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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 1858251 times)

Noobazzah

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11085 on: April 27, 2013, 04:36:43 am »

Hah, the Frost Giants use Finnish words in their language! Excellent stuff, though it's now pretty hard to take them seriously. Their only fortress is called something like 'Whipped Wieners' when translated. Wonder is they eat mämmi as well.
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leafar

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11086 on: April 27, 2013, 05:21:12 am »

I have changed mithril to be made of steel+silver+silver+silver. And welded mithril is mithril+titanium. That way mithril is based on steel, and you cant circumvent steel and go directly to mithril. There is still some raw mithril now and then, but rare.
...

maybe you could change all advanced metals to be only useable as steel-alloy
like: ore -> powder; powder + steel(or pig-iron, to give it more use :D) -> (material-name)-steel

would make them a little more expensive to get - and it's somewhat realistic to use metals to upgrade steel
even mixed alloys would be possible (...basically the welded versions)
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fire1666

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11087 on: April 27, 2013, 07:57:41 am »

tad of a late responce but is it possible to make a weapon without making it from a prereq e.g. steel (weapon name) if so then i will not need to rename the weapons just a few of the attacks and end sections.
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Dwarf_Eater

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11088 on: April 27, 2013, 09:13:23 am »

About my suggestion of getting blessing syndrome on weapon, I just had an idea of the possibility of dorfs screwing up with runes or blessings creating cursed armor or armor with rune with negative effects.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11089 on: April 27, 2013, 10:44:20 am »

Hi, using the latest Masterwork V.2i, I generated a new world (Garden of Gaia) and surprisingly, no Minotaur, Nightwing, Fury, and Werewolf civilizations were formed.  They were not wiped out, they simply never were created, even though I enabled them in the settings.  I even tried increasing the number of civilizations (from 30 to 100). (Also, why is the number of megabeasts/semi-megabeasts so low?)  Are you aware of this bug, Meph, and is there a fix?  Much thanks in advance!

Are you playing with all FD races enabled?  If so 100 civs is still kind of low.  (30, btw is less than the total number of available civs in MDF, so there will be some missing by neccessity).

I assume megabeasts are low there because Gaia is a carefree untroubled land
« Last Edit: April 27, 2013, 10:46:20 am by smakemupagus »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11090 on: April 27, 2013, 10:45:46 am »

Slowly getting there... new castes are done. Now for the reactions in the guildhall. These are the new castes. I probably exclude the arcane dwarf/sorcerer dude for now, since that is for the better magic system later.

Quote
[CASTE_DESCRIPTION:*MERCHANT'S GUILD* This dwarf is a member of the high and mighty merchant's guild. Controlling the flow of tradegoods and money all over the dwarven realm, each wealthy fortress will soon see the merchnt's guild arrive. It's members make excellent traders and bookkeepers, as well as ambassadors.]

[CASTE_DESCRIPTION:*CARPENTER'S GUILD* This dwarf has joined the guild of woodworkers, lumberjacks and bowyers. It's not the most popular guild among dwarves, since the work is mostly outdoors, but the factor that elves hate it with a passion makes more then up for it.]

[CASTE_DESCRIPTION:*MASON'S GUILD* This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the mason's guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.]

[CASTE_DESCRIPTION:*BEAST WARDEN'S GUILD* This dwarf has joined the society of the beast wardens, a group of dwarves dedicated to the training and control of animals. While not recognized as a real guild be dwarven society, they do make excellent rangers, trappers and animal trainers. Building and maintaining insect hivestocks falls under their responsibility as well.]

[CASTE_DESCRIPTION:*SMITH'S GUILD* This dwarf is member of the second largest dwarven guild, the smiths. What they lack in numbers in comparison to the mason's guild, they make more then up with their dedication and skill in metalworks. They constantly tend to their furnaces or ovens and metal seems to bend to their will.]

[CASTE_DESCRIPTION:*JEWELER'S GUILD* This dwarf has proven skill in the fine arts. The members of the jeweler's guild create the finest tradegoods, be it from gems or glass. They are in constant squabbel with the merchant's guild, which controls the taxes on said tradegoods.]

[CASTE_DESCRIPTION:*CRAFTMAN'S GUILD* This dwarf is a member of the craftman's guild. Most artisans of the smaller industries fall under this category, be it working bone, leather or cloth. The guild even houses the few dwarven scribes and musicians that roam the realm.]

[CASTE_DESCRIPTION:*FISHERMAN'S GUILD* This dwarf has joined the eccentric guild of fishers. Founded by the self-proclaimed king of the fishers, this guild is watched with distrust by other dwarves. How is sitting next to water, waiting for the fish to come to you a real profession? Regardless of what other dwarves think, the members of this guild have mastered the skill of the waiting game.]

[CASTE_DESCRIPTION:*FARMER'S GUILD* This dwarf belongs to the guild of farmworkers, millers and cooks. They handle most of the food production, from planting crops and brewing them, over milking and cheesemaking, to butchery and cooking. A basic, but important factor of every fortress.]

[CASTE_DESCRIPTION:*HEALER'S GUILD* This dwarf is a member of the guild of healers. Mad butchers some might call them, but they do their best to patch unlucky dwarves back together. Enough dwarves owe their lifes to them to establish the healers as a valid, bonafide guild.]

[CASTE_DESCRIPTION:*ENGINEER'S GUILD* This dwarf is a member of the guild of mechanics, machine operators and siege engineers. All things technical are governed by them. Without the engineer's guild fortresses would lack pumpstacks, trap hallways and other automated defenses. They even allow intrepid inventors to join their ranks.]

