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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 1859712 times)

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10620 on: April 09, 2013, 08:55:03 pm »

Question: What are the strengths of the new materials added? I've looked up the raws, but have no idea what I'm looking at. Compresive yield, tensile fracture...no idea what any of that means.

I know it says Mithril has a better edge than steel, but is it also good for armor? Is wolfram? Does Deep Bronze make good weapons?

Where do Mithril, Wolfram, Deep Bronze, Meteorite, Iridium, Cobalt, and the Pattern/Welded stuff fit into the Copper/Bronze/Iron/Steel/Admantite hierarchy?
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10621 on: April 09, 2013, 09:04:10 pm »

I think wolfram is good for blunt stuff and possibly armour, while iridium is the king of edged weapons and armour as well. Cobalt is slightly better than iron (i think).

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10622 on: April 09, 2013, 09:12:13 pm »

There's not a linear hierarchy, so it's impossible to definitively set everything down in a simple way.
Very roughly you can order them in a heirarchy by shear yield (edge/armor) or by weight (blunt) which is why Meph gives those two tables in the manual

Mithril is light. 
Wolfram is heavy.
pattern-welded stuff is improved obviously, so pattern-mithril is excellent for blades or armor, pattern-wolf for blunt.

Deep bronze is superior for weapons and armor, but heavy
Orichalcum is similar to patternmithril, not as light, but superior impact resistance
Meteorite better than iron/bronze, worse than steel
cobalt similar to iron/bronze

Iridium and Volcanic are mythical uber-materials, somewhere below adamantine but well above the rest
(ed.  iridium is not good for blunt)

all from memory so apologies if i got something wrong :)
« Last Edit: April 09, 2013, 09:13:45 pm by smakemupagus »
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10623 on: April 09, 2013, 09:50:03 pm »

There's not a linear hierarchy, so it's impossible to definitively set everything down in a simple way.
Very roughly you can order them in a heirarchy by shear yield (edge/armor) or by weight (blunt) which is why Meph gives those two tables in the manual

Mithril is light. 
Wolfram is heavy.
pattern-welded stuff is improved obviously, so pattern-mithril is excellent for blades or armor, pattern-wolf for blunt.

Deep bronze is superior for weapons and armor, but heavy
Orichalcum is similar to patternmithril, not as light, but superior impact resistance
Meteorite better than iron/bronze, worse than steel
cobalt similar to iron/bronze

Iridium and Volcanic are mythical uber-materials, somewhere below adamantine but well above the rest
(ed.  iridium is not good for blunt)

all from memory so apologies if i got something wrong :)

So Shear yield works for both edge attack and defense? What about piercing?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10624 on: April 09, 2013, 10:00:40 pm »

Yeah the Shear and Impact seem to be the values that matter in combat, along with weight. 

more info here:
http://dwarffortresswiki.org/index.php/DF2012:Material_science

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10625 on: April 10, 2013, 12:15:51 am »

Can be done, no problem ^^

In total that would make:
Quote
In the next update can you please also add ORC_TIAGA to the autosyndrome effect list for:
MUSIC_LUCK
MUSIC_NOSLEEP
MUSIC_NOFOOD
MUSIC_CLEAN
MUSIC_SPEED

for next version can you please add
[SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]
to the inorganics for:
REGRASS
GROW
WEATHER_FIRE
WEATHER_CLEAR
WEATHER_RAIN
WEATHER_SNOW

Yeah, if you could make the default when playing Orcs to disable Gnomes, wild Orcs, and Warlocks that would be perfect.

Correct? Anything missing?
Add the Leather tags to Rigid Scaleplate
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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)

Crioca

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10626 on: April 10, 2013, 01:58:56 am »

Quote from: Meph
Crioca: Yes, thats intentional. Otherwise they would give food (cheese), booze (rum) and clothing (wool). I wanted to avoid making them too good.

Thanks for answering my question: While we're on the topic in my current fort I can no longer make boozebelly rum, I have (unrotten) boozebelly cheese, empty pots and barrels but the option in the kitchen is red. Any advice?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10627 on: April 10, 2013, 02:37:08 am »

@Crioca: Did you check your burrows? For more info have a look at the known bugs section. It might also be that the pots/barrels are assigned to stockpiles and are not available for reactions.

