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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 1860094 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10425 on: March 29, 2013, 01:31:18 pm »

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.

You might want to compare the version you have to the latest in Putnam's thread; if there is a bug in the latest version (seems to be called "forceEvent" now) then report there will probably get you the fastest answer. 

But wrt to "Hilariously," you're not doing it right, force takes two arguments, so the syntax is something like "force siege EVIL" for gobs
 
« Last Edit: March 29, 2013, 02:34:39 pm by smakemupagus »
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Firehawk45

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10426 on: March 29, 2013, 02:27:18 pm »

The whole spawn thing would be easier if a creature is used in the first place, and its just a transformation. Autosyndrome enables that, so even doing stuff with prisoners would be possible, if a bit dangerous.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10427 on: March 29, 2013, 04:36:59 pm »

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 ?
I gen worlds with maximum amounts of metal but I just dig straight down to magma and can have steel by the first dwarven caravan so just start with that (steel goblets are also a nice trade good), if I find some mithril (nodes usually seem to be attached to silver/galena veins), I smelt that and combine it with steel to get welded mithril which seems fairly awesome for edge and armour. Welded wolfram for blunt. Then faff around with volcanic once I get another caravan with the plans, but it's a lot heavier than w/mithril so your soldiers become quite slow. I'm kind of undecided on how useful it is tbh. I really just use leather for cloaks, not sure of the use of padded armour and it means more trips for your soldiers to upgrade their armour so less time spent training. Upgrade armour to plate/tower shields once I get the magma armoury plans as well.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.
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TwilightWalker

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10428 on: March 29, 2013, 06:16:48 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

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10429 on: March 29, 2013, 06:29:28 pm »

It's the colloquial name that your dwarves call the material, like "tin cans" or "liquid paper" :D

fasquardon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10430 on: March 29, 2013, 08:49:03 pm »

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?

Meph has no plans for adventure mode. 

Most likely, it will have to wait until some modder who likes adventure mode starts tinkering like Smake did with the Orcs.

fasquardon
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10431 on: March 30, 2013, 03:21:03 am »

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

I lost the subject material, however, blunt weapon seem to rely only on density/weight, so I repeat my point: did someone think to test well blunt rock weapon?
Like .... wasn't obsidian damn heavy ? or maybe Slade near the end ?

Otherwise I still see Welded Wolfram as the best.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.

I did very few gem weapons, but I don't see any other use of gems in a point in wich you are rich and trading is useful only for removing useless item without dumping them. I did very few, but my top military seem to prefer them on bifrost/steel sometimes.

So my guess is.... edged gem weapon, blunt rock weapon. (i'm talking about the EARLY game when maybe you still have to find magma)

Again, I'm using MW 2f and this is a little changed in 2g... i'll read changelog.
« Last Edit: March 30, 2013, 03:23:14 am by Nokao »
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Agent of Avarice

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10432 on: March 30, 2013, 03:25:27 am »

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

I lost the subject material, however, blunt weapon seem to rely only on density/weight, so I repeat my point: did someone think to test well blunt rock weapon?
Like .... wasn't obsidian damn heavy ? or maybe Slade near the end ?

Otherwise I still see Welded Wolfram as the best.

I think rock and gem weapons are only really there if you are low on metal. Or just want to try something different.

I did very few gem weapons, but I don't see any other use of gems in a point in wich you are rich and trading is useful only for removing useless item without dumping them. I did very few, but my top military seem to prefer them on bifrost/steel sometimes.

So my guess is.... edged gem weapon, blunt rock weapon.

Again, I'm using MW 2f and this is a little changed in 2g... i'll read changelog.
Don't underestimate the gem weapons, they're sadistically sharp. Gem spears are (or perhaps in light of the updates, were) particularly sharp.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10433 on: March 30, 2013, 04:44:41 am »

Don't underestimate the gem weapons, they're sadistically sharp. Gem spears are (or perhaps in light of the updates, were) particularly sharp.

Yes, infact my spearlord champion prefer a ruby spear to bifrost spear, but now I force-equipped him with adamantium ;)

Do someone tested properly rock blunt weapons ?

jellsprout

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10434 on: March 30, 2013, 05:59:01 am »

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

Am I the only one that thinks it incredibly odd that the second densest real element known is only mediocre for blunt weapons?

No, you are not alone. One of DF's main selling points is it strife for realism. DF doesn't follow the standard RPG trope of bronze<iron<steel<silver<gold, but instead actually tries to use realistic values for each of those metals. So to have the second densest metal in nature reduced to the weight of tin, that just rubs me in the wrong way. That is not in the spirit of DF at all.
So to fix it, I simply renamed iridium as atium. It doesn't change the gameplay of the mod at all, but it doesn't go against the core values of DF either.
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vooood

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10435 on: March 30, 2013, 06:11:43 am »

I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(
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SharpKris

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10436 on: March 30, 2013, 07:24:08 am »

my temple of armok keeps destroying itself after every blessing i do.... dafaq?
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10437 on: March 30, 2013, 07:32:11 am »

I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(

I'm playing good on Windows 7, sure there is nothing wrong with your download-unzip ?
Try to load DF without MW loader, it still crashes ?

my temple of armok keeps destroying itself after every blessing i do.... dafaq?

There are known problems (we discussed that in the Orc Fort Thread) with the new df hack version 3, it does the same (and more things) but some things are made in a different way. However this happened to me also but with version 2f = dfhack2. So... just try again.
The problem, however, is related to temperature boling of the materials with wich you build the structure, that gets destroyed by heat. Try using different & stronger materials.

No, you are not alone. One of DF's main selling points is it strife for realism. DF doesn't follow the standard RPG trope of bronze<iron<steel<silver<gold, but instead actually tries to use realistic values for each of those metals. So to have the second densest metal in nature reduced to the weight of tin, that just rubs me in the wrong way. That is not in the spirit of DF at all.
So to fix it, I simply renamed iridium as atium. It doesn't change the gameplay of the mod at all, but it doesn't go against the core values of DF either.

I think your right, however I both agree with Meph pilosophy and DF guidelines.
As I wrote before (15-20 pages ago) this mod needs a little "re-equilibration" and this of the material is surely one of the things.

He added so many new things and flavor to the game, and you can still use or not use them,
but having them in the game and not using them (for example good materials) makes really no sense.
So my guess is that some things will be fixed or removed, expecially with the new features that dfhack added to the game.

It have little sense to Cold, Weld, and improve weapons in the old way, now that runes work in the new way. This, IMHO.
ALSO, there are OTHER playable races, so Dwarves doesn't really need to do EVERYTHING <- and there is actually a little too much stuff.
My suggestion to Meph is to move this old features into other races, like Kobolds or Orcs.

Meph was I a good student? do you hire me?  :P
« Last Edit: March 30, 2013, 07:35:36 am by Nokao »
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SharpKris

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10438 on: March 30, 2013, 07:38:18 am »

i guess magma safe blocks will do for the temple but what about the totems?
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ElenaRoan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10439 on: March 30, 2013, 07:51:03 am »

pretty quiet fortress, that pungent slush is potent *lol* most things are dying before they get a chance to come even close to the entrance corridor let alone threaten the security of the fortress. It's not a resurrecting biome fortunately, first evil biome I've played with that wasn't but can you imagine the havoc with that and the pungent slush?  Eek *lol* going to use the opportunity to explore some of the buildings I haven't had a chance to yet.

Haven't figured out why they keep arriving without shoes or trousers or why when I have plenty of shoes available they prefer to complain about not having shoes than put them on.
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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.
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