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Author Topic: ☼Orcs☼ - Everything Orc Mode - Taking suggestions!  (Read 85993 times)

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #165 on: August 05, 2014, 11:49:53 am »

I would argue for the orc bench to be removed

Mrs. Smak uses it all the time

Sorry friend you are not going to win that one  ;D

SecondBreakfast

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #166 on: August 05, 2014, 12:02:42 pm »

I'd never stand in the way of marital bliss! Can you ask her to come up with a better name for it maybe? Something to differentiate it from the dwarf one?
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #167 on: August 06, 2014, 04:20:04 am »

Some little fixes based on testing/feedback
http://dffd.wimbli.com/file.php?id=6732

v5.10.OF4.1

* Removed 3:1 charcoal reaction at smelter (balance)
* Added archaeology products to Ruins loot
* Added archaeology "treasure" to Treasure Fleet loot
* Rename/skin Weightset to Sparring Ground (since it's almost all weapon training)
* sparring ground hammer & strike reax use mace & spear instead of item_weapon_training_staff (it had been confusing since MDF calls that item NAME:training fists)
* Added orichalcum chance to Tinker and Molten Pit smelt reax
* Bug fix DIAMOND bad token -> DIAMOND_CLEAR

* [REACTION:PEAT_FIREPLACE_ORC] @ muck goblin
* [REACTION:TINKER_CANDELABRA_ORC] @ tinker goblin
* [REACTION:BRASS_LAMP_ORC] @ blacksmoke
* [REACTION:TOTEM_LAMP_ORC] @ boneforge & tribalgear
* All lamp item reactions to entity
* The intention was Rendermax lighting compatability, but it turns out that this feature crashes for me, so i can't actually play/test with it :/

Meph

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #168 on: August 06, 2014, 03:00:44 pm »

Quote
* Add reaction to burn or plunder any accumulating in the fort that I don't understand (contracts? small souls?)

Contracts: Tools any race can produce, they have no use other than being a tradegood. Humans use them to set up foreign merchants, workshops and university teachers. I had to give each race a unique tool for that, that they bring automatically in their caravan. You can make them like any other tool in the craftsman shop and forge. They are not more or less expensive than other tools, so they dont unbalance anything.

Small souls: There are two types of souls. The megabeast souls from the slaughterhouse, which are used to reanimate megabeasts or give good combat skills to one unit. These souls are tools and stay.

The other, normal souls, are much more interesting: Any creatures that has a brain gives a soul when butchered. Civs that dont butcher sentient creatures might have a custom reaction to get souls of sapient beings, like Succubi, Dwarves and Humans do in their temples or altars. These souls can not be stockpiled, which means they cause no extra work if you dont use them. These souls wither away after 2 weeks (withered soul), and disappear after 4 weeks. That happens automatically, which means that they clean themself up, no extra work or FPS loss if you dont use them.

This means there is literally no downside for races that dont use souls.

The upside is that its a temporary currency based on how many creatures you killed. For example I have a reaction that uses 25 souls. Its hard to have 25 souls at the same time, because you need to kill 25 creatures in rapid succession, before they wither away. Which most likely results in the player building lots of butcheries nearby and making a slaughterfest to honor the god, who will get these 25 souls.

Dwarves get blessings from Armok for souls.
Humans give them to elves (treesinger, who weaves souls into plants/seeds), or pay warlocks/succubi with it.
Succubi use them for summonings/magic.
Warlocks use them as basis for almost everything. Their economy relies on them.
Kobolds do not use them.
Gnomes do not use them.
Orcs... your choice. I know that McTeellox talked about having Dreamwalkers guide the spirits/souls of their enemies into the afterlife, getting rewards for paying such respect to their fallen foes. It fits the theme. But if and how you want to use them is up to you. Like I said, there is no downside to not using them. They will simply lie in the butchery for 4 weeks, then disappear.

PS: - Some orc's favorite minerals are menu placeholders like "***ORES***"... cant fix that. Either that, or not titles in the stocks screen and menus.

