Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 725 726 [727] 728 729 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1336808 times)

fasquardon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10890 on: April 23, 2013, 07:45:18 am »

I think that it shouldn't discriminate. You should be able to get those things even on an island.

Now...  THAT just offers all sorts of cool opportunities.

It will make playing on an island alot more interesting...

And thankyou Putnam.

fasquardon
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10891 on: April 23, 2013, 09:08:05 am »

First this has to be tested. ;)
Logged
::: ☼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 :::

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10892 on: April 23, 2013, 12:40:13 pm »

Umm ... caravans, yes.  Sieges, most definitely not.  The purpose (sole purpose?) of embarking on an island is to avoid the military constraint while learning all the other stuff (as in, ALL THE OTHER STUFF!). 

If you're looking for a volunteer -- I'm currently learning MWDF (ALL THE OTHER STUFF!) before embarking a new MW succession game.  So, if an embassy brings caravans w/o sieges, I'll d/l, embark on a reasonable island and post results.  With the clear understanding beforehand that there is absolutely no guarantee of quality of results.   :)

Of course, if it's possible to do this with Perfect World Gen, I just need somebody to forward to me the baby step instructions. 
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10893 on: April 23, 2013, 12:59:32 pm »

It sounds like it will let you controllably bring sieges, seems like the best of both worlds for an island sandbox.  Invite your enemies only once you are ready.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10894 on: April 23, 2013, 01:59:20 pm »

Yes, exactly. I can even test is very, very easily, its just 10mins or so.

Jimboo, you can turn invaders completely on/off with the UI, first page of the settings. This can be done in a running game, just save, quit, toggle invaders, open DF again. You can play 10 years without invaders, then turn them on if you like to. No regen required.
Logged
::: ☼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 :::

jonveck

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10895 on: April 23, 2013, 02:41:48 pm »

> I have to draw the line at some point. A UI option for one name? Thats a bit much.

@ Meph:  No doubt.  I was just brainstorming, so to speak.  Part of it is that I was shocked when I ran across someone who did not know how to institute a population cap outside of Masterwork and your launcher -- I forget that there are plenty of people utterly unfamiliar with how to make changes to the raws (or init files!).  Like people trying to figure out how to replicate the "no invaders" through major modifications without realizing it's already in the (vanilla) game.  And I mentioned it simply because your mod has always been all about giving a ludicrous number of options to the player. :)

(Actually it's been long enough since Chem class that I forgot that tungsten was derived from wolframite.)

Looking forward to V.2i.  With your departure in a few weeks, does it look like it will be ready before you leave?  And, because I've never flat-out asked and I know the sentiment is probably shared by a number of people here:  is there any way any of us could help you with anything?
Logged

Isngrim

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10896 on: April 23, 2013, 03:43:47 pm »

@meph
thanks for the answer to my question a few pages back,i only have a chance to get online once a week.

i actually added volcanic bars (left them out of dwarven reactions) already,i forgot i already new the answer,but havent had time to test it.

@gamerlord
ive played around with undead civs,but they will attack slaves in adventure mode,and you wont be able to tame any pets that lack the not living or opposed to life tag, i was going to add a interaction that they would all have that would allow them to turn friendlies into undead.either with a breath attack or a touch interaction (like cat bumps). it would also be interesting to play with castes to give you intelligent/unintelligent castes. also a pet that has blood but wont be attacked,to allow bloodsuckers to feed.
« Last Edit: April 23, 2013, 03:46:46 pm by Isngrim »
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10897 on: April 23, 2013, 06:26:03 pm »


Masterwork DF V.2i:

NOTES: I wanted to write the Guilds/Mage system into this release as well, but the dfhack script does not seem to work yet. Patience is needed. There is also a slight bug concerning autosyndrome, it is what made some buildings deconstruct. I fixed this temporarily by only using fire-safe buildmats in these workshops. If anyone still has buildings that deconstruct, please leave me a PM.

