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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 1335245 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10860 on: April 22, 2013, 11:44:08 am »

Adamantine strand shooting, traps enemies and can be gathered with the loom, for clothing or wafers. It amazes me, that it took me so long to figure out that webs can have different materials then just silk. One could imagine intricate little spiders-automatons weaving tiny golden webs... :) and I am fairly certain that poisonous webs are possible too. Or some that start fires when people step on them. :)

Yeah, contact poison, ice (immobolize/chill enemy then melt), and pitch (liquid lignite or bituminous coal, prep for burning) webs all work nicely, I'm sure there are many others besides.  Adamantine, that will be nice :D

My original prototype for the Orcish flamethrower, a while ago, used pitch webs that I first saw in a pyromancer creature which I think you included from Dwarf Chocolate.  Combined with firejet it was DEADLY i.e., to everyone and everything, but sometimes including the target.  The more recent itemsyndrome Sapper's Flamethrower uses liquid globs of pitch which at least is slightly more likely to hit the target as opposed to the player's furniture stockpile.  But my new Wasp Hive and Cone of Cold spells still use webs.  It amazes me too a bit you didn't know this, since I learned it from your mod ;)

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10861 on: April 22, 2013, 12:35:17 pm »

I had it at the back of my head (is that an actual English expression?) from the old spellbook thread, about ice/acid webs, but I personally never connected the thought with what I can do with it. I also noticed how the names changed... it wasnt a adamantine web, but adamantine strands... so maybe one could do "fire trap" and "ice trap" that look like webs.

How is the AI handling your flamethrowers and satchels and all that? Did you have time to test it in Fortress mode?

And the embassy is done and done. :) Forcing sieges, caravans and migrants... just have to think of a cost it should have. Probably coins. :)

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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.2h - New release with dfhack r3. And gnomes.
« Reply #10862 on: April 22, 2013, 12:56:46 pm »

No, there is so much new stuff in Orc 1.2x, between just the size of it, and doing quick fixes on the exploding buildings issue I've probably only gotten to half of it in fort mode. 

I keep playing the tutorial fort instead of testing, and my in-house beta tester keeps getting distracted by cobalt glass & ruby glass megaprojects.  She never raids humans, so I don't think she's ever seen the Heavy Weapons Armory ;)

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10863 on: April 22, 2013, 02:17:36 pm »

Just a little teaser.

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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 :::

AirPhforce

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10864 on: April 22, 2013, 02:28:45 pm »

Can't wait!

Also, in respect to todays poll, I had about 20 total units that, alone, managed to fend off the circus invasion that was about 120 things strong. My 'army' was only copper bullet turrets, a few slade turrets, and about 10 prototype golems. The golems only started to fall at the very end when the hallway got so hot that their body parts started to melt. I've never beat this invasion before, and only triggered it because I was tired of that fort, so I was pretty surprised at my victory when all I had to do was pasture some animals and dig a tile.

Perhaps you could buff up those little horses I saw to specifically address this?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10865 on: April 22, 2013, 02:30:55 pm »

Quote
little horses I saw
what horses?

Procedually generated demons are random btw, if you get steam/ash ones you are lucky, they die from one hit. Or you have one that breathes fire and kills all the ice demons...
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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 :::

AirPhforce

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10866 on: April 22, 2013, 02:32:51 pm »

Quote
little horses I saw
what horses?

Procedually generated demons are random btw, if you get steam/ash ones you are lucky, they die from one hit. Or you have one that breathes fire and kills all the ice demons...

Nightmares I think? They had a specific tile so im pretty sure they were not procedural.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10867 on: April 22, 2013, 02:34:00 pm »

Ah, yes, I know what you mean. :)

The problem with the golems is that they dont bleed to death/pass out from pain. And demons usually dont have that many edged weapons. ^^
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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 :::

AirPhforce

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10868 on: April 22, 2013, 02:39:48 pm »

Oh one other comment

I've noticed that "Thunderbirds" seem to attack my forts in this version far more than any other mega/semi-megabeast. Are they just more common or do they just do better in the wild?
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Kire93

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10869 on: April 22, 2013, 02:58:26 pm »

I started a new fort and encountered dragon raptors wearing silk shoes. Is this normal or a bug?
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sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10870 on: April 22, 2013, 05:43:42 pm »

@meph - would it be possible to either add defenses to gnomes, or at least make it toggle-able, or something? as it stands now they're *very* fragile, and if ambushes spawn near or on top of them, they die pretty instantly - and i have no idea how to stop that! i've tried a couple of fairly complicated things setups to no avail. if i make it so there's only one place that they can spawn, ambushes spawn right on top of them.

if you have any other suggestions i'd love to hear em! =)
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10871 on: April 22, 2013, 05:53:31 pm »

sayke, thats intended. Gnomes are super tiny, super weak, have no armor and no bodyguards. You can use watchtowers and patrols to guard the surface, or build a trader-only entry from the map-edge. Just wall of a 3-tile path. Closer to the mapedge you cant build walls, but you can build bridges that can be raised and used as walls. Tunnels also help a lot to guide traders safely to the fortress.

kire93, I dont see any problem with that ^^ No really, where did you see that? Bought dragon raptors from the elvse? Wild ones? Wild ones that spawned with clothing, wild ones that picked these things up? They do have arms and claws with a grasp tag, so they can pick stuff up.

AirPhforce, Maybe? Other people said that waterdragons are the most common megabeast. I say its random, different in each world.
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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 :::

Hefateus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10872 on: April 22, 2013, 06:30:35 pm »

My legendary stonebound vampiric swordsdwarf killed 21 of them on my last adventure mode play through of version H. I dont know if I thinned them out but it seemed like everytime i walked around the map I'd run into one.

EDIT
I just watched my smith inscribing runes on a chainmail shirt. Is that intended? I read that it was only breastplates.
« Last Edit: April 22, 2013, 08:27:39 pm by Hefateus »
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fasquardon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10873 on: April 22, 2013, 08:40:04 pm »

Will the embassy be able to attract sieges and caravans to island fortresses?  Or will it still be dwarfs only on the islands?

fasquardon
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10874 on: April 22, 2013, 08:41:19 pm »

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