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Messages - Lordsservent-san

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46
Hello,

I am trying to figure out how enemies keep getting into my fortress. Can hostiles path through warpstone or something? This is starting to get real annoying.
Actually, if you didn't build high enough walls, or floor walls to stop enemies from getting inside, they can climb over them and get inside of your supposedly secure Fort. They may also get in through an unprotected water route, or even fly over if they have the means to do so.

47
Understood; I've been dutifully brewing the clusters, occasionally producing a hidden gem, and putting it in the stockpile with all my other gems. Unfortunately, the gemcrafter just used up all the "regular" gems and then quit, claiming that there weren't any gems, when I could see scads of the hidden ones in the stockpile. Has anyone else had/noticed this problem? Can you get it to work in your game?
Hidden gems are their own entities, meaning that they have their own label in the jewler shop, so you need to switch the order to use the hidden gem you want instead of what gems you were using before.

48
I've been getting back into Masterwork after forever, trying a human fort - but for some reason I keep crashing, and Armok Vision doesn't show my fort at all. Do you have any idea why that might be?

For Armok Vision, it shows only a blank starfield and
Code: [Select]
In RPC server: I/O error in send results in the DFHack console.

As for crashes, I'm not nearly as sure, but my DFhack console is filled with errors at the start about codes not parsing or working. Something about being unable to create persistent entries and 'error loading script' lines. Also, 'no custom building for name POTTED_PLANT_BLUE' and a number of other buildings.

I'm not sure if all that's related, though.

I downloaded the version linked in the first post, but is there something else I'm supposed to do or is the mod just not completely stable yet? It's been fun for what I have managed to play!
The version of masterwork I'm playing hasn't crashed much, though I do get the same errors in DF hack as you do, so I'm pretty sure this isn't what's causing the crash.

Still, glad to see you're enjoying the new version. I might pick it up later myself, but for now, I'll just play with the version I have, because it took around 4 hours to download wit my internet.


49
Hey Meph, I think your tantrums setting is going to be WAY harder than the old vanilla tantrums, because it will take much longer to calm your dearves down and make them stop stressing out and suffering from the negative mental effects.

50
Ok. 

Other bit of feedback for your rewrite:  Nightwing do not appear to fly.
Actually, that's intentional, because flying units that come in flying tend to get stuck on the edge of the map, leading to an endless siege by an enemy that can't be killed.


51
a quick question, but, what was the content that isnt in masterwork 2016 compared to ye-olde masterwork? i remember ye-olde masterwork having tons of stuff, but the newer version not so much, but it does have the historical arms and stuff, but im wondering about buildings and features. i remember the ye-olde masterwork, dwarves had revolting plump helmet men, and carp cultists, but are those in mwdf 2016? and any other big things missing? the manual of the more recent version , i think has some stuff copy-pasted from the old version, which is ok if its temporary, but still.
There are no gnomes, no warlocks, kobolds can't dig at all with the default settings, quite a few buildings have been edited out, splatter reactions don't work, and the force event scripts do not function, among  other changes that I am likely not aware of.

52
Was the world hilariously messed up?

53

I'm not sure. There are quite a few issues with the version that Meph is using, which hasn't been updated since he released the first version of Masterwork for the latest DF iteration. He seems to have been away on travels for a while recently and unable to make updates.


I've been using the version bundled with masterwork, and haven't' had any sieges or attacks yet.. i'm year 2 with 80 pop and 500k wealth. I made sure that most of the races could reach me on embark. Is his version bugged in some way?
No, if you hit year three without getting any sieges at all, then you have a bug. As it is, the armies of FD are likely getting packed up and getting ready to arrive at your fort once their appropriate season in year 3 is there.

54
Hey darkflagrence, thank you for creating this wonderful mod. I am enjoying all of the stories it creates, both in world gen and fortress mode, and for allowing me to eventually make some interesting stories of my own, once I actually settle down long enough to actually begin getting assaulted.

55
So, when is the current version of Fortress defense going to be put into masterwork? Because from what I can see, there should be no compatibility issues for the 43.03 version that masterwork is currently on.

56
lol im definitely in "quick sand" mode right now. I have rules against stuff like weapon traps and silly drawbridges that seal us away from everything

So the first massive invasion of beakwolves nearly ended my fort. it turns out an unskilled militia gets overwhelmed by 70 beak wolves even if those are supposed to be weak XD

only thing that "saved" me was the large amount of visiting tigermen chilling in the tavern with weapons
Yeah. The force mechanic is cool and adds a good realizing level to the game, but it can easily bite your dwarves or whatever else you're playing in the ass when they encounter high velocity and/or high force att is, by breaking joints through your Masterowork steel armour or whatever you're using for your dwarves.
Yes, it seems that in the current version Beakwolves silently became more of a threat due to changed mechanics. Where in the past their feeble teeth materials failed to pierce any respectable metal, now their larger size allows them to apply force and twisting to fragile dwarven limbs or to chomp down on skulls through helmets.

57
How much of Masterwork was made simply by adding new raws, and how much using scripts? What are scripts in a DF context, and how would one learn to make them?
The scripts are lua files that you add that are then interpreted by DF back to allow you to do all sorts of things in the game thatvwouldn't be possible in normal DF. All you need to do to make one of these scripts is learn how to write lua scripts and experiment to see what works and what doesn't.

For your first question, I don't know, and I think someone else would be better able to answer that then me.

58
Theres been some reworking for them with Spearbreakers 2, but Im not sure if just the spawn are available, or for that matter if the modded stuff itself is lurking anywhere in the original spearbreakers thread...

-edit-

Here is the stuff to the full mod, you should be able to just pull out the updated Spawn.
Thanks for the link, now I just need to set up a drop box account to get it.

59
Hey Mr Frog, I did a little testing my with you 40.xx spawn in 43.05, and I found that they could not get through steel armour with their biting or claw attacks. So, would you consider making the spawn a custom bone plan that is equal in strength and sharpness to steel, to allow them to tear dwarves apart through steel again?

60
This is only sorta related to your mod but do you know how I can safely remove goblins from the worldgen? I made a bunch of worlds using your mod and goblins take up SO much of the population. Im talking 60k goblins and the next highest will be 20k war wolves or something. Gobbos are just wastes of space compared to all your modded civs. I don't want the goblins taking up the population cap or making my computer slower trying to track so many of its sites and fortresses.

Anyway I love this mod so much. I get bored on vanilla these days because iv gotten so "good" at the game. Now I can be tested again and actually have my forts end with FUN instead of FPS death
Go to the entity file, find [ENTITY:EVIL] and delete the brackets before generating a new world. That should be enough to get rid of the goblin new while still allowing you to keep their entity around in case you want to modify it later.

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