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Messages - slay_mithos

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211
Masterwork DF / Re: Graphical problem! Yay!
« on: September 13, 2014, 05:12:18 pm »
It most likely means that yoru GPU (graphics card) does not support GPL.

To "solve" this, you need to change a few things, in the launcher:
1/ Disable "Item graphics"
2/ Set your "print mode" to "2D".

This should remove any need for GPL.

If this doesn't work, then you'll need someone more competent than me (along with your GPU's name).

212
Masterwork DF / Re: Orc fortress questins
« on: September 12, 2014, 05:20:18 pm »
3rd page (it went down there quite fast):
http://www.bay12forums.com/smf/index.php?topic=138900.0

213
Masterwork DF / Re: ☼Elves☼: The start of a project.
« on: September 12, 2014, 11:59:38 am »
I don't know about that, because it would mean that it would be very hard to acquire vast amount of materials that are required for any above ground buildings.

Even the current humans have a hard time getting basic rooms and a wall around the base, with the 8 blocks per stone boulder.

If you are basically penalized by getting materials normally, then you would need a way to get a whole lot of wood easily through other ways, which could also be seen as a balance breaker later on, unless you make a special material with 0 value (to prevent wealth from nearly nothing).

214
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: September 11, 2014, 10:33:02 pm »
It definitely is a bug.

Here is the reaction:
Code: [Select]
[REACTION:HAMMER_METEOR_UPGRADE_ONE]
[NAME:Improve sledgehammers]
[BUILDING:WEAPONRY:NONE][BUILDING:MAGMA_WEAPONRY:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE:NONE:NONE]
[REAGENT:B:300:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:15:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_TWO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_WEAPONUPGRADE]
[SKILL:FORGE_WEAPON][FUEL]

It all seems fine, right?
It is not, because none of the two weapons items in the products were declared, in any file of the raws, but used in two others (kobold and warlocks).

My guess is that Meph completely forgot about it, either during a merge or completely, from the start, because it seems like most other weapons have their upgraded version defined.


The fix should be pretty easy, just making the raw entries, with appropriate numbers (copy the original item, and apply the buffs on the stats), but it will require a new world to work.

215
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: September 10, 2014, 11:19:45 am »
Oh, then by all mean, give me your tips to have multiple stacks.

I even tried to up the number to 1000, and they still were only bringing one stack, no matter the actual stack size (meaning even only 1 when I unforbid some by accident).

216
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: September 10, 2014, 10:41:19 am »
Most reaction need a specific number of souls (plus a few other components).

When you want to make sure what is preventing you from running a job, try assigning it via the manager's screen (j-m), the cancellation message is often pretty explicit.

If it's really the souls, then try to see if it is the usual things that can conflict with workshop jobs (burrows, 'g'ive orders on stockpiles)

217
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: September 10, 2014, 10:36:58 am »
Do your gouls have meat to eat?
I was under the impression that it was what prevented the mass rotting.

218
Masterwork DF / Re: Initial Naga discussion
« on: September 10, 2014, 10:35:04 am »
I much more prefer the way Meph suggested (creating 'false' eggs on demand to create the new population), because the way you propose seems much more the way of insects than lizards/humanoids.

219
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: September 10, 2014, 10:31:33 am »
I also tend to use copper arrows for military purpose, but I have to disagree with the bone ones.

If you are not short on wood, wood and bone arrows are very similar in damage, but bone ones come in very small stacks.
It is OK for legendary hunters or training (either on live targets or when it works on target practice), but early hunters would often not kill their prey in 5 shots, making them cancel and come back to fetch an other 5.

An other thing I tend to do later on is to use ironwood or steeloak to make iron/steel grade wooden arrows, but that's only when I have enough bars of the respective metal.
It is slightly better than 'normal' metal arrows, because it doesn't require fuel to make (as humans often don't have a good access to lava).


