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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 1835908 times)

smakemupagus

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7155 on: October 10, 2012, 04:08:43 am »

Do you mean a necromancer attack, like from a Tower?  I believe you are experiencing a regular vanilla DF feature, not a Masterwork feature.

cloaknsmoke

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7156 on: October 10, 2012, 04:31:34 am »

Is there a requirement for building a blast furnace or fish farm? I can't see them under workshops or furnaces. All the building options are checked in the settings editor. As far as I can tell, those are the only two not appearing. There are others that require a blueprint, but at least I can see them in the menu. Neither is strictly necessary, but it would be nice to have a blast furnace.
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Labraid

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7157 on: October 10, 2012, 06:02:03 am »

Maybe a bug or something i want to turn off
my fortress has a value of 50376
I just got a undead siege with about 60 members

Yup, totally sounds like you embarked in the wrong neighborhood. If you see a Tower as an nearby civilization then you know you are in for a one hell of a tough ride.

In those 60 or so undead there should be a few necros mixed in to animate corpses on site so no early militia can handle them. I recommend setting the site on fire or flooding the surface with water or lava to wash off or outright burn them.

I remember when I embarked next to TWO towers.... fun times, short but fun.
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ElenaRoan

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7158 on: October 10, 2012, 06:51:38 am »

Is there a requirement for building a blast furnace or fish farm? I can't see them under workshops or furnaces. All the building options are checked in the settings editor. As far as I can tell, those are the only two not appearing. There are others that require a blueprint, but at least I can see them in the menu. Neither is strictly necessary, but it would be nice to have a blast furnace.

Not sure about the blast furnace but for the Fish Farm it's labelled FISH_POND instead of FISH_FARM in entity_default.txt, you just need to change it for it to show up.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Scruffy

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7159 on: October 10, 2012, 07:17:54 am »

Hmm, do you think that the availibity of some pets (most importantly dragons) should be limited a bit?

I'm on my fourth year and just got a human siege riding war unicorns and dragging behind them a herd of 9 war dragons. Ouch.
Edit: Oh, didn't realized that they had been nerfed. Rather tiny compared to regular dragons and breath alot less often.
« Last Edit: October 10, 2012, 07:25:35 am by Scruffy »
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The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

PierceElliot

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7160 on: October 10, 2012, 07:57:22 am »

I've ran into a few small problems FUN THINGS!

1. If I spawn on a map with iron ready, the anvils bug out on embark and I have to acquire them from traders.

2. If I spawn on a map with no iron deposits, I get the anvil on embark.

3. A dwarf just tantrumed and destroyed a bridge. After tossing the said individual down a pit with spikes and fire breathing forgotten beasts FUN THINGS HAPPENED! I tried to rebuild the bridge. didn't work. Tried creating a new bridge, no dwarves will build it. Designated an iron bridge to be built, no dwarves would build it. Tried one out of wood, no dwarves would build it. Checked jobs, even made sure every single one of my dwarves had Masonry, Relevant Metal Skills, Carpentry, and Architecture labors enabled and waited a year, nothing.

Do they have access to the materials? Because if some of your dwarfes are on one side, and the materials are on the other.... well, then the bridge is not gonna happen

Where is Meph, by the way, didnt see him in a long time, maybe another german internet goodiness?
No, I created a tunnel around the bridge. Then I built two sides of fortifications with 4 marksdwarves on each side to create a chokepoint out of this once bridge, but now pit. Waited two years whilst doing other stuff. Nothing.
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smakemupagus

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7161 on: October 10, 2012, 10:26:36 am »

Hmm, do you think that the availibity of some pets (most importantly dragons) should be limited a bit?

I'm on my fourth year and just got a human siege riding war unicorns and dragging behind them a herd of 9 war dragons. Ouch.
Edit: Oh, didn't realized that they had been nerfed. Rather tiny compared to regular dragons and breath alot less often.

