Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

No poll currently

Trinimac
Malacath
Gork
Mork
Morgoth
Saruman
Bhall
Father Sky

Pages: 1 ... 48 49 [50] 51 52 ... 64

Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142018 times)

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #735 on: May 03, 2013, 10:03:57 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.
Well that's your problem. The way it is going right now, you're going to be able to play them however you want. Just ignore workshops and stuff you don't want. No need to say 'this is not in the spirit of the mod' or whatever. Just include it and let the player choose what they want to do.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #736 on: May 03, 2013, 10:08:43 am »

"It is not unlikely that they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them."

>>>
(edit.  sorry for cross posting a bit -- doing too many things at once ;) )

The Barbarian Tech buildings have always been a way to include slightly random stuff outside the main structure.  Things from other game modes that I want to have a chance to play around with, or just new things I am tinkering around with.  The blueprints are rare enough; if you unlock the Heavy Weapons Armory it's because you've been raiding the Humans (probably for guns and ammo), probably many times over several years.  I think it's orky enough that within a clan with long experience with guns and access to warpstone, some too-clever tinkerer would try to combine them.

all that being said, I would totally buy an ipad with a bottle opener, so your mileage may vary.  You do always have the option to just chuck all the Barbarian Tech blueprints into the volcano ;) 
« Last Edit: May 03, 2013, 10:32:50 am by smakemupagus »
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #737 on: May 03, 2013, 10:29:21 am »

"It is not unlikely that they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them."
Good quote. That, however, is referring to the goblins, not the orcs. Warcraft orcs have goblins assisting them, piloting zeppelins and strapping bombs to their chests. The most advanced tech the orcs have are boats and firey catapaults.
Logged
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

  • Bay Watcher
  • Novice GM
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #738 on: May 03, 2013, 10:30:20 am »

Yet these aren't specifically Warcraft orcs. Don't try and compare them.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #739 on: May 03, 2013, 12:51:35 pm »

# Patch 1.28.1
Update the hypothetical name of the hypothetical future warpstone musket to "Gyro-Balanced Khorium Destroyer" for compatability with Azeroth lore
http://images.wikia.com/wowwiki/images/f/f4/OrcGyroRifle2PNG.PNG

;)

(tahujdt, I know, you're probably thinking of Thrall and the early days of the new horde or so, and that's the part of warcraft lore that I think is worth looking to for some inspiration too.  Rather than the WOW endgame or expansions which are all over the place.  I haven't played in years anyway.  But, even back in the WCIII days, didn't Grom take a bath in warpstone so he could defeat a Centaur demigod in the first battle of Warsong gulch?)
« Last Edit: May 03, 2013, 01:01:00 pm by smakemupagus »
Logged

Demdemeh

  • Bay Watcher
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #740 on: May 03, 2013, 01:09:59 pm »

That was Daemon blood.
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #741 on: May 03, 2013, 01:33:41 pm »

# Patch 1.28.1
Update the hypothetical name of the hypothetical future warpstone musket to "Gyro-Balanced Khorium Destroyer" for compatability with Azeroth lore
http://images.wikia.com/wowwiki/images/f/f4/OrcGyroRifle2PNG.PNG

;)

(tahujdt, I know, you're probably thinking of Thrall and the early days of the new horde or so, and that's the part of warcraft lore that I think is worth looking to for some inspiration too.  Rather than the WOW endgame or expansions which are all over the place.  I haven't played in years anyway.  But, even back in the WCIII days, didn't Grom take a bath in warpstone so he could defeat a Centaur demigod in the first battle of Warsong gulch?)
I only played WCII.
Logged
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?

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #742 on: May 03, 2013, 01:46:01 pm »

I only played WCII.

My favorite of the bunch too :)

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #743 on: May 03, 2013, 02:43:53 pm »

Question 1.
The Evil Allies currently sell us blueprints for their unique buildings (Glassblower, Nethermill, Legion Outpost, Tavern).  They're supposed to be *sort of* rare, because they're not our domestic core buildings, but not impossible to get either.

anyone have a strong opinion on how readily available they should be?

