Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: smakemupagus on May 31, 2016, 08:47:42 pm

Title: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on May 31, 2016, 08:47:42 pm
(http://i.imgur.com/swXIJPV.png)

Discuss everything related to Orc Fortress mode for Masterwork Dwarf Fortress 2016!

General discussion, suggestions, and bug reports all welcome.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on May 31, 2016, 08:47:59 pm
Feedback from players requested...?
* Common orcs and snaga are less strong than in Old Masterwork, and tremendously strong Uruks are more rare.  But Uruks and Ologs are more common.  Good, bad, etc?
* More ideas to fill out existing, or new, foreign Labor Cells and auxilla Outposts?
* Goblin/kobold raids: We could consider rebalancing them to be "proper" raids in the future if the simple round-ups are considered too easy or not interesting enough.

Suggestions
* Modify in a conquered site noble 
* Modify all your localised militia groups & commanders to 'law enforcement' so that they enact their slavery routines and round up tresspassers when site fighting resolutions and patrols are finished. Incarcerated people will be added to the prisons and soon re-emerge as citizens to work the lands.
* Sacrificing captives for bloodsteel or magic mats.  (Probably if/when the Altar of Storms or Sun & Stars temple come back)
* Dwarf labor cell extracts adamantine?
* More animals (Glyptodonts?)  Balancing cost for existing animals (Aurochs too cheap?)
* Increase value on metal-glasses
* Add some kind of pike to the entity so that embarkers can take points in the skill?
* Something to do with Pipeweed.  Milk and/or blood fermented drinks?
* More stuff for blacksmoke furnace (Explode ammo?  Acid ammo?)
* Corsair training
* Axes at tribal crafter
* Use Meph's muckraker fix
* Fix cobalt (powder) at glassblower.  Consider Magma glassblower.



Spoiler: changelog (click to show/hide)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Kars on May 31, 2016, 09:59:59 pm
Feedback from players requested...?
* Common orcs and snaga are less strong than in Old Masterwork, and tremendously strong Uruks are more rare.  But Uruks and Ologs are more common.  Good, bad, etc?

I think this is a good idea, you could even make Uruks tremendously strong across the board but keep them rare - making them a prize that you want to take care of and not recklessly risk, rather than being what they are now, essentially a draft force that you can give crappy weapons and they still slaughter the enemy anyways. Five of my uruks armed with normal quality iron weapons and armor cut through roughly 35 putrid blendecs and took no casualties - not even a wound. And they weren't sword masters either. I think that's roughly how powerful they should be, but the issue is that if one of them had gotten unlucky and died, I have about 20 other uruks just milling around my fort that I could draft in. Granted, I have a population of 70, but when they're this powerful, 5 out of 70 seems about right. With regards to Ologs, they actually seem a bit weaker. My snaga pair-of-claws unit seems to outperform the Olog hammers.


Suggestions
* Some old weapons still need re-balanced to conform to vanilla/MWDF2016 balance

Troops wielding pair-of-claws seem a little overpowered when used in combination with troops wielding scimitars, the pair-of-claws takes only a moment to knock the enemy unconscious with pain. Maybe working as intended since their killing power isn't too good, but they still managed to take limbs off of a megabeast that didn't feel pain.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: lokyar on June 01, 2016, 07:17:25 am
Just throwing ideas out there, they may be bad or hard to implement and thus not worth it, that and watch out for feature creep (especially with captives).

The labor cells seem not worth it, captives in general seem a bit worthless considering their rarity. I currently don't want things I already can do, I want things
I don't have/have very limited acces to.
I'm also way better of putting captives in outposts instead of labour cells for the above reason. Maybe make the captive cells do more things like craft low quality/crappy versions (make them only standard quality? is that possible?) of low end racial exclusives like plate armour for humans, great bows/magestaffs for elves and SOMETHING from dwarves. that or just make outpost the sole prisoner using object.

Sacrificing captives for material things like:
(special?) blood and bone or using them as reagents for some higher end weapons/metal that require several captives (maybe t3 bone metal? something around mithril or a worse deep bronze?).
Maybe enchanting weapons, (something something arcane blades) for sentient/reaction inducing weapons or just really good ones with captives sacrificing?

Goblin/kobold captives seem oddly hard to get by, can't seem to find how i can get an early enough source of them for them to be actually worth the trouble. All of the buildings are good industry buildings but by them time I get acces to them I already have an industry with normal buildings set up.



Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 01, 2016, 09:57:21 am
Thanks!

re:  Uruks:  OK, noted.  I will wait for some more feedback or my own tests before changing again.

re:  claws:  Yes, they're working very close to as intended, as you noticed, but balance reports are always useful.

re:  labor cells:  They're pretty worth it if you're in a desert and need wood or above an aquifer and need hard mats, to the point that I've gotten reports of them being overpowered too in the past  :)  Whenever you have something that can transform resources to avoid a scarcity, it's potentially a delicate balance.  I feel like I will probably think of some more thematically appropriate tasks for the labor cells, but if not, I agree they might get merged somewhere else.

re:  Sacrificing captives:  Perhaps, once the temples are back.  I might wait and see how Meph and Indigo are implementing their versions of bloodmagic for other races so that i can try to do it in a compatible way.

re:  Goblin/kobold captives:  Ah, yeah I now see Meph commented out -PERMITTED_REACTION:RAID_GOBLIN_ORC- and -PERMITTED_REACTION:RAID_KOBOLD_ORC- at the Raiders'.  I'll probably turn those back on.  Question for players:  would you rather have (as in Old Masterwork) a cheap Goblin round up with very high chance of bringing back just the one worker, or proper raids against goblins & kobolds with a full loot table?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: CptCrunchy on June 01, 2016, 11:34:55 am
The old Orc mode was always my favorite in MW.  One issue I had with it though was that the later tier metalworking, with wolfram and mithril, was incredibly strong and could be obtained within a couple fort years.  I remember there being some changes near the end of that development, with welded wolfram being removed, so I guess my question is whether or not the advanced metalworking will be included in MW 2016, or is the focus more on tribal and mass-produced weapons?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 01, 2016, 12:22:46 pm
Hi Cpt, very glad to hear you enjoy it.  There will still not be welded wolfram or welded mithril, which no longer exist in the Masterwork universe.  High tech (steamfoundry) are out for now unless Gnomes or another science race come along that we could steal blueprints etc. from. 

Orcish artisan versions of advanced materials (damasc, ashglass, and blacksmoke furnace) will stay, both because I like it thematically, and I feel like this is fun for gameplay reasons to provide some industry options that give value to different resources.  I imagine Meph would be happy to make a GUI button to turn various stuff off if there's enough demand for it, personally I prefer to keep my options open so I can do different kind of villages on different embarks. 

The process and materials are supposed to be complex enough to slow you down and make it harder to mass produce than it is for the Dwarves to mass produce, say, Volcanic.  If it's not working out that way I'd like to hear a bit more about your set up, or see a save, etc.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: SpiritArmor on June 01, 2016, 03:00:25 pm
Great to see you back, I absolutely love classic orc mode.

About goblin/kobolds, maybe a middle of the line approach could work? Keep their raids comparatively easy, but jack up the price and give some small early-game bonuses in addition to a goblin/kobold migrant- maybe some of the products their shanties give, or (at most?) a pet or two, to underline that these civs are more ragtag. Just something to give an element of randomness that you get with the other raids.

For instance, a run of the mill goblin raid could come back with some crappy stone blocks, wood planks, or food; a rare drop could be a caged troll or a low-grade copper helmet. A kobold raid could return with some weird plants, leather, or a pair of socks (or, hell, just one sock); a rare drop could be a barrel of low-grade poison or a few sets of clothing.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: lokyar on June 01, 2016, 04:27:40 pm
Don't know if bug or intended but there are no ancient centurion gauntlets
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: coolphoton on June 01, 2016, 06:00:15 pm
I like the old gobo/ kobold raid mechanic, but a replacement with reduced success but a chance to get 2 'migrants' or maybe some of there pets might be nice.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 02, 2016, 09:12:35 am
It seems there's no more butchering invaders or animal-men
http://www.bay12forums.com/smf/index.php?topic=154198.msg7029010#msg7029010

If anyone knows more about this issue (like whether Toady considers it a bug or working as intended) I'd be interested.  For now it's a moderately big impact gameplay wise for our orcs!  Impacts not only bloodsteel / leather industry, and much fewer totems available for Freelancers or magic.  My current test fort has giant elephant to hunt at least.  8)

@SpiritArmor, coolphoton:  thanks, I'm leaning towards a middle ground too.  For now the old "round up" is back in.

@lokyar:  It's sort of both a bug *and* intended -- it is a legacy of when we used to not be able to make gauntlets with the right "handedness" in custom reactions.  thanks for note.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Meph on June 03, 2016, 11:17:56 am
Added all your changes, uploading now.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Gamerlord on June 04, 2016, 10:14:35 am
*tacklehugs smake*
Yessssssssss.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 04, 2016, 10:24:59 am
What's up Gamerlord?! :D
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Gamerlord on June 06, 2016, 02:57:15 pm
Came back to the forums to download a new df version and found out Masterwork was updated, and then realized the orcs were updated as well! Happy days for all!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Brandewein on June 08, 2016, 07:00:15 am
So how does the faction system work in mdf? What civs and Invaders will attack me if I play orcs?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 08, 2016, 09:05:38 am
So how does the faction system work in mdf? What civs and Invaders will attack me if I play orcs?

The expected behavior is that only goblins and succubi (or any other faction set to "slaver" in GUI) are friendly. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Meph on June 08, 2016, 01:54:52 pm
There are four teams, civilized, slavers (snatches babies), savage (steals items) and evil (does both). Each civ is in one team, each team is against every other team. You can set those yourself in the GUI, so for example get evil elves that ally with evil kobolds and orcs for example.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: baldamundo on June 09, 2016, 09:20:40 pm
Hey. Always loved Masterwork but in particular Orc Fort and seeing it's return has made me install DF again, so just wanted to post some appreciation!

Apologies if this is a stupid question, but is the download in this thread out of date and the most recent version of Orc Fort bundled with the main 1.04 Masterwork download?

At any rate, one small bit of feedback from the version with 1.04 - Olog Hai seem overly rare. In several years of play, and maybe a population of ~80-90 orcs, I've only had a single Olog migrant
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 09, 2016, 09:22:48 pm
Correct, MW1.04 has all the latest orc updates. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 09, 2016, 10:03:18 pm
If my arithmetic is right, out of every 99 orcs, the average should be roughly 40 common orcs, 20 snaga, 20 urukhai, and about 5 each dreamwalkers, corsairs, artisans; and 4 olog. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Dookmiester on June 12, 2016, 02:06:50 pm
Its probably staring me in the face but was the creation of composite bows moved to another building? I'm playing version 1.05 and I do see it in the job manager as an option. The Orcish Fletcher is only showing 100 batches of arrows and javalins. http://imgur.com/cmSkMWH
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 12, 2016, 02:40:44 pm
Hey, Yes, that was a big change, composite bows are now a foreign tech and are crafted at Auxilla Outpost upgraded with an elven raid captive.  I *think* this was the right move, balance wise.  As with all things, open to feedback. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: baldamundo on June 12, 2016, 08:19:02 pm
How exactly does leather strengthening work?

Is it 1 leather + 1 tallow = 1 hardened leather
and 1 hardened leather + 1 horn/1 shell/1 wood = 1 laminated leather?

And what exactly is in a lamellar wargear set and how much leather does it use?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 12, 2016, 10:07:49 pm
yes, yes, and see attached

Code: [Select]

[REACTION:HARDEN_TALLOW_ORC]
[NAME:Harden leather with tallow]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_T]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE][ANY_LEATHER_MATERIAL][REACTION_CLASS:LEATHER]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LEATHER:HARDENED_LEATHER]
[SKILL:LEATHERWORK]

[REACTION:LAMELLAR_SHELL_ORC]
[NAME:Laminate leather with shell]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_S]
[REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LEATHER:HARDENED_LEATHER][ANY_LEATHER_MATERIAL]
[REAGENT:shell:1:NONE:NONE:NONE:NONE][ANY_SHELL_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[SKILL:LEATHERWORK]

[REACTION:LAMELLAR_WOOD_ORC]
[NAME:Laminate leather with wood]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_W]
[REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LEATHER:HARDENED_LEATHER][ANY_LEATHER_MATERIAL]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[SKILL:LEATHERWORK]

[REACTION:LAMELLAR_HORN_ORC]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_H]
[NAME:Laminate leather with horn]
[REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LEATHER:HARDENED_LEATHER][ANY_LEATHER_MATERIAL]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][ANY_HORN_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[SKILL:LEATHERWORK]

[REACTION:LAMELLAR_ARMORSET_ORC]
[NAME:Craft lamellar wargear set]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_A]
   [REAGENT:A:5:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
   [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:2:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:LEATHERWORK]
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: baldamundo on June 13, 2016, 12:39:08 am
Thanks! :)

BTW, do you know if the Ghetto Overseer is working reliably atm? My released goblin captive seemed to disappear into the ether
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 13, 2016, 12:57:56 am
No, i don't know, so if there's bugs reports and saves are useful. 

This will be a general trend btw -- in past years i used to try not to release anything before i had playtested it, but now i have small kids, so.  In particular the Overseer and the Outpost, are both new and involve DFHack, so who knows  8)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Meph on June 13, 2016, 09:45:39 am
Thanks! :)

BTW, do you know if the Ghetto Overseer is working reliably atm? My released goblin captive seemed to disappear into the ether
I tested those, all creatures spawned with it were fine, but I did not do long test forts with them.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: vishdafish on June 17, 2016, 10:04:19 am
Playing mdf for version 43.03, just noticed on therapist that ologs have a 50% XP bonus for spears; was this intended?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 17, 2016, 10:29:45 am
Hmm ... sort of.  Ologhai having +50% to their favorite weapon classes did not happen by accident of course, but Spears specifically being on the list is a legacy of the weapon list in Old Masterwork and arguably should be removed or changed now (e.g. polehammer is now a pike).
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: vishdafish on June 17, 2016, 04:32:40 pm
Hmm ... sort of.  Ologhai having +50% to their favorite weapon classes did not happen by accident of course, but Spears specifically being on the list is a legacy of the weapon list in Old Masterwork and arguably should be removed or changed now (e.g. polehammer is now a pike).
Yeah, unfortunately orcs cant embark with pike skill in 43.03 :(
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: Meph on June 17, 2016, 04:56:30 pm
Hmm ... sort of.  Ologhai having +50% to their favorite weapon classes did not happen by accident of course, but Spears specifically being on the list is a legacy of the weapon list in Old Masterwork and arguably should be removed or changed now (e.g. polehammer is now a pike).
Yeah, unfortunately orcs cant embark with pike skill in 43.03 :(
That happens if the civ does not have a weapon of that skill enabled in their entity file.

