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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 1860598 times)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10260 on: March 23, 2013, 04:39:56 am »

What inspired you to make this mod?
Low cpu power of my netbook.

So I hope you'll never change computer :)

@Nokao: You dont know how modding works. Please learn it a bit more, before making suggestions. ;) And I guess its just your italian english skills, but coming in here and telling me that I "should" to that, and "should do this" is a bit... rude maybe? If you think things should be balanced differently, thats your opinion, not mine :P I actually had many things trade dependant, every race gave you access to one more option, but many, many people said that they dont like it. Too often civs would die out.

Yes you're right, I did abuse of the "should" word instead of "could".
Anyway, I was just asking an overall rebalance, and you are doing that now with new guild system, so that's great !

My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

peace & love

p.s. anyway I think the guild system idea is great, makes the overall game more RPG and require attention.
Probably a "minimum actual knowledge" should apply to all dwarves that enter a guild, like if the master of the guild is legendary, all noobs that enter gets 5-6 points in the skill just starting.
And a library-integration could apply also ?
« Last Edit: March 23, 2013, 04:48:04 am by Nokao »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10261 on: March 23, 2013, 04:46:57 am »

I am sitting on a quadcore cpu atm. ;)

Quote
My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

What exactly do you mean by it?
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Timeless Bob

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10262 on: March 23, 2013, 04:53:04 am »

An idea about your guildhall signs:  The signs in the city are engraved slabs.  Would it be possible for you to require a Slab as part of the guildhall recipe, which would then become the sign for that guildhall?

Also, coins and the smith's guild paradox - it would be interesting for traders to trade coins as goods.  Coins might trade for an inflated price during barter, but that's the same as in real life with currency exchanges - the in-between person gets paid for his or her services.  A special "money bin" container might be needed to store coins specifically, though.  Not sure how that would work.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10263 on: March 23, 2013, 04:59:32 am »

the signs would work with interactions, so they must be creatures.

And I am not touching coins, I think it was a bad idea even adding that as a suggestion to the post. Its just that coins have no use atm. ^^
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10264 on: March 23, 2013, 04:59:58 am »

Quote
My final suggestion ... however ... is to take some time to thing wich your objective is with this mod, talking about dwarves/DF mode of course.
The other mods (orc,kobold,gnome,ecc) are clearly born in that way, but in dwarf mode you added things very intensly for many time.
My guess is just that you are more "sperimenting what I can do" than "well, I would like to do that, but how ?".

What exactly do you mean by it?

It was "think" instead of "thing", however:

I discovered this game 24 December, after that, I played SO MUCH hours like an average of 6 everyday until now.
I discovered MasterWork in mid Genuary, after that I followed you on this topic.

Many of the things that MW was containing (like all new basic workshops) was already there, and I did just discovered that few weeks ago.
But I also saw you create things with an incredible speed, like 1 release a week
and sometimes (like this last one) new updates of plugins/utilities takes inside your project ugly bugs (for example the right click = crash).

1 - release part
I'm just saying your project is really big, and sometimes it could take some extra time of testing (on the relase part)
we can also be the testers of course, but noob players like me should probably assume by default the mod is in developing and get sticked with stable releases.

2 - developement/idea part
and you are indeed changing the game balance, while adding new structures and possibilities,
so you should try to imagine how this will slightly change the game of the players/final users (on the developement part)

For example, this idea of using coins to make things is great, and finally tries to "give a price" to things (remember that in ancient ages coins was made of wood and also SHELLS),
also weather changes, and other things that you can do FOR FREE just after making a workshop, should have a price like that, or at least cost something.

That is just my point, please don't get angry  :-*

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10265 on: March 23, 2013, 05:04:46 am »

and remember that "from great power comes great responsibility"  :)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10266 on: March 23, 2013, 05:13:42 am »

Meph I don't know if I'm explaining myself, so fuk it, I don't want you to think I don't like your work.

This mod is great, I love it.

I'm just thinking to DF in a different way, a world in wich magic is very very hard to obtain,
like to make rain you don't have just to make a building and press a button,
but you must kill a wich and steal her secret spellbook, and make an altar with it, and sacrifice an animal to it, and MAYBE 1% of times it really start to rain. And 99% of others is shitstorm.

This is what I'm talking about, fantasy and not science.

And actually I don't see many other alternatives for DF playing than your mod,
so I'm a little scared of the direction in wich your next releases will go.
This is why I'm trying to give you my point :D
« Last Edit: March 23, 2013, 05:17:02 am by Nokao »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10267 on: March 23, 2013, 05:18:43 am »

Quote
I'm just saying your project is really big, and sometimes it could take some extra time of testing (on the relase part)
Oh, its a great tradition to release untested things, or even include new features without a price to the reactions. This makes players use it more often, discover more bugs, and lets me finish and balance it better in the long run.

I made 2 polls about it, set apart by time quite a bit, about how people think about it. It literally said: Should I continue using you as guinea pigs, OR should I spend more time on testing and less on programming? It was a clear win for abusing people for inhumane tests :P

Point is, you are not entitled to anything. Sounds harsh, but this is my personal mod, free, for a free game. Now, tell me, how many mods have this optional GUI? The settings that let you alter it to your wants? And how many have such a big manual, or 10 tilesets?

When deon started his Genesis Reborn, he just said: Evil regions will be changed to "corrupted" with shades. And dragons can talk and are important and write books and rule civs. Thats his personal view, he didnt make a poll about it, asking if it should be dragons, snakes, demi-gods or demons. He just said, Genesis will have intelligent dragons, because he likes it.