Edit: Updating at this moment:

I saw you commented pestles and mortars back in. Are you using them in any reactions?
Quote
    [TOOL:ITEM_TOOL_PESTLE] <== new     
    [TOOL:ITEM_TOOL_MORTAR] <== new   
 

Testing has showed that the attacks on spiked and bladed minecarts are not used when they hit things. The attacks only come into play when a unit uses the minecart as a weapon, which doesnt really happen. I would delete them from the entity file, if you dont mind.
Quote
    [TOOL:ITEM_TOOL_MINECART_SPIKE] <== new
    [TOOL:ITEM_TOOL_MINECART_BLADE] <== new
    [TOOL:ITEM_TOOL_TRACKTRAP_BLADE] <== new
    [TOOL:ITEM_TOOL_TRACKTRAP_SPIKE] <== new

Found a tiny bug: [NAME:Hammer with training mace] should probably be [NAME:Practice with training hammer] ;) I fixed it in the update. Then I noticed that it uses the training mace as weapon. Then I noticed you dont have ITEM_WEAPON_HAMMER_TRAINING in your entity file... so... not a bug?

I did add the ITEM_WEAPON_HAMMER_TRAINING and changed it to training with hammers completely, it still looked a bit out of place, but if you dont like it, I can undo this.

Edit3: I made one other small change. The names of the arbalest and cannon tower reactions were longer than all others. I split them in two.

Code: [Select]
[REACTION:ORC_ARBALEST_3_HELP]
[NAME:===Costs 75 bolts, 3 months===]
[BUILDING:ARBALEST_ORC:CUSTOM_NONE]

[REACTION:ORC_ARBALEST_3]
[NAME:Load and oversee the arbalest]
[BUILDING:ARBALEST_ORC:CUSTOM_C]
[REAGENT:A:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:B:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:C:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_GUNNER_ORC]
[SKILL:SIEGEOPERATE]

[REACTION:ORC_TREBUCHET_3_HELP]
[NAME:===Costs 45 cannonballs, 3 months===]
[BUILDING:TREBUCHET_ORC:CUSTOM_NONE]

[REACTION:ORC_TREBUCHET_3]
[NAME:Load and oversee the cannon]
[BUILDING:TREBUCHET_ORC:CUSTOM_C]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_TREBUCHET_ORC]
[SKILL:SIEGEOPERATE]

That way the text is not cut off that badly. (PS: Cannon loading had 3 reagents called A, as you can see. I fixed that as well)
« Last Edit: August 06, 2014, 03:51:41 pm by Meph »
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Splint

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #169 on: August 06, 2014, 04:27:38 pm »

I would just like to say I'm in favor of honoring slain enemies with a small chance of a reward (like an ancestor weapons or something else fitting.) Seems like a good use of souls for orcs.

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #170 on: August 07, 2014, 12:04:27 am »

Hey Meph,

Great, thanks for the merge and info!  Any changes you did or didn't make, based on what you described here sound fine :D

I did in fact keep most of McTeellox's systems with just some tweaks.  Orcs use the souls now as the prime reagent for Dreamwalker talismans and Soulgems, which power a lot of the magic and arcane-forge.  Although it seems like you need to have several Dreamwalkers and Totem poles if you want to preserve the talismans while they're fresh.  McTeellox had it set up so that the Dream talisman remembers which kind of sentient it was crafted from, so that if you use it to do a dreamwalk with it you can have a chance to unlock some tech or spells associated with that race, which is neat.  (compared to McTeellox's original version i nerfed it a little bit so it's a bit harder to rush the dwarf/elf tech really early, but added some more chance to get some other types of info so it's potentially still useful in a longer game to continue dreamwalking once you have the buildings unlocked)

Nope, I'm not really using mortar and pestle, i briefly considered it then remembered that I was happy with the Blacksmoke furnace (chemist) just using vials or whatever he currently has. 

Hi Splint -- the Warrior Society weapon kits are now made from a Orcish Standard, which in turn is made from scalps of fallen enemies (another of McTeellox's new reagents).  So if you collect and cure a bunch of scalps you can upgrade macuahuitls to Jaguar Warrior kits, etc.

Splint

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #171 on: August 07, 2014, 12:56:06 am »

Those sound more like they're just combined weapons, which isn't quite what I meant (and honestly I don't think I'll ever use them just  because they don't appeal to me, when I have plenty of other weapons available that don't need a standard to make.)

What I meant was more (given the feel of the orcs,) their forebearers are pleased by your act of sacrificing/ paying homage to the souls of slain warriors of varying races, with an enchanted weapon as the eventual reward for escorting/sacrificing (your choice on the wording,) x number of souls of a given race, giving nonmagic warriors a single magic attack or other effect for a specific race. For example, 200 elf souls would get you say, a Greataxe of the Blazing Woods which grants the user the ability to afflict elves with painful blisters as they experience the anguish of being a tree on fire, or a Magebane Saber from warlock souls which emits a field of magic that immobilizes skeletons and ghouls in some manner (either a massive agility debuff or paralysis,) making it easier to deal with them or kill thier warlock masters. However these enchantments would be very specific, hurting only certain races or certain castes of races (something affecting dwarves may not work on dwarven mages as they have thier own magic aura to protect them for example.)

