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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 1858679 times)

Niveras

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4785 on: June 04, 2012, 06:11:42 pm »

Minor, and I don't know if it's been mentioned and/or fixed yet, but there are 'language' errors in the iron golems' descriptions:
Quote
A big iron contruct provided by the mountainhomes. It resembels a humanoid with thick muscles and broad shoulders made entirely from iron. The eyes glow faintly red. It never speaks or even utters any sound. A valiant defender to guard against the vile forces of darkness. This golem yields a giant iron {weapon} as a right hand and wings it mercilessly.

'Construct', 'resembles', 'wields', and 'swings', respectively. The phrasing also kind of sets my teeth on edge but I want to overlook it because I'm hardly an English scholar and being pedantic about it would only invoke the ire of others, for exactly the same reason (i.e. they'd disagree with how I'd phrase it).

For spelling corrections in easy copy/paste form, see spoiler. Generic/sword/hammer/axe golem respectively. This is just for the iron golem. I haven't looked closely at all the rest (my supper is getting cold) but I see the steel golem at least has the same errors, and I'd guess all of them do.
Spoiler (click to show/hide)
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4786 on: June 04, 2012, 06:56:12 pm »

I've seen this mentioned allot so I want to address it;

Ability to turn masterwork off, and revert to vanilla, or simply FPS only options.


Yes, this is 'The next big project' and goes hand in hand with the raw cleanup Meph has planned for when he finishes his trip, also the new GUI I am writing from the ground up from scratch is being written with this goal in mind and will include under the hood changes that will allow this to happen.

In the meantime, I am assembling some bug fixes that will be included in the minor updates in the meantime.

How can you help?

If you have found a bug:
A bug report is only really useful if it is reproducible. If I can't see the bug happening on my computer in front of my own eyes it is extremely hard to fix.

If you are experiencing a bug you would like to see fixed, or that you would like some help with and you are finding you are not getting the response you would like please preform one of the following.

1) Save you game, copy your save file over to a fresh installed copy of masterwork with all default settings. (change nothing) Open you game, see if you still encounter the bug. If so, upload the save file (dffd, dropbox,) and link to it. Provide directions on how to see the bug for ourselves.

2) Install a fresh copy of masterwork. Provide step by step instructions of what options to set, how you generated your world, where you embarked, whatever it takes to actually see the bug happen.

If you find a bug, and figure out how to make it keep happening, and share all the relevant information (most important how to reproduce) It will make it easier for us to find the root of the cause, and fix it.

Magma-in-bag on traders
There was a post a few pages back that had a possible fix for this issue. Has anyone who is experiencing the problem tried that?

@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.

@Speakafreak22
I've seen it mentioned before, but I can't remember where sorry. What I know of about collapsed bricks is that they are a type of ore related to archeology and you will find them as viens in the ground like ore(follow them to find treasure). This means that they are not at all like the bricks your dwarfs would create from sand/clay, hence the way they get stockpiled. I'm not sure if this is something that can be fixed. (Mods have to work around limitations in DF, that sometimes cause weird side effects)

@Wards Does anyone know why Meph decided to make them die? I think a longer lifespan would be nice. Thoughts?

@tahujdtDefine sometimes; when are you getting these odd embark points?

@CapnCanaryMake a big huge burrow that covers your entire fort, including all stockpiles and workshops (remember you can designate over multiple zlevels now) Do you still have the issue?

@IsharGuides & Readmes Pet Guide.PNG - includes most of the stuff that can end up on your team (sauropods are missing, but we all know those are just giant long necked dinosaurs right?) Buildings, Woods, Plants, Metals, and Materials are also documented there. Creatures have not been documented yet. Anyone up for this? You can find more info in the raws :(

@Niveras thanks

thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4787 on: June 04, 2012, 07:58:11 pm »

hey... that sounds vaguely familiar.

