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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142167 times)

smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #435 on: February 28, 2013, 10:40:46 am »

Thanks for ideas everyone :)

I wish you could have more direct control over the pets that a specific entity has.  Then I could just say, chaos dwarves have frag landmines, done, no need for a spawn reaction.

Demonbutter

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #436 on: February 28, 2013, 10:48:08 am »

Dwarven tech bolter? (Differently named musket sorta)
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #437 on: February 28, 2013, 10:58:53 am »

Well, I don't want to do lots of weapons with only cosmetic differences, but if we can come up with a legit difference between it and other powerful ranged weapons I'm down for it.

The mechanized crossbow is already practically a bolter :)  IMO one of the best value trade items to buy from Humans when playing in Dwarf mode.

Demonbutter

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #438 on: February 28, 2013, 11:52:50 am »

How about basic alchemic transmutation machine thing blueprints. Adapt your own version of it as you see fit, like make it cost fuel anyway to change transmute... but that has a tendency to be messy doesn't it? How bout fixing things with alchemy? Tossing in the makeshift armors and weaponry with a couple of extra bars to strengthen them into full shape as a means of recycling but directly into them item.
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #439 on: February 28, 2013, 02:09:07 pm »

Warhammer Chaosdwarves have Manticores. And I do have Manticore Ammo in the mod. Works like dynamite, just with a poisonous gas cloud. You can only get it from killing manticore megabeasts, check the slaugherhouse reactions. That would be an idea from my side.

Can your orcs trade EVIL animals? That would be something to limit it a bit. Btw, the chaos dwarves should have access to landmines already. They are a carbon copy of the dwarf entity, and if they have landmines, so do the chaos dwarves. They dont trade golems/landmines/turrets ?

The spawning reaction will get a ton better with dfhack r3... rumrusher is playing a fort atm with an unreleased r3 version, and expewnts autosyndrome does work like intended.
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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 [v1.02] for ☼MASTERWORK☼
« Reply #440 on: February 28, 2013, 02:52:49 pm »

Yeah, good point, maybe Evil Dwarves do trade landmines already.  I know goblins do.
Here is my current thinking,

Goblins - as is, unless I could just figure out how to give them bins
Ashlander Elves - tribal stuff, spellsword/nature magic, unique bldg is Ebonglass foundry (wait to see if Meph intros new glass to avoid redundant materials)
Chaos Dwarven Legion - siege and crossbows including manticore ammo, landmines, heavy armor, chaos/necro magic, unique bldg is Auxilla Outpost
Human Bandits - pirate/brigand stuff, yes guns but no heavy armor, unique bldg something nautical or Raider related
Deep Drow - (stuff tbd, I liked the idea of using 3rd cavern materials though).  chemists/alchemy/potions lab?
Frost Giants - maybe start with just enabling trade 'as is' and see if we get inspired

This way they all have different flavor and sell different types of things than you can get from looting their 'GOOD' cousins, and gives you a way to boost some different skill or industries than you would normally use (like crossbows).

Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #441 on: February 28, 2013, 03:02:34 pm »

How many tradepartners are that in total ? These 6 + warlocks + orcs + taiga orcs ?
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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 [v1.02] for ☼MASTERWORK☼
« Reply #442 on: February 28, 2013, 03:04:54 pm »

Yeah, 6 plus Tiaga orcs, but I still wouldn't recommend you turn on more than one or two in a particular game (just like you're kind of crazy if you turn on all the friendlies in Dwarf mode).

Orcs and Warlocks are technically friendly but, meh, I'm not really planning to design for them at this time.  Feral Orcs are redundant, and Warlocks are unstable lunatics.

>> Tossing in the makeshift armors and weaponry with a couple of extra bars to strengthen them into full shape as a means of recycling
>> but directly into them item.

I like this idea, don't know what workshop but that is going on my list to think about for sure.  In the meantime once you "outgrow" using makeshift mail for your military there are 2 decent ways to use it up now:  there is now a train Armor using makeshift mail specific reaction at the weight set; or if it's something expensive like mithril you can have the Tribal Crafter decorate it as a premium export item for gullible tourists ;)
« Last Edit: February 28, 2013, 04:29:10 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #443 on: February 28, 2013, 04:54:22 pm »

Quote
unique bldg is Ebonglass foundry (wait to see if Meph intros new glass to avoid redundant materials)

Ebony will probably be magma based. Glass you can only forge in a magma-glass-forge. Should be a bit better then the currently best weapongrade glass I have. Something like sand+magma+obsidian = ebony glass.
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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 [v1.02] for ☼MASTERWORK☼
« Reply #444 on: February 28, 2013, 05:06:44 pm »

Aha, I was thinking malachite+obsidian+clear glass, approx mithril grade, very lightweight.  TES style glass of course.  If that ends up to be a different glass material than yours, np, I will rename my version.

Not going to require magma explicitly but I will take away the reaction that lets you make obsidian from scratch (if orcs even still have that).  I think it's more fun, or at least more Orky to have to set up an obsidianizer using trams or cisterns or whatever :)

RickRollYou2

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #445 on: February 28, 2013, 05:20:20 pm »

The Chaos Dwarves don't appear to send a representative to make trade agreements... intended? Either way, I added one to them myself :)
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #446 on: February 28, 2013, 05:21:32 pm »

Oh, no, not intended.  Good catch thanks :)

HereticUK

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #447 on: February 28, 2013, 07:08:45 pm »

Thanks for the help for before guys, decided to let my orc run around for a bit hunting to get his skill up and then put him in the military. I have a new problem now. I just genned a new world (as I do with every new version) and when I started all of my "orcs" are actually gremlins and don't actually do anything even if I give them tasks and skills. Is this a new feature that I missed or is it just a random glitch that can be solved with a fresh start?
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smakemupagus

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #448 on: February 28, 2013, 07:13:29 pm »

when I started all of my "orcs" are actually gremlins and don't actually do anything even if I give them tasks and skills.

LOL no, maybe i will work in "totally broken gremlin civ" as a feature for next release though ;)

I bet that you have duplicated raws because you missed this?

******NOTE*******
In the change from v1.01 to v1.02 three raw/objects/files were renamed, to influence the way things are sorted in game. to avoid duplicated raws you'll need to get rid of these old files manually:
creature_pet_orcfort
inorganic_orcfort
inorganic_orcfort_magic
*****************

Sorry about this, it is a one-time thing, while we renamed the files. 
If it turns out that wasn't the problem pls let me know (w/ error log if possible).
« Last Edit: February 28, 2013, 07:15:24 pm by smakemupagus »
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Meph

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Re: Orc Fortress [v1.02] for ☼MASTERWORK☼
« Reply #449 on: February 28, 2013, 07:28:58 pm »

Why do you sort the inorganics last ? If they are not weapons/armor grade they wont show up in the forge screen anyway... is it just for stockpiling reasons ?

And my bet is on duplicate raws as well.
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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 :::
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