Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 633 634 [635] 636 637 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1860444 times)

OREOSOME

  • Bay Watcher
  • Novice GM.
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9510 on: March 01, 2013, 04:57:16 pm »

Um... How do I change the settings for the Mac version? The settings file is an .Exe, and won't work for me.
Logged
Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

arclance

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9511 on: March 01, 2013, 05:01:05 pm »

Um... How do I change the settings for the Mac version? The settings file is an .Exe, and won't work for me.
This is how I do it on Linux, I have not gotten clear confirmation if it works on Mac or not yet.
To use settings.exe you need to install WINE and then install the windows verison of Mono in WINE.
Then run settings.exe with WINE and it may work, I can't be sure since I don't have a Mac to try it on.
You may need to open a terminal to the folder containing "settings.exe" and start it from that terminal to make the current working directory correct so it can find the "Dwarf Fortress" directory.
If you have to do this depends on how your file manager runs things with WINE.
These are just generic instructions, if someone gets it working it would be nice to have some Mac specific instructions to add to the Mac release.
« Last Edit: March 01, 2013, 05:03:22 pm by arclance »
Logged
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
Sigtext

Ishar

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9512 on: March 01, 2013, 06:09:24 pm »

Castes were mentioned, here's my opinion:
I don't care for most of them. Highborns can be handy as traders or doctors, but those skills tend to level up fast anyway. Crafters should be nice in theory, the initial buff is good, but if you make crafts for trade, the absurd amount of goods will level them up as well.
There are only three really good castes in my book: smiths, legionaires and fighters. Smiths are great, since they don't use valuable metal during training (or clutter up half your fort with copper weapons, crafted as training), and fighting skills are still very hard to train. Sure, the library helps a lot, but training 10-15 raw recruits is still a grueling task. With a couple of fighter/legion caste, melee combat is an option even during early sieges, that's definitely a nice touch.
About the rest of the castes, I don't see how they could be improved. Maybe crafters could get a speed buff as well, pumping out goods faster or something. I don't know if this is possible, but the current skill/exp bonus is not enough for a truly specialised dwarf.

Examples: If I already have a good broker, and I get a highborn with a migrant wave, I tend to send him to the farms, there isn't much else to do - I could make him a book keeper, but what's the point? A normal dwarf can do that just as well. Wood savants and things like that also tend to get assigned to furnace duty, hauling, mining, or some other grunt job in my forts. Who gives a damn about wood crafts?
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9513 on: March 01, 2013, 06:19:48 pm »

Yeah. Getting less types, but more interesting castes would improve it quite a bit. If you tie the magic buildings to some of them for example. Or some mambo-jambo for the Apostle of Armok. Eventually I guess I will do it, but redoing old things is always less fun then doing new stuff. ;)
Logged
::: ☼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 :::

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9514 on: March 01, 2013, 07:18:08 pm »

I agree, less types of castes.

But castes are indeed a great improvement, and they don't complicate anything.
They are also very rare, for me at least.

p.s. do childs of who is in a caste born as a caste ? I'm having many newborns and few migration waves. Must make a magma nursery for all this useless faggots.

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9515 on: March 01, 2013, 08:03:00 pm »

Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9516 on: March 01, 2013, 08:04:33 pm »

Search function makes DF unstable... the exe crashes sometimes.
This is happening only from the day I discovered the search function, expecially on military and animal filtering.

http://www.bay12forums.com/smf/index.php?topic=91166.0

Mechanist

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9517 on: March 01, 2013, 10:06:07 pm »

im not sure if it is my mistake but i cant make the custom professions in the dwarf therapist version downloaded with masterwork V2.g win work at all, i have to creatte manually the professions and cant assign them, maybe is the contextual menu that shows in dwarves in right click what is not working
Logged

Dant

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9518 on: March 01, 2013, 10:50:45 pm »

every time i get migrants, and my population goes over 60 people (usually close to 70) people start bleeding out, completly out of the blue.
so far i havent found a issue, and once as I was looking at a military squad, just standing guard, 2 of the soldiers started bleeding.
is there a cap somewhere or my dwarfs are bleeding out from their period, or from stepping on a splinter from a rose?
Logged

Purgatory

  • Bay Watcher
  • Many Questions Asked
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9519 on: March 01, 2013, 11:27:59 pm »

every time i get migrants, and my population goes over 60 people (usually close to 70) people start bleeding out, completly out of the blue.
so far i havent found a issue, and once as I was looking at a military squad, just standing guard, 2 of the soldiers started bleeding.
is there a cap somewhere or my dwarfs are bleeding out from their period, or from stepping on a splinter from a rose?

If there is a pop cap, they won't come to your fortress at all. Whats probably causing the bleeding is possibly a disease that the migrants carried over to your fortress. Maybe something else but I'm not experienced enough to know lol.
Logged
Signature Is Here.

Agent of Avarice

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9520 on: March 02, 2013, 03:46:38 am »

It is probably a disease. I once had  a fort completely crippled by a syndrome that caused fever and (I think) made dwarves loose consciousness. Migrants carry them, wards protect against them.
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9521 on: March 02, 2013, 04:28:51 am »

Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9522 on: March 02, 2013, 04:55:12 am »

Hey, can someone tell me how to make ladles and cauldrons in Kobold mode?
You have to forge them.
Logged
Dwarf Fortress: Threats of metabolism.

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9523 on: March 02, 2013, 04:59:17 am »

So... in the boneforge?

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9524 on: March 02, 2013, 05:03:55 am »

So... in the boneforge?
No, in a metalsmith's forge.
I recommend you buy metal bars from the caravan.
Logged
Dwarf Fortress: Threats of metabolism.
Pages: 1 ... 633 634 [635] 636 637 ... 749