Briess/Locriani was kind enough to make a Masterwork namespace on the wiki. This means the official dwarf fortress wiki now includes a separate section for MDF. I encourage everyone to have a look and see if you can chime in on the creation. I will give more infos about this later next week.

Dwarf mode only got some balancing, Kobolds next to nothing, Orcs a major update, and with AdvFort adventure mode should offer more options now.


Dfhack
 - Added autofixhandedness.rb, allowing custom gloves to be made, done by Kurik Amudnil
 - Added autobutcher with custom UI, done by robert heinrich
 - Added 2 more utility plugins, done by falconne
 - Added 3 modder plugins for custom ammo, events and syndromes, done by Putnam

Readme and more information: Autobutcher and Utility plugins.

Wiki
Official Masterwork Wiki (almost completely empty atm)

GUI
 - Removed meteoric button (because its super rare now)
 - Removed concubine button (dont exist anymore)
 - Added Embassy button, toggles Dwarven Embassy Workshop
 - Added English Dwarves button, switches language files to plain english. Urist McUrist = Dagger McDagger
 - Turning Orc Mode on automatically turns gnomes off, for balancing reasons.
 - Fixed a bug. Switching from Kobold Mode to Orc Mode, without turning Kobolds off,  left stone undiggable.
 - Moved Manual links to the top, added icons.
 - Added a donation link. (paypal)
 - Moved utility buttons

Spoiler: GUI Screenshot (click to show/hide)


Balancing & Bugfixes
 - Fixed deconstructing buildings. YEAH. (no more exploding temples and such)
 - Fixed right-click mouse crash. (dfhack related)
 - Fixed 'e' from unit selection in military screen crash. (dfhack related)
 - Fixed "build slade turret" reagents.
 - Fixed "butcher living rock" reaction.
 - Removed "make boulder from blocks" reaction.
 - Brass Batch 16 making now produces 16 bars, instead of 12.
 - Pig Iron Batch 12 making now needs 12 iron, 6 flux, 6 coal. (50% less coal/flux then the normal reaction)
 - Steel Batch 12 making now needs 6 pig iron, 6 iron, 3 coal and 3 flux. (50% less coal/flux then the normal reaction)
 - The Armory can now upgrade gauntlets to plate gauntlets.
 - Metal Armorsets now need 2 bars more and include 2 gauntlets.
 - Leather Armorsets from the tailor now need 1 leather more and include 2 gloves.
 - Bought crates with armorsets now include gauntlets.
 - Added gem, volcanic and bifrost gauntlets
 - Added clear, green and crystal glass gauntlets
 - Removed "copy blueprint" reaction, it could easily be exploited for high-value tradegoods.
 - Human and Gnome ethics are now equal, to prevent their caravans from fighting each other.
 - Patternwelded Metals, Orichalcum and Deep Bronze can no longer be ordered from caravans.
 - Meteorite is a lot rarer.
 - Removed concubines.
 - Removed iridium. All iridium replaced with Orichalcum.
 - Nerfed bronze statue. No longer lockpicking, no longer webimmune, only spawns in 3rd cavern.
 - Nerfed bifrost edge. Was a typo, one 0 too much.
 - Buffed volcanic. TORSION/SHEAR/BENDING_FRACTURE values were missing one 0.
 - Buffed Wolframs Shear values by a factor of 100.
 - Nerfed mithril. Its a little bit heavier now. 10x candy-weight, welded mithril 3x candy-weight.
 - Padded gloves and padded boots can now be worn under boots/gauntlets. Probably. ^^
 - Added [LEATHER] and [ITEMS_LEATHER] to rigid scaleplate and suede. Is now stockpiled correctly.
 - Armorsets in the Armory now need fuel. 5 coal, 3 less then if done in the forge.
 - Wheelbarrows and Minecarts can now be made of rock.
 - Fixed ironhand/ascii tool file for kobolds. Cauldron/ladles/mortat/pestle from wood were only possible in Phoebus.
 - Fixed "brew pig tail" reaction in brewery. It produces "drink" instead of "dwarven ale".
 - Fixed the spam messages from the lifemancer speed boost spell.
 - Removed any_land from sea serpent, sea monster and water dragon.
 - Nerfed bolts/arrows. Wooden arrows no longer pierce steel armor, and it makes the new ammo types more intersting.
 - Removed all biome tokens from armored animals except horses. No more wild steelclad sauropods. :P
 - Removed oil sand.
 - Fixed Alarm Siren hotkey. Was the same as the colosseum hotkey. Is now ALT_X.
 - Added Embassy Workshop. Hotkey Shift_V.
 - Fixed a typo in the weapon attack description.
 - Fixed superior mace attacks, accidently had the attacks of the legendary version.
 - Added    [CANOPENDOORS] to Gnomes.
 - Changed the buildmats for the magic buildings a little. You need less materials, but one magic item for each.
 - Trade these items (dwarven rune, grimoire of death, tome of life) from caravans, just like before.
 - Changed altar and temples buidmats a bit. You need ceremonial statues for the first, ceremonial totems for the second.
 - Build a shrine, make ceremonial statue. Build an altar, make ceremonial totem. Build a temple.
 - I made this simply to ensure people starting with an altar, then a shrine, then a temple.
 - Fixed netherbark leather. Is now stockpiled correctly and accepted by the military uniform templates.
 - Slightly changed bush tiles and grass color.

