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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 1836751 times)

RabblerouserGT

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6090 on: August 05, 2012, 09:06:58 pm »

I've had an alpaca go crazy in vanilla, I think.
Killed an merchant and a small ambush.

Priceless.

EDIT: Actually, it may have been a yak bull.
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

firons2

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6091 on: August 06, 2012, 08:55:22 am »

Do i need liek a male bird to fertilise an egg?
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Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6092 on: August 06, 2012, 10:35:20 am »

Do i need liek a male bird to fertilise an egg?

Well, yes.
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Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Altaree

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6093 on: August 06, 2012, 10:45:51 am »

I had a Plant Savant - Berserker migrant show up.  He was wearing jewelry but had no kill list.  First thought: VAMPIRE!  Created a room with a lever that was restricted to only him and walled him in.  So far so good.  Never hungry or thirsty...  Then he goes and gets a strange mood!  I now have an insane vampire "Running around babbling!" in this walled off room.  He won't die of starvation or thirst because he doesn't eat or drink.  Any proposed uses for this guy?
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6094 on: August 06, 2012, 11:19:48 am »

Meph, just had a caravan pop into my fortress while on fire again.

Using DFHack, I splashed water all over the caravan and depot. Where before there was 1 unit of Magma in a bag, there is now 1 unit of Brimstone.
This is priceless. Amazing solution. Thanks for the name of the culprit, now I can fix it :)

Oh, and about the crazy vampire: Use him as decoy.

Oh, and another idea: Would you guys be interested in custom reactions that can turn dwarves in vampires, werebeasts and liches ? Same system as the mages, with positive abilities and attributes, but possible bad sides as well ? The vampires and werebeasts would be custom made by me, using interactions, so no vanilla vampires. Cant touch that unfortunatly, but I could simulate it quite well.

EDIT: And wow, that is one inconclusive poll... ^^ Oh, and I put another 5h into the manual, a lot more content and 3 more tabs by now. :)
« Last Edit: August 06, 2012, 11:21:20 am by Meph »
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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 :::

Panopticon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6095 on: August 06, 2012, 01:17:16 pm »

I am always interested in turning vanilla dwarfs into other things. They would have to be different than the versions we have now though. Vampires are vaguely useful these days, but I think most players aren't willing to pay the dwarf tax to keep them around. And werebeasts are far too violent.
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BigD145

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6096 on: August 06, 2012, 01:20:18 pm »

I had a Plant Savant - Berserker migrant show up.  He was wearing jewelry but had no kill list.  First thought: VAMPIRE!  Created a room with a lever that was restricted to only him and walled him in.  So far so good.  Never hungry or thirsty...  Then he goes and gets a strange mood!  I now have an insane vampire "Running around babbling!" in this walled off room.  He won't die of starvation or thirst because he doesn't eat or drink.  Any proposed uses for this guy?

He will slow down to uselessness. I tend to wall off my vampires in the depths of the earth to do largely as they please. I would use them more if dfhack didn't do weird things to items when unwalling sections of the map to the main portion of the fortress.
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Ishar

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6097 on: August 06, 2012, 01:58:36 pm »

Personally, I don't like it. Being a vampire/werebeast should be a curse, as it traditionally is. Building golems, training mages, summoning demons and things like that seem fine, but intentional vampire curse just seems wrong to me.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - NEW POLL / Orc Plugin
« Reply #6098 on: August 06, 2012, 04:47:25 pm »

Well, it depends on what kind of vampires you draw your picture from. I personally wouldnt see vampirism as a curse. Same goes for werebeasts. While the classical werewolf is a curse, a shapeshifter that could willingly transform sounds more usefull/awesome.  I have probably read too much Ann Rice to see vampirism as a curse ;)

I thought of this:
Vampire: Enhanced speed and strength, no aging, sterile, no drink, no eat, but kills one dwarf a year.
Werebeast: Transformes when attacked (aka Hulk) but also gets "crazed" tag, attacking friend and foe.
Lich: A hopefully working necromancer this time.

