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Messages - ___MeRliN___

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1
Masterwork DF / Re: What's happening in your Fort.
« on: August 07, 2016, 10:29:28 am »
On 0.34 Orc Fortress:

Cannot figure out how I am supposed to get scalps when I cannot butcher invaders. Only option I saw was sending out a goblin assassin but I guess that cant be the only way.
Having my Uruks equipped with Daikatanas from the Damasc Workshop and cheap copper shields and cladded in lamella armor. They tear through most invaders easily. Gave one of them a Steamhammer and another one a Great Axe to mix things up a little bit. Very impressive... now if I only could figure out how to get scalps as Orc without sending tons of goblins out...

2
Masterwork DF / Re: 2 Questions regarding Warlocks in 0.34
« on: August 03, 2016, 11:20:56 am »


The first reaction you posted, Learn Arcane Armor, has a tiny bug in it, there are two reagents named gold2, one should be renamed to gold3. You can do this in a running save by opening the data/save/raw/objects folder and fix it in there.



Yup that worked, got it fixed. Thanks alot :). Will read a bit in the Raws in a little so I can finally figure out where the craft volcanic alloy reaction for the Dwarves went, I could swear there was one some time ago. I must say after all I prefere the Overlord not having access to spells since his stats are significantly stronger than those of any other Warlock. Guess I treat it as some kind of balancing for now ^^.


Update regarding the volcanic alloy: Checked the raws so I dont need to build the foundry ingame: Apparently you smelt the items from Obsidian, Mithril and Steel. Nvm what I said before, thought there was some way to get the bars directly. Makes sense now.

3
Masterwork DF / 2 Questions regarding Warlocks in 0.34
« on: August 02, 2016, 05:23:25 am »
Hello, after a while I have finally some time for DF Masterwork. Saw the new version which is very well done though it doesnt have Warlocks or an equivalent yet so I still play on 34.11

Well anyways, got 2 Questions regarding the Warlocks.

1st is: Can the Overlord caste actually learn spells? I cant seem to get him to learn Necrosis, each time I check him via the central library it says he doesnt have any special interactions. Not sure if this is intended, but it would make sense, after all their combat stats are amazing.

2nd: Regarding the Library West Wing of Body and Soul: I try to teach one of my Warlocks Arcane Missile/Arcane Armor and Blink. The reactions asks for a gold2_containingbag and I am not sure if thats an actual item. According to the slightly outdated manual Arcane Armor requires 2 candles, 2 bags of herbs, 2 circles of protection and 3 bags of gold. I got everything of that. I am not sure if the manual is wrong and something is missing which wouldnt be too bad. Well anyways that were the question.

According to the raws the reaction asks for this:

Spoiler (click to show/hide)

And the reaction I got to work was the Resistancee spell which asks for this:

Spoiler (click to show/hide)

Either my gold dust bags are not fitting that requirement for whatever reason or that the reaction asks for multiple "types" of gold dust bags isnt just working. Any other spell from that library requiring only 1 gold dust bag works fine.

4
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: February 26, 2015, 02:00:54 pm »
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute



Unfortunately, I don't know if there is any way to limit was animal to milk, besides putting it on repeat or butchering the cauchemars.

Thats actually what I did before reading this:


Burrows. Put pet and workshop into the same burrow.

Yep, that works smoothly as I got a replacement for the slain cauchemars.

Thank you guys :)


5
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: February 25, 2015, 03:37:17 pm »
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute

6
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 07, 2015, 03:44:34 pm »
I quite like what I have read so far albeit I would have to find a new race to play then, I am so... well... adapted to the options dwarfs have, and all the ways to kill off invaders, all those nice sardistic ways... Specially love their mages. And I grew to like warlocks alot aswell (mages and undeads, extremly cool to play with after you got into them), but really if it gets ported to the new version with potentially new races it could work out indeed very very well. Elves would be kinda interesting to see... those  treehugging little annoying bushlovers. Maybe giving other races a turn which were in older versions? Maybe adding something new like said Hivemind related races... or something not being from the world in dwarf fortress.