@Billy Jack: That post was just about changes I have to do for the new Orc Fortress version. ;)

@smakemupagus: Alright then. I have everything I need in that case. I have a closer look at the entity files. It cant hurt too much to add them into the main mod, the tradegoods do not appear if they are your enemy anyway.

@Stargazer: There is a huge table in the manual, under Inorganics. All metals are in there, except volcanic/bifrost. These are better then the rest, but less good then adamantine. All others are listed with all values :)

@Vendayn: I dont even know what to say. First of all: What tileset do you use, which mod version, what operating system do you use, and no, you shouldnt download/install the normal DF anywhere inside the Masterwork folder. Sounds like the .exe has a problem, either the binary patches or the large adress aware patcher, OR dfhack. Did you try starting the game without dfhack? Because when you start the game it does not load the raws, you should be able to at least get to the menu... raws only come in effect once you gen a world/go to the arena.
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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 :::

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10628 on: April 10, 2013, 10:53:04 am »

@Crioca: Did you check your burrows? For more info have a look at the known bugs section. It might also be that the pots/barrels are assigned to stockpiles and are not available for reactions.

@Billy Jack: That post was just about changes I have to do for the new Orc Fortress version. ;)

@smakemupagus: Alright then. I have everything I need in that case. I have a closer look at the entity files. It cant hurt too much to add them into the main mod, the tradegoods do not appear if they are your enemy anyway.

@Stargazer: There is a huge table in the manual, under Inorganics. All metals are in there, except volcanic/bifrost. These are better then the rest, but less good then adamantine. All others are listed with all values :)

@Vendayn: I dont even know what to say. First of all: What tileset do you use, which mod version, what operating system do you use, and no, you shouldnt download/install the normal DF anywhere inside the Masterwork folder. Sounds like the .exe has a problem, either the binary patches or the large adress aware patcher, OR dfhack. Did you try starting the game without dfhack? Because when you start the game it does not load the raws, you should be able to at least get to the menu... raws only come in effect once you gen a world/go to the arena.

Well yeah, I just didn't know what the values actually meant. =p
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Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10629 on: April 10, 2013, 02:11:22 pm »

-snip-
Human caravan guards attack gnome merchants on sight.
Is this a bug?


There's a gnome civ?
Is that vanilla ir mod only?
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The_Final_Stand

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10630 on: April 10, 2013, 05:28:52 pm »

Hey, my blast furnace just made 12 steel bars, but used the materials to make 24 steel (12 iron, 12 pig iron, 6 flux, 6 coal). Standard Smelters take 1 iron + 1 pig iron + 1 flux + 1 coal (+ fuel) => 2 Steel, so, why does the blast furnace lose half the material?

Having checked the raws, it seems you've made a blast furnace that only makes half as much steel as it should.
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Tarkanos

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10631 on: April 10, 2013, 06:28:42 pm »

I can't find this in the settings. How do I turn the cult off?
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SharpKris

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10632 on: April 10, 2013, 06:49:17 pm »

ideas on how to automate blood of armok for smith area?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10633 on: April 10, 2013, 07:47:12 pm »

ideas on how to automate blood of armok for smith area?

(step 1)
delve to get a glimpse of natural magma to unlock magma furnaces
use it to put at least one tile of magma somewhere
build 1 magma "source" furnace there
(step 2)
make a magma safe tanker
set up tram route with magma tanker dumping into your intended magma plumbing area
perferably start of route is near your "source" furnace
use floodgates to break plumbing area into smallish regions to limit loss of magma to cooling
tell manager to "fill magmatanker" 30 times

anomaly

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10634 on: April 10, 2013, 09:34:25 pm »

Big fan of the mod, though most of my experience with it is with the orc fort mod.

A few comments about harder farming:  i'm a big fan of harder farming in general, although the balance seems pretty wonky.  It's much easier to do above ground farming, I can generally squeeze out two crops of rope reeds a year (not to mention arboreal and boreal crops) and only one of pig tails, AFAIK pig tails had half the growth time of other subterranean flora along with plump helmets so a growing stage of two seasons would be more appropriate.

Just to clarify I'm not saying harder farming should be "easier" but rather it could be improved by being more internally consistent and balanced.

 Also, it appears that padded mittens cannot be worn under gauntlets.  I don't think that's intended behavior.

Edit:  I also notice small typos etc. In the manual and the game, is there an easy way to get these fixed?
« Last Edit: April 10, 2013, 09:42:23 pm by anomaly »
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