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What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 114337 times)

kizucha

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #15 on: January 08, 2015, 03:29:52 pm »

Maybe its better if you do it. :)

Uhm a little question by the side, i have read that no tilesets atm, but is it possible to use them of course without proper workshop tiles and all the fancy old masterwork things but... without the need that i only see plain DF "graphics". :P I can live a time without the fancy masterwork features but i really dont like DF without tilesets. :-\
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dukea42

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #16 on: January 08, 2015, 04:14:20 pm »

I'm also spoiled on the built-in tilesets and have not done this in awhile, but I believe you can drop in you given tileset the old manual way and anything "missing" will just look like vanilla DF, but the other 90% should be fine. Likely good enough you could tolerate/manage.
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Loyal

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #17 on: January 08, 2015, 04:16:05 pm »

Workshops shouldn't be a problem if you want to manually install a tileset since, like regular workshops, they're built tile-by-tile using already existing symbols/graphics.
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dukea42

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #18 on: January 08, 2015, 04:27:16 pm »

Also, thank you Meph for starting with the leather and wood. That was what brought me to MWDF way back when and what I was waiting for most to start DF2014.

I do like that you made only 2 levels of leather.  I'd only bother with lamellar with Orcs who atleast skipped a step. I think you could make tier 2 between copper and bronze and it would be fairly true to DF canon of realistic material values.
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #19 on: January 08, 2015, 04:40:21 pm »

Dwarves get awesome metals, so other races like Elves or Kobolds or Orcs, who rely more on the natural side of things, might get more leather tiers.

But dwarves have only normal and twice-as-good-as-normal leather. Which should be good enough.
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dukea42

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #20 on: January 08, 2015, 04:52:11 pm »

If so, then I'd say just make the same reagents but only the third tier for lamellar.  Maybe all skin types would be upgrade able to a generic "lamellar" as its a more a pattern than a material type. I feel extra tiers with little purpose make workflow and stockpiles a pain.  You know, my 2c.

Is this new effort on github still/again?
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smakemupagus

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #21 on: January 08, 2015, 05:35:21 pm »

Well, don't worry, Orcs will still maintain the feel of their tribal gear workshops, and I will keep lamellar leather / composite bows / etc. still a viable option against anything you'd come across in the wild or inferior civs.  But I would like there to be at least some temptation to seek out iron or steel and make that jump to industry if you fight a lot of dwarves or humans.  I think a lot of the stuff from that early tech level (lamellar, bloodsteel, gemtip arrows, composite bows) could be nerfed a bit and still be very useful. 

Maybe since organic materials can be strong but compliant they might have a distinct materials properties with different stress/strain profile, rather than just be a clone of copper or bronze -- i'll do a bit of research online and see what we know on the properties of historical lamellar armors. 

Anyway my plan is to wait a bit and see what Meph does and go from there :)

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #22 on: January 08, 2015, 05:50:07 pm »

Just a note: I often use the exact values of specific metals for other materials (ironbark or scalepate etc) because its easier for the player to understand.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Arcvasti

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #23 on: January 08, 2015, 09:47:36 pm »

PTW
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #24 on: January 09, 2015, 08:52:28 am »

 - Added all new items for dwarf mode. Armors, weapons, ammo, shields, clothing, trapcomps, etc.
 - You can now make training weapons for all weapon skills.
 - You can now make bolts, broadhead bolts or hammerhead bolts.
 - Battle picks are back. Costs 1 bar more, do more damage.
 - Two-handed weapons are back. Make them in the normal forge, but cost more bars.
 - Plate armor is back. Make them in the normal forge, but cost more bars.
 - Kite/Tower shield is back. Make them in the normal forge, but cost more bars.
 - Commented out some cluttery clothing, like socks, dresses, togas, coats, robes...
 - Added cauldron, mortar and pestle to tools. Already exist in vanilla, but dwarves had no access.
 - Added two new trapcomps: barbed wire and pump mechanism.
 - Added option for simplified toys.
 - Added option for simplified instruments.

Summary:
Code: [Select]
//digger
[DIGGER:ITEM_WEAPON_PICK]
new [DIGGER:ITEM_WEAPON_BATTLE_PICK] => costs 2 bars, better combat stats, heavier.

//melee
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
new [WEAPON:ITEM_WEAPON_DAGGER_LARGE] => daggers were missing

//two-handed
new [WEAPON:ITEM_WEAPON_PIKE] => costs 1 bar
new [WEAPON:ITEM_WEAPON_HALBERD] => costs 2 bars
new [WEAPON:ITEM_WEAPON_SWORD_2H] => costs 3 bars
new [WEAPON:ITEM_WEAPON_SWORD_LONG] => costs 2 bars
new [WEAPON:ITEM_WEAPON_MAUL] => costs 3 bars
new [WEAPON:ITEM_WEAPON_AXE_GREAT] => costs 3 bars

//ranged
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
new [AMMO:ITEM_AMMO_BOLTS_HAMMERHEAD] => slower, more cutting. heavier.
new [AMMO:ITEM_AMMO_BOLTS_BROADHEAD] => faster, blunt. heavier.

new javelin thrower and ammo is foreign, made in custom reactions. Otherwise I cant control the amount of bars needed.

//training
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
new [WEAPON:ITEM_WEAPON_HAMMER_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_MACE_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_PIKE_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_DAGGER_TRAINING] => was missing

//Armor
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
new [ARMOR:ITEM_ARMOR_PLATEARMOR] => like breastplate with more ub/lbstep, 5 bars. Breastplate is 3.

