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Messages - Torgan

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61
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 16, 2012, 06:37:17 am »
I have been trying to heal my golems for a while now. I made a 1 square pasture in the center of my golem forge and put the heal action on repeat. I know somebody was going and doing it because my mechanism count decreased a lot. The golems don't seem to have healed though. I have been affecting light repairs for quite a while and I don't think the reaction works like it's supposed to. Worst case is I sacrifice more low potential dwarves to become golems, and I guess that isn't so bad.
I think the reaction is broken or only works occasionally, quite a few people have posted the same thing. Hopefully fixed in Masterwork 2!

62
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 12, 2012, 06:42:03 am »
I'd imagine the same reasons as in vanilla. Dwarven civilisation has been wiped out, although you should still get the first two hardcoded immigration waves. Or you're on an island and nobody can reach you which may sound more likely if you haven't had any sieges by now. You could copy your DF folder and check legends to see if all the dwarf civs were wiped out. Sucks when you only find this out after you've built a fortress though   :'(

Although I haven't really had many aboveground sieges in MW either, one warlock siege, a few automaton and warlock ambushes, one goblin ambush of six goblins this year and that is it after around five years. Had loads of underground sieges, although those were mostly ignored until I had an awesome military in plate gear who have torn apart several antmen sieges now.

63
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 10, 2012, 01:23:09 pm »
The blast furnace was removed from 1.9.5 so that's why you can't find it. It's maybe mentioned in the changelog.

64
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 09, 2012, 03:38:37 pm »
Small bug in 1.9.5, soap made at the Apothecarius isn't used by dwarves when washing. Just noticed they are not using any even though I have around 20 sitting there. It also doesn't come up as a building material so there must be something wrong about it.

65
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 04, 2012, 12:32:27 pm »
I think that would be strand extraction.
According to the building guide picture teaching is needed to use all the scriptorium jobs. (Assuming we're not talking about the alpha again!)

66
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 03, 2012, 06:44:41 am »
I was curious if anyone had any advice for how to accumulate seeds in 1.9.5?  In my current fort, I'm having to import seeds in order to keep my fields half-way planted (the fields in question are two 9*7 fields, no fertilizer used, with the fields being worked by low-skilled farmers - none has above grower 6),  all the pig tails, plump helmets and cave wheats are going to the stills to become alcohol, and I've forbidden the seeds from being cooked.
Not sure what your problem would be other than the fact you are using massive fields, I usually just have a 4x4 or 5x5 plot for each food plant and that keeps me happy. I usually have a seeds only stockpile right next to the fields to cut down on travel time while planting. Maybe use fewer higher skilled farmers and set only farmers harvest so you get bigger stacks of plants, and check your stock screen to make sure you don't have piles of unprocessed plants in your stockpiles? If so just brew, mill or process them to get the seeds out. And make sure none of the plants are being used to make meals at the kitchen, seeds are always automatically off for cooking anyway.

67
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: September 26, 2012, 07:17:21 am »
I think the only ways are to either use the crucible or be really old school and just use the smelter. You still need the crucible to turn coarse iron into iron though. Just have more furnace operators and you can crank out steel at the same rate as the blast furnace.

Simply put, nothing is true in this post.
- The smelter can't make alloys anymore. You do that at the metallurgist, steel included.
- Coarse iron is no more, it's ore -> iron again, same as vanilla.
- The crucible is used for high-grade metals, it has nothing to do with iron in the new version.
Ah sorry about that, I was talking about the non alpha version.

68
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: September 26, 2012, 02:05:08 am »
I think the only ways are to either use the crucible or be really old school and just use the smelter. You still need the crucible to turn coarse iron into iron though. Just have more furnace operators and you can crank out steel at the same rate as the blast furnace.

69
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: September 25, 2012, 05:03:35 am »
Castes are awesome at embark! Started with an armourer caste and legion dwarf in my embark, armourer is immediately a legendary armourer if you give him the skill in addition to his caste boost. And yes you just need to press v over the dwarf's name at the embark screen to see his description.

70
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: September 18, 2012, 04:09:46 pm »
This isn't from the alpha but just regular Masterwork, but my armourer mood just got me an iridum Indestructible Armour! Is that wearable by dwarves as I'm having some problems equipping it for some reason. Awesome name if nothing else, and makes up for all those times my armourer has made a legendary copper boot or something equally useless.

71
Hello there. I have an odd issue with the runic system. I wanted to put 5 gold runes on the masterful steel zweihander of Shedim, one of the badassest dwarf of my current fort, but because of my unskilled weaponsmiths (the legendary one died) I created "normal" runes : and surprise, my masterful zweihander became a "normal" steel runic zweihander, aka an entirely new weapon (I'm not sure of this at all : does the initial properties of the weapon survive through the "runification" process ?), that Shedim refuse to grab. I guess that's because he "grew attached" to the masterful one, and can't recognize the runic one, despite of all my attempts in the equip screen. Is it a way to equip him with it ?
You need to change the weapon type in the military equip screen from zweihander to runic zweihander (foreign). Or at least that's what I had to do when I upgraded, if that doesn't work then I am not sure. Try turning off runic zweihanders at your weapon stockpiles and that should make sure there isn't a hauler coming to pick it up. I assume the runic zweihander is an entirely new item so doesn't carry over the masterful damage bonus etc from the ordinary steel weapon but that's a guess.

72
I've just avoided Hell so far in Masterwork as there's enough challenge from everything else really.

73
Is it just me or there are really only two sources of oil - mineral oil (which I have never seen) anf pig tails?
I think so yeah, a good way to check is just going to the job manager and searching for oil.

Hmm apparently you can cut mineral oil as a gem and encrust stuff with it. I guess that's a bug although it's such a faff to make mineral oil it's not an exploit I guess.

74
Any way to fix Golems parts where it says: the oil is gone, dented and smashed open?
There is a repair golem job at the golem forge, not sure if it works correctly though. The building guide might explain it better.

75
Found another oddity about the Animated Armour monster (I posted earlier about being unable to use most of the armour pieces it dropped when killed). I've just noticed I have Animated Armour strands in my cloth stockpile. Not really sure how they would be formed, I've had extract metal strands on repeat for ages while I make adamantine so maybe that's it but I don't remember seeing any hair or wool drop off the corpse.

I can't see any animated armour jobs in the manager so I guess it's useless unless it can be used for sutures.

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