Also, not sure if it can help you, but I tend to make a 3-4 squad for my archers (rather than hunters), and put them with an order that is "At least 1" and "Station", targeted on a guard tower above my entrance.
That way, there will be someone ready to shoot any hostile without delays.
I let the other train normally, to gain the other skills (shield/armour, mostly).

All in all, it all comes down to your specific fort, but most human forts gain access to quite a vast amount of copper early on (with the quarry digging), and appart from very early military, weapon traps or training your smith(s), there are not many uses for it.

220
Masterwork DF / Re: Initial Naga discussion
« on: September 09, 2014, 11:39:00 pm »
Please, don't do too many caste specific things, on races that are unlikely to be able to change castes (would mean changing body parts, not quite "normal").

For all players that like to play with low populations (like myself), those things can really make or break a fort depending solely on the appearance and number of those special castes.
When I say low population, I personally play between 10-15 (make no value before the first two waves), or around 50, and it makes a very big impact when you get a specific caste (or don't get it).

For races like kobolds, that are basically high, easy to replaceable population and not too much bad thoughts on death, it makes less of an effect, as you can just send the unwanted to a grinder and birth a new batch until you get what you need, but you really can't go around killing your fort members in normal races, because of the tantrums and the long duration before reaching adult age.

221
Masterwork DF / Re: ☼Elves☼: The start of a project.
« on: September 09, 2014, 10:24:24 pm »
While I like the idea of the elven race being playable, I think MDF elves are not quite the same as their vanilla conterpart (just like humans were quite a bit different).

For starters, they use a metal as their primary weapon/armour material (no wood armour).
The human race also has a few interractions with the elves, mostly around growing plants faster, it might be nice to see a magic user of sorts that does this kind of things (maybe not just on nature, but also on farm plots?).

As for wood, one of the features of MDF is tree farming (basically growing logs in farm plots), so you might want to reuse it.

222
Masterwork DF / Re: Initial Naga discussion
« on: September 09, 2014, 09:32:44 pm »
I don't know if that's even feasible, but wouldn't it be fun to  have this race able to regrow body parts, like some of the lizards?

I don't know if I agree with the very distinct male/female thing, because the game is based on so many random facts.
On the other hand, it could be nice if both males/females got distinct bonuses (not just a strait bonus for one and nothing for the other).

All in all, your race feels like it's fleshing up a lot from the original idea, so I'm really looking forward to see how it will all turn out.

223
Masterwork DF / Re: Future of the Mod - What I will do next.
« on: September 09, 2014, 03:40:24 pm »
Aw, there goes the plan of fixing the outstanding issues before bringing more.

Anyway, RL always comes first, and it would make very little sense to start such project with very little free time.

224
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: September 09, 2014, 08:29:29 am »
I don't use fertilizing, because it's too much work (and I don't understand what it offers), but a simple way to check about the winter one is to have a "fallow" plot and tell it to do seasonal fertilizing on a fortress without fertilizer.
If it does a cancellation message next season, it means it tried to fertilize.

But all in all, fertilizing should have the same use as in Vanilla DF, because all harder farming does is to put a longer growth time in the raw.

225
I don't know about a proper list (the best place to look might be the wiki), but you can definitely open the raw files to easily get the name for the item you want.

All you need to do is to go to the "raw/objects" folder (from your df folder), and use the normal search.
The good thing about txt files is that the default windows search will be able to search the text inside the files too, so you just need to search for "wheelbarrow".

For this case, you will have "entity_default.txt" and "item_tool.txt".
The wheelbarrow is a tool, so open the corresponding file, it will tell you that the right name is ITEM_TOOL:ITEM_TOOL_WHEELBARROW

That's about the easiest way I can find to have an easy time with that.

Be aware that without using the other tool mentionned in the other post, the specific material might prevent the workflow to be linked to an actual job, resulting in blue messages about being unable to produce the item.
Unless this problem is somehow not present with the command line entries, when it is definitely there with the GUI.

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