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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 1791369 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10245 on: March 22, 2013, 09:49:17 pm »

Wrote a new script! Ever felt like... dwarven explosives?

But... I just got done making explosives out of your other script!
 

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10246 on: March 22, 2013, 09:51:58 pm »

No putnam, they use an even hotter, custom material that I made.
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Machocruz

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10247 on: March 22, 2013, 10:46:04 pm »

Can Drow cast fire spells?  A siege of Cyclops, Ettins, and Cyclops attacked a Drow caravan, and the whole outdoor area got scorched on every Z level. Not a good look.  The giants were on Pegasi and War Raptors, so I didn't think it was them. 

Also I started the game with pop cap set to 30.  It only got up to 22+ 5 children, and sat there for a year. turned it up to 60. My pop has been sitting at 24 for 5 years, with 3 deaths. Civ is still alive, with many notable dwarves, exported wealth at 20174.  Is this something that gets locked during world gen in v2g+?
« Last Edit: March 22, 2013, 10:58:54 pm by Machocruz »
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splinterz

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10248 on: March 22, 2013, 11:02:15 pm »

after generating a few more worlds, it looks like sea monsters and sea serpents have the same issue, you'll get them in higher numbers than anything else. i ended up removing the ANY_LAND tag from them as i want more dragons instead :P

for the guildhalls, it sounds like a pretty neat idea. maybe invert the skill rates? have them start with a fairly high learn rate, and have it reduce over time. to me it makes more sense in terms of 'easy to learn, difficult to master'. this way if you get a decently skilled migrant, they could still contribute on par with other workers until they're vetted by the guild (or whatever). plus, it wouldn't totally cripple your fortress for the first few years.

i'm not sure how detailed you can get with dfhack, but you could also scale the buffs/rates based on whether or not you have master workers possibly. for example if you've got a legendary mason, have the skill rates increased even more, as there's a master passing on knowledge to the apprentices. this would also make legendary workers have even more value and another function, or possibly new nobles.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10249 on: March 22, 2013, 11:04:33 pm »

Can Drow cast fire spells?  A siege of Cyclops, Ettins, and Cyclops attacked a Drow caravan, and the whole outdoor area got scorched on every Z level. Not a good look.  The giants were on Pegasi and War Raptors, so I didn't think it was them. 

Fortress defense Jotunar have fire spells.

Legorobo4

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10250 on: March 22, 2013, 11:45:17 pm »

Seems there is a bug with the Grazer button (not the yes=no thing)

I believe that the Wooly Mt. Goats, Boozebelly Goats, Tuskox, and Pekyt are not disabled with the others.

So I have this question in that: Can I remove the grazer tag from creatures in the save's RAWs and not have it completely dorf up that save?


Also: I can't be the only guy out there that absolutely detest the Grazer tag and all the pain(annoyance) it brings
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Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10251 on: March 23, 2013, 12:08:04 am »

The [LEATHER] and [ITEMS_LEATHER] are missing from [MATERIAL_TEMPLATE:TANNED_DRAKESCALE]. That will give us Rigid Scaleplate in the selections.

I thought I had included that in my first post but I guess I only mentioned the Shellplate.  My bad. :o
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

jonveck

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10252 on: March 23, 2013, 12:44:41 am »

Regarding Guildhalls, skills, and coins:

May I suggest not using the vanilla coins and, instead, creating a custom tool that's something like "Bag of [material] coins" because otherwise you get huge stacks of coins that clutter stockpiles.

As for the on-off nature of Guildhalls, I suspect you could have them always on so long as you retain options/buttons for skill growth rates.  One option could leave skill rates as normal/vanilla, while the next could make it a fraction of normal (somewhere in the neighborhood of 25-50% growth), while the final option would be the 1% you're proposing, making Guildhalls absolutely vital for any sort of skilled labor.  Likewise, I see no reason why re-structuring the guilds would be a problem -- especially since, for example, I already consider more than one glass savant to be useless, so if what was formerly a "glass savant" becomes a guilder who also excels at gem cutting, suddenly I'm happy to see more dwarfs of this caste.

Finally, I dig the idea of your Guild ranks, but I suspect it will be a nightmare to implement in a reasonable fashion.  Literally requiring years in game before a guild member is capable of raising his/her skill growth anywhere above 50% sounds brutal.  Plus, it'd be a little silly (role-playing-wise) if a walled-off fort toiled for years in isolation and ended up full of dozens of guild masters.  What I'd prefer to see would be a special item that turns a particular dwarf into the guildmaster of a particular Guildhall, with the understanding that only one should be made.  And, yes, leaving it to the honor-system isn't necessarily ideal... but this is Dwarf Fortress:  the whole game is based on the honor-system because anyone could easily modify the raws to make all their dwarfs born as legendary in all skills.
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Hiroaki0112

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10253 on: March 23, 2013, 12:53:35 am »

@Hiroaki0112: Autohotkey is not included since 9 versions, because the dfhack mouse feature replaces most of them. I guess some hotkeys, for trading and such, could have been kept, but the mouse support and the mouse.exe overlap. V2g is not online anymore, its V2h now. Why would you want the older version?

