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Author Topic: ☼Orcs☼ - Everything Orc Mode - Taking suggestions!  (Read 85552 times)

Splint

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #525 on: March 12, 2015, 01:28:21 am »

I am definitely not ready for a surface run, either orcs or humans. Blocks add value up rather quickly, I got a huge first immigration wave (12+) right after finishing the walls and some apartments. I shiver to think what would happen if I get an invasion. Also, bone, as nice and dandy as it is, is really not as efficient as I thought. Gotta re-learn how to use clay and make the most out of the damn factory.

With humans it's sort of obligatory  to build mostly on the surface due to thier form of cave adaptation being highly detrimental to them.

If 12 is your idea of huge, you'll have a heart attack if you have unrestricted migration active and just sold off a pile of gold crap or salvaged weapons.

Bone is effective against anything wearing little or no armor. With a steady flow of dead things it's basically an infinite resource, but restrict it to use as lightweight ranged weapons and training ammo for the most part and making ironbone/bloodsteel.

With factory produced clay bricks, it's just a simple matter of collect clay/anything else gathered like clay, and have the factory make the bricks. Simple as that. no drying, pottery, or anything. Just be wary it only turns out earthenware so if you do want the value, make bricks the old fashioned way for fireclay. It'll also use peat for the task.

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #526 on: March 12, 2015, 03:15:09 am »

Straight-to-cavern challenge is always fun too. 

I became more confident with aquifers through playing orcs, because you can always just run a nice surface clanhold until you break through.  And if all else fails, there's always the fallback plan to raid for a fluidsource and burn your way through :)

Zuzu Reish

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #527 on: March 12, 2015, 11:14:23 am »

One idea I've had would be a fort made by the SLF - Snaga Liberation Front. Basically, something designed for them (and possibly their Olog-hai buddies). More-or-less, you try to kill all the non-Snaga members of your fort through unfortunate accidents (or unarmed combat vs. forest spiders) and go from there. Only trade with goblins, all other caravans can either be ignored, have their goods seized, or attacked outright. Destroy the corpses of all non-Snaga, and memorialize their deaths for the glory of the revolution (slabs :P).

Of course I don't know how to get around the obvious issue of loyalty cascades, so I haven't tried this. I suppose one could simply not attack the caravan...
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #528 on: March 12, 2015, 11:22:43 am »

LOL.  Post with results when you do it :D  I wonder how many SLF comrades a berzerking olog can take out.

You don't have to kill the caravans, you could always route them to a waiting room that just happens to fill with magma on rare occasions, or near a bridge that just happens to not be up to safety code.

RodriguesSting

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #529 on: March 12, 2015, 11:35:30 am »

This looks like a legitimately original idea, and I really hope it works out.

I will really try out earthenware for my next embark. Will also not fret about aquifers either. Just gotta make sure to have some clay easily available.
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Zuzu Reish

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #530 on: March 14, 2015, 01:23:02 am »

I'm glad that the SLF idea has gotten some good reception, I'll follow up with it eventually, once I can actually play on an up-to-date version of the mod.

I do have one question, that is related to vanilla, but I thought I might as well post it since my orcs built it. Uzguulidnazaguu Zagazog: This is a bone buckler, All craftsorcship is of the highest quality, it is decorated with bone. This object menaces with spikes of bone and bone.

Does an artifact shield of any kind really have any benefit over their counterparts; or for that matter, do shields benefit from any quality modifiers at all? I know that armor receives a deflection bonus based on quality, but I don't know if that applies to shields. That, coupled with the fact that bucklers have a generally inferior block%, is it worth equipping a soldier with an artifact buckler over, say, a kite shield?
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vjmdhzgr

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #531 on: March 14, 2015, 01:47:41 am »

I'm glad that the SLF idea has gotten some good reception, I'll follow up with it eventually, once I can actually play on an up-to-date version of the mod.

I do have one question, that is related to vanilla, but I thought I might as well post it since my orcs built it. Uzguulidnazaguu Zagazog: This is a bone buckler, All craftsorcship is of the highest quality, it is decorated with bone. This object menaces with spikes of bone and bone.