Adventure Mode
 - Added claimsite script
 - Ctrl-T starts the advfort script.
 - This means you can build a fortress as an adventurer.
 - You can dig, fell trees, build workshops and run reactions.

More info: See this post in the dfhack thread

Utilities
 - Isoworld updated.



Orc Fortress
 - Updated to 1.28b
 - This is a MASSIVE update.



Kobold Camp
 - Fixed wooden tools not appearing in ascii/ironhand version

New Feature
 - Embassy. Invite caravans, migrants and diplomats or declare wars and challenge megabeasts.

Logged
::: ☼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 :::

jonveck

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10898 on: April 23, 2013, 07:56:48 pm »

Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Logged

Puddingkuchen

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10899 on: April 23, 2013, 09:07:33 pm »

Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Can confirm.
Also no ":Yes" or ":No" suffixes on all buttons.
Logged

Kazymir

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10900 on: April 23, 2013, 09:22:45 pm »

Sad to say, I'm getting massive errors from the launcher.  I click a button and either it doesn't recognize the path of the file it means to alter (and I tried renaming the default "Dwarf Fortress" folder to "DwarfFortress" to no avail), or gives me an "Unhandled exception" error complaining that value cannot be null and parameter name: input.  If screenshots will help diagnose the problem, let me know.
Can confirm.
Also no ":Yes" or ":No" suffixes on all buttons.
Same here. Also, attempting to change playable race crashes the launcher.
Logged
We must not look at Goblin Men
We must not buy their fruits
Who knows upon what soil they've fed
Their hungry, thirsty roots?

Undeadlord

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10901 on: April 23, 2013, 09:42:38 pm »

Just one more in case its needed :) .. Errors all over the place here as well.
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10902 on: April 23, 2013, 09:56:06 pm »

This reminds me it's possible to chain 4 units together using a drag command script though making a living serpent out of a conga-line of monsters seems really silly for a megabeast.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

sayke

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10903 on: April 23, 2013, 10:38:31 pm »

omg this looks like a fantastic update... but... errors!! something is wrong =/
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

SuicideRey

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2i - Embassy, Orcs and AdvFort.
« Reply #10904 on: April 23, 2013, 11:52:27 pm »

Yep, unfortunatelly nothing works for me in the launcher, waiting on update...
Logged
Pages: 1 ... 725 726 [727] 728 729 ... 749