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Messages - Fenrisson

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1
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: July 29, 2014, 09:22:24 am »
Hello guys,
another question, this time concerning the necromantic altar.

I have a dead warlock and want to raise him. The reaction is available at the altar, but after running it nothing happens. I have enough souls available and the warlock is in a coffin right next to the altar... A hint that something doesn't work the way it should is, that there are always only three souls used in the reaction.

What am I doing wrong? Help is much appreciated!

Thx in advance!

2
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: July 29, 2014, 05:08:32 am »
A general question! Has there already been weapon testing for effectiveness in the warlock mod?

I'm too lazy and to busy right now to check the raws myself for the raw numbers, but I wondered about the effectiveness of whip weapons in the mod after noticing the time it took 5 ghouls with bone whips to take down an emu. I scanned the forum and couldn't find anything on the topic.

In your experience:

-What weapons are best for hunting wildlife in your experience?
-What weapons have the best performance in skeleton squads? - I was thinking of exploiting their inherited miner skill by giving them picks as standard issue.
-How do the ranged warlock weapons perform?

3
Masterwork DF / Re: Bug/exploit concerning bladed crossbows
« on: May 15, 2014, 09:07:53 am »
Yea, I guessed that already, makes perfect sense!

I was simply trying to point out the value increase. Normally it is a lengthy process to get a descent weaponsmith (lucky moods excluded), which can produce high quality, weapons made from high value materials. With the way I described one can use cheap materials in mass production to train dwarves. And use their high skill to create objects made of those high class metals, simply by combining their products with the high-value material but low quality products made by a random untrained weaponsmith. Excellent for export-production as well...

4
Masterwork DF / Bug/exploit concerning bladed crossbows
« on: May 06, 2014, 07:40:15 am »
I discovered that if one adds a dagger to a repeating crossbow the resulting bladed, repeatingcrossbow is treated as if it is entirely made from the dagger material. I discovered this oddity while producing high grade crossbows for my military. I usually use bone crossbows, because bone is usually an easily available resource and not heavy. By mass-producing I quickly train a dedicated bowmaker to become legendary (the resulting masses of low quality crossbows can be traded). The same is being done with rock mechanisms. Once you have high grade, bone crossbows and rock mechanisms one can merge the two into repeating, bone crossbows, which by themselves are not worth more than the simple crossbows. Then merge you merge the masterful bone, repeating crossbows with metal daggers.  While I could only add fairly low quality daggers (my weapon smith wasn’t trained yet), the result was usually an at least exceptional FULL metal, bladed, repeatingcrossbow! The whole crossbow morphed into the material of the dagger while keeping a overall high quality of at least exceptional. This way you produce a high value metal weapon relatively early even if you lack a high-level weapon smith. Also production of high quality, welded mithril, bladed repeatingcrossbows by the dozens is possible to give to your military without using to up too many precious resources.

PS: A masterwork, welded mithril, bladed, repeatingcrossbow is worth 9000 urists. Compared to a high quality battleaxe of the same material, this may be less but one only needs a low quality dagger which only consumes 1 bar compared to the 3 bars of the battleaxe.

5
DF Dwarf Mode Discussion / Problems in researching certain workshops
« on: April 24, 2014, 09:18:08 am »
Hi guys,

I want to research the warbeast kennels, but it is marked red in the researcher's study even though all needed items are available. Burrows aren't the problem. I had similar problems before and was never able to figure out why sometimes things cannot be produced even though everything is availible. Does anybody have tips what the problem might be?

thx

6
Masterwork DF / Re: Dwarf transformed into a cougar
« on: April 10, 2014, 03:54:57 am »
Thx - I looked up the mod and there it is - elder vampires can have the ability to transform into wolves, cougars or rattlesnakes...
http://www.bay12forums.com/smf/index.php?topic=103747.0


pretty cool - I had this dwarf under suspicion anyways even though he had bad thoughts about not having a proper room he has a ton of relatives of which I can't find any proof they exist, and he was the only witness of the murder, accusing another dwarf. He is walled in right now I will see what to do with him.

