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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141989 times)

smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #780 on: May 12, 2013, 07:16:25 pm »

Ha.  I don't have WC3 still installed, I don't know if I could even find the discs for 2 :)

cloaknsmoke

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #781 on: May 25, 2013, 03:39:13 pm »

Are Ologs supposed to be outrageously large? They are size 125000 and uruks are only size 90000.
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #782 on: May 26, 2013, 12:25:21 am »

They're not supposed to be outrageous, but they are supposed to be larger than Uruks.
125000 being ~twice the size of an orc and ~half the size of a troll; no coincidence.

if they're overpowered in game, we can address it, but I'm not sure if that's what you were getting at.  I'd be more inclined to nerf attributes, pop ratio, or skin thickness though .. Ologs are not huge in an absolute scale: 1/2 the size of dwarven golems, 1/4 the size of horses, 1/48 the size of ogres.
« Last Edit: May 26, 2013, 01:54:09 am by smakemupagus »
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cloaknsmoke

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #783 on: May 26, 2013, 04:21:18 pm »

Yeah I just wanted to make sure it was intentional. Keep up the good work!
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #784 on: May 26, 2013, 07:54:41 pm »

Cool, thanks..  No doubt there could be other things that seem odd to you that *are* in fact mistakes, or whatever, so please don't hesitate to ask :)

cloaknsmoke

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #785 on: May 29, 2013, 06:28:30 pm »

Are we supposed to have access to the magma factory? I see the building and reactions were added, but I can't build it. It's not in entity_orcfort_taigaorc as a permitted building. Is it supposed to be?
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #786 on: May 29, 2013, 06:36:26 pm »

Oops.  Yeah, I meant to enable it, sorry  8)

Navatar

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #787 on: June 02, 2013, 04:03:37 am »

Well just finished a 5ish year play though of an orc fort version 1.321 installed over masterwork v3a. Only changes to the raws was to remove the [special] tag from mithril.

I was operating a surface raiding fort, built entirely from some 12,000 earthenware blocks, with no mining to speak of. The climate was an untamed wilds temperate conifer forest with an adjacent terrifying ocean.  150 adult orcs, 35 children, 34 babies. Ended up stoping after the third orc went insanse from not having any clothes to wear… serves me right for neglecting the arts and crafts.

My conclusion is that orcs are killing machines.

My thoughts on this play through are:

The armour sets contain no gauntlets. If I recall correctly, I think Meph solved this in Masterwork.

Limited access to gems, as far as I can tell my only sources of non-glass gemstones was from raiding merchants and equipping kobolds to go steal shit. Both avenues were rather expensive routes and left me with only a handful of gems.

The lack of gems meant that the Icecrystal Sanctum and Sun and Stars Orrery were quite difficult to use. Their rituals both require 3 non-glass gemstones to run, whereas the requirements for the Altar of Storms (totems) and Stone Circle (raw crystal glass) were extremely easy to acquire in large quantities.

Gems are also used for every single shaman missile type in the Arcane Forge. The rituals also provide these and are generally less resource intensive. The only reason I can think to run these reactions at the forge is to use up spare ironbone bars and to train SOAP_MAKING (runesmith).

The balancing changes to raids are good, it’s a much longer process to equip the warbands with top quality gear now. You now end up with a fair amount of junk.  But the raids do seem the only way to get the superior class of weapons.

A mass-smelting reaction for malachite would be nice. My armoursmith training loop of batch makeshift mail to be destroyed in the melt produced rather a lot of the stuff (also a great way to produce near infinite flux stone, potash and malachite. Probably should increase the bars required to 4 to make this loop not self-sustaining ). With the slagpits turned on, you end up with a lot of slag by smelting it in the smelter. A minor annoyance really, but the goblin tinker could do a mass smelt.

Batch of pig-iron produces only 7 bars, but 8 bars are needed to run the batch of steel reaction. Another minor annoyance would be nice to be able to set the reactions to run one after the other. Not that I ever ran the batch of steel reaction, you get a much better return at the crucible for your pig iron input (probably ought to remove both the efficiently make reactions from the orcs).

Initiate a black forest assassin uses the primary material for the final set as the one coming from the secondary weapon (the dagger) and not the primary (the greatbow). It’s a bow skill to build, so logic dictates the material should be the bow? 

Can’t make fireproof clothing to wear under armor from netherbark.

