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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142159 times)

Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #420 on: February 25, 2013, 06:41:02 pm »

I dont think I can help you with this ^^ I have no idea what your current tradepartner do bring ^^
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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #421 on: February 25, 2013, 07:10:59 pm »

Warlocks could bring library materials. A few of our brethren don't bin their cloth/leather either.
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #422 on: February 25, 2013, 08:52:53 pm »

I just updated orc fort in the main mod (not released yet) but one thing stood out:
What happened to your wood stalks ? The ones from kobold camp. You said you wanted to keep them for the orcs... I dont have them in Masterwork, they are only enabled if you play Kobolds. I put a second copy into you orc plants, hope thats ok.  Apart from that... respect. That is a massive update. :)

EDIT: I had to change one thing, the pet_orcfort.txt. Since they are common_domestic dwarves and kobolds would use them too, so I changed them to:

creature_a_pet_orcfort.txt
YESTAIGA[OBJECT:CREATURE]

The yestaiga metatag to disable them if you dont play as orcs, and I changed the name of the file to creature_a_pet_orcfort, this way it is on the top and whenever people embark/trade for pets, your custom pets will be on top of the list. I think its a nice help/reminder that orcs do have special pets. :)

EDIT2: I tried adding the workshop categories/titles and the skill-help in the building menus, but wow, its difficult if you dont know what is what. It would take me forever. If you want to have a go at it (which will be easier, because you know how things should be sorted) here is a little how-to:

Open reaction_library_system_masterwork.txt, on the top you will see a list of reactions, with skills as names. Just add whatever building your orcs use to this. For example if you see a reaction called "stonecutting" you add your goblin stonecutter building under it. Nothing more, simply one line with the building. Do this for each building you have, and you are done.

The workshop category titles are more tricky. Open workshop draw and write the wanted category title with blocks. Then create it as a workshop, and add it to your building_orcfort_taigaorc.txt. The game reads the workshops in the order from this file, top to bottom. You could add titles like "===========GHETTOS==========" and  "========CARAVANSERAI========" 

Example:
Code: [Select]

[BUILDING_WORKSHOP:MISC]
   [NAME:============MISC============]
   [NAME_COLOR:7:0:1]
   [WORK_LOCATION:0:0]
[DIM:4:1]
[BLOCK:1:0:0:0:0]
[TILE:0:1:32:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:32:32]
[COLOR:1:1:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:32:32:32:32]
[COLOR:2:1:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:77:73:83:67]
[COLOR:3:1:0:7:0:0:7:0:0:7:0:0:7:0]

Once you have done this, enable all reactions and buildings in the entity file.

I dont know how much work it will be in the end, but I managed to do this quickly for the dwarves, since I knew which parts go where. ^^

EDIT3: And because why not, here a new logo in the style I use for Masterwork and the new Kobold thread. If you want it, its yours. ;)
« Last Edit: February 25, 2013, 11:22:55 pm by Meph »
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #423 on: February 25, 2013, 11:05:38 pm »

What happened to your wood stalks ? The ones from kobold camp.

Wow, you have a very good memory :D
The reaction wasn't working properly for me, it took any plant rather than just Wood stalks.  I think that it was problem in the original Kobold reaction which I copied, but at the time I didn't debug it.
Spoiler (click to show/hide)
soooooo hmm.  I guess leave them in, since I now seem to have an idea how to fix it ^^

Oh, cool, I like what you did with the pets.

How soon are you releasing out your new version?


Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #424 on: February 25, 2013, 11:09:14 pm »

Quote
[REAGENT:A:4:PLANT:NO_SUBTYPE:PLANT_MAT:STALK_WOOD:STRUCTURAL] #my untested best guess what it should be?
That will work. :) Kobold Camp is sooooo buggy. ^^ Thats what I will start with tomorrow.

Next version, I dont know. You see the changelog in the main thread, but I guess 1-2 days. I'll be in the cinema tomorrow, and have driving lessons for my motorbike license as well. So yeah, 2 days min. I guess. Depends on how much work I do on the manual. I will update it for sure, but maybe I add 1-2 more topics to it, and maybe I write a Kobold Camp manual... that will take another 1-2 days. ^^

PS: Its not my memory thats very good (actually, I like to think that it is) but its Beyond Compare that noticed the missing wood stalks :P
« Last Edit: February 25, 2013, 11:10:48 pm by Meph »
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #425 on: February 26, 2013, 01:11:44 am »

Did you catch my new orc Embark Profiles that were included in the download package ...   If you could merge those in to the Embark file that would be great.

