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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142297 times)

Meph

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #150 on: August 24, 2012, 04:51:27 pm »

You could also add a syndrome to the transformation, with a little strength/toughness/agility boost for them.
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Wrex

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #151 on: August 24, 2012, 05:22:45 pm »

Snake, could you explain the fustercluck that is the development fortress?
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smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #152 on: August 24, 2012, 05:43:58 pm »

Quote
I'm trying to understand the fortress layout here. I count like, five entrances, you are totally undefended against flyers, everything is coated in blood, you have a f***** minotaur WAX WORKER, and everyone is bleeding out or dead. It's like the orcish equivalent of boatmurdered.

Wait... There are other ways to layout a fortress?   8)

Topside
Spoiler (click to show/hide)

Plantations & Freelancers Quarter
Spoiler (click to show/hide)

Living Quarters
Spoiler (click to show/hide)

Workshops & Forges
Spoiler (click to show/hide)

The Undergrotto
Spoiler (click to show/hide)

Minotaurs are a possible side effect of exposing an Orc to the powers of chaos, which you might try for the rare chance that his latent powers awaken and he becomes a Dreamwalker.  Currently the Minotaurs just mope around and drink a lot of booze unless you literally shackle them into the arena, so it's not really a great outcome.  For some reason it turns out the volunteers for the experiment tend to be wax workers and potashers ;)
« Last Edit: August 24, 2012, 06:47:30 pm by smakemupagus »
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Meph

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #153 on: August 24, 2012, 06:49:05 pm »

So, your orcs have gateball fields ?

Spoiler (click to show/hide)

Sorry, had to be done. Anyway I can help with the proposed changes and bugfixes of yours ?
« Last Edit: August 24, 2012, 06:57:27 pm by Meph »
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Wrex

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #154 on: August 24, 2012, 06:57:50 pm »

Well, You can always have them activated as military beforehand, which might let them remain a part of the military after becoming a horrifc bull monster. It makes a good meatshield, anyway.
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smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #155 on: August 24, 2012, 07:07:09 pm »

Yes, someday soon it will be either Blood Bowl or Rugby, but since I don't decide it keeps being Gateball by default :)

I think for the fixes/changes I need to make to finish up my v020, nope, I don't need any specific help.  I do want to implement some of your new AOE interactions but that can wait until next version.

Unless ... are you up for a little workshop-designer magic?  I'd like a Warrior Society Lodge workshop where warriors can bring two weapons to combine into a powerful dual-wield weapon combo item.  E.g. Jaguar Warrior reaction combines fighting claws and a greatbow.  Sea Wolves reaction combines a pistol and a cutlass.  Kommando Society combines a flachette scattergun and and axe.  I know more or less how to do the reactions I want, but I need a suitably grand looking building.  Your buildings have looked so amazing lately I figured it can't hurt to ask ;)

Wrex

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #156 on: August 24, 2012, 07:09:56 pm »

Oh, I should mention that brass ammo does about jack-all to any armour thicker than bronze, so you might want to offer better ammunition at the freelancers.
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smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #157 on: August 24, 2012, 07:19:05 pm »

Noted, thanks Wrex.  Also
* Bugfix, looted human platearmor should be steel, not made of leftover wooden planks from the longboat *facepalm*

Meph

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #158 on: August 24, 2012, 07:28:54 pm »

Quote
flachette scattergun
Wut?

So a tribal workshop that combines weapons. I'll have a go.

EDIT: More difficult then I thought, I dont know how to bring in a "tribal" theme. And not exactly what you want etc. Here a little 5x3 workshop I came up with, you most certainly dont have to use it.


Spoiler (click to show/hide)
« Last Edit: August 24, 2012, 07:35:04 pm by Meph »
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smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #159 on: August 24, 2012, 07:40:26 pm »

I don't want the Orcs to get into the real rifle-crafting business, but a relatively lower muzzle velocity gun that shoots darts.  Still need to loot some kind of widget (human gunmaker's toolkit?) from a human settlement in order to craft it.  With the right mats, make poison tipped flachettes, AOE blast, etc.  We'll see, just brainstorming, maybe something better will come to mind.

