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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142187 times)

Hugo_The_Dwarf

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #405 on: February 21, 2013, 12:55:10 pm »

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

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tahujdt

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #406 on: February 21, 2013, 12:56:39 pm »

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

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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #407 on: February 21, 2013, 08:25:48 pm »

Anyone understand ironbone macuahuitls ?? I've got charcoal/lamellar/ash/bone and I it's still red'd out.
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #408 on: February 21, 2013, 08:59:41 pm »

Do you have 2 bars (300 units) of ash?  If you see claws but not macuahuitl or spears on the list, then you probably need more bone.  If you are sure you have everything try asking the manager to do the reaction; there is a pathfinding issue sometimes that makes the game not recognize that mats are available for custom reactions.  Usually but not always because the stockpile is in a different burrow, even if the burrows are not active.

Of course I never rule out bugs, but in this case I would be surprised... I've been making macuahuitl in the community fort as you might  know.

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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #409 on: February 21, 2013, 09:02:58 pm »

I'll try making more ash, loving the fort thanks!
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HereticUK

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #410 on: February 22, 2013, 06:54:44 am »

Firstly Smake, you've done an excellent job on this, really is a breath of fresh air from doing dwarves all the time! However, I have a problem that I'm not sure whether it's a bug or what it is... I started with a hunter, gave him equipment and skills etc, he was hunting fine and dandy. Then I drafted him into the military as the Warchief and created a new squad with him but set as inactive. Now he has stopped hunting completely and won't even equip his armor and stuff I have made for him. He usually just lays around idling or moving stuff to the stockpile. I've tried removing him form the military roster but that doesn't help.... Any suggestions?
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Meph

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #411 on: February 22, 2013, 06:56:47 am »

This is a vanilla bug. Hunters, Woodcutter and Miners should never be assigned military positions, because they assign their items to a specific purpose. Your hunter has his crossbow for hunting only, OR military only. Kick him out of the military and he will hunt again.
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HereticUK

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #412 on: February 22, 2013, 08:32:05 am »

Yeah that's what I thought would happen but he doesn't seem to want to hunt even if he is not in the military....
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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #413 on: February 22, 2013, 09:57:00 am »

Hunting works oddly for me as well, luckily you can just designate kill orders with your military.
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #414 on: February 22, 2013, 11:10:49 am »

Sorry, other than the vanilla "hunting uniform" issue which Meph referenced and there is lots of info in other parts of the forum, I don't experience this.  The part where your guy won't go *back* to hunting after being relieved from military sounds to me like he can't find a bow or quiver, or something like that.   If you post a save I'll take a look on the weekend.

My wife actually uses almost exclusively hunters in her archer squads (she doesn't forum so she doesn't know that she's not "supposed to," and likes that they start with archery and dodge skills of course).   Very rarely has any problem, other than that they'll sometimes carry around two bows and spend a lot of their down time at the archery range instead of hunting. 

Anyway, glad you're enjoying it otherwise!

p.s. if his military duty uses a different weapon type than his civilian duty (i.e. he's a bow hunter but in a pistol or axe squad) i could imagine his problems might be worse than otherwise?  but that is just a guess, I don't usually try that
« Last Edit: February 22, 2013, 11:15:42 am by smakemupagus »
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mavj96

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #415 on: February 22, 2013, 12:07:22 pm »

snip

Didn't realize your wife played Pagus. So military uniforms are for sure conflicting with hunting uniforms then?
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #416 on: February 22, 2013, 12:31:08 pm »

Yes Mrs. Smak is the better player by far :)

Well, there definitely is a hunter/miner/woodcutter uniform, and the same bow cannot be both your hunting bow and your war bow.  As has been discussed in more detail in other parts of the forum.  One way you can see this is if your woodcutter is being chased around by an elf and you want him to stand and fight, you put him in a squad only to see him become a wrestler...  Because that welded-mithril jagged axe he's carrying around is for trees.

