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 ... 18 19 [20] 21 22 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142265 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v022] for ☼MASTERWORK☼
« Reply #285 on: January 12, 2013, 07:10:51 am »

Some random thoughts:
  • Love the totem pole and the druids stone circle designs :)
  • Magma Ancient Foundry = Ancient Magma Foundry (?)
  • Why do the magma-sources have blue/water barrels as well ?
  • Coal-stoked magma source and magma-stoked magma source sound strange. Why not coal-stoked magma source, and magma source ?
  • Heavy weapons Lab... the Laboratory does not fit the tribal/traditional/shanty style. Just the word lab.
  • Awesome idea with the shanties/ghettos. :)
  • A caravan is a mobile group, yours are stationary buildings. Caravans setting up shop are called Bazaar (english) or Suq (arabic)
  • Shadow Market Dealer = Shadow Broker (?)
  • Caravan buildings have green dwarves inside? Why not goblins? Dwarves are your enemies...

Edit: Oh, and the different background colors for the caravan buildings are a nice touch. :)
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 [v022] for ☼MASTERWORK☼
« Reply #286 on: January 12, 2013, 02:06:43 pm »

The magma-source has hot and cold taps, it can fill watertankers as well as magmatankers.  Is there a word for the building that puts liquid stuff in a train car?

Others, Great suggestions, copy paste on to do list :D



Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v022] for ☼MASTERWORK☼
« Reply #287 on: January 12, 2013, 02:29:16 pm »

Filling station, fueling station, pump... heck I dont know :P

I guess you have seen my solution by now, I just added one "fill magmabottle/fill magmatanker" reaction to every magma-furnace. Dont know which one is better to be honest. Obviously doesnt work with water. ^^

Why did you take the grenades out?  I noticed that they were gone, but I dont know why... didnt they work as intended?  And if you need any help with something, let me know. Or, the other way around, if you have any good ideas for me, let me know as well :P

My work for today is done.
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 [v022] for ☼MASTERWORK☼
« Reply #288 on: January 12, 2013, 02:41:12 pm »

I'm just changing the mechanics of grenades; in old version he was more like a mage really, used INTERACTION magic to douse enemies in pitch (lignite vapor) and then fireball them.  It worked fine but not really intuitive.  In the new version grenades will just be special ammo fired from cannons, much cleaner and come from the Heavy Weapons Armory.  I'm using your explode ammo.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v022] for ☼MASTERWORK☼
« Reply #289 on: January 12, 2013, 02:50:18 pm »

A word of warning then: My explosive ammo might get redone with the beautiful dfhack-coating system, because it delivers the syndrome on every hit, not just on a hit that gets stuck in the target. Actually, all you have to do is to take normal ammo (cannonballs) and coat them with (pitch/blackpowder/oil).. its nothing difficult to do, if you already have the interactions and inorganic mats. I want to change my dynamite ammo to ammo "coated" with dynamite. Same thing in the end, but much more effective.

EDIT: Oh, and while I'm still here: [CREATURE_CLASS:ALL_CREATURES] is what you want for the syndrome/interaction. I added it to, well, all creatures but demons, titans and fbs.
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 [v030] for ☼MASTERWORK☼
« Reply #290 on: January 13, 2013, 07:32:32 am »

Hi all, development v0.30 is posted, Please see the original post for download.

* Update 0.30 is a major update with: new buildings including mid game industry in the Goblin & Kobold ghetto (6 buildings); buying and selling goods for coin at the caravanserai (4 buildings); new advanced buildings both domestic (Meadhall) and acquired by Raiders (Heavy Weapons Armory, Arcane Forge, Treesinger's Pagoda).

* Due to the lots of changes, please be patient if there are some typos/bugs, and note that the manual is now very out of date already  ::)

Carp McDwarfEater

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v030] for ☼MASTERWORK☼
« Reply #291 on: January 13, 2013, 09:23:34 am »

Personally, I think it would be more awesome than any of the poll's options to be able to have your raiders enslave a bunch of dwarves, which you then put in an expensive workshop (like the kobold ghetto) that lets you create all kinds of crazy dwarven armor. In the manual it's written that the orcs' talents do not include the making of advanced armor, so this would make sense, be cool, and fill in that missing gap.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v030] for ☼MASTERWORK☼
« Reply #292 on: January 13, 2013, 09:40:40 am »

That is a pretty neat idea.  I might implement it with the new "tools" that the raiders bring back, for example you use up a Dwarven Exquisite Toolkit in a reaction at the Tinkerer, or Heavy Weapons Armory to make a suit of platemail.  (you can imagine that a dwarf also gets used up along with the tools ...)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v030] for ☼MASTERWORK☼
« Reply #293 on: January 13, 2013, 09:50:12 am »

I still find it hilarious that you kept the "box of goblins"


I voted for the steampunk and runesmith tech. And I too like the idea of taking dwarven, elven or human prisoners from raids to do... something. Maybe sell them in the caravanserai, or ransom them ^^
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 :::

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v031] for ☼MASTERWORK☼
« Reply #294 on: January 13, 2013, 03:18:26 pm »

31a is added to the mix, and online. I also added an embark profile for orcs. And about the poll: I am strictly against giving orcs volcanic. Its simply too powerful. All steel, mithril, deepbronze, wolfram, all of those are useless in comparison. Thats why its so expensive.

