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Author Topic: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"  (Read 4931 times)

smakemupagus

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Attached is a  ☼MASTERWORK☼ Orc Fortress under siege by about 50 angry dwarves and their deadly entourage of giant beetles and war-golems.  The challenge is simply:  Survive the dwarven attack, play it out for 1 or 2 more years, achieve some Great Work and/or Disaster, and report the status of your fort at that time!

http://dffd.wimbli.com/file.php?id=6847

 I *hope* that you won't find any soul-crushing, game breaking bugs, but I should probably disclose that one of the goals here is to stress test this new version of the mod.  So far I haven't found any major bugs in about ~15 hours over 3 forts.

---

We have a mature fort population with a healthy size crew of specialists: 8 Dreamwalkers, 6 Artisans, and 4 Ronin, including a Dreamwalker with fairly epic combat stats. Not to mention a Great Siege operator who can maximize the quality of Raided loot. Tech level is transitioning from iron/lamellar to steel stage, no blueprints unlocked yet.

There is a siege of about 100 dwarves, golems, giant-beetles on the map, but our veteran tomahawk- and bow-orcs line the battlements. The fort is probably secure enough for the time being although I don't know about the safety of the incoming merchants.  Dwarves on the east bank are locked out on the topside and probably will sit back because of their preference for Siege style warfare, although they do have an access path via a ramp to the caverns.

You might be able to sally and help our caravan guards destroy at least the siege on the west bank of the river, but taking down that Dwarven Mace Lord in melee could be bloody.  You also have at your command one squad of halfway decent melee veterans, as well as a fresh (poorly equiped) melee squad, and a militia of unproven novices wielding newly pillaged rifles. Remember, we can't produce rifle ammo domestically, so trade / pillage / buy at the Freelancers Guild.

There aren't a lot of surface trees in this biome, so we're currently open to the 1st caverns as a wood source. Alternatively, you can expand the factories and tree farming operations for renewable fuel. Or scout for magma, of course.  Watch out for ambushes in the spring... The elves in this world have trained Pegasi and War Sauropods, and their attack last spring was deadly.

version: Orc Fortress 020rc1 for MWDF195 with some minor hot fixes

Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #1 on: August 30, 2012, 02:54:04 pm »

Did you label the levers this time?
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tahujdt

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #2 on: August 30, 2012, 03:30:04 pm »

Will try this. Also, orc fortress is hard because the elves attack really early, and bring a lot of mithril with them. Dwarves might be slightly better, because for every one with a steel axe there will be five with a rose gold dagger.

Also, I'm thinking about doing an Orc Fortress succession fort.
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Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #3 on: August 30, 2012, 05:32:15 pm »

Will try this. Also, orc fortress is hard because the elves attack really early, and bring a lot of mithril with them. Dwarves might be slightly better, because for every one with a steel axe there will be five with a rose gold dagger.

Also, I'm thinking about doing an Orc Fortress succession fort.

WHy not ask for a turn on this one? Since GreatWyrnGold is busy, you could probably take it right now if you wanted to.
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smakemupagus

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #4 on: August 30, 2012, 07:54:37 pm »

Nope, still going with a no-levers labelled policy ;)
There's two surface gates on the east and west, the levers are also on the surface level on the east & west sides of the innermost keep. 

In this version the elves have more of a mix of steel and iron in with their mithril, which I believe is closer to what Meph intended anyway, and definitely flows better for Orc Fortress. 
« Last Edit: August 31, 2012, 07:10:17 pm by smakemupagus »
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smakemupagus

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #5 on: August 31, 2012, 07:10:37 pm »

Here's my own entry for the "Challenge". 

In this game I wanted to test the Sorcerer's Wraithblade for our Dreamwalkers.  To do this I needed a supply of Orichalcum for the swords themselves, Bloodsteel for the bladeshard ammo, and also Dreamwalk Talismans.  The talismans just require any orc to spend time Communing with the Spirits at the Altar, so I queue'd up 90 of that reaction (-> 9 talismans).  From the huge battle with the Dwarves I had plenty of materials for bloodsteel, just had the manager put in matching sets of "Extract blood", "Burn remains to ash", and "Make Bloodsteel" into his ledger.  Orichalcum though, we can't craft initially, and I didn't want to wait to import it.  So, I set the Raiders out to Raid Ancient Ruins about 6 times, figuring on average we'll get 3 successful returns each with several bars.  To conserve wood for the forges I asked the raiders to use Xebecs rather than longboats; we have plenty of craftsorcs to make the pulleys and cloth for the lateen sails.
Spoiler (click to show/hide)

Luckily we got not only the Orichalcum bars that were needed, but an enchanted sword from the ruins as well.

