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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142049 times)

smakemupagus

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #630 on: April 06, 2013, 08:10:40 pm »

padded mittens are a masterwork item
Spoiler (click to show/hide)

Robe, can you clarify do you mean "seems" in raws or in your observations in game?  should just be the regular old vanilla ITEM_ARMOR_ROBE.  Meph might have changed the permit sizes of some items (mail, breastplates) so if you are using equipment sets that you use in vanilla they might not work in MDF.

Spoiler (click to show/hide)

Let me know what you find if you can isolate the crash!  I've not seen this yet.

Also, if you have a recommended gear set let me know, if it makes sense to tweak the recipies available at the Warcrafter, or just give a note on a suggested armor set up in the manual based on suggestions from the thread I'd be happy to do that
« Last Edit: April 06, 2013, 08:13:10 pm by smakemupagus »
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anomaly

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #631 on: April 06, 2013, 08:33:45 pm »

I actually opened up the raws and saw the shaped tag on a robe but it was probably the wrong one. I'll do some testing before I speak more on that.

In terms of lamellar sets I'll work on that on my next fort since my current fort has progressed to mythic armors.  However a couple things I would recommend is to 1. always make a unique name for gear you make kind of like what you did to the lupine mask.  This makes it easier to put on in the equip interface and 2. I don't really see the reason to go with a lupine mask over a lamellar helm.  They can't be put on at the same time and the mask only has 60% cover.  I realize some of it is lore appeal but there should be some advantage.  Unless the mask costs less mats.  I don't have the draws in front of me but I'll take another look.

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smakemupagus

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Re: Orc Fortress [v1.23 BETA] for ☼MASTERWORK☼
« Reply #632 on: April 06, 2013, 09:55:01 pm »

Lupine mask can be worn with helms, all the warbands in the tutorial fort have that.

cf. chapter 7 "flachette gunner gear" or "mithril reforging"
http://www.bay12forums.com/smf/index.php?topic=122867.msg4045955#msg4045955

smakemupagus

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Re: Orc Fortress [v1.25 BETA] for ☼MASTERWORK☼
« Reply #633 on: April 09, 2013, 06:31:14 pm »

Did a bunch of updates to the manual today to catch up to version 1.2x changes.
1.25
* bugfix: typo fluidcaster blueprint @ arcane forge should be 100% product, not 10
* Updates to manual w.r.t. version 1.2x changes

<...>
The Meadhall also contains the facilities to brew warriors' spiced meads, such as the rejuvenating Black Draught and the strength-giving Sharkey's Firewater (never mind the slight loss of fine motor skills!), and to craft special bloodsteel lupine masks that put fighters in the right frame of mind for combat.  The Ulfzerker's mask promotes the fighting spirit and suppresses pain; the Opaque mask suppresses fear; and the Elite Clanguard's mask boosts the wearers kinesthetic sense.

<...>
Obsidian Spire Library
It is a time-honored tradition among Orcish magic users: Spells are learned from Mojos, and Mojos are discovered randomly.  Sometimes, mojos are granted in a flash of inspiration to dreamwalkers who perform spiritual rituals at the Places of Power.  Sometimes, mysterious forces guide our brave raiders to find odd mojos here and there, in far corners of foreign lands.  However it is whispered that some Drow researchers have mastered the art of crafting specific "scrolls" -- their profane foreign word for mojos -- on demand.  Longstanding practice would demand that you hunt down and purge these heretics, raze their Obsidian Spire libraries to their scorched foundations, and cast any record of their blasphemous existence into the firey abyss.

<...>
Runesmith
Until today you have never understood the Free-peoples' obsession with writing and rune-letters.  "Oh powerful warchief, please take this tribute and refrain from burning our humble library, it is only full of tide-tables and geological data."  Pah.  But this:  a fine Dwarven steel axe, traced with inlaid letters of finely worked silver.  You thought little of it at first, the sort of pointless frippery that a Thieves Guild caravaneer would pay a premium for.  Until your warband was ambushed by a werewolf, and one of your guards grabbed this strange axe and cut the beast down in two quick strokes; the silver runes suddenly glowing with a curious internal light.  A convert to the mysterious power of the written word, you make up your mind to take a return trip and destroy those tide-tables.