Like I said, if you want to I can add those workshop/reaction titles.

And a tiny, tiny bugreport, you gonna love it:
Quote
   # [GEM_PREF] # if trade gems, then also trade relics and fossils
It's not actually commented out :P
« Last Edit: January 13, 2013, 03:20:12 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 [v031] for ☼MASTERWORK☼
« Reply #295 on: January 13, 2013, 04:20:28 pm »

Haha, yeah, of course i screw up the other comments too.  Thanks :)
If you could add the titles that would be great.

Yes, i certainly wouldn't want to put in something better than mithril/oric/DB, i didn't know Volcanic was so uber.  I was just picturing an excuse to put in glass/ebony TES style gear ^^ and my first instinct is always to look at using existing assets to minimize clutter.

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v032] for ☼MASTERWORK☼
« Reply #296 on: January 14, 2013, 03:46:13 pm »

Ha, all of a sudden no Rockforge and Stonecutter's Workshop! Instead of easy stone anvils I need to dig down to metals. Nice, nice. I wonder what I would have done if there was no 'reveal'.
Btw. is there a way to disable goblin trading?
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v032] for ☼MASTERWORK☼
« Reply #297 on: January 14, 2013, 04:27:48 pm »

Yep, no more easy stone anvils, that was part of my "purge of dwarven technology" :)  I figured, we have plenty of other tools to get an anvil or survive without. 

Easiest to to disable gob traders would be to turn them off Goblins in the Masterwork interface.  To have them exist in the world  but not trade, go into entity_default.txt and change lines 3460-61 from

   YESGOLBIN[COMMON_DOMESTIC_PACK]
   YESGOBLIN[COMMON_DOMESTIC_PULL]

Huh, Wait a minute.
That probably should be "GOBLIN" not "GOLBIN".

Anyway, delete those lines or comment them out by deleteing the "[]" brackets.

Or to have them come less times per year you can delete some of these lines:

   YESGOBLIN[ACTIVE_SEASON:SPRING]
   YESGOBLIN[ACTIVE_SEASON:SUMMER]
   YESGOBLIN[ACTIVE_SEASON:AUTUMN]


« Last Edit: January 14, 2013, 04:34:42 pm by smakemupagus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v032] for ☼MASTERWORK☼
« Reply #298 on: January 14, 2013, 04:40:19 pm »

How many traders do you get, by the way ? Most balanced would be 1 each season, so 3 caravans from goblins alone seems overkill. Anything I should change/toggle in the entities to balance this? I can easily toggle the active seasons together with your taiga-orcs. And/or remove normal orcs...

And yeah, the famous golbin is a creature I create often when trying to handtype goblin. They are the goblins dyslexic cousins.
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 [v032] for ☼MASTERWORK☼
« Reply #299 on: January 14, 2013, 04:59:05 pm »

If you play with all friends enabled the trade pattern is like this

[SPR] Goblins, Elven rebels
[SUM] Goblins, Human bandits, wild Orcs
[AUT] Goblins, wild Orcs, chaos Dwarfs, Tiaga home civ
[WIN] Deep Drow

I don't really advise playing with all friends turned on, obviously, that lowers the difficulty a lot, but I like getting to pick and choose ...   Anyway Autumn can be a mess, the caravans get stuck in your doorways, etc.  On the other hand I took a poll once that the players favored the option to keep the goblins and wild orcs as potential trade partners, including the gobs visit multi times per year, because it was sort of a unique option.

So ... maybe the best idea is to toggle off AUTUMN for both Goblins and wild Orcs and
turn off COMMON_DOMESTIC_PULL for Goblins (let them keep Pack animals but lose wagons).  What do you think?

P.s.  Kind of related.  In my home build I play with different sprites for Good and Evil versions of the races, then when you have both on screen you can tell them apart either in Dwarf or Orc mode.  Do you think this is a good idea to include to the main mod?  For human and chaos dwarf I just used existing sprites from the old Fortress Guard, for elf and drow I made a new file with basically a palette swap.
« Last Edit: January 14, 2013, 05:02:39 pm by smakemupagus »
Logged
Pages: 1 ... 18 19 [20] 21 22 ... 64