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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142213 times)

mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #390 on: February 12, 2013, 08:45:15 pm »

Noted, more for deviating orcs from dorfs then.

I really like the appearance of the mod, I just need to get past the curve, same as vanilla df.
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #391 on: February 13, 2013, 12:29:22 pm »

I am going to start a community fort that doubles as sort of a demo/tutorial for new Orc Fortress players:

Ghoshash Snazaga, "The Cleaver of Ignorance"

fasquardon

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #392 on: February 13, 2013, 09:21:15 pm »

Well, I downloaded the latest Orc Fortress version to check it out.

I must say, the manual is really good work.  Answers almost all the questions I had as someone who knows very little about the current orc fortress.  It is also well written, fun and does a good job of getting across the flavour of your orcs while also making the flavour informative.

Some questions you might think of adding answers to (though some of these can be easily answered by a look at the raws, if they are in the manual it saves new players time):

*How long orcs can live, how fast they breed and how fast they mature.
*Can orcs mine as well as the Dwarfs (I assume yes, but it isn't clear from the manual).
*Is there anything orcs need trade caravans to get, or can a player get everything via the raiding and orc trade workshops?
*Do orcs need booze?
*Do orc nobles have mandates like Dwarf nobles?  And is there an "orc king" who has to immigrate to your fortress, or all the nobles promoted from within?
*It would be nice if you went into more detail about what workshops orcs get and what materials they can access.

Again, it is a stunning piece of work.  Having struggled with writing documentation myself, I am really impressed by what you have achieved here ON TOP of making your mod.

I find it amusing how this mod makes the orcs so worldly, as contrasted with the Dwarfs holed up in their forts.  Not only do orcs get the normal trade depot, but they also get the Caravanserai, the raider docks, adventurers coming and going, a monetized economy (where the Dwarfs are still making due with barter) and slaves and immigrants of other species working in the fort, making for a proper multi-ethnic community...  Why it makes the Dwarfs seem like the antisocial race.

Have either you or Meph tried making trolls and goblins and the like that can live in the fortress and act as limited members of the community like concubines and golems do for the Dwarfs?  Since both concubines and golems are both kinda Dwarfs, if strange, alien sorts of Dwarf, I wondered if there was a practical limit to having intelligent pets that were of another species.

I will be following the community fort with interest.

fasquardon
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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #393 on: February 13, 2013, 10:26:47 pm »


fasquardon

I have a few of the same questions.

As for your last question it's not difficult at all to do such a thing, how to get them to leave the meeting hall I've no idea but if you mod trogs to (tame) for example or (tameable) they become a sort of half citizen.

They can learn and do things but they won't work, they mostly befriend everyone in your fort in your dining hall and then die in fights and send everyone into a tantrum spiral.
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Demonbutter

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #394 on: February 14, 2013, 12:56:45 am »

Quote
*Is there anything orcs need trade caravans to get, or can a player get everything via the raiding and orc trade workshops?

 What do you mean by everything? Orcs aren't as proficient in metallurgy like the Dwarves so getting stronger metals might involve slaughter or trade [Not saying there aren't alternatives].

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*Do orcs need booze?

I'm going to say no.

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*Do orc nobles have mandates like Dwarf nobles?  And is there an "orc king" who has to immigrate to your fortress, or all the nobles promoted from within?

Mandates yes but if I'm not mistaken they are all promoted from within.

Quote
*It would be nice if you went into more detail about what workshops orcs get and what materials they can access.

Spoiler (click to show/hide)

They can use most Vanilla Workshops, some MDF Workshops and have a unique set of their own.

Edit: More accurate answers
« Last Edit: February 14, 2013, 01:10:07 am by Demonbutter »
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fasquardon

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #395 on: February 14, 2013, 09:46:09 am »

Quote
What do you mean by everything? Orcs aren't as proficient in metallurgy like the Dwarves so getting stronger metals might involve slaughter or trade [Not saying there aren't alternatives].

I mean crops, stones, metals, craft items, machines and so on...

Quote
They can use most Vanilla Workshops, some MDF Workshops and have a unique set of their own.

Yes, I read the section of the manual you quoted - I meant it would be nice if that had a detailed list section.  Not vital, of course, but just nice.

fasquardon
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #396 on: February 14, 2013, 10:44:17 am »

Thanks for the nice comments on the manual, and the suggestions too.

Quote
Is there anything orcs need trade caravans to get?

Hmmm I'm not sure how I would answer that.  I think the short answer is "no"... Many things are much easier/cheaper to get from the normal trade caravan (especially it is still the best way to buy raw materials like cloth, leather, metal, seeds).  The only thing that comes to mind that you can *only* buy from trade caravan is pets, and food.  There are a couple ways to get Anvils including the Common Bazaar.

