Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

No poll currently

Trinimac
Malacath
Gork
Mork
Morgoth
Saruman
Bhall
Father Sky

Pages: 1 ... 8 9 [10] 11 12 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142307 times)

Wrex

  • Bay Watcher
  • My vision is augmented
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #135 on: August 22, 2012, 06:53:32 pm »

If a Golem gets hit by an arrow, they explosively exsanguinate oil al over the place. Absolutely kills their speed. Might just have been the bleeding arrow though.
Logged

Mr Wrex, please do not eat my liver.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #136 on: August 22, 2012, 07:04:29 pm »

No, its because their oil is a liquid tissue layer that leaks. I thought it would turn out better...
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #137 on: August 23, 2012, 12:36:28 am »

Meph, wow.  So I am thinking an AOE shrink and polymorph for the druids, raise dead and corpse-explosion for the wraithknights.  Obviously grenadiers can use this somehow.  Maybe a sapper/bomber like Warcraft2/Age of Wonders.  Maybe a shotgun.  I am starting to wonder whether this is an elaborate ruse to trick me into doing a 40k mod instead ^^

Here is a copy of my 019i testfort with most of the basic infrastructure already built, in case anyone wants to play around with it. 
http://dffd.wimbli.com/file.php?id=6812

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #138 on: August 23, 2012, 11:49:45 am »

Quote
I am starting to wonder whether this is an elaborate ruse to trick me into doing a 40k mod instead ^^
Please dont. I love that franchise, and would have no free time whatsoever, because if you start with this, I am bound to make a better one.

(just opened a youtube video with the dreadnought voices from dawn of wa2rII. NONE WHO LIVE WILL ESCAPE THE FLAMES. goosebumps :) ) I still remember how my desk and 42" screen on top of it moved, once Damien Thule started to speak. The Armageddon is no more... anyway, I now know that I will totally play DawnofWarII once more when I am back home.
« Last Edit: August 23, 2012, 11:52:39 am by Meph »
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #139 on: August 23, 2012, 11:58:32 am »

Ha, yeah I already fired up DoWII as well for an half hour last night after making that post.

42" screen!!  That's a bit different from your netbook gaming environment.  I hope you can still find time for DF when you get back :)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #140 on: August 23, 2012, 12:08:26 pm »

Yeah, I think I will. This is fun. There is also DeusEx3, Heart of the Swarm, MassEffect (1,2,3) playthrough in one go (twice, paragon and renegade), the DawnofWarII Addon, DukeNukemForever, Skyrim, Witcher2 and other stuff... but hey, sleep is for the weak. And I have to do training, climbing, make a website, plan a trip to northafrica, plan my route to asia, get new sponsors and... well. Much to do :)

So, I am done highjacking your thread, back to (hi ho hi ho, to ) WAAAGH (I go) 

Anyway, to add something useful: You can add custom tradegoods (crates) to the enemy entities as you like. Your orcs should be able to buy crates of stuff.

EDIT: Just remembered, there was something wrong with my music interactions. It sets strength and so forth to 125. I thought it was percentage. It was actually the definite number.

Value (+)    Description
2250 - 5000    unbelievably strong
2000 - 2249    mighty
1750 - 1999    very strong
1500 - 1749    strong
751 - 1000    weak
501 - 750    very weak
251 - 500    unquestionably weak
0 - 250    unfathomably weak  >>> 125 would be down here.