Edit:  Yeah, to be honest I don't really know what I'm looking for either.  I almost want it to be like a mead hall that happens to have a crafting shop in an annex. 



i'd rather it look more like a yurt and less like a fancy keep. Maybe the solution is just to take away the outer walls/doors.

Spoiler (click to show/hide)



not quite right either, but at least smaller

Spoiler (click to show/hide)
« Last Edit: August 24, 2012, 08:38:17 pm by smakemupagus »
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Meph

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #160 on: August 24, 2012, 09:31:30 pm »

Just wanted to note that I did a little science on the magma spawning. Didnt you say that workshop size does play a role ? Because I filled a 3x3 depot completely with 7/7 magma, from a 1tile workshop, by deconstructing it.
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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 :::

smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #161 on: August 24, 2012, 09:52:20 pm »

Yeah, I found that a workshops seems to be able to fill it's own area plus about one ring around (assuming it has enough magma inside).  So a 1 tile workshop can fill a 3x3 space, and a 3x3 shop can fill 5x5 space.

... but in the Orc Fortress implementation a train route with magmatankers running is the best way to fill a big space, if it's a cistern and not a trap
« Last Edit: August 24, 2012, 10:01:15 pm by smakemupagus »
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Meph

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #162 on: August 24, 2012, 10:08:22 pm »

OK, understood. Thanks for clearing that up. Never used minecarts or tracks yet, so I havent tested with those. Really have to see what these features can do, otherwise I cant mod for them.

Somehow both of your building designs are not what you described. ^^ dont look like yurts.

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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #163 on: August 24, 2012, 10:23:38 pm »

lol no kidding. that's why i need help ^^

magmatanker filling works like this
* build a rail line with one end near your source station and the other at the edge of the cistern/aquifer to be obsidianized/river to be dammed/etc.
* build a stop at both ends.  the end by the cistern should auto-dump towards the cistern.
* create a tram route set to "push cart when greater than 50% full" or so  (using 'guide' rather than 'push' can be hazardous, dwarves spend more time in magma splash zone)
* add a magmatanker to the route
* set magmasource to fill tanker using manager.  You'll get an autocancellation as the job pauses while the cart is full, but then the tram operators will do their thing, the cart becomes available, and an engineer at the magma source station will restart the job.  Since he goes to pick up the cart manually to fill it with magma then carry it back to the track, that's why you want the stop as close as possible to the source station.

edit.  manager works better than repeat
« Last Edit: August 24, 2012, 11:03:25 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress: A new playable civ for ☼MASTERWORK☼
« Reply #164 on: August 27, 2012, 03:11:23 pm »

ORC FORTRESS New Version OF 0.2.0 for MWDF 1.9.5
(please see original post for download)



What's new in Orc Fortress 0.2.0?

* Orcish Raiders: Dwarves may be content to lurk meekly in defense of their ivory spires and adamant halls, but Orcs prefer to sow vengeance among the home lands of their foes.  From the Raiders' Drydock you can equip a longboat with weapons and enough coin for a crew of freelancers to depart on a expedition of your choosing.  The crew are likely to perish forgotten and alone in a distant land; but there is a chance they may return instead with an assortment of plundered metals, weapons, or even rare blueprints & artifacts for the clan Artisians and Dreamwalkers to study. 

* Unlock new industries through blueprints obtained on Raids!

* Expanded Magic:  Special Caste called 'Dreamwalkers' can learn spells at the Altar of Storms and Stone Circle, using spell catalysts obtained on raids.  Empower your greatest warriors with Druids' or Wraith-knights' weapons, imbued with the powers of ancient runic magics.

* Distinct Sprites for Nobles:  No more every noble wearing the same blue turban; Now some of them have a red turban! 

* Balance tweaks such as elven assaults against your Fort clad somewhat less in mithril (steel singing arrows are still plenty deadly, don't worry)
« Last Edit: August 28, 2012, 04:01:30 am by smakemupagus »
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