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Author Topic: ☼Orcs☼ - Everything Orc Mode - Taking suggestions!  (Read 85974 times)

Gamerlord

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #105 on: July 19, 2014, 06:12:39 am »

My personal set up:
If I have Artisans, I USE them. If I have more than one, I specialise them as well. As to the disposition of the rest of the settlers it depends on if I have Uruks/Ronin/Ologs. If I have some, I leave the normal orcs to be producers mostly. If I don't, that falls to the snaga who otherwise would have been the start of an archery squad.

I don't use the Tribal Warcrafter that much unless I have very little iron, in which case lamellar leather is the main armour and my iron is saved to make steel. Leave the magic system for a while at the start - you aren't gonna get anywhere without the souls that only sieges/ambushes will bring.

Oh and build multiple Butchers and Tanners. You're gonna need them.

Fleeb

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #106 on: July 20, 2014, 11:39:14 am »

So, orcs don't strike me as creatures that would be particularly modest... what would I have to edit so that they don't get mad at not having clothing?
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

vjmdhzgr

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #107 on: July 20, 2014, 12:46:33 pm »

So, orcs don't strike me as creatures that would be particularly modest... what would I have to edit so that they don't get mad at not having clothing?
I think there's a dfhack script made for the succubi that you might be able to activate. Aside from that there's no raw nodding that can be done to do that.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Fleeb

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #108 on: July 20, 2014, 01:16:19 pm »

Bummer. Any idea what that script might be called? I just skimmed the succubi thread and didn't see anything relevant.
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

vjmdhzgr

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #109 on: July 20, 2014, 01:35:27 pm »

Bummer. Any idea what that script might be called? I just skimmed the succubi thread and didn't see anything relevant.
I know there's something called fixnaked which I think removes it, but it only removes it one time and it will show up again pretty quickly. The one I'm talking about I think is similarly named. Based on how you asked rather than checked yourself you might not know that if you type 's into dfhack then it shows all the commands available so just look through that.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Boltgun

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #110 on: July 20, 2014, 02:28:14 pm »

Bummer. Any idea what that script might be called? I just skimmed the succubi thread and didn't see anything relevant.

Type fixnakedregular in your dfhack console and you should be set.
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Fleeb

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #111 on: July 20, 2014, 04:36:35 pm »

Cool thanks! And yeah vjmdhzgr, the last time (before very recently) that I had played DF was like years ago, certainly pre-DFhack. I really haven't touched it before now.
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Guthbug

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #112 on: July 21, 2014, 08:55:24 am »

My personal set up:
If I have Artisans, I USE them. If I have more than one, I specialise them as well. As to the disposition of the rest of the settlers it depends on if I have Uruks/Ronin/Ologs. If I have some, I leave the normal orcs to be producers mostly. If I don't, that falls to the snaga who otherwise would have been the start of an archery squad.

I don't use the Tribal Warcrafter that much unless I have very little iron, in which case lamellar leather is the main armour and my iron is saved to make steel. Leave the magic system for a while at the start - you aren't gonna get anywhere without the souls that only sieges/ambushes will bring.

Oh and build multiple Butchers and Tanners. You're gonna need them.

I play orcs in one of two ways:

1. Primitive only, using bone and leather armor only and relying mostly on warfare to survive (no farms, no trading, etc.)

2. Ancient civilization recovering its majesty, in which I try to rebuild all of the ancient buildings and lost technology.

My personal favorite time is to try to recreate "the goblin caves" from The Hobbit, with all of the catwalks and platforms and such, but it requires a suitable cavern usually. And for whatever reason, the pathing usually leads to an early fort death due to FPS.

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lwCoyote

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #113 on: July 21, 2014, 04:53:57 pm »

Can scalps be stockpiled? I thought I saw something about that in the manual, but I cant re-find it -_-
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Quote
This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Fleeb

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #114 on: July 21, 2014, 06:18:27 pm »

And how many scalps does it take to make a standard of honor?
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #115 on: July 21, 2014, 11:16:52 pm »

It seems we no longer have any enemies with BUILDING DESTROYER (in the old days Drow and Dwarves would both come with V.C.C.'s pretty often).  I wonder if we can convince the commanders of the forces of civilization to train up some more proper smashy warbeasts to attack us with :)

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #116 on: July 21, 2014, 11:41:18 pm »

And how many scalps does it take to make a standard of honor?

10 scalps, and a standard sized stack of cloth.

Boltgun

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #117 on: July 22, 2014, 03:35:39 am »

It seems we no longer have any enemies with BUILDING DESTROYER (in the old days Drow and Dwarves would both come with V.C.C.'s pretty often).  I wonder if we can convince the commanders of the forces of civilization to train up some more proper smashy warbeasts to attack us with :)

Every civ need one at least building destroyer. This is too easy to lock two doors and be done with it. The addpet script make it easy to setup.
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Fleeb

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #118 on: July 22, 2014, 09:46:33 am »

And how many scalps does it take to make a standard of honor?

10 scalps, and a standard sized stack of cloth.

Excellent, thank you!
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

smakemupagus

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Re: ☼Orcs☼ - Everything Orc Mode
« Reply #119 on: July 22, 2014, 11:54:08 am »

I am interested in your all feedback on the state of balance for scalps/warbanners.  (I really like the system, but as some of you might know, it wasn't written by me and I'm playing with it for the first time now)

My inclination is to

* change the build requirements for caravanserai bazaars back to something that comes from raiding (e.g. captives)

* make the domestic warrior societies (jaguar/falcon/dragon/seawolf) a little simpler but require more scalps
** remove requirement to build codexes
** require a warbanner for each society wargear
** balance the number of scalps per banner to match (~5?  or is 10 OK?)
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