Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

No poll currently

Trinimac
Malacath
Gork
Mork
Morgoth
Saruman
Bhall
Father Sky

Pages: 1 ... 15 16 [17] 18 19 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142288 times)

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #240 on: November 03, 2012, 01:57:38 pm »

I have the latest stable version from the OP, why don't I get dwarven guilds?
Also, any chance of an update for MWDF2?
Lastly, would anyone like to participate in a community/succession fort for this mod?
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Curseborn

  • Escaped Lunatic
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #241 on: November 06, 2012, 02:14:55 am »

So is there a way I can find the differences in power between weapons?  I assume a handcrafted tribal bloodsteel spear is much more powerful than a normal bloodsteel since it requires much more work to make. 
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #242 on: November 27, 2012, 05:20:40 am »

The death spell does not cause death. It gives some message about uncontrollable bleeding, there is a bit of blood of the target on the ground, but nothing else happens. How about the death spell targets the nervous system instead?
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

chilller6

  • Bay Watcher
    • View Profile
Installation
« Reply #243 on: December 15, 2012, 11:55:38 pm »

so i downloaded orcfortress and masterwork, ive tried about 3 ways of installing OF but for the life of me, cannot figure it out.ive tried putting the raw folder in the "core files that add to MWDF" into the dwarf fortress directory, putting the raw folder in the core files and putting the extension folder files in but tht didnt work either. can anyone provide a detailed explanation on how to install it becuz i just cant figure it out.
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: Orc Fortress [v020] MASTERWORK Plug-in. New poll on Raiders!
« Reply #244 on: December 16, 2012, 03:06:50 pm »

Is this mod still alive?
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #245 on: December 18, 2012, 06:12:50 pm »

Is there a message on a dreamwalker's successful learning of a spell?

Is using aether for skill promotion disabled for orcs?
Logged

RickRollYou2

  • Bay Watcher
  • [START_BIOME:EARTH]
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #246 on: December 26, 2012, 08:57:10 am »

Will Meph be posting updates on OF on the MWDF thread now that it's been included into MWDF? Or are you continuing your work on this thread?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #247 on: December 26, 2012, 09:17:36 am »

smakemupagus hasnt been online in a while. I figure he will show up sooner or later. If he continues modding Orc Fortress I cannot say.

I will work on the main mod manual, and after this is finished, I will think about an addition of an orc fortress manual section. I currently do not plan on advancing Orc Fortress further, because my to-do list is quite full already.
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #248 on: January 07, 2013, 02:30:32 pm »

Hi all,

just wanted to check in and say Hi and Happy new years to all.  I am indeed still intending to support Orc Fortress!  And am really excited to see it incorporated into MDF2, although I've had very little time to play yet.  As far as modding Right now my priorities are:

1)  Get an manual pulled together (i don't know if i'll do a lot of tables of data, because text is more my style, but if anyone is inspired to help in any way with the manual that would be great!) 

2)  Figure out whether the changes in Masterwork 2 made a big difference -- did anything break, or do i want to make changes to avoid confusion with Mephs' version of the slag pit or etc.?

3)  Update the drop tables for the Raiders including potentially new industry branches and feedback from the thread and poll! -- a lot of this is done, but I was working in the old version, and I don't know how much work it will be to port over to MDF2.  A small amount, i think, knock on wood. 

And, bug fixes and player feedback.

Sorry for being away so long, it was nice to take a break after it got to a stable/finished state, and then real life gets in the way :) 
cheers
smak


smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #249 on: January 07, 2013, 03:14:14 pm »

So is there a way I can find the differences in power between weapons?  I assume a handcrafted tribal bloodsteel spear is much more powerful than a normal bloodsteel since it requires much more work to make.

Ironbone is roughly as powerful as iron;
Bloodsteel is roughly as powerful as steel.

Tribal bloodsteel is the same material as regular bloodsteel; the main advantage is that the tribal crafter doesn't require an anvil. 

re: whether it's more work -- it's supposed to be a trade off; The Tribal craftsman needs lamellar leather, but on the other hand also only uses the equivalent of 1 bloodsteel worth of bone/ash/blood.  Which I believe is a savings (wrt Harder Smithing) since the spear is the size of 2 bars and macuahuitl is the size of 3 bars. 

p.s.  The handcrafted *katana* etc. at the Damasc shop is indeed actually a special material -- patternwelded mithril as opposed to regular mithril

The death spell does not cause death. It gives some message about uncontrollable bleeding, there is a bit of blood of the target on the ground, but nothing else happens. How about the death spell targets the nervous system instead?

Cool, thanks for feedback!  The learnable magic spells are one of those things that are very hard to test outside of a game, you can't easily do it the arena ... So, yeah, it is a quite severe bleeding from the throat, but appearently non-fatal!  Sometimes I forget that DF physiology is so different :/ 

Is there a message on a dreamwalker's successful learning of a spell?