If you add WEAPON:ITEM_WEAPON_PIKE to the entity, they will show the pike-skill at embark again.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016
Post by: smakemupagus on June 23, 2016, 11:17:17 am
After a few games I am pretty sure the Value of ashglass and ebonglass should be increased by ~2x.  Maybe, going by the relative difficulty to produce, it should be ashland at VALUE ~35 and ebonglass around 45.

(for reference steel is 30, and the current value of both weaponglass is 24)

Aurochs are also probably too cheap.

Anyone else notice other trade valuations that seem off?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on June 30, 2016, 10:28:12 am
New poll is up to see about whether or not players think there are major updates they'd like to see to Orc Fortress.  Thanks!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Gamerlord on July 02, 2016, 12:19:30 pm
Saw the pipeweed feature in the 1.07 update - might be an idea to add cigars to the orcs. Seems like something they might have.  ;)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 07, 2016, 11:30:41 am
All right, thanks for voting :)

Magic is probably a reasonable thing to tackle next.  I've had a look at the changes in DFHack since the Old Version -- there are syntax changes, so it's not a copy and paste port, but hopefully won't be too much trouble to reimplement a version of our old system.

Quote
Combat magic (frost storms, rite of pain, etc.)- 16 (30.2%)
Ritual magic (weather, timeflow, etc.)- 11 (20.8%)
More high end industries locked by looted blueprints or trade (post ideas in thread?)- 11 (20.8%)
GUI option to activate more nonplayable slaver civs (ashlanders, deep legion, etc.)- 8 (15.1%)
Other (post ideas in thread?)- 0 (0%)
Needs nothing, just fixes and tweaks are fine!- 7 (13.2%)


Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Wyzack on July 07, 2016, 12:24:04 pm
I remember how friggin volitile the old orc combat magic was. You had to hope your stormwalkers never saw an enemy, otherwise they would kind of indiscriminately spray ice everywhere and freeze friend and foe alike to death.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 07, 2016, 05:10:10 pm
I remember how friggin volitile the old orc combat magic was. You had to hope your stormwalkers never saw an enemy, otherwise they would kind of indiscriminately spray ice everywhere and freeze friend and foe alike to death.

Yep!  Well, arguably less than the dwarven fire mages. 

I never saw a ton of friendly deaths personally, but others report it, so i don't know whether i deployed them differently, my other orcs had more of their skin covered, or what.  The most AoE dangerous spells came not from native abilities but from optional equipment, so it was hard for me to judge whether folks were using those when they had friendly fire issues.

Possibly there will be some spell or ritual to give other orcs temporary protection against frost this time, but i tend towards thinking that would have to come balanced against some nerfs.  Anyway, there's three other classes that won't have AoE damage spells.   8)

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vishdafish on July 07, 2016, 05:22:55 pm
Maybe you could add totem helmets which are made out of megabeast/semi-megabeast skulls which impart special abilities to your orcs. Eg. Roc totem helmet gives agility boost or dodge boost or something.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: chaosfiend on July 07, 2016, 05:51:28 pm
Maybe you could add totem helmets which are made out of megabeast/semi-megabeast skulls which impart special abilities to your orcs. Eg. Roc totem helmet gives agility boost or dodge boost or something.

That's a cool idea, I think Meph was talking about doing that for Kobolds, since they are very bone-centric. I love the thought of being able to wear the trophies of your battles.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 07, 2016, 06:12:35 pm
Good idea, but I don't know whether you can specify to use the skull of a specific kind of creature in a reaction.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 07, 2016, 07:43:50 pm
No, you cant. There is no subtype and creature-IDs cant be used in reactions. You could make special bone-templates for specific creatures skulls, give them different reaction classes and then call for those in the reaction, but that would be ... not quite elegant.

In past mod versions I give megabeasts and semimegabeasts itemcorpses to get around that.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 07, 2016, 08:02:00 pm
Yes, too bad, but that is what i thought.  Well, neither of those solutions sound too appealing to me, there are plenty of other reagents already available for special hats if needed :)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Gamerlord on July 10, 2016, 07:06:58 am
For some reason in the newest release the shaggy mumaks pulling wagons are intelligent, sticking around as visitors after the traders leave, dumping whatever they were carrying as invisible stacks on the maps edge. They then proceed to wander around my fort and knock down any wooden doors, armour stands/weapon racks/statues I build. Also there are a lot of Uruks (5 in a fort of 21 for example) and far fewer Corsairs/Artisans/Dreamwalkers/Ologs than I expected.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 10, 2016, 08:02:43 am
For some reason in the newest release the shaggy mumaks pulling wagons are intelligent, sticking around as visitors after the traders leave, dumping whatever they were carrying as invisible stacks on the maps edge. They then proceed to wander around my fort and knock down any wooden doors, armour stands/weapon racks/statues I build. Also there are a lot of Uruks (5 in a fort of 21 for example) and far fewer Corsairs/Artisans/Dreamwalkers/Ologs than I expected.
Boltguns fixpet script. :/

He had a problem with Frog Demons not doing labors (or doing labors?) at the succubi mode, so he wrote a script that meddles with the historical entries. From the script:
Code: [Select]
@todo Check for intelligence, it currently create nemesis for all pets.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 10, 2016, 09:49:02 am
Also there are a lot of Uruks (5 in a fort of 21 for example) and far fewer Corsairs/Artisans/Dreamwalkers/Ologs than I expected.

Compared to Old Masterwork Uruks' physical stats distribution is tweaked so that the real extreme killers are possible, but quite more rare.  In return their population ratio was bumped up a bit.  I'd be interested in feedback on this change.  Common orcs have had their stats range moved down a little bit.  (I think the nerf parts had to happen -- life has gotten so much easier for our orcs since the early days of the mod, with constant swarms of mithril-wielding elves riding magma hounds, dwarves with giant bats and VCCs, etc.)

The other castes you mention should (still) be ~5% popratio, so 21 is too small of a sample size.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Gamerlord on July 10, 2016, 11:46:35 am
Frankly, I'd like to see an increase in Corsairs most; otherwise it is really hard to find the orcpower for a swashbuckling squad. Other observations are as follows.

1. Snaga seem a bit too strong/tough. When I stick my snaga in a squad with only copper daggers and leave them + a uruk squad with mithril katanas/iron+cobalt armour to train for a year or so, the snaga should not be outclassing the uruk in every damn way, it is just... ridiculous.
2. Uruks are a tad too common, though I prefer them to be rare champion units so I dunno if others prefer more of them.
3. Dreamwalkers are superfluous, though that should change if you're going to be doing the combat magic system.
4. Ologs are incredibly rare. In my past three forts, a combined total of perhaps 200 - 250 orcs, I've seen only one. Plus for some reason they can't hold noble positions? I mean, I can't even make them sergeants of their own squads.
5. Artisans seem a bit redundant - you can usually rely on at least one mood before year two which if you're lucky can net you a legendary bone carver who can pump out masterwork macuahitls/toothed spears to last you until a random guy learns to weaponsmith which means their learn rate boost (IIRC) is unneeded. Is there a stat difference between artisans and normal orcs? On that question, what are the stat differences for corsairs as well?
6. Blacksmoke furnace needs some new stuff - at the moment it's just a bunch of reactions that only ever need to used in extremely niche circumstances.

Finally, is it possible to turn that fixpet script off ingame? I mean, I'm not playing succubi here.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 10, 2016, 11:53:05 am
Thanks for the feedback.  I really don't know what to think about your snaga report, though, the only thing at all they have going for them is (great) agility.

Spoiler (click to show/hide)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Gamerlord on July 10, 2016, 11:55:45 am
I can't help but notice they have a geldable tag. Is that a new thing? I haven't noticed that before...
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 10, 2016, 01:15:26 pm
It's new only in the sense that it's been there in the versions designed semi recently, since Toady introduced the mechanic.  It is possible for male castes to receive a particularly unlucky strike in combat now, i guess, although I don't think i've ever actually seen it. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 10, 2016, 01:24:34 pm
Frankly, I'd like to see an increase in Corsairs most; otherwise it is really hard to find the orcpower for a swashbuckling squad. Other observations are as follows.
1. Snaga seem a bit too strong/tough. When I stick my snaga in a squad with only copper daggers and leave them + a uruk squad with mithril katanas/iron+cobalt armour to train for a year or so, the snaga should not be outclassing the uruk in every damn way, it is just... ridiculous.
2. Uruks are a tad too common, though I prefer them to be rare champion units so I dunno if others prefer more of them.
3. Dreamwalkers are superfluous, though that should change if you're going to be doing the combat magic system.
4. Ologs are incredibly rare. In my past three forts, a combined total of perhaps 200 - 250 orcs, I've seen only one. Plus for some reason they can't hold noble positions? I mean, I can't even make them sergeants of their own squads.
5. Artisans seem a bit redundant - you can usually rely on at least one mood before year two which if you're lucky can net you a legendary bone carver who can pump out masterwork macuahitls/toothed spears to last you until a random guy learns to weaponsmith which means their learn rate boost (IIRC) is unneeded. Is there a stat difference between artisans and normal orcs? On that question, what are the stat differences for corsairs as well?
6. Blacksmoke furnace needs some new stuff - at the moment it's just a bunch of reactions that only ever need to used in extremely niche circumstances.

Finally, is it possible to turn that fixpet script off ingame? I mean, I'm not playing succubi here.

[3] Well, the medical rate boosts; and things like focus, creativity, and analytical ability might count for something these days with librarys and books floating around.  And female DW are likely to have twins or triplets.

[4] Should be 5%.  If we bring the Uruk rate down a little bit, ologs and corsairs would go up, for sure.

[5]  Interesting. I don't disagree with anything you said, but find artisans really valuable, since they can fill in whichever crafting niche you *haven't* had moods in yet.  Corsairs and artisans have no stat differences currently, just the skill learn rates.

[6]  Agreed.  Perhaps, Mephs' wildfire ammo (if it's not there already)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 11, 2016, 06:30:55 am
Quote
6. Blacksmoke furnace needs some new stuff - at the moment it's just a bunch of reactions that only ever need to used in extremely niche circumstances.
If you want the wildfire stuff,

Code: [Select]
[REACTION:HUMAN_STEEL_BOMB]
[NAME:Forge steel bomb casing]
[BUILDING:GUILD_ENGINEER_W:CUSTOM_SHIFT_J]
[REAGENT:steel:300:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:10:WEAPON:ITEM_TRAPCOMP_BOMB:INORGANIC:STEEL]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_WILDFIRE_BALLISTA]
[NAME:Make wildfire ballista ammo]
[BUILDING:GUILD_HEALER_E:CUSTOM_NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:C:2:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:lye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:INORGANIC:WILDFIRE]
[SKILL:ALCHEMY]

[REACTION:MAKE_WILDFIRE_TRAP]
[NAME:Make wildfire bomb filling]
[BUILDING:GUILD_HEALER_E:CUSTOM_NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:C:2:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:lye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:AMMO:ITEM_AMMO_TRAP:INORGANIC:WILDFIRE]
[SKILL:ALCHEMY]

Bomb casings are officially ranged weapons, but extremely large, no one can pick the up as a weapon. They can only be used in weapon-traps.
Bomb fillings are the ammo. Currently only 1 type, but in future you might want to fill bombs with different explosives.
Wildfire ballista ammo is simple ballista ammo.

onload.init
Code: [Select]
modtools/projectile-trigger -material INORGANIC:WILDFIRE -command [ modtools/spawn-flow -material INORGANIC:WILDFIRE -location [ \\LOCATION ] -flowType Dragonfire -flowSize 2250 ]
modtools/projectile-trigger -material INORGANIC:WEB_AMMO -command [ modtools/spawn-flow -material INORGANIC:WEB_AMMO -location [ \\LOCATION ] -flowType Web -flowSize 1250 ]

Second ammo type spawns webs, they do web invaders, but dont stick to the ground, aka you cant farm silk from them. Best shot into trapavoid creatures that are standing on cage-traps.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: arkantos on July 12, 2016, 04:50:09 pm
For some reason I encounter a really weird crash in every orc fortress I play. Around the 21-23 of Felsite (third month) the game crashes. Because it's around the same date everytime I suspect that a migrant wave causes the issue? Is this a known bug?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 12, 2016, 05:01:23 pm
For some reason I encounter a really weird crash in every orc fortress I play. Around the 21-23 of Felsite (third month) the game crashes. Because it's around the same date everytime I suspect that a migrant wave causes the issue? Is this a known bug?
could you please upload this? I'd love to have a look.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 12, 2016, 09:12:11 pm
No, not a known bug.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: arkantos on July 13, 2016, 03:42:24 am
Where and how should I upload it then Meph? I'm kinda new to the forums and everything 😅
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 13, 2016, 07:28:52 am
Doesnt really matter as long as I can get to it :P

The saves are in dwarffortress/data/save/region x. You'd pack the region folder up in a zip or rar file and upload it. That can be in your dropbox, on megashare or depositfiles, or your google account, or on DFFD. Then you send me/post the download link.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 13, 2016, 01:08:49 pm
Frankly, I'd like to see an increase in Corsairs most; otherwise it is really hard to find the orcpower for a swashbuckling squad.

I've thought about allowing Corsair training at the Freelancers' guild for a long time, but never did it because I dislike the free heal on transformation.  But maybe it doesn't matter -- Dreamwalkers, and guild dwarves, etc. get it and it's not really a problem.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 13, 2016, 01:12:08 pm
new transformation script does retain inventory and I think wounds as well. No free-healing anymore.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 13, 2016, 01:13:19 pm
Oh!  Neat.
Well, then there will probably be Corsair training available with the next update ;)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Dirst on July 13, 2016, 02:56:00 pm
new transformation script does retain inventory and I think wounds as well. No free-healing anymore.
...what sorcery is this?  I could find some interesting uses for this.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Metaltooth on July 13, 2016, 03:07:30 pm
Do the orks have any true allies? besides other orks
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 13, 2016, 03:11:19 pm
Do the orks have any true allies? besides other orks
Goblins and Succubi.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 13, 2016, 03:49:13 pm
I thought succubi were evil rather than slaver by default now?  So just goblin allies.  In any case that's the setting I've been playing recently. :)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 13, 2016, 04:09:30 pm
No... they are together with orcs and goblins in the slaver-group.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: arkantos on July 13, 2016, 08:17:19 pm
Here's that save for the orc fortress bug
https://drive.google.com/open?id=0B5m3UyGSsOYUM1RaYlkzX0NVNDg
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: coolphoton on July 15, 2016, 07:49:46 pm
just a thought, but as the orks are suppose to be from cold climates, maybe you could add a piece of clothing (cloak or robe) made out of several high end ingredients that offers cold immunity to counteract the frost spell spam?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 15, 2016, 08:18:31 pm
just a thought, but as the orks are suppose to be from cold climates, maybe you could add a piece of clothing (cloak or robe) made out of several high end ingredients that offers cold immunity to counteract the frost spell spam?
There are no frost spells atm. Smake is redoing all the magic interactions and castes.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 16, 2016, 12:00:14 pm
Really enjoying orc mode, it's been fun.  Although I wish I could encourage siegers to be a bit more active.