The weather control is free because its; A: a rather useless gimmick and B. a new mechanic. Making it free gives people more chance to try it. Same goes for the colosseum. Last version it was free. Now you need reagents.

So to rest my case: I could completely delete his today, and no one could reasonably complain. Besides smake I guess. ^^

But no, I am not angry. Except of course about that part were you inclined to compare me to spiderman. Really, spiderman? From all the superheroes out there?

EDIT: About your newest post (why not edit, why make a triple post, thats considered rude by some) I see this as a strategy game. Changing the weather has next to no benefit at all. therefore its free. If something gives you a great advantage it will cost you. Its balanced for gameplay. Not for realism. What I often say: Its Starcraft, an RTS. Not a simulation, not SimCity.

EDIT2: PS: If you want this:
Quote
I'm just thinking to DF in a different way, a world in wich magic is very very hard to obtain,
like to make rain you don't have just to make a building and press a button,
but you must kill a wich and steal her secret spellbook, and make an altar with it, and sacrifice an animal to it, and MAYBE 1% of times it really start to rain. And 99% of others is shitstorm.

This is what I'm talking about, fantasy and not science.
Then write it yourself. Its what any other modder does. ^^ Some like high-fantasy, some like no magic at all (many do, when I judge by comments I get), some like steampunk, some dont.
« Last Edit: March 23, 2013, 05:22:09 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 :::

Fungus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10268 on: March 23, 2013, 05:36:44 am »

So, finally lost my fort to a siege. But it's taught me a lot! I did find a few bugs though... Such as not being able to plant netherwood spawns. Anybody else finding that or is it just me? I also kept getting Drow and Human diplomats who told my Count that they'd dug out a very nice place for themselves then left. Is there any point in this or is it a bug? The last problem I remember is the Megabeasts. I had some utterly pathetic titans, as usual, but I also had a Water Dragon. It didn't seem to be a megabeast though; I only noticed it when checking out the combat reports. I had embarked on an ocean, which is where (based on its' corpse) I'm speculating it came from. The combat report was of it getting hit in the head with some slade from a turret and dying immediately. My turrets have never achieved a one shot kill before! But maybe that was a fluke.

Apart from the bugs I was very surprised to be attacked by a deity. It was a goldenrod monster or something, brought with the warlocks on one of their invasions. Was that a real deity or a modded creature? Either way it was exciting!

But yeah, my big problem was the Netherwood spawns. I think it would also be nice to be able to plant Shadethorn but I guess that's superfluous huh? I like having expensive materials hanging around for my moody dwarves, even if the value just means attracting invasions and megabeasts. :) My fort had 10 mil in architecture by the time it fell, which in retrospect was a tad ridiculous. But thanks Meph! That fort was great fun! :D I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

EDIT:
Yay! New release! Reminded me of a bug I forgot to mention: Nobody would use or store Boozebelly Rum. No stockpiles, no cooking, no drinking, even though it appeared on the kitchen menu.
« Last Edit: March 23, 2013, 06:29:31 am by Fungus »
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10269 on: March 23, 2013, 05:37:03 am »

Well I'll keep just voting your polls then, but remember that people when it's time to vote never take it seriously. I mean, Berlusconi again ? after 25 years of stealing and dating teens ?

And again you're right, I'm not entitled to anything, but I feel like I'm spending so much time in this game and I only like it with your mod, for a list of reasons (utility packs, hardened everything, new races, etc).
I will keep playining at it, but I'll also keep reading this topic because it's very important for me to understand what you're doing and how to use it.

And if writing sometimes some suggestion (as I started to do 2 weeks ago, after only asking questions for 2 months) I can somehow influence your future releases, I will just keep doing it.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10270 on: March 23, 2013, 05:42:21 am »

when I figure where to upload them.

http://imgur.com/
you upload multiple images, then in the right you'll find a small link "get multiple urls" and copy paste bbcode links
use spoiler button also when posting images

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10271 on: March 23, 2013, 05:57:19 am »

 :o

@nokao: To quote my very last post, which was entirely aimed at you:
Quote
(why not edit, why make a triple post, thats considered rude by some)

Or to put it in a language you understand better:
Spoiler (click to show/hide)
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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 :::

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10272 on: March 23, 2013, 06:37:14 am »

I'll try to be more careful Meph, but please don't start making also the forum moderator now.

Your followers are waiting for next release  :)

Rumrusher

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10273 on: March 23, 2013, 07:12:08 am »

Its balanced for gameplay. Not for realism. What I often say: Its Starcraft, an RTS. Not a simulation, not SimCity.
hmm what if I could say you can get the feel of an RTS if people build up their armies then use adventure mode to ship them out?
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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10274 on: March 23, 2013, 07:51:40 am »

imo do what you want meph then add a gui button for it so people can turn it off or on, people that don't want magic can turn it off.  people that want a harder dwarf fortress, leave all the harder options on with a few fd options on.

this mod is so awesome to me for i can (or have to) play a different style each time i start a fort.  i usually build my fort around the special dwarves that i get in my initial 7 dwarves. glass savant=glass industry, leather savant=lots of dead stuff and so on.  guild halls just seem more hassle to me, ill be turning it off in preference

i say add more stuff from magic to cave dwarves to urban, just add more buttons  :P
maybe preset configuration buttons or a random button to randomly toggle settings to make each world different in some way
as for the poll, i chose more magic items: invisibility cloak ftw
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