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Author Topic: Orcs: More things to kill - Now for DF2010!  (Read 151720 times)

woose1

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Re: Orcs: More things to kill
« Reply #390 on: June 07, 2009, 02:59:35 pm »

Bump just to download. Sorry.
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Rysith

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Re: Orcs: More things to kill
« Reply #391 on: June 08, 2009, 01:53:07 pm »

Orcs are good for me.  They don't seem to like attacking as much as they should (IE, at all), but love to trade.  Lots of meat and low-priced leather every couple of years, good stuff.

check for [CAN_SPEAK] in the raws, that seems to consistantly be what causes non-hostile orcs. Unless, for some reason, you like orcish traders.
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Justyn

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Re: Orcs: More things to kill
« Reply #392 on: June 16, 2009, 02:55:09 am »

I noticed something: I added this into my game, with the addition of the [babysnatcher] tag, and aparently, orcs have the same ideas on stealth as Elan from the Order of the Stick.

Yeah, all the thieves had were bags.
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Chariot

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Re: Orcs: More things to kill
« Reply #393 on: June 16, 2009, 03:20:40 am »

If you check the 3rd link in my signature, there is a new full orc graphics set available.
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Venatius

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Re: Orcs: More things to kill
« Reply #394 on: June 17, 2009, 04:21:51 pm »

I'm pretty sure I have everything spliced in correctly (including graphics - hooray!). I did notice however that orcs don't have [SPEECH:orc.txt] Is this an intentional omission? I'd think they'd need this to be able to actually use the orcish language file, as I can't otherwise see any way for the game to make the connection between the two. But perhaps I'm overlooking something?

Also, moment of obnoxious pedantry on my part: Dire wolves should be "unbridled", not "unbridaled". Unbridled means they are wild and unrestrained. Unbridaled means they have not been involved with the female participant of a wedding ceremony. Well, okay, they should probably be both, but I don't think Toady's put in code for bridesmaids yet.

EDIT: I DID notice it's provided in entity_orc though. So, that answers that I suppose, but my question still stands. Or is speech in the creature tokens irrelevant for them since they'll never (if things are going as planned) stop to converse?
« Last Edit: June 17, 2009, 05:12:52 pm by Venatius »
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carebear

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Re: Orcs: More things to kill
« Reply #395 on: June 17, 2009, 05:26:44 pm »

Just curious, is it possible to edit the raws of the orcs to tweak them to my liking while they've already made their appearance in a DF game (or already generated in worldgen), without causing problems (error messages or whatever) when playing that fortress again after tweaking?
« Last Edit: June 17, 2009, 05:33:54 pm by carebear »
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Shima

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Re: Orcs: More things to kill
« Reply #396 on: June 18, 2009, 11:55:07 pm »

I got bored and did this, deciding that Orcs needed their own weapons.

Spoiler (click to show/hide)
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dogstile

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Re: Orcs: More things to kill
« Reply #397 on: June 19, 2009, 06:04:59 pm »

oh dear god! these things are insane

i started off with 41 dwarfs (reclaim party gave me a stupid amount for some reason, so i made each squad specialise in one weapon)

so my dwarfs all go into martial trances and the like when i combat the orcs in the narrow tunnels (i hadn't even got an inside meeting area yet, it was all narrow corridors (2 by 2) and they ripped them apart, the only reason i lived was because my marksdwarfs choose that moment to come up behind the orcs and pepper them with bolts

these things are INSANE... i love you dude

oh, i started off with 41 dwarfs, finished with 22. i ran this alongside the civilisation mod and my dwarfs had the maxage taken off. the orcs came in the first summer, or winter, whichever comes first
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chinkeeyong

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Re: Orcs: More things to kill
« Reply #398 on: June 19, 2009, 06:34:00 pm »

I'm pretty sure I have everything spliced in correctly (including graphics - hooray!). I did notice however that orcs don't have [SPEECH:orc.txt] Is this an intentional omission? I'd think they'd need this to be able to actually use the orcish language file, as I can't otherwise see any way for the game to make the connection between the two. But perhaps I'm overlooking something?

