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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 897295 times)

Nokao

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #540 on: January 05, 2016, 11:00:19 am »

Let me know if I can help testing stuff,
it seems that I'm really good in doing things nobody else does.

Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #541 on: January 05, 2016, 12:07:02 pm »

Let me know if I can help testing stuff,
it seems that I'm really good in doing things nobody else does.
Nobody else did an update for this mod in a year, so do you want to do that? :P

Thank you, but there is nothing to test yet.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Pellona

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #542 on: January 07, 2016, 10:48:58 am »

Hi, just recently chango to this version from the 6.2 and have a question.
Is normal that at the embark screen all the animals appear in hunting and war version, even cats, cows etc?
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Dramegno

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #543 on: January 10, 2016, 09:07:30 am »

yes, Meph added the ability to train all of the animals to hunt and war so of coarse the would be in the embark screen if their normal versions was able to be bought at start.
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pikachu17

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #544 on: February 16, 2016, 10:14:35 am »

when you continue with this mod, at some point can you add natural-born necromancers?
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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #545 on: February 23, 2016, 03:44:40 pm »

Hmm, like with castes? Maybe possible, but they won't act like vanilla necromancers, nor will they try to sneak or run off.
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Rydel

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #546 on: February 23, 2016, 05:24:54 pm »

I think he might have been referring to Warlocks being able to give birth.  If so, as things stand right now, this would cause problems where they would give birth to skeletons and zombies rather just other Warlocks.

pikachu17

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #547 on: February 26, 2016, 02:11:13 pm »

i meant dwarves and humans having rare natural-born castes of necromancers
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Lottanubs

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #548 on: February 28, 2016, 11:54:21 am »

I like that the art of necromancy is some lost, forbidden art that only a few hermits can learn about from ancient tablets or books.

But iirc you can also train a dwarf to become a Lich, at least in the non-reborn version.
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pikachu17

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #549 on: March 01, 2016, 10:17:34 am »

I like that the art of necromancy is some lost, forbidden art that only a few hermits can learn about from ancient tablets or books.

But iirc you can also train a dwarf to become a Lich, at least in the non-reborn version.
ok, not natural-born necromancers, but how about mutated dwarves? 3 arms anyone?
wait maybe the natural-born necromancers could spread through the fort , like a cult! and the natural-born necromancer is blessed(or cursed) at birth
with the dark ability to raise the dead. you have to expose and stop them before they raise their undead army against your fort
« Last Edit: March 01, 2016, 10:22:48 am by pikachu17 »
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Niveras

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #550 on: March 02, 2016, 05:23:53 am »

"Natural-born" necromancers should be possible, since that is pretty much how the spellcasting castes worked in 6.2 - they existed as rare castes but the dfhack scripts run from the workshop could change regular dwarves into those castes, granting them the intrinsic abilities. They were removed in reborn in favour of specializing the races, i.e. warlocks had spell casting, humans had guilds, and dwarves weren't just a melting pot of every new mechanic and idea.

A cult-like presence also already exists in 6.2 (or maybe it is in the reborn v006?).

So both of those should be possible, just a matter of whether Meph wants to go in that direction with them.

Don't know about mutations. I mean, it would just as easily possible to have a new caste with very specific mutations, but I don't think you could randomize them. Like, all dwarves will only be the "mutations" [castes] you specify, you couldn't simply say "dwarves have X% chance to mutate, and this mutation could be [this|that|other thing|combination|etc] and let the program roll a dice for it.
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #551 on: March 02, 2016, 07:55:28 am »

It would be weird, because it would be a rare necromancer in an otherwise normal civilization. Not the undead skeleton/ghoul thingy we have now. I would have to make a "necromancer dwarf" race, "necromancer human" race, etc...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vellarain

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #552 on: March 04, 2016, 07:11:14 pm »

Man, loving this mod so much. Fast, stable and adds some serious content as well. keep up the damned fine work!

((update: Got this strange crash when I try to slaughter mountain tuskox's))
« Last Edit: March 06, 2016, 02:34:32 am by Vellarain »
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plenum

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #553 on: March 06, 2016, 07:54:27 pm »

Great effort! =) Thanks to developers!

Are there any recommendations/recipies/prophylaxis which might help better avoid crashes in long run?
I get a stable crash when traders come, with a savegame near the crash - trying to avoid it, but cannot... ((
« Last Edit: March 06, 2016, 08:17:59 pm by plenum »
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #554 on: March 07, 2016, 03:03:45 am »

Great effort! =) Thanks to developers!

Are there any recommendations/recipies/prophylaxis which might help better avoid crashes in long run?
I get a stable crash when traders come, with a savegame near the crash - trying to avoid it, but cannot... ((
Apart from uploading a safe with a repeatable crash, sadly no. Since Today does not give access to code, it is pure guesswork, why things crash or not.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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