Like some race from another dimension entering them. Could go then in 2 directions with that race... either the classical eldritch beings race which involves some absurdly horrific humanoids just turning other species insane by their presence, sheer force and extreme otherworldly appearence (creators of those forgotten beasts), but very few in numbers and very... well... otherworldly ways to produce wares (e.g instead of using rare exotic gems for encrusting tools they use them to break them down, consume them and gain power somehow through them, addiction to warpstone... or if possible something like a hydra of one of those beasts, just with tentacles/limbs/arms. For each cut of limb 2 should replace them, only way to kill them is beheading them??) or the more gnomish way of just being technologically superior, but instead living in peace with nature they are kind of just there to take the ressources for themself and spread like a virus while having a propper size in combat (Pulse Gun armed outsiders in exoskeletons/powerarmor with tripod like organic mechs with pulse cannons vs dwarfs with autocrossbows and almost indestructable adamantine golems). Then again, similar to gnomes they do not get migrants besides the 2 first waves, and no trading and getting new migrants besides the usage of some sort of portal which they use to "trade" ressources for workpower... Theres alot of things you could do with completly new races.

Or take the elves, make them the ultimate hippy treehuggers and let them get some sort of tree workshop which extracts mithril and other metals directly from the ground, maybe even processed whenever one of their "Treesingers" stands to them and works there and basicly "summons" the stuff, kinda like dwarfs currently do with their Armok Shrines. Goblins could get a workshop with a reaction similar to Kobolds, but instead they send out Snatchers and come back with children, a new tool (dont blame me on calling kids tools) and those tools could be used for forced labor in certain workshops like a mass production for cheap weapons or to conjure 1 super powerfull demon from HFS to rule them. Kinda like building their dark spires you find quite often. Though that might be a bit too similar to orcs and their forced labor workers they get.

Humans are fine as they are, maybe adding some more depth, maybe adding the mage system from dwarfs to them if dwarfs get it ripped off, cause that magic system of the dwarfs is very very amazing.

Hivemind races like those ants could maybe not care at all for losses, but if their leader/overmind gets killed they all suffer and most of them will turn insane to a certain degree. So protect the overmind/queen/whatever. Or turn them in a collective race similar to Borg (but without a queen) and let them gain strength by getting bigger in numbers. If your people get cut down then... well your effective strength like fast learning, prediction of enemy movements (dodging in fights etc) gets lowered aswell. To
counterbalance that they might be very frail or dont get good armor or just again, growing in numbers could be a bit harder then for other races.

And somewhere there was mentioned that the new version has some sort of "Angel" or "Guardian" beings. Not sure what to do with those though. Might be fun to see the opposite of HFS/Seductive Succubus aswell.

Also... limb replacements... nothing high tech like you would expect from gnomes. But a dwarven cheesemaker who has lost his leg to a giant earthworm somehow while trying to get a pourring maggot could get a wooden replacement. Like a crutch, but more efficient on the long term. Or hooks which help a few things and deal as second weapon in case you keep one armed people in your army or something? Is that possible in the new version? Would be fun if so.


Well yeah anyways, would love to see a new version and enjoy playing that, albeit I keep the current version and the possible fix aswell cause once in a while that superior feeling when having an army of adamantine golems with adamantine plated legendary skilled dwarfs with wolfram crossbows with adamantine bolts or adamantine swords while most of them being mages is just... well... godly. While those poor little goblins cant do much if they dont bring mounts like war raptors or such.

7
Masterwork DF / Re: Food supply problems in masterwork
« on: December 27, 2014, 05:57:39 pm »
Fishing still works quite nicely, provided you get some fisherdwarfs to start off with. Booze can be aqquired by milking dewbeetle and brewing their dew. Or bring boozebelly goats for booze. And use the new brewery for mass production.

But yeah... fishing for food and dewbeetles/boozebelly goats for booze still works quite nice. Though I think boozebelly goats are quite a hassle to setup...

8
Masterwork DF / Re: What's happening in your Fort.
« on: December 26, 2014, 10:09:13 am »
Ouch... a silver mace the dwarfs of my current fortress could have fixed that werewolf...


Well yeah similar... rather interesting things happen there on that miners expedition (lots of Hematite and Galena hehe)...

Lets see:
Spoiler (click to show/hide)
Good to know that you are such a kind brat. Swearing an oath of celibacy infront of a succubus thief.

And one of my miners decided to become possesed by an unknown force and started working on an artifact... fastly he claims the masons workshop... "God again another stupid hourglass..."

Nope instead he grabs alot of Gypsum (3)... and then demanded gems... so I have decided to give it a try if rocksalt counts as a gem if cut...

Spoiler (click to show/hide)
Alright... now lets see... a bed made out of gypsum... and rocksalt?!?

Both minerals are... well... water-soluble... Gypsum might be a bit harder but still is... but really... those nice rocksalt decorations... theyll wash away when it comes in contact with water... just think about it... its a hot summer... you are lying on this awesome bed... its warm... you are sweatening alot... and all the sudden the bed breaks while you are sleeping? Why cause its water-soluble... Good job my dear friend... thats truly an awesome bed you made...

