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Messages - Shames90210

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Hey MDF crew!

Just getting back into dwarf fortress and masterwork and I'd like to say how much I enjoy the mod as a whole. While I won't be able to revive my Warlock fortress until they are implemented (I will bring you back Stitches) I'm gonna try and have some fun with the Succubi as gnomes got easy fast (one migration wave with a good clockwork beast gave me an over powered fortress guard).

Anyway just wanted to say thank you all for the hours of fun with this mod and I wish you luck with the development and with your personal lives as I know everyone goes through some tough times. You're all awesome!

Sincerely, Shames90210

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: March 07, 2015, 10:08:43 am »
All of my skeletons constantly go opposed to life, even when next to a blinking pylon, which was said in the manual to be powered. Is this a known bug or can skeletons permanently get stuck in opposed to life?
Alternatively, is there a way to remove the opposed to life effect on skeletons by editing the raws? I see it mentioned but don't know exactly how to go about doing so.

Never had that problem (I also seldom use magma forges) but there may also be an issue with your pylon chain, I for ease once I can spare the Large gems make a pylon for each level, its expensive but it works, also try setting up the pylons every nine levels instead of ten, I put them every five at the start to guarantee the connection.

What are some of your favourite Embark skills to send along with your warlocks? I found, during Embark, I would get 7/7 Warlock/Witches about 80% of the time. I find that as soon as I get a few skeletons roaming around, I tend to only use my Warlock/Witches for Sorcery-related reactions, so I'm wondering what's worthwhile for Embark skills?


I run 2 miners (5 mining 4 mason 1 architect) a wood cutter (5 logging 5 carpentry), 2 Farmers (5 farming 1 cooking 1 brewing 1 butcher 1 tanning 1 herbalist) General Crafter and Leader (1 judge of intent, 1 appraiser, 1 broker, 2 record keeper, 1 wood/stone/bone crafting, 1 Bowyer 1 Furnace operator) and either a hunter or generic fighter depending on if I embarked on a hostile area or not/ if its a ghoul (ghouls are always my hunters).

I run a pretty generic set up but I seldom fail a fort early on, I more just get bored with them and start fresh.

How does dreadnought rank in terms of blade quality? I'm trying to decide what would be the best material for the Overlord's wraithblade without spending too much to buy his minion's copper staves, but the "supernatural heaviness" is making me a bit wary about it's use in non-armor/blunts.

Dreadnought is heavier better Steel should really be used for armor though given its damage reduction (cuts it in half) a good blade material would be just bloodsteel if you wanna run down that chain, or mithril if you can spare it (steel grade but lighter).

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: February 12, 2015, 04:28:33 pm »
I guess tower is appropriate (one could argue its just a type of dungeon though) but no warlocks don't have babies so once the migration waves die out you got them and the walking dead, though you don't need to worry about them dying so much once you've set up for warlock revival.

For me meta-gamingly speaking skeletons are more useful then ghouls (fire immune, from what I've seen lava immune, high natural armor rating) ghouls are probably the cheaper of the two to start but skeletons are just cheap overall, its a weird price curve. I do have a deep respect for ghouls though now thanks to Stitches but I would rather invest in skeleton upgrades then ghoul upgrades (mainly because a few dreadnought skeletons with iron armor will wipe most sieges if you set up a decent choke point to fight in (which is normally the entrance to my necropolis).

I would love to see a way for you to get more warlocks if need be but on average maybe 10 is enough to keep a fortress going for a long time, 15 is probably best anything after that is gravy on my poutine (hurray Canadian food!) just do what you like most if you feel like your in a spot where you can't do much then restart the fort.

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: February 11, 2015, 05:40:05 am »
Lets all have a collective moment of silence for stitches...................................


You should chronicle the tales of stitches... I would love to hear the misadventures of the four armed ghoul.... howd he get four arms in the first place?!

I'll do a Chronicle of Stitches eventually, Probably in a third person narrative of what he did almost like a journal or epic. (as for the arms thing Stitches had them on embark ((Gonna go with his creator needed him to have the extra arms for help around the lair)) but you can "stitch" extra arms onto a ghoul if you want to from what I remember ((and an extra head))). When the Chronicles of Stitches is finished I'll post it here for everyone who wants to read it to read it. (keep in mind I'm not a writer by trade so its not going to be amazing).

Am I doing something wrong/ on the wrong version, or would this also involve adding Warlock Caravans?  I got precisely nobody trading with me XD

Yeah warlock civs die off pretty quickly leaving you high and dry for migrants and caravans, to combat this though you do have an array of means to create civ members i.e. raising skeleton armies to spare your more important people from danger (plus skeletons are an amazing work force if you know how to make a good pylon network), or converting prisoners into ghouls (also good because of ghouls innate combat abilities syndrome laced saliva and ability to just feast on their fallen enemies) all in all its really up to you how you run your dungeon (since fortress doesn't really fit in this case).

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: February 10, 2015, 04:18:58 pm »
Yeah my whole idea was no migrant waves but special trade goods brought by a special caravan once a year (since warlock civs die so fast) also got me thinking on like what sort of a scale that could be done. I just remember not really caring when a warlock died because I could revive him but not really having a reason to do that until one died, this way, new civs (maybe he could bring like whole skeletons to be reanimated as well as soul phylacteries too), you know like the Embodiment of death driving a wagon filled with coffins and caged ghouls just stopping like "I bring fresh carrion for your work".

Stitches why did you have to die! (apparently a dragon was to much for Stitches the hero of Putrid Lantern)

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: February 10, 2015, 05:28:42 am »
So I'm not sure if this was by redesign and re-balancing or if its just my shear horrible (or good depending on how you look at it) I very rarely see anything other then witches and warlocks in my opening party, like in my last 12 games I only had one non-witch/warlock and that was a four armed ghoul (he was seriously amazing though called him stitches he was my butcher and first line of defense against an entire goblin siege ((don't ask how he didn't horribly die lets just say in a few seconds he got 4 lucky hits straight to the head of 4 separate goblins killing them instantly)) even sketched stitches out he was like I said amazing) just wanted to bring this up in case it was possibly relevant to more balancing to warlocks.

Also I know its late in Warlock development and I understand if this is to hard to implement or not something you enjoy the thought of but I always hated warlock migration waves, like I get that they are needed but I always liked the thought of them having a special caravan that was like a Demonic Undertaker that brought sarcophagi with warlock/witch corpses for you to revive and generic bodies for you to reanimate. I understand that would make Warlocks extremely hard to play as (and that it may be entirely impossible to do in dwarf fortress) but non the less I thought I should bring it up.

Anyway love your work Meph will be putting a few dozen hours into having fun with the Hermit eventually when I got time, I thank you for your time in reading this post and I thank you for your amazing work with Masterwork DF.

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