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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 1859110 times)

sepik121

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10755 on: April 18, 2013, 10:20:56 am »

Quick question from a noob at mods and whatnot, is it possible for a dwarf to wear drow armor, or will it be like the vanilla elves where it doesn't fit quite right? I'm just curious as to whether it's possible to equip dwarves with other civs gear.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10756 on: April 18, 2013, 11:05:03 am »

Ok, I will answer what I can from the last missing days, so dont be surprised if this post gets a bit longer.

RAINBOWS:
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When was the last update?
Also how does one find the version name?
Last update was 20th March, version name is ubiquitously posted everywhere. V.2h
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Is there a walkthrough anywhere on how to manage tears of armok and blood of armok and magma tankers and all that?
Not really, but smake posted the best there is. Maybe someone will write one for the wiki in the future.

TORGAN:
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Padded boots and boots don't seem to stack either, I think they should according to the manual as padded boots aren't shaped. But it's not a huge deal.
Is added to the todo list.

HEFATEUS:
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Also another possible bug related to the Resercher study. I used the random item experiment a couple of times and got some magma armory bloodsteel bladed whip, demonic armor and a angel greaves.... is it really that random or is something wrong?
Thats ok, it is that random.

Quote
Not sure if this is intended or not but in my tanner workshop i have a couple hundred "tough skin." If you look at them with DFHACK you see that theyuse the skin_tanned type but they are CREATURE:ANIMAL_EXOTIC:SKIN rather than the CREATURE:ANIMAL_EXOTIC:LEATHER like the "tough leather"  I looked at the raws and saw that the "tan hide to tough leather" leads to LEATHER_EXOTIC instead of to LEATHER. I couldnt find the creature template for this so Im guessing it is a broken link? I had a farm of Pekyt going which is where i think this came from. Is there a way I can fix this also besides just having it added to the bug fixes?
Added to the todo list, I will test pekyts and tough skin. Tough skin should usually be tanned to tough leather.

FIRE1666:
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IMPORTANT FOR MEPH PLEASE READ yaddayaddayadda
How is your progress?

STARGAZER:
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And is it worth it making obsidian and slade?
Obsidian and slade are needed for volcanic metal. So yes. Slade is also very powerful as catapult ammo and for ballista bolts.

NALBIR:
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Great mod, I use the wiki a lot - is there a masterwork wiki perhaps?
Now there is. http://dwarffortresswiki.org/index.php/Masterwork:Main_Page Its empty, so start filling it :P (probably not the answer you expected.^^)

DWARF73:
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First time playing with orcs, still no dedicated military of anykind, fort wall not complete, no traps, 4 drakes show up, one named, they eat one orc before I notice what's going on, am I screwed for good?
You are playing Dwarf Fortress, so I assume this is a purely rhetorical question.

Quote
Help me how? All  I could find there is ctrl-A but it doesn't seem to do anything.
I noticed that problem, asked in the dfhack thread 3 times, never got an answer... I dont know why the siege engine aiming does not work.

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Does Slaughterhouse and Brewery make Butcher and Still obsolete? What about Warbeast Kennels for normal kennels?
No, totally different things. Brewery can help for booze though. Just keep in mind that one uses large pots, the other uses barrels for drinks.

ANOMALY:
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Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.
Maybe. I actually thought about giving invaders better materials instead of making them stronger. Mithril and >steel materials, to balance this.

Also, twohanded weapons can be single-handedly wielded by special castes, like the demonbound. ;) I remember one with an artefact iridium greataxe and one masterwork adamantine greataxe. He was... not too bad a fighter.

CAINIAO:
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Did Masterwork have any reaction to make useless coins useful?
I am thinking about it. A casino comes to mind. Or hiring people, or a marketplace. See smakes orcs. But I dont want to copy it, because the races should feel different.

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It seems that "make whatever(12) armor set" in the armory is bugged, they they dont make any handwear for my dwarves.

And you only need 2 blocks to build a furniture workshop while it says 4.

And my temple of armok always self-deconstuct after using.
Its not bugged, gloves cant be done by custom reactions. Furniture workshops needs 2x2 blocks. Not 4, not 2. ;) Temple deconstructs because of weird dfhack nonsense, I will see to have it fixed next release.

SUIZ:Thanks for the report, but I think its system related. Its probably not easily replicated by me, but thanks for the heads up anyway.

LOCRIANI: Wrote you a PM. :)

MACHOCRUZ:
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Anybody getting 'skin chops' from butchering living rock (v2.h)?
Added to the todo list.

XARDOV:
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What kind of stockpile do I have to make in order to store crates of steel and iron bars?  "Finished goods" don't seem to be doing it, neither does "Bars and Blocks"
They shouldnt be stockpiled at all. They remain in the depot, only to be used in the automatic reactions in the "storage unit" which should be build right next to the depot. I wanted to keep it in one place, if I allow stockpiling for them they will go to the nearest hospital ^^

FASQUARDON:
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While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.
This is a great idea for an optional harder setting, but I dont think it can be done without mighty dfhack magic.

