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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142119 times)

MuDD

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #465 on: March 02, 2013, 08:28:04 pm »

Just out of curiosity, has anyone else been having trouble with being unable to harden leather with tallow at the Tribal Wargear shop?

I've looked through all of the raws and unless I'm completely blind, I am unable to find it.
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #466 on: March 02, 2013, 08:29:58 pm »

Just out of curiosity, has anyone else been having trouble with being unable to harden leather with tallow at the Tribal Wargear shop?

I've looked through all of the raws and unless I'm completely blind, I am unable to find it.

Searching for: harden leather with tallow
objects\reaction_orcfort.txt(207): [NAME:harden leather with tallow]
Found 1 occurrence(s) in 1 file(s)
 ???

Spoiler (click to show/hide)

It should be the first thing at the top of the list if you query the shop, no?

... What this reaction lets you do is skip a specific step in the leather upgrade process, that is, you can upgrade standard leather directly with tallow instead of needing to render the tallow into oil.  Maybe all the leather you have is already upgraded? or is chitin or shell?
« Last Edit: March 02, 2013, 08:45:05 pm by smakemupagus »
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MuDD

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #467 on: March 02, 2013, 09:54:57 pm »

Nah, it was my fault I believe. I was using an outdated version of the mod. Got the latest from Wimbli and found it easy.
Thanks for the quick response though.
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #468 on: March 02, 2013, 11:11:23 pm »

Wait, what? The latest version is included in the download of MasterworkDF... and without MasterworkDF OrcFortress does not work... which means that if you have Masterwork, you automatically have the latest version of OrcFortress.
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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 :::

MuDD

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #469 on: March 02, 2013, 11:19:39 pm »

If I recall correctly I got the file from a youtube let's play that was uploaded months ago.
Honestly have no idea how I pulled it off, but I've gotten the latest version and everything is there, the Direwolves, ( which were not before )

Even the ( I can't think of the word I want ) that I'm assuming Meph uses to separate the different types of workshops from one other in the UI.
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #470 on: March 02, 2013, 11:21:38 pm »

Holy crap there are Let's Play.. Orc Fortresses  :o

Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #471 on: March 02, 2013, 11:30:47 pm »

Quote
I can't think of the word I want

Titles/Categories?
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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 [v1.02] for ☼MASTERWORK☼
« Reply #472 on: March 03, 2013, 12:10:17 am »

Just watched a LP of a guy getting his base totally wiped by Warlock 'trade partners'.  I feel a bit bad for him but also... it was pretty awesome. 
That's why you should read the manual, "WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic," after all ;)

MuDD

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #473 on: March 03, 2013, 01:13:57 am »

SilverDragonLord, I believe was his name has a couple, two or so series of hour to hour and a half long episodes.
Like I said, you done did good guys :D
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cloaknsmoke

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #474 on: March 07, 2013, 06:05:02 pm »

Is the fire arrow reaction in the orc fletcher supposed to require coke? As in, not charcoal? If it is, I messed up by not setting aside the coke I got from my anthracite.
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #475 on: March 07, 2013, 06:20:55 pm »

Hmm, nope, I just happened to have a game open and made one with charcoal.
I think it used to be and that's why the reagent says "coke", but it should be now COAL:NO_MATGLOSS (that is, either coke or charcoal).

Maybe it is the bar of steel reagent throwing you off? I know that's kind of an arbitrary seeming requirement that it's steel specifically.

[REACTION:ARROW_FIRE_ORC]
   [NAME:Craft fire arrows]
   [BUILDING:ORC_FLETCHER:CUSTOM_CTRL_F]
   [REAGENT:coke:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
   [REAGENT:B:150:BAR:NO_SUBTYPE:METAL:STEEL]
   [PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_JAGGED:INORGANIC:FIRE]
   [SKILL:BOWYER]

cloaknsmoke

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #476 on: March 07, 2013, 06:22:34 pm »

No I probably just have an old version.
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thefish1992

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #477 on: March 08, 2013, 03:58:05 pm »

so with warlocks, I read the bad trading partner tip in the manual but..
I never figured that I would come to hate them worse than elves. you figure necros wouldn't be so skittish about buying things made from animals, or flame warlocks caring so much for trees, (and their sieges in dwarf masterwork were hilarious "Family feud. warlock edition!"). or is their anyway to turn them off as trading partners? or do i have to piss them off to get the friendly ones to stop coming in a already genned world.
« Last Edit: March 08, 2013, 05:34:37 pm by thefish1992 »
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Dwarven science. A logical solution, to a illogical problem.

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #478 on: March 08, 2013, 04:07:14 pm »

In a new world gen you have some options, you can

(a) just gen world without
(b) remove Babysnatcher, making them hostile to orcs (friend to dwarves)
(c) remove Intelligent and Can_speak (add Can_learn), making hostile to all
(d) remove access to Pack and Pull animals, keeps their allegiance but removes ability to trade
(e) leave as is and hope to gen a world with war -- actually pretty common considering they have very different ethics than orcs

obviously (a) is easiest and what the manual recommends ...  (c) or (d) suggested if you roll your own world gens with Dwarves and Orcs both playable entities, not officially supported ^^

existing world, sorry, I dunno :/
« Last Edit: March 08, 2013, 05:08:48 pm by smakemupagus »
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thefish1992

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #479 on: March 08, 2013, 05:40:14 pm »

so executing the warlocks on sight is my only option. I'm chill with this , i don't mind them as enemies, one of my favorite enemies actually, i just hate them as allies, and i don't really want to gen a new world.

On a diffrent note, can a hellfire landmine explode in a cage? or are there any warlock abilities that let them explode? i had and incident awhile ago during a previous orc fort, when the chaos dwarves, the deep drow, and a warlock caravan showed up at once. One warlock was a necro, and if i remember correctly the dwarves brought 2 hellfire landmines, at first it was all fine (the zombies were actually pretty good training for my military) but then after the trading was done and i was chastising a shaman for demanding a orichlum cabinet, the trade depot exploded, destroying it, all the limestone paved roads around it, blowing the wooden door off the nearby buildings, setting the entire lower part of the map on fire, and killing everyone and everything at the trade depot except 1 fire turret and 2 zombies. I'm still trying to find out how this happened, I didn't purchase those 2 land mines so i dont know how they could have gone off, and i don't know all the warlock ability. so i really don't know what happened, and would like to prevent further nuclear strikes(or at least control them). any ideas?
(sorry if this is in the wrong section, i know masterwork adds landmines and warlocks but it happened while playing orc fortress, and i didn't know which to post this question in,sorry :'(.)
« Last Edit: March 08, 2013, 06:01:45 pm by thefish1992 »
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Dwarven science. A logical solution, to a illogical problem.

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