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Author Topic: ☼Dwarves☼ - Everything Dwarf Mode  (Read 195117 times)

thistleknot

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1350 on: December 10, 2016, 09:42:40 pm »

1.23 can't seem to chop wood anymore, I have one axe on -1 z level and no one is picking it up, I disabled all labors other than wood cutting

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Amostubal

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1351 on: December 11, 2016, 03:32:07 pm »

I'm away from the computer right now.  But usual suspects, burrows, axe isn't axe it's a training axe, ownership, the axe is owned by someone who refuses to go outside(cleanowned in dfhack), the dfhack autochop is on and you are over max logs...  so many ways this could happen.  If it's not one of these, and someone else doesn't find it, I'll load it up when I get home.
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thistleknot

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1352 on: December 11, 2016, 11:52:58 pm »

it's an early embark so no burrows.

as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop.  Did training axes stop chopping word or something?

Darkond2100

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1353 on: December 12, 2016, 12:34:04 am »

Are Calcareous Ooze, Bone of Armok, Cave Fungus, Rubble, and Living Rock back in MWDF yet? I really miss rubble and living rock. Also
Spoiler (click to show/hide)
Those were fun. Now we just have pet rocks.
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Arcvasti

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1354 on: December 12, 2016, 01:01:22 am »

Did training axes stop chopping word or something?

Yes. Since they're made from trees, they now refuse to harm their own kind.
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Amostubal

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1355 on: December 12, 2016, 09:39:25 am »

it's an early embark so no burrows.

as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop.  Did training axes stop chopping word or something?

so all you have is a training axe... yeah they no cut, because they are for training only.  no edge.  That option left a few versions of DF back, so problem solved?
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postm00v

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1356 on: December 20, 2016, 05:04:48 am »

I was wondering if this mod adds more nobles to the dwarves, or has this not changed from vanilla?
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Amostubal

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1357 on: December 20, 2016, 10:32:27 am »

off-hand, without verifying... I believe Dwarfs are as close to vanilla on everything... the only changes were the addition of a dozen or so workshops, guilds, libraries, and the additions that the MW adds to the game to begin with.
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FantasticDorf

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1358 on: May 26, 2019, 11:48:30 am »

Hi, poking this a bit since apparently this has been wip in the last 3 years to do a health check and drop some comments.

I've been playing dwarf mode for a little while and while i think im just about the other side of the endgame content as im slowly massing my orichalcum and mithril together from the advanced forges with my lively metal industry for the volcanic buildings far enough to be comfortable with understanding and grasping the intended playstyle and experiencing what the masterwork workshops do.

I guess its suitable to understand that dwarves are not as trade centric race that humans are but there's some inconsistencies id like to address with the Mountainhome Marks and the liasons office.

Quote
1. The three shops are very broad and non-competitive in prices, 4 copper is 500 soveriegns from Bomrek's Bargains. Aside from being extortionate as a shop theme, the only time it jumps up to a return value that's worthwhile is with platinum for 1000 which you probably dont want to sell anyway, brass for example as a alloy is also worth 500 soviereigns.

2. Its generally a waste to trade for backend profit when metal for minting fresh gold coins is lucrative by metal production and refinement.

3. Besides from Tobul's fine goods in exchanging for special gems like chests & relics, there aren't any groundbreaking trades here for how expensive the shops are to build and fiddly to trade with, and the screen is cluttered to go through because the shops are unspecialised, maybe playing as humans has made me very choosy but the 100% value for money trades with orcs because silver + copper coins are used to allievate value and the cheap + cheerful ease to build and use markets for humans makes it look sour.

Regarding the liason, this seems to be under-supported as gnomes no longer appear, and updating it to attract a wider variety of caravans (including the slavers) would give a wider edge over the other playable races.

Here are some other comparisons with the other races that seem to be 'deeper' than dwarves of sorts in different ways other than manufacturing.

Direct comparison - Orcs

Quote
(-) Orcs have deep bronze, this alloy isn't really accessible without grabbing bars of it (somehow) despite dwarves being master metal smiths, being outdone by orcs is a bit embarrassing, there are a number of different ways you could get around to obtaining it though.

(+) But dwarves can copy whatever orcs (and anybody) can produce broadly with a tinkerer workshop, toothed spears and all that good stuff, refitting armors also to dwarf size.

(~) Obtaining a orc contract by trading with them by calling a orc caravansai fair/merchant guild summon with the liason office might rectify some issues, otherwise you can only raid or be sieged to obtain more exotic items like ork katanas being in the interest of dwarves to squirrel away equipment to copy.

(-) Spawning new population from orc ghettos from slave objects is interesting, however there's other cavern creatures like gorlaks that might be encouraged to join dwarven ranks (ill have to read up what got commented out), if golems are not a sole intended substitute. Ransoming back dwarves via liasons office for example is also another valid option like humans do. (would a tavern building suffice stocked with booze and sovereigns?)

(+) Least dwarf migrants are cheap as chips from the liasons office which is no fuss at all to build, a gold-mine equals unlimited migrants virtually. Very Dwarfy.

(-) Caravansai is very helpful and sells bundles of helpful objects (a entire group of seeds etc) using multiple currencies rather than soveriegns, or sells excess at a proportionate price to be exchanged into more valuable currency rather than undercutting gold standard by making coins hard to obtain.