The factory is crazy useful - being able to pump out clay bricks at that rate makes it great for above-ground constructions (cinderblocks and rebar also work well) and obviously being able to batch-produce raider kits is nice.

Overall, one of the more enjoyable races in Masterwork, looking forward to seeing how they advance from here.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 16, 2016, 12:06:31 pm
just a thought, but as the orks are suppose to be from cold climates, maybe you could add a piece of clothing (cloak or robe) made out of several high end ingredients that offers cold immunity to counteract the frost spell spam?

Yes, I agree, if it's possible to implement we'll do this.

@Thuellai -- thanks! it's helpful to know what features people are enjoying (or not), since I don't play as much as I used to, all feedback is great.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 16, 2016, 12:44:55 pm
One thing I did notice was, I released an elven slave and he just stuck around as a 'friendly' unit but couldn't actually be put to work.  A shame - having some captured slaves to handle my hauling needs would have been nice.

Overall, things seem cool, although I haven't even gotten into things like the various society weapon kits or magic at all.  Mostly just enjoying basic lamellar and bloodsteel gear for early military needs, and the whole raiding economy (although it does get fiercely wood-hungry, and potentially metal hungry as well)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 16, 2016, 01:51:44 pm
One thing I did notice was, I released an elven slave and he just stuck around as a 'friendly' unit but couldn't actually be put to work.  A shame - having some captured slaves to handle my hauling needs would have been nice.

Aha.  Maybe Meph can help, since he has more experience with createunit (and implemented this, in fact -- i don't really know in any detail how it works)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 16, 2016, 01:57:44 pm
Mostly just enjoying basic lamellar and bloodsteel gear for early military needs, and the whole raiding economy (although it does get fiercely wood-hungry, and potentially metal hungry as well)

You can displace some of the requirement for wood with cloth & ropes by building xebecs or brigs instead of longboats.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 16, 2016, 03:00:30 pm
One thing I did notice was, I released an elven slave and he just stuck around as a 'friendly' unit but couldn't actually be put to work.  A shame - having some captured slaves to handle my hauling needs would have been nice.

Aha.  Maybe Meph can help, since he has more experience with createunit (and implemented this, in fact -- i don't really know in any detail how it works)
Boltguns smartpet script was kinda buggy last version, I hope that is fixed. I did test the create-unit, it did spawn them as civ members when I installed it. I'll do a testrun with the new version.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 16, 2016, 03:20:51 pm
Works fine.

(http://i.imgur.com/HovmEfr.jpg)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 16, 2016, 08:08:25 pm
Huh, wonder what happened.  I just got an 'Elf 25738382' and he got stuck as a friendly unit.  Maybe the script didn't fire quite right for some reason.  I'll try it again, although not with my first elf - my current fort is in a treeless wasteland, so elf-farming will be a decent source of longboat wood.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 17, 2016, 09:45:33 am
I know that error. That happened with an outdated version of create-unit. What version of the mod are you playing? (If people dont mention the version number, I automatically assume its the newest one)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 17, 2016, 11:55:49 am
This was on 1.09, will try it again on 1.10 but as far as I know no big changes were made to create-unit between those two versions?  Haven't gotten any new elvish captives to test it with in my 1.10 fort.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 17, 2016, 12:03:06 pm
There was a change. Smartpet.lua, the script boltgun wrote to handle intelligent pets. Might have influenced that, but I dont know.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 18, 2016, 11:25:50 am
One of the things I did vote for is the return of some of the non-playable slaver allies, the ones referenced by the assorted orcish outposts - bandits and drow and such would be cool to see.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 18, 2016, 12:31:46 pm
One of the things I did vote for is the return of some of the non-playable slaver allies, the ones referenced by the assorted orcish outposts - bandits and drow and such would be cool to see.
These were gone since you can change the alliances of the races. In the civs tab you can already make humans into thieves or elves into slavers. Its not quite the same, but in the end its the same game mechanic.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 18, 2016, 01:53:33 pm
One of the things I did vote for is the return of some of the non-playable slaver allies, the ones referenced by the assorted orcish outposts - bandits and drow and such would be cool to see.

Yes, time permitting i would add a civs pack at some point, maybe having some rare materials for trade, maybe interesting weapons, and divergent ethics.  Up to the players and Meph whether to integrate it into the MDF package -- I'd say let's see how it turns out first ;)

But according to both my own preference and the poll results it'll be lower priority than finishing and polishing some core Orc mode stuff.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 18, 2016, 03:28:27 pm
If someone writes it, I'll add it, no worries. ;)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 19, 2016, 06:14:43 am
Muckraker doesn't seem to work.  It's creating 'earthenware' items that need to be fired, but can't because they're not the greenware the kiln is looking for.

Also, not really a bug, but the various colored bricks are worth less than earthenware blocks despite taking the same material to make, plus some extra plants.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 19, 2016, 08:40:53 am
Thank you.  An uploaded save with the bug could be helpful.

The value of colored  blocks, it's a cross reference to a dwarf mode material so i'll leave it to Meph to consider.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 19, 2016, 12:46:06 pm
A minor request, but I think it would be cool if orcs had some animal-based drinks, to fit with the rest of their tribal industries.  Kefir and the like, or some kind of blood-wine made from the blood reaction.  I like the idea of a tribal camp that eschews farming altogether and relies on their beasts for food, drink, armor and weapons - and I've got three of the four so far.

A magma glassblower would also be nice, unless there's a particular reason for that building to not have a magma version.

EDIT:  Caught a glitch - the cobalt glass reactions in the Ashland Glassblower are looking for powder of POWDER_MISC:NONE:INORGANIC:COBALTITE.  Cobalt powder is POWDER_MISC:NONE:INORGANIC:COBALT.  Easy fix, but right now producing cobalt glass is broken.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 19, 2016, 03:00:45 pm
I believe you can still find orcish blood mead ("black draught") in human settlements but not in orc towns currently ^^

Kefir is a good idea too.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 19, 2016, 03:02:40 pm
EDIT:  Caught a glitch - the cobalt glass reactions in the Ashland Glassblower are looking for powder of POWDER_MISC:NONE:INORGANIC:COBALTITE.  Cobalt powder is POWDER_MISC:NONE:INORGANIC:COBALT.  Easy fix, but right now producing cobalt glass is broken.

Thanks.  That fix will probably work in your existing game if you make it in your save folder.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 20, 2016, 10:08:14 am
Another small request - some variant of tribal axe available at the tribal wargear station.  It'd be nice to be able to hack together a woodchopping axe from locally available ingredients in the case of something hideous and awful happening to your woodcutter, and orcs with savage, hacking axes are kind of iconic, anyways.  Maybe a return of the 'jagged axe' mentioned in the manual?  (Plus, how are tribal orcs without proper anvils getting the wood for ash and lamellar if they can't even make an axe, eh?)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 20, 2016, 10:39:05 am
Good point, we'll do something.

orcs with savage, hacking axes are kind of iconic, anyways.  Maybe a return of the 'jagged axe' mentioned in the manual?

The (old) jagged axe didn't make the cut for New Masterwrk since is wasn't distinct enough from the battle axe in functionality.  Of course that doesn't mean we can't remake it differently.

Can anyone confirm whether or not tomahawks work for woodcutting?  (I know they'd have to be metal now)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: coolphoton on July 20, 2016, 06:25:33 pm
just a thought, but as a late game reaction, would it be possible to declare Waagh on all the other civilizations?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on July 20, 2016, 09:53:53 pm
any weapon using AXE skill made of metal would work. Tomahakws should work. Btw, there is a "hatchet" in the mod, which is a small, cheap, woodcutters axe.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 22, 2016, 02:57:25 pm
I'd love to see some example profiles for Orcs added to the embark profiles.

Offhand, I can think of:
-Tribal wargear focus, with all the materials to start lamellar and bloodsteel production (lots of breeding animals, some wood for ash, a few fire safe boulders for the bloodforge, maybe the gear for a dismemberment theatre to produce bone meal and train shamans)
-Orc pit - Materials for the molten pit, some copper for cheap weapons, picks and axes, generally a kit designed for clearcutting/strip-mining a zone and converting it all to charcoal and cheap iron/steel.
-Corsair warband - Components or raw materials for the Freelancer's Guild and Raider's Drydock, plenty of wood for ships, maybe some supplies to start a cloth industry (for ropes and sailcloth, of course).  Some cheap trade fodder for the freelancer's guild would also be good, or a pack of scimitars and such for your band of scurvy pirates.  And plenty of grog, of course!
-Blood Bowl Team - Generally a sillier option, should come with plenty of squigs for leather (they're practically balls already!), a stack of squigskins, and wood for setting up pitches.  Give all the orcs basic dodging/tackling/throwing skills, representing their status as the promising rookie line-up for the next generation of bloodbowlers.  In a perfect world, this has a variant for an eleven-orc embark.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Dirst on July 22, 2016, 02:59:48 pm
-Blood Bowl Team - Generally a sillier option, should come with plenty of squigs for leather (they're practically balls already!), a stack of squigskins, and wood for setting up pitches.  Give all the orcs basic dodging/tackling/throwing skills, representing their status as the promising rookie line-up for the next generation of bloodbowlers.  In a perfect world, this has a variant for an eleven-orc embark.
Don't forget the cheerleaders!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 22, 2016, 03:14:06 pm
You know what?  Screw it.  This is my next fort - the world's finest year-round Blood Bowl training camp.  The entire military is wrestlers in rugged leather, and every barracks must include at least four pitches, which must be in use by the squad whenever possible.  All industry is devoted towards supporting the team - our chefs specialize in high-protein athletic meals to help strengthen the team, our farmers produce high quality brews, our weavers produce high quality brand-name Pigskin footwear for export, as many as possible embossed with the logo of the fortress. The megaproject of the day is an enormous stadium with seating for at least a hundred visitors. The stadium is also our tavern (with enough tavernkeepers to ensure no visitor has to wait long for a refreshing Pigskin brew while he watches the games) and the grounds are used for sixteen scrims a year between the local all-star team and invading teams!  (by which I mean caged invaders, siege schedules permitting.  If that fails, captured wildlife will have to serve)

I haven't decided what the playoffs look like...  megabeasts?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on July 22, 2016, 10:55:04 pm
Sounds amazing.  Let us know how it goes.

Claw weapons allowed for your blitzers?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Nelia Hawk on July 22, 2016, 11:42:31 pm
bonus points if you spread out cage traps and every 10 caged "somethings" (animals/invaders/etc) you start a blood bowl game.
using alerts and routes/waypoints/stations to gather the whole fort in the seats and a group of 10 as players on the field. or use 2 10 military groups and use waypoints, patrols and alerts to simulate a bloodbowl match.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Thuellai on July 23, 2016, 12:12:45 am
That's the goal.  The idea is four games a season, for a 16 game year.  That requires I actually have 40 opponents (that, ideally, won't murder each other) per season, though!  Which means either prodigious wildlife gathering or mass-caging of sieges, which can only last so long.

Perhaps I can set up a hostile breeding pit for especially fun opponents, like trolls.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: friendo on August 06, 2016, 11:17:37 am
Was in the civ file, making adjustments to learn rates...didn't see the Harder Learning tag for orcs for this update. Maybe I just keep missing it?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on August 06, 2016, 11:30:22 am
Was in the civ file, making adjustments to learn rates...didn't see the Harder Learning tag for orcs for this update. Maybe I just keep missing it?
Its in the creature files, but nonetheless you are correct, orcs do not have it. I added it for the next update, or simply copy YES_HARDERLEARNING[SKILL_LEARN_RATES:50] into the creature_civ_orc.txt
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on August 08, 2016, 09:37:28 pm
Thanks.  Does that mess with castes with learn rates at all?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on August 09, 2016, 08:24:01 am
No. The last entry in the creatures files is taken, so it says:

1. Set everything to 50%.
2. Oh, here is a value that comes later, override the 50% with whatever the castes have.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: NukeACitrus on August 19, 2016, 10:25:17 am
Hello fellow urists!

I', currently streaming Dwarf Fortress masterwork, and we're playing as the orcs! :D

Been playing DF for a few years now, and masterwork for about 2 or so.

Drop by if you're up for chatting a bit and hang out!

Spoiler (click to show/hide)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: kilakan on August 28, 2016, 11:32:20 am
Um no idea what's happened here but corpse stockpiles won't take any corpses at all (Don't show any corpse types as available in the stockpile window either) and I can't butcher anything.  Any ideas?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vonsch on September 04, 2016, 09:26:30 pm
Um no idea what's happened here but corpse stockpiles won't take any corpses at all (Don't show any corpse types as available in the stockpile window either) and I can't butcher anything.  Any ideas?

Nope, corpse stockpiling and butchering work fine for me.  Running version 43.03.  You accidentally turn off orcs gathering corpses?

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vonsch on September 06, 2016, 12:18:18 am
A few notes based on my current game (2.5 years in):

Blood is over-valued.  I'd suggest making it 250 per barrel like grog.  Meat is just too easy in this DF version.  I have 350k bonemold tokens at this point and have been spending some on raiding too.  Most of it came from blood.  And I have made 100 bloodsteel too.

The dwarf labor cell says "mine for ore" but seems to produce stone.  Is there a lowish chance of ore?  Or is description wrong?  I'm okay with mostly stone, but if that's the case should be some description adjustment.

Bonemold is still referred to by its old name in some places.  Menu in Tribal Wargear is one I spotter.  The product is correct, the text in the building is wrong.

Corsairs are scarce for me. Pop 57, 0 corsairs.  Probably bad luck.  Would love a way to recruit or train them though.  I'd trade my two dreamwalkers for one corsair!  (I am in the magic return camp.)

Update:

Spring of 4th year, elf ambush!  Yay!  My 4-orc guard charged out and killed 6 lickety split.  Two are running.  I pulled the guard back in case there are more ambush squads around.  Also found out an archer can't shoot a bow one-handed (who would'a thunk?)  So that one goes back into the general work force.

The guard squad was mostly in laminated leather with half claws and half swords.  Two of them have some 20 level skills, the others are more like 5.

Also had a megabeast come.  I had a large white tigerman merchant convoy about to leave.  When they did it attacked them and died pretty fast.  I tried to shoot at it from my shooting platforms, but my one-armed archer just wasn't up to drawing his bow with his fangs.

