Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 732 733 [734] 735 736 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1858675 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10995 on: April 25, 2013, 05:25:55 pm »

Maybe I can remove the welded versions. They are an old concept anyway. Then make mithril an upgrade from steel+silver? Does that sound about right?

Take 4 silver, make 1 truesilver bar. Grind truesilver into powder. Smelt 1 steel + truesilver powder into mithril. And make natural mithril a little bit rarer.

I know about the problem with the metals. I have a metal mod lying around here, that makes it super realistic, with all kinds of side-products and production lines. But most people dont want that, because its too complicated. Even that ONE STEP of refining wrought iron to iron was voted out. And this is not something I can easily toggle with the GUI, too many reactions are linked to metals. I would love to make metalsmithing a lot, lot harder, but I would alienate most people with it. ^^

Quote
And I actually laughed out loud when I read your line about making everything use "Process animals to sausage" ;-)
Next Aprils fools day ;) I just replace all 2300 reaction names with "Process animals to sausage".

Toxicist is a word I invented. Funny thing is, in German we have a word for it, Giftmischer. I couldnt find a good translation, so I made one up ;)
Tinker.... ha, I have to think of this:


A tinker will always be a goblin or kobold for me. Dwarves have inventors, smiths, great masters of their art. Not a tinker. ^^

Sayke, what do you mean with bowyer/gunsmith? I dont have a gunsmith skill/labor. It is still using weapons smithing/metalcrafting for the guns. Web-syndromes.. ha, where should I find the time? I am working on two other projects at the moment
Logged
::: ☼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 :::

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10996 on: April 25, 2013, 05:42:41 pm »

Maybe I can remove the welded versions. They are an old concept anyway. Then make mithril an upgrade from steel+silver? Does that sound about right?

Take 4 silver, make 1 truesilver bar. Grind truesilver into powder. Smelt 1 steel + truesilver powder into mithril. And make natural mithril a little bit rarer.

I know about the problem with the metals. I have a metal mod lying around here, that makes it super realistic, with all kinds of side-products and production lines. But most people dont want that, because its too complicated. Even that ONE STEP of refining wrought iron to iron was voted out. And this is not something I can easily toggle with the GUI, too many reactions are linked to metals. I would love to make metalsmithing a lot, lot harder, but I would alienate most people with it. ^^

Removing the Welded metals makes sense, I can't say I ever use any aside from welded mithril, just welded wolframite for a hammer or two.  I like your new reaction to mithril, that sounds quite dwarfy, like a rare process that only some races could've figured out.  I don't think you need to make mithril more rare in nature, its already relatively rare enough (assuming a player's not reveal-mining) and typically about 75% of mine comes from trading, anyway.  Making it more expensive at the depot would limit early accumulation of it.  Sure, you can make some pretty sweet trade goods from it, but that's one less bar for your armor and weapons.
Logged
ProvingGrounds was merely a setback.

sayke

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10997 on: April 25, 2013, 05:49:58 pm »

@meph - Don't remove the welded versions - they're still great! I'm not sure about that recipe, though, because it uses "truesilver" which doesn't otherwise exist and isn't otherwise useful. Maybe: 4 silver + steel + cromium = mithril, mithril + titanium = welded...?
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10998 on: April 25, 2013, 05:58:49 pm »

Well, sayke, tell me: What is pig iron used for? :P

Werdna: Mithril would be removed from trading. At least from buying it. You can still sell it of course.
Logged
::: ☼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 :::

sayke

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10999 on: April 25, 2013, 06:08:23 pm »

@meph - It's used for being a pain in the ass - call it pig mithril then ;-) The thing is, right now, chromium and titanium are damn near useless... This would make them very useful indeed!

And I would urge you to still keep mithril as tradeable - just make it expensive, perhaps like with your suggestion about crates! That creates tradeoffs where high-value tradegoods have more utility, forcing you to choose between turrets, golems, mithril, etc.
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

jonveck

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11000 on: April 25, 2013, 06:22:16 pm »

> ... titanium are damn near useless.

If I remember correctly, welded titanium has one of the highest price points in the game, capable of making legendary statues and thrones, and artifacts worth millions of dwarf-bucks. 
Logged

dennislp3

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11001 on: April 25, 2013, 06:28:24 pm »

> ... titanium are damn near useless.

If I remember correctly, welded titanium has one of the highest price points in the game, capable of making legendary statues and thrones, and artifacts worth millions of dwarf-bucks.

So its an item that allows you to abuse the already broken trade system of DF to get unimaginable wealth?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11002 on: April 25, 2013, 06:35:51 pm »

Millions? I think a masterwork welded titanium statue, which takes several bars to make, is worth 60,000.
Logged
::: ☼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 :::

jonveck

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11003 on: April 25, 2013, 06:55:55 pm »

> Millions? I think a masterwork welded titanium statue, which takes several bars to make, is worth 60,000.

