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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142235 times)

Meph

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #330 on: January 19, 2013, 02:49:25 pm »

They do quite well in dwarf mode. I could link both concubines and broodlords to orcs as well, with some inventive metatags. And remove guardians of armok, golem casts and books from the archeology system, whenever orcs are active.

Oh, and a lot more people play this then 5 ;) It was only 5 that choose orcs over dwarves. A bit over a third did play orcs/kobolds.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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gwathlobal

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #331 on: January 19, 2013, 03:04:03 pm »

Quote
The Brush Titan has come! An enormous eyeless goat. It as a long, swinging trunk and it emanates the aura of GIVING AND KINDNESS.
LOLWUT! I am in a middle of an icy desert and there it comes emanating kindness. Too bad it has to die.
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gwathlobal

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #332 on: January 20, 2013, 11:39:49 am »

Druid's lung attack seems to be able to target any creature on the map, visible or not. Or maybe it is a side effect of 'reveal' (though the map was later unrevealed). Despite the lungs turning yellow, no creature died of inability to breath. 
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smakemupagus

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #333 on: January 20, 2013, 12:01:37 pm »

It's supposed to be a disabling spell, so i'm Ok with them not dying, can you tell if they're being impaired?
No idea why it's across the whole map.  Not only is it supposed to be limited by line of sight, it's supposed to be close range (10).  ???
Spoiler (click to show/hide)

Found a new way to gear up quickly for the first year -- stumbled across some kind of troglodyte clan war in the first caverns.  Two groups of trogs mutually annihilated each other, I drove away the few survivors with arrows from above, and scored ~6 rusty hammers and maces.  Add in a couple copper shields and armor and it was plenty to handle the first wave of elves.
« Last Edit: January 20, 2013, 12:07:22 pm by smakemupagus »
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CheatingChicken

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #334 on: January 20, 2013, 02:00:44 pm »

I just found something that might be a bug: My orcs can buy blight ogres on embark (for 1 dorf/ork-buck a piece), which are listed as tame citiziens ingame.
Edit: They cant work. You can enable labors, but they wont do any of them
« Last Edit: January 20, 2013, 02:11:29 pm by CheatingChicken »
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smakemupagus

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #335 on: January 20, 2013, 02:12:15 pm »

Thanks for report! not intended, but I'm not sure it's super straightforward to fix.  Pets are tricky.

CheatingChicken

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #336 on: January 20, 2013, 02:39:36 pm »

I dont think so either. Just quickly looked at the raws and i cant find any kind of pet or training token on them...
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smakemupagus

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #337 on: January 20, 2013, 02:50:45 pm »

Tiaga-orcs have [USE_ANY_PET_RACE]  which is why they can embark with lots of wild creatures, which, mostly, is good.  But it leads to some strange behaviours like what you just reported.

I could clean it up by making them a set of "orky" domestic pets like wargs with the PET tag, or whatever, but I haven't gotten around to it yet.  Partly, because it potentially involves work with graphics ^^  And partly, because then I'd have to decide whether to also give them the COMMON_DOMESTIC which would guarantee the availability of new orky pets but also of the old dwarfy domestic pets.

gwathlobal

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Re: Orc Fortress [v034] for ☼MASTERWORK☼
« Reply #338 on: January 20, 2013, 02:55:05 pm »

Yet another half-sentient race :)
As for impairing - if I see the creature on the map, then it starts also logging "It has trouble breathing" after the lung attack. No idea if it counts as impairing  ;D
The earth attack of a Druid is indeed short-range and stuns opponents, so that they start to move slowly.
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smakemupagus

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Re: Orc Fortress [v034b] for ☼MASTERWORK☼
« Reply #339 on: January 21, 2013, 12:13:40 am »

Just a small bug fix update this weekend :)

0.34b
-----------
* bug: [ missing on wolfram grind reac
* bug: missing entity entry for magma crucible
* bug: orichalcum loot from ruins should not be "makeshift"

p.s.