Another thought on the blood trade... might make more sense to leave the price as is and make the ratio of meat to blood when making it 1/4 what it is now.  That would make bloodsteel a little tougher, but that seem okay to me.  Raiding gets good metal pretty easily if the mines aren't producing any, and there is plenty in junk from merchants too... not to mention the bazaar sells steel.  Don't need much to make a viable early military that can capture junk to melt down.

Screenie:

Gashamaat Duum (Valley of Doom) http://imgur.com/oaR5Vqy (http://imgur.com/oaR5Vqy)

Bedrooms stack up 4 floors above (80 regular so far and a throne suite and 4 noble suites).  Great hall is two stories.  Right part of gate is short path for incoming trouble.  One cages is growler squigs, the other is about 30 war wolves, so far.  Shooting platforms in NE and NW corners, and above gate.  Great mines: limonite, native gold, bituminous coal and galena (both silver and lead for later ammo production.)  Also a smattering of native platinum.  Biomes are wilderness and untamed wilds, temperate to warm. Does freeze most of the rivers in winter, but that south well stays open... blew my central well design, it freezes because I let light in.  Should have put it one level down.


Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on October 06, 2016, 03:22:04 pm
And got a little gift for orc mode too...

(http://i.imgur.com/IiPtXPr.png)

32x32 sprites :)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vishdafish on October 06, 2016, 03:35:59 pm
0.0, never knew you could draw AND code!!!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vonsch on October 10, 2016, 05:08:55 pm
Smake...

Doing a one-axe orc fort, castaways, nothing but the axe and the two wagon animals.  Freelancer's Guild is key to my strategy, but the large gem trade makes it too easy to get metal weapons.  The other items we can sell are okay.  But can sell a wood or bone large gem which is what makes it a bit crazy.  If there's a way to restrict it to REAL large gems, that would be fine.  But as long as made gems work, unbalanced. 4000 token for one gem is enough for more than an iron scimitar.  Basically, can raid on 5 large wooden gems.  Pays for weapons kit and raid outfitting.

Even so, it will be interesting.  Need to raid to get that first block of something that I can make a wood oven with.  Then ask will work for a few key furnace buildings which will open up smelting and thus eventually a pick.  Or I could get a battle pick from the dwarf raiding if I'm lucky too.

Meanwhile, it's blowguns to start, then pistols once I buy them, and scimitars.  No armor until I get that first block though.  No REAL armor.  Can make basic leather, shell, bone, etc.

Oh, since we are outcasts, no trading with orcs allowed.  That would be WAY too easy. :)


Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: vonsch on October 11, 2016, 06:44:10 pm
Another issue:

Ashland glass calls for "rough orthoclase."  No such gems shows up on list and boulders aren't acceptable.

Am I missing something?  I have a Dreamwalker who is insisting on an Ashland glass statue in his room.

(http://i.imgur.com/qpqYOiG.png)

I also feel selling grog is too profitable at 1000s per 1 unit of grog.  Maybe it is supposed to be 1000c?  That would seem about right compared to selling cloth.  I would not wince at 500c per unit.

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on October 25, 2016, 08:20:33 am
missing sand bags.... Okay I was just speeding through building things and I needed some glass... all my bags are gone... thought a thief took them... no... The buildings that use bags apparently don't care if their is sand, seeds, or anything else in them.  Now I'm destructing and replacing all the bags with wooden chests.... Is there anyway that the buildings could be set to empty bags/boxes... or to say hard bag/boxes which are generally not bearing powders and seeds.  Just a suggestion.

second suggestion.  the Fluidcaster needs an open magma furnaces option... I just popped the feature magma command in dfhack... but I like it when I can do it in game.

Thanks... Its my second orc fort and I'm really impressed with the raiding feature now that I'm using it.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Dozebôm Lolumzalìs on October 27, 2016, 10:34:47 pm
Isn't there an [EMPTY_ONLY] tag or such?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: CaptainGame on October 30, 2016, 05:01:05 pm
Where do I get bonemold coins for the warrior's outpost? I don't see bonemold anywhere in the metalcrafter's menu.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on October 30, 2016, 07:29:25 pm
Where do I get bonemold coins for the warrior's outpost? I don't see bonemold anywhere in the metalcrafter's menu.
Forge.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Kars on November 08, 2016, 09:19:39 am
Is it a bug or planned that animal man corpses are unbutcherable
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: coolphoton on November 08, 2016, 02:04:41 pm
Is it a bug or planned that animal man corpses are unbutcherable

Isn't that still a vanilla bug?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Dozebôm Lolumzalìs on November 09, 2016, 04:35:17 pm
What is this "bonemold"? Did Meph rename ironbone?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: blapnk on November 10, 2016, 03:34:59 pm
It doesn't have the same properties as Iron anymore but still seems to be referred to as such in some reactions.

Raws:
Spoiler (click to show/hide)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Meph on November 12, 2016, 02:02:03 pm
Guess smakemupagus did change the values without letting me know. I thought its ironbone, just renamed.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: HydraKnight on November 23, 2016, 11:36:15 am
3 Goblins I created got the rank of Jarl, Hersir and Thain about a year later?

I am doing a "Last Orc Village" embark might that have something to do with it?


Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: CyberSpyder on November 30, 2016, 01:06:22 am
Trying to get into this again after a long delay, and I'm having an odd bit of trouble with being unable to extract blood.  I've got a barrel full of various giant kea meats, but the boneforge is saying I don't have a FRESH_BLOOD_MAT item.  I shouldn't need to have the "standardized meat" option activated, should I?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Atramedes on November 30, 2016, 10:27:48 am
Trying to get into this again after a long delay, and I'm having an odd bit of trouble with being unable to extract blood.  I've got a barrel full of various giant kea meats, but the boneforge is saying I don't have a FRESH_BLOOD_MAT item.  I shouldn't need to have the "standardized meat" option activated, should I?

I can't get it to work either when standardized meat is turned off. I think the same issue may apply to some skins without standardized leather?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: CyberSpyder on November 30, 2016, 02:05:52 pm
God, well that's annoying.  And it's my understanding that I can't turn on standardized meat in the middle of a game, either.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: coolphoton on November 30, 2016, 11:59:08 pm
Did they ever fix the invasion spawning? Last I herd, raiding did not spawn invasions. Something to do with DFhack, if I recall...
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Rojber on December 02, 2016, 06:31:37 am
Did they ever fix the invasion spawning? Last I herd, raiding did not spawn invasions. Something to do with DFhack, if I recall...
Nope... pretty much with free large gems raiding is getting stuff for free
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: coolphoton on December 03, 2016, 09:40:46 am
Did they ever fix the invasion spawning? Last I herd, raiding did not spawn invasions. Something to do with DFhack, if I recall...
Nope... pretty much with free large gems raiding is getting stuff for free

Well that is annoying. Guess I will keep waiting to upgrade then. 'Importing' invaders (lots of them) is the only reliable source for Ebonsteel ingredients.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Metaltooth on December 03, 2016, 11:58:19 am
Are orks very fun to play in adventure mode?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: blapnk on December 03, 2016, 05:17:12 pm
Well ork civilisations are like humans with market towns and tombs. Except also slavers so there's thieves andor species brought up as orks. Only visited orc sites myself, not played. If you're and uruk you're big? Some of the fancier tools of the orks such as katanas and warrior society kits require a full ork fort and not something you can easily make in advfort. Last i visited an ork civ was to learn some warrior secrets from the ork war lord/(clan father?), only to find out said leader met his end far to the north confronting some villain, taking his secrets with him. In his place, the throne appeared empty but the 'thief' waiting nearby was clearly the new leader. A trio of goblins tried to mug me while i was there. I wonder what group they came from but obviously concepts of diplomatic immunity are alien to the orcs. So with all things adventure mode, it is what you make of it.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on December 18, 2016, 12:33:29 pm
Have you thought about moving the Boneforge "Make bonemold/bloodsteel bars" reaction to e.g. the furnace operator skill? Would save a lot of faffing about with workshop profiles to get you the industrial quantities of bloodsteel you need without wasting your legendary bonecarvers making something with no item quality.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 20, 2016, 12:57:36 pm
error located, in reaction_orcfort.txt, lines 4374-4375:

        [PRODUCT:50:5:PLANT_GROWTH:NONE:PLANT_MAT:BERRIES_STRAW:FRUIT]
        [PRODUCT:25:5:PLANT_GROWTH:NONE:PLANT_MAT:BERRIES_STRAW:FRUIT]

it makes them show up with no name in the stocks, until you brew them then suddenly you have strawberry wine and strawberry seeds.

I changed it to:

        [PRODUCT:50:5:PLANT:NONE:PLANT_MAT:BERRIES_STRAW:FRUIT]
        [PRODUCT:25:5:PLANT:NONE:PLANT_MAT:BERRIES_STRAW:FRUIT]

And it now show up as strawberry plants.... brewing still gives you strawberry wine and strawberry seeds.  at least with this you know what it is... I couldn't figure out how to make it say just strawberries.

And I still find no way to mint bonemold coins... I can mint gold, platinum, silver, copper, etc,  I can even mint bloodsteel...  so my only conclusion is that there is something about the definition of bonemold in inorganics_z_orcfort that keeps this from happening.... I'd like to mint them since I'm sitting on close to 3000 bars from raiding succubus lols....
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on December 20, 2016, 03:04:09 pm
And I still find no way to mint bonemold coins... I can mint gold, platinum, silver, copper, etc,  I can even mint bloodsteel...  so my only conclusion is that there is something about the definition of bonemold in inorganics_z_orcfort that keeps this from happening.... I'd like to mint them since I'm sitting on close to 3000 bars from raiding succubus lols....

As far as I can tell, bonemold can only be forged into armour (which was pretty much its only use in TES3:Morrowind, which I presume is the inspiration) - it doesn't even show up in any of the other categories at the forge. You can, however, trade for bonemold coins at iirc the Freelancers' Guild. Does admittedly seem like an oversight, 'cause otherwise where the fuck are the freelancers getting their coins from.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 20, 2016, 07:58:12 pm
exactly... and I don't know enough about metal and forge reactions, to figure out how you add it in... I just made a small change to the bonemold descriptor, added in a string of [ITEM_XXXX] I found in bonesteel, since bonesteel can be made into coins. see if that does it.

I want my coins to have my king name and date on them... lol... not that its necessary, after i set up my workorders for raiding, I can walk away from it all... Use captured dwarfs and captured elves for stone and wood, send the stone to a captured goblin to turn into copper, zinc, tin etc, turn the copper into weapons, use the rest to make coins. use a captured human to convert those coins into bonemold coins...  once I get the reactions all set in workorders my orcs can build a huge stash of treasure.  melt the metals down from the treasure to build my armors and weapons.... Its rather simple... I usually don't even bother with farming early on with orcs, just setting up my seige workshop, raiders, merchant shops, and a carpenter.  dig a hole in the ground build there.  I take stacks of large cut warpstone gems they cost like 10 in the embark, that gives me my initial push for money needed.  a couple of gold nuggets and a couple of silver nuggets for the bars.  sand bags which I dump the sand out of when I get there (sand bags cost 1 in the embark, the bag costs 10, why buy bags).  the one thing I forgot my last orc run was some vermin killers... had to wait for my second trade from home civ to get a couple of cats to keep the damn rats out of my food.

Really the only thing that orcs need more then anything is a coin gun.... put a couple of stacks of coins in your pack and shoot siege armies and wild animals with them... my last run 3 years I had over 2 mill in bonemold coins and 1000 bars off bonemold, bloodsteel, etc.... It bugged, I got a gorgon war chief or something like that, said it could paralyze anyone that looked at him.... well when I went to look at his Z:status page.... I crashed.  restarted, he reappeared and wiped my armies literally untouched.  My archers couldn't shoot him from the tower fast enough, he climbed to a fortification, over a moat, through a fortification killed the archers.... by this time I had a full lockdown on the rest and he just wandered around my entrance area locked in... I dfhack exterminate him and I crashed.... so I gave up.  that happened in the last 24 hours.... so new fort!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on December 21, 2016, 06:57:36 am
For some reason I've not been attacked by anything besides gorgons on this fort. First one was scary (i may have cheated slightly to survive), but then I discovered  they aren't trap avoid so now I'm building a whole collection of trapped gorgons.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 21, 2016, 08:29:29 pm
the same map you was running before?  I noticed that too,  I abandoned yours and played around with it some, done built 4 forts one beside a tower and that one actually got a necro invasion in year 2, otherwise I get a lot of gorgons on that map, every base had at least 1 by year 5... not sure why, didn't check any population info.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 22, 2016, 05:42:57 pm
Are leatherwing bats broken? When I sheer them, I can't seem to tan the results into leather.

Edit: Those are part of the Orc Mod right? I guess they could have been another species that my Civ tamed.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 26, 2016, 01:20:20 pm
leatherwing bat shearing has been broken for quite awhile.

another issue with orcfort:  quality levels on longboats, raider kits, and other "tool items" for the raid docks... Usually I have 5 to 10 guys running raid docks, and I guess I ever ran a more perfect set of workflow settings.  I was plugging around doing other things when I started seeing cancel messages due to someones mastworks being destroyed... so I went to investigate, I had a rumble going on in the raid dock room... 2 tantruming master level seigecrafters beating on each other over ballista parts and longboats.  a couple of seconds later another who was equipped with  mace joined in and bashed 5 guys heads in over a an masterwork laden ship of materials.....

I've never had them fight over this stuff before.... It was more fun to watch then most real sieges....  before I knew it I had 16 orcs dead from a masterwork mithril weapon unloaded from an elven raid ship, that an off duty military orc decided was perfect for revenge... everyone is upset and tantruming, final count 46 out 62 injured or dead, several animals abused.....  maybe these things don't need quality, or maybe they need no skill setting?  Not sure how to do the prior without setting the items to being say boulders.  so the latter would be a better option so its doesn't change a lot of the script.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 26, 2016, 02:17:57 pm
Huh. I didn't know masterworks getting destroyed at any workshop counted. In my fort I'm selling alot of Masterwork Totems for Bonemold Coins, and my Master Bonecarver don't seem to care.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 26, 2016, 03:59:00 pm
Yeah I think it was the quantity being made versus the number being destroyed.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 27, 2016, 01:18:25 pm
finally figured what was missing from bonemold in inorganic_orcfort.txt  its [ITEMS_HARD]  and suddenly you can mint coins..... and then you can make a lot of other stuff:
(http://image.prntscr.com/image/e6e70bad7f1545ff8f2a9fa74f8c3b94.png)(http://image.prntscr.com/image/60c8e96fed8346ceac88f15c92b8586c.png)

lol so now you could have bonemold doors.... lols... and cups.... yummm..  apparently all items_hard is all the furniture and other menus...  but still how awesome to be buried in a sarcophagus made from the bones and blood of my enemies....
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 27, 2016, 01:26:53 pm
Huh. I didn't know masterworks getting destroyed at any workshop counted. In my fort I'm selling alot of Masterwork Totems for Bonemold Coins, and my Master Bonecarver don't seem to care.

