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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141956 times)

vonsch

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #900 on: October 15, 2013, 07:22:02 pm »

The way I tell my race (since I enable all three) is I pick a civ, tab to next screen and see what's at the top. So far it tracks with the top race. I assume that is the civ I picked.

Haven't tried Meph's suggested method. Haven't noticed any highlighting so far, but will look for it next time.

On a different note, is it design intent that only one blueprint is needed to make all four caravanserais? They aren't considered a building material, unlike with kobolds and dwarf trade licenses.


« Last Edit: October 15, 2013, 07:45:25 pm by vonsch »
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Ilya

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #901 on: October 18, 2013, 04:57:55 am »

I have problems with this mod. My orcs are being pretty insolent and incompetent.

-When I tell a squad to attack something, they don't. First I have to tell them to move manually close to the targets, then give the order.
-One member of the squad refuses to put on his uniform, despite it being available.
-They refuse to carry all goods from my starting caravan (forgot the name) to stockpiles.

I've never had any of these problems with vanilla DF. I'm using the latest version of Masterwork DF.
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vonsch

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #902 on: October 18, 2013, 07:03:20 am »

Uniforms can be weird. I tend to use them for initial sets of armor, but move to assigning specific armor pretty fast. I don't think this is a mod issue, though in specific cases it can be. A specific type of armor the mod adds might be bugged. If I have an issue with armor equipping, I usually boot the culprit and let him strip. Then I redraft him or her. Let them reequip from scratch. Usually fixes it. Or I send that one on a suicide mission...


I'm not having any issue with getting my orcs to attack, but I am choosing the squad(s) and giving them kill orders. On defense, when hostiles come into range, they seem to decide to attack on their own fine also. So don't know why you are seeing the issue, unless it's a case of no path to the targets. I know in those cases the squad tends to stand around confused.

I have seen some hauling issues. Seems to usually involve buildings that accumulate a lot of goods in a quantum heap. The trade depot is a major culprit. I see it with the orc factory sometimes too. And the logic of hauling around things in barrels remains weird. My current issue is getting tree saplings out of barrels to be turned into charcoal. Been fiddling with that a lot with only partial success. I dumped the saplings to a garbage pile on a stockpile next to the factory. That worked. But the factory still not processing them (after unforbidding them). So maybe in this case it's not a hauling issue but a factory one. Except I think it processed some saplings, just won't do the last ones.

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Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #903 on: October 18, 2013, 08:17:51 am »

Apologies for arriving late and not having read the last 60 pages for discussions. Double apologies if I'm doubly-reporting a bug.

I'm playing MWDF v.4b (Taiga orcs), and none of the orcish buildings seem to require blueprints. The blueprints are mentioned in the raws, but disabled (dashes rather than square brackets):

Code: [Select]
-BUILD_ITEM:1:TOOL:ITEM_TOOL_BLUEPRINT_ARCANEFORGE:NONE:NONE-
I'm happy with the idea of allowing me to toggle off the need for blueprints, but I would very much like them on by default. I can't spot anything in the MWDF Settings.exe GUI which allows me to twiddle this (but maybe I've just missed it). I have no idea if I'm alone in this surprisingly predicament. (I am running MWDF under wine 1.2.3 for Linux, and the Settings.exe GUI under wine 1.7.3)

I haven't checked to see if blueprints of other races are affected. I'm assuming (hoping real hard!) that I can just edit the raws in my save directory and enable them all again (regexps ftw!).

Many thanks for any insights!

~ T
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Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #904 on: October 23, 2013, 07:01:31 am »

Been playing more Orc Fortress, and definitely enjoying it. However if I understand the raws correctly, raids don't trigger sieges at all. Consequently, it ends up being great for collecting high-end resources, but it doesn't feel particularly risky.

I really like the kobold mechanic of raids (or thieving) possibly generating sieges, and would love to see this implemented. Rounding up goblins/kobolds might be a lower-risk activity, but raiding ruins might unleash an untold horror. (Otherwise ruin-raiding in particular returns amazing loot at low risk.)
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Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #905 on: October 24, 2013, 06:13:37 am »

So, I'm testing orcish raids triggering sieges. Looting ruins can trigger an automaton raid. Looting merchant shipping can trigger a human, elf, drow, or elf raid (since they are all potential prisoners that you can take). Rounding up kobolds and goblins is presently safe, although one could conceivably add a small chance of triggering a war.

