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Messages - Riun

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1
Where can I find an up-to-date changelog?

I hope you already found it, but here is the link: http://dl.dropbox.com/u/60111839/Changelog.txt

its pretty small, so yeah. For everyone who uses this and doesnt already know: strg+f and search for keywords, usually nets me all the info I need.

Leatherworking is going to be changed to make every creature give 2 leather. As far as I know, without modding knowledge, giving different creatures different amount of leather is either impossible or at least really complex.
Similiar for value, its pretty hard to balance out and a lot of meticilous work. After all, the original Df is only alpha and far from balanced. If I notice something exploit-like, I dont use it.

 

2
The harder mining sounds AWESOME. Hope i can chime in a test fort tonight!

3
I dont want to start a big, long lasting fort with the rate of updates incoming. So i rather test out specific things/crazy stuff. All prayer embarked worked in theory, but sadly, i need to make some adaptions. Need to embark with hide root+brewable plant to make fuel, otherwise i cant use the prayed metal. Bone blocks from the butchered cats give me all the build mats i need, so my Embark profile will look pretty spartanic :D

I will edit in how much skill/metal I get in the course of a year as soon as its done.

4
You could make two building, one for soft, one for hard metals. Just to reduce the reaction mass. On that note, they praying for metal reactions are great. Now that there is the skillcloud, praying dwarves actually gain experience. As far as i observed, multiple shrines next to each other give all dwarves skillgain. I will do a preaching only fort next time I play, lets see if i can preach enough food/metal out :D

Colosseum is... fun. System is working pretty nicely, but i need to find a better way to station my military, so they dont get transformed by the cloud and loose all their equip. Also, them killing the transforming dwarves leftovers is kinda annoying.

In addition, treefarming worked flawless for me - grew, harvested, finished.

5
Finally back to testing! First feedback i can give is on Archaeologist - I had a Gem Savant on Embark and stumbled upon two relicts pretty fast. One gave my two Minecarts, the other Volcanic Weapons. Decided to use reveal command and take 10 more relicts. So far got a shitload of pretty strong weapons.
Summary: Quality based on gem skill makes them normally low quali, mining without reveal shouldnt give too many, but with some luck you can have shitstrong weapons in the first season.

Btw, I also got enchanted knuckle duster and a cursed picks - are these the runified versions?

6
Thanks for the update and happy first birthday - just started my new fort, will have a look at stuff.

Things i noticed: Standard embark is with battle picks/battle axes - dunno if that is moddable. In addition, picks cost now 36 embark points and not 44 anymore.

7
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« on: December 26, 2012, 08:00:07 am »
Slag with Miasma sounds fine to me, metal industry is too easy in my eyes anyways. Make it a chooseable option, then nondwarfy players can turn it of.. :P

And the Pictures are looking awesome!

8
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« on: December 25, 2012, 08:31:35 pm »
Oh, alright, I remembered about reading some changes somewhere. Prolly too sleepy too think straight.
Do you have any features in specific you need testing then? I will start a new fort on my gaming pc tomorrow, so if I should try something in specific, just tell me ;)

Just a little offidea, could you add in syndromes which have a chance to kill the user of the raiding system? Like in the Alchemy lab? This way there would be the possibility of losing orcs/dwarves.

9
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« on: December 25, 2012, 08:10:23 pm »
Sadly I cant playtest as much as I would like due to Christmas, but here are a couple of things I noticed:
After first download my playable race were Humans. Resetting all MW Options back and genning a new world did not fix it, Redownloading did. After new installation I cannot reproduce the bug, no matter which settings I change.
In all worldgens as Humans, Goblins did not show as neighbours, even though they were present in the population file, after fixing it and playing as dwarf they were shown on same maps, some not. I am currently playing a fort to test wether they still show up.

I had, in my first Autumn, 9 Kobold thieves at once sneak in (Wtf?).

New Archeology seems to be working fine, so does the Creature Research Lab. I am currently trying to build the new magic buildings, will report on their functionality in a couple of days.

On the Poll: The inside spawning enemies sound ridiculously fun. No more boring "Kill it or lock the door". Finally a need to defend the inside as well. Great idea!

How does the raiding system in orc Fortress work?

10
Masterwork DF / Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« on: December 19, 2012, 12:39:26 pm »
I suppose I should be upset, even feel violated, but I'm not. No, in fact, I think this is a friendly message, like "Hey, wanna play?" and yes, I want to play. I really, really do.

So far with the Dexter quotes :) Glad to see you are back, can't wait for an update!

11
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: December 11, 2012, 05:11:29 am »
Sadly, I cannot answer every question, but here goes nothing.

2b: Make your Soldiers trainers and assign them to train specific animals. Dont pasture the war animals -> they follow around the trainer, without being assigned. Not being assigned means, the trainer does not generate a bad thought when it dies.
 
3: Archaeologist (or however it is spelled). Do not cut them - they get worked there and you receive stuff for them,

4: Someone else here did extensive testing with weapons, they will be able to give you a better reply.

12
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: October 08, 2012, 03:19:51 pm »
Quick info on invaders: All the changes only apply after generating a new world (afaik). You can check the populations on generation screen, but after that point, only way to change invading races is to make them extinct.

13
There is no updated info on the mod because it will be outdated in the next ~2 weeks. Meph will release MDF 2.0 WITH an extensive manual.

14
@random experiement: Yeah, someone uses it :) I want to make it even more random and add it to the temple next version, because the research lab will be removed.

I once got an "Untranslated Dwarven Rune Greataxe". Was worth like 100k dwarfbucks...

15
I used to do squads of 2. All time train as soon as I carpented wooden weapons+armor stand. Give them Flasks and Backpacks to minimize downtime, bedrooms nearby. I embark with 4Shield/1Weapon/1Organizer/1Observer/1Student/1Concentration/1Teacher. Later drafted soldiers train a lot slower untill they managed to gain some Studentlevels (~6 Seasons for Weaponlord). I assume student levels increase the learning from sparring (which is by far the most effective training method).

BUT then someone saved my organization by giving me the greatest tip of all time: Assign 2/4/6/8/10 Soldiers of same Weapon to one squad. Add multiple Orders (Train, Min2) per Month. TADA pretty much the same as 2man squads, but only~ 4-6 Squads instead of 20ish


On the Topic of Caste Dwarves: Now that i think of it, Whenever I embarked with a legion+normal soldier, they gained experience pretty much at the same rate, only my legion dwarf having higher teaching. Probably because the gets more exp from sparring and when he overlevels his partner, he organizes combat training instead of sparring.

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