Those files go in the data > speech folder, and are used when someone boasts of their conquests over a race. Hence dwarf.txt contains things like "whose tall tales of bravery were made all the more embarrassing by his height" and such. A creature without that tag simply doesn't have specific insults directed at them.

Just curious, is it possible to edit the raws of the orcs to tweak them to my liking while they've already made their appearance in a DF game (or already generated in worldgen), without causing problems (error messages or whatever) when playing that fortress again after tweaking?

It's perfectly fine as long as you don't touch the entity file and don't completely remove anything. See the sticky topic in this forum.
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Xanares

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Re: Orcs: More things to kill
« Reply #399 on: June 20, 2009, 02:50:15 am »

Nice weapons Shima! I too did orc specific weapons - ranged as well. All metal though.

As I was testing enhanced damage, they are a bit .. lethal. None of them can be used by dwarves (min size 8.). I think the horned helm and shield can though.

Let madness ensue.

list of items:
- orcish butcher blade
- orcish great sword
- berserker axe
- orc gasher (axe)
- barbed spear
- dire pike
- orcish head splitter (hammer)
- spiked chain (gore)
- orcish flail
- spiked hammer
- staff sling w/ slingstones
- throwing spear strap w/ throwing spears

- orcish shield
- horned helm
- ring mail
- orcish greaves

item.orc file
Spoiler (click to show/hide)

Entity changes
Spoiler (click to show/hide)

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Grath

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Re: Orcs: More things to kill
« Reply #400 on: June 22, 2009, 09:40:54 am »

I have an interesting situation in my current Orc-mod-using Fortress game. I have a tame breeding pair of Dire Wolves.
I'm not sure if they'll actually give me Dire Puppies since they haven't yet, but thanks to the Elves bringing exotic animals I'll be able to defend against the orcs with their own mounts.

Edit:
Stray Dire Wolf <Tame> has given birth to dire wolf pups.
« Last Edit: June 22, 2009, 10:40:21 am by Grath »
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catapult_fodder

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Re: Orcs: More things to kill
« Reply #401 on: June 23, 2009, 05:38:32 pm »

So, I've noticed that in one world-gen all the orcs show up riding wolf spiders, while in others they never seem to have mounts.  Anyone know what would cause this?

FYI the first one with spiders was a default world-gen, while later on I started increasing the volcanoes, savagery, and good and evil regions.
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Akhier the Dragon hearted

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Re: Orcs: More things to kill
« Reply #402 on: June 24, 2009, 06:49:14 am »

So, I've noticed that in one world-gen all the orcs show up riding wolf spiders, while in others they never seem to have mounts.  Anyone know what would cause this?

FYI the first one with spiders was a default world-gen, while later on I started increasing the volcanoes, savagery, and good and evil regions.
I could be because of the starting location of the Orc Civ that is attacking you.
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Jurph

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Re: Orcs: More things to kill
« Reply #403 on: June 24, 2009, 08:49:21 am »

I have an interesting situation in my current Orc-mod-using Fortress game. I have a tame breeding pair of Dire Wolves.
[...]
Stray Dire Wolf <Tame> has given birth to dire wolf pups.

Please tell me that you can train these to be War Wolves.  If the orcs can train them to be mounts, then the dwarfs should be able to train them to be attack dogs... right?
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Rysith

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Re: Orcs: More things to kill
« Reply #404 on: June 24, 2009, 09:03:14 am »

So, I've noticed that in one world-gen all the orcs show up riding wolf spiders, while in others they never seem to have mounts.  Anyone know what would cause this?
I could be because of the starting location of the Orc Civ that is attacking you.

Yep. Orcs will use whichever of the mount creatures are "available" to them, which means living within a world map square of one of their fortresses (I think...). Similar to the way that sometimes dwarves will have camels or muskoxen.

I have an interesting situation in my current Orc-mod-using Fortress game. I have a tame breeding pair of Dire Wolves.
[...]
Stray Dire Wolf <Tame> has given birth to dire wolf pups.

Please tell me that you can train these to be War Wolves.  If the orcs can train them to be mounts, then the dwarfs should be able to train them to be attack dogs... right?

Yes, dire wolves are trainable.
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