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Author Topic: Hill Of Rites ☼MASTERWORK☼ mod succession fort  (Read 31442 times)

AssassinT90

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #75 on: July 09, 2012, 09:55:21 am »

Wish I could understand those images. Which goddamned tileset is that?
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #76 on: July 09, 2012, 10:04:55 am »

Its phoebus, but somehow the save messed it up completely. Furniture and workshops are the same as standart, as well as dwarfs, but the walls get random images, so every mushroom and goblin you see is just a wall. I will smooth them out, then it will be easier.
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #77 on: July 09, 2012, 10:15:02 am »

Its phoebus, but somehow the save messed it up completely. Furniture and workshops are the same as standart, as well as dwarfs, but the walls get random images, so every mushroom and goblin you see is just a wall. I will smooth them out, then it will be easier.
I was using the Ironwhatever tileset. You changed tilesets and never updated the save itself to this new one and as such you get this unholy abomination. On the first level of the fort, did you remove all the stockpiles next to the right side workshop zone? I left it there as it was convenient to place furniture there as it didn't take long to haul the crap from the workshops across. Don't want them getting cluttered do we? (As this will lower their production and quality level) It's also best to keep the carpenters shops near the top as it's nearer to the trees on the surface. Oh you've loads of leather when I left, (If you havn't used it yet) So you can make plenty of bags or whatnot. One last thing, I'd advise trying to kill those automatons real fast as no caravans will come while you're under siege. That's baaaaad.Goodluck ;D Also what season is it ingame?
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #78 on: July 09, 2012, 10:41:22 am »

Its summer. And that would explain this abomination quite good :D We should try to only use one tileset. I will play with this.... thing now and the next overseer should use ironhand again, so that the screenshots match eachother.

On the stockpiles:

yep, i moved them to the third level, along with the workshops. The only things that needs to be near the surface are butcher and tanner. We will use the timberyard later on and farm trees so that our woodcutters dont run into hidden fun and get slaughtered.
Ive seen the leather stockpile, and i will use it for something.... or maybe i just leave it to the next guy leading this fort.

And the Automatons... well, i dont know, maybe i will just let our guys take pot shots at them and maybe scare them away
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #79 on: July 09, 2012, 10:49:26 am »

I'd keep the carpentry industry on the top, as well as the leather. I was collecting clay so that the jeweller cut cut and encrust it as I'd run out of jewels. I'm not a pottery maniac!! ;) I could update it to Phoebus if you want. It takes 15 seconds, I just personally prefer Ironhand. I'd also keep a small furniture stockpile near the workshops on the top to ensure they don't get cluttered. Also the automations are not easily frightened away. It takes alot the frighten them off.
« Last Edit: July 09, 2012, 10:59:07 am by Godlysockpuppet »
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #80 on: July 09, 2012, 12:35:47 pm »

you know what clay is also good for? Building fortifications out of it :D

I think i will include more screenies in my next update. My goal is to at least bring the steel industry up and running.
« Last Edit: July 09, 2012, 12:37:21 pm by Firehawk45 »
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #81 on: July 09, 2012, 12:55:07 pm »

Do we have any flux for the steel industry? If we don't, remember we have lots of bones, which can be ground into flux stone (bonemeal) at the boneyard building.
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #82 on: July 09, 2012, 01:06:39 pm »

Next update: Summer, Partys, Sunshine.... and dwarfs

I get greeted by a crowd of dwarfs running around following a craftsdwarfs. Looks like in the whole mess those walking gears out there made i overlooked the carpenter going into "must craft awesome"-mode. And its TRULY awesome what he did.... I just give out the name, guess what it is.

Nicatalmosh, The chained Gleam, a fungi ... 

Its so awesome, dwarfs would happily give one of their legs to get it.

We have lost a migrant wave due to..... lets say, "mechanical issues". We need to do something about them, but i have still no idea what exactly. Although our meleesquad is trained relatively good, they lack equipment, and the forges are not running yet.

Oh, humans, nice..... hope they have enough troops to defend themselves. Nope, they dont.... And everytime you think it cant go worse, it does.

A VILE FORCE OF !!FUN!! ARRIVED.

Stranglers..... I think they will fight the automatons to get the right to bash some dwarfen heads. Not gonna happen.

The Hill of Rites is now officially sealed until further notice.

The autos are gone now, they left the map, but now we have stranglers. At least they can be killed by bolts.

I have found more coal. Fire the smelters, dwarfs, forge and hammer like you never forged and hammered before! The flux may be a problem and due to issues with stacks grinding down bones isnt an option for mass-production.

Im impressed.... that "more coal" are incredible 4 boulders of it. Perfect, with those we can totally wipe out everything in the world.