URMANE: I sadly cant help with linux at all. There is a new (empty) wiki at http://dwarffortresswiki.org/index.php/Masterwork:Main_Page. If you want to contribute, feel free. :)

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how come the Trap Engineer's Workshop will only let me upgrade my glass spikes (to sharpened or serrated), but everything else is not selectable?  I have a ton of iron and glass sawblades, but cannot select Upgrade sawblade (either lvl1 or lvl2).
They need differnt items, mechanisms and pulleys. Otherwise check your burrows, maybe they are stored in another burrow.

Quote
When is hematite not hematite?  I'm seeing in Masterwork, but not in vanilla, where I'm mining a vein (using dfhack's "digv", usually hematite due to amount in this map), and strike a vein of the same material in an adjacent tile.  I'm now paranoid about wraiths, so I usually leave them alone ... but I have done some and so far they seem normal.  Thoughts?
Mine it. I dare you. :)

STARGAZER AGAIN:
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So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?
I dont know any "fatal errors", what exactly did the game say, and where? What happened? Anyway, CULTMEMBER should be the correct word, and it sounds like your saving was interrupted somehow. Or at least some raws are missing in the save folder.

THEFISH1992:
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um is their any pieces of armor can not have rune's placed on them at the rune armory. I can have runes put on the volcanic breastplate but not on the volcanic boots is their any other armors pieces I cant put runes on?

2rd Q What is a berserkers hide? i had a dwarf make one in fey mood and i found out that it is a armor through the equip screen but is it worth equipping?
Runes only go on Armor, which is the actual upper body armor. Just that one item. Otherwise you could add them to gloves, boots, pants, armor, helmets, shields, and add all these buffs together for one super soldier. That is not the intention.  You can put multiple, different runes on that one breastplate though, if you like.

Berskerkers hide is a fun item, mood-only. All those are always good.

SEALCLUBBER: Wtf, I thought of a lifeboard from baywatch as well. Its even made of wood and has a whale on it, nice. But yeah, smake answered the question, I didnt knew what it was either.

THISTLEKNOT:
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whats the purpose of evil armor for drow?
Its just for flavor.

ISNGRIM:
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i was wondering why volcanic does not show up in the material list for squad equipment
It should... but maybe it does not, because its not naturally occuring. Only source is the item directly, there are no volcanic bars anywhere. I might change this in future.

ALEXJJ:
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I downloaded the mac version but the settings program is a windows .exe. How do I change all the settings?
Mono+Wine. Otherwise I cant really help with Mac. The linux/mac versions are a novelty offered by arclance and kudakeru and zenerbufen... all volunteered to help. I myself only work with windows.

MILKBOT:
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But would it be possible to have golems having a chance of spawning hostile. As in something goes wrong with the golemization and the machine turns on it's creators?
thats possible, but I use that trick with the evil mages already. Demonsbounds and Unnamed ones can go amok. I dont want to use this mechanic too often.

RAOULGAMER: Do you have an error log? I know what causes it, the undiggable tag on stone is still active, so you did play Kobolds before, but somehow the tag stayed. Did you gen a new world? What exactly did you do before you embarked as orcs?  Also, YEAH, you used the bug report template, +1 internets for you. Second person to actually use it. :)

FANTERSAM:
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Can I add other tilesets I like without problems?
Maybe? All ascii based tilesets are no problem, just set the GUI to ascii, then install your tileset. But Mayday would need raws to be rewritten.

TJ333: Its intended. Nether horror makes horribly monsters... manual says so as well. ;) It can be good, when they kill the invaders for you, can be bad, when you are overrun by your own creation ;) Just dont make booze and stockpile it with the rest, that would be... inadviseable ;)

LWCOYOTE: No ETA. I thought several times that NOW is the time to sit down and do some DF stuff, but just have a look at today: It took me 5h to read up on the forum, and post here and on reddit. Granted, I havent been here for 5 days, but still... maybe I get something done over the weekend.

SEPIK121:
Quote
is it possible for a dwarf to wear drow armor, o
As long as it does not say "small/large" item, you can wear them. Drow armor should be fine.

