Moving this and deleting the other one, cause I don't think Farce saw this. If there's anything I'm very wrong about or doesn't need to be changed cause it won't affect anything, let me know, as I'm still learning myself.
Sorry! I've been a bit preoccupied, so I hadn't made time to type up a reply yet. :x I've managed to get them in worldgen - I haven't encountered them in Fort mode, and I haven't tried them out in Adventure mode yet, though.
Make sure you check for an errorlog in the DF main folder.
I wasn't aware it existed beforehand. :x It was really helpful, thanks for pointing it out.
Unless it was intentional, you might want to add a few [CULL_SYMBOL:ALL:xxx], otherwise you could end up with orc places with pretty, lovely, flowery names.
I'm fine with the flowery names. I'm going for more a boisterous, violent joie de vivre, so orcs that loev flowers is cool. Also, my idea for 'em came about when I didn't realize giving them the "birth" art/sphere/whatever would make them emblazon their shields with babies. The mental image of humongous, ridiculously strong, half-naked green guys charging into battle and eviscerating everything while using bloodspattered shields decorated with babies was hilarious, so if I keep from culling other stuff I might get lucky with something else funny.
Also I didn't want to go through the list again.They start in cities, but then they try to move to ruins and caves? You could try adding [LIKES_SITE:CITY] and see if that helps them prosper a little, but I'm just guessing at that one.
I wanted them to have little villages and stuff visible on the adventure travel map, but also live in caves and other primitive kinda stuff like that. I don't think there're any appropriate sites, so I sorta just half-assed it. :x
I think the soldier tile is only needed if it's different than the creature tile. Probably not a huge deal though.
Yeah. They were displaying as blank spaces, so I think that was the issue.
2HEART
There is no such thing as a 2HEART body tag. You can't just add a number to that, it's just a tag name. You could call it POOP and it would still be a heart if you gave it heart parameters. lol You will have to make a tag and specify the two hearts and what they are used for. Look under the body_default for the HEART and 2LUNGS for an idea of how that works and then make your own body_orc file with that one new part. I have two hearts for my centaurs, but one is larger and located in the lower body but it works the same way, so let me know if you have any trouble.[/quote]
I've since made a 2HEART body thing, as well as a TEETH_WITH_TUSKS tag - which is the regular TEETH entry with the lower canines replaced. I'm not sure if they work, though - haven't seen 'em in my current game, and I haven't checked out Arena with 'em yet. ...I think I might've done sommat wrong though, as a quick adventure mode didn't display their tusks when in the targetting menu.
Is that intentional? 9 years old they are 85 kg and then they grow to 100 kg at age 60? Not saying it wouldn't work or that you can't do it, but consider the age limit you gave them starting at 40. If they can possibly die of old age at 40, should they be growing again at age 60? Just curious what that's all about, really.
I don't know if this is a problem, but your orcs don't live that long. You started their old age at 40 and maxed it at 95. For reference, dwarves' maxage is 150-170, so that's why their gray and white hair growth stopping points are higher.
Same deal here. 60 is when you wanted body size to grow again, so why would they start to get wrinkly skin at 60?
Yeah, intentional. I wanted to make even buffer elder-orcs, so I gave them an extra growth in their old age - the normal adult ones are already bigger and stronger than everything else, so these superpowered ones should be rarer due to old age. The hair-graying and wrinklifiying things weren't touched - made the creature file by copying and editing the Dwarf file, so it's the same. I didn't really want to bother with it. :x
Let's just say their bodies stay healthy and strong into their old age, or something. That makes sense sorta, right?
You don't have crossbows in your entity file.
Yeah. Also a leftover from the Dorf file. It's not really doin' anything, so might as well leave it, no?
This is under debate. It's a new tag and we're unsure if it makes a creature default to a rage state. But you do need a number here I believe. Start with 1 and see what happens?
Yeah, I didn't see them raging without the :1. I haven't tested that yet either, though, but it should work - I copied the entry from the giant badger entry.
That would restrict orcs to Savage areas. Did you make high Savage worlds so that they are more likely to survive?
Yeah, I was tweaking the savagery up in worldgen. I think it was due to choosing a rare biome - I didn't know which was rare and which wasn't, and I sorta didn't see the biome thing in the wiki. Once I found that, I switched 'em over to something resembling the human's.
Here's their current files, if you wanna take a look. I'll probably change them around later. Pastebin'd because character limit.