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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142013 times)

SuicideRey

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #720 on: May 01, 2013, 08:16:47 pm »

Oh I see, I must agree with Gamerlord for me orcs should either be more warhammer, or like int TES games. However why should out of all the castes should snagas have tails? They are a breed of goblins and orcs right? I don't see anything that should make them have a tail, but Ologs? Yeah probably, they seem more fereal coming from the mountains and having them grow a tail would seem normal, I think...
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Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #721 on: May 01, 2013, 08:21:33 pm »

Eh, I think of Snaga as being a bit like monkeys. Just personal opinion.

anomaly

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #722 on: May 02, 2013, 10:42:06 am »

Caste level body plans? Does this mean that you could e.g. have a cyclops caste with only one eye?
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #723 on: May 02, 2013, 10:43:32 am »

Yes, see for example the Jotunar.

All the castes interbreed though, so for fortress playable races it gets weird if you go too far.

smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #724 on: May 02, 2013, 10:14:07 pm »

This is my to do list.  The first half are the ones I'll try to get done before Meph leaves on his trip, if it's at all possible.
Anyone have other bugs they've found?

# to do (ASAP)
* Use Meph's instructions to compatablize with generic-wood toggle switch
* remove [ITEMS_] tokens from the enchanted bloodsteel item syndrome materials (clean up forge / manager)
* consider how to rename weapons grade "glass" to minimize confusion
* consider renaming the voodoo dolls as "tools" rather than "toys/illuminations" 
* implement a work around to limit evil allies blueprints from domestic purchase
* Typo, ruby glass pipe section reaction name
* Check the bladeshard curses which invoke material emissions; should be TARGET C on the mat emissions probly
* Check sapper satchel get material from reagent
* Check Foundry and Damasc items for MDF3 goodness, e.g. Wolfram material was modified
* Check looted runesmith coatings w.r.t. sparring
* Profession names for MDF3 compatability
* Profession graphic tiles for MDF3 compatability
* Chaos dwarf mutant castes not quite SO chaotic
* remove tails? (except on Ologs?)
* balance - Frostskald "liquid spatter" spells (flash freeze) not as effective as intended
* balance - cannons drop rate a bit too high in Merchant shipping raids?
* balance - standardize/tweak cost of captives w.r.t. regular caravan

# to do (Later)
- counter-invations vs raids using "siege stones"
- battlecries?  (maybe crowdsource this somewhat...)
- web weapons for someone (gladiator? treesinger?)
- something to do with stable warpstone
        -- (experimental heavy weapons? arcane weapons? magic rituals? alchemy?)
- something to do with oil shale / oil sand
   -- (flaming oil thrown weapons?  add to requirments for flamethrower / fire arrows?  alchemy?)
« Last Edit: May 03, 2013, 08:05:58 pm by smakemupagus »
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Meph

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #725 on: May 02, 2013, 10:21:02 pm »

Oil sand doesnt exist atm. It conflicted with the kobolds, they cant dig it.

Quote
- counter-invations vs raids using "siege stones"
Thats super quick to do, just slap the product I use onto them with PRODUCT:2:1, or whatever percentage you want. Thats all.

Warpmusket, if you want to do them like I planned warpstone, should cause random effects, mostly mutations. People get strong, but get fever, dizzyness but more recuperation, or go berserk, transform into mutant version, which might be friendly or hostile... definitely lots of necrosis as well for those effects. This stuff should make powerful weapons, but kill the user just as good as the target, simply doing it slower...
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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 :::
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #726 on: May 02, 2013, 10:29:07 pm »

Yep, that's pretty much exactly what I had in mind for the Warpmusket, too :)

tahujdt

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #727 on: May 03, 2013, 08:14:16 am »

To be perfectly honest, I detect extreme feature creep.
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Tahu-R-TOA-1, Troubleshooter
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #728 on: May 03, 2013, 09:16:42 am »

There's warpstone in the game, I don't like to have industry loose ends.

Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #729 on: May 03, 2013, 09:17:39 am »

I forget, what's feature creep?

smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #730 on: May 03, 2013, 09:22:03 am »

It's where you put too much stuff in one product and it loses it's original focus.  Like an ipad with a built in bottle opener.

Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #731 on: May 03, 2013, 09:24:33 am »

Ah. But this is Dwarf Fortress. All features are appropiate.

tahujdt

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #732 on: May 03, 2013, 09:30:15 am »

Ah. But this is Dwarf Fortress. All features are appropiate.
I was referring to this mod. Warpstone Muskets are not what he originally had in mind, I bet.
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DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #733 on: May 03, 2013, 09:32:22 am »

They seem quite orky to me. But maybe an upgrade to the Sapper's Flamethrower to use warpstone vapor...

tahujdt

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Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #734 on: May 03, 2013, 09:58:46 am »

They seem quite orky to me. But maybe an upgrade to the Sapper's Flamethrower to use warpstone vapor...
When I think of orcs, I think of a cross between Tolkien-esque orcs and Warcraft orcs.
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DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?
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