Speaking of totems, you can now make large gems from bone, shell, horn, ect, and large gems sell for 4000 Bonemold as opposed to a Totems 500. There might be a need to adjust pricing, or have the workshop only accept large gems made of actual gem.

Also, I can't seem to find the Archaeology Workshop that was in old masterwork, but Orcs can still find old chests when raiding. Am I missing something, or is there no longer a use for those?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Metaltooth on December 27, 2016, 05:48:08 pm
What is the strengths and downsides of playing as an Ork in Adventure Mode and Fortress mode?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 28, 2016, 04:04:05 am
Pros:

They are usually bigger, stronger, and have more crafting options than Vanilla Dwarves or Succubi. (Havn't played any other masterwork race or masterwork adventure mode, so my experience is a bit limited)

They can use raiders, the arms dealer, and the freelancer's guild for easy access to metal equipment without fuel.

They can make iron and steel equivalent metal out of animal products. I think they can butcher and use sentient beings as well (They could in old MDF, I can't get any invasions to test this in new MDF).

Workstations that allow for the training of various difficult to practice skills. Try the bloodbowl pitch and dismemberment theater (the later is also required as a step to make the meat-metals mentioned above.)

Cons:

Orc Castes come with some heavy bonuses and penalties to skills, and most common regular 'Orc' Caste that you will see the most of has a -50% learning mod to alot of skills. Also, as far as I can tell, all Orcs except for the rare Dreamwalker caste get -50% to all medical skills. The Oolog caste is extra big and powerful, but take a penalty to basicly every skill that isn't used to work with stone or smash fools with blunt objects.

Tech tree can be a bit confusing to learn. To get the blueprints or slaves required for most of the advanced buildings, you will need to get a Raiders Drydock online. The Drydock in turn requires a steady supply of Balista Parts, Woods Bonemold Coins, and Metal Weapons to operate. You can get both the weapons and the coins at the Freelancer's guild by selling cut gems, ropes, and totems. Try to tell the Drydock to unpack loot you do not yet have to learn which raiding mission will give you what you need for the building you want.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 28, 2016, 10:20:02 am
Huh. I didn't know masterworks getting destroyed at any workshop counted. In my fort I'm selling alot of Masterwork Totems for Bonemold Coins, and my Master Bonecarver don't seem to care.

Speaking of totems, you can now make large gems from bone, shell, horn, ect, and large gems sell for 4000 Bonemold as opposed to a Totems 500. There might be a need to adjust pricing, or have the workshop only accept large gems made of actual gem.

Also, I can't seem to find the Archaeology Workshop that was in old masterwork, but Orcs can still find old chests when raiding. Am I missing something, or is there no longer a use for those?

true... funny thing warpstone is so low value, you can embark with them for 10 points... and ask for them from your civ for value of 20... and it still sells for 4000 bonemold coins.  But yeah its cheap to make rock large gems...

I don't know why orcs weren't given an archaeology workshop... neither were the kobolds.  I'm guessing they aren't civilized enough... or in the case of orcs, they already were overpowered.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 28, 2016, 11:24:14 am
Pros:

They are usually bigger, stronger, and have more crafting options than Vanilla Dwarves or Succubi. (Havn't played any other masterwork race or masterwork adventure mode, so my experience is a bit limited)

They can use raiders, the arms dealer, and the freelancer's guild for easy access to metal equipment without fuel.

They can make iron and steel equivalent metal out of animal products. I think they can butcher and use sentient beings as well (They could in old MDF, I can't get any invasions to test this in new MDF).

Workstations that allow for the training of various difficult to practice skills. Try the bloodbowl pitch and dismemberment theater (the later is also required as a step to make the meat-metals mentioned above.)

Cons:

Orc Castes come with some heavy bonuses and penalties to skills, and most common regular 'Orc' Caste that you will see the most of has a -50% learning mod to alot of skills. Also, as far as I can tell, all Orcs except for the rare Dreamwalker caste get -50% to all medical skills. The Oolog caste is extra big and powerful, but take a penalty to basicly every skill that isn't used to work with stone or smash fools with blunt objects.

Tech tree can be a bit confusing to learn. To get the blueprints or slaves required for most of the advanced buildings, you will need to get a Raiders Drydock online. The Drydock in turn requires a steady supply of Balista Parts, Woods Bonemold Coins, and Metal Weapons to operate. You can get both the weapons and the coins at the Freelancer's guild by selling cut gems, ropes, and totems. Try to tell the Drydock to unpack loot you do not yet have to learn which raiding mission will give you what you need for the building you want.

additionally: 
They have the orcish factory that can churn out tons of copper daggers for less metal. pair it with one of the goblin captive shops that can churn out copper in large quantities and the dwarven cell that can make lots of ore with the cost of only grog (which can be water apparently, damn thing is just thirsty..).

the Orcish Factory - also produces batches of 40 bricks from 5 clay, add in a few other ingredients to make various colors.... this is the strongest, most efficient mgma safe brick creation in masterwork. many multi weapon/armor/shield productions more efficient then the forge

Kiln - produces bonemeal stones in addition to its original tasks.

Boneforge - wood to ash, extracts blood from meat, produces bonemold bars(ash and bonemeal stones), bloodsteel bars(blood and bonemold bars),  and fertilizer(6 for a bonemeal and blood) etc. replaces the ashery/wood furnace.

Molten Pit - efficient wood to charcoal. efficient iron production, efficient pig-iron production, efficient steel production, destruction of 'rock' material armor/weapons/shields into fertilizer and rocks.  reforging of 'rock' armor weapons etc into better armors.... replaces the other function of wood furnace, and smelter jobs.

and thats just some of the cool shit available...
blacksmoke furnace - makes oil from coke, synthetic silk, and acids.  synthetic silk can be used to make silk bags, clothes etc. 

ashland glassblower - advanced glass factory, produces ashland and ebon glass bars... also a 6 glass blocks from 1 raw glass function that is the best way to produce glass blocks next to the succubus version of the floating glass facility. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 28, 2016, 01:47:20 pm
Huh. I didn't know masterworks getting destroyed at any workshop counted. In my fort I'm selling alot of Masterwork Totems for Bonemold Coins, and my Master Bonecarver don't seem to care.

Speaking of totems, you can now make large gems from bone, shell, horn, ect, and large gems sell for 4000 Bonemold as opposed to a Totems 500. There might be a need to adjust pricing, or have the workshop only accept large gems made of actual gem.

Also, I can't seem to find the Archaeology Workshop that was in old masterwork, but Orcs can still find old chests when raiding. Am I missing something, or is there no longer a use for those?

true... funny thing warpstone is so low value, you can embark with them for 10 points... and ask for them from your civ for value of 20... and it still sells for 4000 bonemold coins.  But yeah its cheap to make rock large gems...

I don't know why orcs weren't given an archaeology workshop... neither were the kobolds.  I'm guessing they aren't civilized enough... or in the case of orcs, they already were overpowered.

Kobolds are not supposed to dig, meaning it makes sense for them not to do the archeology. It makes sense for them I guess.

Orcs are civilized to make oil and synthetic silk. Also, the field of Anthropology, which Archaeology is tied to, was born out of colonizers and slaveholders looking to better understand and control their subjects. If anything, I'd argue that the 'Slaver' races are more justified than others for having an Archaeology workshop.

That said, if they don't get the workshop, I could see Fossils turning into a large windfall of Bonemold/Bloodsteel at the boneforge and Chests providing the same in rarer metals at the ancient foundry.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: OverLORDY on December 28, 2016, 05:36:40 pm
I couldn't see the "create composite and recurve bow" actions on Orcish Fletcher workshop so i need to ask, can Orcs still build stronger bows? If so how?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Dookmiester on December 28, 2016, 06:47:43 pm
I couldn't see the "create composite and recurve bow" actions on Orcish Fletcher workshop so i need to ask, can Orcs still build stronger bows? If so how?

Haha the same question I asked when I first joined the forums was this: http://www.bay12forums.com/smf/index.php?topic=158501.msg7043783#msg7043783
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: OverLORDY on December 29, 2016, 02:00:39 am
Haha the same question I asked when I first joined the forums was this: http://www.bay12forums.com/smf/index.php?topic=158501.msg7043783#msg7043783

Thanks. I am new to Masterwork and still have lot to learn about both the mod and the vanilla dwarf fortress.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 29, 2016, 07:52:29 am
Huh. I didn't know masterworks getting destroyed at any workshop counted. In my fort I'm selling alot of Masterwork Totems for Bonemold Coins, and my Master Bonecarver don't seem to care.

Speaking of totems, you can now make large gems from bone, shell, horn, ect, and large gems sell for 4000 Bonemold as opposed to a Totems 500. There might be a need to adjust pricing, or have the workshop only accept large gems made of actual gem.

Also, I can't seem to find the Archaeology Workshop that was in old masterwork, but Orcs can still find old chests when raiding. Am I missing something, or is there no longer a use for those?

true... funny thing warpstone is so low value, you can embark with them for 10 points... and ask for them from your civ for value of 20... and it still sells for 4000 bonemold coins.  But yeah its cheap to make rock large gems...

I don't know why orcs weren't given an archaeology workshop... neither were the kobolds.  I'm guessing they aren't civilized enough... or in the case of orcs, they already were overpowered.

Kobolds are not supposed to dig, meaning it makes sense for them not to do the archeology. It makes sense for them I guess.

Orcs are civilized to make oil and synthetic silk. Also, the field of Anthropology, which Archaeology is tied to, was born out of colonizers and slaveholders looking to better understand and control their subjects. If anything, I'd argue that the 'Slaver' races are more justified than others for having an Archaeology workshop.

That said, if they don't get the workshop, I could see Fossils turning into a large windfall of Bonemold/Bloodsteel at the boneforge and Chests providing the same in rarer metals at the ancient foundry.

Interesting concept... creating their on "archaeology" workshop.... lets see its relics, fossils, and old chests.  I could see scripting a reaction that grabs fossils and turns them into say 5-10 bonemold bars(5:100%+5:50%) and 1-5 bloodsteel bars(1:100%+1:80%+1:60%+1:40%+1:20) with maybe a 1% chance for like Dragon Head Totem or Large Gem.  but all in all it would probably be easier to just to insert the building option for archaeology into orcs.  I noticed that it somehow knows to automate itself like a loom or a butcher shop.  If you have an archaeology workshop, it will process fossils, relics, old chests automatically... I've got to look into that.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 29, 2016, 04:15:30 pm
The automation has been around since old MDF, and sort of makes sense. Its not like relics, fossils, and chests are good for much else, and I think some races have or used to have reactions that scoop up any old raw gem (which might include the Archeology stuff), so its best they get cashed in before your dudes accidentally use them for something silly. Sort of how the loom grabs all usable thread automatically so that your doctors don't use the dyed silk instead of the horse hair for stitches.

As for what I was thinking, I agree that the Orcs should have the archaeology workshop back, if that is not the case, I would rather bundle the use of fossils, relics, and old chests into existing Orc Workshops.

For Example:
Draw Metals from Fossil: Amostubal's proposed reaction, requiring a Fossil, barrel of blood, bar of ash, and unit of bonemeal. Preformed at the Boneforge
Commission Necromancers to Reanimate Fossil: Done at the Shadowbroker, requiring a fossil and alot of platinum. Adds some sort of evil semi-undead monster to your fort as a pet.
Handcraft Sacred Gear: Performed at the Tribal Wargear with a relic and the standard handcrafted bonemold fixings. These reactions could make items out of the procedurally generated divine metals, or high grade Dreamwalker magic stuff once that is fully implemented again.
Defile Sacred Remains: Performed at the Dismemberment Theater at the cost of a Relic. Provides a huge boost to diagnostic skill, some bonemeal, and curses the orc who preformed the interaction as if they had angered a god. (Good for invoking fun or trying to build vampire forts)
Enshrine Sacred Remains: Performed at the Carpentry or Masonry Workshop with a Wood or Stone Coffin and a relic. Produces a very valuable piece of decorative furniture (perhaps a statue) called a Shrine.
Ransom Relic to the Church: Performed at the Shadowbroker. Trade a Relic for a Ship full of Abbey loot, or perhaps some platinum.
Goblins Tinker with Contents of Old Chest: Performed at the Tinker with an Old Chest, Two Mechanisms, a Brass Bar, a Steel Bar, and some Potash. Provides a windfall of guns, bullets, and advanced trap components made from Deep Bronze and other such rare metals.
Refine Ancient Metals from Contents of Old Chest: Spend a handful of Bronze and Steel with an Old Chest and Fuel to make a bunch of Orchialcum and Deep Bronze at the Ancient Foundry.

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Aboshen on December 29, 2016, 08:16:44 pm
So this may already be floating around. But has or can someone come up with a flow chart for the orcs? Im having a hard time following shaza guide also a embark profile to go with it would be awesome thank you in advance.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 29, 2016, 09:22:58 pm
you want something like this:
(http://image.prntscr.com/image/72e95f97b3984d85ba15d99e5748cec3.png)

or are you wanting an actual profile you can just load.

I'm working on a workflow chart for various orc industries, let me know what you are looking for in particular...

and when you say shaza quide.... do you mean the "orc quick guide.png" or the orc information in the manual.html, found in the masterwork folder or something else that I'm not sure of... some of that is outdated and in need of correction.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 29, 2016, 11:13:05 pm
So I have a question. Does anybody use the goblin carpentry interactions to make a bunch of wood furniture using some metal anymore? It made sense in old MDF when wood was far harder to come by, but now that every tree drops a whole bunch of logs spending a few copper to save a few logs dosn't feel significant to me. Especially when the Kobold Bonecrimmer can turn a stack of 17 bones into 17 pieces of furniture.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Metaltooth on December 30, 2016, 12:33:19 pm
you want something like this:
(http://image.prntscr.com/image/72e95f97b3984d85ba15d99e5748cec3.png)

or are you wanting an actual profile you can just load.

I'm working on a workflow chart for various orc industries, let me know what you are looking for in particular...

and when you say shaza quide.... do you mean the "orc quick guide.png" or the orc information in the manual.html, found in the masterwork folder or something else that I'm not sure of... some of that is outdated and in need of correction.

Can you make a embark profile that has enough for a beginner to the Orks?
Just something that has a good set of Ork skills and supplies to get a village started
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Aboshen on December 30, 2016, 06:14:57 pm
you want something like this:
(http://image.prntscr.com/image/72e95f97b3984d85ba15d99e5748cec3.png)

or are you wanting an actual profile you can just load.

