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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142301 times)

Rumrusher

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #165 on: August 29, 2012, 10:30:01 am »

Hmm so does the raid camp option work like retiring a fort does or just some random item drop? Because I would gladly work in some orc raiding being an event you do cross adventure mode. like build up a raiding party then switch to adventure mode and roll out.
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smakemupagus

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #166 on: August 29, 2012, 11:36:22 am »

If i knew how to do that i would be opening my own game studio, not modding ;)

Yeah, it's a regular DF workshop; it works more like a Tropico 2 pirate dock than anything else.  You have a 50% chance to get your ship back and 50% to get a crate (independent, because that's how DF reactions probabilities work).  When you open the crate it runs another reaction that selects loot at random.

Meph

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #167 on: August 29, 2012, 11:54:35 am »

You could make it 50% to return a "full ship", which is used automatically on the "unload loot from successful expedition" that gives you a 100% chance for a crate and your normal ship back. Just saying. ;)
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smakemupagus

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #168 on: August 29, 2012, 12:08:23 pm »

 ???  Indeed.  different ship for each raid, 'ship full of elf loot', 'ship full of human loot', etc., but yeah maybe that's worth it.  Thanks :)

... edit.  Or just skip the crate and have 'Unpack the ship' yield 100% empty ship, plus the rest of the loot table
« Last Edit: August 29, 2012, 12:15:14 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #169 on: August 29, 2012, 12:15:55 pm »

Either different tool of same material, or same tool of different inorganic mat. Works the same.

Edit: Oh, yeah, you could skip the crate then. ^^
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Firehawk45

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #170 on: August 29, 2012, 05:50:44 pm »

Chance of full ship plus chances of special items/crates? :) (MORE LOOT!)
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smakemupagus

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #171 on: August 29, 2012, 06:53:13 pm »

Yeah, that's not a bad idea, i could see there being 'treasure chest', or other similar things being among the loot.

ed.  I guess there were a few like that already, like there is a chance for a crate of rifles from raiding a Human town, or crate of steel from the Dwarven settlement.  But I also like the idea of a good old fashioned crate of gold and jewels :)

BTW I very much recommend the "Win 0.34.11 SDL with applied binary patches" especially to fix the Long patrol duty thoughts bug.  Since orcs tend to be in the military a lot, and Tantruming orcs can do some damage.
« Last Edit: August 29, 2012, 07:01:31 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #172 on: August 29, 2012, 07:21:34 pm »

I never understood why Quietust doenst do mods... this magnificent son of a gun. ^^ Especially the working [DIPLOMAT_BODYGUARDS] tag. I guess Toady will add these fixes to the next release, similar to previous releases. At least I hope so.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Rumrusher

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #173 on: August 29, 2012, 08:16:59 pm »

If i knew how to do that i would be opening my own game studio, not modding ;)

Yeah, it's a regular DF workshop; it works more like a Tropico 2 pirate dock than anything else.  You have a 50% chance to get your ship back and 50% to get a crate (independent, because that's how DF reactions probabilities work).  When you open the crate it runs another reaction that selects loot at random.

okay so no airships, okay so I guess good old "lua function to set a orc to head commander, turn every one into a companion, 'murder' a horse to form the murderwagon and switch over to adventure mode." as mean to set up proper raids, though I need to figure out a proper fast fowarding time function for the long haul since the wagon will unhinge from the horse, and who ever you capture will free them selves if you sleep, fast travel.
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DAMN YOU RUMRUSHER!!!!!!!!
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smakemupagus

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #174 on: August 29, 2012, 09:05:38 pm »

I don't entirely follow what you're doing, but it sounds awesome :)

Speakafreak22

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #175 on: August 30, 2012, 09:06:12 pm »

Absolutely loving it so far.
Quick question though, since we can't bring cats on embark, what's a good animal to bring to get rid of vermin?
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Arkenor

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #176 on: August 30, 2012, 09:45:54 pm »

It sounds great! When you say "Orc Fortress only works with the Pheobus Tileset.", what actually happens if I'm using something else, such as Ironhand, my preferred tileset?

I love the idea behind your new raiding system. I guess it would be inappropriate for the dwarves to also be launching raids on local shipping and the local elves, but maybe they could still mount the expeditions to ruins.
« Last Edit: August 30, 2012, 09:48:38 pm by Arkenor »
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smakemupagus

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #177 on: August 30, 2012, 11:09:48 pm »

Hi guys,

Drowspiders and Frill Lizards both work for vermin hunting. 

I honestly don't even know what it would take to support multiple tilesets, I'm sorry. 

Wrex

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #178 on: August 30, 2012, 11:10:40 pm »

If you use Ironhand, you get an unholy mixture of Phobius and ASCII.
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Meph

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Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #179 on: August 30, 2012, 11:21:24 pm »

Why, you only have orcs (sprites), some items (hardcoded tile numbers), and buildings (they look kind of the same in all tilesets)

Do you have any plants, inorganic mats or tools you edit? Or creatures that use tiles ? (the answer is no) so my best guess is that OrcFortress will work fine with all tilesets.

Quote
they could still mount the expeditions to ruins.
Is stolen planned for MDF2. At a later stage, I really like the idea.
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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 :::
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