//clothing
ARMOR:ITEM_ARMOR_COAT:COMMON => commented out.
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
ARMOR:ITEM_ARMOR_TUNIC:COMMON => commented out.
ARMOR:ITEM_ARMOR_TOGA:UNCOMMON => commented out.
ARMOR:ITEM_ARMOR_VEST:COMMON => commented out.
ARMOR:ITEM_ARMOR_DRESS:COMMON => commented out.
ARMOR:ITEM_ARMOR_ROBE:COMMON => commented out.

//helm
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]

//gloves
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
new [GLOVES:ITEM_GLOVES_GAUNTLETS_PLATE:COMMON] => like gauntlets with more ubstep, 2 bars.

//shoes
[SHOES:ITEM_SHOES_SHOES:COMMON] => can be worn inside boots now. (stops civilians barefoot running after dropping military uniform)
[SHOES:ITEM_SHOES_BOOTS:COMMON] => costs 2 bars
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON] => costs 1 bar
SHOES:ITEM_SHOES_SOCKS:COMMON => commented out.
new [SHOES:ITEM_SHOES_BOOTS_PLATE:COMMON] => +1 upstep in comparison to high boots, costs 3 bars.

//pants
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]

//shields
[SHIELD:ITEM_SHIELD_SHIELD] => needs 1 bar, block chance 20%, 1 upstep. Light.
[SHIELD:ITEM_SHIELD_BUCKLER] => needs 1 bar, block chance 10%, no upstep. Lightest.
new [SHIELD:ITEM_SHIELD_TOWER] => needs 4 bars, block chance 40%, max upstep. Heaviest.
new [SHIELD:ITEM_SHIELD_KITE] => needs 2 bars, block chance 30%, 2 upstep. Heavy.
Issue: With how shields currently work and ignore material, the wooden tower shield would be the best to make. -.-

//siegeammo
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

//trapcomps
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
new [TRAPCOMP:ITEM_TRAPCOMP_PUMP] => for pumps only, horrible combat stats
new [TRAPCOMP:ITEM_TRAPCOMP_BARBED_WIRE_ROLL] => shallow, multiple hits.

//toys
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
simplified would be only TOY:ITEM_TOY_TOY

//instruments
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
simplified would be only INSTRUMENT:ITEM_INTSTRUMENT_INSTRUMENT

//tools
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
new [TOOL:ITEM_TOOL_CAULDRON] => cooking and smelting, buildmat
new [TOOL:ITEM_TOOL_MORTAR] => alchemy and chemistry, buildmat
new [TOOL:ITEM_TOOL_PESTLE] => alchemy and chemistry, buildmat

 -  Added Wannabehero's DDD pets. Moleweasels, bearded cavernkeets, dew beetles, all the nice underground pets you know.
 - Added new metals. Mithril, Blessed Silver, Orichalcum, Tungsten with Wolframite Ore, Cobalt and Volcanic.
 - Added Crucible to make these new metals.
 - Added Volcanic Foundry to make these new metals.
 - NO ACCESS TO BLESSED SILVER YET.
 - Added Phoebus creature and civ graphics. No tileset yet.
 - Added Spacefox tileset for now. (Its based on Ascii raws, so should be fine)
 - Activated Twbt and Multilevel
 - Added Blast Furnace and Magma Blast Furnace.
 - It now smelts 5 ores into 20 bars, or 5 processed ores into 25 bars.
 - No longer makes pig-iron or steel or other alloys.
 - Does not smelt wolframite, cobalite, mithril or any other new "special" metal, these are only done in small numbers in the crucible.
« Last Edit: January 09, 2015, 10:59:37 am by Meph »
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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 :::

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #25 on: January 09, 2015, 11:26:13 am »

Alpha V0.000003 - Download

0.000003: Spacefox Tileset, Phoebus Civ and Creature graphics, Wannabeheros new pets (moleweasels, leatherwing bats, etc), Twbt is active, Multilevel is active. Added new metals (mithril, cobalt, volcanic, tungsten) and workshops to make them. Crucible, Volcanic Foundry, Blast Furnace. Added all new items, your forge menu should be more interesting.
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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 :::

dukea42

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #26 on: January 09, 2015, 04:34:17 pm »

Hahah, of course I just spent the last hour getting the latest phoebus and installing it into V0.0000002.

At least I got time to do some serious "testing" for you :)

Edit: Well I failed to add the phoebus tileset over the spacefox tileset without crashing on worldgen.... I'm such a noob.
« Last Edit: January 09, 2015, 05:47:56 pm by dukea42 »
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qorthos

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #27 on: January 09, 2015, 06:02:53 pm »

I'm getting an immediate crash to desktop with v0.0...03.  Start it up, create new world with advanced parameters, smell region, selected a site without water, play now, crash as soon as the map loads.

I tried it with multiple different sites, each crashed.  Deleted and re-extracted, still crashed.

Computer: HP Envy 14 Notebook, 64-bitWin 7
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #28 on: January 09, 2015, 06:07:53 pm »

Hahah, of course I just spent the last hour getting the latest phoebus and installing it into V0.0000002.

At least I got time to do some serious "testing" for you :)

Edit: Well I failed to add the phoebus tileset over the spacefox tileset without crashing on worldgen.... I'm such a noob.
Of course you dont, they use different types of raws. I used spacefox because its based off Ascii, not Phoebus raws.
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::: ☼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 :::

dukea42

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #29 on: January 09, 2015, 06:29:33 pm »

I'm getting an immediate crash to desktop with v0.0...03.  Start it up, create new world with advanced parameters, smell region, selected a site without water, play now, crash as soon as the map loads.

I tried it with multiple different sites, each crashed.  Deleted and re-extracted, still crashed.

Computer: HP Envy 14 Notebook, 64-bitWin 7

Getting the same now that I started with a fresh copy of MWRB 00003  Worldgen is fine, but embark crashes.

Also "pond grabber skin" is in the leather selection for embark preparation
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