Have fun with the motorbike training, sounds fun.  I guess you had enough of manual cycling then? ;)

1.02 (just preview at the moment)
Spoiler (click to show/hide)
« Last Edit: February 26, 2013, 04:03:56 am by smakemupagus »
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #426 on: February 26, 2013, 07:32:48 am »

Motorbike and car licence (which is 3000 dollars here^^) is just as a backup. I bought a boat as well, packraft, so next tour is backpacking/boating. :) Its just that china gives such short visas that maybe a faster mode of transport is needed. But I still love cycling :P

The embark profiles are included. I did not overlook them.
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #427 on: February 26, 2013, 10:20:20 am »

Just leaving this here (masterwork default settings)

Code: [Select]
*** Error(s) finalizing the reaction LABOR_HUMAN_ORC
Unrecognized Inorganic Token: SLATE
*** Error(s) found in the file "data/save/region5/raw/objects/creature_a_pet_orcfort.txt"
SHAGGY_MUMAK:Unrecognized Creature Caste Body Token: 6TUSKS
SHAGGY_MUMAK:Attack GORE seems to have correct format but could not find proper BPs in any caste,
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #428 on: February 26, 2013, 10:47:47 am »

Huh, guess you turn off SLATE in the less rocks setting.
edit. * Human labor cell cheap crafts changed from SLATE to GRANITE for robustness agains MDF stone settings

I don't locally get this error about tusks, does the download somehow not contain body_orcfort with [BODY:6TUSKS] in it?  My local back up archive of what is supposed to be 1.01 does have it.
« Last Edit: February 26, 2013, 11:06:28 am by smakemupagus »
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #429 on: February 26, 2013, 11:21:49 am »

My mistake, I used beyond compare to compare the old to the new version. Didnt even notice you sneaked a body_orcfort.txt in there. I saw the pet file, but missed the body file. ^^

Is fixed, was a problem on my end. And have a look at the kobold thread, I just posted some building designs. Feedback welcome.

Edit: Just found this in the raws: "# Non-automatic, unlike Dwarven version" and I wanted to say THANK YOU for these comments. Would have taken me forever to figure out why you have this. Preserving shells for moods... :)

Edit2: I think the naming is a bit off. The ALL CAPS is a find/replace error ? (DOOM, WEAKEN, WEREBANE) If this is intended, ignore me ;)

Quote
[REACTION:RUNES_ADD_WEAPON_IRIDIUM_ORC]
   [NAME:write iridium DOOM rune on orichalcum weapon]
   [BUILDING:ARCANE_FORGE_ORC:CUSTOM_ALT_I]
   [REAGENT:A:150:BAR:NONE:NONE:NONE]
      [REACTION_CLASS:IRIDIUM_COATING]
   [REAGENT:object:1:WEAPON:NONE:METAL:ORICHALCUM_ORC][PRESERVE_REAGENT]
   [IMPROVEMENT:800:object:COVERED:INORGANIC:IRIDIUM_COATING]
   [SKILL:EXTRACT_STRAND][FUEL]
   
[REACTION:RUNES_ADD_WEAPON_GOLD_ORC]
   [NAME:write gold WEAKEN runes on orichalcum weapon]
   [BUILDING:ARCANE_FORGE_ORC:CUSTOM_ALT_G]
   [REAGENT:A:150:BAR:NONE:NONE:NONE]
      [REACTION_CLASS:GOLD_COATING]
   [REAGENT:object:1:WEAPON:NONE:METAL:ORICHALCUM_ORC][PRESERVE_REAGENT]
   [IMPROVEMENT:800:object:COVERED:INORGANIC:GOLD_COATING]
   [SKILL:EXTRACT_STRAND][FUEL]   

[REACTION:RUNES_ADD_WEAPON_SILVER_ORC]
   [NAME:write silver WEREBANE runes on orichalcum weapon]
   [BUILDING:ARCANE_FORGE_ORC:CUSTOM_ALT_G]
   [REAGENT:A:150:BAR:NONE:NONE:NONE]
      [REACTION_CLASS:SILVER_COATING]
   [REAGENT:object:1:WEAPON:NONE:METAL:ORICHALCUM_ORC][PRESERVE_REAGENT]
   [IMPROVEMENT:800:object:COVERED:INORGANIC:SILVER_COATING]
   [SKILL:EXTRACT_STRAND][FUEL]   

Edit3: water/magma/blade tanker carts... why do you not add them as a tool to the entity file? Why the custom reactions for them?  I made one "tanker" for dwarf mode, which is made at the forge. I dont say its wrong or anything, I just wonder what your reasoning is behind it. Afraid people try magma tankers from non-magma safe materials ?
« Last Edit: February 26, 2013, 09:18:31 pm by Meph »
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::: ☼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 [v1.01] for ☼MASTERWORK☼
« Reply #430 on: February 26, 2013, 11:20:23 pm »

Edit: Just found this in the raws: "# Non-automatic, unlike Dwarven version" and I wanted to say THANK YOU for these comments. Would have taken me forever to figure out why you have this. Preserving shells for moods... :)

Edit2: I think the naming is a bit off. The ALL CAPS is a find/replace error ? (DOOM, WEAKEN, WEREBANE) If this is intended, ignore me ;)

Edit3: water/magma/blade tanker carts... why do you not add them as a tool to the entity file? Why the custom reactions for them?  I made one "tanker" for dwarf mode, which is made at the forge. I dont say its wrong or anything, I just wonder what your reasoning is behind it. Afraid people try magma tankers from non-magma safe materials ?

