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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141999 times)

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #795 on: June 02, 2013, 09:52:32 pm »

...it's a matter of thinking of one other good reagent for one of the rituals, and maybe too about increasing the efficiency for missle crafting at the Arcane forge.  Of course, you were doing a limited-digging fort; a mining fort would have more junk gems lying around.

That is true. I was going to strip mine the map, but FPS was starting to get low due to some poor design issues in the surface fort. I will ponder solutions.

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Nice, Thanks for helping with the balance.  Yeah, if you mean the weapons that are actually called "superior ... ", that's a dwarven technology and generally only available through raiding.  The Warrior society kits are our domestic industry that's roughly comparable. 
Yeah, thats the superior stuff I was talking about. Superior Orichalcum Great Axes and long swords turned my military in a super effective killing force. The unfortunate side effect of loping of every other limb does make cleaning up the battlefield more time consuming. But burning them all in the crematorium produces so much ash... which gets turned into ironbone. Which gets stockpiled. Other then shaman ammo, does it have any practical use? A reagent for making bloodsteel? Never gone down that route.

I would like to see advanced raiding buildings. Orc pirate fleets that take much more effort to equip but offer a better return. Maybe steal some legendary weapons of the dorfs.

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All good stuff, thanks.  Yes, in fact we're probably eventually losing the crucible entirely, and the few reactions from there that we should keep will get added somewhere else.  Suggest that you run with slag off by the way; the "inefficient batch processing that produce flux/potash/malachite" was already my implementation of slag, so with both on it's sort of doubling up.  But yeah, we can add a malachite batch, and of course closing any infinite loops would be good.

I think I was running with the default setup that MW shipped with, with only turning orcs on and couple of extra siege races. I will keep it in mind to have it switched off.

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The logic in the case of the hybrid melee/ranged weapons is that the crafting skill comes from the primary weapon, but the material comes from the melee weapon (because that's the part you actually stab with).  I know it's a little confusing.
Fair enough, but it is annoying to see those lovely mithril bows get turned into copper by mistake. So many reagents make it a real bugger to stockpile link it to the meadhall.

Quote
No, it wouldn't work, MAGMA_BUILD_SAFE is a building token, not a reaction token.  Besides, it also implies that the object is a buildmat (like blocks, rocks, or wood) so you can't apply it to weapons, furniture, etc.  The only solution I think is to either remove rock weapons (meh) or remove the "use any metal weaponkit" reactions and add more "use silver weaponkit; use rustyiron weapon kit; etc.". 

The elegant solution would be to define a custom reaction class on the material, but the metals are defined at the MDF level not the orcfort level, so that's sort of a modularity issue.
Balls. Guess my willpower will have to be put to the test here. My next fort in the same world is going for the slightly slower and more coal intensive rustyiron mail/molten pit melt/copper dagger route. Much less micromanaging.

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Humans seem the least well liked, although i suspect they can be very effective too with a different playstyle -- skilled corsair to run the camps, and a few fisherorcs, maybe an artisan orc applying decorations, and you can work a very efficient little sweatshop and buy out the travelling caravans without any of your own heavy industry.  But, yeah,  if you're running a raid heavy fort then supercharging the Grog & Shipbuilding industries with dwarven and elven labor is the way to go.

Drow .. true, maybe I will bump the yield on thread a little, but I don't know if the price in rusty coins is the only good metric though --  cloth can be used for other things, like sails and ropes for raiding xebecs, or clothes for your poor naked insane orcs :)
Even at a basic level, the return on 5 thread producing plants is limited. 5 thread and 5 seeds for the average 2 return.
The elf also seems to overproduce on the wood a little. Perhaps its just my playstyle of giving all my butchered invaders meat to them that gives me more crystalwood, fairwoord, netherwood and fungiwood then my craftsorcs can deal with. Perhaps I should just burn it all... or increase my raiding fleet. Perhaps getting some saplings would change up the mix? or reducing the quanity of special woods to 5 at a time, rather than 10.
Why orcs get unhappy about being naked is beyond me. Surely being coated in the blood of the enemy is enough!  No leather clothing anymore? My supply of leather seemed limitless.
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Meph

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #796 on: June 02, 2013, 10:01:10 pm »

Adding reaction_class to the inorganic_mineral.txt is no problem, its easy to update for me. If it fixes your clay problem, go ahead.
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #797 on: June 02, 2013, 10:28:17 pm »

>> crematorium produces so much ash... which gets turned into ironbone. Which gets stockpiled.
>> Other then shaman ammo, does it have any practical use? A reagent for making bloodsteel? Never gone down that route.

