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Messages - hera35

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Masterwork DF / Re: Best Weapons and Armor (or personal favorites)
« on: November 07, 2013, 01:54:31 am »
Still crossbows due to overabundance of skin rotting warlock snatchers / invasions and very cheap materials.
But I've been starting to experiment with melee as well, mainly for suicidal cleanup squads. Gemforge weapons seem to be extremely effective relative to their ease of acquisition.

Peeking at the raws for the first time now and I'm a bit confused with the multiple different GEM materials that have varying shear yields and densities. At least judging by practical tests (and the manual mentions "the created weapons are extremely sharp") they seem to be above steel for cutting but I'm wondering how they would perform as blunt weapons or armor.

Also another question related to weapons and armor. When upgraded at the weaponry / armory / engineer's forge (for traps) do they retain their previous quality levels / does the original quality affect the end product? I've done a few embarks starting with a trained gem cutter / glass maker for the purpose of arming my military with cheap but effective weaponry and haven't really delved into to the upgrade system yet. Looking at the workshops in question it seems they're operated by weapon / armor smiths and engineers and started to wonder if I should just focus on those skills instead.
Same question with pottery. The shaping and drying are done by Stonecrafter/Potter labor while the actual end product is created by an Oven Operator.

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Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 29, 2013, 04:57:09 am »
How exactly does one transform changelings into familiars? I got an embark with LV2 Watermancer start and so also hired a few changelings (both male and female) but the manual doesn't mention how one is actually supposed to turn them into proper mage pets. The altars didn't seem to have such reactions in any of my previous forts and assigning the mage as a trainer does nothing either.

Oh and I'd refrain from actually using the water mages. The fort was soon visited by Langur Men who got slaughtered in seconds, but the mage's own spells afflicted major frostbites on him causing him to go blind and somehow managed to destroy all of his clothing which led to him going miserable and insane a few ticks later.

And a few questions about Light / Dark mages. The manual lists GOOD and EVIL biome as requirements for the altars but I noticed that you can buy both Glumprong and Feather Wood directly from one of the Mountainhome merchants. Would it be enough to just procure the logs that way or will it not let me build the altars without the right biome (similar to how you can't grow all plants in all biomes)? And these lines in particular caught my attention
Quote
A vampire in you army might be great as a fighter, but the price to pay is high. A lich can summon an entire undead army, but what if they decide that they dont need you any more and turn against the fort?
I once got a Vampire Mage through immigration who managed to kill one of my dwarves. I decided to lock him up for it and use him later as a super warrior but seems that vampires in Masterwork (or only the Vampire Mages?) still need to eat and drink normal stuff in order to stay alive. He died after being locked up for only a while and the death announcement read "found dehydrated".

And I was planning on making a fort centered around an eternal lich overlord, but I'm wondering if it's worth to go through the effort if he's just going to turn against me after some time. Or is it just a spiced warning about his conjured skellies having "Opposed to Life" tag which would make them hostile to everyone but other undead by default?

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Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 26, 2013, 01:13:22 pm »
The puking could also be because of the workshop adjustments. IIRC the manual mentions that seeing a butcher or tanner do his slaughtery work can cause nausea / vomiting in the nearby dwarves witnessing the act and I also noticed one Oven Operator getting nauseous from burning vermin remains in the Crematory.

If that's the case you could try isolating those workshops by making separate rooms for them or use that one bard song which supposedly makes everyone immune to nausea.

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Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: October 25, 2013, 05:51:24 am »
Forbidding didn't work, perhaps something to do with him being a pet? But I managed to remove it by flagging it for dumping instead and made him walk over the garbage dump zone, which forced him to drop it.

EDIT: I save scummed a few times and tried to make him drop it again and it seems that passing over the garbage zone didn't trigger the dump after all. Tried a few combinations of forbidding, dumping, both, with and without a garbage zone before noticing that just resetting his orders did the trick. It seems forbidding actually prevents him from dropping it, for who knows what reason.

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Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: October 25, 2013, 05:20:19 am »
My very first sword golem. Upgraded to maximum parameters. Made out of blue candy...

And he's hopelessly trying to pummel invaders to death with a random silk shirt he found lying around instead of using his gigantic sword.
Spoiler: battle log (click to show/hide)

Even before he actually picked it up he just kept grabbing and dropping enemies, kicking and punching them etc. instead of attacking with his main weapon. I think I've only seen him use his sword once on a random kobold which was instantly sliced in half.
Also this is supposedly another vanilla bug with war pets in general but golems also seem to abide by Civ Alert restrictions. He never leaves the alert area even when specifically ordered to move out of the fort.

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Masterwork DF / Re: Surviving Masterwork?
« on: October 24, 2013, 11:18:15 am »
Instead of slaughtering your starting oxen, pasture them near your fort entrance ensuring they have an area large enough for grazing. I kid you not, those motherfuckers almost always end up being named after their kill count raises to insane levels. The wildlife is also much more dangerous and plentiful (though I think the update reduced the number of deadliest predators) than before so you'd be better off disabling most outdoor labors, or regularly check out what type of mooks currently inhabit the surface to prevent sudden "Urist McDeadInASecond cancels fishing, being mauled by a Drake" messages from appearing.