I think i will now resort to rocktip bolts. They may not be good, but better then nothing, which is what we currently have.

Our Medic also went off with the idea of an artifact in mind. Lets see what it is. Hope its nothing worthless again

But, i discovered something: The stranglers jumped into the river and i think they are unable to get through it..... Is that my chance? I dont know if i should try to get out there.....

The medic made some chitinplate leggins. Well, if it pleases him, okay.

I will finish the defense position now, screw those stranglers. I could try to lure them into the fire of my Troops, but ist not very likely to happen, as they enjoy their splashing around in the water.





« Last Edit: July 09, 2012, 02:01:36 pm by Firehawk45 »
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #83 on: July 09, 2012, 01:08:53 pm »

Nicatalmosh, The chained Gleam, a fungi ... 
Its so awesome, dwarfs would happily give one of their legs to get it.
If they're willing to give their leg for it I'm going to bet it's a fungiwood crutch. Haha we're screwed from the sounds of it. Should we maybe consider a magma pump?
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #84 on: July 09, 2012, 02:56:10 pm »

Winter

I think i will retire from being the leader of this fortress. The stranglers are gone, probably bored from not being able to smash in some dwarfes. The bookkeeper is looking at me really suspicious. I think i will pass the role of being the leader to him.

Our sniper gets buried, along with the migrants who died previously. I will also carve out a tomb for me, for the totally absurd case in which my life ends before it should. The former ruler of this place will also get one, just for the sake of it. We also drove away a horned owl woman.... None of the marksdwarfes could hit it, so it flew away.

2 Months to go. I was able to set up some parts of the metal industry, but not enough. Dwarfs are streaming outside, looking for spoils from the fights. Snipers gear disappeared completely, some monkeys grabbed it and ran off during the automaton-problem.

There was also a "refreshing" experience involving a tear of armok. My brave miner was able to mine it out before it flooded the whole fortress. On the plus side, there was also a bunch of coal there. And platinum, which we can transform into steel.

Also, another wave of migrants, i will not do anything with them, the bookkeeper can do that if he wants.

Ive assembled a blast furnace. If i recall correctly, that thing should save us a bunch of fuel and workpower. It also used up our last steel bars, but we have access to platinum, thats got to be enough.

Also, another mood, a child. I expect nothing good or useful.

Today, igave the bookkeeper the HONOR to lead this fortress into the future. May he be a better leader then i was, because then he would be armok.




« Last Edit: July 09, 2012, 03:14:53 pm by Firehawk45 »
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #85 on: July 09, 2012, 03:54:09 pm »

Oh shit the fort is flooded now? hahaha. Looks like we suffered some casualties during your reign. I'm downloading the file as I speak to assess the damage 8) I fear for my dwarf's life.
[EDIT] I WAS RIGHT! IT WAS A FUNGIWOOD CRUTCH! :D
« Last Edit: July 09, 2012, 04:16:36 pm by Godlysockpuppet »
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #86 on: July 09, 2012, 03:56:43 pm »

Okay panopticon, you're up next. Good luck! ;)
Also firehawk, why did you remove my dorfs armor and weapon set and simply set it to armor and individual choice weapon? I had given him proper gear and you removed it from him :-\ It's a miracle he wasn't killed! ;)
« Last Edit: July 09, 2012, 04:20:44 pm by Godlysockpuppet »
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Meph

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #87 on: July 09, 2012, 04:23:45 pm »

Guys, to fix it, just click to Tileset Button in the GUI and revert it back to Ironhand. No modding needed on the save files.
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Firehawk45

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #88 on: July 09, 2012, 04:33:03 pm »

Okay panopticon, you're up next. Good luck! ;)
Also firehawk, why did you remove my dorfs armor and weapon set and simply set it to armor and individual choice weapon? I had given him proper gear and you removed it from him :-\ It's a miracle he wasn't killed! ;)

err... well.... i dont know? :) I cant remember screwing with the melee squad.
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Godlysockpuppet

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Re: Hill Of Rites ☼MASTERWORK☼ mod succession fort
« Reply #89 on: July 09, 2012, 05:25:22 pm »

Okay panopticon, you're up next. Good luck! ;)
Also firehawk, why did you remove my dorfs armor and weapon set and simply set it to armor and individual choice weapon? I had given him proper gear and you removed it from him :-\ It's a miracle he wasn't killed! ;)

err... well.... i dont know? :) I cant remember screwing with the melee squad.
You must have given someone else my equipment (which makes my dorf lose it) or changed his squad or uniform. Also you should restrict the crossbow squad's ammo to ONLY bolts, as they may pick up the wrong ammo types and be unable to fire their crossbows.
Also Meph, I meant if we were to swap to Phoebus we would need to change the save through abit of modding.
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