Ups. You should probably change your shamanic magic, to avoid your mages making your guys "unfathomably weak" ... instead of 125:0 it should probably say 1750:2249 or something along the lines.
« Last Edit: August 23, 2012, 12:57:53 pm by Meph »
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #141 on: August 23, 2012, 01:08:27 pm »

Yikes.  Then the magmawiki is wrong/outdated too, it also suggests
"Attribute:percentage:fixed boost"

If it only takes fixed values I'm not sure what to do with it for the orcs, there is a huge range in strength between different castes.  Hmm.
« Last Edit: August 23, 2012, 01:14:07 pm by smakemupagus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #142 on: August 23, 2012, 01:37:24 pm »

I just tested with 1000:2000 and they get unbelievably strong, etc etc, so I was right :) (and wrong when doing the first interactions :( )

You can simply make a second syndrome/interaction that only targets the castes that are by default stronger then 1000:2000 and make them 3000:5000, and make the first interaction/syndrome only work on the castes that are weaker. Or, you can check how strong your strongest orc can be, and make the interaction raise all to that lvl. That would mean you have no bonus for super-strong orcs, but they are super-strong anyway. To be honest, people will never notice ^^
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #143 on: August 23, 2012, 02:34:14 pm »

But -- according to the table you just posted, if the new system was correct 1000-2000 would be "strong" or "very strong" but never "unbelievably strong".

I'm currently sciencing the old system, and it did not set them to 125.  (ed.  In therapist.  how do you check?)  I'll see if I can track them down again once the music wear off to complete the experiment.

I look them up later and it's the same str/agi/tough.  I'm confused. 
« Last Edit: August 23, 2012, 04:09:20 pm by smakemupagus »
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #144 on: August 23, 2012, 06:52:58 pm »

Spoiler (click to show/hide)
Nice effort there, Dreamwalker.  Maybe next time we cast that on the magma hounds though?  At least she gave birth to triplets later.

Spoiler (click to show/hide)
Warchief Osnun was caught outside in the siege, but unlike a few of his recruits, survived thanks to his recycled dwarven slademantine gear and his trusty Handcrafted Polehammer.  Ten notches in his hilt on this day.

Spoiler (click to show/hide)
The Fortress Guard held the line, keeping the gate open for the Warchief's glorious return.  They relied on their Runic Orichalcum gear, looted from an expedition to ancient ruins in the old country.  To bad there's yet not enough of this stuff to go around, I keep spending using all the orichalcum on weapons and our armor is really poor.  Well, tiger-leather lamellar kits for anyone who survived.

Spoiler (click to show/hide)
Not that there were any prisoners, but our friendly beastmen enclave in the caverns below have prepared a nice labarythine arena to dispose them in.  Maybe time to invest in a cage or two.
« Last Edit: August 23, 2012, 07:55:54 pm by smakemupagus »
Logged

celem

  • Bay Watcher
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #145 on: August 23, 2012, 08:42:25 pm »

The Fortress Guard held the line, keeping the gate open for the Warchief's glorious return.  They relied on their Runic Orichalcum gear, looted from an expedition to ancient ruins in the old country.  To bad there's yet not enough of this stuff to go around, I keep spending using all the orichalcum on weapons and our armor is really poor.  Well, tiger-leather lamellar kits for anyone who survived.

Hehe, its nice when the testing all works out eh?

I am also falling in love with the orichalcum armor, its really excellent.  I had made a couple of runic weapons from it but its not competing with my militia anymore who are all weilding iridium, slademantine or true candy.  The ancient armor however is better than the steel they wear.  Only helms are currently made from the 3 previously mentioned metals for now. (thinking about it, perhaps orichalcum holds a better edge than iridium, i'll have to look into that)

Got used to the raiding dock and am not having issues funding raids anymore.  You just have to bear in mind that you do want to raid and work towards it the way you would any industry.  Mainly for me this means not selling all the totems as i usually do, and not turning all the blood into bloodsteel, which is also a goto move for me :p  By keeping these 2 items im finding the mod sends enough hostiles at me to keep the coins pouring in.  (I have warlocks, illithids and most of the FD hard races off, i have the evil races on for trading partners.  Though to be honest i could probably wing this with only the goblins what with them showing 2-3 times a year, theres really very little the orcs need to import anymore, i just buy all the iron i can get my hands on, even if rusty, and even if already made into a cage or whatever.  Melt, strip rust, add flux, yay steel!)