1.  Yes I thought you might wonder about that.  Also I thought I might forget why I did it :) Preserve shells for moods; and tribal craftsorc has a couple reactions that use shells.

2.  I don't know why i put them in all caps, in my head it looked more like runic letters or something ^^ 

3.  Hmmm ... two separate questions. I have the tankers be separate types for the two fluids on purpose, I find it easier/safer to manage using them that way when I'm playing.  As for why i don't add to entity, no particular reason, except that there's no use for them unless you happen to have the magma source building, which is sort of a rare building for the Orcs. (oh, yes people making them non magma safe did cross my mind too)

Not only Kobolds having fancy colorized warriors now :D (top new, bottom original).

« Last Edit: February 26, 2013, 11:30:51 pm by smakemupagus »
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Gamerlord

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #431 on: February 27, 2013, 02:58:45 am »

Hi all, does anyone have some brainstorm ideas about how to improve trading partners for the Orcs?  Feel free to go whichever way you want with  ideas but my inclination is to start with races that exist in the masterwork universe, maybe our existing trade partners.  Is there anything we could tweak about some of the civs feel a little more distinct rather than "evil twins" and/or to make them more interesting or strategic trade partners?

Or, just say which current trade partners you do or don't like, and why.

edit.  P.S.  most of the time I only play with zero or one trade partner enabled, so I don't have a ton of firsthand experience with any one in particular, any input is valuable :)

Ideas:

Ashlander Elves (replace elven rebels)
Use daggers, bows, spears, macuahuitl and wraithblades
Castes:  shadowblade (agile, dagger, melee, dodge, blink spell); spellsword (strong, sword, naturemagic, fairyfire spell)
Common goods:  bloodsteel crate, ironbone crate
Unique goods:  lamellar leather crate, wraithshard ammo crate, spellswords magic crate, jaguar warriors crate
Unique tech:  ebonglass foundry: turns obsidian, greenglass, and malachite into mithril grade light arms material

Human Twilight Legion (modified human bandits)
Use longswords, spears, heavy armor, javelin
Castes:  hastati (strong, sword, javelin); praetorian (strong, endurance, spear, gun); auxilla (spear, agile); oracle (death magic)
Common goods:  iron crate, bronze crate
Unique goods: heavy armor, oracles magic crate, lifeguard warriors crate, ammo loaders crate (lead, brass, gypsum)
Unique tech: legion outpost: create sword+javelin dual weapon kit, javelin ammo, mass/efficient production of training weapons

Frost Giants (just planning to take the existing MDF frost giants and drop in a trade good reaction, so don't go too crazy :)
Use weapons as in MDF
Castes as in MDF
Common goods: ???
Unique goods: icecasters magic crate
Unique tech: ???

I could probably be convinced to do voydonoi or minotaurs but would run the risk of getting derailed into another mod ;)

Chaos dwarfs - Help?  I'll assume they don't enslave greenskins en masse in our universe, but what are their other features?  Are they tech, or magic, or both?

Deep drow - Help?  I feel like they should have more deep underground stuff instead of bloodsteel.

Warhammer and D&D are not my best subjects ^^
Chaos Dwarves: Perhaps give them some form of voodoo?
Deep Drow: Use some of the crystal plants (3rd cavern layer) to make a disc thrower?

Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #432 on: February 27, 2013, 11:15:58 pm »

How is the update coming along? Anything in particular you are working on? Besides volunteering kobold castes? ;)

Quote
*** Error(s) finalizing the interaction POLYMORPH_RUNE_CURSE
Unrecognized Caste Token in Body Transformation Effect: STEPPE_AUROCHS:FEMALE

This happens when I comment your orc pets out and try to play dwarf/kobold. Its tiny, I will just replace it with the vanilla muskox, if thats ok. (?) Otherwise I could comment the entire interaction out as well.
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #433 on: February 28, 2013, 12:08:56 am »

Yep muskox, is fine. 

Unless there are bugs that anyone catches in v1.02, there's nothing else I'm planning to do before your next MDF release. 

Firehawk45

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #434 on: February 28, 2013, 08:00:36 am »

For the chaos dwarves, i actually have an idea. I played Warlords Battlecry, and there the dark dwarves were basically cowards, the only two units you could actually field were technicians (builders/workers) and your hero. Every other unit was either a golem, siege engine (they had most siege weapons in the game, fucking huge amounts) or landmine.

So they could sell:
- advanced siege material (Reactions at the raiders drydock which give bigger chances of success and low chance for double loot?)
- They wont sell you golems, but they could sell you the blueprint for a crude golem manufacturer (they dont give away original blueprints, only the basic principles) and golem dominion cores, which you can use to "reprogram" destroyed dwarven golems into makeshift golems. Worse then normal golems, but hey, its something. And because those cores are costly, you limit the amount of golems to a reasonable degree.
- Landmine-blueprints, for your goblin tinkerer. Nothing like hellfire or other hightechthings, but explosive and fire would work.

Maybe too high-tech for orc fort, but i cant think about something else.
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