I'm working on a workflow chart for various orc industries, let me know what you are looking for in particular...

and when you say shaza quide.... do you mean the "orc quick guide.png" or the orc information in the manual.html, found in the masterwork folder or something else that I'm not sure of... some of that is outdated and in need of correction.

<<Tarkuurb'narkuub Ghoshash Snazaga>> is what i ment by Shaza he has a tutorial for the orks but its out dated.

Embark wise that is exactly what i needed are there any other livestock besides the squigs?

Flowcharts im looking for basic survival to raiding. Thanks in advance
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 30, 2016, 11:17:43 pm
well that was a picture of the embark I was testing yesterday... spilled blood from the embark is not usable in the freelancer's shop.... 10p warpstone large gems are... but really its all useless since you can just cut rocks to make large gems from what you dig and sell that.

That pic was orcs with no extra creatures available in masterwork... basically a breeder squig you put in a holding pen, while you let the terrier roam your base looking for vermin.... they are not as good or fast as cats, but I've not seen cats that actually kill vermin available for orcs.  my current build adds in 4 terriers/1 breeder to replace what I usually would have done with 2 cats.

I can lay out my strategy if you want but it's probably not the best of strategies... if that is what your asking for.  I'm currently trying to fully grasp each of the industries the orcs have and how they can operate at the best capacity.  research and much !!science!! is needed.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 31, 2016, 02:09:01 am
Alright. Let me give this a try for you.

What animal options do you have? In my experience orcs will tame some different underground animals each worldgen, and I will have 2-3 pages of options.

If you have bearded cave keets, I'd take those instead of squigs, because they are also very cheap, can be harvested for wool, and lay 10 or so eggs at a time.

If you have plump helmet men, you want to take alot of those females and a male. They are cheap, have big litters, and you can brew their meat into wine, and you can eventually use captured dwarves to turn booze into ore.

If you have 'giant' animals available to you at a reasonable price, those are a good idea as well. Orcs can do alot more with animal bits than most other races. I think the Cragtooth Boar is always avaible to orcs, and can grow pretty big, so they can make a decent backup in that department.

Don't buy bugs at the start as pets. Bone and blood is much more useful to Orcs than Ichor and Chitin.

One thing that is important for my workflow, especially early on, that you don't have is pigtail seeds. Orcs can never have too much cloth. Eventually I will graduate to outside cloth plants that I can farm year round. In theory you can get almost any seed you need early on from the farmers stall, but I think it might be a bit random, and the first thing I always dig out is my kitchen and underground farms. I'd also consider more anvils, and six gold/silver bars rather than two.

Also, most of the unique Orc workshops require blocks, some rock blocks specifically, so I like to start with 10 magma safe stone which I cut into blocks ASAP. I'd rather have my miners train up digging sand before they graduate to stone, especially if you have the earth strikes back mod on. I don't think orcs have any way to pacify living stone, so if you have that mod, you will want your military ready before you go digging through too many rocks. You can actually play Orcs without needing to use mined stone.

Last thing: I usually tamper with civs and trade a bit. I like to turn white tigermen from the fortress defense mod on. They are a slaver civ, and as such allies to the orcs. I usually set them to send 2-3 caravans a year. Tigermen bring lots of animals to butcher (which are always good), and lots of copper bars (which are a godsend early on).

---

Guide:

(This ain't perfect. I'm still learning myself. But lets give this a shot. Also didn't have the app open, so I'm likely a bit off on some spelling and workshop names.)

Once you have your kitchen and farm extablished, have cut some trees and made some blocks, and perhaps harvested just a bit of stone and made some wood trap components to trade (the first orc caravan comes in the summer), you have a few main early objectives. You will need some blocks, cloth, leather, and the ability to make basic wood/stone furniture. Also, most Orc buildings need architecture, so make sure most of your dudes have that labor turned on.

A: Extablish control over the as much of the outside part of the map as possible. You will need a lot of outside space. Start on a fairly flat map if possible. I like to embark on a spot surrounded by water on 2-3 sides, so that all I have to do to make it fairly safe is dig a moat. If you can't just depend on water, you will need clay to build a wall. Build a kiln, and designate a clay gathering zone, and then gather clay on repeat. You can either use the raw clay to make a wall, or fire huge batches of bricks at the Orcish Factory, which I will explain elsewhere. Unless you start near a tower, it is likely the first real threat you will face is a megabeast sometime in year two, so there is no rush on this task. Just have a good idea where your wall/moat is going so you don't put things in that spot. If you don't have stone and need mechanisms for a drawbridge, you can build a common goods merchant stall for gold bars, silver bars, blocks, and I think some basic furniture like tables. There you can sell cloth and leather for coins, which you can redeem for mechanisms.

B: Establish your meat/leather/bone-metal industry. Build a large refuse stockpile, and set it to gather from outside. Near the refuse stockpile, build at least two of the following workshops: Butchers, Tanners, Leatherworkers, Tribal Wargear, Craftorcs Workshop, Boneforge, and Dismemberment Theater. The Tribal Wargear can just be built with blocks, same with the Boneforge, which can be found under furnances, not workshop. The dismemberment theater is the only tricky one here; It requires blocks, a ROCK table, and a ROCK traction bench. The dismemberment theater will be important eventually, but if you can't get it imeaditally, don't sweat it.

Save room for a Bonecrimmer's Shanty, which you will build as soon as your raider drydock is online. A bonecrimmer's shanty is the same height as an average workshop, but almost twice as long.

Once you have these buildings set up, you will want to start the following reactions if you have the resources and manpower free. None of it is vital quite yet, but it is nice to have a head start.

1: Harden Leather with Tallow at the Tribal Wargear. Uses Tanned Hides and Tallow to make higher quality hardened leather. I believe it uses the leatherworking labor instead of tanning.
2: Laminate Leather at the Tribal Wargear. Turns hardened leather into Lamlar leather, which I believe is comparable to some of the weaker metals. Uses the hardened leather from the above reaction, and your choice of wood, horn, or shell. I'd recomend wood, as it will likely be more pleantiful.
3: Create totems at the Craftshop. This is a vanilla interacton that requires a skull. You can sell these later for the bonemold coins that fuel your raiders.
4: Create large gems at the Craftshop. Orcs can turn wood, as well as pretty much any workable bodypart (bone, shell, horn, ect) into large gems at the craftshop. You can sell these later for a crapload of bonemold coins. A single large gem provides 4000 coins, which is almost enough to fund a single raid or buy a steel weapon on its own.

C: Get your early game metal industry online. Build two molten pits and an Orcish Factory. Molten Pits are furnaces, and need stone blocks. The factory needs a bunch of blocks, two serrated discs, and an anvil. If you didn't start with serrated discs, you can make them from bone at the boneforge. If you have the supplies and manpower, you should throw some bog standard smelters and forges in this area as well. All these buildings are large, and it is important you note the size. Your raiders drydocks will be the same size as the Orcish Factory, and all the merchant stands will be half the length of the factory, but the same height. You are going to want to put at least two drydocks and at least two merchant stands close together, preferably somewhere near your factory.

Start making Charcoal from wood at the molten pits (they are far more efficient than a vanilla wood furnace). If you have copper bars, make as many batches of copper daggers at the factory as possible; The factory can make five daggers from three copper, and your raiders will need to gather five metal weapons to make a raiding kit.

D: Get your raiders online. Build a siege workshop, two freelancers guilds, and 2-3 raiders drydocks. The siege workshop is vanilla and can be built from whatever. The other stuff requires blocks and furniture. I can't quite remember off the top of my head, but I'm pretty sure the freelancers use a weapon rack, armor stand, and a table, and the drydock takes a few tables and a whole bunch of bags. You might consider putting an arms dealer nearby (it requires gold and silver bars) as well, and if you are using your Orcish factory to make bricks, you might want a second one of those near your drydocks to churn out copper daggers.

Begin the following reactions to prepare for raiding:
1: Build a bunch of ballista parts at the siege workshop.
2: Start cashing in stuff for bonemold coins. The best option is large gems for 4k Bonemold. Rope for 1k, and totems for 500 are okay as well. You will have better uses for grog and blood, and if you want to sell cloth, you might as well turn it into rope first, so I'd never use those three options.
3: Start gathering raid supplies. To raid you need a weapons kit, bonemold coins, and a boat. Bonemold coins are discussed above. Weapons kits and boats are both made right at the drydock. You should have at least one Drydock devoted to gathering supplies.
4: A weapons kit requires five metal weapons, and the drydock gives you the option to only collect specific metals so you don't have to worry about wasting your good stuff. Remember, 1 batch of daggers at the orcish factory = 1 weapons kit. All weapons kits function the same, so there is no point wasting steel when copper works. That said, if you can't get copper weapons for some reason, you can buy steel scimitars at the Freelancer's guild, or other weapons at the arms dealer. Not the most cost effective option, but it beats not being able to raid at all.
5: You have several options for making boats, but all boats work exactly the same. The basic longboat requires a whole bunch of logs and some ballista parts, and the other boat options simply allow you save wood by using other materials.

Once you have everything, it is time to start raiding. I'd recommend first rounding up two kobold workers and one goblin. These 'workers' are actually tin tools used to build special workshops, but you can turn them into actual units using the Ghetto Overseer workshop (which requires blocks and cages). I wouldn't recomend this, as orcs don't have a way to build non-orc sized clothes and gear. Once you have those, raid the elves and dwarves until you have an elf and a dwarf prisoner.

E: Use prisoners to establish heavy industry. Use one of your kobolds to establish a bonecrimmers shanty, which is, IMHO, the most powerful building the orcs have. (The succubi get a similar building that just requires blocks to build) The shanty can turn a pile of bone into a pile of furniture at a 1:1 ratio. Got a pile of 16 bones? Make 16 barrels, bins, beds, tables, chairs, ect with a single reaction. I usually wait for this workshop before I establish taverns, bedrooms, ect.

Your second kobold should be used to build the Kobold Thief. For a bag and a metal dagger, you can send the kobold thief out to gather advanced maps and plans (that your drydocks can use to raid more exotic places), hunt down bags of rare trinkets, or capture random prisoners at a low cost.

Your goblin should be used to extablish a tinkers shanty, which can be used to make copper, zinc, lead, and tin far more efficiently than a standard smelter. This should go near the molten pits you built earlier, which do the same for iron, pig iron, and steel. You can also make guns, bullets, and super advanced trap components here, but if you want those, I'd get a second goblin tinker later; You'll want one just for smelting. Note that the Tinker also requires an anvil.

The other special goblin and kobold buildings are unique and powerful in their own ways, so it is worth exploring them.

Build labor cells with your dwarf and elf prisoners. The dwarf gives metal ore in exchange for booze, and the elf give logs in exchange for meat. Put the dwarf with your metal industry, by your goblin tinker, smelters, and molten pits. Put the elf near your drydocks and siege workshop; It requires less space and manpower to put wood in a given location than a wood stockpile.

F: Advice on Caravans. Buy all the animals for sale and butcher them right away, with the following exception: Mamuks. Orcs bring them to the depot more often than not, and you might have started with one or two to haul your wagon. Always pasture a Mamuk somewhere with grass to graze and keep it alive until you have a legendary bone-carver. The reason for this is simple; These giants drop huge piles of high value bone.  A single masterwork Mamuk bone statue is worth about 2400 at the trade depot, and the next highest quality of statue is worth about 1000. You can get dozens and dozens of these high value statues from a single stack of Mamuk bones at the Bonecrimmer Shanty, so make sure that only your best bonecarver does the job, and that none of your other workshops waste the bonepile. A single Mamuk should easily give you a year's worth of trade goods this way.

Always buy all the meat and booze you can to feed your elf and dwarf labor cells. Always buy all the blood barrels for sale to make bloodsteel. Rope and large gems can be cashed in for bonemold coins to supply your raids.

If you have a surplus of trade goods, I'd buy all the metal upper body armor, helms, and shields I can afford. You can destroy these things at the molten pit for a chance to get potash, flux stone, copper ore, and iron ore.

G: Your first squad.  You might find some powerful metals early through the raiders, expecially if you are hitting the dwarves, but you want your first army online quick, I've had titans swim across the moat and slaughter my dudes as early as the second spring, and you could see an undead hoard sooner than that if you have a tower as your neighbor. You are unlikely to have enough metal and a good armorer to fully equip a squad that soon. Instead, you can produce a full set of good quality Llamlar leather armor at the Tribal Wargear; If you leave your leather workers on repeat hardening and laminating leather for a season, they should be at least decent. Build kite shields at the standard leatherworks.

As for weapons, you have several options. You can buy steel scimitars at the freelancers guild for bonemold coins, and other equipment at the arms dealer for gold, silver, copper, and platinum. If you want ranged weapons pistols and ammo are also available at the freelancers. If you have a good weaponsmith or bonecarver however, I recomend making your own weapons from Bloodsteel.

If your best crafter is a bonecarver, you want to handcraft a bloodsteel weapon at the Tribal Wargear. Hand crafted weapons require 1 unit of ash (cremate corpses at the Dismemberment theater, or get it the old fashioned way at the wood furnace), 1 bone animal bit, 1 barrel of blood (trade for it, or extract it from meat at the boneforge), one piece of Llamlar leather, and fuel. If you don't have enough blood, you can make bonemold weapons, which is closer to iron in quality, without it.

If you instead have a good weaponsmith, you will want to make bloodsteel bars at the boneforge and work them at the forge like you would with any other metal. To make bloodsteel you must first make bonemold. This is done at the boneforge, and requires ash, bonemeal, and fuel. You get bonemeal at the dismemberment theater by 'practicing diagnosis on a corpse'. In spite of the name, this reaction seems to use any single bit of a large animal, but in line with its name it trains and requires the diagnosis skill. If you have an orc of the Dreamwalker Caste, you will want him to be the one to make your bonemeal, as dreamwalkers are the only orcs who are not penalized to learning medical skills, and you might as well train your doctor as you make your weapons. Once you make your bonemold bars, you must turn them into bloodsteel, which again happens at the boneforge. That reaction takes a barrel of blood, ash, bonemold bars, and fuel. You must upgrade your bonemold bars to bloodsteel, as although you can handcraft bonemold weapons at the tribal wargear from raw materials, you cannot use bonemold bars at the forge.

I'd recommend making swords, as most orcs can learn how to use them with a skill bonus rather than a penalty. If you have been raiding the dwarves and have some heavy metal platinum or tungsten, I would check to see if you have any Oologs. This somewhat rare caste of massive orcs can use freaking mauls one handed with a shield, and as the only civilian skills they are good at are stonework and gems, which are industries orcs can mostly skip, you might as well give them the heaviest blunt weapon you can get and put them in your army.

