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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141973 times)

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #870 on: June 26, 2013, 07:29:31 am »

I have a little question; what skill does the ice sculpting and ice dagger things take? And how useful is the dagger?

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #871 on: June 26, 2013, 09:43:50 am »

From reading of the raws...

[REACTION:ICE_STATUE_ORC]
   [SKILL:GLASSMAKER]

[REACTION:ICE_DAGGER_ORC]
   [SKILL:GLASSMAKER]   

Glassmaker for both it seems...  No idea how effective they are, cant seem to find the specifics of water or ice in the raws... my guess is not very effective thou.  Do they melt when it gets warm like ice boulders do?
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Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #872 on: June 26, 2013, 09:48:27 am »

Damn. I prefer to build in Glaciers anyway. Gives me a ton of raw building material.

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #873 on: June 26, 2013, 09:57:42 am »

Yes, they will melt, and Yes, they wont be very effective. I'd say its more of a gimmick then a feature. Ice statues can be done in vanilla btw, the mason should accept ice as boulders.
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #874 on: June 26, 2013, 11:23:00 am »

@RickRoll

No, the opposite, you can be seiged by elves very early.  0 means there's no prerequisite.
Spring or summer year 2 is typical.

Don't know about your minotaur part of your question though.

@Gamerlord

Ice statues are for decoration, Yes, they'll melt.   They can be enchanted with a sprite (possibly toolkit by mistake currently) and a soul gem into an Ice Gargoyle. 
The dagger probably isn't good/useful currently.  The ice arrows/darts on the other hand are quite good.

@Meph
>> the mason should accept ice as boulders.
Yeah but IIRC they don't stockpile :) Now that you mention I will test it though.

Pharaun

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #875 on: June 26, 2013, 03:38:13 pm »

Designating arms and armor to be melted in the Molten Pit won't choose objects that are worn, equipped, or otherwise claimed, right?
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #876 on: June 26, 2013, 03:49:00 pm »

That's right, although, I usually control it with a stockpile link to be sure.

Pharaun

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #877 on: June 26, 2013, 03:53:02 pm »

Alright, thanks for confirming that.

On a slightly unrelated note:


Edit:
What's going on here?


Edit:
Sneaky bastard was a necromancer. Luckily, my frostskalds weren't playing around.
« Last Edit: June 26, 2013, 09:09:46 pm by Pharaun »
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #878 on: June 27, 2013, 02:16:49 am »

Heh, glad your frostskalds figured it out, I certainly had no idea :)

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #879 on: June 27, 2013, 02:48:47 am »

Mentalist is a slab/secret in worldgen. The migrant must have visited the slab at worldgen before migrating to the fort.
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Pharaun

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #880 on: June 27, 2013, 04:28:49 pm »

I've a few questions about spellcasters. First, what armors would you suggest? Secondly, would it be better to throw all of them into the same squad? Should I distribute them equally among my melee and ranged squads? Should they be anywhere near allied units?

I'm using mostly frostskalds and sorcerers, if it's at all relevant.
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #881 on: June 27, 2013, 10:53:17 pm »

Well, they're not particularly strong, so light armor if you can.  Mithril or ashland glass if you have access.  Maybe a good leather armor with a metal mail and helm overtop otherwise. 

I usually organize them into smallish squads of ~4 who fight from towers or the walls, not mixed with other rangers because I like them to carry runebolts generally and mixing ammo in one squad is bad idea.  Not big squads because there's less marginal benefit adding extra spellcasters to a fight beyond a certain point.  If you're raising dead or healing probably 1 guy in a place is sufficient.  If you're raining down death from a tower on a huge dwarven army then I guess more mages is better than less.

The range of default spells is roughly Sorcerer (10), Frostskald (5 to 20), Druid (20), Oracle (25).  There's probably not a "right" or "wrong" way to deploy, it depends a lot on how you equip them.

I haven't tried it too much, but mixing into melee squads might be a solid play if you give them shields instead of dreamcatchers (or stick with the medicine dreamcatcher).  And try to choose safe, or just plain un-enchanted, runebolts.  Sorcs are probably the best option for the melee version with their short range and defensive spells, and wraithblade is the best melee weapon especially since (a) it's a longsword and (b) it gives the Wraithknight's Sigil spell (weakness to orichalcum and bloodsteel).  Obviously you don't *have* to give them an arcane weapon anyway.

Most of the default and permanently-learnable spells are safe for friendly fire.  Spells that come from runebolt projectiles or dreamcatchers in particular are not guaranteed to be safe.  Raised Draugr are hostile to all life, Stormcrystal does AOE of all kinds of elemental damage.  Multi-target runebolts can damage the primary target and nearby friends or foes, like Corpse explosion, chainlightning, wraithbinding, wasp hive.  Single target runebolts like agony, polymorph, and poison ivy should be OK.  Ice spells can be dangerous to non-frostskalds after long exposure, although again the more dangerous frostskald spells are the ones that come on equipment.

Some specific examples:

Wraithblade with agony runes is a fine choice for melee spellcaster.
Ivywhip with poisonivy runes is a good choice for friendly-fire safe ranged spellcaster.
Blood Kris with nova or corpse explosion for not-neccesarily-safe raising hell.  Or magestaff with chainlighting or arctic gale.
 

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #882 on: June 28, 2013, 12:40:40 am »

You could change the tile orcs use to '136', which is the new orc tile from the masterwork tileset. Dead orcs would use it then. :) of course that would only apply to that one tileset...
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #883 on: June 28, 2013, 12:45:54 am »

You could change the tile orcs use to '136', which is the new orc tile from the masterwork tileset. Dead orcs would use it then. :) of course that would only apply to that one tileset...

I'm already experimenting with it in my test build -- I wonder if I will get used to it, but they look a little too much like live orcs to me so far ^^

Meph

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Re: [ORC] Discussion and Download Latest! (v1.42B)
« Reply #884 on: June 28, 2013, 01:05:06 am »

If you can come up with a better design, go ahead. :) The background should look like a red puddle of blood when they die, so in theory all grey parts of their body could be made red as well, and they would still look grey in the workshops.

So background color for grey patches, that turn to bloodspatters if the creature dies. Doesnt creature color affect them? 7:4:0, darkgrey+red ?
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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