As mentioned I've had squads with bows/axes/battle picks and still have hunting/woodchopping/mining enabled.  Eventually they'll claim ownership of two weapons and it works OK, although causes some annoyances.  Sometimes they show up for the battle with their civilian weapon (not ideal, but not a huge problem if it's the same type), sometimes they drop their military weapon on the ground as soon as their squad orders are complete, and sometimes they'll choose military type off-duty stuff like indiv combat drill when you'd rather they be doing their civilian job.  So if you want to avoid all that hassle you can just take them off civilian work in the first place.

I've never seen them do something super dumb like not put their armor on, but I guess I wouldn't be shocked if it happened.  If you have all the different weapons or armor they want to take off or put on being carryied back and forth in bins all over the place I could see it getting pretty bad.

Firehawk45

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #417 on: February 23, 2013, 06:33:06 am »

I never have civilian stuff enabled on military. They are on duty all the time, with training sheduled. But Hunters are awesome there, thats why my forts have mandatory hunting service for future military folks ;)
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smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #418 on: February 23, 2013, 02:05:05 pm »

I never have civilian stuff enabled on military. They are on duty all the time, with training sheduled. But Hunters are awesome there, thats why my forts have mandatory hunting service for future military folks ;)

Yep that's what I normally do too (like with Orc-Firehawk in Ghoshash Snazaga, retired from hunting after about a year or so).  Melee squads have lots of active duty time, just enough off time to eat and drink or whatever.  I like the archer squads to have lots of down time in their training schedule, but not a lot of civilian jobs, since they will go to the shooting range when off duty.

smakemupagus

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Re: Orc Fortress [v1.01] for ☼MASTERWORK☼
« Reply #419 on: February 25, 2013, 04:15:25 pm »

Hi all, does anyone have some brainstorm ideas about how to improve trading partners for the Orcs?  Feel free to go whichever way you want with  ideas but my inclination is to start with races that exist in the masterwork universe, maybe our existing trade partners.  Is there anything we could tweak about some of the civs feel a little more distinct rather than "evil twins" and/or to make them more interesting or strategic trade partners?

Or, just say which current trade partners you do or don't like, and why.

edit.  P.S.  most of the time I only play with zero or one trade partner enabled, so I don't have a ton of firsthand experience with any one in particular, any input is valuable :)

Ideas:

Ashlander Elves (replace elven rebels)
Use daggers, bows, spears, macuahuitl and wraithblades
Castes:  shadowblade (agile, dagger, melee, dodge, blink spell); spellsword (strong, sword, naturemagic, fairyfire spell)
Common goods:  bloodsteel crate, ironbone crate
Unique goods:  lamellar leather crate, wraithshard ammo crate, spellswords magic crate, jaguar warriors crate
Unique tech:  ebonglass foundry: turns obsidian, greenglass, and malachite into mithril grade light arms material

Human Twilight Legion (modified human bandits)
Use longswords, spears, heavy armor, javelin
Castes:  hastati (strong, sword, javelin); praetorian (strong, endurance, spear, gun); auxilla (spear, agile); oracle (death magic)
Common goods:  iron crate, bronze crate
Unique goods: heavy armor, oracles magic crate, lifeguard warriors crate, ammo loaders crate (lead, brass, gypsum)
Unique tech: legion outpost: create sword+javelin dual weapon kit, javelin ammo, mass/efficient production of training weapons

Frost Giants (just planning to take the existing MDF frost giants and drop in a trade good reaction, so don't go too crazy :)
Use weapons as in MDF
Castes as in MDF
Common goods: ???
Unique goods: icecasters magic crate
Unique tech: ???

I could probably be convinced to do voydonoi or minotaurs but would run the risk of getting derailed into another mod ;)

Chaos dwarfs - Help?  I'll assume they don't enslave greenskins en masse in our universe, but what are their other features?  Are they tech, or magic, or both?

Deep drow - Help?  I feel like they should have more deep underground stuff instead of bloodsteel.

Warhammer and D&D are not my best subjects ^^
« Last Edit: February 25, 2013, 05:09:17 pm by smakemupagus »
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