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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142214 times)

CheatingChicken

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Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #360 on: January 25, 2013, 02:07:24 pm »

Warlock traders really are massive trolls.

"Hey, we want to trade with you. Did you order all your refuse pile to be reanimated?"
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smakemupagus

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Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #361 on: January 25, 2013, 03:18:31 pm »

I think over the weekend i will go through the final couple things on my to do list

* convert to use domestic animals to avoid weird side effects of USE ANY PET
     * But, add some orcish/taiga pets: Direwolf (w/h), Sabercat(w/h), Auroch(pack), Mammoth(wild), Archaeopteryx (h)
* put some more stuff at Arcane Forge to make it useful even if you don't also have Ancient Foundry
* Add another rare source of Orichalcum (platinum coins transaction maybe?), since it will no longer come from trade caravans in future
(... lol, whenever i write these things down I think of more ... )
* Maybe a special for the Goblin Stonecutter -- he's the one Ghetto building that doesn't have anything that really jumps out for me
     * Special battering trap?  Batch/colored bricks?  Put the stone anvil back req dwarven tools?
* Maybe add another use for Elven tools, it's only used for Fletching at this point.  Although, enchanted arrows are pretty boss mode.
     * wood from saplings?  mithril mail at Damasc?

P.S.  can anyone point me to an example on how to add sprites for animals and particularly how to handle their young/hunting/war variants?  otherwise i'll just look up how Meph did the Drakes and hope I can figure it out from there.

Anyone have other ideas/requests, now would be a good time :)

In the mean while here is a tiny update. 

Mostly buffs to common spells based on arena testing, Still untested in Fort mode.  Possibly Overpowered when you can spam it on multiple targets but at this point I'd rather it be a little OP and have to dial it back .. goal is to give Druids and Sorcs tools to help counter long [SIEGE] style attacks, but not be able to just crush a whole group instantly.

0.36b
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Spoiler (click to show/hide)
« Last Edit: January 25, 2013, 05:03:01 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #362 on: January 26, 2013, 04:50:03 am »

Any interesting ideas about what to do with a Deep Drow Great Clanmother?  Looks like she was babysnatched, and grew up to become the leader of our civ.  I think I can only pasture her in the throne room.  Not so different from a normal king I guess. 

After years of no luck with the magma source, immediately after I finally finished breaching the aquifer the old fashioned way, I get something like 3 magma source blueprints over the next 5 raids.  :'(

p.s.  Looks like netherwood tankers aren't magma proof after all.  Sorry 'bout that ^^
« Last Edit: January 26, 2013, 01:49:45 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #363 on: January 28, 2013, 12:51:33 pm »

Version 0.40 is now posted.  The first thing you might notice is that Orcs are now a Domestic Pets civ, so no more really long list filled with cheap or strange animals.  However I put in a few Orky animals to play around with.

* [CREATURE:DIRE_WOLF_ORC][DESCRIPTION:A ferocious orc-sized canine, bred in large packs for hunting and war.]

* [CREATURE:SHAGGY_MUMAK][DESCRIPTION:A huge shaggy mammal with a trunk and six long tusks, legend has it these beasts were used as terrifying assault weapons by orcish armies in the forgotten past.]

* [CREATURE:STEPPE_AUROCHS][DESCRIPTION:A primitive bovine nearly hunted to extinction in many human territories.  They are favored by orcish ranchers for their large size and wild temperment.]

* [CREATURE:ARCTIC_CONDOR][DESCRIPTION:A large raptor that nests in icy crags, attracted to the carrion and vermin that accompany orcish settlements. They are domesticated and trained for the hunt by orcish outriders.]

* [CREATURE:TIAGA_SABRECAT][DESCRIPTION:A huge feline hunter with enormous eyeteeth, native to the boreal forests. They are often the favored pets of orcish warchiefs.]



There are a lots of other changes that are a bit more subtle.  I tried to give a boost to workshops that I thought were a bit less than par, buffed most types of magic & moved the tedious work of talisman collection to the Totem pole where peasants can do it.  And finally pay attention to some polish issues like: trying to get all the workshops unique build hot keys, and standardizing the materials of tools in a way that might help stockpile organization.  (i.e. all Meadhall codex are steel, all magic codex are silver, all elven toolkits are mithril, etc., so you can use Materials settings to distinguish your Tools stockpiles).  So far I only debugged worldgen/startup issues and haven't run test forts, so as usual with a big update, apologies in advance for any typo bugs and etc.

