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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142281 times)

smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #225 on: October 01, 2012, 11:27:18 am »

Sure I will give that a thought, as long as I can come up with a loot list that reflects their inferior civilization but is still marginally useful/interesting :)
gobs:  rusty iron, copper, some decent bows and daggers
kobolds:  wooden weapons, blowguns, leather, some cobalt

Any idea for rare drops?  Like, you're an orc pillaging a kobold village, what's the one thing you might see that you would actually be proud to bring back?  I guess it could be a crate of high quality leathers, for example.

Stronghammer

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #226 on: October 01, 2012, 02:09:12 pm »

also totems or stolen relics/artifacts of other races. Cause kobolds steal stuff of high value. So you could raid kobold village with a reeeeeally small chance of getting a "lost artifact of blaa" In regards to slaves you could have an option to go enslave a people, and in return get a small chance of a map to the enslaved settlement. Then in the workshop you have an orc use the map to "visit" the enslaved spot and collect basic materials from them. And every time he goes there is a moderate chance that the spot is gone or destroyed. And you could then have an option to reinforce the slaved spot with a heck of a lot or weapons and materials to decrease the chance of losing the enslaved camp. This would give back a map to a reinforced slave spot, where it gives back the same materials but with a much lower chance of loss.

That is, if you want to allow orcs to slave. This would create the option to slave but without the production of actual creatures. You would just create an item that allows the orc to "visit the slaves and get stuff. So I suppose it would be a round about way of acquiring slaves and using them. aaaaand of course you can completely ignore this suggestion.
« Last Edit: October 01, 2012, 02:17:12 pm by Stronghammer »
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #227 on: October 01, 2012, 08:30:44 pm »

That's a pretty interesting idea, certainly it would be fun to do more strategy layer stuff like that if the UI was better suited for it.  I'll play around with it for a little -- I'm not sure it'll end up being different enough from the basic raiding idea.  Another option is to be able to allow some "Goblin Ghetto" or "Kobold Ghetto" workshops once you "capture" them on a raid.

Stronghammer

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #228 on: October 01, 2012, 08:42:35 pm »

The ghetto ideas are cool ones for sure
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tomio175

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #229 on: October 04, 2012, 02:35:32 pm »

How many ballista parts are needed for a Longboat?
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #230 on: October 04, 2012, 02:42:17 pm »

How many ballista parts are needed for a Longboat?

Three.

tomio175

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #231 on: October 04, 2012, 02:48:47 pm »

And how much weapons do you need for a raiders kit?
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...You're arguing with the GM? Why don't you argue with Jesus about how much Peter liked clams?
Because each player's delicious tears are fuel for the continued torture that is the Warrens of Oric the Awesome.

smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #232 on: October 04, 2012, 03:48:00 pm »

Five.

50% chance you recover the weapons and boat after a raid.  (Likewise, 50% that you successfully get a box of loot).  The coins are spent either way.

BTW Xebec has the same functionality as longboat, just that some of the wood requirement is replaced with Pulleys and cloth.  Longboat is easier unless you're short on wood.

Stronghammer

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #233 on: October 04, 2012, 08:44:34 pm »

I had the worst luck today with the raiding 15 times in a row nothing, thank goodness for sale of grog and living in a forest
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #234 on: October 05, 2012, 12:08:07 am »

Yikes, that's enough that makes me worry about a bug, or at least loot crates getting temporarily misplaced due to some stockpiling weirdness.  Did your luck eventually change?

Stronghammer

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #235 on: October 05, 2012, 08:52:28 am »

yup i got a loot crate which i then opened and got a bow >:( A as in singular bow nothing else. However yes it did change as i got two more loot crates with a try of 5 raids
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Bluesbell

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #236 on: October 17, 2012, 11:18:51 am »

Hello. I've got a pretty awkward question, but yeah: I am a dwarf for life, and I would like to ask, are some of the new blueprints and systems available to dwarfs too, or are they explicitly for orcs (besides runesmiths and the Merchant's Guild, I mostly mean magic and such, obviously not like raiding, which would be out of place.).
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Meph

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #237 on: October 19, 2012, 04:56:32 am »

They are all for orcs only. What exactly do you mean though, which blueprints and systems ? Give me a list of things you want to see for dwarves.

I do like the raiding system, and one might outfit "expeditions" into the deep as a dwarf, or send trading caravans or war parties to enemy settlements. Will be a long time till toady writes the real thing, so modders can do one for themselves.
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tahujdt

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #238 on: October 23, 2012, 06:59:48 pm »

This is awesome.
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SomethingWrong

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #239 on: October 28, 2012, 10:17:30 am »

I tried this fantastic thing. But when i embarked there were no trees on map, only snow and stone. Nothing else. I embarked in taiga, it was Heavily Forested. What i did wrong, guys?
P.S. I installed it on Phoebus's graphic pack. DF 34_11.00 version.
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