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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 1838400 times)

Torrasque666

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4755 on: June 02, 2012, 10:31:26 pm »

For some reason it just isn't recognizing Dwarves. If I delete the goblins, then it just replaces them with kobolds, the next one down in the creature_standard file. Something is up and I don't know what...I really need help.
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BOOM FOR THE BOOM GOD!
LOOT FOR THE LOOT THRONE!

You seem to be under the impression that we're playing some game other than dwarf fortress. It doesn't matter how powerful you make a creature, we will find a way to destroy it. God is dead, and Urist killed him.

ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4756 on: June 02, 2012, 11:21:31 pm »

Found a seriously fun exploit:

Make a Legendary Dwarf, get 1000 Essence Residue.
Cut 1000 Essence Residue at Jeweller's workshop.
Make 1000 sets of gemtip bolts, valued at min 800ish, up to 2500+.
Roll in the money, or perforate anything that comes close.

With that many gems, you could also make enough gem crossbows and ammo to arm every dwarf in your fort with a crossbow, plus ammo. No seige would be safe and your crossbowdwarves would be FABULOUS!
The gems are also black (In Ironhand), which is a bonus.

...I'm going to go make 60ish crossbow dwarves with welded mithril armor sets, bladed steel crossbows and an unlimited supply of gemtip bolts.
« Last Edit: June 02, 2012, 11:50:36 pm by ShadowLop »
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Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Werdna

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4757 on: June 03, 2012, 11:32:28 am »

The 'make glaze' reactions should probably be updated to make more glaze, now that each ore is 4x more rare.

I also had a problem with my normal still, where it was brewing typical booze (wine, rum, etc) but was not storing it in barrels.  The workshop 'contained' all the booze but there were no containers.  When I dismantled the shop, all the booze disappeared,  When I reassembled it in the same spot, it continued to do the same thing.  Yet when I moved it to a new spot, a z-level away, it started working normally.  In both cases, all the items it needed were within the same burrow.
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ProvingGrounds was merely a setback.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4758 on: June 03, 2012, 12:41:53 pm »

Quote
The 'make glaze' reactions should probably be updated to make more glaze, now that each ore is 4x more rare.

Good point.  ;)

@the rest: Is noted, but I really dont have the time right now, sry.
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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 :::

zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4759 on: June 03, 2012, 04:25:49 pm »

For some reason it just isn't recognizing Dwarves. If I delete the goblins, then it just replaces them with kobolds, the next one down in the creature_standard file. Something is up and I don't know what...I really need help.

Can't reproduce. After disabling goblins, I am still (as always) dwarves. Try a fresh install?

thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4760 on: June 03, 2012, 05:25:33 pm »

No sound when I enable sound...

what gives Meph?  What gives...

Werdna

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4761 on: June 03, 2012, 08:08:58 pm »

Sorry to bring up mithril again.  I'm not quite sure what's happening, but my two year fortress is awash in it.  I don't think I've mined more than ~30 tiles of it,  although I've certainly purchased what I can from a few caravans.  Somehow I'm at 71 mithril bars + 72 welded mithril - and that's after making 10 w.m. helmets and 10 w.m. breastplates!

I think the problem might be that when a mithril vein is mined it is giving a guaranteed ore, like a gem.  If you expected it to be the usual 25% drop, and changed the reaction to produce 4x more bars than normal, then that would probably explain the extreme amounts I'm getting?  Otherwise, I'm stumped and something else must be wrong - there's no way I mined/bought enough to produce this much.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4762 on: June 03, 2012, 10:11:45 pm »

Quote
No sound when I enable sound...
what gives Meph?  What gives...
WTF, you are sitting right next me ^^

@werdna: No worries. I balanced the reaction to produce 4 times as much, since I thought that it would drop 4 times less stones. But then I played a round in the test fort, and I noticed that small clusters still drop a boulder every time now. So currently you have 4 times as many arc furnace metals.
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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 :::

KaneAndTheHumanRace

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4763 on: June 03, 2012, 11:35:41 pm »

No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/

Also make sure you actually have a sound file - I don't think it comes with the masterwork archive.  You need a file called "song_game.ogg" located in the dwarf fortress\data\sound directory.
« Last Edit: June 03, 2012, 11:37:34 pm by KaneAndTheHumanRace »
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4764 on: June 03, 2012, 11:37:18 pm »

No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/
I don't trust it.
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KaneAndTheHumanRace

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4765 on: June 03, 2012, 11:38:14 pm »

No sound when I enable sound...

what gives Meph?  What gives...

I had this same problem on my girlfriend's computer, make sure you have the ogg vorbis codec installed:

http://www.vorbis.com/
I don't trust it.

Then use a media player in the background or something.
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4766 on: June 03, 2012, 11:45:35 pm »

Ah, you're just a lurker. I normally play my music anyways.
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Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4767 on: June 04, 2012, 03:25:45 am »

Is there any sort of creature guide anywhere? All the dragon raptors, sauropods, centaurs and everything starts to confuse me. Most of the time I don't really have a clear idea how strong these creatures are. I mean fine, dragons beat everything. Sauropods are huge and very powerful, all right.
But I had no idea gnolls were such pussies, dragon raptors also don't exactly live up to a badass name like that (not bad, but not as menacing as I thought), etc etc.
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Panopticon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4768 on: June 04, 2012, 03:37:00 am »

My ten year fort I had a little bit back had a Dragon Raptor that beat his enemies to death with a helmet he took off an orc, I miss that guy.
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46852

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4769 on: June 04, 2012, 07:46:25 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.

I agree with these two posters. Would be good if all the Masterwork modifications would be included in separate files, not inserted among vanilla RAWs. That would probably make it easier to to choose different features separately from the GUI too.

There's way too much of weird stuff for my taste currently, with all the cannonballs and pet golems turning up from out of nowhere.

Also the ability to revert back to plain vanilla would be appreciated by many I'm sure.
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