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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142226 times)

leafar

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #375 on: February 06, 2013, 11:21:36 am »

i really like the idea of one big caravanserai, maybe you could add it as a fifth building, requiring the combined materials of the four basics(plus some extra possibly?) and providing all reactions(plus some extra possibly?)
though it might be somewhat cluttered reaction-wise

or you make all available in five styles: four different corners and no walls at all
;)
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smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #376 on: February 06, 2013, 12:46:57 pm »

I would try to avoid redundant buildings at this point because it's more to maintain and the workshop list is already so big.  (between vanilla, MW, and Orc Fort we are running out of construct hotkeys 4 times through the alphabet, a, A, CTRL-A, and already on to the ALT-A believe it or not).  I started with one big market but for a variety of reasons I think it works better split up. For example only one guy at a time can work at the big one so all your buying and selling and moneychanging comes to a halt while somebody takes a couple days to ransom the prisoners.  Takes away from the hustle and bustle of a busy market.

But if you want to patch in a big one for yourself, if you prepare the building graphic I'm happy to help show you how to add all the reactions to it. 

or you make all available in five styles: four different corners and no walls at all
;)

Lol, yeah.  I'd like to be able to rotate the impassable square on the magma forge to face whichever direction, personally :)

Meph

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #377 on: February 06, 2013, 02:47:26 pm »

There is a CTRL-A ? CUSTOM_CTRL_A ?
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smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #378 on: February 06, 2013, 03:07:51 pm »

Yes!  it worked out fine for me that you didn't use them though, I used the whole CTRL alphabet for building Orcfort workshops and didn't have to worry about any conflicts with remaining Masterwork buildings ;)

You have to avoid CTRL- S, L, P, and R though because those are the default hot keys for macros.

Gamerlord

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #379 on: February 08, 2013, 07:08:53 am »

(Reposting from MW thread.)

Why aren't my missile fighters picking up ammo?

smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #380 on: February 08, 2013, 10:03:18 am »

I don't have any problem with ranged troops, if you post your save, I'll look at it. 

combat
Spoiler (click to show/hide)

training
Spoiler (click to show/hide)
« Last Edit: February 08, 2013, 01:04:21 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #381 on: February 08, 2013, 01:35:39 pm »

>> Also it looks like the stone stockpiles on Orcs is somewhat buggy. I can link you a file if you want.

I got a PM like this a couple times, although I never see it in a game myself.  I tried to look into it in my current testing fort, but i can build all kinds of stone stockpiles without trouble.  All-stones, generic-stones, econ-stones, metal ore, one specific ore, stockpiles with links, wheelbarrows or no, minecart-fed quantum stockpiles that use links to feed small piles of specific ore... all works fine. 

If you link a file i will happily have a look, otherwise thank you for reports but ???

Spoiler (click to show/hide)

Meph

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Re: Orc Fortress [v1.00] for ☼MASTERWORK☼
« Reply #382 on: February 08, 2013, 07:31:04 pm »

Kudos for testing it and posting screens :)
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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 :::

smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #383 on: February 11, 2013, 01:53:34 am »

Just a little update, mostly balance and polish stuff.

Code: [Select]
1.01
--------------
* FORCE_EDGE on obsidian weapons
* TAN_A_HIDE_SHELL_ORC is non-automatic, so you can keep shells for crafting etc. if you like
* Labor cells no longer have a small chance to produce tools (too much variance in random reac product quantity)
* Small flavor tweaks to entity
* replace silver coins with iron,
* prefer Savanna biome to mountain or wetland, still favor Forest best
* assign RELIGION_SPHERE rather than sphere alignment
* prefer SPIKES item improvement type
* Rename some buildings (magma source -> fluid source; remove "orcish" where redundant)
* Limit some of ways to process boreal plants, so there is more variety
* Vodka is the only Orcish drink usable for cooking (can still cook with extracts of others)
* Tubers not edible raw (still dye or vodka)
* Bloodberries not brewable (still dye or extract jelly or eat raw)
* Train Shield weight set reactions use bucklers; Bucklers added to domestic goods
* Train Armor2 reac allows training with makeshift mail
* Batch bucklers and msmail cheap at factory
* Normal mail armor batch a little more expensive at factory
* Get chance for several bonemeals per corpse at Anatomical theatre
* Slightly reduced craft requirements for Spellcaster codeces
* Fix products material on a couple of the Arcane forge crystal glass items
* Closing up some loose ends in industry chains
* Hand inlay titanium and chrome crafts at Damasc shop
* SKULL_BLOOD_PRAYER and EARTH_SKY_PRAYER provides use for Candles; alt path for magic users without Raiders
* MILL_CARMINE reac added to mill
* Altar of Storms a bit easier to build.
* Graphic tiles for new nobles