Yeah, war-dragons are no much problem, among the elven war beasts that are much worse for sieges to show up with I'd rate magmahounds and plaguebearers.  I usually comment out plaguebearers.

PierceElliot

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7162 on: October 10, 2012, 10:52:00 am »

Are sieges even any problem now with the ability to grow your own trees? I mean, except for when you can't actually fight off the siege through archer towers, and catapult and ballista batteries before a trade caravan shows up. In which case that just creates an endless cycle of being attacked and loosing caravans and then being attacked again because a caravan was lost. Actually then I guess there's the issue of having 4 ambushing goblin squads which appear out of no where while being besieged by something else (Don't remember what besieged my fortress) and while you're picking all the enemies off while they fight each other suddenly a necromancer ambush occurs and now you have the undead army from hell just crawling around outside your fortress. I had to try everything including dynamite bolts, steel golems, lighting the entire valley on fire, and then I even used my legendary spearmen which did absolutely nothing and no one died. A year goes by and then the original undead 40+ turned into 100+ from drow, elf, and human ambushes because all of their trade caravans were dead. I ended up just throwing tantruming dwarves off the edge of my walls.

FUN!!!!!!!!!!
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cloaknsmoke

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7163 on: October 10, 2012, 12:48:11 pm »

I have tried a few things to find blast furnace, but unless it doesn't appear until the requirements are met (like magma buildings) nothing seems to work. I have tried disabling everything then re-enabling everything. I make a new world to confirm after altering settings. I'm at a loss for how to fix this problem.
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Torgan

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7164 on: October 10, 2012, 01:23:09 pm »

The blast furnace was removed from 1.9.5 so that's why you can't find it. It's maybe mentioned in the changelog.
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PierceElliot

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7165 on: October 10, 2012, 01:24:54 pm »

WTH is eerie ash? Is that a vanilla feature? It's not on the DF wiki, which is why I'm asking.
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hikkiko

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7166 on: October 10, 2012, 04:35:00 pm »

All the custom drink reactions are broken in the same way as the "seasoned" drink reactions.  (For what it's worth, It's more or less a vanilla bug, but Toady uses some workaround in vanilla that's not available to modders).  I'm sure Meph will fix in future version, for now just use the plain vanilla Brew Drink reaction.

There is vanilla bug that barrel can hold only 15 items of drink. Vanilla brewing rection is workaround. It can fit any amoung into container. For custom reaction you can use large pots. Iirc it can hold more than 1000 items so there should be no problem.
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Tirion

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7167 on: October 10, 2012, 05:05:10 pm »

What's up with Dwarf Therapist? Highlight Cursed Dwarves (I'm a dirty cheater) doesn't seem to work, no one is highlighted even as dwarves were dwained of blood by at least one vampire (witnessed in one case).
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

PierceElliot

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7168 on: October 10, 2012, 05:40:28 pm »

What's up with Dwarf Therapist? Highlight Cursed Dwarves (I'm a dirty cheater) doesn't seem to work, no one is highlighted even as dwarves were dwained of blood by at least one vampire (witnessed in one case).

And custom professions with Dwarf Therapist (Which, since it's both an analyst and a therapist, therefor it should be an analrapist (Arrested development line.... )) and Masterwork don't seem to work 100%. Actually last time I tried it, the said dwarves just went idle and did nothing.


EDIT: BTW, for those of you using Windows 7 (And older) I highly recommend switching to Windows 8. It really did make a difference for Dwarf Fortress (For me anyways. Maybe just having a clean hard drive and no extra crap is what's giving me no lag on 5x8 (Based on the embark tile size) maps.

EDIT2: Also, I found an even better use for all of that iron that I couldn't get an anvil to use for armor. Walls, lots and lots of walls with walkable battlements. 3 squads of Crossbows and Javelins. Hells, yes.
« Last Edit: October 10, 2012, 05:58:29 pm by PierceElliot »
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sayke

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #7169 on: October 11, 2012, 09:20:03 am »

why wouldn't you just build a stone anvil?
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!
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