There are probably a few things here and there, specific types of seeds that the farmer's bazaar doesn't carry and so on.  A few rare metals we might not have much access to (titanium).  We don't have bifrost or volcanic but can't trade for them either.

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They can use most Vanilla Workshops, some MDF Workshops // it would be nice if that had a detailed list section.

i'll check it out.  I think that list that Demonbutter quoted of MDF 'shops is *almost* complete.  There's also the crematorium, and whatever that building that looks like E=MC2 and is used for opening Kobold gold bags of loot. :) 

Quote
And is there an "orc king" who has to immigrate to your fortress?

Yes, there's a monarch, the Great Clanfather.  Last time I saw one immigrate though, she was a babysnatched drow who grew up to become Great Clanmother  :o

fasquardon

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #397 on: February 14, 2013, 11:56:55 am »

Yes, there's a monarch, the Great Clanfather.  Last time I saw one immigrate though, she was a babysnatched drow who grew up to become Great Clanmother  :o

Do the Orcs need the Great Clanfather to appoint people to certain noble positions like the Dwarfs do?

fasquardon
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #398 on: February 14, 2013, 12:10:12 pm »

Yeah there is a hereditary noble called the thain/hersir/jarl who is appointed by the Great Clanfather, and equivalent to the Dwarf baron/count/duke.

As long as you have a Jarl, as he moves up the ranks, he can create the positions of Huscarl, Battlemage, and Avenger.  They are optional, and basically are just placeholder positions for warrior-champions.  Although the Huscarl also does LAW_ENFORCEMENT and the Battlemage also does HEALTH_MANAGEMENT and MEET_WORKERS. 

I used to have only the champions without the traditional hereditary noble, but it didn't work quite right.

fasquardon

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #399 on: February 19, 2013, 03:08:04 pm »

Well, I played my first game with the orcs and built a nice little above ground fortress.  (I was playing with 1.01 Orc Fortress, 2f Masterwork on a serine biome.)

The orcs in my world had just been crushed (game started in 245 and the last Orc Fortress had fallen in 233).  My orcs were at war with everyone except for the Elven fanatics and the Deep drows (which lead to a fun combined Dwarf/Chaos Dwarf siege, complete with flying mounts coming over the walls and war-golems).

I enjoyed the orc pets, they were flavourful and fun.  Especially when tearing elf ambushers apart.

I really like the way the orc castes are done.  Each caste is alot more flexible than the Dwarf castes.  One of the starting seven was a dreamwalker sorceress, who I made my warlord due to the way she could make things bleed to death at a word.  I found it really useful for taking care of annoying wildlife.  (The full ambushes and sieges I left to my direwolves and sabercats - no way I was risking such a valuable orc to a dwarfish hammer.)

Overall, I found the orcs easier to play, mostly because they didn't drink so much booze and I had no moods diverting me from the core goals of the fortress.  Also, they were a pretty happy bunch.  Even when my fort was a bedless work camp they were all content.  Maybe too easy, in some ways.  No moods meant smaller armies knocking on my door, and no hard drinking meant more orcpower was available for other purposes.

Not sure how to change that, or even if you ought to change it.  It was actually quite nice to have a calm fort where everything pretty much ticked along on its own.

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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #400 on: February 19, 2013, 04:08:55 pm »

Cool, Thanks for the feedback!  I always like hearing stories about other orc forts.

You should have moods still.  (I just had one in the community fort I am playing right now -- <<Snaakhaazagrak>> "Problematic Clinch", an elfbone maul, wrapped in rare silk and emblazoned with the image of a nether horror).  Maybe you had a small population and got (un)lucky?

Not needing booze, indeed is a pretty solid perk.  Other than that I don't know that there is too much reason that they have happier or angrier forts on average, there are a few small thing in mental attributes (slightly higher patience on average but lower empathy / linguistics).  On the other hand I've definitely had an unlucky series of events spiral out of control pretty fast like, tantruming Uruk kills a smaller orc by throwing a quern.

« Last Edit: February 19, 2013, 07:21:18 pm by smakemupagus »
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Gamerlord

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #401 on: February 19, 2013, 11:27:12 pm »

You still need alcohol on freezing forts, if you don't everyone to die of dehydration.

EDIT: I got a question: artifact iridium great axe. Good or useless?
« Last Edit: February 20, 2013, 12:45:19 am by Gamerlord »
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #402 on: February 20, 2013, 09:03:30 am »

Lets just say that if I had to choose between a candy great axe and an artifact iridium great axe, I would take the iridium one ;)
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Gamerlord

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #403 on: February 20, 2013, 10:58:09 am »

...
...
 :D

tahujdt

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #404 on: February 21, 2013, 12:53:17 pm »

Smake, how did you make wood blocks be called planks?
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