No, I described the statues as legendary because they make the rooms they're in legendary.  It's specifically the artifacts I've seen made with welded titanium that end up being worth millions.

> So its an item that allows you to abuse the already broken trade system of DF to get unimaginable wealth?

Pft.  I never sell them -- they're bling for my fortress.  I rarely bother with caravans at all given that my fortresses are self-sustainable.  Besides, if we're talking about exploits, why not simply deconstruct the trade depot underneath the merchants and acquire all their goods with the least effort of even tagging the items you want to trade?
Logged

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11004 on: April 25, 2013, 07:06:12 pm »

I'd be happy to see trade mithril removed in that case Meph.

I don't see any problem with insanely valuable items.  Greater wealth triggers greater visitors, there's already a balance there.
Logged
ProvingGrounds was merely a setback.

SharpKris

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11005 on: April 25, 2013, 08:36:06 pm »

woodcutters dont work for some reason
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11006 on: April 25, 2013, 08:47:43 pm »

Sharpkris: Woodcutters do work, so it must be something on your end. To start with: which mod version, which tileset, what are they doing, and what have you done before? And did you try genning a new world, embark with a woodcutter and test if he works there?

EDIT: I feel very, very silly atm. I tried and tried to add this invader skill boost... and just cant figure out how to make a button that cycles though 0-15, while displaying 0-15 and searching for 0]YESBOOST to 15]YESBOOST, and always adds +1.... I then deleted everything, made a textbox, just enter the number you like... but that ended up replacing all numbers in the file, instead of just the ones in the natural skills... omg. Its probably something someone who actually knows VB could do in 5 minutes. ^^

I will just add a button. +5 skill or nothing. Simple boolean, ON/OFF. At least I know that I can manage that ^^

EDIT2: Mh. I had a good look at the noble tokens. I could force people to use legionnaires for the military. REJECTED_CREATURE:CASTE... I would add a militia captian, with maybe... maximum ONE of them per fort, and with only two militia members maximum, and all other military leaders need to be legionnaires. Which you could join in a building. So either you have a super crappy little militia of 3 guys, or you build this building and join the glorious dwarven army. :)

Otherwise I couldnt really find a use for nobles, besides an optional harder setting. All citizens require a bed, when you have 50 citizens they upgrade, all need a bed, chest and cabinet and get one demand.*

*Fulfilling the demand gives the noble a happy thought. If a demand goes without being fulfilled, the noble will be "angered at the state of demands" and receive an unhappy thought, but no dwarves will be punished. Eventually, an announcement will be made that the noble has simply "forgotten" the demand.

That would make keeping dwarves happy a lot more difficult. People have to make a real bedroom for each, no more dorms... and of curse no one keeps one demand per dwarf, which gets insanely high... which means people ignore them... which means probably half of them dont get fullfilled... which means your dwarves get bad thoughts. :) Which of course leads to easier tantrum spirals. :)

Edit again: Actually... I could do a pretty nifty "harder nobles" button. Manager, Bookkeeper, Military Leaders, Chief Medical Dwarf, Psychiatrist... they all would require a workshop first. For example you have to build a Scriptorium first, get a couple of ingredients like paper, ink, a quill and such, to make a bookkeeper. And get a hospital workshop will all kinds of tools before you can appoint the chief med dwarf... or you have to buy a certain tradegood, lets say a "military license" from the mountainhomes, before you can make military commanders. :)
« Last Edit: April 25, 2013, 11:14:28 pm by Meph »
Logged
::: ☼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 :::

assasinwar9

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11007 on: April 25, 2013, 11:36:11 pm »

just in case you didnt know it seems in advfort you cant dig because it dosent recongise any of the tools for that use :(
Logged
immortal is never dieing so that sucks lol

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #11008 on: April 25, 2013, 11:56:44 pm »

i don't even know how anyone can play with 100+ demands, (to me) it would be infuriating.  Getting the noble lords that come with the king and bring ~10 or 20 demands is already a leading cause of fortress death for me.

if i wanted tantrum spirals i would just save the hassle and use dfhack>misery :D
« Last Edit: April 26, 2013, 12:45:36 am by smakemupagus »
Logged

fire1666

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11009 on: April 26, 2013, 01:35:51 am »

I had a good idea you guys might like for the shades :D
each teir has its own very large building, each one of these requires a special weapon to make, A ritural knife, which can be created by sacrificing shadow essesence *not sure on the spelling dont hit me:(* in a small wooden altar location.
each teir gets stronger weapons,armour and a new variety of structures, thus i can imply some balance material e.g you can still farm BUT the shade specific crops need a special building to produce, and can't be cultivated outside this structure.
and about armour can someone tell me what parts i need to increase to GENERALY increase how good it is at protecting the individual waring it.

[ITEM_ARMOR:ITEM_ARMOR_BREASTPLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]NO1
[HARD]
[METAL]
Logged
Pages: 1 ... 732 733 [734] 735 736 ... 749