Hmm, ash is pretty useful for ironbone/bloodsteel.  (besides being a good metal on its own, bloodsteel is usually the limiting reagent if you have an Ancient foundry to make your own orichalcum)  Or potash for farms, or gunpowder.  Or, you know: soap, pottery glaze, and pearlash if you're into that kind of stuff :)

>> I would like to see advanced raiding buildings. Orc pirate fleets that take much more effort to equip but offer a better return.
>> Maybe steal some legendary weapons of the dorfs.

Yep! probably will happen, along with just diversifying the yield of the basic raids a bit.  So one time you might hit a human abbey and get gold chalices and spellbooks, and another time you happen to hit the armory and maybe get the platemail and guns.  It's just a matter of writing more loot tables and getting them sorta balanced.  The big pirate raids would be expensive, have a chance of triggering retaliation, maybe tie into the buccanneer's tavern building too, which otherwise is probably the weakest of the Allies' blueprints.

>> I think I was running with the default setup that MW shipped with, with only turning orcs on and couple of extra siege races.
>> I will keep it in mind to have it switched off.

Oh, yeah it works OK with default.   by all means if you like double slag keep it on :)  The only other thing I'd suggest if you're not already is to try replacing the common orcs, goblins, frosties, and especially warlocks with one or two of the evil-twins (who each have a few special trade goods for you, spell books, crates, and blueprints). 

>> Even at a basic level, the return on 5 thread producing plants is limited.

Yeah, I'm not really disagreeing with you on that one.  But a side note, the elf cell is not producing 10 special wood per reaction ... the 10 is the percentage chance, of quantity 2 logs.  When you get a really big stack it's because the Elf consumed a big stack of meat from a forgotten beast, or whale, or aurochs or something all at once.  It doesn't happen with the other labor cells because the other foods don't pile up in stacks as large as the meat does.

Is there really not leather clothing?  I didn't know.  There's lamellar robes, at least, from the Tribal crafter.

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #798 on: June 02, 2013, 11:48:00 pm »

Yeah, I'm not really disagreeing with you on that one.  But a side note, the elf cell is not producing 10 special wood per reaction ... the 10 is the percentage chance, of quantity 2 logs.  When you get a really big stack it's because the Elf consumed a big stack of meat from a forgotten beast, or whale, or aurochs or something all at once.  It doesn't happen with the other labor cells because the other foods don't pile up in stacks as large as the meat does.

Is there really not leather clothing?  I didn't know.  There's lamellar robes, at least, from the Tribal crafter.
Heh, thats what I get for replying before I finish my morning cup of coffee. I think I may have meant reducing the percentages. Over time I find I end up with a lot of the wood, due to the shear amount of meat you get from butchering the enemy.

Last time I looked at the leatherwork shop, after an uruk got sad and died for not having shoes, there was only options for armour.

And is the bulk reaction in the raws for bulk creating fuel from wood meant to be missing from the entity file?
[REACTION:SLAG_CHARCOAL_BURNING] is in the reactions, but not enabled.

And dealing with warlock fetishes and rings and things? The parent mod has an automatic reaction at one of the workshop for them, but they just seem to gather dust when orcs are centre stage.
« Last Edit: June 03, 2013, 12:02:41 am by Navatar »
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #799 on: June 03, 2013, 12:08:57 am »

And dealing with warlock fetishes and rings and things? The parent mod has an automatic reaction at one of the workshop for them, but they just seem to gather dust when orcs are centre stage.

Dismembering your trade partners and looting their corpses isn't enough reward in itself?   8)

Fair enough, I can add something at the Altar of Storms to dispose of them in exchange for magic doodads or something.

Meph

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #800 on: June 03, 2013, 12:16:58 am »

How about a "become a vampire" or "cure vampirism" reaction, using warlock stuff as reagent?
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #801 on: June 03, 2013, 12:21:03 am »

Hmmm ... Is that just a creature transformation, or something else?  How would the Cure work?
(btw, yes, that is awesome ^^)
« Last Edit: June 03, 2013, 12:42:15 am by smakemupagus »
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Meph

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #802 on: June 03, 2013, 12:50:33 am »

[REACTION:KOBOLD_DEVAMPIRES]
   [NAME:Cure vampirism]
   [BUILDING:SOOTHSAYERS_HUT:CUSTOM_A]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KOBOLD_DEVAMPIRES]
   [SKILL:ALCHEMY]