Once you have all your soldiers geared up, you can set them up at the barracks as usual, or use the special orc training workshops. The bloodbowl pitch trains fighting, dodging, throwing, and kicking, uses a piece of leather for each reaction (which has a 95% chance of being reused each time), and is build out of wood logs. The sparring pit requires a weapon rack and armor stand, and it trains all other skills using training weapons and bucklers (which again, are only destroyed 5% of the time). Use workshop profile to ensure that only your soldiers use these training sites. I'd recommend training dodging or shields first, as your men will likely using mediocre Llamlar leather armor.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 31, 2016, 05:43:42 am
Send weird sounds post shows how there are so many different ways to play.

Those are 2 nuggets of gold and silver makes 8 bars each.
Those 100 sand bags aren't for a glass industry.  I dump them.

I run with vanilla + orc fort your animal selections are all additional mods.

I'm an orc I don't farm and I don't operate ranches.  Lol.

Got to go to work. I'll post my route later.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on December 31, 2016, 01:17:21 pm
Eh. I play pretty much whatever the masterwork default is. I might turn of Earth Strikes Back, but thats it. Even then, you might find some giant animals in vanilla.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on December 31, 2016, 08:54:07 pm
Okay I think I'll have to start newpost and work my way through an embark and post some images along with it... A sort of progression of an Amostubal setup orc fort...  basically I'm currently running it with certain personal modifications, all mentioned either in this post or the main dwarf fortress post.  I'll repost which ones I remember here:

1. [ITEMS_HARD] added to bonemold metal so I can craft my own bonemold coins.... considering just writing a reaction for the boneforge, but that's a lot of work, its rather useless anyways as its easier to just make rock gems for 4k bonemold coins.
2. changes to unpacking farmland loot, that corrects the strawberry plants so you can see them in your items, instead of seeing no name plants listed as [5]...
3. my smaller version of the language files (since I'm constantly testing to see if anything odd pops up, I run with my current version not the masterwork version).
4.  the rest of my fixes are for other races, I think.... if I remember a particular fix I put in that affects orcs I'll post it asap.

I'll start it tonight and post it every day for a week. Will link it here for posterity.  Maybe even write it as a story too side by side with the work.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on January 01, 2017, 05:36:46 pm
Anyone else getting CTDs upon butchering squigs? I thought it was just woolly squigs doing it, but just had a crash butchering an eating squig as well.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: megahelmet on January 07, 2017, 02:36:15 am
How do I replace the orc name generator? I'd like to change it the dwarven one. Every orc name has more than 20 characters in it. First and last, thats more than 40...and that's on the low side. Most of them have 60 or more characters for a full name. It gets in the way of being able to play the game.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 07, 2017, 04:44:47 am
I'm sorry that you feel that way about that.  I was actually enjoying it, but its because of the low number of syllables that was present in the original 2000 words that the word generation required either the introduction of new syllables or increase in syllable length to complete across the larger language file.  We chose the latter to maintain the "sound" of the language.  To switch it is simple to switch languages...

1. Remove the language_ORC.txt file
2. take the language_XXXXX.txt you like and copy it
3. Rename the file language_ORC.txt
4. now go into your copy of that language file and change the [TRANSLATION:XXXXX] to [TRANSLATION:ORC]
5. Save the file

It will have to be done in the dwarf fortress\raw\objects folder to affect new world generations.  if you do it in the save file I cannot guarantee it will change anything, it may just lock the save, but if that is the case just put the original language_ORC.txt file back in.  You can just go straight english this way.

I'll look into seeing if any of the orc words can be simply reduced for a future edition... I'm already 2 editions of the language files past the one in the MW release and some 5000 ambiguous words and duplicates have been removed,  therefore the languages probably can have a few changes to reflect that...  I'll delve into the setup and see if a manual fix is possible, or a recasting of the entire language file is necessary.  I do know I had to increase word length from 7 to 10 to get enough syllables in for word generation last time, and allow repeat syllables...

Names are generally 3 words long, the first name being a singular word and the latter being an adjective/noun,noun/noun, or noun/adjective compound word. so even under the 7 limit which all the other languages had you still end up with some who have 21 letter names.  orcs jump upwards of 30(31 counting the space).  You think this is bad... wait till naga show up... they had syllables added and still had to have boundaries pushed to 13 length.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: megahelmet on January 07, 2017, 02:04:53 pm
Thanks, that helped.

I understand the flavor, but it becomes a hindrance. Normally, when I nickname dwarves I let them keep their name. It adds a nice touch of personality. 'Urist McSmith', 'Zelota McMiner' etc, etc. But the orcs names are so long it just becomes an unintelligible mess that is hard to tell a part. (Not to mention the names don't fit on the screen.)

There is nothing wrong with having short names and few syllables. Zurgub. Burkil. Naglit. I'd argue that having names short enough for human players to remember make them more interesting by the simple case that you can't care about orcs if you can't distinguish individuals.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on January 07, 2017, 04:57:32 pm
I would second that it'd be handy to have shorter names for orcs. Very difficult to remember who is who when they all have such long confusing names that barely fit on the screen.


I have a few questions also:
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 07, 2017, 10:07:46 pm
I would second that it'd be handy to have shorter names for orcs. Very difficult to remember who is who when they all have such long confusing names that barely fit on the screen.


I have a few questions also:
  • is there a list somewhere of which labours are used by the modded workshops? Particularly interested in the drydock, caravanserai, outpost warrior society kits, kobold headhunter, and the training workshops (bloodbowl pitch etc)
  • is there currently any use for souls?
  • has anyone worked out what the best livestock for a leather industry are? Cragtooth boars are currently looking promising, horned turtles you can't make lamellar out of (and for some reason mine aren't laying fertilised eggs...), I feel like aurochs and mumaks have a really slow growth/reproduction rate (although maybe the pay off is big enough to balance?) and need grass
  • how do you get your nobles promoted? In the legends viewer I see Orc thains, jarls and hersirs, and I'm sure I remember being promoted as an orc in previous playthroughs, but it doesn't seem to be happening this time. Pretty sure I meet the vanilla dwarf requirements for promotion

answers:
1.  They are listed in the reactions in the raw file.... the ones you mentioned:
Drydocks - siegecraft
Caravanserai - negotiation - good idea to restrict to your clanspeaker, the trader. Within a year he will be max in it if your using it regularly for selling large rock gems, etc.  (shadowbroker, freelancer, arms, farms, etc even the overseer shop is all negotiation...)  High negotiation will earn you closer deals, so your trade caravans will walk away with less and less profit.
Outposts - human/elf/dwarf - forge weapon or bowyer skill based on what the item is.  Orc outpost is based on sword, spear, or blowgun skill based on the combined weapon created.
Kobold thief - siegecraft all of them.
bloodbowl Pitch - Pass ball - Throw; Kick ball - Stance_strike; Practice coordination - coordination; Tackle the ball carrier - melee combat; Dodge as a ball carrier - Dodging.
Sparring Pit - Shield, Armor, Wrestling, Sword, Spear, Axe, Mace, Hammer as it states.
Dismembering Theatre - Dress wounds, Suture, Set bone, Surgery, diagnose, wood burning based on the what it says your doing.

2.  Souls currently have 0 uses... they count as plants and can be sold at the caravanserai shops.

3.  suggestion turn on the additional leather and standard leather mods.  makes the stacks larger per creature based on size, and gives one standardized name so you don't end up with 300 different leathers.  I never had a need for ranching to gain leathers, I kill enough to get all I need.  but If I was going to pick one.... I'd say find something that matures fast, and has large batches of children... random choices... smaller animals reproduce and mature faster, birds have larger clutches.... turtles suck in my opinion.  I'd choose a small bird, like chicken.  To get eggs to mature, make sure no food stock is set to collect eggs, and that you have at least 2 males.... I always find that if you have 1 male they suck... in a year you will have 100 chicks in a box, in 2 years 100 mature chickens and 1000 chicks.  I suggest caging chicks until they mature so they don't affect your fps...

4. Interesting.... lets see what the raws say:
Spoiler (click to show/hide)

So to be Great Clanfather/mother you basically have to have a successful fort in a civilization without a monarch.
Warlords and High Warlords are military leaders of a monarch, assigned by a monarch... not sure how you get to these otherwise.
jarls, hersirs, and thains are level 3 2 1 area lords - if you end up with a great clanfather you are stuck, as I've never seen one give that title to someone on his own site.

[LAND_HOLDER_TRIGGER:1:20:10000:100000] - thain - pop 20; wealth exported 10k; wealth created 100k
[LAND_HOLDER_TRIGGER:2:40:20000:200000] - hersirs - pop 40; wealth exported 20k; wealth created 200k
[LAND_HOLDER_TRIGGER:3:60:30000:300000] - jarls - pop 60; wealth exported 30k; wealth created 300k   

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: baldamundo on January 09, 2017, 08:26:30 pm
1.  They are listed in the reactions in the raw file.... the ones you mentioned:
Drydocks - siegecraft
Caravanserai - negotiation - good idea to restrict to your clanspeaker, the trader. Within a year he will be max in it if your using it regularly for selling large rock gems, etc.  (shadowbroker, freelancer, arms, farms, etc even the overseer shop is all negotiation...)  High negotiation will earn you closer deals, so your trade caravans will walk away with less and less profit.
Outposts - human/elf/dwarf - forge weapon or bowyer skill based on what the item is.  Orc outpost is based on sword, spear, or blowgun skill based on the combined weapon created.
Kobold thief - siegecraft all of them.
bloodbowl Pitch - Pass ball - Throw; Kick ball - Stance_strike; Practice coordination - coordination; Tackle the ball carrier - melee combat; Dodge as a ball carrier - Dodging.
Sparring Pit - Shield, Armor, Wrestling, Sword, Spear, Axe, Mace, Hammer as it states.
Dismembering Theatre - Dress wounds, Suture, Set bone, Surgery, diagnose, wood burning based on the what it says your doing.
Cheers!
I notice though that some of those are skills and not labours as I understand it. I realise that combat skills affect e.g. the quality levels of the weapon kits produced at the outpost, but is there any toggleable labour that will determine which orc will actually go and perform the reaction?

Quote
3.  suggestion turn on the additional leather and standard leather mods.  makes the stacks larger per creature based on size, and gives one standardized name so you don't end up with 300 different leathers.  I never had a need for ranching to gain leathers, I kill enough to get all I need.  but If I was going to pick one.... I'd say find something that matures fast, and has large batches of children... random choices... smaller animals reproduce and mature faster, birds have larger clutches.... turtles suck in my opinion.  I'd choose a small bird, like chicken.  To get eggs to mature, make sure no food stock is set to collect eggs, and that you have at least 2 males.... I always find that if you have 1 male they suck... in a year you will have 100 chicks in a box, in 2 years 100 mature chickens and 1000 chicks.  I suggest caging chicks until they mature so they don't affect your fps...
Honestly amazed that gets you enough leather. Murdering everything I encounter doesn't get me close to enough bones or leather (the fact I think butchering sentients is still bugged admittedly doesn't help) and I embarked on a savage biome even (I think). Even buying up every animal the caravans bring for immediate slaughter doesn't get me quite as much as I'd like. Doesn't help that the Tigermen haven't visited in some time now...Guess I'll have to try poultry, although I'm not sure how many my civ has access to. Hopefully the Tigermen will come back with something handy!


Quote

4. Interesting.... lets see what the raws say:
Spoiler (click to show/hide)

So to be Great Clanfather/mother you basically have to have a successful fort in a civilization without a monarch.
Warlords and High Warlords are military leaders of a monarch, assigned by a monarch... not sure how you get to these otherwise.
jarls, hersirs, and thains are level 3 2 1 area lords - if you end up with a great clanfather you are stuck, as I've never seen one give that title to someone on his own site.

[LAND_HOLDER_TRIGGER:1:20:10000:100000] - thain - pop 20; wealth exported 10k; wealth created 100k
[LAND_HOLDER_TRIGGER:2:40:20000:200000] - hersirs - pop 40; wealth exported 20k; wealth created 200k
[LAND_HOLDER_TRIGGER:3:60:30000:300000] - jarls - pop 60; wealth exported 30k; wealth created 300k

Huh. Pretty sure I've had enough to meet that for a looong time now. Must be something's bugged, I guess.

And thanks for all the answers!  :)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 10, 2017, 07:13:26 am
1.  They are listed in the reactions in the raw file.... the ones you mentioned:
Drydocks - siegecraft
Caravanserai - negotiation - good idea to restrict to your clanspeaker, the trader. Within a year he will be max in it if your using it regularly for selling large rock gems, etc.  (shadowbroker, freelancer, arms, farms, etc even the overseer shop is all negotiation...)  High negotiation will earn you closer deals, so your trade caravans will walk away with less and less profit.
Outposts - human/elf/dwarf - forge weapon or bowyer skill based on what the item is.  Orc outpost is based on sword, spear, or blowgun skill based on the combined weapon created.
Kobold thief - siegecraft all of them.
bloodbowl Pitch - Pass ball - Throw; Kick ball - Stance_strike; Practice coordination - coordination; Tackle the ball carrier - melee combat; Dodge as a ball carrier - Dodging.
Sparring Pit - Shield, Armor, Wrestling, Sword, Spear, Axe, Mace, Hammer as it states.
Dismembering Theatre - Dress wounds, Suture, Set bone, Surgery, diagnose, wood burning based on the what it says your doing.
Cheers!
I notice though that some of those are skills and not labours as I understand it. I realise that combat skills affect e.g. the quality levels of the weapon kits produced at the outpost, but is there any toggleable labour that will determine which orc will actually go and perform the reaction?
you will have to manually select people at the workshop or restrict the workshop with a burrow.  If you change the profile to only allow certain levels of skill then only an orc who has obtained that level will be able to perform the action at the shop.  Since I use autolabor a lot, this last method is my preferred restriction.  I just up the skill required (starts out as dabbling, which is basically everyone) a couple of levels every month or so and that way the characters autolabor has set to the labor(or the ones who are actively using the skill in some of these cases) will end up being the only ones using the shop, without having to set each individual orc in the profile manager.