Worth noting that I havent seen chaos dwarves at all, they are reachable on embark map and im 5 yrs in.  Maybe just takin their sweet time about it (as i understand they are from FD so should work fine, they have an active season anyway)



EDIT: unfortunatly all the fun with your mod actually drove me to start my own so im playing this one less right now.  OrcFortress is my hands-down favorite DF version to play right now though so feel justly proud mate.  Masterwork itself is a close second btw with just about every mod ever written managing to beat vanilla which i havent really touched in a few years (other than to steal and then totally eviscerate the RAWs for my project :) )

« Last Edit: August 23, 2012, 08:59:18 pm by celem »
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #146 on: August 23, 2012, 11:42:13 pm »

Hey, that's great, best of luck with your own project too!  I know what you mean, Masterwork is my favorite mod, and it drove me to start my own too :)  Or really just to tinker, and after a long time I had tinkered enough that I thought it was worth sharing.

Nah, Iridium has a better edge, it goes:
steel (10k), mithril (12k), deepbronze (14k), damasc mithril & orichalcum (20k), iridium (50k), adamantine (100k), slademantine (200k)
But if you go iridium regular over orichalcum runic you give up about a ~1/6 runic critical chance.  Well either way you can't really go wrong.

My Dreamwalker seems to actually be starting an asset in combat, here he is doing his best to cripple an incoming macetiger squad, notice the damage to their GRASP'ing paws.   I also have the Death, Decay, and Frenzy spell catalysts looted from the Drow but he takes his sweet time getting to the place of power to try the learning reaction.  So, for now, spamming 'Disable' it is.
Spoiler (click to show/hide)

Sorry folks, beastmen really are pretty lame right now.  I don't neccesarily expect them to be able to actually hold off a trog invasion on their own, but it's pretty sad to have to send a miner down to convert the minotaur labyrinth into a secret escape hatch because they're terrified.  Maybe these guys need some Likes Fighting.

since a couple of you ask for it, here's the testfort 019i#2, about 5 years in :) 
http://dffd.wimbli.com/file.php?id=6812

knownbugs so far. 
Spoiler (click to show/hide)
« Last Edit: August 24, 2012, 01:58:49 am by smakemupagus »
Logged

celem

  • Bay Watcher
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #147 on: August 24, 2012, 04:21:39 am »

Just so happened (while stealing a few ideas) to notice that chrome and patternchrome have no MAX_EDGE defined in inorganic_metal_masterwork.  If I understand it right they will inherit the edge of the metal template, which is 10,000 by default.  This may have been intentional and certainly causes no balance issues since chrome appears to be useless as weaponsgrade, and useful mainly for blunt when pattern-welded. 10k is also the value specified for a bunch of the MW metals both in regular and pattern-welded form. Still, they are the only 2 metals I found without an edge so feels more like oversight.

Note that this may well be a MW issue since its one of Meph's files.  I dont have a clean MW to check this against, only the Orc version.
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #148 on: August 24, 2012, 08:45:54 am »

Chrome is decoration only and shouldnt be enabled for weapons/armor at all.

Iridium will be heavily rebalanced, slademantine removed. No more invaders/traders with über-metals.

Beastmen need prone to rage. :)
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #149 on: August 24, 2012, 04:45:14 pm »

You're right as usual. Wolverine-men already have Prone To Rage intrinsically and are the only beastmen-allies worth half a damn so far in Orc fort.  It still takes 2 of them and 4 wolverines together to hold down a trog long enough for an Orc to come along and slit it's throat, but that's OK.   Life is cheap amongst the wolverinemen.  ...

(sadly they still are civilian/pets and if they can see the trog but not reach it, they'll still "cancels drink -go hide in the labyrinth and cry like a little cub")
« Last Edit: August 24, 2012, 04:52:51 pm by smakemupagus »
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 64