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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 1860075 times)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10410 on: March 28, 2013, 04:28:32 pm »

Ive been playing a bit of adventure mod, as I love it to death cause it reminds me of DND, And I can safely say that it could use improving, however I have noticed no bugs. I just think it could be better. but its still fun.

It reminds me more of Zelda or something :) Yes, also DnD.

@smake: thanks, I promise I'll learn to read RAWs soon, next step will be to do something myself :) actually my question was more a suggestion in updating the manual.

Somehow I have 10 bowyer dwarves and 10 crossbowmans, and I just euipped them with 10 repeating crossbows and 10 great bows :)
In the beginning of the game, I was too far from the magma, so I bought a lot of stuff that I didn't know how to use, now I'm melting everything that is <mithril and making only adamantine edge weapons and wolfram blunt weapons. Almost ready to go down.

Am I the only one who gets a bunch of drinks and chips, puts on a podcast or soundtrack and then plays this mod for like ten hours?
And ... you're not the only one.
When I discover about this game for the first time I passed 10-12 hours a day on it, and the rest to design my utopistic fortresses on paper at work.
Now I calmed down and I play only 6-7 :D
« Last Edit: March 28, 2013, 04:31:56 pm by Nokao »
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ElenaRoan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10411 on: March 28, 2013, 04:32:35 pm »

*chuckle* after having an involuntary break from dwarf fortress (kinda need a working computer to play) I got the latest edition and started exploring.  Embarked on an evil/good map making sure I started in the good section, the first thing to happen was an Armok's Ward uncovered a warlock spy  :o in the original seven...never seen that before, glad I always bring several wards with me now.  Then all my frill lizards promptly bled to death  ??? after checking to make sure I had actually embarked in the good section I got underground and the evil section started raining...pungent slush.  Uh yeah...I don't think I'm going above ground again...here's hoping the merchants can get through...

And for some reason no one seems to have trousers or shoes, or the will to put fresh made ones on  ???

You just need one Ward in a room of passage, so it can discover the new spies quests (you probably find the Carp God, but there are also saboteurs, warlocks, wiches... maybe it work also for vampires).
It happened to me also, but I lost almost of my 7 because it affects older Dwarfes before.
Whatch out that you have to find THE apostole of Carp God, not a disciple. And it's pretty tough, whatch out.

About the naked dwarfes, probably the pushent slush rain destroyed their clothes.

I put 4 around the top of my stairs down into the main fort and the rest in the meeting place to catch the baby spies, had one of those once...it surprised me.

As for the pungent slush...I'd considered that, except it only came down in the evil section and I was in the good section and I got underground before it started raining it.

Just had the first merchant, they decided to arrive on the edge of the evil section, right in pools of pungent slush.  They promptly came down with fevers but survived long enough to trade, the decontam shower I set up from the aquifer must work since the liaison was fine.  2 merchants, 1 horse and 1 of their guards died from whatever syndrome they contracted.  Maybe once I get the entrance corridor properly trapified I'll venture above ground again and look at making a secure road to the map edge.  Had a couple of "vile forces of darkness" but they were confined to the caverns that are barricaded off. Above ground there's a couple of protracted fights happening, one between a Tarantula and a Giant Sponge and another between a Shadow Man and a Giant Sponge.  I'm guessing this is why I've had no one, so far, trying to come down the entrance corridor.
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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.

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10412 on: March 28, 2013, 04:36:36 pm »

Please MEssage me If you can tell me what Sed "Item" Is for creating caravans for expedition outfitters!!!?!?!?!??!
I think it might be any item whatsoever. I got some dwarven runes from an expedition, but they had disappeared by the time I build a hall of the mountain king.  I think because they were used as the 'item' for another expedition. I also had the dwarf equipping an expedition just grab a nearby schist boulder to the outfitter. Might be wrong though!
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10413 on: March 28, 2013, 04:43:18 pm »

[REACTION:GEAR_CARAVAN]
   [NAME:equip a caravan]
   [BUILDING:EXPEDITION_OUTFITTER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_WAGON:NONE:NONE]
[REAGENT:B:20:ANY_CRAFT:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_GEAR_CARAVAN:INORGANIC:BLANK]

wiki
"For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context."

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10414 on: March 28, 2013, 05:18:08 pm »

Well just because we touched the argument, can you help me to track down a problem I have ?

Continuous cancellation spam about 2 things (1 from the middle of the game, the second is more recent):
  • Urist cancels render the fat to tallow: need unrotten FAT RENDER-MAT-producing glob
  • the newer one is about cannot clean Chitin

Is this the orders -> Workshop -> Auto Other ?

sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10415 on: March 28, 2013, 08:11:06 pm »

@meph - i'm sorry to say that i'm still playing 2f, but i'm having so much of a ball that i don't want to stop and start a new fortress yet =D absolutely all the best wherever you are -
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

zarmazarma

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10416 on: March 28, 2013, 10:09:40 pm »


And.... Ward of Armok are not defenders, they just give advices to discover filthy possessions in your dwarves ..


