating it where it should go and hoping for the best.

Another suggestion, one for new features, would be a Fortified Bridge. A bridge that acts normal when down, but when raised is a wall of fortifications instead of normal wall. Would require blocks to make, not boulders, maybe add a penalty for balance? Dunno if this would be in the capacity of a mod, or hardcoded into the default game.

Third suggestion: Creatures should be trapavoid if lore makes sense for them to be.
Thieves are sneaky and clever, so they can see the traps and triggers.
Certain large creatures like Megabeasts would be so large or heavy that traps would have no effect (too large for cage, not enough room for weapons to strike, etc.)
Creatures like Illithids, which are psychic/telepathic, could pick up faint memories from dwarves within the fort so they know where triggers are.
Etc.
I think the following races should be trapavoid only (and why):
Kobolds - Thieves, sneaky and clever, know what to look for in terms of traps.
Illithids - Pick up faint memories of traps from your mechanics.
Frost Giants - Freeze mechanisms of traps when they get too close, so disabling them.
(Possibly) Warlocks - Detect Trap spell, nuff said, though considering they have spells that ignore armor and go through fortifications as if they were nothing, might be OP if they also avoided traps...

No comment on animals and Fortress Defense races as I know you didn't do them directly.


Final word: Awesome mod, can't wait for more :D
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AirPhforce

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4748 on: June 02, 2012, 05:08:11 am »

Could also be the burrow bug, that the raw ingredients are in a different burrow. Even if inactive, it will not accept them. Delete or move the burrow then.

@noes51: Genies shouldnt be taken at embark. They live about 1-3 years, and give random things. Believe me, they are balanced from price/reward, but not embarkpoints, only cash for caravans.

@shadowlop: the deployment sometimes works, sometimes not, but testing showed that is does most of the times. There are a few small oddities, but generally there shouldnt be any big problems. Again, about the "cant do reaction" thing - Burrows ?

If I attempt an embark with one, I also embark with a nest box to get him rolling asap.

I can't afford to embark with it, but I miss it when I don't have it.
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Tryble

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4749 on: June 02, 2012, 05:56:18 am »

The only thing about this mod that bothers me is how enormous chunks of it seem to creep into the game even when turned off.

Yeah, I don't think I want to stick with this mod.  On top of those other problems (bits of the surface are still burning from that bag of magma the caravan brought, wrecking FPS) I just had a swarm of goblins with bodkin weapons firing these things that were literally shooting dwarves in half.  Must be some kind of handheld ballista, I don't know.  It's not even into the second year yet, either.
I didn't know there would be so much stuff I'd have to read about and research even though I had most everything disabled.
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Fairin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4750 on: June 02, 2012, 07:12:27 am »

did a little play testing over the last few days again Meph, turns out golems i create are cowards (at least the only ones i tried - Adamantite spear golems) assigned them to a milita first then turned them into golems (jeeze that is expensive on the adamantite with the bloody fail rate)

they run from enemies, cannot be "War trained" and only the milita captian was able to be reassigned to a squad, so i got 5 hunks of pritty much an entire adamantite spire running around terrorfied of goblins

on a second note, i understand iron is a harder material than copper. but a couple goblin "archers" with rusty weapons shouldnt be tearing my copper golems to literal shreds in seconds

and from the last highlights of the evening i bring you some combat log fun =) lets see here's how it went, stationed at my Entrance i had 2 iron clad horses 1 steel clad (these came with people.. might as well use them as decoys eh?) one of my dwarves was an Animal Savant, and i just got the Elven caravan to arrive and i purchased a breeding pair of Dragons!

so i set my Animal trainer (who has Legendary status in animal training mind you) and pritty much instantly trained my dragon pair, Delighted i stationed them at my entrance too while i finished the Volcanic set for my troops to pair them with (where are the gauntlets to that set?)

OF course i have to get ambushed right? but i got a pair of dragons and whatnot Guarding my cave lets watch the fun !!

Spoiler (click to show/hide)
can i buy some Automations to defend my fort cause a few of these guys just -literately- punched and kicked through a pair of Excellently trained War dragons...


Further examination reveals quite the hellarious battlerager of my milita.

Spoiler (click to show/hide)
« Last Edit: June 02, 2012, 07:18:00 am by Fairin »
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Broseph Stalin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4751 on: June 02, 2012, 09:19:32 am »

Soldiers in padded clothing get upset about being naked is this intentional or just a side effect of padded clothes being armor instead of clothing?

The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4752 on: June 02, 2012, 01:45:21 pm »

Is obsidian still really sharp? My entire embark is made of it. And how good is it armor-wise?
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ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4753 on: June 02, 2012, 05:47:54 pm »

Is obsidian still really sharp? My entire embark is made of it. And how good is it armor-wise?
If you have copper or silver anywhere, you can get easy Volcanic gear, might as well use that, though it takes a little while.

GMF compress into slade, transmute Copper>Silver if necessary, you already have the obsidian, steeloaks provide infinite steel.
Requires 2 blocks, 1 fuel, 1 obsidian for every "bar" of volcanic (Not sure how many sets of meterials each item requires).

I would not, however, recommend slade armor...a helm weighs as much as a normal boulder, so, in the words of my brother "Your dwarves will trundle..."
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oliverosky95

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4754 on: June 02, 2012, 06:45:12 pm »

where is supposed to be located the hellwood ?

i can't find the hellwood in the hell circus (no hellwood, no hell mushrooms, etc etc...)

and why the bebiliths don't spawn? 23 different embarks and didn't find one T_T
« Last Edit: June 02, 2012, 06:47:31 pm by oliverosky95 »
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