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 ... 11 12 [13] 14 15 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142289 times)

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #180 on: August 30, 2012, 11:23:56 pm »

Is stolen planned for MDF2. At a later stage, I really like the idea.

Excellent :D

Speakafreak22

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #181 on: August 31, 2012, 01:52:48 pm »

Experimenting with the raiding feature.
How many long boats/raider weapons/coins do you need to launch a raid? And does the drydock need to be placed anywhere specific?
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #182 on: August 31, 2012, 05:52:56 pm »

1 boat / 1 kit which is 5 weapons / 5000 coins

The 'xebec' is just an alternative way to make a boat, more complicated with sails and pulley, but less wood

The dock doesn't need to be anywhere specific, only because I don't think there is a way to do that :)

Wrex

  • Bay Watcher
  • My vision is augmented
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #183 on: August 31, 2012, 06:08:57 pm »

1 boat / 1 kit which is 5 weapons / 5000 coins

The 'xebec' is just an alternative way to make a boat, more complicated with sails and pulley, but less wood

The dock doesn't need to be anywhere specific, only because I don't think there is a way to do that :)


You *might* be able to make it water powered in the same way a magma forge is magma powered. Maybe. I have no idea if it works (and it probably dosen't)...But if it does..
Logged

Mr Wrex, please do not eat my liver.

Arkenor

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #184 on: August 31, 2012, 06:16:17 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.

So far as I can see, from my brief but successful struggle getting things to work, the only file that effects tiles in the Orc Fortress overwrite section is for inorganic_mineral, and that change is just to remove graphite from the group of minerals that gets turned off in Masterwork under certain circumstances. I guess because it's needed for something important for the orcs. I'd copied that over without considering the consequences to tile settings, and everything went quite wrong, but simple enough to fix. It wouldn't take at all long to make a copy of inorganic_mineral with that change for each tileset, or, more drastically, if Masterwork removed graphite from its list of minerals that can be removed, you wouldn't need to overwrite it at all.
« Last Edit: August 31, 2012, 06:22:41 pm by Arkenor »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #185 on: August 31, 2012, 06:19:34 pm »

Graphite is in the next version, I already use it to make grey ink in the scriptorium. So, like I said, I see no reason why OrcFortress should be phoebus only. All tilesets I installed will work with it.
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 [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #186 on: August 31, 2012, 06:34:41 pm »

i didn't (intentionally) change anything in Graphite -- my change to inorganic was to add [METAL_ORE:LEAD:100] back to galena.
Glad to hear the other tilesets work fine!  I'll change the wording in the OP.

Sarkovar

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #187 on: August 31, 2012, 08:39:36 pm »

I love the Macuahuitl
Spoiler (click to show/hide)
In the hands of my Uruk Clan Leader/Warchief it's a damn lightsaber. That poor weasel man thief didn't know he was dead until his upper body landed two feet away from his lower body...

In other news a leprechaun stole my Warchief's Lieutenant's artifact bone axe which he made, his pants, and one of his boots while he was asleep which caused him in conjunction with the death of his only son, who was our newest military recruit, to a black bear into a tantrum. The Warchief, who was his friend, didn't beat around the bush he sidestepped the lieutenant's first swing of his back up sword and decapitated him. Now he's in a bad mood and if something sets him off into a tantrum he'll kill everyone else in the fort, he's that fraken strong. Damn you smake, I don't care about dwarves but I actually like Orcs and they're dying and I blame you for that. >:(

EDIT: I had to scum the save when ol' Snamoz the Warchief turned my dining hall into the elevator scene from the shining.
« Last Edit: August 31, 2012, 10:06:36 pm by Sarkovar »
Logged
Me: FLAMING BABY FLAIL'S COMIN' AT YA DEMONS.

Speakafreak22

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #188 on: August 31, 2012, 09:15:31 pm »

1 boat / 1 kit which is 5 weapons / 5000 coins

The 'xebec' is just an alternative way to make a boat, more complicated with sails and pulley, but less wood

The dock doesn't need to be anywhere specific, only because I don't think there is a way to do that :)
Thanks, I was missing the coins and made about 10 boats and 7 kits lol.
I love the raiding feature. Lots of fun, and lots of loot!
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #189 on: September 01, 2012, 02:35:47 pm »

Just so you guys know in case you don't follow the Community games forum, there is an Orc Fortress Challenge which you can check out if you're interested, as well as a community succession fort set up by Wrex here.  (although it's just as fine to post stories from your own forts here :), such as the story of Bloody Snamoz, that's good stuff).  I feel like if there are Orcish country singers they can make a good ballad from that, he just needs a dire wolf and a pickup truck.

Was his macuahuitl obsidian, or bloodsteel/iron?  ... just curious how effective the obsidian ones are

I've definitely lost a fort or two to Warchief rampage, the one I remember was that he threw a goat carcass at the Clan Liason which wounded him critically, causing a loyalty cascade and (very brief and violent) civil war.

« Last Edit: September 01, 2012, 02:50:53 pm by smakemupagus »
Logged

Sarkovar

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #190 on: September 01, 2012, 05:31:25 pm »

I haven't checked obsidian, mine were bloodsteel. After my save scum a gryphon decided to show up without an invitation and my third militia member Stozu went out to fight him, the gryphon tore/cut off his left foot but Stozu raked the gryphon in the lower body and cut him in half. I would shout OP but there were journals from Spanish conquistadors talking about how the Aztecs could use their macuahuitls to decapitate horses so the idea of complete bisection at the hands of a 7-8 foot tall brick wall of pure rage doesn't seem that ridiculous. I'll certainly check in the arena whether or not obsidian is as capable of gryphon bisection as bloodsteel is and get back to you.
Logged
Me: FLAMING BABY FLAIL'S COMIN' AT YA DEMONS.

Wrex

  • Bay Watcher
  • My vision is augmented
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #191 on: September 01, 2012, 05:34:50 pm »

Obsidian, as far as I know, is glitched and dosen't actually cut things. I could be wrong.
Logged

Mr Wrex, please do not eat my liver.

Sarkovar

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #192 on: September 01, 2012, 06:00:18 pm »

Yeah, it doesn't appear in the arena, and I don't want to lose an orc due to some crazy mishap from testing the obsidian. On another note ironbone performed as expected, its not as good as bloodsteel but it can still chop a gryphon up good.
Logged
Me: FLAMING BABY FLAIL'S COMIN' AT YA DEMONS.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #193 on: September 01, 2012, 06:23:55 pm »

Just a note here, ironbone = iron, bloosteel = steel. No change in the raws at all, besides the name.
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 :::

Sarkovar

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« Reply #194 on: September 01, 2012, 06:37:10 pm »

Just a note here, ironbone = iron, bloosteel = steel. No change in the raws at all, besides the name.

I had a glass house called blissful ignorance and you threw a rock called reality at it you monster.
Logged
Me: FLAMING BABY FLAIL'S COMIN' AT YA DEMONS.
Pages: 1 ... 11 12 [13] 14 15 ... 64