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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 1837453 times)

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5670 on: July 14, 2012, 10:46:42 am »

Yes, that is vanilla. It is genius. Stones now cut into 4 blocks instead of one, all ore makes 4 bars, all coal makes 4 coke. 4 times less micromanagement, 4 times less clutter, 4 times less workforce needed.

EDIT: A little repost about the future ideas for invaders... any comments ?

3 Cavern races

- Spawn of the Holistic (deep) => hard, naturally armed/armored, transformes dwarves => Drop... (?)
 - Xen/Xelic (shallow) => medium, multi-armed, caste system => Drop Special Chitin(?) & Goblinite
 - Ratmen/Skaven => medium, warpstone weapons, mutations, some mages => Drop warpstone stuff

6(7) Evil races

- (Kobolds of course) => very easy, thieves => Drop bags of loot
 - Greenskins (Standard) => easy, Goblins, Orcs, Trolls => Drop Goblinite
 - Terracotta Army (Plains) => easy, naturally armed/armored, golems, chariots => Drop Scrolls of Life
 - Anubites (Desert) => medium, Anubites, egyptian Gods, fight with magic => Drop Sand & goblinite(?)
 - Living Land (Forest) => medium, Druids, Satyrs, Nymphs, Treants, walking plants => Drop wood/seeds
 - Frost Giants (Tundra/Glacier) => hard, giants, icewolves, frost wyverns => Drop bifrost & goblinite
 - Automatons (everywhere) => hard, steampunk spiders, automatons, moving turrets(?) => Drop clockwork parts

Basic idea is that each race will give some kind of material/itemdrop that is needed for high-tech stuff.
Kobolds just drop a bag full of metal bars, so people hunt them down.
Goblins/Orcs drop golbinite, e.g. free metal equipment.
Terracotta army drops magic scrolls/golem related stuff, to give life to inanimate objects. (golems for example)
Anubits/Egyptian Gods drop... NO IDEA
Living Land (working title) drops seeds, wood and plants.
Frost Giants drop bifrost, a metal between steel and adamantine.
Automatons drop clockwork parts, needed for high-tech/mechanical things, like turrets.

Ratmen/Skaven drop warpstone/mutation related things, possibly to upgrade pets a lot more...
Xen/Antmen drop... chitin for some strong and lightweight armor, mostly for archers (?) (BETTER SUGGESTIONS?)
Spawn of the Holistic drop... definetly something special, but I dont know what yet.

« Last Edit: July 14, 2012, 11:28:10 am by Meph »
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Flobulon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5671 on: July 14, 2012, 12:15:55 pm »

Sort of a random question, but I was just going through the raws in order to update the Caste Guide, and I was wondering - are we 100% sure that [SLOW_LEARNER] doesn't override [SKILL_LEARN_RATE:x:y] ?
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Bouchacha

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5672 on: July 14, 2012, 12:42:20 pm »

I play with ASCII (I'm so used to it by now that tiles look like gibberish to me) but wish there was a better one packaged with MDF. Might I suggest Haowan's set? It's based on the original set but designed for bigger resolutions (which most people should have anyways) and square. I think it's the best looking ASCII tileset available.

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Jacob/Lee

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5673 on: July 14, 2012, 07:24:49 pm »

This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this all the time.

Broseph Stalin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5674 on: July 14, 2012, 08:17:19 pm »

This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this all the time.
f12

Jacob/Lee

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5675 on: July 14, 2012, 08:42:42 pm »

This might sound silly, but how do I change the font back to DF's default? I don't care much for any of the fonts included and it just bugs me a little reading this all the time.
f12
Thanks!

ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5676 on: July 14, 2012, 08:43:37 pm »

Alright this is gonna be long report, now that my current fort has pretty much failed. TLDR, apparently 6 steel armed dwarves+all the steel armored grizzlies you can shake a fist at can't deal with 2 troglodyte ambushes at once, at least not without serious casualties. Since I don't want to stay locked up while trying to train/arm in volcanic, I'm restarting, this time with the FD races. I've been keeping notes for these 3 years so I'll split this up into bugs/odd things, and balance suggestions:

Bugs/wierdness (sorted from bad to minor):

Corpses/parts of monsters keep "resurrecting" almost dead. Doesn't always happen, and butchering seems to finnish them off for good. Highly annoying as it scares your civs everytime as they try to drag it back.

Bullet turret bullets are classified as tallow and end up in food stockpiles. Who knew copper was edible. Couldn't find it in between all the types of fat/tallow, so simply disabled tallow from all stockpiles.