The clay clubs exploit is still there. I seemingly lack the willpower to not exploit it. Would adding [MAGMA_BUILD_SAFE] to the requirements for stone weapons make them too difficult to create? The magma safe rocks seem to be the harder rock types which makes more sense to make weapons out of. I think they also could do with a wood component too, for the handle.

There seems to be some imbalance in the captive buildings. The elf and the dwarf buildings both create primary resource materials to embellish your economy, but the drow and human are of limited use.  In the mid to late game I found myself selling fish for copper at the market rather than making more crafts. Its mildly annoying to have to go through 12 crates of crap to sell. Trade fish for more substantial trade goods?

And the drow… 5 plants gets you on average… 2 silk threads? The same 5 plants can be used to make 25 units of booze which can be sold for 5000 rusty coins. The 2 silk can go through an extra cycle of improvement and in turn be sold for 1000 rusty coins. Perhaps they could mine  and cut gemstones instead.


I also periodically get CTD from autosyndrome periodically. I haven’t been able to trace the source.
I am sure there were more things I noticed, but I can’t remember them.  I am rather enjoying this mod, a nice change from the dwarves. 
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RickRollYou2

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #788 on: June 02, 2013, 04:22:58 am »

I dunno, if I were lacking gems I'd do it the dwarven way and dig for them...
Also I don't know about Smake but I don't think stone clubs need a handle if they're, you know, basically just a shaped piece of rock.
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Navatar

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #789 on: June 02, 2013, 07:29:25 am »

Having gems for one of the rituals, maybe... but both is a little demanding.

And a shaped piece of rock is you know, still a rock.  Attach a handle, you get the benifit of leverage and then you have a club. At least in my humble opinion.
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Repseki

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #790 on: June 02, 2013, 08:14:48 am »

I'm pretty sure the shaped piece of rock would already have a handle, and said leverage, as that is pretty much the part of the rock you are shaping when you make it into a club.

If I was to make such a club I would probably add some leather around the grip, as to look like a badass. Or if you wanted to add something to the reaction so it wasn't just a shaped piece of rock.

Quick questions about Ashland Glass. How does it compare to Orichalcum for bladed weapons?
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Meph

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #791 on: June 02, 2013, 09:07:57 am »

Quote
If I recall correctly, I think Meph solved this in Masterwork.

That is correct. Actually, someone else fixed it with a dfhack script, and I employed the fix. Any gloves that are made that lack handedness are assigned handedness.

Smake, I dont know if you fixed it already in your current dev-version, but the version that is included in masterwork has a bug. The netherleather that Navatar mentioned.

Your nethermill has the product: INORGANIC:NETHER_WOOD, but it should be:
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:NETHERBARK:LEATHER]

This way you get the better leather and its not an inorganic tanned skin, which is not stockpiled, nor accepted by the leatherworks.

Repseki: Ashland Glass should be worse then Orichalcum, but you can find all info here:http://dwarffortresswiki.org/index.php/Masterwork:Metal
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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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Repseki

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #792 on: June 02, 2013, 09:17:28 am »

Thanks, I had totally forgotten about the MW specific wiki.
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #793 on: June 02, 2013, 12:00:44 pm »

Well just finished a 5ish year play though of an orc fort version 1.321 installed over masterwork v3a. Only changes to the raws was to remove the [special] tag from mithril.

Great!  Thanks much for all the feedback.

Quote
Limited access to gems, as far as I can tell my only sources of non-glass gemstones was from raiding merchants and equipping kobolds to go steal shit. Both avenues were rather expensive routes and left me with only a handful of gems.

The lack of gems meant that the Icecrystal Sanctum and Sun and Stars Orrery were quite difficult to use. Their rituals both require 3 non-glass gemstones to run, whereas the requirements for the Altar of Storms (totems) and Stone Circle (raw crystal glass) were extremely easy to acquire in large quantities.

Gems are also used for every single shaman missile type in the Arcane Forge. The rituals also provide these and are generally less resource intensive. The only reason I can think to run these reactions at the forge is to use up spare ironbone bars and to train SOAP_MAKING (runesmith).

Good feedback, I'll think about it, it's a matter of thinking of one other good reagent for one of the rituals, and maybe too about increasing the efficiency for missle crafting at the Arcane forge.  Of course, you were doing a limited-digging fort; a mining fort would have more junk gems lying around.

Quote
The balancing changes to raids are good, it’s a much longer process to equip the warbands with top quality gear now. You now end up with a fair amount of junk.  But the raids do seem the only way to get the superior class of weapons.

