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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 1855883 times)

smakemupagus

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6900 on: September 18, 2012, 04:19:44 pm »

A sea lamprey

Not a vermin, even in vanilla, it lacks VERMIN_FISH or etc.
http://dwarffortresswiki.org/index.php/Sea_lamprey

Shingy

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6901 on: September 18, 2012, 05:25:10 pm »

I know, I checked the wiki, but it doesn't appear as a unit.
Sometimes, my dwarves fish sea lampreys, and this one has the same tiles as the vermin ones that swim in the rivers (it's { I believe).
The most interesting is that it was affected by the biome.
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Meph

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6902 on: September 18, 2012, 06:50:41 pm »

Mh... very curious. 160 downloads, no bugreports. Yes, there is not much in there, and big parts are unfinished, but I expected more. The double body description is barely an issue, and the tree frequency will be lowered for good/evil/savage versions, currently every plant/tree has 100, default number. I will leave the alpha up a few days more, then do some more work on it, lets see if anything turns up in the meantime.
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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 :::

sum1won

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6903 on: September 18, 2012, 11:50:29 pm »

running into problems getting settings to even start.  says its a .py file, presumably python. 
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arclance

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6904 on: September 19, 2012, 12:10:31 am »

running into problems getting settings to even start.  says its a .py file, presumably python.
Yes you need Python3 to run it.
We will be compiling the GUI into a executable so you won't need Python installed to use it once the GUI is out of the alpha stage.
« Last Edit: September 19, 2012, 12:12:25 am by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Shingy

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6905 on: September 19, 2012, 02:51:24 am »

Indeed Meph, never ran into anything strange!
I'm still playing, so if I find something, I'll tell you.
Anyway, good job, first time I see an alpha without real bugs!
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Purgatory

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6906 on: September 19, 2012, 03:16:56 am »

I was happily playing masterwork and I came across 2 things in my young fortress.
1) Xen Infectors. I dont know what they are but they seem dangerous. (I want to know what they are)
2) An acolyte of the carp god thingy. It said i was screwed and its too late. Is it really? Because Ill be (sort of) sad.

EDIT: The acolyte single handedly killed all my dwarves. -.- (I also now know that I AM screwed)
« Last Edit: September 19, 2012, 03:19:35 am by Purgatory »
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Meph

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6907 on: September 19, 2012, 03:57:43 am »

@Purgatory: Please, was that the Alpha? Otherwise that sounds perfectly normal, but the cult shouldnt be in the alpha yet. You had no military, right?

Just got a random idea, maybe I could use the soapmaker profession as chemist. I dont want to use alchemy for everything, and this way I would have a chemist and an alchemist. the soapmaking is in the chemistry lab anyway. :) To bad I can only rename the profession, and not the labor itself.
« Last Edit: September 19, 2012, 04:05:54 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 :::

Purgatory

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6908 on: September 19, 2012, 04:08:32 am »

Im playing this one > http://dffd.wimbli.com/file.php?id=5315 . Im too nooby to know whats what :(.
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Meph

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6909 on: September 19, 2012, 04:15:03 am »

Ah, perfect, thank you. When you look at the first post, you will see a new downloadlink above the others, stating in very big letter: ALPHA. The other version are older, I plan a lot of changes. I hope dying to the cult was at least a bit fun, and it did not appear too early in the game.
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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 :::

Purgatory

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6910 on: September 19, 2012, 05:38:12 am »

For me, it was a bit early, but at least it was fun (both types of fun). Also, is there supposed to be a ward or something for it?
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Flare

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6911 on: September 19, 2012, 06:10:02 am »

Is there a way to duplicate the blue prints for armories and such? It seems a little weird what with the scriptorium there and all that my dwarves can't copy the blue prints instead of blasting themselves in the face with incendiary vapors all over again.
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Gaybarowner

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6912 on: September 19, 2012, 07:07:35 am »

Even though i am late i give this  a 10/10 very great job  8)
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Ishar

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6913 on: September 19, 2012, 07:31:11 am »

Mh... very curious. 160 downloads, no bugreports. Yes, there is not much in there, and big parts are unfinished, but I expected more. The double body description is barely an issue, and the tree frequency will be lowered for good/evil/savage versions, currently every plant/tree has 100, default number. I will leave the alpha up a few days more, then do some more work on it, lets see if anything turns up in the meantime.

Well there were a couple of things in the succession game:
- Drow dominate worldgen, they have settlements EVERYWHERE. Balance issue maybe.
- There are stones and ores that should be vanilla only (microcline and things like that)
- Huge veins of supposedly rare minerals (mithril, anthracite) - comparable to hematite supply.

That fort uses the default settings, no tinkering with options.
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Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Meph

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6914 on: September 19, 2012, 09:42:49 am »

thanks ishar. Will be rebalanced. :)
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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 :::
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