Warlocks are unbalanced because the rotting touch spell and no one can survive this at least in my forts, dwarves than get hit by this spell, he will face a slow painful dead.
I'm considering turning Warlocks off for this reason. I can handle everything else they throw at me but since there's no way to force dwarves into hospital for external rotten tissue removal (as far as I know) they just tend to slowly bleed to death. Warlocks just discouraged me from using melee units altogether, save for cleanup operations after my elite marksdwarf squad crippled the foes.

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Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: October 22, 2013, 08:36:56 pm »
Watermancers can freeze themselves to death with their own attacks. :(
I also had a case of a Fire Mage melting her own chest. The fire attack burned the waterskin she was carrying, which splashed boiling mead on her and caused some severe pain. Seems they're not immune to hot liquids.

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DF Gameplay Questions / Re: Capturing and Executing Enemies
« on: October 17, 2013, 03:55:44 pm »
Target practice. The actual archery training is pretty forked up and a pain in the ass to set up, plus you get much more experience from live foes. Considering the fact that crossbows aren't affected by weapon material apart from melee combat you can very quickly set up a super efficient elite marksdwarf squad using only wood and bones as materials.

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Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 09, 2013, 04:53:49 pm »
Big thanks for replies. Haven't battled any FBs or mummies in those forts yet though I've been hunting a lot from the very start, including a bunch of snakes, grimelings, giant insects and warlocks that seem to leave a trail of purple blood. Also trying to keep an eye on the combat log in the future.

And guess I'll start churning out gold crossbows instead of steel bayonets then. Many of my elite marksdwarves are already expert hammer users and it would be waste to not put that skill to use.

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Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 09, 2013, 03:55:04 pm »
A few questions.

1. In my last two forts (in different worlds) I've had a case of spontaneously rotting dwarves. Most of the victims managed to survive it by having a surgeon remove the rotten tissue but few succumbed to the disease and even the living ones caused a bunch of unhappy thoughts to everyone by spouting miasma everywhere. I think it's not the rotten lung stuff from harder mining since in those cases the miners died in only a few ticks after being exposed to coal dust and in this disease the victims' entire health screens were filled with "minor rot" in multiple body parts, not just the lung and survived for a very long time even without treatment. Plus I think I didn't mine any type of natural coal in those two forts. So, what causes this?

2. After being upgraded to barony I noticed there's a new Philosopher noble that you can appoint, but the manual doesn't mention anything about the position?

3. What type of bolts should I make out of wood and bone? And I assume hammerhead would work best with silver bolts?

4a. Does the used melee skill change when adding bayonets to crossbows or other ranged weapons? F.ex. I accidentally let my marksdwarves level up their hammer skill to great heights by beating ogres with normal wooden xbows. Would they use their sword / spear skills instead if I modified their xbows with bayonets?
4b. Is the bayonet damage modified by the main ranged weapon material or quality in any way? F.ex. would a "-Featherwood crossbow- with iron bayonet" be as deadly in melee as "☼Bronze crossbow☼ with iron bayonet"? Or does only the bayonet's material and quality matter?

5. In vanilla it was completely okay to channel out some land and make outdoor farming plots, then cover them with floors and they would still work properly as "outdoor" farms. Does the new farming in Masterwork change this behavior in any way or can I safely seal off those huge security risks?

6. In what ways are turrets affected by shooting up / down z levels or shooting through fortifications?

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DF Gameplay Questions / Re: Percent of Soldiers to Citizens.
« on: September 19, 2013, 08:45:00 pm »
In my last glacier fort I ended up having an army of 50 dwarves with a pop cap of 120, starting with 3 Axedwarves on continuous training from embark (not using danger rooms). A bit of an overkill I know, but I was able to supply the entire fort with around 5 underground farmers/cooks/brewers and didn't really have any long-term goals apart from gearing up and invading HFS (which ended up failing spectacularly despite 20 swordsmen, 20 swordmasters and one group of mixed axelords / spearmasters all equipped with addy weapons and steel armor).

In my original squad I tried to supply dwarves with weapons they were skilled at but after getting tired of micromanagement just made 4 steel geared reservist sword squads training non-stop (making swords and shields first, armor later as I got more materials and giving them addy weps once they became masters). Basically any regular idler was sentenced to eternal military service no matter their current skills, draft depression be damned.
My fort didn't need any defenses. I made my barracks right at the entrance and any unfortunate thief was instantly pulverized the moment they set foot inside. Puny 80 man gobby sieges twice a year? No problem, just throw everything at them. The worst punishment I got was one of my starter Axelords losing his leg, returning to service the next month and becoming a legendary crutch walker later.

But yes, your own goals and starter area really make the difference. When embarking on an evil biome you want some military and basic weapons / shields right from the start, even if your long-term (and pretty much the only possible) goal is to hole yourself in. In that fort I only had 10 hammerdwarves tasked on cleaning the diplomat/trader/migrant airlock room from possible leftovers even if I relied mainly on hallways filled with cage traps. Technically you could survive without any type of military on a less harsher biome but in my opinion it's good to have at least a minimal task force of 5-10 dwarves in case of nasty surprises such as failed moods. Moving units ensure you can have at least some amount of defense anywhere in the map.

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