No, I'm serious, lol. Actual guardians. The gigantic iron colossus type thing whose descriptions include something about crumbling armies. 6 or 7 of them, one offering.

Also, what are the properties of iridium? The manual says "Epic". Is it as good as adamantine? Better? Can it be used for hammers, or is it better off as an edged weapon?

Picture of said guardians:



« Last Edit: March 28, 2013, 10:15:34 pm by zarmazarma »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10417 on: March 28, 2013, 10:14:04 pm »

Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials

zarmazarma

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10418 on: March 28, 2013, 10:16:26 pm »

Less good than adamantine, but probably 2nd best for edged or armor; mediocre for blunt weapons.

there are links somwehere in the manual to data tables for materials

Alrighty. Also, in relation to my previous post, am I supposed to have guardians in my guardians?
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RickRollYou2

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10419 on: March 29, 2013, 03:01:19 am »

I'm assuming that the "force" and "forcesiege" scripts are not endorsed by the dfhack team.

"forcesiege" does not appear to do anything, although that may be the progress triggers... No message about not being interested in me appears, though.
Hilariously, calling "force siege" gets you sieged by your parent civ, killing them is equivalent to starting a loyalty cascade.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10420 on: March 29, 2013, 05:49:40 am »

Alrighty. Also, in relation to my previous post, am I supposed to have guardians in my guardians?

Well so I was wrong, and I can't help you with that. I made many gift to Amrok but I never really asked for help/guardians at all.
I'm going to test all "magic" buildings now.

Can someone help me to figure out if this scheme is good for MW metals ?

WHENEDGEBLUNTARMOR
beginningif got fuel, meteoric, otherwise gem weaponsrock weaponswhatever, and leathers / chitin
middle gamesteel / mithril / iridium / bifrost / volcanicwolfram / volcaniciron/steel or imitations (bloodsteel ironbone)
end / bestadamantiumwelded wolframmithril

Also note that in the end of trasmuting you will advance some not trasmutable new metals, I did blunt weapons of wolfram (to weld it you need rose gold), and ammunition with all the rest.
I still didn't understand how Cooled weapons work, but it's very good to improve them with stell at magma weaponry, even if IMHO metals > steel shouldn't be improved with steel.

Of course this is just an EXAMPLE, but I'm trying to write for myself a little "list of tips".

For example, I didn't place anywhere dragonscale leather armor, that I did breeding Drakes, and I embarked with Beetles for chitin and it was a pretty good idea.
I also embarked with gooses (normal and 1 gold) and in the middle game phase, I had already a decent amount of gold bars. Not so much, but in 10 years I calculated that 5 golden gooses gave me something like 60-70 gold bars. Now I can't tell anymore because, in the ending phase you can easily (you can do that also before but I was full of other things to do) do many alchemists workshop and trasmute everything to mithril. I'm doing that to ensure best equipment for my 60 warriors.

I tryed to go down to HFS with steel+adamantine edge weapons and it was a disaster.
« Last Edit: March 29, 2013, 06:03:56 am by Nokao »
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KingofstarrySkies

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10421 on: March 29, 2013, 11:21:31 am »

So, I don't really know if you take requests meph, but I was wondering...
Could you add more to ogres? I mean, I think it would be BITCHING AS FUCK to play as one, or something...
Also, what are your plans with adventure mode?
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Sigtextastic
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There'll be another King, another sky, and a billion more stars...

sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10422 on: March 29, 2013, 11:30:02 am »

i think meph has been annoyed by dumb questions and is currently distracted by life =P
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10423 on: March 29, 2013, 12:26:50 pm »

Continuous cancellation spam about 2 things (1 from the middle of the game, the second is more recent):
  • Urist cancels render the fat to tallow: need unrotten FAT RENDER-MAT-producing glob
  • the newer one is about cannot clean Chitin
Is this the orders -> Workshop -> Auto Other ?

I would have guessed (o)(W)->(k)itchens or (o)(W)->(t)anner rather than "Other" though.  Fat to tallow is a vanilla DF reaction of course, so that's almost certainly o-W-k. 

>> @zarmazarma
>>  am I supposed to have guardians in my guardians?

Creature creation reactions are like, 'almost impossible', and the things Meph does to make it work are pretty complicated.  Sometimes (often?) odd things happen.


Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10424 on: March 29, 2013, 12:26:57 pm »

I do hope it's distracted by life, but I do hope more it's distracted in next release  :D
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