That's cool btw.  I hope to see that.  It would be nice to play vanilla with basic enhancements, like fps increase (with generic materials/objects!)

Broseph Stalin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4788 on: June 04, 2012, 08:09:46 pm »

-snip-

I haven't experienced the magma bag bug since preforming the fix.

Pikdome

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4789 on: June 04, 2012, 08:36:42 pm »

I've noticed that when I conduct a random experiment after researching and getting blueprints, and because I had no other metal available, the random experiment uses the blueprints as metal bars, resulting in some very interesting, very valuable items like a gunsmith blueprint advanced crossbows and an ammunition mint katana.
I'm not aware if this has already been reported or if anything can be done about it.
« Last Edit: June 04, 2012, 08:38:20 pm by Pikdome »
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oliverosky95

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4790 on: June 04, 2012, 08:48:59 pm »

A cool new feature would be a way to unassign pets from the dwarfs (because is annoying, to assign a powerfull warbeast to a wrong dwarf)
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Torrasque666

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4791 on: June 04, 2012, 10:18:59 pm »

I summon Necro to the field!

MAAAGGGMMMAAA!!!
« Last Edit: June 04, 2012, 10:20:55 pm by Torrasque666 »
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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.

Werdna

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4792 on: June 04, 2012, 10:49:25 pm »

So I want to share my copper sword golem's story.

Ushat Nomalnadak was one of a few golems that arrived with migrants to the two year old glacial fortress of Ingishosdin.  With its thick metal skin Ushat was quickly assigned to outdoor watch duty, where if it had a bad thought about the frequent snowstorms, he never did deign to mention it.  He was primarily assigned as a thief trap - he was stationed so thieves could just get by it, but then later be spotted by roaming mastiffs guarding the inner entrance, at which point the fleeing thief had to make it by Ushat.  He already had one kobold kill to his credit.  It was only the faintest hint of what was to come.

In the spring of 213, Ingishosdin suffered its first overland ambush by greater badgermen and dreaded honey badgermen.  Ushat was the poor target of the ambush, as a Honey Badgerwoman Spearman rose up suddenly out of the driving snow a mere 4 tiles away, riding a fearsome Giant Queen Ant, Osmoz.  Not far behind, 15 badgermen lashers, instantly enraging as badgermen are known to do.  Ushat only has time to clang his palm loudly upon his copper breast, sounding the alarm - but it will be precious minutes before help will arrive from the depths.  He is on his own to keep 17 combatants at bay, his questionable life to be spent buying precious seconds of organized defense.

Spoiler (click to show/hide)

The spearwoman does not last long - a lucky early strike from Ushat bats the heavy gold spear from her hand.  Osmuz the giant ant latches onto Ushat's toe, but Ushat breaks this poorly chosen grip and shortly after strikes the spearwoman in the head, shattering her skull.  As the rest of the lashers pour over him in howling rage, Ushat proceeds to calmly chop one leg after another from Osmuz, until the ant falls over dead.

High above the battle, I confess I gave up on poor Ushat.  I turned my attention to my little dwarves, stationing my 10 man axe squad indoors and grouping them up first, not wanting them to stream out in dribs and drabs.  My marksdwarves were sent to the battlements overlooking the fight, but they were a new squad and poorly equipped.  The few that arrived offered only a thin stream of fire into the fray, with mere bone bolts that cause more pain than harm.

With my melee dwarves finally ready, I noticed that the roiling ball of badgermen had not progressed passed Ushat's station.  Watching carefully, I am surprised to see Ushat blinking red for a moment on one of the tiles, before disappearing under a steady stream of badger icons.  He's still alive?  I check screens, and there he is with 6 screens of combat text, still trucking.  He is covered in blood.  His body part listing is nearly all red, with some yellow.  He has killed 7 hostiles out of 17, and there are four unconscious ones.  One moment I was 'alas poor Ushat'; and the next, my melee squad is charging out screaming 'Ushat, save some for us!'.