Wards make dwarves fall down, which then makes other dwarves recover them for resting. I think moving away from the staircase helped with this though. Also wards keep showing up as combat... annoying as you don't notice real combat sometimes.

Outfitting wards in apothecary seems to simply destroy them.

I bought crates from the drow-> but then they seem to have dissapeared, can't find them on the trade depot and everything is red in crate opener workshop

Freezing giant snatcher destroys outdoor fields by walking through them. I think this is an effect from their "blood" as well, so without dfclean it would probably track all over the fortress. Maybe this is a feature though, not a bug hehe. Those snatchers

Temple of armor reaction: uses diorite, and I assume any other stone not neccesarily ore like the manual says

Bezerk sneak goes bezerk before revealing himself - can move dwarfs over to find him.

No reaction for volcanic gauntlets. Again, may be deliberate.

About the vomiting related to crematorium, and sometimes kitchen - looks like one of the dwarves got sick from it, he keeps getting fever/vomitting fits. I'm not sure the kitchen causes it at all actually, but the crematorium certainly seems to, when burning remains (haven't used other reactions)

troglodyte ambush tends to rush up through my fortress to get away when "beaten"

Note sure if this is mod fault but I get graphical glitches - black spaces- over icons when assigning pets to pastures (can't see the cage/pasture graphic) and in workshops (can't see the S, R, or A letters). Seems to happen with long names. I tried both fonts and ironhand/phoebus, same problem.

Suggestions:

Allow bronze armorplates - seems strange that you can't make them from bronze

The materials for philosophers stone fill up bags, but the game does not recognize them as filled bags and they clutter up bag stockpiles. Make them non-powders if there isn't another way to fix this?

It would really help to know where in the stockpiles menus many of the new items are. Like for example crates, or armorplates, or runes. Maybe a mini-guide?

The great magma forge seems to be too important. I built just one, but for my next game I plan on 2, and more likely 3. One obvious suggestion is to separate the making of the slade/obsidian blocks from the volcanic item crafting. Although I do love the general idea of the forge- turning lots of metal into super-metal.

I've said this before but the power of the caste/savant dwarves vs. the non-caste ones feels too big. I end up with tons of crappy dwarves running around hauling for the caste ones. And if you put caste and non-caste in the same squad, the caste ones are so much faster they end up killing everything before the slowbies show up, leaving the non-caste even further behind in skill. I'll end up making caste-split squads next time. I think I'll switch on easier learning for my next game.

I found the steel-clad grizzlies/mastiffs and bullet turrets suprisingly weak against troglodytes. They do well against goblins though. I had 3 bullet turrets shooting an ambush of troglodytes through fortifications (had a raised bridge), and they really weren't doing much, even after multiple days. Spirit hunters seemed a little better, but not much.

I'll probably do some testing on these animals in the arena but right now managing pets that aren't directly assigned to dwarves is so annoying (finding the one you want in 5 pages of pets..) that I'll probably try to just stick to raptors. Or dragon raptors :). And probably try the rest of the turrets. In general I'd much prefer pets to be more expensive or otherwise rare but good - much less micromanagement that way.


Things I tried and liked alot:

Temples and their rituals. In general I like the idea of hard to make buildings, and rituals that allow you to turn alot of semi-worthwhile things into one really nice thing. Timberyard goes under this as well, although I only used it for scrap. Alchemy was another cool thing.

Actually looking forward to caravans for once. Although I ended up buying far too many pets (drow caravan with ~5x dragons, raptors, grizzles, spirithunters each, and then anotehr ~8 other animals) and got completely bogged down in trying to manage them.

The armor/weapon improvement system. Need to be able to put runes/plates in a stockpile so I can manage what gets upgraded though.

The different look of the 3 different caverns. Has alot more personaility. The whole reason my fort died so early is because I tried breaking into the middle cavern for crystal trees before I was ready heh.


And finally, I have a question since my fort died before I could get to it - do the fighter transformations (demonbound/stonebound/earthbound) radically increase the attributes of dwarves (str/heal/etc.) like the the bezerker/legion caste does? If they do, that would help fix alot of my issues with the caste's.

Great mod overall, now time to start my next run.
« Last Edit: July 14, 2012, 08:56:00 pm by ioi101 »
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Neyvn

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5677 on: July 15, 2012, 04:54:12 am »

How do I get the Text out of the Embark Profile pdf???
I am trying to make a Community Fort for a NON Bay12 group of mine and I wanted to make things a little easier to see, but yeah, can't get out the text... T_T
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Marshbaboon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5678 on: July 15, 2012, 10:36:01 am »

Loving the Skaven idea, my all time favourite warhammer race.

