All my adv. worldgen settings allow for at least 25 zlvl before the first cavern. With the new vermin on you can also detect caverns by looking for fireflys, you can even see them in unrevaled areas.
Quote:
world necromancers and vampires aren't genned
Did you narrow it down to a specific setting ? Then I could fix it. Otherwise I will add custom necromancers, although I dont know about vampire-migrants. This is something I cant do myself, not really...
hey meph what are the minor changes of this version?
Meph wrote:
Did you narrow it down to a specific setting ? Then I could fix it. Otherwise I will add custom necromancers, although I dont know about vampire-migrants. This is something I cant do myself, not really...
When I want to create vampires/necromancers/were-beasts in arena mode, I can't change the effect (default "u" key.). I'm not even actually sure whether there are were-beasts in adv mode, or mummies, or any of the new night creatures. I'll let you know when I run into some.
Also, if it's possible, could you add the creatures and features of Deon's Genesis mod into Masterwork please? As of right now, I'm a bit torn between choosing which mod to play, since neither is compatible with the other.
Other than that, once again, gotta praise you for this amazing mod! The diversity of creatures and demons and monsters really adds life to the game, the new demons especially! The stories I could tell...
comment last edited by Sparkles on Feb 23, 2012, 04:55:58 pm
Well, I had werebeasts in my mod, so they work. I guess the same is true for vampires. I definetly had evil rain and mist as well.
About genesis: I have some of deons buildings, and replaced all others with different versions of mine. I have all the genesis creatures (except intelligent civs) and the materials/tissues. Same goes for ammo, and most items, like armor and weapons. Of course not 1:1 copies... deon allowed me from the very start to add 100% of genesis and do whatever I want with it, very kind of him. I learned a lot from it, and I played genesis myself, before I started my mod.
So to answer your question: I include about 50% of genesis in masterwork df. The rest I excluded because I have a better or different alternative.
Meph wrote:
Well, I had werebeasts in my mod, so they work. I guess the same is true for vampires. I definetly had evil rain and mist as well.
Thanks for the quick reply! And, yes, it's working again for my comp (a group of undead decimated my miner's expedition in the savage tropics, along with a storm of warlock blood.), so thanks again!
EDIT: Okay, it seems the game crashes when I try to spawn a magma crab. I'd report this bug on the forums but, after a certain disagreement with Toady One, my account was muted.
comment last edited by Sparkles on Feb 23, 2012, 06:12:40 pm
hey meph i was genning cursed urborg and it crashed just saying
hey meph do you know how like if you press u it shows all creatures and the selected one is always blocking it
do animals trained for war breed?
I believe you run it through an archaeologist shop and it gives you precious metal.
Bag of Loot => Creature Research Lab => Open it => Profit.
Trained animals do breed. Armored animals dont.
Spawned Magma crab in Arena mode, no crash.
@forin2: Try a clean download.
@all: Well, just did a quick bugfix, 1.4 is up. Just three new features, the engineer for trap upgrades, you can train necromancers in the temple, and you get a friendly visit by drow caravans in winter. Thats it.
Meph wrote:
Spawned Magma crab in Arena mode, no crash.
It must be my comp then. Sorry for wasting your time anyway.
Also, I know this is primarily a fortress mode mod, but could you add maybe some adventure mode features maybe? (like custom villages or automaton lone shacks in the wilderness or machine-guns adv. crafting maybe?)
Also, a change-log would be appreciated.
comment last edited by Sparkles on Feb 25, 2012, 06:20:46 pm
how do troglodytes get hammers
@sparkles: I am working on the adventure mode, but I dont play it, so it is difficult. Custom buildings are hradcoded, I cant add these. You can find the changelog in the forumthread, first post. An the very bottom of it. Beware, it is quite long.
Meph wrote:
@sparkles: I am working on the adventure mode, but I dont play it, so it is difficult. Custom buildings are hradcoded, I cant add these. You can find the changelog in the forumthread, first post. An the very bottom of it. Beware, it is quite long.
Unfortunately I cannot access the forums, as I stated in the above comments, due to a minor disagreement with Toady One. But I'd appreciate it very much if you added the change log to the file itself as a txt doc.
Ah, ok. No problem, changelog is there

Added it to the Mod Description, at the bottom.
Meph wrote:
Ah, ok. No problem, changelog is there

Added it to the Mod Description, at the bottom.
Thanks again, really appreciate it!
EDIT: A trivial question for you - what mods make up the Masterwork Mod, meaning, not just the utilities it provides, but also the mods that make it up, like genesis mod, intensifying mod, etc. I'd like to know, because, personally, I am having a bit of a hard time deciding over which major mod to use in my upcoming DF play-through. (I'm looking at the mods with the most features, and so far this one appears to be the biggest, probably because it's a modpack.)
comment last edited by Sparkles on Feb 28, 2012, 07:42:21 pm
hey meph when i press play now it always gives me two animals of the same sex and because of that they cant breed is this a bug
Anyone else having issues with castes not displaying in Therapist, in the new build? Do I need to manually patch it or was the DT patch already applied?
Not running into any other issues currently. Build looks good. Keep up good work.
comment last edited by OldManHiggins on Feb 29, 2012, 07:36:47 am
Showing comments 41 to 60 of 262 |
Showing Page 3 of 14 |
< 1 2 3 4 5 > Last » |