GAMERLORD: I am of course excited about 15 downloads that this mod had this month. ;) No, Putnam is right, I am German and we say 15.000 for 15k, instead of the english 15,000. ;) Its funny, talvienos creature generator had some bugs because of this, because my german windows was misreading his numbers using , and . ^^




EDIT: Omg, that was a lot longer then I though.
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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 :::

fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10757 on: April 18, 2013, 11:24:59 am »

No progress yet, but i will start at the end of this week, also since i have finished the ICT course in school guess what im gona do instead :)
Can't promiss that this will be ground breaking stuff but i can promiss that i will try my best, i might need somone else to make the race file and / or the sprites ectra
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10758 on: April 18, 2013, 11:37:49 am »

You might want to talk to guthub, he has been working on a playable masterwork race of undeads for quite some time. Maybe you can exchange ideas.
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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 :::

Fantersam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10759 on: April 18, 2013, 11:38:20 am »

"raws to be rewritten" ? what does that mean?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10760 on: April 18, 2013, 11:49:01 am »

It means that there is a tile number in the raws, for all inorganics, creatures (at least for vermin), plants, trees, grass, tools and some random items. If you dont change them to meet your tileset you will end up with rock looking like fish and trees that look like chests. Most tilesets use normal ascii tiles however, so that is only a problem when you use Phoebus, Ironhand or Mayday.
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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 :::

fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10761 on: April 18, 2013, 11:50:50 am »

You might want to talk to guthub, he has been working on a playable masterwork race of undeads for quite some time. Maybe you can exchange ideas.
Thanks for the tip off bro, this could turn into somthing gold
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10762 on: April 18, 2013, 11:55:14 am »

OH GOD DOUBLE POST D:
Ermn, i think he may have changed his name, i cant find him on the members list D:
« Last Edit: April 18, 2013, 11:57:55 am by fire1666 »
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Fantersam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10763 on: April 18, 2013, 12:48:10 pm »

So I can basically use every ascii tileset if i want?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10764 on: April 18, 2013, 01:04:04 pm »

Fantersam: Yes, why not? :)

@fire1666: Sorry, typo, its Guthbug.
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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 :::

urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10765 on: April 18, 2013, 01:28:08 pm »

Hm, this feels like a bug: when I hit "dwarf stares at the shifting rock", I get rockwraiths spawning from that tile, which is expected - but I also get metalwraiths spawning from a particular spot in my courtyard, way up on the surface.

I mentioned it before - I'm repeating because it now appears to be consistent.  The one I just dealt with was on Z-14 (that's negative 14), while my courtyard is on Z136.

OTOH, here is my minimegaproject, Heaven (or Olympus, if you prefer) in progress: obsidian block stairs to the highest Z, which is floored over with marble blocks.  This pic is the floor below, also floored in marble blocks, which counts as "inside".  Gold and glass statues abound, and there will be suitable accomodations for the highest ranking noble.
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10766 on: April 18, 2013, 01:44:11 pm »

Guthbug has not commented on anything for aprox 10 days, he might be away enjoying him self, the fewl
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10767 on: April 18, 2013, 01:46:03 pm »

Quote
ANOMALY:
Also, you might want to take a look at invader gear again... There's a pretty huge difference between someone wearing a steel breastplate and helmet and someone fully clad.  It just takes one swipe in the right place to disable someone and Anything not protected is vulnerable to even a lowly copper chopping axe.  I realize your priority is reducing clutter but it's a tradeoff.  In many cases upon review of logs the only thing that stands between Life and death for invaders is a lowly silk cloak.

MEPH:
Maybe. I actually thought about giving invaders better materials instead of making them stronger. Mithril and >steel materials, to balance this.

I also notice in game battles that a lot of enemies seem to die to their hands in particular getting lopped off (one of the specific part that is not covered by an invaders' UBSTEP MAX armor piece). Once I tried to test in arena so that Meph would have hard data to look at: identical dwarves with battleaxes and armor, 100 1v1 battles, red team has gauntlets, blue team does not.  Believe it or not the "no gauntlets" blue team won something like 51/49.  So if there is an effect either my test was a big fluke or an error was made, or else the effect is statistically insignificant.  I don't know how to square that with what I see in game though.

I also from that same testing learned that the flavor blows which I think of as "critical strikes" (whirl around with outstretched arms and ....) tend to be powerful enough to cleave armor made of the same material as the weapon is made from, which somewhat changes the balance in combat in favor of offense compared to vanilla.  Not necessarily a bad thing but just worth being aware of if you're a combat micro-manager :)

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10768 on: April 18, 2013, 01:51:05 pm »

Knowing Guthbugs RL quite a bit I wouldnt call that surprising. He is not the average pupil/student with too much free time. He is patient and will work slowly, step by step on it.

I might tune down the critical strikes a bit. Btw, adding nopain to invaders, like several do have, is a good solution against these insta kills. Your hand got lobbed of, big deal if you cant feel pain. ;)
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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 :::

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10769 on: April 18, 2013, 01:59:07 pm »

I might tune down the critical strikes a bit. Btw, adding nopain to invaders, like several do have, is a good solution against these insta kills. Your hand got lobbed of, big deal if you cant feel pain. ;)

Absolutely, more than once I have had an Orc under the effect of the Pain Resistance Totem have his weapon hand lopped off, only to choke the elf to death or break its neck with the stump of his remaining arm.  Maybe, I'd be better off using that micromanagement time to craft armor instead of playing around with the totem pole but ^^ .  Not much you can craft in time for the first elven ambush that will turn a mithril blade anyway.

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