The idea being the weapons are extra effective because they debilitate thier specific soul source, and take time (that is x number of kills and souls stored in some way) to get, making them well suited for facing the potentially increasing numbers of enemies you'd be facing or allowing smaller groups or heros of the clanhold to have distinctive weapons that reflect deeds of the clan.
 
However their effects may also hurt the orcs in some way - the Magebane saber for example could each season potentially cause the orc wielding it to go berserk as the warlocks' foul residual energies seep into the blade from thier very souls, corrupting their minds or the Blazing Forest Greataxe's enchantment could backfire on occasion, causing crippling pain in the user and localized severe blistering in thier hands, putting them out of commission until thier hands heal. This would all depend on itemsyndrome of course, and that an orc be wielding the weapon. Imagine the pantsshitting potential of an uruk or highly skilled corsair flipping shit because of his fancy warlock minion crippling sword told him all his friends are plotting to kill him.

Obviously it's just my take on it, and this should probably dropped but I wanted to clarify what I meant. Semi-unique weaponry that takes souls and time (as well as possibly losing several orcs in combat) to get and provides beneficial abilities for the orc using it against certain enemies, not combined weapons that just need scalps for a totem and a smith to make the requisite weapons to be put together.

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #172 on: August 07, 2014, 01:51:08 am »

Yep, I see.  Sorry when you said Ancestor weapons my mind just went to the non-magical society gear.

The souls are indeed connected to the things that are most similar to what you describe, not an exact match though of course.  Currently they feed into spell learning, using the arcane forge, and the sun & stars templeguard's rune enchants. 

Splint

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #173 on: August 08, 2014, 11:41:54 pm »

Dumb question but can masks and helms be worn together, and what is the function of the masks?

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #174 on: August 09, 2014, 12:11:59 am »

Yes, it should be so because masks are Under layer and not shaped; and that is the function :)

Splint

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #175 on: August 09, 2014, 12:38:53 am »

I'll assume it has some kind of effect on them psychologically. I just wanted to make sure they could wear them with thier helmets before I made them part of thier standard tribal uniform. :P

-Nihil-

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #176 on: August 12, 2014, 10:06:05 pm »

So, first off, awesome mod. Been playing this for awhile and recently started trying the orcs.

I am having some issues though. In my first fortress I was unable to make any ironbone macuahuitl despite having plenty of bones, ashes, and lamellar leather. I disabled any stockpiles to give to this workshop and messed around with things in general but I was just unable to make it work :c

Now, I am on my third fortress(second was very short lived) and this time I can not even make a composite bow(which I had managed last time). I have plenty of standard leather and bones this time, as well as wood... I feel like I must be missing something. I am not messing around with anything people tend to mention like burrows and I have not set up any proper stockpiles for these workshops yet.

Thanks for any thoughts anyone may have.

Edit: So, I set up stockpiles to give to my fletcher and now it works. Seems like a bug to me? Still not sure why the sword did not work although I suspect if it is the same issue then I was missing the fuel source.
« Last Edit: August 12, 2014, 10:09:44 pm by -Nihil- »
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #177 on: August 12, 2014, 10:53:15 pm »

Thanks for the post.  No problems with macuahuitls or fletcher that I've ever been able to reproduce, I craft them all the time with or without linked stockpiles.  If you want to post a save I'll take a look when I get a chance.

Going by your post I guess the first time you lacked fuel and the third game you lacked lamellar (or stocks were short and one guy carrying bin around screwed it up).  Manager can help maybe?
« Last Edit: August 12, 2014, 10:58:26 pm by smakemupagus »
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-Nihil-

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #178 on: August 12, 2014, 11:26:27 pm »

I will keep an eye on it. If a stockpile is set to give to a particular workshop, will it be locked out to any others that need what it contains? That may have messed it up the first time.

I just managed to make the bows fine without any stockpiles set up.
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #179 on: August 13, 2014, 12:34:55 am »

>> If a stockpile is set to give to a particular workshop, will it be locked out to any others that need what it contains?

Yes, stockpile links can lock out goods from going to other places, and the reciprocal "take" link will also lock out the workshop from accepting goods from other places.  All vanilla DF stockpile behavior so the wiki can probably explain better that I can :)
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