>  Tiaga-orcs have [USE_ANY_PET_RACE]  which is why they can embark with lots of wild creatures, which, mostly, is good. 
>  But it leads to some strange behaviours

... Such as, migrants to my fort today keep bringing Tame Orcas, Cuttlefish and such which air drown on arrival :/
« Last Edit: January 21, 2013, 05:28:30 am by smakemupagus »
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gwathlobal

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Re: Orc Fortress [v034c] for ☼MASTERWORK☼
« Reply #340 on: January 21, 2013, 02:12:16 pm »

Hmm, I think a (weak) dreamwalker codex should be added for researching on your own, without relying on elven and drow raids. The drops are rare, and dreamwalkers are rather redundant until you promote them to something. It should need a number of resources of course, but I believe some codex must be guaranteed. Maybe one spell only of dizzyness or nausea.

PS. Cash in blood for 1000 coins gives you only 500 coins!!!!1111  :'(
« Last Edit: January 21, 2013, 02:27:25 pm by gwathlobal »
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smakemupagus

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Re: Orc Fortress [v034c] for ☼MASTERWORK☼
« Reply #341 on: January 21, 2013, 05:03:37 pm »

Yep, I was thinking the same thing in my test game, Dreamwalkers (and their upgrades) should definitely gain get some spell codexes you research on your own.  I was thinking a selection something like Regeneration cast on friendlies, Raise dead (move from totem pole), one direct attack, one minor attack/de-buff.  Probably not combat buffs for friendlies, I will keep that the domain of the wardrums.

smakemupagus

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Re: Orc Fortress [v034c] for ☼MASTERWORK☼
« Reply #342 on: January 21, 2013, 11:58:30 pm »

Giving some attention to buildings that I thought were a little bit underwhelming.

Stone Circle: after crafting the reusable spell mojo, Dreamwalkers, Druids & Sorcs can enable casting Healing or Fairyfire for 1 month at a time
Altar of Storms: after crafting the reusable spell mojo, Dreamwalkers, Druids & Sorcs can enable casting Disable or Frenzy for 1 month at a time
Altar of Storms: after crafting the reusable spell mojo, spellcasters can cast Raise Dead, just for 300 ticks
Goblin Tinkerer:  make grade-two upgrade trap components, but only with rare dwarven toolkits
Heavy Weapons Armory: kite shield and platemail (torso only) - requires steel and dwarven toolkits
Heavy Weapons Armory: powered weapons (vibroblade, chainaxe, steamhammer) --  Roughly in the same class as dwarven weaponry upgrade-tier-one weapons, although they're somewhat more unwieldy; i.e. non-Uruks may not be able to wield in 1 hand. 

Will probably give the Arcane Forge another once over as well, but after I get more experience playing around with poisons and runes in dwarf mode.  Other than that, I'd say this is getting near a "v1.0" release candidate, in the sense that it is closing in on all the features I had in mind when I started :)

0.35
------------
Spoiler (click to show/hide)
« Last Edit: January 22, 2013, 12:13:41 am by smakemupagus »
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gwathlobal

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Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #343 on: January 22, 2013, 11:05:14 am »

So i fiddled with the Druid caste and the interaction which stopped suffocation spam is this (I am still version 33-34 or so, meaning I have not looked into what you did in 0.35)
Quote
[CAN_DO_INTERACTION:SUFFOCATION_CURSE_ORC]
         [CDI:ADV_NAME:Suffocate]
         [CDI:USAGE_HINT:ATTACK]
         [CDI:VERB:call on the capricious wind to abandon her foes:calls on the capricious wind to abandon her foes:NA]
         [CDI:TARGET_VERB:are having trouble breathing:is having trouble breathing:NA]
         [CDI:TARGET:A:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:A:10]
         [CDI:MAX_TARGET_NUMBER:A:3]
         [CDI:WAIT_PERIOD:300]
I have no idea what is sacred here - the order of statements (same as in sap strength) or "A"s in targets (because the original had "C"s) but my druid in a live save stopped her across-the-map casting.
I'll report if the druid is able to cast it at all after the changes.
PS. As for the new spells. Could they be permanent - either as a caste transformation or using the previous system? Because relearning them every month will be pretty tedious. Btw, a way to indicating learning spell in the previous system could be tile flashing - http://dwarffortresswiki.org/index.php/DF2012:Syndrome (search CE_FLASH_TILE)
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Meph

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Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #344 on: January 22, 2013, 11:35:35 am »

if the interaction traget is A and the creature has a CDI:target:B, it messes them up. They have be target the same target ID.
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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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