Direct comparison - Humans

Quote
(-) Humans have variable stores with lots of reactions to trade for things at different prices, and use contracts for different purposes, dwarf stalls kind of pale in comparison and are expensive to build upfront.

(-) Dwarves have no use for contracts, despite being able to embark with their own, even in a abstract or alternative sense to how humans use them.

(+) Dwarves have no problems minting their own coins or living where humans would typically not so tend to be richer for buying, and having more exotic mineral things to sell.

(~) Guild system for humans is expansive with utility, dwarf halls are not as bombastic for their purpose of specialising civilians but are space efficient to not be rebuilt over.

(~) Humans split stone blocks, while dwarves split wood, it would make sense to unify these block splitters across both because colored dwarf bricks are very very good and magma proof so should be prized more than en-masse mason workshops for the sheer amount you need, a simple change. Dwarves having a metal block splitter would be a 1 over on humans.

(~) Dwarves don't really have pet stalls of much of any kind, not that its really that important with how trap centric dwarves can be with competent mechanics, some to buy DFFD animals in a cavern theme would be a nice addition.
« Last Edit: May 26, 2019, 03:56:45 pm by FantasticDorf »
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FantasticDorf

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1359 on: May 27, 2019, 11:58:33 am »

Little bit of a double post, i will rectify my comments that mithril as a singular case out of fairly common silver extraction at the cruicible for 2500 is nice that i overlooked (large gems are a little inconsistent i've heard without the crystal garden) and would be better if other precious minerals were sold/bought at those kind of prices as Tobuk's fine goods is a little bit better than the rest.

Buyable bundles of seeds/plants of the respective underground plants as a further suggestion from Olon's Culinary wonders and selling prepared meals (with dividing up the stores a little bit more with perhaps two to three new ones, ill put some ideas in quotes below) would be a overall improvement. Ill keep my previous post as it does have some still relevant feedback and criticism.

Quote from: Handful of mountainhome mark suggestions
Ushrat's Curiousity Shop - Deals with jewels, archeology and special components, same kind of leveraged prices as Tobuk's has now.

Tobuk's Fine Goods - Now specialises in small goods & textiles and leathers, buys/sells quilted and padded material

Sigun's Foriegn Boutique (Dwarven Harrods sort of) - sells scriptorum book sets & buys exotic metals, certain buyable collectible sets of foriegn objects require contracts and sovereigns to fund 'mountainhome expeditions' but have rng attached not dissimilar to orc raids

Atir's Munition's - Sells & buy dwarven weapons & armor, the principle scriptorium books on war and smithing are also on sale as seperate bundles of the 10 books each for 10,000 sovereigns or thereabouts.

Inod's Exotic Animal Exchange - As the name suggests, sells atyical DFFD tame animals and some exotics, like raptors for example or mundane surface animals like dogs/bears/lions at premium prices

Even if these remain with a forward cost of gold bars to build, with a slightly better thought out prices they should be completely fine and not overwhelm dwarves with trade, but have some useful ways to repurpose their goods.
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generalerwin01

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1360 on: June 10, 2019, 12:33:03 pm »

so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?
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nordak

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1361 on: July 17, 2019, 05:54:14 pm »

so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?

Someone correct me if I am wrong, but warpstone is just a gemstone with no apparent reactions for Dwarves (I only play dwarves, So I do not know the other available races) But be aware that mining it does cause syndromes, sort of like the old coal lung dangerous mining mods. 

Second, I have a question of my own.  Is there a way to make armor for your Golems, or do I need to start DF hacking gear for them?  I lost a bunch of Gold golems to trivial things due to not having appropriately sized armor for them.  Pandeshi men do drop usable armor, but it is general garbage, especially since I have abundant Volcanic, Mithril and Adamantine stored up.
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JEB Davis

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1362 on: July 25, 2019, 08:24:03 pm »

Sorry, for the wasted space, I had posted this in a new thread when it should have been here.  :(
Anybody see something like this before?

A mason's workshop keeps canceling making statues because it needs microcline.
Microcline was specified as the stone type using "d" for Details.
There are many microcline boulders within 11 tiles, both inside & outside of a stone stockpile.
The problem only happens with microcline, not other stones.

I've searched the MW manual & the web and had no luck.
Masterwork DF - V1.31 (44.12)
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FantasticDorf

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1363 on: July 26, 2019, 06:00:05 am »

Sorry, for the wasted space, I had posted this in a new thread when it should have been here.  :(
Anybody see something like this before?

A mason's workshop keeps canceling making statues because it needs microcline.
Microcline was specified as the stone type using "d" for Details.
There are many microcline boulders within 11 tiles, both inside & outside of a stone stockpile.
The problem only happens with microcline, not other stones.

I've searched the MW manual & the web and had no luck.
Masterwork DF - V1.31 (44.12)

General DF question, you likely need to unset microline from your economic stone's list which disables things like gold nuggets (ore) by default from being used by masons as well as let you set your own automatic ban's on stone.
  • z fortress stats screen, [TAB] your way over to 'Stone' in and from there you can search from the list and disable microline which will most likely be marked through in red
Not a masterwork problem as I understand it but Masterwork & DFhack's capabilities make short work of correcting the issue.
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JEB Davis

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #1364 on: July 27, 2019, 10:07:01 am »

Many thanks, FantasticDorf  :)
There is so much to learn and that screen opens up interesting new opportunities!
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