I just want to replace the current 3 melee/3 ranged mages with more interesting things. A "puppeteer"-mage would be awesome. He makes enemies crazed, and transformes scarecrows you own into "scarecrow-men" that can fight.

The vampire thing would also be nice, since you could do an all-vampire fortress. They wouldnt target each other, so you have a fortress of no-aging, sterile vampires, that immediatly slaughter all migrants that appear. ^^

Here is an updated version of the manual. DOWNLOADI added a lot of content. The basic design is pretty much done, but I just want to know what you think. So, please only vote on the poll if you actually had a look at this thing. The filesize is that big, because it includes a ton of unused icons, havent sorted everything yet. (fancy, a downloadlink in the poll works :) )

The old poll points towards removing/changing the blast furnace. The tech buildings might be merged or not, it was rather inconclusive on that one ;)

Edit: All other feedback about the manual is appreciated as well. I still need to figure out how to add more complex things, like the tree-farming industry, the diseases and mages and so forth. Any good ideas ?
« Last Edit: August 06, 2012, 04:56:03 pm by Meph »
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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 :::

RabblerouserGT

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6099 on: August 06, 2012, 05:32:04 pm »

Why don't I have backpacks in adventure mode?
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

YuriRuler90

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6100 on: August 06, 2012, 05:33:08 pm »

Quote from: Meph
This is priceless. Amazing solution. Thanks for the name of the culprit, now I can fix it :)

No problem. Thanks for working on this mod even while bicycling across our wide nation.

Oh, and the manual. Awesome. Seriously awesome.
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RabblerouserGT

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6101 on: August 06, 2012, 05:39:21 pm »

Also, why are there two human male options in adventure mode?
Press G to change gender, and there's male, male, female.
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6102 on: August 06, 2012, 05:51:44 pm »

Also, why are there two human male options in adventure mode?
Press G to change gender, and there's male, male, female.

one of them is the caste that drops a skill essence fracture rather than a corpse when it dies.

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6103 on: August 06, 2012, 07:02:41 pm »

Correct. Modding and its quirks... ^^

@yuriruler: I am in Canada by now. Only 1000-1500km left to go, feels like nothing. I have done 800 in the last 5 days. Everytime I have lunch or dinner I seem to have wifi and electricity, and when I stop early I do some work in the tent, because I am a huge nerd. I just happen to like sports as well ;)

And while I cycle along, my brains works in strange ways... just 10 minutes ago I came up with this: Use boiling stones to add a syndrome to dwarves that adds an interaction, a sort of upgrade. I use this for golems already, but kind of forgot about it, (I also never got feedback about it, they can have AoE attacks, you know ? ;) )

I think adding learning reactions for the mages, so that they can learn extra spells, or adding upgrades to turrets, additional barrels, to raise firerate and targetnumber would be a great idea.

"Magmamancer has learned firebreath" => new interaction, works like flamethrower.
"Magmamancer has learned fireball" => new interaction, works like fire-imps fireball.
"Magmamancer has learned to hate cats" => new interaction, randomly combusts cats. It will be fun :)

I just have to do some testing with the display name, display tile, display color and blinking icons, so people can keep track of those updates, because they are not really visible in fortress mode.

I also wonder if negative natural skills would work, so I can transform someone into a golem, take away all his labor-skills, to avoid "Urist Golem Butcher Golem"
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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 :::

YuriRuler90

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.4 - HTML-MANUAL (Alpha)
« Reply #6104 on: August 06, 2012, 09:37:01 pm »

Hm. I had a Deity pop up on my fortress announcements.

It ended up being the Goblin Law-Giver, Ancient Vampire that slaughters ANYTHING with a punch to the face. And it seems to be marked as "Friendly". Which is okay with me since it is single handedly destroying any siege that appears.  :D
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