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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 1788331 times)

urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10800 on: April 19, 2013, 11:01:58 am »



CAINIAO:
Quote
Did Masterwork have any reaction to make useless coins useful?
I am thinking about it. A casino comes to mind. Or hiring people, or a marketplace. See smakes orcs. But I dont want to copy it, because the races should feel different.

EDIT: Omg, that was a lot longer then I though.
Possibly work it in to the work you may or may not be doing on guilds? Pay them coins to give a dwarf training in their associated labor (Either temporary buff to learning or change of cast tag if possible), take care of noble mandates, or maybe increasing work speed for a bit. Another idea would be a Vault that attracts a certain number of legionaries based on how many you store (wealthy fortresses need increased security, can help with those who get really unlucky with migration waves). I don't claim any knowledge on how to actually do any of this but there's some ideas.

Noble greed: "Count Urist McDoubloons has demanded 20 sacks of gold coins!"

Tribute: "Greetings from the Mountainhomes.  I trust you have collected all the gold our King requested?"

Commemorations: "Mayor Odam McRackhurts has demanded 100 copper coins be minted to commemorate the new Magma Smelter / honor the fallen dead / celebrate the first child born in our fortress / etc"
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10801 on: April 19, 2013, 12:46:52 pm »

@ Meph/smake: When the next release comes out, will you be doing a 'play as elves' option or 'play as goblins' option?

Dunno.  If I ever did another mod I could see it being elves.  Maybe with a toggle option so you can choose whether to be on Team Free Peoples or Team Babysnatcher with the click of a GUI button :D 

But there's no time frame really.  Recently my modding project has been trying to get a few parts of that new wiki up to critical mass. 

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10802 on: April 19, 2013, 12:55:11 pm »

@Meph

I found them because I'm finally about to start my first 2H game as I'm tired of working on my no immigrant fort. Since I saw that the batch steel reaction was incorrect and that I needed to fix some of the specialty buildings materials to fire safe ones I figured I'd take a peek at the rest of the Blast Furnace reactions.

The Slade turret issue came from actually trying to build one. :)  After constructing 504 slade boulders from 2016 concrete blocks I finally said screw it (don't really need them anyway). Yes, I know I could have changed the reaction requirements at any time.

Final tally on my oldest fort (12 years): 
  • 92755 blocks waiting for something to do
  • 71 notable kills (99 total) for one of my military
  • Army of 8 - 5 melee, 3 crossbow - Most skilled has 1592 levels - 330 Spear, 366 shield, 490 fighter.
  • 54 adults, 27 kids, 7 babies (one of which must have drank the non-aging potion cause he's 110 months old)
  • Only about 6 dead dwarves (can't really filter out the ones that were actually part of my fort or were part of an ambushed merchant visit.
  • Almost all adults decked out in welded mithril armor.
  • 13 mil in created wealth
  • Depth reached: only 7 levels below (not enough dwarfs to warrant digging deeper)


I know many of you may not be impressed by these numbers, but is the longest I've stuck with a single fort.

Final straw:  25 FPS and merchants were unable to finish unloading their goods before deciding it was time to go. (it appears that multiple trade depots may resolve this as they were unloading in the two that I have (1 of which is set to block wagon access)

Great mod, Meph

+1 vote to giving back vanilla leather leggings

<edit>
So I genned my 2H world and kept trying new embarks until I got at least 1 Legionnaire.  Result: 3 Legionnaires, 1 talented doctor, 1 bow savant, and a leatherwing in a fungi tree.   :D
« Last Edit: April 19, 2013, 02:19:40 pm by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
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)

urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10803 on: April 19, 2013, 02:11:53 pm »

This is really amazing to watch.  I'm up to about 20 beards now who are taking their food and drink down 120 Zs, out to the edge of the map, getting scared by the Dark Sprite stuck on a ledge at the edge of the map, and running away.  Only they can't stay away - they keep coming back, trying to get the food and drink.  They are now starving.

I've tried forbidding and then autodump-destroying all the items (even rocks), restricting traffic ... they just won't stay away ...

Well, the King has arrived, and he's on a ruby throne (his favorite) in Olympus (or Armokville), and my FPS is at 19.  Maybe it time to just let it run ...
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thefish1992

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10804 on: April 19, 2013, 05:33:17 pm »

Sooo i had a bit of a gargoylesplosion.
I wanted to set up some gargoyles to be a buffer for one side of my map.
Spoiler (click to show/hide)
(sieges and ambushers really like that edge for some reason)
so i set up 5 spawn points and qued up 3 spawn gargoyle orders for each. everything was going fine up until the point i started getting spammed with transformed messages. not only did they create the gargoyles but they turned almost all of the remains on that side of the map, a good number of the remains in my refuse pile(quasi necromancy?)
Spoiler (click to show/hide)
, the 2 corpse i used to build my bone-yard(the picture was after i rebuilt the bone-yard), and several of my dwarves corpses
Spoiler (click to show/hide)
(death being no excuse for disobedience at Swamgirders.) that had been buried in caskets/coffins in my crypt into gargoyles. I now have about 86 gargoyles around my fortress. I was planing on setting up some hellfire landmines up there to but I'm terrified of how that would end.
With FPS death looming its head does anyone know any ways to prevent this or should i just shy away from spawning creatures right now.
also any advice on what to do with 86 gargoyles would be appreciated as well.
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Dwarven science. A logical solution, to a illogical problem.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10805 on: April 19, 2013, 05:42:05 pm »

Aw crap. I am waiting for a dfhack script to fix this buggy spawning that some people see atm. Sometimes all bodyparts rise instead of just the one nearby.  If it kills your FPS, try "slayrace gargoyle" in the dfhack console to get rid of them.

