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Masterwork DF / Re: Orichalcum and weapon moods
« on: May 02, 2014, 08:23:01 pm »
Nope, not the preference. Showmood tells that they specifically want orichalcum.
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1) Mod goblins to be butcherable.
2) Craft goblin bone bolts.
3) Riddle goblins with goblin bone bolts. Sweet justice served.
You can get goblin bones without modding, if you chop off their arms and legs while they're still alive. The arms & legs will decay naturally into piles of goblin bones (generally about 2 bones per limb, I think). Once you have the bones, you can make bolts out of them.
Serrated disk traps do a reasonably good job of this. Dropping the goblins down an extremely tall chute to land on a stone floor (with or without raised spikes) is also a common approach, though not one I've used myself.
Don't animals in cages still breed? I remember having a fortress where all my dogs were caged but still kept producing puppies - or had they already bred before I caged them?
Yeah, I don't do excessive armor layering. My standard melee-squad uniform is mail shirt, cloak, helm, hood, gauntlets, mittens, leggings, high boots (if available), shield, and weapon. I don't do breastplates or greaves, and I don't assign multiple copies of anything.
You can still melt normal ore with Masterwork, it's just less effective. In general I've found you can still play Masterwork as you would play normal DF, though there are a lot of changes to the balance of certain things.
However, it might be a good idea to turn off most of Masterwork's extra features in the beginning, then gradually introduce them as you learn the game.