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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1776297 times)

fasquardon

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10096 on: March 20, 2013, 08:06:21 am »

I am liking the list of fixes you posted Meph.

How long would it take to add the ability to call sieges (through failed stealing expeditions), megabeasts merchants and diplomats?  That all sounded really interesting.  Particularly for the Kobolds.

fasquardon
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Wilm0chimp

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10097 on: March 20, 2013, 08:06:40 am »

I have another question, about diseases. All of my dorfs have yellow eyes and reduced vision according to the medical screen. I have no idea why, so I suspect its a disease instead of some mysterious eye bruising critter.

Is this a disease of some kind, and if so what do you do about them? Its been around for several years now.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10098 on: March 20, 2013, 08:12:54 am »

I can add it in a couple of minutes. Adding it for dwarves and kobolds with extra buildings, in a balanced and lore-friendly manner? Many, many hours.

@wilmochimp: Do you have no combat log reports about people getting a disease? Of you have them, one of your dwarves brought a sickness and you have to isolate him. Otherwise its a contagiont, maybe FB blood...
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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 :::

Wilm0chimp

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10099 on: March 20, 2013, 08:40:25 am »

Yes! I did have a huge list of combat logs, all of which were empty when I saw them. Do they clear themselves after a certain amount of time, or are there no entries to actually read?

Does sickness work on the basis of a patient zero that needs to be removed in order to cure everyone? Its not FB blood, no FB's or any other nasty critters have come to the map.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10100 on: March 20, 2013, 12:52:43 pm »

@ALL: I thought I might do a release today, but 3 new scripts popped up.
1. I can make items themselves carry syndromes, not just the material they are made of. For example all iron/steel/brass/bronze flamethrowers would have the same ability. Which is awesome.

That's great, can this allow my wich-idea to be scripted ? A "quest" like carp-god that transforms dwarfs in pets or their body to small animals ...
Also, can this bring to a new game rebalance? like for example, 10% faster/stronger dwarfes some hours after drinking booze, but also less good in combact ...
Or dwarfs weak when starving/thristy etc ...
RELICS/ARTIFACTS digged to be coursed !? or spawn ghosts of previous-TakenFromLegends owners ?

Is this a disease of some kind, and if so what do you do about them? Its been around for several years now.

In my actual fortress I never had disease problems, probably thanks to the fact that all my dwarfes are obligated to pass trough a natural waterfall that wash them costantly.
You should try that also.

Changelog - Masterwork DF V.2h

Your work is really awesome !

I know that this has been discussed many times, but I wonder how do you all manage to play changing and updating MW version so often ?

Actually I could abandon my fortress and start another,
but my only wish would be to start again in the same map,
yet recreating all buildings/constructions + stockpiles etc. and starting with 7 dwarfes,
is this possible somehow maybe with PerfectWorld ?

Do you all keep starting over and over again ?

Also will it be dangerous/useless/somewhat useful to overwrite MWDF current in my actual MWDF 2f game ?

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10101 on: March 20, 2013, 01:14:06 pm »

Also will it be dangerous/useless/somewhat useful to overwrite MWDF current in my actual MWDF 2f game ?

You can read the sticky post "When do I need a new world" at the top of this forum.  Short answer is, yes you need a new world for almost all new features to take effect, although you can make changes to existing items in some cases.  A new MDF version goes far beyond changes to existing items.

A World template will give you similar worlds but not exactly the same, there is much randomness in world gen (which for many players is a lot of the charm of the game, although I get the impression you very much like deterministic things, which is fine too :) ) .  Certainly no way I know of to copy all your buildings and stuff to a new site.  Of course you can use utilities like Quickfort or even the built in DF macro system to save fortress templates, and you can Hack your dwarves to infinite speed and create your own custom reactions to give yourself certain amounts of building materials for free.
« Last Edit: March 20, 2013, 01:19:17 pm by smakemupagus »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10102 on: March 20, 2013, 01:18:42 pm »

Yep, MDF releases are special. They are made from childrens tears, jackalope horns and the hard work of all the chinese I pay to code for me.
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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 :::

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10103 on: March 20, 2013, 01:21:48 pm »

Yep, I've found those powdered jackalope horns always need a world regen.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10104 on: March 20, 2013, 02:34:41 pm »

Well in this case I'll offer you some children tears.

I'll keep going with my actual fort, stopping to dedicate is too much care (like it's my last end definitive-perfect fort(tm)), and dreaming how to make the new one.
I also just returned from a holiday in Ireland, and have many ideas on Celtic-spiralling-designs I must try.
Maybe this time i'm going also to update wiki (designs) with new ideas, trying to give back to the community some of the help you gave me.