[INORGANIC:KOBOLD_DEVAMPIRES]
   [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
   [STATE_NAME_ADJ:ALL:Cure vampirism][DISPLAY_COLOR:1:0:0]
   [SYNDROME]
      [SYN_AFFECTED_CREATURE:KOBOLD_CAMP:ALL]
      [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
      [SYN_CLASS:\ALLOW_MULTIPLE_SYNDROMES]
[CE_REMOVE_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
      [CE_PHYS_ATT_CHANGE:STRENGTH:50:0:AGILITY:50:0:TOUGHNESS:50:0:START:0]
      [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:6:5]
      [CE_DISPLAY_NAME:NAME::::START:0]


[REACTION:KOBOLD_VAMPIRES]
   [NAME:Affect kobold with vampirism]
   [BUILDING:SOOTHSAYERS_HUT:CUSTOM_B]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KOBOLD_VAMPIRES]
   [SKILL:ALCHEMY]


[INORGANIC:KOBOLD_VAMPIRES]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL:dark ritual][DISPLAY_COLOR:1:0:0]
   [BOILING_POINT:1000]
   [SYNDROME]
      [SYN_AFFECTED_CREATURE:KOBOLD_CAMP:ALL]
      [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
      [SYN_CLASS:\ALLOW_MULTIPLE_SYNDROMES]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
      [CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
      [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:5:6]
      [CE_DISPLAY_NAME:NAME:vampire:vampire:vampiric:START:0]
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #803 on: June 03, 2013, 12:58:55 am »

Oh, this will be brilliant.  Invite the warlocks in under guise of friendship, destroy and loot them (if they don't do the same to you first, because they are basically insane), and offer up their relics to the powers of the other Realm in exchange for the dark gift. 

 :D

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #804 on: June 03, 2013, 01:35:40 am »

Well, I might remove their "raise dead" reaction, so they are not quite as random then. The reaction would go to a trigger:5 skulking race, so they only send single, invisible units... that raise dead, maybe insta-kill one dwarf, then run away. Shade Assassins. The race itself should be opposed to life and not living, so maybe they can get away with raising dead.

Essentially magical, end-game kobolds that can insta-kill dwarves, but also die from the first hit, like a FB made of flame/liquid.

Should make guard towers and guard animals more valuable.
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Repseki

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #805 on: June 03, 2013, 04:10:16 am »

They do seem to have some issues when it comes to attacking in force. A few good pop shots with a crossbow from a distance to take off a few limbs and they usually melt, freeze, and blast themselves apart trying to kill the newly risen limb before the few that survive either retreat or get cleaned up by my military as they try to limp away. At least that's what I assume is happening when they mass towards my gates and then explode into a mass of spell casting.
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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #806 on: June 03, 2013, 08:18:02 am »

>>Is there really not leather clothing?  I didn't know.  There's lamellar robes, at least, from the Tribal crafter.
I may well have been wrong on this. My new fort seems to be able to produce leather clothing...

>>Dismembering your trade partners and looting their corpses isn't enough reward in itself?
I prefer to drop them in a pit and wait for the ensuing madness or melancholy to start. My observations to date lead me to believe that the steeds kill the masters once the fun starts... then keel over and die from some nasty effect. Beats having my orcs die.


An orc vampire... well the normal breed is fairly tough as it is. An orc vampire would be a sight to see.
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DeathPunch

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #807 on: June 03, 2013, 12:59:32 pm »

Hey I've got a little question: How do I build a Longboat in the Drydock? I have Logs and ballista parts, but its still red :/
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smakemupagus

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #808 on: June 03, 2013, 02:54:27 pm »

Hey I've got a little question: How do I build a Longboat in the Drydock? I have Logs and ballista parts, but its still red :/

you have enough? 10 logs & 3 ballista parts?

putting aside possible chance of user error (broken stockpile links, etc.); there is an occasional pathfinding bug in all custom reactions including those in vanilla DF. It is  usually (not always) triggered when the stockpile and workshop are in separate burrows, even if the burrows are inactive.  You can rearrange burrows, or have the manager run the reaction.  After 1 time the manager does it the workshop often becomes normally active again.

Having the Manager attempt the reaction is usually a good thing to try, because if it is not the pathfinding bug, you'll often get a helpful error message.

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Re: [ORC] Discussion and Suggestions (v1.321)
« Reply #809 on: June 03, 2013, 04:47:53 pm »

Oh, thanks this was my mistake. Is there any way to see how much of the stuff you need for a reaction?
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