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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 1837706 times)

Zeebie

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5415 on: June 29, 2012, 09:26:07 am »

Has anyone been playing around with stonebound? I'm curious about a few things that I haven't been able to figure out yet:
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
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Tierre

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5416 on: June 29, 2012, 09:32:07 am »

reporting a bug here. There are crates with plants norrium, insomnium, silphium, philosophum and cure_all which elves can bring.... problem is - there are no such plants in raws. And i think this is a persistent bug from 1.7.2. Meph you forgot them:(
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5417 on: June 29, 2012, 12:50:17 pm »

@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)

Quote
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
- As tough as stone armor. So not very good, but together with armor as good as two armors ;)
 - Fire still kills them
 - No friendly fire, enemies only
 - Nope, no skill required.
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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 :::

Zeebie

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5418 on: June 29, 2012, 01:26:38 pm »


Quote
    - How tough is their stoneskin? Can it repel weapon attacks if unarmored? How about fire?
    - Does the earthquake attack hit friendlies as well as enemies?
    - Do their special attacks use the magic/science/alchemy skill? Does that skill need to be trained up to be effective?
- As tough as stone armor. So not very good, but together with armor as good as two armors ;)
 - Fire still kills them
 - No friendly fire, enemies only
 - Nope, no skill required.

Thanks Meph! So who benefits from the "train magic skill" in the Hall of the Mountain King? Folks like magmamancers?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5419 on: June 29, 2012, 01:43:27 pm »

It trains the "magic_nature" skill, which is portrait as "Druid" ingame. Cant change the name unfortunatly. It is used in all of the reaction in all the 3 magic buildings. Just as a mason builds faster, a better druid can do the reactions in these buidings faster. Previously I had a magic melee and a magic ranged weapon as well, that uses this skill for combat, but they are not in the mod at the moment, because of balancing.
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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 :::

ulrikk

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5420 on: June 29, 2012, 02:25:17 pm »

Quote
I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Ups, my mistake. Someone mentioned that the golem heart from the temple wouldnt work, since I used a "tool" for it, and the building wanted a "toy" itemtype. So I changed it to "toy"... forgot about the golem hearts the drow trade... because they still bring the tool version.

2 Options to fix it:
1. Build a temple and pray for a golem heart. These work.
2. Open the building_golem and replace the TOOL:ITEM_TOOL_BLUEPRINT_GOLEM with TOY:ITEM_TOY_BLUEPRINT_GOLEM. This should work in a running game, so make sure to change it in the raws of the data/save/ folder.

Thank you very much, Meph and Speakafreak22.  :)
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thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5421 on: June 29, 2012, 04:41:38 pm »

Quote
feature request:

make a set of armor?

Feature is already in the game, just build an armory. Helm, breastplate, greaves, 2 boots and a shield, all in one reaction.

Hmm, too bad I disabled the armory (didn't want blueprints to hold me back)... gonna have to revisit that option.

It would be nice if the job was available via the manager screen.
« Last Edit: June 29, 2012, 04:45:39 pm by thistleknot »
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thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5422 on: June 29, 2012, 04:46:30 pm »

@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)


how hard is it to put that back in, the heal_all looks kind of neat.

Tierre

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5423 on: June 29, 2012, 05:23:18 pm »

Just add it to the end of plants_masterwork.txt Also delete that opening square bracket in the middle of each plant... it can ruin raws:(
[DEAD_SHRUB_COLOR:0:0:1]
   [GROWDUR:1425]
   [
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
Gen a new world and those plants will be there for you.... i mean at elves:) They won't be anywhere else - don't forget to turn storage on.
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5424 on: June 29, 2012, 05:26:09 pm »

@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)


saved that info (including tierre's fix) into the bug tracker http://www.javaforge.com/issue/52550
« Last Edit: June 29, 2012, 05:34:58 pm by zenerbufen »
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Bromlad

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5425 on: June 29, 2012, 05:26:48 pm »


Quote
I try to build a Golem Forge and acquired a Golem Heart from the drow. But whenever I try to build the forge I get a error message: "Need Golem Heart". What in the holy name of Armok am I doing wrong?
Ups, my mistake. Someone mentioned that the golem heart from the temple wouldnt work, since I used a "tool" for it, and the building wanted a "toy" itemtype. So I changed it to "toy"... forgot about the golem hearts the drow trade... because they still bring the tool version.

2 Options to fix it:
1. Build a temple and pray for a golem heart. These work.
2. Open the building_golem and replace the TOOL:ITEM_TOOL_BLUEPRINT_GOLEM with TOY:ITEM_TOY_BLUEPRINT_GOLEM. This should work in a running game, so make sure to change it in the raws of the data/save/ folder.

ok if you do 2 you will not be able to use the heart from the temple again. the best way would be to change the ones the drow bring to tool
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Lightningfalcon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5426 on: June 29, 2012, 07:44:47 pm »

How good will my artifact bayonetted wooden musket be? 
And how goo is my artifact iridium veil?
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5427 on: June 29, 2012, 08:14:53 pm »

How good will my artifact bayonetted wooden musket be? 
And how goo is my artifact iridium veil?

The veil should be pretty good, since Iridium is a good material and artifacts are awesome.
Wooden musket should be great at range...not so great in melee...

EDIT: Only an artifact musket could be made of wood though. A normal weapon takes on the material of the bayonet, so a wooden weapon with a steel bayonet would become a steel weapon, as well as reset it's quality when upgraded.
« Last Edit: June 29, 2012, 11:05:23 pm by ShadowLop »
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Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Lightningfalcon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5428 on: June 29, 2012, 08:41:04 pm »

Hmm... still not worth setting up an entire industry for. 
Also, if my weaponsmith get's a mood, will he use the gunsmith if it is there?
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5429 on: June 29, 2012, 09:20:03 pm »

Hmm... still not worth setting up an entire industry for. 
Also, if my weaponsmith get's a mood, will he use the gunsmith if it is there?
Nope only vanilla workshops can be used in moods, he would grab a forge
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