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Messages - smakemupagus

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1
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 13, 2022, 12:07:04 am »
Hmm, thanks.  Yes disbanding and creating a new squad worked, they now have bolts and are in the archery range training. 

2
https://dwarffortresswiki.org/index.php/DF2014:Modding#Modding_civilizations_.28entities.29

This wiki guide was written for the old version, of course lots new about handling all the changes (especially graphics) in the new version, probably everyone else here is trying to figure it out by study/trial too.  All i can advise beyond that is look at mods that come out that are similar in content and scope to what you want to do and reverse engineer them.

3
DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 09, 2022, 12:34:27 pm »
I wasn't able to make it work with any combination of storage furniture or ammo stockpiles in the barracks, or various barracks settings.  They equip a quiver but not bolts.

4
Masterwork DF / Re: why cant i make PI or steel
« on: December 01, 2022, 11:32:11 am »
depends what race you are playing as, but yes if you are dwarves i think you need the Metallurgist. 

this forum isn't as active as it once was.  there's a Masterwork namespace on the wiki that has a lot of info.

http://dwarffortresswiki.org/index.php/Masterwork:Main_Page
http://dwarffortresswiki.org/index.php/Masterwork:Metallurgist

5
DF Dwarf Mode Discussion / Re: i cant make pi or steel
« on: December 01, 2022, 10:44:24 am »
by the way, Masterwork is a total conversion mod, so this might be a confusing question here in general Dwarf mode chat.
for example, it surely depends what race you are playing as, which you haven't mentioned.

Orcs, the magma smelter should work fine.
Dwarves, you may need a separate building called something like "metallurgist" to make alloys?  (but i am not sure, i haven't played or looked at the code for this mode in many years)
Humans, i think you may not be able to make steel?  (but i am not sure, i have... never?  played this mode...)
Other races, I would just be guessing.



6
DF Dwarf Mode Discussion / Re: i cant make pi or steel
« on: November 30, 2022, 11:35:12 pm »
you need smelter (not forge) is my guess.

7
Masterwork DF / Re: Updating MASTERWORK for 0.47
« on: November 29, 2022, 02:51:34 pm »
Last time i dipped into the mod, Dwarves were the most overall complete package with the whole golem/mineral purification stint they had going on which was really a extension of the main DF gameplay. Smagglepagus since the last time they were on the forum is also solo-updating their Orc race also.

Hey folks.  Yes but i'll be updating at first relatively stripped down version with Steam compatability (i.e. no DFHack), and taking it relatively slow until i learn how new graphics work.

There are fundamental things about Masterwork (materials and weapon stats, for example) that were balanced pretty differently than vanilla, so if your priorities are fundamental stuff like standardized materials and butchering size like that you might want to start from something like Modest Mod as a base instead.
http://www.bay12forums.com/smf/index.php?topic=174231.0

8
DF Modding / Re: What's going on in your modding?
« on: August 13, 2022, 06:25:02 pm »
Probably late to the party, but just discovered these AI rendering tools like Midjourney

Banner more or less ready for Steam release :)




9
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: April 25, 2021, 03:43:52 pm »
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).

Thanks, yes understood it's not a problem this pack causes, but it does have TwBT enabled by default. 

10
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: April 22, 2021, 07:56:44 pm »
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".

11
Masterwork DF / Re: What kind of metal for military purposes?
« on: March 03, 2020, 12:21:29 pm »
Assuming one has access to volcanic metal, does it make sense to equip a dwarf with a deep bronze mail shirt underneath to absorb blunt damage?

Nope, for armor, volcanic is superior on all counts.  Only switch out for adamantine.

Make your blunt weapons out of deep bronze or ebonglass though.  (edit:  because they're so much denser)

12
Masterwork DF / Re: What kind of metal for military purposes?
« on: March 03, 2020, 12:16:43 pm »
Some years ago in response to a thread much like this, we pulled this together.
https://dwarffortresswiki.org/index.php/Masterwork:Metal
it gives usage notes as well as the raw numbers.

