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 ... 22 23 [24] 25 26 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142252 times)

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #345 on: January 22, 2013, 11:42:12 am »

Ok, that nails it. Variable IDs were indeed different there.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #346 on: January 22, 2013, 12:01:40 pm »

Yes, confirmed, should have been an "A" for the variable, so TARGET_RANGE was being ignored.

Caste transform doesn't work for "one at a time" learning because it is exclusive, so it prevents them from ever learning more than one spell, nor ever become a Druid/Sorcerer. 

Well, my thinking is that if it's temporary then we can make those spells powerful enough that the ability makes a real difference in that 1 month or season.  If it's permanent then it should be much weaker because it's so easy.  Also there are some spells I don't really *want*, as a player, to be active for a long time.  I'm leaning towards keeping some spells temporary but also adding a reaction for crafting Druid/Sorc codexes.

Frenzy = if permanent, it would be way too powerful for how easy it is to get,  since it turns enemies against each other
Healing = you don't really want it to be permanent (well, I don't anyway) because of announcement spam
Raise Dead = you don't really want it to be permanent, since the raised dead are hostile to all life ;)

----

I'm going to experiment with CE_DISPLAY_NAME and CE_FLASH_TILE.
0.35a
----------
Spoiler (click to show/hide)

Update:  both the Flash Tile and the Display Name work like a charm.  So, while the guy is playing the battle song, every so many ticks he flashes to look like an instrument; and his name is now Malatug Agratlag, Orc Farmer Hornblower.
« Last Edit: January 22, 2013, 09:42:10 pm by smakemupagus »
Logged

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #347 on: January 23, 2013, 09:18:14 am »

Any chance to return to the previous magic system, then?  ;D
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v035] for ☼MASTERWORK☼
« Reply #348 on: January 23, 2013, 01:18:35 pm »

Any chance to return to the previous magic system, then?  ;D

Well, in the current build we pretty much have both systems turned on.  Other than the newly limited 1 month spell durations which  I agree are pretty lame for FF and disable, but imo were needed for Healing and Frenzy.  So that is a detail that is balanceable. were tweaked pretty heavily in 0.36 :D

0.36
----------------
Spoiler (click to show/hide)

There are a couple things the new caste based system does better in my opinion,

(1) I don't really want to have to go there 3 or 4 times to micromanage a new Druid learning the whole basic spellbook, (hurl rock) AND (sap strength) AND (suffocate) AND (maybe fairyfire).  Just go once, bang, Druid, good to go. 

(2) Unfortunately flash tile or displayname can only tell you one thing at a time, so it tells you whether you successfully learned the lastest spell, but it can't tell you which N out of 12 available spells you currently know.  The Caste title is a good shorthand for info about a group of spells he knows.

(3) Someone warned me that DISPLAY NAME breaks that character appearing in therapist, so that is not ideal for permanently learned spells.

So, yeah.  Hopefully we can evolve it towards best of both worlds, and somehow also not be too incomprehensible ^^
« Last Edit: January 23, 2013, 03:33:36 pm by smakemupagus »
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #349 on: January 23, 2013, 05:52:31 pm »

What poll do?




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?

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #350 on: January 23, 2013, 06:06:36 pm »

It shows your affinity to either elder scrolls, warhammer, LotR or Wow.
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 [v036] for ☼MASTERWORK☼
« Reply #351 on: January 23, 2013, 06:45:14 pm »

Just thought it was more fun than an empty poll.

It shows your affinity to either elder scrolls, warhammer, LotR or Wow.

CivIV: Fall from Heaven, or Heroes of Might and Magic ^^  Warcraft Orcs have similar factions and might as well have the same gods, but if so I don't know what their names are in Azeroth (maybe, the same, lol).

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #352 on: January 23, 2013, 07:15:52 pm »

Me neither, but I thought I remember the Father Sky from the Tauren of Warcraft 3 Singleplayer campaign. But yeah, Heroes of Might and Magic is a lot better, even if the 6th one was a bit weird.
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 :::

MegaHarald

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #353 on: January 24, 2013, 11:01:02 am »

Father sky sounds to me like tengrism, the irl steppe religion.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #354 on: January 24, 2013, 02:52:52 pm »

I didn't know much about Tengrism before now, but yes.  Thanks, good to learn something about the real world once in a while ;)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #355 on: January 24, 2013, 03:06:15 pm »

Real world is overrated :P (actually, having seen a bit of it: Its awesome) So is thread derailment. I stop now.