I'm including my patch below for those who feel inclined to apply it, but I'm giving no assurances to its safety. It also turns on auto-unpacking of loot.

I'd love to have raids trigger announcements, but I need to wrap my head around syndromes more before I can do that. :)

Spoiler (click to show/hide)

~T
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Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #906 on: October 24, 2013, 07:11:50 am »

Can you make the unpacking task be instantaneous? I hate having to sit around waiting for the orcs to unpack so I can check what I got before they drag it off. It annoys me and stops me from checking on other situations.

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #907 on: October 24, 2013, 12:13:39 pm »

 [PRODUCT:10:1:BOULDER:NONE:INORGANIC:FORCE_SIEGE_PLAINS]

This triggers a siege 100%, not 10%, because the script looks at the raws and sees the product, it ignores that percentage in front of it.
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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 :::

Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #908 on: October 24, 2013, 06:00:10 pm »

[PRODUCT:10:1:BOULDER:NONE:INORGANIC:FORCE_SIEGE_PLAINS]

This triggers a siege 100%, not 10%, because the script looks at the raws and sees the product, it ignores that percentage in front of it.

Well, that would explain why my fortress is having an absolute boatload of !!fun!! right now. :)

So to have this operating as intended, I'd need to either do the kobold thing of having "fake" crates, which get generates with the correct frequency, and which trigger sieges when unpacked; or I'd need to patch the dfhack script to look at the percentages (which may break existing mods that assume it's ignored, but sure sounds useful otherwise!).

It's really good to have you back, Meph. :)  I hope your travels have been awesome!

Gamerlord: I'm still new to this, so I don't know how to make reactions instantaneous yet. I'm sure there's a tag for it somewhere...

~ T
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Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #909 on: October 24, 2013, 06:24:31 pm »

Talk to expwnent, he made autosyndrome. Its more complicated then a script, its a plugin, compiled in C++. It would be great if it would take into account the percentages on the products...

And yeah, Malta was nice. Now a few days rest, and then I'm looking into the next destination. :)
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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 :::

Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #910 on: October 24, 2013, 07:59:12 pm »

I can find where to do the check in autoSyndrome.cpp, but I can't for the life of me find what generates the df/reaction*.h files (and corresponding code), so I've not yet figured out how (or if it's possible) to read the reaction percentage out. One also needs to note that even if a reaction *doesn't* trigger, we still need to do boulder clean-up, so this is not as simple as a "if (random_number < reaction_percent) { continue; }", which is what we might think at first.

Since autosyndrome allows arbitrary commands to be run, we *could* define boulders like FORCE_SIEGE_ELVES_10, which runs a command that has a 10% chance of triggering a siege from the elves, and a 90% chance of doing nothing. This could easily be accommodated in the existing `force` script, generating a command like `force siege FOREST 10`, or with a new `random` script that we'd invoke with `random [percentage] [command]`, eg: `random 10 force siege FOREST`. That's nowhere near as elegant, but it's definitely achievable with my current dfhack knowledge and skills.

In any case, I'll do some experimenting to see what I can come up with. Right now I'm travelling around New Zealand and don't have predictable internet connectivity. ;)
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Putnam

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #911 on: October 24, 2013, 08:01:59 pm »

https://github.com/angavrilov/df-structures

you want this specifically

I believe it's reaction->products[0].probability in C++, a number between 0 and 100.
« Last Edit: October 24, 2013, 08:04:59 pm by Putnam »
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Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #912 on: October 24, 2013, 08:27:09 pm »

https://github.com/angavrilov/df-structures

you want this specifically

I believe it's reaction->products[0].probability in C++, a number between 0 and 100.
Well, either that, or the added SYN_CLASS:number for your force script. ;) That would work as well.
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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 :::

schneidaren

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #913 on: November 24, 2013, 10:41:33 pm »

Why cant I harden leather with tallow in the tribal wargear workshop?
I have plenty tallow and plenty leather??

Thanks
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Urist McTeellox

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #914 on: November 24, 2013, 10:49:18 pm »

Why cant I harden leather with tallow in the tribal wargear workshop?
I have plenty tallow and plenty leather??

Just to check, which version of Masterwork are you using?
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