I want an old version, 2g if possible so I can play the game, 2h crashes on right clicking. :(
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10254 on: March 23, 2013, 12:54:48 am »

The remove the mouse whosits!

falconne

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10255 on: March 23, 2013, 01:09:03 am »

I want an old version, 2g if possible so I can play the game, 2h crashes on right clicking. :(

Just delete "Dwarf Fortress\hack\plugins\mousequery.plug.dll". The next release will have a fixed version of the plugin.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10256 on: March 23, 2013, 02:54:43 am »

@meph - I hate to say it, but that implementation of guilds sounds incredibly complicated. I'm not sure it's worth the trouble. Right now, everyone is used to the idea that any dwarf can do any labor, albiet without producing high-quality results, and slowly improve from there over time... What you're proposing would depart from that, and while I understand and applaud your rationale, I'm not sure how it would work in practice! We still wouldn't be able to embark with dwarves of a specific caste, right?

If it wasn't balanced well it would be a nightmare. What if you need gold coins to build a guild and you just don't have much gold on your map, or it's really deep?

If it was balanced well, such that forts could start with all the basic skills and get all the minimal stuff up and running without guilds, then it could well be an interesting addition, but I'm not sure how it would work with starting up a fort... How do you think that should work, exactly?

Absolutely all the best -
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10257 on: March 23, 2013, 03:41:14 am »

A small bug in the new version - apparently Steelclad Sauropods come as wild animals now.

Maklak

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10258 on: March 23, 2013, 03:42:14 am »

Quote
Dwarves without a guild have very slow learning ability. Possibly extremely low, like 1% of vanilla df. Yes, I am serious. Upon joining a guild, the dwarf will transform into a "guild apprentice", getting 25% learnrates, and after being an apprentice for one year, will transform into a "guild journeyman", getting 75% learnrates. After another five years, will transform into a "guild master", getting 150% learnrates and some bonusses depending on guild type. The leveling system for the military, religious and magic guilds are most likely the same, just with different wording. Mages could learn a spell on each lvl-up, military automatically gains combat buffs.


1% learning rates are insane. So is 25% for apprentices and 75% for journeymen. A very basic rule of DF is that with some effort, any dwarf can do any job and be reasonably good at it. I play the FoE mod, which has hundreds of castes and it doesn't penalise choosing the wrong ponies for the job, just rewards choosing the right ones. Besides, vanilla learning rates are slow enough and you're effectively preventing people from getting legendaries, save for migrant guildmasters. I'm absolutely against learning rates of anything being below 50%, which is harsh enough, especially when you compare it to 150% or more for specialised castes.

Now in essence, I rather like the idea of transforming less useful dwarves into needed specialists, just not with the kind of learning rates you propose. The guilds should be an optional feature that rewards those who choose it, not penalise everyone, force them to build several guild halls and make workers produce crappy items very slowly for the first two years. As a bonus, no one will demand a setting if you just rename savants to guilds members and add workshops that can transform them into whatever the fortress needs at the moment. Your idea of the bonus increasing over time would also be enough to discourage people from spamming the guild memberships back and forth.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10259 on: March 23, 2013, 04:29:47 am »

If I use the guild system I transform the same dwarf multiple times, only possible with dfhack. ALL OTHER THINGS USING TRANSFORMATIONS HAS TO BE RE-WRITTEN. All creature spawning, all cults, all possessions, all magic, all-so-much-stuff. And this is why I say that making it optional would be a lot of work. Savants just arrive, you cant transform a dwarf into a savant.

And btw, savants already have 50% skill learn rate for all skills beside their choosen one.

Quote
A very basic rule of DF is that with some effort, any dwarf can do any job and be reasonably good at it.
Why? Who said that? Why not change it? I for one can make you a nice trade-ledger and invent taxes, and I can even fish, but if you would want a straight wall build, or a gem cut, I cant. I would need to learn it first. And without google, I probably need someone to teach me.

Quote
Literally requiring years in game before a guild member is capable of raising his/her skill growth anywhere above 50% sounds brutal.
Yes. Thats the idea. Of course it should be harder ^^

I imagine it like this: You embark, have probably only normal dwarves, maybe 1-2 guild members of some sort... but you start to dig your fort, fell some trees, build a mason and carpenter and then start building a carpenters and masons guild. Then assign the dwarves you want to them. Then continue playing, get a merchants guild before autumn, play along, build a smiths guild before you start smelting, and so forth. I, personally, just for me, really like that idea. I know its a massive change, I know people are not used to it and that a change from something you know to something new is always hard and seen as unnecessary... but I want to give it a shot. Thats why I make this big post about it and invite everything to give feedback and suggestions before I even start coding on it.

Also, guildmasters are not the one guy that leads a guild. Thats some wrong thing RPGs taught everyone. In RL every person that wants to own a shop needs to be a master for the trade he does. Literally, still true today. So its not strange to have 10 mason guildmasters running around, thats normal.
« Last Edit: March 23, 2013, 04:35:05 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 :::
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