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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142107 times)

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #480 on: March 08, 2013, 06:45:22 pm »

sorry, i don't have any particular insight into what happened there.  Do warlocks have a dragonfire attack? ... that might be hot enough to melt cages and detonate landmine inside.

lol @ shaman demanding orichalcum cabinets too, as if you didn't have enough problems at the time :)

Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #481 on: March 08, 2013, 06:53:20 pm »

Landmines might be able to fire from inside cages, I know some FBs had dust/cloud effects when stuck in a cage. I have to test that. But yes, that wasnt a warlock, that was the landmine. Maybe it was hit by a warlock spell emission for whatever reason...
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #482 on: March 08, 2013, 06:57:25 pm »

>> 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

By the way I hope some TV network execs are reading this forum?  If you guys make this the pilot for a new Law & Order or CSI spinoff I will watch it

thefish1992

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #483 on: March 08, 2013, 07:41:24 pm »

ok i will deffinatly keep that in mind from now on, thanks for the quick help with this.

>> 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


 which killed several of my military, which let a drow anbush weaken them, which let a herd of centaurs slaughter them and a good number of the populace, which let another warlock necromancer trader finish of the fort. all in about 5 minutes irl, Domino effect for the FUN.

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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #484 on: March 12, 2013, 01:34:13 pm »

Brainstorming on "Putnamizing" the magic system.

As many of you all might know Putnam has invented this DFHack script for making enchanted arms and armor.  Here is my thoughts on upcoming changes to make use of it.  As always open to feedback.

The existing Arcane Forge gets split into separate buildings.
* New Arcane Forge -> Magic gear only, becomes a domestic building; now that Orichalcum is SPECIAL (rare) it can be limited just through material scarcity rather than blueprint
* Runesmith -> Becomes a Barbarian (dwarven) tech building
* Glass-smith -> TBD (maybe replaced with crystal-cavern type building as the drowish Barbarian tech)
* Magma source -> TBD (craft at Arcane forge from Blood of Armok?)

New Arcane Forge
* Still keep Weapons firing bladeshards/runebolts with AOE spells; like current system
Spoiler (click to show/hide)
* NEW Voodoo focus; a "shield" type item (with very low Blockchance of course) that allows you to cast a particular powerful spell when wielded.  Intended to be restricted use to Dreamwalkers & other mages, hopefully that is possible.  These might include spells that are "dangerous" and you want to control carefully who can cast them or not.
     * Raise Dead
     * Lunacy (frenzy, maybe tied to the lunar cycle if I can make it work)
     * Toxic Spores
     * Blizzard (see the "Frostbite" thread)
     * Healing
* NEW Dreamwalkers Runerobe; a light armor that boosts your MAGIC_NATURE skill learn rate, therefore buffs effectiveness with weapons

Additions to Meadhall
* Special Mead with effects (Black Draught, Sharkey's Firewater, etc.)
* NEW Berzerker's Lupine Mask (Prone to rage)
* NEW Opaque Lupine Mask (No fear)
* NEW Shadowsilk Lupine Mask (Immune to webs)

Additions to Heavy Weapons Armory
* NEW Sapper's Satchel Charge (shield, gives massive explosion when Fleeing)
* NEW Flamethrowing Cannon (gives the abilities of the old-style orcish grenadier - Fireimmune, spray lignite vapor & webs, firejet)
* NEW Experimental Warp Musket (what could go wrong?)




« Last Edit: March 12, 2013, 01:50:54 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #485 on: March 12, 2013, 02:42:37 pm »

Remember, you can only work with syndromes and the supported tags. Skills, skill learn rates, web immunity... those dont work.
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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 #486 on: March 12, 2013, 02:46:39 pm »

doh

..

too bad.  I don't really care about web immunity but I liked the mage's robes :'(
« Last Edit: March 12, 2013, 03:01:57 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #487 on: March 12, 2013, 02:52:40 pm »

Well, the rest is fine, and interactions can do... most everything. It really is quite mindblowing what can be done.
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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 :::

Gamerlord

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #488 on: March 12, 2013, 09:32:10 pm »

Brainstorming on "Putnamizing" the magic system.

As many of you all might know Putnam has invented this DFHack script for making enchanted arms and armor.  Here is my thoughts on upcoming changes to make use of it.  As always open to feedback.

The existing Arcane Forge gets split into separate buildings.
* New Arcane Forge -> Magic gear only, becomes a domestic building; now that Orichalcum is SPECIAL (rare) it can be limited just through material scarcity rather than blueprint
* Runesmith -> Becomes a Barbarian (dwarven) tech building
* Glass-smith -> TBD (maybe replaced with crystal-cavern type building as the drowish Barbarian tech)
* Magma source -> TBD (craft at Arcane forge from Blood of Armok?)