7
Masterwork DF / Re: Manual not up to date
« on: April 09, 2014, 10:00:11 am »
Thx guys - I see there is a lot left, hust waiting to be tested and explored in Masterwork.

8
Masterwork DF / Manual not up to date
« on: April 09, 2014, 03:59:46 am »
The Manual still refers to the timberyard  for many things concerning stealoak. So I was going crazy trying to build one, before I learned from the changelogs, that it is no longer existent.

My question is, is there a reaction remaining to make steel bars out of steeloak? What is the best remaining use of stealoak beside training steelgrade weapons?

9
Masterwork DF / Re: Dwarf transformed into a cougar
« on: April 06, 2014, 03:48:22 pm »
Hm, ok so no certain threat - the fun will tell. He's in the military now and may die in as cougar for the good of the fortress...

THX

On the vampire topic did anything change compared to vanilla, especially in terms of detection (they still don't get happy thought from eating in dining rooms, don't claim rooms and  have tons of fake relatives)? I got one in my fort (top leatherworker got drained - damn) and now I cant find the sucker...

10
Masterwork DF / Dwarf transformed into a cougar
« on: April 06, 2014, 02:38:08 am »
I just had a Dwarf transform into a cougar and back when he stumbled upon a kobold thief. Is he a blood-beast -or some kind of druid (he appears to be no were-creature)???

Is he a potential danger to the rest of Population, or should I use his abilities for the military? He has no special skills so far, so an unfortunate accident is quite possible...

11
Masterwork DF / Re: Just started Masterwork
« on: March 25, 2014, 07:08:42 am »
Ok thx Guys,

all this stuff helps a lot.

Right now I'm trying to use drakes as a source of leather protection and later on the surplus is planned as meatsource. I really enjoy all the new building options. The blueprint for a vaste library are already in the workings - also htoe options to display ones artifacts and gem statues are realy nice...

I will see were all this will lead me - keep on digging...

12
Masterwork DF / Re: Just started Masterwork
« on: March 24, 2014, 11:10:12 am »
Yea thst is the same as in vanilla - I will try t above ground farming in my next fort. From what the raws say javelins seem to be badass I will try them aswell ;)

cant wait to get home ;)

13
Masterwork DF / Re: Just started Masterwork
« on: March 24, 2014, 10:29:26 am »
Thx for response,
To sum up what I’ve learned so far:

-Stone ammo is junk
-nothing new about the ammo materials: wood is ok for hunting, but bone is better. Copper in good enough to rip through anything…
-shield material has the same pro/cons as before
-stone anvils are OP
-I knew about the nice new features like furniture workshop – I love it for its bedroom option.  but thx anyway

Now what I still don’t know:

-What about ranged weapon preferable - especially early on? I read that one should stick to one kind of ranged weapon in the fortress because of an ammobug…

-Are you sure about the above ground farms being as good as before? In the manual it states that the grow duration of most underground plants is only half of the grow time of above ground plants (300/600).

14
Masterwork DF / Just started Masterwork
« on: March 24, 2014, 08:24:00 am »
Hey Folks,
I am used to play Vanilla DF and just started Masterwork recently. It is a lot of fun but different in some important ways. Here are some Questions:
-So far I learned that crossbows aren't that strong in Masterwork and one should rather go with javelins for ranged combat and hunting. What are good of ammo materials in Masterwork compared to vanilla - how good is rock ammo for example?

-What about shield material does it still not matter what Material they are made of except for bashing (wood still blocks fire)?

-Is it true that one can use stone anvils like metal anvil without restrictions?

-Also can anyone please give me an overview on the how to setup a fine working booze industry? While I enjoy the challenge compared to vanilla, some hints and insights on which and how many plants to bring and what is the size and style of a viable farm plot setup, would be nice.

15
DF Dwarf Mode Discussion / Re: About Armor
« on: March 19, 2014, 08:22:24 am »
I use steel for armor and weapon. And I use silver for mace and hammer.
I like to use Adamantine.But I hate demon Too much.
Digging Adamantine is too dangerous.And can open gate of hell.

Plz use spoiler tags when talking about the HFS (Hidden Fun Stuff) - or at least say Candy and Circus...

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