Is using aether for skill promotion disabled for orcs?

Spell learning -- Sadly, there is no message.  This is one reason why I might move away from learning spells "a la carte" and back to something more like the Masterwork version where you transform into a new caste with a specific group of spells pre-loaded.  Too bad, because I like the current idea, but the lack of messages is pretty bad.

Aether -- No, I didn't disable it on purpose, and theres no magic involved specific to dwarves ... hmm ...  I think that the problem is that Meph added a container to help with that reaction.  The Taiga Orc entity would need [PERMITTED_REACTION:CONTAINER_ESSENCE] added so they can make the containers too.
« Last Edit: January 07, 2013, 03:37:42 pm by smakemupagus »
Logged

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #250 on: January 07, 2013, 05:08:41 pm »

Great to see you back, Smake! :)

As for upgrading Orc Fortress from MWDF 2, I believe the following buildings should be added to orcs: Slag Pit, Toxicist and Slaughterhouse. That's the very minimum.
Another idea is to enable coliseum plus make raiders return with a tool "<Race> prisoners" from respective raids. Those prisoners could be then used to make fights in the colloseum. Also there could be some orc specific summons with the help of resources obtained by dreamwalkers (dolls, talismans and such).
Yet another idea is to add some orc-specific poisons and/or make poisons cheaper/easier to get.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #251 on: January 07, 2013, 05:24:27 pm »

Thanks very much for the ideas!  I'll have to play a bit with the coliseum to understand how to do the prisoners, but that's a cool idea.

I was also thinking something like Toxicist should be enabled; maybe merged with the Fletcher.  And that some loots from raids the Drow will make Orcish poisons easier, or better. 

LOL, I definitely have some work cut out, i don't even know what the slaughterhouse is yet.   :o 

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #252 on: January 07, 2013, 07:36:12 pm »

There is a manual for Masterwork now, it explains... maybe 75% of the mod ;)

I completely forgot the slag. Of course I need to either toggle it off, or make orcs use the slag efficiently. It is a waste product in my build, currently not quite working as intended. Df mechanics are giving me trouble, and I forgot to set the value to 0. Its a ridiculus 28 atm.

Things I changed in the MWDF2-version of orc fortress: I didnt add the dwarven entity things. Thats it. All orc buildings, items, materials and reactions are identical. I added all the pack animals and triggers to all entities, so you have normal tradepartners and later sieges. (I might have to check the dwarven entity for triggers though, will do that...)

The prisoner-idea for raiding sounds awesome. Why didnt I think of it? "Send expedition to capture beasts". The current colosseum is for free, because I want people to test it, later it will get reagents as well.

Last question to smake: Would you like to directly work on the integrated version, or should I make the update once you release a new version here ? Or should I remove it from the GUI, and people come here for then download ?
Logged
::: ☼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

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #253 on: January 07, 2013, 08:21:17 pm »

It looks like Dwarves still have PROGRESS_TRIGGERs, so that's fine, although I haven't confirmed in game.  (Nice and early, level 2, so Orcs need to stay sharp!)

I definitely like it to be integrated to the GUI, and am happy to do the updates however is most convenient for you.  No matter what I will keep any edits in a format so that it just "drops in".

An Orc manual is almost done, too!  It explains, maybe, 30% of the mod ;)  Of course I formatted it like your old manual, and now i see on the other thread that a nice contributor is making you a new manual ..  ::)

__

I found a few small things that 'broke' a little bit, nothing major.  (... and nothing that is your "fault" of course Meph, just things I would have caught if i was paying attention!)  Since the mods are so closely related I have a lot of dependencies on your items / materials and sometimes I have dependencies that you would have no particular reason to know that I was using ... for example it looks like you removed ITEM_WEAPON_PISTOL anymore so I'll have to switch to ITEM_WEAPON_AIRGUN or define my own _PISTOL; either way no big deal. 

And as Gwathlobal pointed out, I think that Orcs lost their ability to use Skill essences until I add in [PERMITTED_REACTION:CONTAINER_ESSENCE]. 
« Last Edit: January 07, 2013, 08:29:49 pm by smakemupagus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v020] ☼MASTERWORK☼ Plug-in. New poll on Raiders!
« Reply #254 on: January 07, 2013, 08:55:33 pm »

Ok, I will double check your reactions the next time I change something major, like deleting items. And yes, guns are only musket and flint-lock pistol. And handcannons which are trade-only.

Dont know a lot about the new-new manual, I havent seen the source yet. I'm quite happy with the html-manual I wrote, and will still work on it.

If you want to edit it in a way that is easy for me to implement, just keep adding your "orcfort" tag into the raws, that made it super easy to find. :)
Logged
::: ☼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 :::
Pages: 1 ... 15 16 [17] 18 19 ... 64