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Messages - ___MeRliN___

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46
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: July 26, 2014, 03:43:44 pm »
I dont get it... I figured that I need to magnetize my iron with an electrostatic generator. No problem build one. "Oh it needs power... ok guess I setup a couple of windmills and see if I got wind. Yes got wind... now just to wire it up... hm doesnt seem to work... lets use gears instead of axles... doesnt seem to work... lets try from another direction... hm doesnt seem to work..."

So I tried out to power it from all possible angles and it just wont even receive energy... so how do I power that electrostatic generator? I need magnets for my arc furnace and railguns... checked manual a bit and it didnt gave me any hints either :/

And yeah, the axles and 2 gearboxes receive power... use up 10. Do I simply need more power or is there something different I need to know when trying to power my machines... tried a machine input... didnt work either.

47
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: July 25, 2014, 02:33:06 pm »
Hi guys, i was just wondering can ghouls learn any other weapons skills other than whip skills? As i gave one of my ghouls a bloodsteel sword and he is sparring quite a bit, yet he has not even become a dabbling swordsman. Also it is a shame the manuel is not updated as it states that skeletons can not learn any skills, yet in my current fort my skeletons are happily learning all kinds of skills like carpenter and stonecrafter. ps, why is it is damn hard for shambling skeletons to turn into proper members of my fort. one or two my shambling skeletons, have killed elves and received a name, yet they are called shambling skeleton,bob( or whatever name they get). should the shambling skeleton description in their name not go away, if they receive a name?

Ghouls cant learn any other weapon skills then lashing as far as I know

48
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: July 24, 2014, 12:15:11 pm »
And where do I craft that? I only found out that I can craft something like an Iron Wheel which doesnt seem to fit the Dynamo recipe.

49
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: July 24, 2014, 09:11:10 am »
Noob question: How do I get a rock disc? I need one for an arc furnace (for the dynamo)

50
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 22, 2014, 10:32:44 am »
Wait aquifiers are supposed to contain tears of armok but arent working like they should? So theres no way to get them now whatsoever? Hm... anyone knows they are called in the raws so I can add them myself as a reaction or maybe as a possible trade in case they arent already aviable?


Apparently you need to sacrifice meat to Armok for his tears. Hm interesting. Will try that later.

51
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 22, 2014, 05:58:49 am »
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?

Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.

Embark depends on what your civ has access to.  If you can buy them from the dwarven caravan you should be able to buy them at embark.  Are you sure you didn't buy them from the gnomes?




Hm might have bought them from the gnomes, after all I invited them to buy some clockwork mechanisms and Pistol Crossbows and other gimmicky equipment... need to check on that the next time they visit me.

Another thing, sorry but still relativly new and I checked the manual twice for info.

So for animated swords you need an air altair... there was one thing I have no idea how to get... like absolutly no clue... have checked the manual and there was nothing indicating what you need. The things I need: Silk thread: No problem, can go and kill some forest spiders or even giant cave spiders with my military at this point. Large gems? Suppose I need the MDF Gemcutter workshop, the new one. Leather LEATHER_EXOTIC Tanned hide... whatever that means... have no idea. One of the things I have no idea how to aqquire. Candle... that guy making candles.

So for the earth and Water altar whatsoever its getting a bit weirder...


Water altair:

What the hell are Rough Tears of Armok? I checked the manual and have no clue what they are or how to get them...

The rest is clear as... water...


Alright now to the Earth altair raising biggest question tags in my head:

A_Containing_Bag... suppose that means any bag.
IS_METAL Bars... supppose that means any metal.
Sand... no problem, having a beach.
Fired_Mat_Producing_Stone... again no idea what material is meant... maybe coal?



52
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 21, 2014, 04:30:41 pm »
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?

Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.

53
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 21, 2014, 05:32:00 am »
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.

Aw... was going to turn them into living Bioweapons with the forgotten beast I am about to trap... it has a slow necrosis breath and would simply let the kids get infected, putting them outside of the fortress and see if Goblins like them.

But well if they grow up faster I give it a shot... so far they organized 7 damn parties and keep my Dwarves off from working.

54
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 20, 2014, 05:29:16 pm »
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.
You have to pray for the holiest of metals.
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.



You have to pray for the holiest of metals.

Kinda makes sense, that material is so unbelieveable powerfull that it must be something send by Armok...

Now new issue... damn leeches... I mean children... how do I get rid of them on a preferable cruel method for leeching my alcohol. They dont contribute anything and I havent setup a deathpit on that harder fortress yet...

55
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 20, 2014, 05:07:24 pm »
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.

56
Masterwork DF / Re: What's happening in your Fort.
« on: July 20, 2014, 09:10:02 am »
Tried an Evil Embark on a different world today which I like to describe just as a location far away from the old fortress I am playing on. This time with any harder settings on except harder farming. Well didnt last too long. A Faedog (fairydog?) corpse decided to move close to my wagon, killing 2 of my leatherwing bats. Those ressurected aswell and the Tuskox decided to join the fight killing all of them. Havent had a way to get rid of those bodies yet so essentially the Tuskox were just keeping them supressed.

Dwarfs carved out a bit underground settled my few workshops... then a cloud of blinding sand came across blinding my Tuskox... which got then dispatched by the corpses of 2 leatherwing bats and 1 Faedog. My Maceman wielding a cobalt morningstar joined the fight and killed the leatherwing bats and the Faedog off... got stomped by a reanimated Tuskox. And well that was it... Dwarfs are defenseless, but managed to seal them off from the surface. Damn no booze and the Dewbeetles are outside... and undead now aswell... Well the 3 managed to get inside died to dehydration while the rest joined the undead army.


