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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142050 times)

Nokao

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #615 on: April 01, 2013, 07:36:28 pm »

Personally, my favorite siegers are Elves with random flying mounts.

Don't know if Meph powered them or if they are vanilla, but they really seem what elves should be like.

Guthbug

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #616 on: April 01, 2013, 07:52:09 pm »

The flying mounts are really problematic for defenders. I don't know in what version they started showing up, but they add a whole new element to the game.

I remember in one of my first orc fortresses I was really doing well. We'd defeated (and feasted on) all invaders. I had some of the fortress defense critters turned on and we finally got overrun in a truly epic battle ...

... against pandashi riding giant sparrows.

Samurai pandas riding giant songbirds of death.

There is no more glorious way to lose a fortress.
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Nokao

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #617 on: April 02, 2013, 06:08:31 am »

Yes, I totally agree :)

I had many times the same problem in my fort.

Waiting impatiently for next dhHack or vanilla improvements, for the mighty monsters that can dig trough the map.

Guthbug

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #618 on: April 02, 2013, 09:18:00 am »

Someday someone is going to figure out how to make the invaders pathfind through walls to get to your citizens and then bring siege engines. Imagine watching invaders roll a giant siege tower along like the traders bringing wagons.
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tahujdt

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #619 on: April 02, 2013, 10:38:13 am »

Smake, just sticking my head in again to say that you are freaking awesome, and I would be playing this mod if it weren't for the fact that I'm busy with school, so I can only play so much DF at a time, so I went with FoE.
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plantpot

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Re: Orc Fortress [v1.22 BETA] for ☼MASTERWORK☼
« Reply #620 on: April 03, 2013, 04:36:55 am »

>> add: oh and what about Scalps like native americans ? think about all invasors taking with them a special object, the scalp,
>> that only the killer -or something similar- can take and collect. It could be very lightweight and be used to make necklaces (container)
>> that contains scalps+name of all killed creatures, and could give bonuses to the necklace-bringer.

could they put the heads or corpes of invaders on spikes to look evil and menacing or mybe build a wall out of them.
also could orcs butcher sentient beings that would be cool.
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Mystic

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #621 on: April 03, 2013, 04:03:03 pm »

@plantpot
Well, you can built totems as a building, which is pretty much the same thing since totems are made out of skulls. Also, as far as I know orcs -can- butcher and eat sentient creatures. At least, I'm pretty sure that's why there are massive stacks of elf bones clogging up my butchery.
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anomaly

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #622 on: April 05, 2013, 07:35:58 pm »

big fan of the mod, just downloaded a few days ago.

Having some issues e.g. exploding depots but many of them are addressed in earlier posts q.v.

However, I'm having problems equipping a few pieces of the modded gear, in particular bone gauntlets and the tribal war gear set.  All other gear (bronze armor sets etc.) Are working as normal in the military equip menu.  There are several variants of lamellar armor pieces in each menu and I suspect that might be part of the problem.  There is also no bone material setting for gauntlets at all.  I can equip it all manually but for 20 orcs that is rather bothersome.

Apologies for the semi-literate quality of my post, I'm on a tablet.
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smakemupagus

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #623 on: April 05, 2013, 09:57:32 pm »

Hi all!
@Nakao:  Yeah, Meph powered up the elves, in particular the mithril gear and the enchanted arrows (they use wooden swords and arrows, but can have flying mounts in vanilla).

@anomaly:  Thanks for the report about materials.  The bone and lamellar materials themselves, I'm just referencing materials that exist from Masterwork, so I don't really know much about how to fix stockpiling issues.  When playing I usually just use the "any leather" equip setting and they automatically pick from the better leathers (lamellar, heavy shell, etc.) if it's available.  For bone, as a work around you're better off using "any materials"; then they will use bone or shell if it's the only thing available but then upgrade when possible.  If you want to keep your orcs equipped in "organic" materials ironbone, bloodsteel, or any of the advanced leathers are much better than bone.
« Last Edit: April 05, 2013, 11:49:10 pm by smakemupagus »
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anomaly

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #624 on: April 06, 2013, 12:18:41 pm »

Thanks for the quick reply.  I realized that my lamellar cloak/robe issues were due to the fact that they are treated as clothing so are available for the fortress proper for ownership and equipping.  That's actually kind of neat if you have a thriving leather industry - probably the best equipped civilians in any fort I've had - but if you're trying to equip soldiers in a resource scarce environment it could be quite detrimental.
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Guthbug

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #625 on: April 06, 2013, 12:43:12 pm »

You normally only have that problem until the first invasion. After that you'll be crawling in high-end leather. Pretty soon it'll be overflowing the stockpiles and you'll be giving it away to the traders.

That, and elf sausages.

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anomaly

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #626 on: April 06, 2013, 12:49:32 pm »

Since I'm on the topic of civilian clothing, there does not appear to be a way to make leather shoes. Are leather boots treated as civilian clothing?
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smakemupagus

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #627 on: April 06, 2013, 02:24:57 pm »

Huh.  I dunno why LEATHER is removed from shoes. That's in Meph's department.

In that case I don't think Orcs currently have a leather civilian foot covering.  I can add Padded boots, or Sandals.
« Last Edit: April 06, 2013, 02:28:27 pm by smakemupagus »
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Guthbug

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #628 on: April 06, 2013, 03:10:33 pm »

I dunno. I searched through an active orc fortress a moment ago and I do have some civilians who are wearing leather boots.

I cannot tell if they arrived that way as migrants though or what might have inspired them to don them.

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anomaly

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #629 on: April 06, 2013, 07:58:57 pm »

It's probably another MW thing, but padded mittens seem like they cannot be worn under gauntlets.  Might be a layer permit issue.  Lost a few hands until I saw the issue and took off the padded mits.

I don't know if it's intentional, but orcish lamellar robes appear to have the shaped tag and so cannot be worn over other shaped armors.  I guess this also grants add'l blunt protection but I don't know the mechanics..

Had a recurring crash involving equipping grasp impaired orcs but I suspect it might be a problem not unique to this mod so I'll do some other testing.
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