It's sad that this game is made like this, un-updatable (prior to destroy-and-regen-world).
It's like a mandala, and that also, gives many design suggestions.

I Feel inspired now, i'll go to find an artistic way to have !FUN!

http://youtu.be/10084L3Pqsc
« Last Edit: March 20, 2013, 02:55:12 pm by Nokao »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10105 on: March 20, 2013, 02:48:48 pm »


Masterwork DF V.2h:

NOTES: This release is heavily focused on dfhack. If you experience freezes/crashes, let me know immediately. I have many custom written plugins/scripts in this mod. Having said that, the dwarven AI is a bit daft about the powerarmors and the special weapons. They equip them, and then bludgeon people to death with their flamethrower. They use them, just not very often. Till I fix these AI quirks, please be reasonable and just assume that your dwarves are idiots.

Known bug: Grazing button is still reversed. ON means OFF, OFF means ON.

Special thanks to expwnent and putnam, both for their work that enables more possibilities in modding.


Utilities
  • Updated to dfhack r3
  • Added binary patches for several vanilla bugs
  • Added putnams itemsyndrome script
  • Updated falconnes dfhack plugins
  • Added forumdwarves script

GUI
  • Button for Gnome Race
  • Buttons for Gnomish Artificer, Weather Control Station, Rune Armory, Siren

Bugfixes
  • Fixed bronze ballista/catapult part reaction
  • Fixed steam engine
  • Fixed kobold pets. Spiders web, ogres fight better, shalswars dont wear gear
  • Fixed phoebus minecart tile
  • Fixed viper-sign kobold bites
  • Fixed 27 web-creating creatures. Turned out they did not create webs before
  • Fixed possible spilling when making boozebelly rum
  • Fixed possible spilling when making dewbeetle mead
  • Fixed cragboars teeth shearing
  • Fixed kobolds rigid chitin leather armor reaction

Balancing
  • Completely rebalanced: Golem Forge
  • Completely rebalanced: Colosseum
  • Completely rebalanced: Warbeast Kennels
  • Completely rebalanced: Machine Factory
  • Easier to use the Thief's Tunnel now (Kobold Camp)
  • Kobolds can dig gems now - a reason to explore caves/caverns

New Tradegoods
  • Blueprints from Gnomes (misc section)
  • Clockwork Parts from Gnomes (tool section)
  • Cages monsters for the colosseum (tool section)
  • Book of Summong, summon Colossi to fight (misc section)
  • Song of Gaia, grow trees and grass instantly (misc section, elves only)




Weather Control Device
Buy blueprint from gnomes.
Needs blueprint and blocks to be build.
Reactions are free, use as often as you like.
Can clear the sky, let it rain, let it snow.
Rain/Snow is great to put out surface fires.





Alarm Siren
Needs a mechanism to be build.
Reactions are free, but cause bad thoughts.
Can wake up sleeping dwarves and cancel parties/breaks.
Great for making your army ready in case of invasions.





Gnomish Artificer
Buy blueprint from gnomes.
Can make power armors.
Can make flamethrowers, netthrowers and firecannons.
Can make cannons and cannonballs.





Rune Armory
Buy blueprint or design it yourself.
Engrave runes on armor, any metal armor is possible.
Each metal gives a different boost.




New Race: Gnomes



« Last Edit: March 20, 2013, 02:54:37 pm 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 :::

KingofstarrySkies

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10106 on: March 20, 2013, 02:50:31 pm »

squeee!
GNOMES
YAAAAAAY
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Riverfire

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10107 on: March 20, 2013, 03:05:16 pm »

Aaaaaand there goes my fort in the deleted files bin. Sigh.

*clicks download button*
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10108 on: March 20, 2013, 03:07:41 pm »

Aaaaaand there goes my fort in the deleted files bin. Sigh.

*clicks download button*

http://youtu.be/10084L3Pqsc

Religiously.

Ahrimans Library Card

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10109 on: March 20, 2013, 03:38:59 pm »

Woo! Those bugs bugged me. I lost a fort due to a outbreak of fire when I tried trading captured Gnolls, and all the spiders did was try to kill each other recreationally.

Also, I'm curious. What's a Golem heart? I saw it when I wanted to create the golem foundry, and I was quite diappointed I couldn't golemize everyone from the start of the game. I'm assuming I need to scavenge one from automatons?
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