Got something half decent, following fortress failed cause... well I decided to see how powerfull HFS is and missclicked on the colosseum, its a reclaimed fortress which failed earlier due to plague:

<< The lost Archelogist-Expedition:

Osthimshur was an excavation side deployed by the Dwarfs of Uristhesam, a land far away from their location. The initial 7 dwarfs saw the huge ruins of the fortress... their guard simply named Blue, armed with a repeater cobalt crossbow stood outside and protected the drawbridge leading into the underground complex. However there was something outside with him... watching him... and he got quickly attacked by a Succubus theft who took a bolt to the chest. However the Succubus was already very close to Blue and sliced his throat with a Stygian Bronze Dagger just to be shot afterwards by a barrage of bullets from the Sentry Turret the expedition brough with them. The 6 remaining dwarfs went meanwhile inside noticing that the entire ruins are bigger then expected... grown over with moss and crystalline plants... workshops, dining room, blacksmith and storages were still intact. Quickly they decided to block off the way to the lower levels leading into a large underground cavern with some fungiwood, then restaurating the fortress, analysing the artifacts they may find. Blue (or whats left of him) got a propper funeral and they moved on.

Few months later. Summer. Migrants have arrived and joined the Excavation side. A quick militia was found armed with the artifacts from the ruins, that means obsidian shortswords, a repeater mithril crossbow with Manticore arrows and a steel axe together with some leather armor. The entrance to the caverns was reopened, miners, archelogists and their 3 man strong militia force went down into the caverns, where a huge complex has been found... Excavation starts soon.

2 Years later. Excavation was a success, alot of artifacts were found, 1 werewolf attack occured which got fend off by the militia without any losses. Treasures and Artifacts were exported, presumeable to Uristhesam with exception of a few selected. One being a few pieces of mithril armor the militia uses for themself. And the other one is a giant animated statue of iron named "The Destroyer, Guardian of Armok". The Destroyer got deployed at the front gate dispatching any intruders, few gnolls got too close to him... he has torn off their heads with his bare hands. Goblin snatcher? Got thrown against a cliff and died. A powerfull weapon their newest discovery is. However the leaders of said excavation sitting in Uristhesam have other plans... they want to find a material called Adamantine...


Another 2 years later. The excavation side turned into a full mining operation. They found adamantine. Militia got stocked up to 8 man in full adamantine together with their Destroyer. Exporting said adamantine to their leaders and founders Fortress Uristhesam. However the veins seem to be Tubular... leading deeper into the earth. Not bothering too much the miners proceeded...

A month later... Summer, about 4 and a half years in the excavation side... the dwarfs found a new deep, dark cavern at the bottom of the adamantine vein they mined for months. A smell of brimstone and ash comes from below, an eerie purple glow is to see... and screams...

Something came up from the dark eerie cave below... they slaughtered the miners... one made it to alert the militia whatsoever. Quickly they moved into the mine together with their guardian, giving order to abadone the fortress and seal it. Meanwhile a Balrog managed to break out of the Arena and incinerated the entire upper area killing dozents of dwarfs. The military? Presumeably lost. Few of the dwarves stayed inside sealing the inside of the excavation side and flooding it with water from their reservoir. The Destroyer not to be seen again sealed forever with those abominations from below... The Balrog? Probaly joined their ranks.

People of Osthimshur are scattered... left their old home... trying to find a way to Uristhesam... to take revenge on those pulling the strings... on the death of hundreads. How high is the worth of a Dwarfs life in Adamantine? Not very high as the survivors of Osthimshur can tell. >>


57
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 19, 2014, 06:10:14 pm »
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.

Thats genious, will add that tommorow to the fortress. From what I can remember I can clearly determine which weapons go into which stockpile, atleast by typing. Providing Titanium and Steel, then the armor pieces and crossbows and swords and done. Thats alot easier then anything else I could think of, thanks.


Now I only have to fix the current, very sudden FPS drop from steady 60-100 to lowsy 20-30... might use DFHack with several clear commands.

58
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 19, 2014, 03:05:41 pm »
Pit the spiders into a pit with a upright spike attached to a lever. Pull lever repeatedly. Laugh.

Have done that, but stationed my crossbowman nearby just to be save, deployed cages, linked them to a lever in a room full of spikes... ended up that they rather died to a few broadhead steelbolts fired from 3 volcanic repeater crossbows, 1 oricalcum repeater crossbow before someone was able to pull the other lever. Got attacked shortly by another "lethal force" of 3 spiders which got teared apart by the second squad in full volcanic armor with legendary mithril longswords and volcanic bucklers.

Well have the deathpit ready to use now. Its at my entrance and currently thinking if I should make it into a pitfall trap for future enemies... still having frostgiants and automatons as neighbours. Thanks for the suggestion with the spikes, that will have some use in the future


Also another issue I stumbled upon today: I tried to engrave some of my weapons (Legendary mithril swords) with Titanium runes and add steel runes to my armor to make my dwarves fearless. But most of the time wrong weapons get taken in the procedure of engraving. So is there a way to force that a certain weapon is engraved without the need of forbidding all other weapons for the moment of crafting?

59
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 19, 2014, 06:58:19 am »
Got a little issue... the forestspiders breeded while being in the cage now they have 3 hatchlings in their cages aswell... how do I kill the spiders now? Have a military ready and moving them downstairs into the mine

60
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 19, 2014, 06:04:28 am »
Oh good I got a mage in my latest migration wave...

*Checks which type of mage*

Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.


Wait it says "Aeromancer"? I am not sure but that looks like something different to me, like someone messing arround with... well air spells and lightnings etc, weird that he started fires. Hm, really considering to execute my Firemage now before he causes any serious trouble... there are still many wooden furniture pieces arround my fort and I dont want them to combust (yet).



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