Spoiler: etcetera (click to show/hide)
« Last Edit: April 09, 2013, 06:38:32 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #634 on: April 09, 2013, 07:18:59 pm »

Double ninja update!
Forgot to update the Potential Trade Partners info in the manual with the new Evil allies.

v1.26
* More updates to manual

Spoiler (click to show/hide)

anomaly

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Re: Orc Fortress [v1.25 BETA] for ☼MASTERWORK☼
« Reply #635 on: April 09, 2013, 07:31:14 pm »

Thought I posted a decently sized article yesterday only to discover that I must not have waited for it to finish posting.  The gist:

I should have clarified that I was also equipping lamellar hoods, which makes the tradeoff either a helm+mask or a helm+padded hood, which just by coverage alone the hood wins by a mile. Suggest making padded equipment exotic and/or give orcs their own variant since the hood more or less obseletes the mask ATM.

My first no-metals fort met a very unfortunate demise from two sieges back to back early on from dwarves/humans.  It was actually my own retardation due to setting the drawbridge to my outdoor fortress in the wrong direction.  Also had some issues with immigrants from one of my old forts that were stoned from a basilisk - they were worse than useless and so had to be disposed.  Wasn't all bad though, had an orc kill 8 humans with a kite shield.

Now that I see how much easier it is to make building mats at the orc factory I should have an easier time, I'm also experimenting with equipping civs with lamellar clothes and layering them on soldiers.  The only question is what to do with all this meat!

Also one observation - tribal war gear has special recipes for all types of ranged ammo to make ironbone without a boneyard but no analog exists for arrows at the fletcher. Suggest adding a similar recipe at the orc Fletcher or some kind of recipe somewhere for metal-grade arrows from animal/plant mats (without a boneyard).

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smakemupagus

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Re: Orc Fortress [v1.25 BETA] for ☼MASTERWORK☼
« Reply #636 on: April 09, 2013, 07:39:59 pm »

* Suggest making padded equipment exotic
* Suggest adding a similar recipe at the orc Fletcher <...> metal-grade arrows from animal/plant mats

perfect, going on the to do list

>> Now that I see how much easier it is to make building mats at the orc factory

Bonus points if you use bloodberry scarlet or sliverbarb black bricks :)

Gamerlord

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #637 on: April 09, 2013, 08:37:37 pm »

Dammit smake stop making me delete my forts!

Also, we need to be able to get steam armour from gnome invaders... Maybe a refit reaction at the gobbo tinkerer?

smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #638 on: April 09, 2013, 08:49:58 pm »

well, there's nothing to refit at the moment, since they don't wear any clothes/armor when they invade :)

Gamerlord

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #639 on: April 09, 2013, 08:54:24 pm »

O_o

Meph

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #640 on: April 10, 2013, 02:52:17 am »

Its by my design, nothing that smake did ^^ Gnomes should be very weak traders with good tradegoods. Not invaders in steam-power armor. I will give them 2-3 clothing items, and deactivate them for Orc Fortress/Kobold Camp.
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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 :::

Gamerlord

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #641 on: April 10, 2013, 05:20:34 am »

 :'(
But then how will I get the steam-powered armour for my orcs?

Meph

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #642 on: April 10, 2013, 05:39:15 am »

You dont? I dont think this fits smakes idea of the orcs... but then again I could be wrong. ^^

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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 :::

Gamerlord

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #643 on: April 10, 2013, 05:41:58 am »

I treat my orcs like adaptors, like survivalists who will use anything to defeat their foes. But then again, that's just my preference.

smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #644 on: April 10, 2013, 07:15:41 am »

Well, I agree that if an invading army came and dropped that kind of technology on our doorstep, certainly we'd find one way or another to weaponize it.  But that doesn't seem to be happening right now so in that sense it's a moot point ;)

Heavy Weapons Armory already has a lot of stuff that would be of interest to this guy...
Spoiler (click to show/hide)
... flamethrower, grenades, chainaxe/sword, steamhammer.  I don't think that this kind of tech would ever be really common with the tiaga clans, but that's why it's on a rare building.  I figure if the tech exists in the MDF world there will be some clans who salvage it.  Steamhammer in particular is kinda similar effect to powered armor, chance for strikes to have higher velocity multiplier than normal.  (I know, I know, you want powered armor AND a steamhammer ;) )
« Last Edit: April 10, 2013, 07:17:16 am by smakemupagus »
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