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Messages - Koggenmaster

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1
Masterwork DF / Re: Science about blind siege operators
« on: July 10, 2014, 09:45:18 am »
That already exists. Runearmory.

You mean the steel rune, which gives the ability to feel no fear?
Already tested that:
Forge steel breastplate, engrave steel rune,
give the breastplate some useless peasant by making him military commander,
make a room with a ballista seperated by fortifications with a pit,
man the ballista with the military commander,
dump a prisoner in the pit and see the military commander run away like a coward.   :-\

Wouldn't have started the topic if there was an obvious solution.

2
Masterwork DF / Re: Science about blind siege operators
« on: July 09, 2014, 06:48:21 am »
Maybe add a siege operators guild caste that makes them blind ?

Indeed, a caste or a armorpiece (like chestplate of valor) which prevents fleeing, would have many uses.
Everyone had the scenario, where the fear of Urist McLeverpuller brought doom over the fortress  :D

3
Masterwork DF / Re: Science about blind siege operators
« on: July 08, 2014, 07:53:46 am »
I did a bit testing with the Opaqmask, which unfortunately doesn't work.
Aren't there boulders, that evaporate, with a blinding effect?
The help of an experienced modder would be welcome.


4
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 08, 2014, 07:08:37 am »
The "make bread/candy" reactions are bugged, because you need to have the bags in a barrel in the reaction. But so far i know
screws the barrel+bag the "GET_MATERIAL_FROM_REAGENT" up. Removing the barrel from the reaction fixed the problem.

BTW: What advantages does bread have?

5
Masterwork DF / Science about blind siege operators
« on: July 07, 2014, 01:48:10 pm »
I think siege engines are way too underpowered in their current state.  :-\
One way to make them more effective, could be achieved by preventing the operators from fleeing.
The best solution would be to make the siege operators blind.
I could make some science about blind siege operators (their reloadtime, accuracy) but I don't know how to make dwarves blind (except through a lucky meeting with a FB) .
Is there a way to make a dwarf blind via dfhack?

6
Masterwork DF / Re: Stutter
« on: July 07, 2014, 09:07:42 am »
Maybe you set the Graphics Cap in the launcher too low.
The Graphical-FPS control how often the screen visually updates, 20 works fine for me.
Do the dwarves mine/finish reactions with same speed as in Accelerated DF?

7
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 06, 2014, 10:11:35 am »
I already tested the rune-engraving. The steel rune engraving which gives [NOFEAR] doesn't work, because [NOFEAR] only (as I read) prevents soldiers from fleeing in battle and doesn't works on civilians.  :'(
But some FB use blinding syndromes in their special ability. Shouldn't it be possible with itemsyndrome to make a rune which makes the
wearer blind?

8
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 06, 2014, 08:46:45 am »
The wiki says a blind dwarf will "suffer a severe drop in the quality of his work", and that reloading time depends n the skill of the operator, so my guess is yes.

As an easy test, would removing the eyes from the raws of all or some dwarven castes result in a large population of blind dwarves for a research fort?

The problem is: I don't know how to remove body parts from creatures in the raws  :(
If blind siege operators are just as good in reloading, plus they don't run away, it would be nice to integrate a new (blind) caste to make siege engines more effective.

9
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 06, 2014, 07:18:12 am »
I have 2 questions about siege operators:

-Do blind siege operators still reload as fast as siege operators with intact eyes?
-Is it possible to make a reaction, which makes dwarves blind?

10
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 15, 2014, 08:34:30 am »
Isn't the steel rune covering for armor supposed to remove the fear from civilians?
Unfortunately this doesn't work for my siege operators, each wearing a steel mail shirt with steel rune covering :(
Do I need to make something special to activate the effect?

11
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 14, 2014, 10:13:56 am »
Do metal siege engine parts have any advantage over the wooden ones?

12
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 13, 2014, 10:39:08 am »
The reaction "Extract tar from rough wood/smoothed wood" in the kiln doesn't work.
I assume the reagent should be "Wood logs/Smoothed Wood logs" instead of "Plant logs/Smooth logs"

13
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 11, 2014, 08:16:59 am »
It seems like the reaction "Buy coke(3) for 500 shillings" for Bomrek's Bargains gives only 1 coke instead of 3

14
Masterwork DF / Re: [GNOME] - Beta Release
« on: January 19, 2014, 01:19:45 pm »
How about some early ranged weapons?
Because it might be good to make simple gunpowder weapons (which can be very deadly too!) instead of
air blaster and lightning guns if you only have rocks and trees available

15
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: January 19, 2014, 07:15:46 am »
Sometimes Dwarven caravans bring fireball blocks with them, causing them to burn down most of
the items and killing some merchants, making trading impossible.
Also you can't extinguish the fireball blocks with "normal" methods.
Wait. Which version are you playing? Warlocks?
I'm playing the standard Version 4g, graphics should be Masterwork-Phoebus Walls.
I did mod the "material_template_default" file but found no "fireball" in the original file

EDIT: If nobody has this problem too, this should be certainly my fault

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