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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 1860407 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10320 on: March 23, 2013, 06:09:21 pm »

falconne has said that the right-click is because of the mousequery, and that he has no idea why a crash happens when pressing 'e' in the military selection.
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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 :::
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Fungus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10321 on: March 23, 2013, 06:17:41 pm »

@ Sayke: I tried PerfectWorld but I kept getting very abrupt cliffs. It wasn't pretty at all. But maybe I was being too nooby? Either way I've put my new fort, Blazebound, up on the DF Map Archive. It's looking promising so far and I can't wait to get started proper! We'll see if I can get a functioning magma stack by year 5 and a pretty little gigantic boiler room plus obsidian caster with all the mechanical doohicky for you to oggle at. This time it should be even better. :D

@ Billy Jack: Not so! That's just where it naturally grows. Those cavern layers mean nothing once they're breached. I had a crystal tree growing between my fungiwood plots which were right below the surface.
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10322 on: March 23, 2013, 06:42:44 pm »

Exactly how much depth does a magmabottle (3000) fill?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10323 on: March 23, 2013, 07:17:29 pm »

It should be 8 tiles of 7/7 magma.
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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 :::

fasquardon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10324 on: March 23, 2013, 07:54:07 pm »

A question for you Meph - if weather is turned off in the init file, will the weather control building do anything?

fasquardon
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Shininglight

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10325 on: March 23, 2013, 08:47:39 pm »

Having issues again, I'm re-downloading now but earlier i tried starting a fortress and had an issue with the new version of mac os x masterwork.

Every time i pressed the b key in fortress mode the game crashed instantly. The same thing happened in the embark setup for getting materials, every time i went to search tools if i pressed the w key the game crashed as well. Additionally i couldn't get the mac dfhack to work with the game in os x mode. I had to run the game in wine to use dfhack mode but had the same crash issues.
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tl;dr: My fortress is literally powered by puppy skulls.

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10326 on: March 23, 2013, 09:20:23 pm »

@Fungus
Thanks for the information.  I guess I've never gotten them to grow either.  So do you need to breach it's cavern layer before you can grow them? I've never gone that deep, so that could be why.

@Meph
Just noticed the change to leather to remove the studs. Thanks. I always thought it was slightly goofy to have to go through so many steps to make armor that is just better than iron when Mithril, Steel, and Bloodsteel are so readily available.

Any feedback on making leather leggings for legwear instead of the trousers?
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

falconne

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10327 on: March 24, 2013, 04:10:47 am »

falconne has said that the right-click is because of the mousequery, and that he has no idea why a crash happens when pressing 'e' in the military selection.

Yeah I can't think of anything in dfhack that could cause this. If someone were able to reliably reproduce this crash and send me a save I could debug it and see if it happens in dfhack, but so far no one has been able to.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10328 on: March 24, 2013, 04:23:29 am »

Hey, are there any downsides to an all-golem military?

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10329 on: March 24, 2013, 04:26:16 am »

Yes, for the last 5 pages (by default) or so people have been reporting this repeatedly. Remove the mouse plugin in hack/plugins. It has a name that has mouse in it.

Yes but, with all respect, do you really think that people finding this mod for the first time will read 700~ pages of thread ?
They just click & download the last version.

That's why there are only two choices, wating patiently for a new release, or refurbishing the old one with the proposed fix (= deleting .dll, re-zip, re-upload).

Rumrusher

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10330 on: March 24, 2013, 04:51:29 am »

Hey, are there any downsides to an all-golem military?
one, the sad feeling that you can't send them to murder towns. with out being a dfhack wizard and knowing how to use companion binding scripts and the power to switch modes.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10331 on: March 24, 2013, 06:07:12 am »

Hey, a little idea: a golem that uses two hammers in the place of hands, and relies on the striking skill for combat.

Omnicast

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10332 on: March 24, 2013, 07:39:08 am »

@Gamerlord aren't hammers blunt?! Wouldn't that just make a 2x blunt golem? Give it Claws menacing with spikes of goblins or something.

Anyways I have a suggestion/question for Meph and or anyone else willing to read. Would it be possible to have multiple caravans in one season at the same time? Say 1-3 dwarven caravans arrive within a week of each other or a drow caravan that's in your fort still hasn't left yet then the elves that come in spring bumps into the drow at the multiple trade depot hub; few insults later quickly escalate into a scuffle and your dwarfs are quickly mobilized to pacify the situation.

Maybe the second scenario needs some sorta script that makes dwarfs with decent social skills try to break up the fighting between friendlies and allies. Military dwarfs would try to intervene without killing them. Then some sorta punishment system like throwing them into a jail for a day or two to cool off. The embassy would be useful for negotiating with a race if and when you do accidentally slay their traders/guards.

So you'd need extra trade depots to accommodate the extra traders. It'd also be interesting if traders look for lodging and food/drink(makes it more realistic). They pay coins(Dwarf Bucks? Bitcoins? XD) for these services rendered. Also makes them more willing to trade if the lodging and food/drink was high value/quality? Some sorta zone designation for traders/civilians/military?(Not sure if there is one)

Maybe travelers and wanders can also be implemented these guys and girls bring a trickle of coins into the fortress, but I'm sure they would add some flavor to the endless waves of vicious wild animals, ambushes, and sieges.

Now the last thing I want to suggest at this moment is some sorta graphic military equipment/scheduling program similar to Dwarf Therapist. Would this be possible to do? Would it help simplify the military system somewhat?

It would "reads" DF to find all stockpiled weapons/armor and claimed equipment including those in the workshops then it lists it in a menu. All the items found by the "Read" command are listed into tabs under the type of weapon/armor that they are. Weapons would have several tabs to go through ie: Weapon>Melee or Ranged>then whatever ever types found under those two. Armor would have two tabs above the equipment slots one is "Armor" the other is "Clothes".

You then assign dwarves into the military from here. Equipping them like torchlight/diablo/path of exile/whatever other game that has that sort of character equipment drag and drop style. Drag the desired weapon/armor into a equipment slot Helm/Chest/umm etc etc etc. Then when you're happy with everything click the "Commit" button like Dwarf Therapist.

Of course everything I'm suggesting should be optional and if it's not possible to do then I guess that's that!

Well thanks for reading. Hope some of these were decent suggestions and haven't been suggested before.
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Wilm0chimp

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10333 on: March 24, 2013, 08:16:46 am »

Personally I think trading needs to be sorted out, but im not sure if thats something meph can do. For now Ive turned off extra diplomats and the drow / gnome races. I just cannot handle all of the extra screen spam they bring. The dwarf diplomat takes up at least 5 screens to get rid of, add in human elf drow and gnome diplomats and it would be unbearable for me.

Maybe toady will sort it next release so all trading gets consolidated into one screen.
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10334 on: March 24, 2013, 09:17:22 am »

With the new magma workshops, which tile needs to have the magma underneath it?
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