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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.

Pages: 1 ... 40 41 [42] 43 44 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1790997 times)

Meph

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I start to hate these world gens ^^ Anyway, I gened a world with default evil (minerals 800) and got this in the prospector:



Looks all right, the low number is because the molten rock starts at lvl40. I already remade the world gen settings because of that prob, and here it is again....

btw: Yes, I and hard work... lying in a hammok in southamerica, listening to reagge and writing a mod for fun. Horrible kind of work ;)
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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 :::
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Vondrak

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Yeah... sound so bad  ;D

Well, i'm playing now the new version and is very nice, i like your idea to condense workshops, now are more useful and need less space.

And I suggest a way to remove furnace operator injuries in the menu (because i'm learning about complex contructions [Because i are scared due to the frost giants and automatons] and don't like aditionals problems) But if anyone need to remove this, search en reaction_smelter and reaction_masterwork "violent_reaction" and remove the lines in every reaction.
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Meph

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But I need people to play it, otherwise how should I figure out how balanced it is ? ;) I can only play one testfort at a time...  if several people come by and say: Wow, everyone is sick, my smith is burning and all the kittens are dead, I know that is is overkill.

But I like the idea of work induced injuries. Is realistic, makes sense and keeps the doctors busy. Otherwise people who bunker themselves in, or use traps and magma to kill everything wont need a hosital at all.
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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 :::

Vondrak

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Of course, I understand, but in my cause is because i'm not so good yet with hospitals and huge battles, so need to go point to point, otherwise my fortress will be destroyed very soon :-[

Hope other people would help more than me. For other side... i tested altars and other religious workshops (except sacrifice blood option), and I think are very balanced, but maybe pray for food/booze give more than 3 items, or give others foods / booze types.

And the visual buildings are nice, maybe in the future you can make others with advantajes? For example, a mist generator, anyway, excelent work
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tj333

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Firdt thing, one change I always make to DF is to chang the macro delay from 15 to 7 so my macros run faster. If that was included in part of this mod I would not have to go into the init files for anything.

And that whole smelter catching fire thing is a right pain in the ass. Perhaps an off option for it?
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Meph

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Ah, i did not know about the macro thing. I will add it for the next patch. The exploding smithys, arsenic poison and so on will be made optional as well. Currently I abuse all of you as guinea pigs, I hope you can forgive me. :P

Castes are done. 4 natural skilled guys (doc, melee, ranged, siege) 9 good crafters that specialise in one type of craft (high natural skill in one craft area, but slower learning for everything else), 1 hauler caste (fast movement but slow learning), 4 castes that have different attributes/learn rates for a wide selection of skills. These are: Legion (combat) Guild (crafting and smithing) Highborn (social and medical) and Berserkers (combat, nopain, prone to rage)

How often do they show up ?
Normal dwarves make 25% of your population.
22% are natural skilled dwarves
16% are savants, these highly specialised crafters...
15% are haulers
22% are legion/berserk/guild/highborn

All of them can be found in the Dwarf Therapist under the new category: Caste. This way you dont have to check every dwarf one for one. ;) I will add the modded version of the therapist in the next patch :)

Full list:
Spoiler (click to show/hide)
« Last Edit: February 02, 2012, 06:52:53 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 :::

Farmerbob

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Looks handy.  I typically don't use mods or tilesets, but I'm marking this anyway to watch it, on the off chance I play again soon :)
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Meph

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I did some more "work" ;)

Fixed nether worm body parts
Fixed good_cm inorganic file
Fixed scheelite environment stones
Added dwarven caste system. 22 types.
Added swimming for military caste dwarves.
Added Dwarf Therapist Patch that reads out the new castes.
Made arsenic poison and violent reactions optional
Added new option: Harder smelting
Changed marco time in init from 15 to 5 milliseconds.
Added adv. golem. Breathes cold, dont ask me why or how.
Added 30 new creatures, credit goes to deon and tomitapio

List of new creatures:
Spoiler (click to show/hide)
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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 :::

Stronghammer

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Ya I am finding the Violent Reaction thing is really a problem. The reason is that it A, removes my smelter, B destroys all the bars that were still being stored in the smelters, C causes unneeded injuries, and D results in micro managing every smelter to ensure that nothing is in it every time my workers go to smelt a bar just in case it explodes. Just my opinion really as I can just go through the raws and delete that for myself.
Edit: So Ya good idea on the optional thing, lol and just as I was about to post this you deal with the problem in question thx again.
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Meph

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I didnt deal with it, it is unbalanced.

Firesafe/Magmasafe workshops should not be destroyed for example. And i did not even think about the bars/items that are in the workshop.

