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Messages - Riun

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31
EDIT: A little repost about the future ideas for invaders... any comments ?
Basic idea is that each race will give some kind of material/itemdrop that is needed for high-tech stuff.
Kobolds just drop a bag full of metal bars, so people hunt them down.
Goblins/Orcs drop golbinite, e.g. free metal equipment.
Terracotta army drops magic scrolls/golem related stuff, to give life to inanimate objects. (golems for example)
Anubits/Egyptian Gods drop... NO IDEA

->this could be a possibility to introduce a new, high end magic system, utilizing drops for a magic reaction work shop (transformations and/or summonings like in the other magic buildings). Sand magic, time magic, and, my favorite, snake throwing magic.

Living Land (working title) drops seeds, wood and plants.
Frost Giants drop bifrost, a metal between steel and adamantine.
Automatons drop clockwork parts, needed for high-tech/mechanical things, like turrets.

Ratmen/Skaven drop warpstone/mutation related things, possibly to upgrade pets a lot more...
-> LIKE
Xen/Antmen drop... chitin for some strong and lightweight armor, mostly for archers (?) (BETTER SUGGESTIONS?)

-> Chitin arrows as warfare alternative to the producable magic arrows?

Spawn of the Holistic drop... definetly something special, but I dont know what yet.


Really like the ideas and more distinguished invaders, i am not sure if I understood correctly the biome restrictions: Do they mean i only meet Anubites in deserts? or do they also invade in other biomes?

I havent read the last 10 pages in full detail and cant playtest alot myself right now. Only thing i tested: With a semidedicated fort i was able to make volcanic gear in my second year (Volcano embark, no smith caste, could maybe even do it in first winter with better migrants).
And i would really like an archeologists revamp: Only use i see is using dfhack and going straight for early weapons/armor. If I just play and stumble upon them i already have steel grade stuff to use.

PS: Better stockpile options for new staff would be No1 on my wishlist as well

32
Alchemy. its in the very last category "other". It will level up Sciencedwarf as a skill.

33
I read about this problem in the brewery, never experienced it in the still. Hopefully it will be resolved soon

34
Thanks for the update, after an extensive Diablo3 break im back into it:)

As for wards, i really liked the idea behind them. Only things that bother me about the current system is that sometimes they fail to be outfitted and that you cant work with them reactively. If a plague shows up i need to wait till next caravan/liasion to order them, untill then all my dwarves are infected. In current system i just buy one of every kind and immunzie my dwarfes, nothing happens.

Short lifetime of wards would be perfectly fine if we could make them ourselves. (Sacrifizing a dwarf into a ward?)

I may overread it, but didnt the still work fine before? Why did you take out the custom brew reactions in there? i really miss making specific drinks for seeds in early game. Not a real problem, just wonderin.

35
Thistleknow, you can make a Spawn location under Workshops, there you can deploy the treant.

36
To everyone not being comfortable with danger rooms: try embarking with 2/4/6 military dwarves WITH Levels in Teacher/Student (and maybe one in Organizer). I usually go for embarks with at least one Legion/berserker and give them 1Axe/Shield/Dodge/Armor, 1 Student, 1 Organizer, Rest Teacher.
Put them into 2 man Squads (else whenver combat training is organized, one of 10 dwarves goes to sleep/eat/drink and the training is cancelled).
 I Usually have Level10ish weapon/fighting and 5ish defense skills after 6-8 Seasons. Furthermore, the higher Teaching skills allow my starting dwarves to train up Recruits amazingly fast.

TLDR: Take Teaching at embark, Danger rooms are easy mode.

37
Alright, thanks for the reply! good luck with the automatons then ;)

38
I have a lot of trouble concerning wards - i had a pretty early plague in my fort (the one causing fever).
I was not able to outfit a ward against it for pretty long. After trading 2 more wards i was able to outfit one against rage (hulk?) and one against black death. After one or 2 seasons, they transformed back and ever since (~5 seasons) i was not able to outfit them again.
One of my two embark wards vanished and is found under missing in the unit tab.

in the job manager (j-m) i found a way to make obsidian from stone  - in the changelog i found this reaction to be related to the magma factory (which doesnt exist anymore). Any other ways to generate obsidian without pumping lava/water?  I really want that stonebound dwarfs :D

Do Magic castes change their description? i have a druid training in the fountain for 1 year now, just want to know if i can see when he transforms.

My 3 automaton ambushes all did not have/use any weapon attacks. Sharpshooters and stuff all going full melee.

New invader race: Ork-elves. Female elves getting abducted and...convinced to mate with orks. Outcast race with strong/agile attributes but not accepted by either orcs or elves.

I REALLY love the magic buildings, they are looking great. Price to built is pretty low i think. The necessary iron i can melt in second summer (aka as soon as i get huge migrant wave). Mats for Philo stone can be demanded from caravan. If i dont order them, its REALLY hard, way harder then the bone/iron requirements though. Furthermore, where can i research the untranslated dwarfen rune and alike? tech research lab, but which reaction?