[CASTE_DESCRIPTION:*ALCHEMIST'S GUILD* This dwarf joined the ancient guild of alchemists. While alchemy itself is only a shadow of its former self, in these modern days the guild also welcomes chemists, poisoners and herbalists. There will always be fun about when dwarves handle explosives, acids and poisons, so the guild is blamed for most fortress accidents. And justly so, some might say.]

[CASTE_DESCRIPTION:*ARCANE DWARF* This dwarf bears a spark of magic in him. Either a rare natural occurence or an expansive magical experiment, either way it enables him to dip into the natural powers that surround us all. He can learn sorcery and the use of magic wands.]

[CASTE_DESCRIPTION:*LEGIONNAIRE* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Legionnaires learn to handle all melee weapons, military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. The legion training also encompasses rigirous fitness exercises, raising their strength.]

[CASTE_DESCRIPTION:*MARKSMAN* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Marksmen learn to handle all ranged weapons, military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. Marksmen training also leads to keen eyes and a higher view range.]

[CASTE_DESCRIPTION:*GUARD* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Guards excel in using armor and shield and learn military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians. Guard training raises their toughness as well.]

[CASTE_DESCRIPTION:*WRESTLER* Having undergone the garrison training, this dwarf has learned the fundamental rules of war. Wrestler training teaches unarmed combat and doging above all else. They also learn military tactics, leadership and situational awareness. They are used to pain, have a higher willpower and recuperation then civilians, tire slowly and are very agile.]

Please tell me if there are ny spelling errors in there. Better names for the "wrestler" or "marksman" would also be nice, since these names already appear in the game. I want to avoid confusion.
« Last Edit: April 27, 2013, 10:47:22 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11091 on: April 27, 2013, 11:02:30 am »

*** typos/spelling ***
merchnt
squabbel
occurence
rigirous
doging

*** grammar ***

lifes > lives
merchant's > merchants' (maybe plural possessive is more appropriate? .. if so it's all of them)
It's members > Its members (no apostrophe for possessive)

*** hmm ***

marksman > sharpshooter, sniperdwarf, hawkeye, ranged infantry, ranger auxilla
wrestler > grappler, martial artist

I really like the "it wouldn't be a popular guild, except that the elves hate it ;) "
« Last Edit: April 27, 2013, 11:06:51 am by smakemupagus »
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11092 on: April 27, 2013, 11:33:20 am »

To the-guy-doing-the-shade-civ (i forgot your name, sue me) i had a few ideas.

-combine the Shade race and Undead civ into one, called the Damned (basically a super fast but fragile caste and tough but slow one)
-have the pets be bone/flesh/soul constructs, not generic undead
-use ironbone and bloodsteel, they're already there
-if possible, replace generic reproduction with construction of new citizens from butchered dead

Stronghammer

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11093 on: April 27, 2013, 11:57:00 am »

Im beyond excited to be getting the guilds soon. the fort has never really felt right without them. Thanks so much Meph.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11094 on: April 27, 2013, 12:18:27 pm »

Smake, thanks. :) I'm a bit shocked that I missed that much, but will be fixed.

Gamerlord: Talk to fire1666, he is the one.

Stronghammer: Any more suggestions for the guilds? I want to stay away from experimental stuff for now, till I have them set up at least. Currently it takes 500 gold coins to join, or 2500 to undergo military training.

I thought about having my dwarves that join a guild or a military rank undergo training. They transform first into an immobile creature "Apprentice/dwarf in training" for a week or two. After that, they transform into a guildmember/legionnaire.... I could use that instead of my previous multi-transform apprentice/journeyman/master system.

EDIT: Oh, and with the new battlecry/yelling system I can make the priest/apostle castes yell at possessed dwarves. :)

EDIT: And I figure out a way how you can trade golems, but migrants no longer bring free ones.
« Last Edit: April 27, 2013, 01:26:00 pm by Meph »
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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 :::

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11095 on: April 27, 2013, 02:06:28 pm »

Good news everyone!

All guilds are in, guildhall and garrison is in, all reactions are in, all inorganics exist, all interactions work... in short: Guild System is done. Tested in fortress mode, works beautifully. I will now see which part I can tweak a bit, and what specials I can give guild members.

I also tested the "WIN AT YELLING" feature against a real invasion. Works as well.

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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 :::

lwCoyote

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11096 on: April 27, 2013, 02:14:59 pm »

Meph/AoA >I did tick harder learning, but even with that on 80 beds should have gained some points. I did READ it in order to 'double check' and sure enough, his stonecrafting was at the default 5 pts, Im pretty sure.

Its in one of my new LP episodes, so when it comes up 'on camera' I'll letcha know so you can see for yourself

http://www.youtube.com/watch?v=Xa-jYrsN3-g

According to episode 1 vs episode 3, after crafting 80 stone beds he only gained 1 pt in stonecrafting =(
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Quote
This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11097 on: April 27, 2013, 02:18:16 pm »

So what do the battle cries do, and can you please add an option to turn them off?

Isngrim

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11098 on: April 27, 2013, 02:19:55 pm »


awesome.
maybe change "die with honor and fight" to "fight and die with honor"

edit: i think they are for flavor
« Last Edit: April 27, 2013, 02:21:27 pm by Isngrim »
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11099 on: April 27, 2013, 02:39:08 pm »

They dont do anything, its just an extra line in the combat log whenever two sapient species fight each other. I can do a button for it on the GUI, but to so far I didnt bother, because they have no influence on playstyle or balancing whatsoever. Its like engravings or the extra namings in the attacks.

lwcoyote: I didnt forget about it, but I cant explain why it happened. I have to test the skill gain for the guilds anyway, while doing this I will see about the stonebed crafting. Did he get no skills at all, or did he only not gain stonecrafting from making beds?
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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 :::
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