Nice, Thanks for helping with the balance.  Yeah, if you mean the weapons that are actually called "superior ... ", that's a dwarven technology and generally only available through raiding.  The Warrior society kits are our domestic industry that's roughly comparable. 

Quote
A mass-smelting reaction for malachite would be nice. My armoursmith training loop of batch makeshift mail to be destroyed in the melt produced rather a lot of the stuff (also a great way to produce near infinite flux stone, potash and malachite. Probably should increase the bars required to 4 to make this loop not self-sustaining ). With the slagpits turned on, you end up with a lot of slag by smelting it in the smelter. A minor annoyance really, but the goblin tinker could do a mass smelt.

Batch of pig-iron produces only 7 bars, but 8 bars are needed to run the batch of steel reaction. Another minor annoyance would be nice to be able to set the reactions to run one after the other. Not that I ever ran the batch of steel reaction, you get a much better return at the crucible for your pig iron input (probably ought to remove both the efficiently make reactions from the orcs).

All good stuff, thanks.  Yes, in fact we're probably eventually losing the crucible entirely, and the few reactions from there that we should keep will get added somewhere else.  Suggest that you run with slag off by the way; the "inefficient batch processing that produce flux/potash/malachite" was already my implementation of slag, so with both on it's sort of doubling up.  But yeah, we can add a malachite batch, and of course closing any infinite loops would be good.

Quote
Initiate a black forest assassin uses the primary material for the final set as the one coming from the secondary weapon (the dagger) and not the primary (the greatbow). It’s a bow skill to build, so logic dictates the material should be the bow? 

The logic in the case of the hybrid melee/ranged weapons is that the crafting skill comes from the primary weapon, but the material comes from the melee weapon (because that's the part you actually stab with).  I know it's a little confusing.

Quote
The clay clubs exploit is still there. I seemingly lack the willpower to not exploit it. Would adding [MAGMA_BUILD_SAFE] to the requirements for stone weapons make them too difficult to create? The magma safe rocks seem to be the harder rock types which makes more sense to make weapons out of. I think they also could do with a wood component too, for the handle.

No, it wouldn't work, MAGMA_BUILD_SAFE is a building token, not a reaction token.  Besides, it also implies that the object is a buildmat (like blocks, rocks, or wood) so you can't apply it to weapons, furniture, etc.  The only solution I think is to either remove rock weapons (meh) or remove the "use any metal weaponkit" reactions and add more "use silver weaponkit; use rustyiron weapon kit; etc.". 

The elegant solution would be to define a custom reaction class on the material, but the metals are defined at the MDF level not the orcfort level, so that's sort of a modularity issue.

Quote
There seems to be some imbalance in the captive buildings. The elf and the dwarf buildings both create primary resource materials to embellish your economy, but the drow and human are of limited use.  In the mid to late game I found myself selling fish for copper at the market rather than making more crafts. Its mildly annoying to have to go through 12 crates of crap to sell. Trade fish for more substantial trade goods?

And the drow… 5 plants gets you on average… 2 silk threads? The same 5 plants can be used to make 25 units of booze which can be sold for 5000 rusty coins. The 2 silk can go through an extra cycle of improvement and in turn be sold for 1000 rusty coins. Perhaps they could mine  and cut gemstones instead.

Humans seem the least well liked, although i suspect they can be very effective too with a different playstyle -- skilled corsair to run the camps, and a few fisherorcs, maybe an artisan orc applying decorations, and you can work a very efficient little sweatshop and buy out the travelling caravans without any of your own heavy industry.  But, yeah,  if you're running a raid heavy fort then supercharging the Grog & Shipbuilding industries with dwarven and elven labor is the way to go.

Drow .. true, maybe I will bump the yield on thread a little, but I don't know if the price in rusty coins is the only good metric though --  cloth can be used for other things, like sails and ropes for raiding xebecs, or clothes for your poor naked insane orcs :)

Quote
I also periodically get CTD from autosyndrome periodically. I haven’t been able to trace the source.

:(  Well, please keep me (and Putnam) posted please if you can track it.

smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #794 on: June 02, 2013, 12:16:43 pm »

Your nethermill has the product: INORGANIC:NETHER_WOOD, but it should be:
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:NETHERBARK:LEATHER]

<...>

Repseki: Ashland Glass should be worse then Orichalcum, but you can find all info here:

Nice.  TY for nether fix.

Orichalcum is better, but Ashland glass is great for blades too, and very lightweight -- good for archer's armor or extra layers -- whereas ori is kinda heavy.
« Last Edit: June 02, 2013, 12:21:44 pm by smakemupagus »
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