Training in Magic buildings is really fast too - from 0 to 7 in about 3 seasons, getting only faster now.


Great update all in all:)

39
wards outfitted against feverish rage produce a combat log showing how they immunize against their plague. would be great if wards outfitted against the fever plague (black death?plague? confusing names) would do the same.

Furthermore, how far will the apothecarius reach wards? how far reach wards with their immunization?

edit: wards outfitted against rage transform into "Rage wards". this doesnt work with the plague, can it be that this is bugged? this might be the cause for me not being able to cure this fever..

40
 All plagues last for rougly 1 season, than slowly subside... you can battle them however, using the apothecarius.
   - Hulk, 5% go berserk, rest gets stronger/faster.
   - Death, 10% die, rest feels sickly.
   - Vomiting, 100% get sick, vomit.
   - Sleep, 100% get tired, will fall asleep randomly.

you got sleep plague i guess. should be over after 1 season.

41
fever prolly is caused by one of the new plagues. my recent fort just got smashed by (i think one) as well. Had a lot of combat reports pop up with "The butcher feels stronger, but somehow angry" for several dwarves (including both of my axe lords that were trained up since the beginning of the fort...) and they started fighting against all other dwarves as well as the war dogs. Needless to say, the Axe lords made short process of any fighting...

42
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: May 09, 2012, 05:22:22 am »
If Illithids are a mindcontrolling centered race and their products are brains, 2 options would fit pretty well - zombie decoys ;) or wisdom/clarity related.
Make a workshop were you can create Illithid brainmeals, which increase User's Mental stats/give boosts to Sciencedwarf, medical and alike. (You could make it like the Library, and a reaction you name "devour Illithid brain" so you can limit the Workshop to specific dwarves).
Further reactions could be instant happy thoughts (bringing from tantrum to ecstatic) or, if thats possible to mod, using a bunch of Illithid brains to reveal secret dwarfs/cult of the carp god (brains giving insight into secrets). I dont think it makes sense to be able to make an actual product out of brains, except for the alchemy/chemistry based extracts a user above mentioned.
Furthermore, the brain extract could make for a poison based weapon against enemys. No clue about the modding possibilities, but syndrome inducing rage, tantrumming, confusion, dizzyness and alike against foes. Either as syndrome Bolts or as breath attack (dwarf consuming bazillion brains becoming special caste, like the magic buildings).

Frost giants. I am only playing this mod since 1.7 or so, so i didnt see them being introduced and i am not entirely familiar with their physiology.. products that could be leftover might be ice essences, used for alchemy and weapon upgrading. For example you could combine frost giant products with your magma only metal - a metal that can only be melted by magma and an alloy cold enough to not even be meltable my magma. mostly flavor, "frostbrand weapons" or something.


New invaders. Your mix is pretty cool so far, only thing im missing is a spellcaster race (warlocks acting strange) and a highweapon race. I imagine orcs as being strong and brutal warriors, with raw powers instead of finesse. A race of agile and trained weapon users would be cool, their products could be used in the creation of superhigh tier weapons.

I really like the idea of special butchering products, would make breeding much more attractive (so far i only breed war animals and butcher everything else for the products pretty much).

For magic, i liked the suggestions Hugos suggestion. I have no clue about the modding possibilities, but having low level healing and debuffing/buffing would be great. Curing nauseous/unconsciousness from wounded soldiers early on, buffing speed, etc, inducing martial trance for high tech magic


Ps. Im sorry for my terrible spelling, im germand and didnt sleep last night  - 1.8.1 keeping me awake :D

43
Turning off Ili...thingies fixed the worldgend crashes for me. Without them all pregenned worlds genned correctly as well as my own. With them on all world genned crash before year 60.

44
@worldgen crashes:
i had them after switching to ironhand, but now on phoebus as well (truetype font on). Used pregenned worlds as well as "normal" genned small/smaller worlds. Usually occur between 20 and 60 years of world history. Will try around with rebooting and stuff but im so eager to play in the 5 year old world i created....

@blocks
thanks for the reply, will chekk that one out. with the abduction of magma safe workshop this problem will be ignorable anyways. Thanks for the reply and the soon coming 1.8.1 :)

45
First Post in these forums, just wanted to tell you how awesome Masterwork is. Thanks for doing this, meph.

Furthermore, i have (had, 1.7.2) a problem with the magma safe workshop/magma safe blocks.
As far as I understood, diorite should be a magmasafe/non-economic stone, yet neither the magma safe workshop accepted them (neither when assigned through manager, nor when stockpiled directly next to the workshop), nor did blocks made from a mason count for building the tech research lab. (copper blocks didnt work either).

In best regards, Riun.

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