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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142279 times)

smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #210 on: September 26, 2012, 02:17:23 am »

Well guys im back uncucessful, damn elfs killed me!
im just experementing with some different setups atm but i have a question, is it better to rush raiding then to make your own weapons?

I don't think so, not for early defense.   On average raids *use up* weapons.  Of course it works out in the long run because you send them out with a kit of five crummy copper daggers and hope they bring back a Runic warhammer or a bayoneted rifle.

*  If you're going for heavy archer defense, absolutely a good idea to rush for Elf raids, the steel bodkins are great and the rare Enchanted arrows are deadly.  Whenever you score a greatbow give it to your elite archers.  But it'd take you a long time to get enough greatbows for the whole squad, so get your fletcher workshop going too.  Looted elven wood lets you keep making more longboats non stop too.

*  Raids on Dwarves and Drow yield also some nice bars of metals, so those are great to grab supplies to feed your regular weapons industry. 

*  Looted weapon quality scales with your [SKILL:SIEGECRAFT] (I think), so you'd probably get better quality weapons from an Artisan orc working your forge or factory.  Unless you happen to somehow have a master siege operator migrant ...

*  Rushing Raids on Ruins to get the Ancient foundry blueprints is really powerful (a little bit OP at the moment to be honest) but that is a long term play, you need a mature metal industry to supply the raw materials for the Foundry. 

Meph

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #211 on: September 26, 2012, 10:25:25 am »

Why not make a nice, rare caste of orks that are good at doing raids ?

They should look like this:
Spoiler (click to show/hide)
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #212 on: September 26, 2012, 03:31:56 pm »

Yeah that's a fun idea, fast learn rate for appraiser and siegecraft makes him a master freelancer and raider. 

don't suppose you have a 16x16 pixel version of that Ork pirate? :)

Wrex

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #213 on: September 26, 2012, 05:23:16 pm »

Honestly, I found unit skill is more important that weapon quality. Orcish weapons can hardly compete with dwarven armour, so oftentimes the skill of the warrior to deliver the skull crushing shot through the helmet is more important. Or the ability to lop off unarmoured limbs, either way.
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Meph

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #214 on: September 26, 2012, 07:50:09 pm »

You know, downsizing the pic to 16 pixels might decrease quality a bit. (besides, you cant use custom sprites on castes) ^^
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #215 on: September 27, 2012, 04:36:54 am »

After the last update focus on non-combat stuff like shaman and looters, it's time to give some attention to later game gear upgrades for our Uruks. 

Here is a preview of Orcish Warrior Society arms.  These are Weapon items that represent dualwield or weapon/sidearm pairings.  They have some nice extra attacks, but especially add some flexibility.  For example you can give your elite boworcs a katana for close combat defense; or give your warchief bladed claws which add some piercing strikes to his macuahuitl sword hack & slash techniques. 

Some Society arms require foreign knowledge and exotic weapons to unlock (like the human-inspired rifle Lifeguards and the elf-inspired greatbow Assassins).  Others are always available such as Jaguar Warrior or Seawolf Buccaneer. Feedback welcome as always, nothing set in stone yet.  :)

Spoiler (click to show/hide)

I know the attack "verb" phrases probably need some work, on this pass I was just getting a rough outline for the ATTACK tag numbers and may not have paid the right attention to the grammar :D

>> P.s. @Meph, Yeah that guy might have to represent all our appraisers, not just the Looter caste.  He's clearly in the middle of bartering with the fanatic Elf diplomat for a bag of fisherberry seeds in that photo ...
« Last Edit: September 27, 2012, 04:49:01 am by smakemupagus »
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fire1666

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #216 on: September 30, 2012, 02:15:08 am »

Why not make a nice, rare caste of orks that are good at doing raids ?

They should look like this:
Spoiler (click to show/hide)
said ork pirate is achualy called captain bluddflagg of the free booters, he stars in dawn of war 2 retribution *fantastic game* and hes foking hillarious to play along side. example.
http://www.youtube.com/watch?v=o8zsdCuqTko skip to 3:08 and watch till 3:48 and laugh
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fire1666

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #217 on: September 30, 2012, 02:18:35 am »

BUMP
Sorry for the double post but i haz idea for the ork raiding partys but i dont know if its possible.
mabe you can possibly capture say an elf farming expert who can work on your farms?
like a captive system or you can convert them between pets and civilians to trade them or use them for target pratice
« Last Edit: September 30, 2012, 03:19:44 am by fire1666 »
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #218 on: September 30, 2012, 11:20:55 am »

Thanks, unfortunately yeah I think taking captives like that is not possible, summoning pet creatures are just barely possible although unreliable and has some odd side effects.  but I don't think there's any way to make them laborers.  In the next version you can think of the looted 'blueprint' that unlocks the Treesinger's Pagoda (or whatever the looted Elven building turns out to be) as a caged elf if you like :)

Yeah I sorta remember Bluddflagg, he's the guy who agrees to save the galaxy but only if that Inquisitor lady gives him her swank hat.

OREOSOME

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #219 on: September 30, 2012, 11:23:22 am »

WH40k: Its all about the hats.
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Ishar

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #220 on: September 30, 2012, 12:54:55 pm »

Thanks, unfortunately yeah I think taking captives like that is not possible, summoning pet creatures are just barely possible although unreliable and has some odd side effects.  but I don't think there's any way to make them laborers.

MDF has concubines, those are technically pets, and they give birth to dwarfs and can do labor. They have ridiculous profession tags like "stray mason" and things like that.
Yes, summoning creatures is unstable, but if it's a random reaction anyway (you are not GUARANTEED to get captives during a raid after all), I don1t think it's that much of a problem. Masterwork DF's summoning problem comes from the fact that the spawn location takes the valuable resources (like turret cases with clockwork parts) with 100% certainty, and produces results... sometimes. That's not an economically sound investment in that case, but it may work here.
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smakemupagus

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #221 on: September 30, 2012, 01:19:15 pm »

I also don't really care for the way that it makes your dwarf explode, lose his clothes, etc.  It's one thing for a magmamancer-in-training to drop trousers once or twice for the oil ceremony, but the Raider works here full time, he'd be berzerk within a season.

I also don't really understand how concubines work.  You buy them and then their children are a caste in your creature, right?  I don't really want "concubine elf" and "slave elf" to be castes of the orcish creature, and then interbreed with orcs, etc. -- edit, also, lack caste level graphics is a bit of an issue.

« Last Edit: September 30, 2012, 01:58:36 pm by smakemupagus »
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Ishar

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #222 on: September 30, 2012, 01:35:00 pm »

you make them sterile if that floats your boat, but it's your call. Blowing up the workshop is a problem, true.
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Wrex

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #223 on: September 30, 2012, 01:51:41 pm »

It's the person doing the reaction going insane from lack of clothing. And it's also the issue of, you know, Most of those reactions always taking resources but not always returning with them.
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Stronghammer

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Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #224 on: October 01, 2012, 07:56:03 am »

Could you possibly add raiding goblins and kobolds. The goblins and kobolds would be low quality items and materials though with a high chance of success cause you know.... they suck in comparison to orcs anyways.
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