A few quick screens from my v1.00 playthrough.
This set up took a couple years to capture/immigrant the foreign workers, but totally worth it for above ground wooden building.
Spoiler (click to show/hide)

Those elves take a lot of food, though, and hunting has been scarce this year.  Oh well speaking of that look what comes along:
Spoiler (click to show/hide)

Legion hammerlord?  Yikes.  He probably dodged/avoided/batted out of midair about 30 (expensive enchanted singing) arrows while storming the gate, but got dropped in his tracks getting blasted by 2 druids and a sorcerer simultaneously.  Literally dropped his weapon and fell to his knees in pain right at the feet of the warchief.  Spellcasters were useless against the golems and too slow to handle the rest of the army, but they had pretty much already earned their keep for the day at that point ;)
« Last Edit: February 11, 2013, 12:56:33 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #384 on: February 12, 2013, 03:19:55 pm »

This screenshot is awesome. What kind of metal do they use? Mostly something good, or wild mixes of everything available to dwarves ?

I like Mafol, the Priest Hammerdwarf... FOR SIGMAR :P
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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 :::

smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #385 on: February 12, 2013, 03:40:15 pm »

Yep, it is a pretty wild mix of all weapons grade metals available to dwarves.  The difficulty of fighting a dwarf siege in a melee can be very random depending on what materials they happen to get (a couple welded wolfram hammers or deepbronze mail in the hands of Legionaries and Weapon Lords change the whole outcome).

In a way I am glad it's such a mix and not all good -- otherwise your Orcs would get too much elite gear just from winning one battle.

mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #386 on: February 12, 2013, 07:36:21 pm »

Having trouble finding/using the rockforge guys, I'm also having difficulty finding out where I make my ammo for the new ranged weapons, help would be appreciated very much !
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #387 on: February 12, 2013, 07:48:45 pm »

Just saw your PM too:  Recruit Goblin Migrants at the Raider's Drydock, then use them to build a Goblin Stonecutter Shanty.

Ammo: 
Jagged Arrows:  Orcish Fletcher
Darts:  Goblin Tinkerer
Bullets:  Purchase at Freelancers or Craft at Goblin Tinkerer
Tomahawks: Damasc shop
Bola:  Tribal Crafter

Besides, everything other than bullets should be a domestic product, and so available at the vanilla Forge or Craftsman as normal (I make tons of bone jagged arrows or throwing tomahawks in a usual fort), and rock versions of most maybe at the Goblin Stonecutter too.

>> Tyvm didn't mean to spam you, this section of Masterwork is particularly complex/new to me.

No problem!! :)
« Last Edit: February 12, 2013, 07:52:02 pm by smakemupagus »
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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #388 on: February 12, 2013, 07:50:06 pm »

Tyvm didn't mean to spam you, this section of Masterwork is particularly complex/new to me.

It seems rather difficult to get your hands on stone weaponry, it appears to me that it'd be easier to find metals!
« Last Edit: February 12, 2013, 08:17:50 pm by mavj96 »
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #389 on: February 12, 2013, 08:38:47 pm »

Yeah that's right, I decided that having that wide variety of stone weaponry early on is more in domain of the Dwarves.  The Goblin stonecrafter probably is more useful for mass producing doors, or making magma safe stuff, than he is for weapons. 

There are a few exceptions -- the Tribal Warcrafter can make rock clubs, and obsidian spear or macuahuitl swords.  But our best pre-metal weapons are made from wood, bone, and leather.

some specific suggestions:
* use Tribal crafter to make some lamellar leather
* Fletcher: lamellar + wood = composite bows
* Tribal: lamellar + ash + bone = ironbone spear

Throw in whatever armor you can get, and that should be enough to get you through the earliest elf attacks!  Remember to give the best melee gear to an Uruk if you have some.
« Last Edit: February 12, 2013, 08:53:20 pm by smakemupagus »
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