If catapults & ballistas end up getting reworked (shooting up/down z levels) it'd be awesome having an invader race that constructs a fortification, camps your entrance & pelts you from across the map. Even better when toady adds in tunnelling bridge building/ ladders etc for the AI.

Some sort of mutant/chaos force could be interesting. Larger humanoids Immune to pain & fear so they have to be killed or otherwise disabled. They could have different mutations to overcome certain aspects of your defences. Mutated ogres with tentacle arms riding skinless mammoths that bleed everywhere. Plus: natural weapons so no goblinite.

A persian style god-king, with armies comprised of slaves, animal masters & trained armoured warbeasts. Would need a way to send in the slaves before the warbeasts as a meatshield (to clear traps). If you kill the god-king leader the warbeasts turn wild & the slaves/ animal masters retreat. Warbeasts would also need trapavoid (no free creatures for you to tame, but plenty of meat out of whatever you can haul off the battlefield before it rots).

Zero idea if any of that is possible but there's never any harm in sharing.
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The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5679 on: July 15, 2012, 10:48:22 am »

Is the Werewolf and Vampires mod part of this? Could I just put them together?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5680 on: July 15, 2012, 01:56:25 pm »

Quote
Is the Werewolf and Vampires mod part of this? Could I just put them together?
Do you mean Fear the night ? If yes, it is included...

Quote
Loving the Skaven idea, my all time favourite warhammer race.
- snip -
Zero idea if any of that is possible but there's never any harm in sharing.
Most of it is not possible with modding, no AI modding can be done.

Quote
How do I get the Text out of the Embark Profile pdf???
It is a .jpg, so either copy the picture, or type it again. Or scan it with a software that detects text in pictures, but that would take it a little far.

@ioi101:
Quote
Temples and their rituals. In general I like the idea of hard to make buildings, and rituals that allow you to turn alot of semi-worthwhile things into one really nice thing.
What exactly do you mean by that ?

Quote
do the fighter transformations (demonbound/stonebound/earthbound) radically increase the attributes of dwarves (str/heal/etc.) like the the bezerker/legion caste does?
Yes, they do get the same attribute bonus in addition to their magic abilities.

Most of the other stuff you wrote make sense, and is in my todo list now. Thanks for the long report.

Quote
Might I suggest Haowan's set?
Yes you might. It uses standard ascii settings in the raws I take it ? It will be really easy to add, but I thought that vherids extra ascii set would be more then sufficient.

@flobulon: I actually dont know which part overwrites what, but I assume that the skill rates are set first, and slow learner takes the skill rates assigned to a creature and reduces them to 50%.
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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 :::

ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5681 on: July 15, 2012, 04:44:41 pm »

I meant rituals like the one that gets you the iron golem at the temple, even though I didn't get one last game. Lots of inputs -> one really good thing. Same to a lesser degree with the altar reactions (lots of ash-> demon wood, etc.), and the volcanic gear. LFR also has this for the transforms in that mod, although I haven't played with it yet.

And on the flip side you have reactions (trans. chamber and others) that allow you to get semi-rare mats that may not be present at your embark. Didn't have much use for that last time around since I had an embark rich with damn near everything, but my new game has almost nothing so I imagine I'll use them alot more. Speaking of which, a reaction to transmute anything into cinnabar/realgar, and maybe the other less rare philosopher's stone mats would be much appreciated heh.

Of course the big difficult to make buildings are also a great thing. And good to hear about the transforms.
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TTCBuilder

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5682 on: July 15, 2012, 06:10:06 pm »

I found a bug:
I sent a dwarf to sacrifice iridium wafer to get a golem heart in magma armok temple, unfortunately he instead turned straight into an iron golem. He was a darn good worker too. I don't even know where he got an Iron sword... Or iron pieces...
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5683 on: July 15, 2012, 07:57:56 pm »

Quote
I found a bug:
I sent a dwarf to sacrifice iridium wafer to get a golem heart in magma armok temple, unfortunately he instead turned straight into an iron golem. He was a darn good worker too. I don't even know where he got an Iron sword... Or iron pieces...

A feature. You pray... praying is unrelyable. Armok just wanted to grant you a free golem, that might happen... but rare.
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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 :::

DrStalker

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 -Poll about new races
« Reply #5684 on: July 15, 2012, 08:36:22 pm »

No option to make Runerobes

I just started a new world, same Masterwork 1.9.2 install as my last world and there is no option to create runerobes.  I can't craft them at the forge, can't assign them to be crafted through the job manager and they don't show up when editing uniforms.

Any ideas where to look to fix this?
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