Spoiler: Ushat's kill list (click to show/hide)

Spoiler: Ushat's broken body (click to show/hide)



Spoiler: The End (click to show/hide)
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ProvingGrounds was merely a setback.

ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4794 on: June 05, 2012, 01:34:15 am »

In light of the golem story above, I've got one of my own to share.

I usually build one main path to the main entrance, a longer trap corridor to divert to. The Trade depot is usually just outside my entrance, but within my inner-most seal.
On this fort, I decided to put my trade depot in an air-locked position, instead of within my fort. This would prove fateful.

I had just finished trading with the elven caravan, having bought two fire turrets to defend my main entrance and the merchants were preparing to depart.
Suddenly, Nuru Lurunococu, a Frost Wyrm, appeared on the map. Speedy thing that he was, he almost made it up my incomplete trap/kill corridor (where I am testing a minecart-based grinder) before the dwarves could seal that bridge.
After a momentary thought, he turned and ran around the North edge of my fort towards the main entrance. Prepared and ready for him (the alarm to withdraw into the fortress had sounded already and everyone was inside), the dwarves quickly sealed the main entrance too. Having no way into the fort, I expected him to simply stay put, as they often do.

It was then that I realised that the outer airlock gate of the trade post was still open to allow the merchants to leave.
The dwarves had no chance to react. The wyrm entered the trade depot within seconds (go go 150 fps) and breathed frost onto the merchants.
The soldier escorts reacted quickly and retaliated, but they were no match for it. The wyrm made short work of them, recieving only minor injuries.

It was at this point, that the merchant wagons and trade depot deconstructed, spilling all their goods into the ground...including several web, acid, fire and hellfire turrets onto the ground.
All hell broke loose. The web turrets kept him trapped non-stop while the acid, flame and hellfire turrets roasted him alive and set the entire countryside on fire.
The various metals and fuels ignited and burned for a season while dwarves dumped buckets of water from the wall above, then another while a quick pond and pump system was erected, which finally doused the flames.

The turrets, which are friendly, therefore unmovable, remained there until the year after when some capuchins arrived...causing the turrets to set the world on fire again...both times the access bridge was destroyed...now I'm adding a paved tunnel to prevent wildfires again and my trade depot will be moved slightly to prevent friendly fire on merchants.

All in all, a good day for all, except the Wyrm, Capuchins and my hunter who decided to go hunting Capuchins in the middle of a brushfire...
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Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Urist McTeellox

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4795 on: June 05, 2012, 01:47:25 am »

Firstly, a *huge* thank-you to Meph for an awesome mod, and to Zenerbufen for volunteering to carry on with it as Meph goes gallivanting across the countryside. :)

I was just wondering if there's a git or other source control repo where development is happening? It would make it much easier when it comes to sending patches for things like spelling fixes, and means if I make my own local tweaks then I can make sure they don't get out-of-sync with the rest of the mod.

Many thanks,

T.
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Urist McTeellox

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4796 on: June 05, 2012, 01:50:00 am »

I was just wondering if there's a git or other source control repo where development is happening? It would make it much easier when it comes to sending patches for things like spelling fixes, and means if I make my own local tweaks then I can make sure they don't get out-of-sync with the rest of the mod.

And updates to the help manual and supporting docs. I'm not at all experienced at modding DF, but I do have a decade or so of experience as a technical writer. :)
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Durian Hohlades

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4797 on: June 05, 2012, 02:38:40 am »


@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D
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krko

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4798 on: June 05, 2012, 03:58:44 am »


@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D

That "invaders" setting is an ini setting from vanilla actually. It just toggles sieges, thieves, and ambushes on and off. You can turn it on/off any time. It's quite useful for megaprojects.
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4799 on: June 05, 2012, 04:02:23 am »

@Durian, sorry for the bad info, @krko, thanks for correcting me, @Urist McTeellox, soon
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