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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 142005 times)

Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #750 on: May 07, 2013, 08:27:48 am »

We need a better way of getting pulleys for Orcs. How do I get them?

smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #751 on: May 07, 2013, 08:52:14 am »

>> We need a better way of getting pulleys for Orcs. How do I get them?

Boring answer: we're meant to still have the normal [NAME:construct pulley] @ Trap Engineer's shop; if it's not there for some reason its a bug

Also, buy at caravanserai, arms bazaar.  Not a bad deal, 2000 silver for 6 pulleys. 

Since the 1.30 update they're on the loot table for "Raid Merchant Shipping".

Since the 1.31 update they'll be able to be *used* to strap extra muskets to prototype golems.
« Last Edit: May 07, 2013, 03:05:58 pm by smakemupagus »
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Meph

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Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #752 on: May 07, 2013, 03:12:26 pm »

Wait, what? Muskets on Golems?
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #753 on: May 07, 2013, 03:23:49 pm »

Well, it was either that or a timed dynamite charge. Or both.

Spoiler (click to show/hide)

To be honest the more I think about it the more i like the timed explosive ^^
But really I'm just playing around with summoning and pastured creature upgrades so that I know how it works.
« Last Edit: May 07, 2013, 03:26:31 pm by smakemupagus »
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.30 Beta)
« Reply #754 on: May 07, 2013, 05:15:33 pm »

1.31 BETA
Spoiler (click to show/hide)


"Gramma Olog, tell us again how golf was invented!?"

Spoiler: this one's a par 3 (click to show/hide)
« Last Edit: May 07, 2013, 07:42:16 pm by smakemupagus »
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.32)
« Reply #755 on: May 09, 2013, 02:20:13 pm »

Tiny update.

1.32
* MDF3 tileset compatability
   ** Changed all building "house" tiles from 145 (candelabra) to 232 (traction bench)
   ** Longboat and Laden Longboat items from 145 to 152 (minecart)
   ** Changed blueprints from 145 to 10 (sign)
* balance/variety - more loot variety in raids
   ** blueprint, codex, and captive rates unchanged   

1.321
* greatly reduced grog->coins rate (x0.2) at freelancer
« Last Edit: May 10, 2013, 12:42:10 am by smakemupagus »
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Re: [ORC] Discussion and Suggestions (v1.32)
« Reply #756 on: May 09, 2013, 11:30:31 pm »

On the subject of raiding, havent just spent the last few days playing a 1.29 version (I think) with a no mining challenge, there was little option but to raid to get supplies.

As it turns out, the current system is prone to abuse. A second year fort with access to to wood and clay can quite easily get everything he needs to build about everything.

Currently, growing plants, turning them to booze to sell at the freelancers nets entirely too much coin. 1 stack of plants essentially equals one raid. I think it might be more productive to change the rate of exchange to 100 coins per unit of drink... limit the amount of raids by making it somewhat more difficult to finance the raiding.

I also think there needs to be an bar of metal in the creation of the ships. Or perhaps an additional tool required? A metal compass perhaps?

What about a second tier of raiding? I do quite like the mechanics behind it...  fleets of ships raiding bigger settlements for better returns?
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.32)
« Reply #757 on: May 10, 2013, 12:05:33 am »

Yeah, the balance of raids has been a perpetually evolving thing!  Especially to get a variety of loot with a mix of raw materials, immediately useful stuff like weapons and also the rare drops mixed in too. 

I don't usually sell grog (rather totems and blood); you were clearly funding raids much more easily than I usually do in year 2.
How much cash do you get for a full barrel of grog currently?  (it's not super straightforward because the relationship between raw-units and in-game units of liquids is not 1:1)
nevermind just saw your comment on the other thread.  Yeah, that's too much ;)

Well, there are metals required for raids in principle; that was the point of the weapon kits :)  I guess you found the loophole there though ^^

>> What about a second tier of raiding? I do quite like the mechanics behind it...  fleets of ships raiding bigger settlements for better returns?

Yes, i like the idea but haven't really a clear thought of what are the right rewards.  I don't want to make it just more of the same stuff.  Also I thought of having more than one possible outcome for the existing raids, instead of just 0 or 1 crate, you might get "crate from human abbey," "crate from human castle," "crate from human village".

Meph implemented this cool idea with his embassy, which could be used for a system where enemies could retaliate to a raid with a siege.
« Last Edit: May 10, 2013, 12:11:51 am by smakemupagus »
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Blackworth

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Re: [ORC] Discussion and Suggestions (v1.32)
« Reply #758 on: May 10, 2013, 12:15:25 am »

hello, i am in a evil Arctic area and I have a big problem. i have cave wheat and other crops growing under ground, however NON of them are BEING harvested.
 My stockpiles have been reset and a dwarf moves up stating the action "Harvest plant" or of the like and he goes into the tile and leaves the plant there untouched.

 Is this issue only with me or with the entirety of everyone else? i don't understand what is going on. is there somthing i need to build extra to harvest crops? thanks.
« Last Edit: May 10, 2013, 12:17:19 am by Blackworth »
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Re: [ORC] Discussion and Suggestions (v1.32)
« Reply #759 on: May 10, 2013, 02:46:03 am »

>>>> What about a second tier of raiding? I do quite like the mechanics behind it...  fleets of ships raiding bigger settlements for better returns?