How is your Orc Fort V1 coming along, with all the wanted features? And how do steam-items and powered weapons fit the tribal orc theme ? ^^
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 [v036] for ☼MASTERWORK☼
« Reply #356 on: January 24, 2013, 04:20:13 pm »

How is your Orc Fort V1 coming along, with all the wanted features?

Yep, other than the idea that there's so much late game stuff now, though, that it's almost impossible to test everything in a single game, it's good. 

Between gwothlobal and Mrs. Smak doing beta testing, a lot of bugs are squashed; I've been doing balance testing (tiaga/glacier forts, gold rich forts where i mint coins, aquifer forts, rush for magic, rush for freelancers, etc.) 

And how do steam-items and powered weapons fit the tribal orc theme ? ^^

You'll notice Trinimac and Father Sky were not the *only* choices in the poll ;) 

gwathlobal

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #357 on: January 25, 2013, 02:44:22 am »

Sorcerers and Druids as part of the military are cool. Btw, can an enemy die of Sorcerer's decaying curse?
Logged

CheatingChicken

  • Bay Watcher
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #358 on: January 25, 2013, 12:47:53 pm »

I got a question about equipping my male uruk ronin. I am not quite sure what kind of sword is the most effective. He is currently using an iridium scimitar. How would a welded mithril katana/daikatana perform in comparison?

edit:
It seems like he changed his tactics...
« Last Edit: January 25, 2013, 12:55:36 pm by CheatingChicken »
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Orc Fortress [v036] for ☼MASTERWORK☼
« Reply #359 on: January 25, 2013, 01:49:51 pm »

Yeah in my Aquifer test fort too, Druid-warchief is saving the day especially when arrows were in short supply :)

I think that i've never breached an aquifer the old-fashioned way before, or at least not in a very long time. (i.e. without Magma tramcarts).  I think the advanced buildings being such rare drops is good for the game design but in this case it's kind of killing me  ::).  I clearcut the whole map, plus ran through 2/3 of food supply working the elvish labor camp for wood for longboats, and still no Magma Source station ^^  Still the raiders brought back plenty of other useful Dwarvish stuff, just enough steel to kit out the important orcs plus a Frenzy rune so it's all good.

Sorcerers and Druids as part of the military are cool. Btw, can an enemy die of Sorcerer's decaying curse?


Possibly, but if so it takes a long time.  It targets skeleton, not vital organs.

Pain is the short term stun/debuff and as far as I can tell works more or less as intended.

Bloodcurse is supposed to be the Sorc's killer, but only targeting the throat wasn't working well.  I changed it to target all vascular tissues and now confirmed fatal in arena testing, although it takes quite some time.  I had to kite a panda around the whole arena ~3 times before he felt faint, ~5 times before pale, and total of ~7 times before he went down for good. 

I got a question about equipping my male uruk ronin. I am not quite sure what kind of sword is the most effective. He is currently using an iridium scimitar. How would a welded mithril katana/daikatana perform in comparison?

Good question, he'll do great either way.  I would say the daikatana, except if the iridium is an artifact.

Iridium is a super sharp material and will cut through basically anything, even deep bronze / orichalum / welded mithril armors.  But, scimitar is a relatively smaller weapon and you may have cut limbs off one at a time. 

Daikatana is big enough to bisect humanoids (sometimes) and welded mithril a good enough material to cut through anything up to and including steel / regular mithril.  But, small orcs would have to hold it in 2Hands and weak orcs may not have the strength to penetrate armor because of the big contact area.  Ronin of course shouldn't have either of those problems.

Katana is a fine weapon, good choice for non-Uruks, but not better than the iridium scimitar.

My aquifer fort also has 2 ronin, and they've been in a 2-orc squad pretty much just sparring for a solid year.  It's a beautiful thing :)  I can't decide whether to split them up to train recruits or just let them keep at it to become masters.

Pages: 1 ... 22 23 [24] 25 26 ... 64