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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 1860189 times)

Fungus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10365 on: March 26, 2013, 03:41:41 pm »

@ Torgan: Yeah, could do that. I prefer to use them as flux at the minunte though, despite having a very pathetic metalworking industry. I suppose when I've got nice reserves I'll start doing that. Cheers for ideas!
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ajg1g12

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10366 on: March 26, 2013, 05:53:11 pm »

At first glance it appears great, however after turning off most of the mod, the features I turned off still appear, and it appears impossible to bring an anvil along with you on embark, thereby ruining you from the start.

Or am I doing something wrong? (Most likely scenario)

ajg
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10367 on: March 26, 2013, 06:02:32 pm »

The Grazing button may not work properly right now, but 99% of the time the GUI buttons work as intended.  More specific?

Anvil, yeah, you're doing something wrong.

ajg1g12

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10368 on: March 26, 2013, 06:17:25 pm »

Sure. I de-selected all the extra animals etc, and I'm still seeing mastiffs etc.
I gen a world, look for embark, and select the newby start out (I'm fairly useless at DF) and looking at the embark items, I notice no anvil. So I search through the items, both manually and searching for "anvil" and "iron", and I come across no anvil. So I embark anyway, perhaps it's included by default. I can't build a forge.

Bug?
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TheYakuza

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10369 on: March 26, 2013, 06:20:55 pm »

Quick noob question. Ill embark on a map that is 100% Dark blue and Serene. But when I get there it is a green forest that looks like just normal Wilderness or Calm. Is the map still Serene even if it doesn't look that way?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10370 on: March 26, 2013, 06:27:23 pm »

Sure. I de-selected all the extra animals etc, and I'm still seeing mastiffs etc.

OK, cool.  Mastiffs (along with many of the "Deeper Dwarven Domestication" animals) are in a file NOT controlled by the "Extra Domestic Pets" button; these in Masterwork seem to be considered a standard domestic pet for dwarves.  So, it is a design choice, not a bug as far as I can tell.

I notice no anvil. So I search through the items, both manually and searching for "anvil" and "iron", and I come across no anvil. So I embark anyway, perhaps it's included by default.

I just did a few random test embark and had anvils available every time, so, I dunno :(
You're not "ruined," by any stretch, besides trading with the fall caravan, Masterwork has several other tools to bootstrap an anvil, like "make metal anvil" from bars at the smelter.
« Last Edit: March 26, 2013, 06:43:13 pm by smakemupagus »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10371 on: March 26, 2013, 06:33:24 pm »

Quick noob question. Ill embark on a map that is 100% Dark blue and Serene. But when I get there it is a green forest that looks like just normal Wilderness or Calm. Is the map still Serene even if it doesn't look that way?

The only thing that good biomes have that are different when it comes to trees are the occasional white featherwood tree, maybe some other stuff in Masterwork.

Aramees

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10372 on: March 26, 2013, 06:46:51 pm »

So I had some unexpected !!FUN!! Everthing was going smoothly and my orcs were spending the time of their lives until goblin caravan arrived. When they unloaded an explosion occurred spreading fire and ash killing everything from it's path. So was I nuked from the orbit or what what?

The legends said that at the same time the explosion occurred (killing both the goblin caravan and my orchis clan) a wyvern destroyed a stack of my so wonderful masterwork wooden jagged arrows. The fact that this particular wyvern had already been dead for about 182 years makes this quite unlikely. So what happened?

Some pics!

http://i.imgur.com/PD35kCu.jpg
http://i.imgur.com/mIyUFcZ.png

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KingofstarrySkies

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10373 on: March 26, 2013, 06:49:40 pm »

One word:
Pwned.
Motha fucka.
In all reality, it could be that perhaps the gobbos were either a) terrorists or b) had some kind explosive. Don't quote me on that one though, I got no clue.
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Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10374 on: March 26, 2013, 06:54:59 pm »

Well, damn.

There used to be problems with merchants bringing bags of magma, or something like that, but I think that got sorted away.  And that caused fires, not explosions.

Is it possible the goblins brought a hellfire landmine which for some reason, was not in a cage or the cage was unlocked somehow?  And went off on a kea or monkey or something? ... Anything interesting in the last couple pages of your game log?

Is it possible you had Warlock traders there?  They really are terrorists.
« Last Edit: March 26, 2013, 07:00:45 pm by smakemupagus »
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ajg1g12

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10375 on: March 26, 2013, 07:01:33 pm »

Any clues as to where to find anvils? :(
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10376 on: March 26, 2013, 07:03:25 pm »

>> Any clues as to where to find anvils?

On the embark screen?  I just typed, "anvil".   It appeared under the category, "anvil" entries "iron anvil, steel anvil, ironbone anvil"

ajg1g12

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10377 on: March 26, 2013, 07:11:23 pm »

I tried that, failed me :( re install it is...
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Aramees

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10378 on: March 26, 2013, 07:11:57 pm »

I just checked the save file. It seems the goblins indeed did have hellfire landmine but it was intact after the explosion. As hellfire landmine is a pet shouldn't it show on the combat log. At least i can't find any combat activity with hellfire landmine at the moment of explosion. Everyone that died bled to death so magma would explain it. Also the trade depot underneath was burned.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10379 on: March 26, 2013, 07:26:34 pm »

I tried that, failed me :( re install it is...

Hmm... do you know that you have to actually have enough money left to afford a thing for it to come up in the search? 

I just checked the save file. It seems the goblins indeed did have hellfire landmine but it was intact after the explosion. As hellfire landmine is a pet shouldn't it show on the combat log. At least i can't find any combat activity with hellfire landmine at the moment of explosion. Everyone that died bled to death so magma would explain it. Also the trade depot underneath was burned.

Hellfire landmines cause bleed to death too, and can destroy buildings, and I dunno whether they are guaranteed to die when they go off.  The old bags of magma bug caused slow smouldering fires, not explosions.
« Last Edit: March 26, 2013, 07:29:09 pm by smakemupagus »
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