There are some new pre made embarks in the download too, if you like grab them and paste in the data/init/embark_profiles file.
« Last Edit: January 28, 2013, 07:43:52 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v041] for ☼MASTERWORK☼
« Reply #364 on: January 31, 2013, 08:57:30 pm »

New version up [0.41], small changes other than the manual.

Spoiler (click to show/hide)

tahujdt

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Re: Orc Fortress [v041] for ☼MASTERWORK☼
« Reply #365 on: February 01, 2013, 09:42:39 am »

smake, just wanted to say that all of us are still watching and loving this mod, it's just that when Meph incorporated it into MWDF2, we don't need to come here to constantly update.
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smakemupagus

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Re: Orc Fortress [v041] for ☼MASTERWORK☼
« Reply #366 on: February 01, 2013, 11:39:31 am »

Cool, glad you are enjoying it and thanks for saying so :)

p.s. The buffs to magic spells in the latest couple versions, in part it goes back to your and other players reports a while ago, that Bloodcurse and Pain weren't strong enough to noticeably cripple an enemy.  In my 0.41 fort I had a Sorcerer picking flying giant war bats out of the sky with Pain and it was pretty awesome :)  Of course he ran too far forward and I ended up accidentally crushing him with a bridge. 
« Last Edit: February 01, 2013, 12:24:18 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v041] for ☼MASTERWORK☼
« Reply #367 on: February 01, 2013, 02:15:31 pm »

Yeah, about 1/3 of the players ticked "playing orcs" on my bigger poll :)

But for some reason all reports to go my thread, even if I state that people should please post here... you know how it is ^^
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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 :::
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smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #368 on: February 04, 2013, 01:42:51 pm »

I am going to go ahead and call this latest version "1.00".  I won't say it's perfectly bug free or balanced of course, but it has to become "v1" some time!  Hope you enjoy.

I wrote some embark scenarios during the super bowl power outage.  They are really geared towards giving newer players some hints about features in the mod, but I had fun writing them, and looking forward to trying them too with the bonus challenges :)  They appear in the Manual along with the code for corresponding embark profiles.

Vale of Tears
Spoiler (click to show/hide)

The Old Ways
Spoiler (click to show/hide)

Thunderguard
Spoiler (click to show/hide)

Blood Price
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« Last Edit: February 04, 2013, 03:22:24 pm by smakemupagus »
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leafar

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #369 on: February 04, 2013, 02:04:44 pm »

these sound all awesome! :)
if only rl wouldnt take so much of my time...
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smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #370 on: February 04, 2013, 08:35:12 pm »

if only rl wouldnt take so much of my time...

I know!!  But, real life won't mind if you just play *one* little game of Orc Fortress, right? ;)

Meph

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #371 on: February 05, 2013, 02:36:18 am »

I guess you dont plan on any more releases in the next time ?

And what is with the manual... somewhat updated? :P
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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 :::

smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #372 on: February 05, 2013, 10:43:18 am »

That's right, no big changes coming planned, if I catch some bugs of course I'll post a little update release.

The manual is mostly up to date, actually!  8)

Meph

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #373 on: February 05, 2013, 06:14:13 pm »

Just looking through the newest version, to see what changed. One thing I noticed about the caravanserai... I had an idea about the design.

This is a caravanserai blueprint RL.
Spoiler (click to show/hide)
  Your caravanserai-bazaars dont fit this, so I made this:



The left ones are the originals, the right ones the new design. If you want to use it I'll send you the raw, otherwise I scrap it. I just thought it would be nice to graphically combine the buildings that share the same function. Its a bit small, because of the border... maybe I should have made them 6x6 ^^

Edit: And it has no entry... D'oh!
« Last Edit: February 05, 2013, 06:15:46 pm by Meph »
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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 :::

smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #374 on: February 05, 2013, 06:46:59 pm »

I started with borders kind of like that but then I figured, just leave the architectural part of it to be up to the player, especially since they might want to build in different places for storage, or not have to worry what is the "right" order to put them in or whatever.

Still.  Seeing how nice those look I might play with the design a little more :)
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