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Author Topic: Goblin/Orc Fortress - 2010  (Read 1236 times)

Commissar Fuklaw

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Goblin/Orc Fortress - 2010
« on: April 22, 2010, 09:25:51 pm »

 Hello everyone.

 I'd like to introduce myself. I am a game developer, multimedia specialist, and modder. I've been doing modding off and on since 1999 (C&C Tiberian Sun).  I usually stream Dwarf Fortress or mods of it, over LiveStream to 4chan's /tg/ or any who comes to watch. My intention behind this mod, which I will describe shortly, is to have something fun to stream to people. I will share versions as it continues however.

I will begin this thread with a design document, I would like input if you so choose to leave me any. Thank you.

If you are interested in promised features and not talk, skip to the bottom of this post, in spoilers.

Goblins and Orcs
 For the most part, the terms Goblin and Orc are interchangeable to me. I am, in fact, aware of prior orc and goblin mods for older versions of DF (40d, etc), and will do my best to simply not port them alone. Various lore will be pulled on, though primarily what is already in Dwarf Fortress, LOTR, and WH/40K are my influences.

 As Toady has yet to add in attacking other civs, the main course/design behind this is a "supply" facility. Like Isengard, a place where they have dug in to strip the land bare of resources, to fuel their war machine... and of course, survive sieges attempting to halt said war machine... Like Kobold Fort, there will be a general "way" to play, in certain environments. Valleys/flat lands/forests/deserts will be open pit mining, tunneling between pits, open pit work shops, etc. For mountains, similar to dwarfs and their fortresses in design, though more sprawling and less organized. This all makes for more complex play, of course you can play them however you want... but that is the intended play style.

More to come...


Spoiler (click to show/hide)
« Last Edit: April 22, 2010, 09:27:47 pm by Commissar Fuklaw »
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CaptApollo12

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Re: Goblin/Orc Fortress - 2010
« Reply #1 on: April 22, 2010, 11:43:44 pm »

I like this. Orc traders should bring mass amounts of one rock to build with. Then build your walls super high.
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EuchreJack

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Re: Goblin/Orc Fortress - 2010
« Reply #2 on: April 22, 2010, 11:59:12 pm »

I'd argue what you are describing is Orcs.  Human-sized killing machines, with damageblock.

For extra fun and Isengard accuracy, mod a civilization with both.  In Lord of the Rings, the Goblins forged the equipment and the Orcs fought.  So include a caste of each.

I agree on the one stone, but make it Obsidian to match the DF mythos.  But can this be done?

You goal would probably be to create as many weapons and armor as possible.

Commissar Fuklaw

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Re: Goblin/Orc Fortress - 2010
« Reply #3 on: April 23, 2010, 08:28:28 am »

I'd argue what you are describing is Orcs.  Human-sized killing machines, with damageblock.

For extra fun and Isengard accuracy, mod a civilization with both.  In Lord of the Rings, the Goblins forged the equipment and the Orcs fought.  So include a caste of each.

I agree on the one stone, but make it Obsidian to match the DF mythos.  But can this be done?

You goal would probably be to create as many weapons and armor as possible.

I agree on the goal and the stone. Perhaps castes to make Gobs, Orcs, and maybe a slim chance of a greater orc? (I'll update the docu, I wrote it late at night so I wouldn't forget and could go ahead and get input)



I like this. Orc traders should bring mass amounts of one rock to build with. Then build your walls super high.

 Those are established strong holds, though I do like the idea, it is an option... but going there it never really seems like the sort of place you would see smithing, building, etc... just a big defensive place. So, providing obsidian would be a good idea for defensive structures, though I still think open pits and unorganized tunneling would be the 'sub structure' to the fort.



All together on obsidian... If it can be done I will do it. If not, it will be a 'play rule' that gobs and orcs prefer obsidian where possible.
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CaptApollo12

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Re: Goblin/Orc Fortress - 2010
« Reply #4 on: April 25, 2010, 04:49:27 pm »

Make em bring everything you need. Food, Iron ore, trees, obsidion. They will be bringing it for the weapons you output.
WAAAAGH!
DEM BOYZ
Im going to play DOW now.
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