(edit:  Oops, sorry i didn't see that you were already using this Wiki as your source, i read your original post on my phone.  sorry for any confusion that caused ;) )

According to that wiki page mithril is actually a little better than steel, just a little but enough to be worth the upgrade if you can (for armor and edged weapons only -- it's much too light for hammers).  Since Meph remembers otherwise, I am not sure if that info is still up to date.  Maybe someone with the game at their fingertips will check.  If not i can look it up this weekend. 

The results of the simulator looks a little off to me.  In game, edged weapons will do fine, and "piercing" (very small contact edged weapons) will do very fine, at penetrating armor.  Especially if armor is of metal inferior to the blade.  From your description it doesn't seem like the tool takes into account the weapon user's size or strength, which matters very much.  Small wielders might want to stick to spears, large or strong wielders can use blunt or wide-bladed weapons.   

In Dwarf Fortress, as IRL, armor can deform without failing, hurting or mangling the wearer inside, which I'm also not sure the tool is telling you anything about.  There is enough fidelity in DF's metallurgy model to capture that metals can be strong (not deform much) or tough (not break easily), or both.  Steel is pretty good on both counts so it is a good baseline.  Crystalline weapons (ashglass or ebonglass) are strong but brittle -- their fracture toughness isn't better than steel, but they shouldn't deform and crush you inside at all before they break.  Orichalcum and especially deep bronze are very tough, but still somewhat deformable. 

Finally, different metals can have relatively better resistance to impact (orichalcum) or shear (mithril).  So, if you are really detail oriented you might want to layer mail and breastplate of different materials.   

Volcanic is superior to all other modded metals for everything, so if you have that, basically you should use it. and adamantine is still best for armor and blades. 

I didn't think dwarves can make deep bronze.  But I haven't played a full game in dwarf mode for a very long time.


13
Masterwork DF / Re: What kind of metal for military purposes?
« on: March 03, 2020, 02:37:55 am »
This was relevant to my interests since I designed some of the materials, and I like data.  But, I'm not sure I understand the results.  Do you only use/test blunt weapons?  Then yes, you best want deep bronze or volcanic, but they are end game materials, not easy to acquire (and only dwarves have access to Volcanic).

Steel will still almost get the job done if you are some kind of little people.  If your obsidian macuahuitl or iron axe isn't gettin er done, you just need to recruit a bigger orc.

For hammers, Orichalcum, ebonglass, deepbronze, volcanic are upgrades.  Probably in that order.  All those are also going to do quite fine for edged weapons.

For light, strong armor or edge weapons mithril or ashglass are good, and adamantine is best.  Those will all be bad for blunt weapons.

There are some other nuances that almost certainly never affect any actual game in any way, and my wife has referred to as "easter eggs for materials scientists who played too much Morrowind and spend their free time browsing the source code of Dwarf Fortress mods," which i choose to take as a compliment. 

14
Masterwork DF / Re: Interest in Orc Fortress for vanilla 44.xx?
« on: May 15, 2019, 10:46:19 pm »
About 3/10 orky?  Warhammer's not really the biggest influence in the mod.


15
Masterwork DF / Re: Interest in Orc Fortress for vanilla 44.xx?
« on: May 14, 2019, 01:49:15 am »
Quote
@smakemupagus It would seem that you might need to disentangle orcs from space orks if your intention is to bring them into vanilla in a way that doesn't break the setting too bad

Thanks for the post.  Yes, of course.  Conversely i think it would have been immersion breaking for the orcs in the Masterwork universe to be looting power servos and what not from gnomish scientists and sentient hunter-killer androids and *not* be making weapons out of them.

The full list of added weapons currently in Orc Fort for vanilla are:

tomahawks
flachette gun
atlatl

polehammer
claws
macuahuitl
toothed spear

"Flachette gun" in this context is simply a pre-industrial weapon that happens to fire darts rather than bullets or arrows, not a modern antipersonnel weapon or a WH reference.  (... the "dakkadakka gun" in Orc Fortress for Masterwork of course was a WH reference, but that is a different beast entirely)

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