Does an artifact shield of any kind really have any benefit over their counterparts; or for that matter, do shields benefit from any quality modifiers at all? I know that armor receives a deflection bonus based on quality, but I don't know if that applies to shields. That, coupled with the fact that bucklers have a generally inferior block%, is it worth equipping a soldier with an artifact buckler over, say, a kite shield?
I've done the calculations many, many times already. First shields are affected by quality levels, they become more likely to block attacks the higher the quality. Artifact is a x3 multiplier to to-hit and all that stuff, and bucklers have a blockchance of 10, there's nothing specifically saying that means 10%, but that probably doesn't matter. Anyway, in Masterwork kite shields have a blockchance of 30 meaning that an artifact (x3) bucklers (10) probably has the same blockchance as a base level kite shield. With round shields it would be at exceptional that a round shield would be better than an artifact buckler.
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Zuzu Reish

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #532 on: March 14, 2015, 11:01:31 am »

I'm glad that the SLF idea has gotten some good reception, I'll follow up with it eventually, once I can actually play on an up-to-date version of the mod.

I do have one question, that is related to vanilla, but I thought I might as well post it since my orcs built it. Uzguulidnazaguu Zagazog: This is a bone buckler, All craftsorcship is of the highest quality, it is decorated with bone. This object menaces with spikes of bone and bone.

Does an artifact shield of any kind really have any benefit over their counterparts; or for that matter, do shields benefit from any quality modifiers at all? I know that armor receives a deflection bonus based on quality, but I don't know if that applies to shields. That, coupled with the fact that bucklers have a generally inferior block%, is it worth equipping a soldier with an artifact buckler over, say, a kite shield?
I've done the calculations many, many times already. First shields are affected by quality levels, they become more likely to block attacks the higher the quality. Artifact is a x3 multiplier to to-hit and all that stuff, and bucklers have a blockchance of 10, there's nothing specifically saying that means 10%, but that probably doesn't matter. Anyway, in Masterwork kite shields have a blockchance of 30 meaning that an artifact (x3) bucklers (10) probably has the same blockchance as a base level kite shield. With round shields it would be at exceptional that a round shield would be better than an artifact buckler.

Thanks for this, it's something I've wondered for a while. I usually find a way to use artifact equipment in the field (even if it's made of a generally inferior material). But the buckler only has a value of 4800 and given that, I'm going to simply use it as a low-level decoration in a display stand - something that will increase the value of a shaman's room or something.
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Meph

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #533 on: March 24, 2015, 11:38:24 am »

Let's bring the relevant threads back to the first page... *bump
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #534 on: March 24, 2015, 06:31:03 pm »

Can someone please explain how graphic overrides work or direct me to where I can look it up?  I feel like i'm limited from making any change to weapons until I understand.  I just need to know how to add or delete items without breaking things, I don't intend to create new unique item graphics.

Things changing grumble grumble ;)

Meph

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #535 on: March 24, 2015, 08:39:23 pm »

You can ignore all graphic overrides I did in old MDF. The new MDF only has graphics for vanilla items atm.

It goes from top to bottom in the raws, counting the item types. WEAPON is one. AMMO is another type.

So if I have 5 weapons in this order: Axe, Sword, Bow, Pike, Spear, than Axe (0), Sword (1), Bow (2), Pike (3) and Spear (4).

Thats their override numbers. If I add a new weapon at the end, after Spear, nothing bad happens. If I add a new weapon before Axe, everything breaks. If I add a new weapon after Bow, half of the stuff will break. Lets add a hammer:

Axe (0), Sword (1), Bow (2), Hammer(3), Pike (4) and Spear (5). Axe, sword and bow still look ok, hammer will look like a pike, pike will look like a spear and spear will not have a graphic at all.

If there is a item_weapon.txt and you add all your new stuff to item_z_weapon.txt, NOTHING WILL BREAK! that's the easiest solution.

I'll sort this and make graphics and overrides later, there is no need for you to do this.
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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #536 on: March 25, 2015, 12:22:18 am »

there is no need for you to do this.

Nice.  Learning I don't need to worry about it is the best kind of learning  8)

Meph

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #537 on: March 25, 2015, 01:47:26 am »

Well, did you want to paint all the graphics? :P
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smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #538 on: March 25, 2015, 11:36:37 am »

Do the scripts or whatever black art enable the "upgradable tent" system that the kobolds used in 6.2 still work in the new version?  If that is not too tricky to learn how to do I will try to use it to reduce the menu clutter that comes from the unlockable Looted tech and labor camps, etc.

Meph

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #539 on: March 27, 2015, 04:55:07 am »

Do the scripts or whatever black art enable the "upgradable tent" system that the kobolds used in 6.2 still work in the new version?  If that is not too tricky to learn how to do I will try to use it to reduce the menu clutter that comes from the unlockable Looted tech and labor camps, etc.
Yes, they do. They might use a different syntax though, I havent tested them with the modtools thing yet.

Roses wrote them, it'S called building_upgrade. He can tell you more about it, but it is pretty simple to set up.
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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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