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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141981 times)

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #855 on: June 23, 2013, 03:58:14 am »

So. How do I fix it?

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #856 on: June 23, 2013, 11:17:10 am »

So. How do I fix it?

If you still have the MDF3c rar file -- unpack it fresh, and don't change tilesets, it should work, I was running a fort like that and no problems.

If you download my version of 1.41B from this thread and use it the normal way you update an Orcfort patch, and don't change tilesets from the GUI afterward, it should work too.  This should work fine with Ironhand as far as I know. 

The Keybindings menu is one of the things that comes up when you hit ESCAPE. 


smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #857 on: June 23, 2013, 06:17:31 pm »

# 1.42(beta)
* added gauntlet reactions to ancient foundry, nethermill, human loot crate, tribal wargear (thanks Navatar!)
* MDF compatable: replaced some tile:177 in workshops to tile:178
* MDF compatable: remove moon/crescent arrow types from Deep Drow Evil Elf
* MDF compatable: remove IS_STONE from turbo, pain resist, and courage voodoo effects
* Icecrystal sanctum enchancts ice darts & arrows.  recipe tweaked (now can use ice boulders, but not rockcrystal)
* Icecrystal sanctum: carve ice sculpture (statues) and animate them into Taiga Gargoyles (needs machine spirit and soulgem)
   ** relative to regular gargoyles: less wrestling, more icy death bite
* bugfix: remove homeotherm/fixtemp 10000 from Oracles
* Stone Circle gains HEAL_PET_ORC
* Factory is now a "Furnace" -- see if it helps with the Magma version
   ** Factory BATCH_SAWTRAP_ORC, BATCH_AXETRAP_ORC, BATCH_RAMTRAP_ORC
   ** Factory MAKE_PYKRETE_BATCH_ORC (batch blocks from ice and wood)
* Nethermill NETHER_CREEPER_ACID, NETHER_VINE_WICKER

-----
Gargoyles probably should have been a sprite rather than a tool kit, but oh well. 
« Last Edit: June 24, 2013, 02:38:23 am by smakemupagus »
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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #858 on: June 23, 2013, 08:31:43 pm »

Looks like it is time to restart my Orc Fortress, as its been updated again.

Keep up the good work Smak
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Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #859 on: June 23, 2013, 08:56:36 pm »

Dammit. I just made a new fort. And it was going great! I had set up my forges in a decent pattern for once!

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #860 on: June 23, 2013, 09:25:57 pm »

Well, it's a pretty small update as far as things go, you don't *have* to restart!  Have fun :)

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #861 on: June 23, 2013, 09:30:01 pm »

But it's an update! I have to restart!

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #862 on: June 23, 2013, 10:09:05 pm »

But it's an update! I have to restart!

Exactly, no point using outdated mods.  What if we find a problem thats already fixed? That would be so frustrating.

Still, it is nice that you can now embark with 80 orcs at the start, unfortunately that means you get besieged in the first summer... Unarmored orcs with bronze daggers and bone bows and arrows are still easily able to defeat tigermen it seems.
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Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #863 on: June 23, 2013, 10:12:32 pm »

But it's an update! I have to restart!

Exactly, no point using outdated mods.  What if we find a problem thats already fixed? That would be so frustrating.

Still, it is nice that you can now embark with 80 orcs at the start, unfortunately that means you get besieged in the first summer... Unarmored orcs with bronze daggers and bone bows and arrows are still easily able to defeat tigermen it seems.
Yeah I'm LOVING that.

Smake, a little request; some way to get rid of the armour plates spell from the sorcerers. It keeps spamming and it's REALLY annoying.

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #864 on: June 23, 2013, 10:51:28 pm »

Yeah, I'll think about it.  I know what you mean.  (that's why Regenerating medicine is a dreamcatcher now instead of a permanently learnable spell too). 

I thought it was a nice combo with some other spells to give them some more punch at close range than the other mages, but we can swap things around a bit.

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #865 on: June 24, 2013, 12:21:27 am »

Make orc blood add the can_do_interaction that only targets these mages. Mage gets hurt, covered in orc blood, mage gets bone-armor reaction, mage uses it once or twice. After the battle, mage gets cleaned, heals, loses the ability to cast bone armor.

:)
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RickRollYou2

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #866 on: June 24, 2013, 01:31:30 am »

I might be missing something here, but the Gargoyles and Minotaurs don't have [NO_EAT] or [NO_DRINK] right now. I believe certain tags are making the Minotaurs citizens (not pets) of my fortress as well. Yes, I do know this is also because they are Megabeasts... a separate creature file perhaps?

While it makes sense for the Minotaur, I swear I will laugh myself to death if I ever see a Gargoyle try to eat or drink. Or sleep, for that matter. Is there a reason [NO_EAT][NO_DRINK] and [NO_SLEEP] are missing? And... what happens if I don't have ice on my map? Won't I miss out on this, and everything in the Sanctum?

Furthermore, the description says that its bite carries a deadly sting (I agree, frostbite kills enemies really well), but it's actually the "sting" attack that injects the poison... Biting does nothing. I do see that it falls under the biting skill, but just thought the description was somewhat misleading.
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #867 on: June 24, 2013, 02:34:11 am »

Yeah, it probably would make sense for the summoned minotaurs to be their own creature, so they can be balanced/designed separately from the others.  I wanted to get the mechanics of it working, swapping it to a different creature is not a big deal.  I'm not sure I follow, why would Minotaurs have [NO_EAT][NO_DRINK][NO_SLEEP] though?   Fair points on the Gargoyle.

>> And... what happens if I don't have ice on my map? Won't I miss out on this, and everything in the Sanctum?

You'd miss out on the ice sculptures / gargoyles.  But can still do everything else without .. train Frostskalds, enchant magic missles, and use the alternate Netherwood recipe for ice arrows.

RickRollYou2

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #868 on: June 24, 2013, 03:02:34 am »

"While it makes sense for the Minotaur"
I guess I was a little ambiguous there though.
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RickRollYou2

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #869 on: June 26, 2013, 07:28:24 am »

Quick question, since Minotaurs (Minotauri?) count as citizens, would you know if they count towards the siege/trade triggers? I'd like to be sieged with minimal orcs around, so...

EDIT: Also: [PROGRESS_TRIGGER_POP_SIEGE:0]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]

I'll never be sieged by elves then?
« Last Edit: June 26, 2013, 08:53:17 am by RickRollYou2 »
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