I decided on crafting the Wraithbinding (i.e. Fading -- sorry I used different names for the spell at different points) shards, which not only apply a disabling spell but also should have a chance to turn the victim into an Undead, hostile to all life.  The dreamwalkers tested their new spellcasting blade on some captured Dryads, no doubt Elvish spies; and then on Trogs in the crystal caverns.

Spoiler (click to show/hide)

The Bladeshards were fairly deadly as projectiles, but unfortunately I wasn't getting a lot of "stuck in wound" procs which would trigger the spell effect.  I may need to rebalance the material or projectile properties a little bit.

For the one-year anniversary of the "Challenge," at the next Dwarven siege, I decided to do my best to stage a re-enactment the battle of The Five Armies.  That is, built a ramp down through two caverns to the surface and simultaneously throw all the gates open to release: Dwarves, Golems, a Web-Spinning Forgotten Beast, and some Troglodytes. 

Spoiler (click to show/hide)

Well, to be honest it didn't have *that* much like the Battle of Five Armies, I was just reminded of it by the Dwarven Spear-Lord fighting to the death in a close-packed square with 8 of his comrades.  By the way: Spear-lord with a welded mithril weapon and slademantine armor is no joke.   Especially because his friend the Dwarven Crossbow Master arrived with a javelin thrower and cleared the entire battlement of bow- and rifle-orcs which would have turned the battle much more strongly in our favor.  In any case, this unconventional assault from the caverns at least snapped the Dwarves out of their Siege standing and provoked them into a glorious battle, as is proper.
« Last Edit: August 31, 2012, 07:14:44 pm by smakemupagus »
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Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #6 on: August 31, 2012, 09:03:35 pm »

Yeah, I think dwarves wearing and wielding slademantine is a bit much. Legendary shield user is pretty much your only hope at that point.
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Meph

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #7 on: September 01, 2012, 08:51:33 am »

The problem is that worldgen ignores reagents in reactions, so as soon as I allow you to make slademantine bars from adam, your homeciv starts pumping it out, even without access to adam.
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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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smakemupagus

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #8 on: September 01, 2012, 02:22:01 pm »

The rank and file dwarves with slademantine are not so bad, but it gives a big edge to the Lords.  Blunt weapons might do better against them than swords & axes.

Same with Caste ... It's worth scanning the incoming Dwarven squad to see if there are and Legion or Berzerkers.  Also if you plan to use any kind of weapon traps against Dwarves you best get the trap engineer going and bring the A-game, they can parry a lot of them and shrug off hits from -large copper dagger-.  I think overall they're a a pretty good enemy :)

The Drow sent a really interesting siege force in year 2 of my challenge fort too.

Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #9 on: September 01, 2012, 06:01:10 pm »

Funny story: Mpeh nerfing traps and making almost eveyrthing trapavoid means you only use cage traps and atomsmashers. Which are cheaper and more effective than 10X Serrated steel discs. The Law of unintended consequences strikes again!
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Meph

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #10 on: September 02, 2012, 06:03:31 pm »

Making almost everything trapavoid ? Even if thats true, trapavoid cancels cage traps as well. So only atom smasher remain, and as far as I know they dont work on frostgiants, because they are too big.

Anyway, I would rather increase enemy AI then nerf traps...
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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 :::

Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #11 on: September 02, 2012, 06:30:56 pm »

Making almost everything trapavoid ? Even if thats true, trapavoid cancels cage traps as well. So only atom smasher remain, and as far as I know they dont work on frostgiants, because they are too big.

Anyway, I would rather increase enemy AI then nerf traps...

Orcs, most illithids, quite a few FD races, allthough those aren't yours. A decent portion of goblins. Automatons. Frost Giants. Taiga orcs. Cage traps are so much cheaper than 10x mechanized steel axe blade, and just as effective, since anything you really want to get trapped is immune to it. IDK if a DAS works on frost giants, since they generally get the boatmurdered treatment when I play.
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smakemupagus

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #12 on: September 02, 2012, 06:39:03 pm »

Tiaga orcs shouldn't be trap avoid, that was an oversight (and nothing to do with Meph ;) )

on the broader point, I am all for nerfing traps as Meph did, but think that TRAPAVOID should be scarce
« Last Edit: September 02, 2012, 06:40:50 pm by smakemupagus »
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Meph

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #13 on: September 02, 2012, 07:25:48 pm »

Trap nerfing is difficult. Cagetraps are always the same, and if you make trap-comps weaker then weapons, people will just use weapons instead.
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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 :::

Wrex

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Re: ☼MASTERWORK☼ Orc Fortress v0.2.0 "Two Year Challenge"
« Reply #14 on: September 02, 2012, 07:40:22 pm »

Trap nerfing is difficult. Cagetraps are always the same, and if you make trap-comps weaker then weapons, people will just use weapons instead.

It is difficult :(.
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