I have another look into the raws. Make it rarer, less hot (to avoid melting of bars/items) and I dont know what...

btw, did you find/use the nice reaction in the still I showed you?

Edit:
Changed the reaction from 7% to 2% for violent reactions.
Changed ore content from 8% to 2% for violent reactions.
Changed ore content from 5% to 3% for arsenic poison.
Changed violent reaction temp from 15000 to [MAT_FIXED_TEMP:10510]
« Last Edit: February 02, 2012, 08:28:17 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 :::

Stronghammer

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the still reactions are nice, being able to brew specific plants into alcohol is very nice
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Meph

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Thanks ;) I found that idea in another thread here.

I am just making metals. 5 Alloys using the new metals, will be added to the Metallurgist. And one new metal, called Iridium. I want to give it the same cloth-ability that adamantine has, to make metal clothing out of it.

Here the raw idea. Will now start with the raws.

Iridium
1% in every weapongrade ore-bearing mineral. (means you get one of those for every 100 bars you smelt)
Better then steel.
Can be used to make clothing. (like adamantine strands)


chrome alloy
pig iron + chrome = steel grade metal (same as steel)
Stainless Steel

titanium alloy
electrum+titanium = super valuable metal, non-weapon grade (for furniture)
Patternweld Titanium

wolfram alloy
gold + wolfram = heavy metal grade metal (for hammers)
Patternweld Wolfram

cobalt alloy
iron + cobalt = iron upgrade metal (slighly better then iron)
Patternweld Iron

mithril alloy
mithril + iron = very light iron (for archers)
Feather iron

slade alloy
slade + adamantium = epicness*100
Slademantium
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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 :::

admiralawesome

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Meph,

I'm still plugging away at my script to ease supporting multiple tilesets (info here: http://www.bay12forums.com/smf/index.php?topic=98196.msg2922985#msg2922985).  I'm about halfway to an initial release and will put up a thread on the forums when that happens.  I'm able to do some initial testing at this point, and I've found some bugs in Masterwork 1.0 as a result.  I only tested the default configuration.

  • In inorganic_other.txt, '34' is used as a tile reference for the glazes instead of 34.  Tile references using single-quoted characters, like 'k' for kobolds, only take a single character, so '34' acts like '3' instead.
  • In plant_standard.txt and plant_florafauna_ff.txt, some plants use ':' as a tile reference instead of 58.  ':' doesn't work; the game seems to substitute tile 1 instead (or it might have been tile 0, I tested a lot of characters and don't really remember which fell back to which). The affected plants include Sun Berries, Quarry Bushes, Chasm Berries, Cocoa Cups, Ghost Caps, Grotto Berries, and Spud Mold.
  • In creature_hell_masterwork.txt, the Obsidian Colossus and Cave Beetle use C and b respectively as tile references instead of 'C' and 'b'.  C and b, without the single quotes, both fallback to tile 0 in-game instead of the intended characters.

There were a couple of bugs I spotted back in 0.9 that still haven't been fixed:

  • The Dwarf Guild Castes have their skill learn rates for FORGE_ARMOR modified twice.  I'm pretty sure one of those should be FORGE_WEAPON instead.
  • Of the changes I submitted to you to fix the file name-related crashes for Linux users, you only fixed the graphics_*.txt files.  You still need to change the file names on the *.png and *.bmp files to match (in this case, they need to be made all lowercase, including the file extensions.)

I'll let you know if I find any more bugs.  My script should be ready for an initial release in a few more days.  I'll see if I can put together an ASCII+Phoebus+Ironhand-compatible version of the Masterwork raws to send you as an example, when the script is ready.
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Farmerbob

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But I need people to play it, otherwise how should I figure out how balanced it is ? ;) I can only play one testfort at a time...  if several people come by and say: Wow, everyone is sick, my smith is burning and all the kittens are dead, I know that is is overkill.

But I like the idea of work induced injuries. Is realistic, makes sense and keeps the doctors busy. Otherwise people who bunker themselves in, or use traps and magma to kill everything wont need a hosital at all.

Hrm, I resemble that remark.  :)
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Meph

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@admiralawesome: You truly are awesome. I will wait with releasing other tilesets till you are done.  Great work with the bug finds, this is feedback how I wish it to be. I fixed all mentioned bugs. How I managed to overlook the double armor and no weapon skill is a mystery to me though. Did not realise the tile-extentions were important as well. Made all lower caps.

Alloys are done, Iridium is done, will start testing now.
« Last Edit: February 02, 2012, 10:04:50 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 :::
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