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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142053 times)

anomaly

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #645 on: April 10, 2013, 07:07:03 pm »

My new fort continues to expand after losing one to a triple flying elf ambush (I did not expect that AT ALL) but this time I was ready for them... Abandoned the thought of sitting comfortably behind fortifications and went instead with 80% melee, armored in 100% lamellar\wood shields, steel grade weapons and my chief swinging a folded mithril dai-katana.  It was a massacre, for the elves that is, one raw recruit caught an arrow in the arm but the doc said he'll be back in action in a few months.  It was fun watching chief hack a few limbs off before he delivered a killing blow.

The lamellar cloaks are great.  Everyone in my fort wears one and they provide bronze-grade protection to the entire body below the head sans feet and hands.  Looking through hunters combat logs, the only time they get an injury worse than a bruise is when they get hit in spots where the cloak doesn't cover which is unfortunately more than I'd like.

I have a screenshot of a lamellar cloak deflecting several consecutive blows from a steel great maul wielded by a human, unfortunately I'm not at my df computer.

Anyway... Suggest adding a savage/berserker caste like the dwarves have that have immunity to pain and axe proficiency bonus and maybe a penalty to armor and shields.  We have the disciplined warrior orc reflected in the ronin caste, let's also have a crazy hide-wearing giant stone axe savage caste too.  I only mention this because meph's dwarves have a caste like this and it seems fitting for orcs.

I'm having troubles with the grind mithril bars to powder recipe at the damask forge, does it require a whole bunch of mithril?  I'm quite certain I have plenty of bags but I only have a few mithril bars (hopefully many more to come with my newly acquired elfinite supply)
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #646 on: April 10, 2013, 08:01:18 pm »

More nice ideas, thanks!

Lamellar cloaks are indeed pretty great, but also mauls are actually an inferior blunt weapon, they slipped through the cracks when we rebalanced the blunt weapons a while back.  i should probably remind Meph to think about revisiting that.

Yes, it should take either 1 mithril stone, or 6 bars to grind a bag of mithril powder. 

anomaly

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #647 on: April 11, 2013, 12:45:05 pm »

Well, I've finally found a use for all of this meat (literally... Thousands of meat).  I can turn it into pretty much anything with the caravan and labor cell system.  Now that I know, I think the first thing I'm going to do is build a drydock and start raiding on my next fort.  It's kind of funny to think that some of the meat I feed to these elf laborers is elf meat.

I thought at first the labor/raiding system was just a novelty but it's actually really neat.  One of my early forts suffered a wasting death from a lack of trees... Little did I know that I could have turned meat into wood at a labor cell.
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #648 on: April 11, 2013, 01:12:33 pm »

Sounds like you're getting the hang of it.
Don't forget to team up a goblin sawmill shanty with your Elf laborer :)

tahujdt

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #649 on: April 11, 2013, 01:38:35 pm »

Can you re-mod broodmothers so they give birth to orc creatures instead of dwarves? I like the idea of having dozens of expendable meatsacks building my giant tower.
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #650 on: April 11, 2013, 01:53:34 pm »

Can you re-mod broodmothers so they give birth to orc creatures instead of dwarves? I like the idea of having dozens of expendable meatsacks building my giant tower.

I don't plan to do that, but it should be easy enough if you want to.  Add a slave caste to the orcish creature, and change the broodspawn "secretion" effect so it transforms them to that instead of to dwarves.

Female dreamwalkers have multiple litters.

Spectrelight

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #651 on: April 11, 2013, 11:18:43 pm »

I started a new game on 1.26, but I've run into a problem. I have plenty of longships, weapon kits and rusty iron coins, but the drydock usually won't let me do anything but build longships and collect weapon kits; everything else is in red. Occasionally it will also let me collect goblin or kobold migrants, usually not. It never lets me raid anyone. My last game was in 1.02, and it was working perfectly fine there. Any idea of what may be causing this?
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #652 on: April 12, 2013, 12:11:40 am »

No, it's been working fine for me and haven't gotten any other reports.
 
Do you keep your coins in stockpiles without bins? (this usually works best)
Are your drydock and coin stockpile in separate burrows? even if not activated, this can cause a problem.
If you are sure you have enough of everything, try having the manager run a reaction, may work, if not see what the error is.
If you are still stuck after that, if you want to upload i'll take a look.

Spectrelight

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #653 on: April 12, 2013, 01:08:56 am »

It turns out it was the thing with the burrows. Thank you for your fast response, and thanks for making this awesome mod.
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anomaly

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #654 on: April 12, 2013, 12:10:28 pm »

I was looking through the raws  in order to make a little list of required labors for some of the custom reactions that aren't quite obvious, and I noticed something.  The labor used for damasc forge titanium/chrome crafts from powder is smelting.  It would make more sense for it to be metal crafting, yes?
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #655 on: April 12, 2013, 12:25:42 pm »

Yep.  don't suppose you know the actual token for metalcrafting off the top of your head?

ed.:  "METALCRAFT"
« Last Edit: April 12, 2013, 12:29:27 pm by smakemupagus »
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #656 on: April 12, 2013, 04:25:22 pm »

... Suggest adding a savage/berserker caste like the dwarves have that have immunity to pain and axe proficiency bonus and maybe a penalty to armor and shields.  We have the disciplined warrior orc reflected in the ronin caste, let's also have a crazy hide-wearing giant stone axe savage caste too.

   [CASTE:OLOG_MALE]
Spoiler (click to show/hide)
[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A powerful humanoid creature with violent tendencies.  Tiaga Orcs build their strongholds in the twilight lands at the margins of the world.  Olog are a caste of massive, thick-skinned brutes from the deepest mountains, slow to learn most tasks.  Olog are deadly with blunt weapons, and surprisingly fond of working quietly with stone or jewels.]
   [POP_RATIO:4] # Same frequency (~2%) as ronin

anomaly

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #657 on: April 12, 2013, 08:04:34 pm »

Awesome.  Love the fact that they are from the mountains.  I like the idea of orcs digging out a fort in the mountains and raiding along dangerous subterranean waterways as they bitterly vie with drow and dwarf alike for domain over ancient artifacts and arcane minerals.  Being gemcutters also makes them good archaeologists which seems appropriate.
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SuicideRey

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #658 on: April 12, 2013, 09:42:21 pm »

Just wondering, do you plan on makin the um... Normal orcs playable as well? I never thought of orc living in cold climates, more like deserts and such but it's your mod so. :D
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smakemupagus

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Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« Reply #659 on: April 12, 2013, 10:38:15 pm »

No, I think this will probably be my only orc mod :)

They aren't actually *from* the taiga; they've been driven there, and call themselves the "Taiga clans" in a sort of nihilist sense -- they no longer have the right to call themselves the "Forest clans" or "Steppe clans" or whatever until they revenge themselves on the invaders and retake their homes. 

Also, it was a biome without other civilizations starting in it, so it works well enough for world gen.

In real life, I think, Mount Gundabad and Orsinium are both cold enough ;)
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