@Tinsplint and Urmane: The suggestions dont really work. Ai, moods and thoughts cant be affected directly, so no demanding of coins, or happyness from being rich ^^
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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 :::

thefish1992

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10806 on: April 19, 2013, 06:32:18 pm »

actually the quasi necromancy was pretty cool, being able to "revive" my dwarves and not have them eating the living dwarves was nice. If fps wasn't and issue i would have kept them just for kicks. but i guess ill have to import for my minefield then, nuclear war on myself isn't a way i want to go.
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Dwarven science. A logical solution, to a illogical problem.

anomaly

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10807 on: April 19, 2013, 07:23:44 pm »

Rather than elves I would like to see an ogre fort mod.  I would do it myself but I doubt there would be much enthusiasm from others about ogres and I don't know how I would make them unique enough to justify someone playing the mod.

At the very least I could make them an invader race.  Really big, lots of strength, not much armor, huge blunt weapons and sorcery.
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Kurik Amudnil

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10808 on: April 20, 2013, 04:14:32 am »

I noticed a bunch of comments in the masterwork reactions about problems with handedness on gloves created from custom reactions so I adapted the dfhack unsuspend.rb and autounsuspend.rb scripts to fix handedness.

fixhandedness.rb and autofixhandedness.rb posted to the dfhack thread here:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10809 on: April 20, 2013, 04:22:23 am »

Rather than elves I would like to see an ogre fort mod.  I would do it myself but I doubt there would be much enthusiasm from others about ogres and I don't know how I would make them unique enough to justify someone playing the mod.

At the very least I could make them an invader race.  Really big, lots of strength, not much armor, huge blunt weapons and sorcery.
I'd be willing to help out if you ended up doing it. But more than anything else, I'd like to play undead fortress.

Also,
I noticed a bunch of comments in the masterwork reactions about problems with handedness on gloves created from custom reactions so I adapted the dfhack unsuspend.rb and autounsuspend.rb scripts to fix handedness.

fixhandedness.rb and autofixhandedness.rb posted to the dfhack thread here:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4189829#msg4189829
So where do I go to give you all my money?

Nuttycompa

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10810 on: April 20, 2013, 05:31:51 am »

I have a problem with setting.exe  :-[
When I try to run it ,it just show the "stop working" box.
That make Orc and Kobold unplayable for me.

Here is the crash log
Spoiler (click to show/hide)

By the way
How to change the race manually? So I can play it right now and fix the setting later. Thank you :)
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Twiggie

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10811 on: April 20, 2013, 06:55:46 am »

My traders keep leaving, even before I get the 'the traders will be leaving soon' message, which I get after they've left... What do?
also I assume changing popcaps after the fact doesn't do anything?
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dennislp3

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10812 on: April 20, 2013, 07:50:18 am »

I cant comment on the trade issue...but yes pop cap can be changed at any time...for it to actually have an effect the trade caravan or liaison from the mountainhome has to live and make it home to report your pop...if its above the pop cap then migrants stop....if the caravan doesn't make it home...it doesn't stop
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paragith

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10813 on: April 20, 2013, 08:15:32 am »

Does improving weapon at weaponry retains quality? Or ☼spear☼ can become -superior spear-?

Noted few minor bugs.
Combining fine bricks from brick oven in stonecutter's workshop results in crash :(.
Tree acorns created at timberyard are not limited by regular seeds limit.
Some invaders(beak wolves and warwolves I think) can path through doors permited for pet-passage, but cant path through doors permited for civilian passage.
Children of castes with static bonus to skills will perform these tasks. Like talented doctor child spending his youth at hospital, or stone savant child constructing walls.

Hey smake, how good is the orichalcum mail and deep bronze platemails? Cos I'm armouring up a bunch of Uruk in full deep bronze platemail+orichalcum mail and wanted to know how good it would be. (Also, i thing the superior orichalcum longsword at the ancient foundry should be changed to a katana. P.S just tried the spear auxilla kit in battle, it actually works brilliantly when stationed in support to the main fighters!)

Interesting you should ask, cause I just this:
http://dwarffortresswiki.org/index.php/Masterwork:Metal
Thats awesome.

Btw, you are missing gem "metal" (Gemforge products).
Spoiler (click to show/hide)
I am not familiar with wiki syntax, so I can't add it myself properly :(.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10814 on: April 20, 2013, 08:59:52 am »

Quote
Combining fine bricks from brick oven in stonecutter's workshop results in crash .
Tree acorns created at timberyard are not limited by regular seeds limit.
Some invaders(beak wolves and warwolves I think) can path through doors permited for pet-passage, but cant path through doors permited for civilian passage.
Children of castes with static bonus to skills will perform these tasks. Like talented doctor child spending his youth at hospital, or stone savant child constructing walls.
1. Sure about that? Combining bricks at the stonecutter does not cause crashes, but I can test it.
2. What are regular seed limits?
3. Thats Fortress Defense, not Masterwork. I only added those entities in, I dont rewrite them. Maybe post in the Fortress Defense thread. :)
4. Thats not a bug ;)

Improving weapons does not retain quality. Poisons and runes will be lost as well.

@twiggie: no idea about the traders... did they take very long to get to the depot?

@Nuttycompa: Is your NET.framework updated?

@Gamerlord: Well, mod away :) I always support people writing content/plugins for the mod.

@Kurik Amudnil: Thats very nice. I will test it, maybe change the ticks to a bit more then 100, maybe every 2500 ticks or so. At 100 FSP 1 real-life second is about 112 ticks, so running the script once every 20 seconds or so should be fine. Putnams itemsyndrome causes slowdowns because it runs too often.

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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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