New Arcane Forge
* Still keep Weapons firing bladeshards/runebolts with AOE spells; like current system
Spoiler (click to show/hide)
* NEW Voodoo focus; a "shield" type item (with very low Blockchance of course) that allows you to cast a particular powerful spell when wielded.  Intended to be restricted use to Dreamwalkers & other mages, hopefully that is possible.  These might include spells that are "dangerous" and you want to control carefully who can cast them or not.
     * Raise Dead
     * Lunacy (frenzy, maybe tied to the lunar cycle if I can make it work)
     * Toxic Spores
     * Blizzard (see the "Frostbite" thread)
     * Healing
* NEW Dreamwalkers Runerobe; a light armor that boosts your MAGIC_NATURE skill learn rate, therefore buffs effectiveness with weapons

Additions to Meadhall
* Special Mead with effects (Black Draught, Sharkey's Firewater, etc.)
* NEW Berzerker's Lupine Mask (Prone to rage)
* NEW Opaque Lupine Mask (No fear)
* NEW Shadowsilk Lupine Mask (Immune to webs)

Additions to Heavy Weapons Armory
* NEW Sapper's Satchel Charge (shield, gives massive explosion when Fleeing)
* NEW Flamethrowing Cannon (gives the abilities of the old-style orcish grenadier - Fireimmune, spray lignite vapor & webs, firejet)
* NEW Experimental Warp Musket (what could go wrong?)





...
...
...
I need a fresh set of pants.  :P

Actually. Can I make a (minor) suggestion: can we get some sort of warrior society armour, like metal/scaleplate combo for dragon society? More for flavour than anything else really.

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #489 on: March 12, 2013, 11:15:26 pm »

Actually. Can I make a (minor) suggestion: can we get some sort of warrior society armour, like metal/scaleplate combo for dragon society? More for flavour than anything else really.

Sure, let me ask are you picturing that there would be a batch process to quickly make sets out of already existing materials and armor pieces (just a flavor/conveniene thing)?  Or that the society armor would be like a special chestpiece item that carry some minor enchantment?

Gamerlord

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #490 on: March 12, 2013, 11:20:30 pm »

Probably existing materials, but it would be cool if very minor boosts were present. Nothing overtly magical, but, for the dragon society warrior, maybe a slight boost to dodging due to being armoured in scales? Or is that mot possible?

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #491 on: March 12, 2013, 11:34:26 pm »

Yeah it's possible to do minor enchants, but only by making a new material for each one, so I don't want to go too crazy with it.  I'll probably stick to just the Masks being enchanted for starters.

Gamerlord

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #492 on: March 12, 2013, 11:40:09 pm »

Also: would it be possible to combine gauntlets and rolls of barbed wire to make a weapon that usesnstriking skill and acts like the barbed wores in traps? It just sounds very orcish to me.

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #493 on: March 13, 2013, 12:23:53 am »

It is certainly possible, in fact just for fun I put together the item -- it has the physical dimensions of the barbed wire and the velocity multiplier of a simple jab strike (normal barbed wire strikes even more slowly than that).  Even throw in an uppercut which should give it some killing power.  It is still redundant, it basically combines the worst attributes of either war claws or bladed chains, so I think I won't put it in the mod.   But if you want help with a reaction to mod it into your own version let me know :)

[ITEM_WEAPON:ITEM_WEAPON_FIST_CHAIN]
[NAME:barbedwire wrapped gloves:barbedwire wrapped gloves]
[SIZE:700]
[SKILL:GRASP_STRIKE]
[TWO_HANDED:900000]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:20:80:jab:jabs:left barbedwire glove:1000]
[ATTACK:EDGE:20:80:strike:strikes:right barbedwire glove:1200]
[ATTACK:BLUNT:250:4000:strike a glancing blow:strikes a glancing blow:left glove:1000]
[ATTACK:BLUNT:250:4000:strike a glancing blow:strikes a glancing blow:right glove:1000]
[ATTACK:EDGE:20:80:uppercut:uppercuts:barbedwire glove:1800]

Gamerlord

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #494 on: March 13, 2013, 12:28:33 am »

Nah. Thats fine. I thought it might be a good weapon to equip militias with. Oh well. Actually, I thought that a 'glancing blow' would inflict MORE edge damage but a lot shallower... Didn't think it would be blunt. Scraping skin with barbed wire IRL can be EXTREMELY painful.
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