9
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 22, 2014, 01:46:16 pm »
So IceMages get apparently a ice web-spray... but arent webimmun. Quite ironic, cant be freezed yet can be webbed with his own ice webs?

Anyways Paladin/Protector is ready, going to transfer one of my Ranged Combat Units into a firemage, the other one maybe too...

Then getting either a second swordman or a spearman with Air magic and make him a spider killer, what do you guys prefere? Spears or Swords for spiders? Or Wolfram Warhammers in case I find another forgotten beast with metal skin... Also is dualwielding and are Greatforge/2 Handed Weapons viable? Havent played with them in my propper military. The few times I used Zweihanders I was kinda dissappointed, maybe because I made them out of obsidian instead of steel lol.

10
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 22, 2014, 12:31:14 pm »
Is Zeratul unstoppable?   :o
Spider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)

Yep nothing is worse then a eyeless Spider Forgotten Beast composed of steel. They kill anything, even if armored...

Edit 1:

Hm Air Mages might help with this, they are webimmune arent they?

11
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 22, 2014, 08:14:38 am »
Alright military back to its old glance, well sorta, golems are missing and 3 other ranged troopers + their paladin with hammer and shield (arcane protector) are missing.
Mr.Freeze is again the Icemage and doesnt freeze while well... freezing things, 2 Crossbowmen with Wolfram Autocrossbows (Switched from Adamantine since Adamantine does literally no damage on melee) and got those 2 to legendary in Hammerdwarf, Armoruser, Dodger with a dangerroom. Same for Mr.Freeze, but with swordskill instead.
And their crossbowskill is fairly high either with Rank 10. Quite satisfied, alot higher quality military then last time. Now I need to turn those guys into mages, 2 air and maybe 1 fire and I call it a day.

Edit 1: Now my Paladin/Arcane Guardian, Zeratul, is ready to fight. Armored in atleast exceptionally well crafted Adamantine Plate Armor wielding a Masterfull Legendary Tungsten/Wolfram Warhammer

12
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 21, 2014, 04:07:59 pm »
Grr ninajed was about to edit my post Meph :P

13
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: December 21, 2014, 04:06:27 pm »
So not a single death due to icemages/watermancers freezing themself or firemages/pyromancers torching themself down from what I have experienced, pretty neat ^^



Can't seem to find a cat on the embark page to get going.

Buy Leatherwing Bats (They give leather when you shear them) or moleweasel. They are the closest thing you can get to cats (hunting vermin and are at size of a cat). And they dont adopt dwarfs so you can butcher them any time you like without trouble (Or use them to drop them into your dining room from a 30 z-level high tower and watch your dwarfs getting spattered with blood and intestines and slowly become immune to the view of disgusting things).

Also those nasty Frill Lizards are vermin hunters too and they lay tasty eggs.

Check below :P

14
Wonderfull, loving the warlock updates, makes it easier to get used to them.

And good job on the Orcs and Succubi too.

Oh and finally my icemages wont freeze themself to death once I got back to that point (Requiring that random world gen actually does something good... 7th world and still no decent volcano embarks for my main/testing save)

15
Masterwork DF / Re: What's happening in your Fort.
« on: November 25, 2014, 03:59:01 pm »
Not sure what method you're using to determine how much cloth you need, but it is probably talking about the internal "units" of cloth rather than the items we're familiar with. You probably only need two silk cloths, not 20,000, because cloths are are actually comprised of 10,000 units each for the purposes of acting as bandages in the hospital.

Its actually 20000 units/batches of silk cloth, the lump you get when manufactoring it, I double checked that and when I saw it in dfhack my eyeballs fell out... 
200000000 units of cloth, or down into individual batches/units: 20000.

I am not sure what the hell went wrong, maybe it has to do with the burrow... Anyways that guy commited suicide by jumping into my pit next to some handy spear traps. Would have loved to see that artifact though.

So on my cold north dwarf fortress in a tundra one of my dwarfs got possessed by an unknown force (Me) and has to make an artifact our of 20k Silk Cloth... Wish I would e kidding with that... well guess I wind up shooting him at the end...
Pray for silk :P (literally)

Was on that, but only got a few couple units... even with the use of a second priest offering totems to the altar of armok (well not really, was doing the totem thing for steel since I have the luck to be not able to use steeloak nor ironbark nor have hematite nor have decent caravans... only silver...)

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