>>Yes, i like the idea but haven't really a clear thought of what are the right rewards.  I don't want to make it just more of the same stuff.  Also I thought of having more than one possible outcome for the existing raids, instead of just 0 or 1 crate, you might get "crate from human abbey," "crate from human castle," "crate from human village".

I would be thinking along the lines of moving the nicer stuff from tier 1 to tier 2.  Getting blueprints and codex's, even if they are rare, can be quite unbalancing in the early game. As is getting usable quantities of deep bro[spoiler]nze and welded mithril. Perhaps having the weapon and armor items as uncommon items and current uncommon items as rare drops.  Might not need to add additional content, just move whats there around.

I think that the items level of difficulty in creating the item should be reflected in what tier it falls in. I quite like getting masterwork ORICHALCUM longswords and full sets of platemail for my Uruk, but it does mean that I will rarely bother creating my own armors, when its so much easier to steal them.

Another thought would be to have 2 types of raids... the nautically themed longboats raiding the surface- human, elves, goblins, kobolds and perhaps a subterranean warband one pillaging the depths (dwarves, drow, ruins). Maybe have more then one target?  hit a village, a small fort, etc
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #760 on: May 10, 2013, 03:21:26 am »

>> Perhaps having the weapon and armor items as uncommon items and current uncommon items as rare drops. 
>> Might not need to add additional content, just move whats there around.

Yeah, when I said "more variety" in the 1.32 patch notes that was sort of a euphemism for "nerfed pretty hard" ;)
Although I backfilled the common drops with stuff that is still useful, just much less end-game level stuff.

>> Getting blueprints and codex's, even if they are rare, can be quite unbalancing in the early game.

I know.  Is a balancing act, I think the fact that there is really cool stuff in the lists is part of what makes it fun.  On the other hand it really never was meant to be balanced around being able to run 50+ raids or whatever you guys were able to do in year 2 :) 
« Last Edit: May 10, 2013, 03:35:59 am by smakemupagus »
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Gamerlord

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #761 on: May 10, 2013, 03:24:40 am »

>> Perhaps having the weapon and armor items as uncommon items and current uncommon items as rare drops. 
>> Might not need to add additional content, just move whats there around.

Yeah, when I said "more variety" in the 1.32 patch notes that was sort of a euphemism for "nerfed pretty hard" ;)
Although I backfilled the common drops with stuff that is still useful, just much less end-game level stuff.

NOOOOOOOOOOOOO! I NEEDS MY UBERWEAPONS BEFORE THE END OF YEAR 1!

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #762 on: May 10, 2013, 04:16:05 am »

>> I know.  Is a balancing act, I think the fact that there is really cool stuff in the lists is part of what makes it fun.  On the other hand it really never was meant to be balanced around being able to run 50+ raids or whatever you guys were able to do in year 2

That was slightly excessive. I didn't think I could sustain that kind of behaviour, always ran out of coin in my other games. Not mining freed up a lot of time... all I had to do was cut down trees, which then inspired me to build entirely too many ships. Then I caught an elf... which meant I had something I could do with the 1200 meat I had, feed it to the elf! Which meant I had even more wood, which meant more boats... you see where this is leading?

Come to think of it, why do you feed meat to elves (getting o so much wood) and plants to drow (getting o so little silk). Shouldn't that be the other way around? plants to the elves, meat to the drow?

I did have another thought about raiding, what about having orc tokens? like the kobold migrants and slaves you get. Hire them from the freelancer and add them to the weapons component of the drydock to create a raiding party. I think a raiding party and a raiding ship is kind of more in the theme of pirates.
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Meph

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #763 on: May 10, 2013, 07:57:20 am »

Hehe, Orc Tokens. Thats like card collection, I got an orc archer and 2 orc spearman, I trade it for your dreamwalker.
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #764 on: May 10, 2013, 11:55:05 am »

Quote
That was slightly excessive. I didn't think I could sustain that kind of behaviour, always ran out of coin in my other games. Not mining freed up a lot of time... all I had to do was cut down trees, which then inspired me to build entirely too many ships. Then I caught an elf... which meant I had something I could do with the 1200 meat I had, feed it to the elf! Which meant I had even more wood, which meant more boats... you see where this is leading?

Yeah, I know what you mean.  I find that in my games I also eventually ramp up to some peak level of raiding, for example, once the woods get clear-cut.  It was a mistake on my part you were getting more coin than intended for booze, I think that was a big part of it.

Quote
Come to think of it, why do you feed meat to elves (getting o so much wood) and plants to drow (getting o so little silk). Shouldn't that be the other way around? plants to the elves, meat to the drow?

Default elven ethics are eat sapients = acceptable, and kill plants = unthinkable.  I have no idea what Drow eat and didn't think about it more than in passing, I figured their ecosystem is probably pretty sparse down there and they would be used to eating fungus.  :)

Quote
I did have another thought about raiding, what about having orc tokens? like the kobold migrants and slaves you get. Hire them from the freelancer and add them to the weapons component of the drydock to create a raiding party. I think a raiding party and a raiding ship is kind of more in the theme of pirates.

Yeah we're thinking pretty much along the same lines, that's what the coins represent.  They're separate from the weapon kits because you have a chance to recover the weapons, but you have to pay the crew for every raid whether it's successful or not.
« Last Edit: May 10, 2013, 12:51:41 pm by smakemupagus »
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