(a) Only available from the Evil Allies trade caravan.  No civ in world or no visit means no blueprint for that game.
(b) Available from Evil Allies trade caravan, the caravanserai, AND the Orcish home civ trader.  (How it is now)
(c) Available from Evil Allies trade caravan, the caravanserai but NOT Orcish home civ (Needs some thought, but may be doable)

Question 2.
Anyone have an opinion on display name for "lightweight weapons grade green glass" material?  Available from trade & from the Ashland glassblower shop in Orc mode; it may also appear in Dwarf mode when carried by the Ashlander elf invaders.

(a) "glass" - current, it is actually technically a unique name, but maybe still potentially confusing
(b) "ashland glass" - leading candidate i think
(c) "bladeglass"
(d) "metallic glass"

I think "ebonglass" for the heavy stuff works fine.

« Last Edit: May 03, 2013, 02:55:15 pm by smakemupagus »
Logged

Demdemeh

  • Bay Watcher
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #744 on: May 03, 2013, 03:10:12 pm »

Question 1.
The Evil Allies currently sell us blueprints for their unique buildings (Glassblower, Nethermill, Legion Outpost, Tavern).  They're supposed to be *sort of* rare, because they're not our domestic core buildings, but not impossible to get either.

anyone have a strong opinion on how readily available they should be?

(a) Only available from the Evil Allies trade caravan.  No civ in world or no visit means no blueprint for that game.
(b) Available from Evil Allies trade caravan, the caravanserai, AND the Orcish home civ trader.  (How it is now)
(c) Available from Evil Allies trade caravan, the caravanserai but NOT Orcish home civ (Needs some thought, but may be doable)

Question 2.
Anyone have an opinion on display name for "lightweight weapons grade green glass" material?  Available from trade & from the Ashland glassblower shop in Orc mode; it may also appear in Dwarf mode when carried by the Ashlander elf invaders.

(a) "glass" - current, it is actually technically a unique name, but maybe still potentially confusing
(b) "ashland glass" - leading candidate i think
(c) "bladeglass"
(d) "metallic glass"

I think "ebonglass" for the heavy stuff works fine.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #745 on: May 03, 2013, 03:47:46 pm »

I havent played enough to answer that, but I want to say something about the warpstone musket:

Warpstone, good old warhammer warpstone, has been in the mod from the very first release. I always wanted to do something with it, I always planned for warpstone weaponry. Modders just lacked the tools, till dfhack r3, expwnent and putnam came along. While I was more thinking about warpstone grenades, warpthrowers and warpstone-ammo for muskets (because making the actual musket from that stuff doesnt really help), as well as warpstone experiments in a workshop,  I have to say that both skaven and warpstone are definitely a planned feature for a long time.

What smake does with his orcs and warpstone is up to him, but seeing that they can also mine it... why not use it?

There is also the warpstone lab button in the GUI since 5 versions... like the manual says: A teaser for things to come.
Logged
::: ☼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 :::

anomaly

  • Bay Watcher
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #746 on: May 03, 2013, 06:18:22 pm »

The blueprints should be fairly widely available... nothing was more frustrating in old versions than discovering after embark that there's no sand etc.


Warcraft 2 was great but trying to contend with the outdated ui is migraine invoking.  It also bothered me that ogre magi were so much better than paladins.  Although ogres are pretty cool and that is why I am kicking around making an ogre mod.  But multiplayer should be better balanced.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.28)
« Reply #747 on: May 03, 2013, 06:45:32 pm »

warpstone-ammo for muskets (because making the actual musket from that stuff doesnt really help)

Don't tell them!   >:(  It works as long as everyone in the clan believes it!

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #748 on: May 05, 2013, 04:42:20 pm »

Orc Fortress 1.3.x for MDF3
This fixes some minor bugs, balance, and compatibility with MDF3 patch.

So far  tested for worldgen stability and clean errorlog.
~2 year in to test fort.  New profession tiles work.
Ashlanders trade the new style blueprint. 
Combat still seems fine after body size adjustment
Early impression: "more leather" is pretty powerful.  ~4 or 5 pieces from a Human or Unicorn.  Not unreasonable though. 

Spoiler (click to show/hide)
« Last Edit: May 06, 2013, 11:15:55 am by smakemupagus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #749 on: May 07, 2013, 08:27:19 am »

Leather also has a higher value... since it is easier to get to by killing things, I wanted to make it harder to get by trading.
Logged
::: ☼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 :::
Pages: 1 ... 48 49 [50] 51 52 ... 64