Quote
Quote
3.  suggestion turn on the additional leather and standard leather mods.  makes the stacks larger per creature based on size, and gives one standardized name so you don't end up with 300 different leathers.  I never had a need for ranching to gain leathers, I kill enough to get all I need.  but If I was going to pick one.... I'd say find something that matures fast, and has large batches of children... random choices... smaller animals reproduce and mature faster, birds have larger clutches.... turtles suck in my opinion.  I'd choose a small bird, like chicken.  To get eggs to mature, make sure no food stock is set to collect eggs, and that you have at least 2 males.... I always find that if you have 1 male they suck... in a year you will have 100 chicks in a box, in 2 years 100 mature chickens and 1000 chicks.  I suggest caging chicks until they mature so they don't affect your fps...
Honestly amazed that gets you enough leather. Murdering everything I encounter doesn't get me close to enough bones or leather (the fact I think butchering sentients is still bugged admittedly doesn't help) and I embarked on a savage biome even (I think). Even buying up every animal the caravans bring for immediate slaughter doesn't get me quite as much as I'd like. Doesn't help that the Tigermen haven't visited in some time now...Guess I'll have to try poultry, although I'm not sure how many my civ has access to. Hopefully the Tigermen will come back with something handy!
well I also trap 10x more then I kill.  I like cage trap walls.  A favorite of mine looks something like this:
Code: [Select]
WWWWWWWWWWWC........W
W........CCC........W
W........CWWWWWWWWWWW

W= walls
C= Cage Trap
I'll have about 6 of these each side on flat 3x3. Material cost is rather low, upkeep is fast.  I often just ramp over the wall for caravan entrances at 2 to 4 points.  I generally put patrol routes and better defense walls/positions about 1/4th in from that.  Trapping brings leathers much faster, I can usually actually reach a point where trapping wipes out surface pops in a 5 years.  Plus the traps assist in invasions, catch titans, giants, etc from time to time.

great thing about caged critters, I'll train them, then pasture them, shear them, milk them, then butcher them.  Find any useful pets, breed them keep the kids(they don't loose training) eat the parents.  Pit all the stuff you can't train, I prefer an archery training facility, good luck on the design.

The worst problem I have is that I'll get a string of birds....  birds are hard to catch and waste a lot of time high on the map.  I build archer roosts usually when I have birds in enabled.  5x5 towers with fortifications on every 3rd floor, all the way to max.  1 is usually enough on a 3x3 embark, but if I have a lot of birds showing up, then 2 or 3.  generally top floor is accessable from exterior and have cage traps... birds will just land and roost up there... otherwise archer squad training... set them to kill it and they will climb up and down the towers trying to get a shot at it.
Quote
Quote

4. Interesting.... lets see what the raws say:
Spoiler (click to show/hide)

So to be Great Clanfather/mother you basically have to have a successful fort in a civilization without a monarch.
Warlords and High Warlords are military leaders of a monarch, assigned by a monarch... not sure how you get to these otherwise.
jarls, hersirs, and thains are level 3 2 1 area lords - if you end up with a great clanfather you are stuck, as I've never seen one give that title to someone on his own site.

[LAND_HOLDER_TRIGGER:1:20:10000:100000] - thain - pop 20; wealth exported 10k; wealth created 100k
[LAND_HOLDER_TRIGGER:2:40:20000:200000] - hersirs - pop 40; wealth exported 20k; wealth created 200k
[LAND_HOLDER_TRIGGER:3:60:30000:300000] - jarls - pop 60; wealth exported 30k; wealth created 300k

Huh. Pretty sure I've had enough to meet that for a looong time now. Must be something's bugged, I guess.

And thanks for all the answers!  :)

never noticed much... I generally end up with great clanfathers... It seems every orc civ I get is so hated by everyone, that they are nearly dead by the time I start a fort.  I'm such an anarchist anyway.... I've built noble rooms with masterwork spear traps, with the doors and spear traps attached to pressure plates in the dining hall.... I've used nobles as infantry wearing leather thongs as armor....
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: megahelmet on January 10, 2017, 12:08:29 pm
I have a couple questions since things have changed from Orc Fortress on 34.

1. Do Orcs still have compound bows and bolas? The orc fletcher only makes arrows.

2. Do sigil blades still need ammo?

3. Do you need mojos to cast spells? I can't seem to find any mojos.

4. Anyway to force an invasion? I'm on year four and bored. Every year, the liason brings news of elven armies chasing orcs out of places. So they are still out there...somewhere.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on January 10, 2017, 02:43:21 pm
1. I think compound bows were taken out for being too OP. I prefer Tomahawks anyway, as they give my rangers a nasty melee attack.

2-3. Not sure. Havn't tried to mess with these things in new MDF.

4. I have the same issue. I hear the best bet is to embark right next to a hostile settlement, but eventually they should find you. I've just started getting Blendec theives at my fort, so hopefully I'll get some excitement soon.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: megahelmet on January 10, 2017, 04:06:28 pm
1. I think compound bows were taken out for being too OP. I prefer Tomahawks anyway, as they give my rangers a nasty melee attack.

2-3. Not sure. Havn't tried to mess with these things in new MDF.

4. I have the same issue. I hear the best bet is to embark right next to a hostile settlement, but eventually they should find you. I've just started getting Blendec theives at my fort, so hopefully I'll get some excitement soon.

OOoo. Blendec's? So that means the fortress defense mods are working? I might have to start a new game with ALL of them enabled. I have dwarves, elves (at war with), humans, and succubi near me in the current fort. Only seen a single naga-were-pig so far. About to mine adamantium and do the infinite melt trick to try boost my fort wealth up to a billion or so. See if that helps.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 11, 2017, 11:09:42 am
Wealth doesn't seem to do much but attract dragons, megabeasts, giants, and titans.   Its the rumor system that initiates army marches from civilizations that find out about your location.  I've noticed that I get the most invasions if I embark 1 region from an enemy city, embark on a road between enemy cities, or I open up annoying features such as temples and inns to outside visitors(who when you run slavers or savages, encourage friendly races that are building destroyers to visit your location... I've had to kill a few because they thought knocking over my tables was fun).  I think the system passes information around from the visitors and it eventually reaches groups that don't want you there.  Otherwise you can't force invasions. 

Mojos are not implemented...  A lot of work needed.

sigilblades have ranged skill:
[RANGED:MAGIC_NATURE:SPELLWRAITH]

which requires this Ammo:
[ITEM_AMMO:ITEM_AMMO_SPELL_SHARD]
   [NAME:bladeshard:bladeshards]
   [CLASS:SPELLWRAITH]
   [SIZE:50]
   [ATTACK:EDGE:1:2500:strike:strikes:NO_SUB:1800]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

Magestaves have the range skill:
[RANGED:MAGIC_NATURE:SPELLDRUID]

which requires this Ammo:
[ITEM_AMMO:ITEM_AMMO_SPELL_BOLT]
   [NAME:magic missile:magic missiles]
   [CLASS:SPELLDRUID]
   [SIZE:50]
   [ATTACK:EDGE:1:2500:strike:strikes:NO_SUB:1800]   

Sigilblades and bladeshards drop from succubus raids, magestaves drop from Elf raids and world tree raids.

Two reactions in the Tribal Gear shop produce magestaves and sigilblades (which are called Tribal dreamwalker staff and oracle krisknife in the menu)
[REACTION:TRIBAL_DREAMSTAFF_ORC]
[NAME:Handcrafted bone dreamwalkers staff]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_SHIFT_S]
   [REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
   [REAGENT:h:300:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:b:3:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:totem:1:TOTEM:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_DRUID_WHIP:INORGANIC:BONEMOLD]
   [SKILL:BONECARVE][FUEL]

[REACTION:TRIBAL_CRISKNIFE_ORC]
[NAME:Handcrafted bone oracle krisknife]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_SHIFT_C]
   [REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
   [REAGENT:h:300:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
   [REAGENT:gem:1:SMALLGEM:NONE:INORGANIC:NONE]   
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_ORACLE_KRIS:INORGANIC:BONEMOLD]
   [SKILL:BONECARVE][FUEL]

I could not confirm any source for magic missles ( ITEM_AMMO_SPELL_BOLT only appears once in the entire raws to describe the item used for magestaves range skill)...  No way to make Bladeshards either in any of the raws except the random chance from succubus raiding.

The orc raws need a lot of cleaning up.  there are several allowed reactions in the entity file that aren't present in the reaction file,  the reaction file has reactions not allowed in the entity, there is gear described in the items file that no reaction can produce, nor are they used anywhere else in the raws.  All of this causes portions of the orc setup to be beyond use.

there are composite bows, but they were moved to the elf outpost forge.  no compound bows,etc.  But if one is raiding the elf lands to gain the elfs to build outposts they can gain silver composites and mithril greatbows...  Once the Ancient Foundry is unlocked the orichalcum greatbow that can be produced there outshines all the ranged weapons available to be made by the orcs, including the bows available from the elf outpost.  The elf outposts primary job at that point is to enchant mithril arrows, if you really need the extra oomph for you buck.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: megahelmet on January 11, 2017, 04:15:13 pm
> I open up annoying features such as temples and inns to outside visitors

Wait. How do I open it up to outside visitors? I built a tavern hoping people would show up, but only my orcs go there.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 12, 2017, 02:11:12 pm
> I open up annoying features such as temples and inns to outside visitors

Wait. How do I open it up to outside visitors? I built a tavern hoping people would show up, but only my orcs go there.

Short answer taverns will attract mostly just your own alignment, if your the only slaver alignment on the map, you wont get many outside visitors. 
Option 1:  Improve your tavern to the point that it brings in performance troupes, they can be of other alignments, even from civs at war, and will attract visitors of
other alignments from civs not at war with you.
Option 2:  Temples(annoying) and Libraries(Super Aggressively Annoying) are better options, as non slaver alignments will show up (just not civs that are at war with you).
Either way improve the qualities of and storage in the location until it reaches levels above and beyond that of an Emperor's Great Clanfather's entire room set and you will end up with lots of visitors, as long as you have invaders on.

Detailed answer:
Spoiler (click to show/hide)
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on January 13, 2017, 02:37:24 pm
So I just had a thought.

How viable would an early game blacksmoke/titanium industry be for Orcs, either as military gear, or as an initial supply of high value trade goods? Both the 'Ore' and the rocks you make acid from are normal priced low value stones, so my thought is it might be possible to start with a good amount and get cracking with decent metal very early. I tried to start a fort to test this out last night, but my wagon ended up parked next to a pack of hippos and things ended in fun real quick.

I'll likely give it another go sometime this weekend, but I figured I might as well check for input first.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 13, 2017, 03:25:48 pm
mmmmmm hippos..... now I remember why I have water creatures disabled....  those are the elephants of the river there....
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 25, 2017, 08:22:53 pm
interesting conundrum.... I was moving through the orc reactions making a few interesting changes to modify the play so as to remove extranous steps (such as adding seeds to the reactions to make colored clay bricks because the original eats the plant and seed together.... requiring you to create tons of extra dimple dye to keep seed counts up for production.)  I was moving around the files and playing a world when I noticed there are 2 reactions for grinding stones in to sand at the millstone.

Code: [Select]

[REACTION:STONE_GRIND]
[NAME:Grind boulder into sand]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:MILLING]

[REACTION:STONE_GRIND_ORC]
[NAME:Grind rocks into sand]
[BUILDING:QUARRY_GHETTO_ORC:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:2:BOULDER:INORGANIC:WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]

Both are accessible to Orcs, neither of them is properly set up to allow for detail setting... so you can't tell it what kind of rocks to use for grinding without elaborate stockpile settings...(I hate elaborate stockpile settings).  so my next thing to mess with is how to do that (I'm betting its similar to the wording on blocks to make it provide detail settings on them).

But the main issue is that we have 2 of them... I think we need to get rid of 1.  Either remove the orc reaction or remove the dwarf reaction from the orcs...  the dwarf version is 1 for 1 exchange compared to a 2 for 1 exchange in the orc version....and in one test this works great:

Code: [Select]

[REACTION:STONE_GRIND_ORC]
[NAME:Grind rocks into sand]
[BUILDING:QUARRY_GHETTO_ORC:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]


works like it should, runs only worthless marked stones and you can decide to only burn up certain stones by selecting detail and it works with workflow correctly!
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on January 25, 2017, 09:25:23 pm
additional modification that adds in archaeologist shop... until we have an orc Archaeologist... put it at the end of
ENTITY_SLAVER_ORC.TXT

Code: [Select]

###################################################################
##################      ARCHEOLOGIST
###################################################################
Added by Amostubal because otherwise there's no reason for all the treasure chests and relics from the raids.

YESARCHEOLOGIST[PERMITTED_BUILDING:ARCHEOLOGIST]
YESARCHEOLOGIST[PERMITTED_REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_FOSSIL]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_RELICT]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_TREASURE]
YESARCHEOLOGIST[PERMITTED_REACTION:FINISH_RESTORING]


and make this change to REACTION_DWARF_CIV.TXT:

Code: [Select]
YESARCHEOLOGIST[REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[NAME:Excavate stones(5)]
YESARCHEOLOGIST[BUILDING:ARCHEOLOGIST:CUSTOM_A]
YESARCHEOLOGIST[BUILDING:GUILD_MASON_W:CUSTOM_A]
YESARCHEOLOGIST[REAGENT:A:5:BOULDER:NONE:INORGANIC:NONE]YESARCHEOLOGIST[WORTHLESS_STONE_ONLY]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:10:1:CRAFTS:NONE:INORGANIC:CERAMIC_EARTHENWARE]
YESARCHEOLOGIST[PRODUCT:25:1:CRAFTS:NONE:INORGANIC:CERAMIC_STONEWARE]
YESARCHEOLOGIST[PRODUCT:5:1:ROUGH:NONE:INORGANIC:FOSSIL]
YESARCHEOLOGIST[PRODUCT:2:1:ROUGH:NONE:INORGANIC:RELICT]
YESARCHEOLOGIST[PRODUCT:3:1:ROUGH:NONE:INORGANIC:TREASURE]
YESARCHEOLOGIST[SKILL:CUTGEM]

one word (BOULDER:NONE:NONE:NONE to BOULDER:NONE:INORGANIC:NONE) and the archaeologist can be set to only accept what you set in details so you can individually select the material for excavating.  So later when your running basically all dwarf cells for ore you can burn up the dolomite as fast as you can...  No more Stockpiles!

On another note I've sent a few messages to our friend smakemupagus... and I've received no reply... I'm considering consolidating all my bug fixes for Orcs into a zip and releasing it.  Considering actually making some serious modifications into it.... I think this went off the tracks when magic was considered for orcs.  I'm not sure how it could be implemented.  But the following changes I could see useful:

1.  the above fixes and others I've posted in this forum.
2.  addition of a way to craft your own bladesigils and magic missiles for the weapons orcs have access to that use these.
3.  an actual orc archaeologist of their own design(I'd start with just a copy of the dwarf archaeologist building, and make the reactions custom to orcs).
4.  redesign of the orc metal industry to fix its various issues:
4a.  process to gain mithril bars (currentlly you grind raw mithril into dust, then into damascas armors, then melt the armor down for mithril is the current process).  I'm thinking a process to take mithril dust (also other metal dusts orcs have access to) and casting it into bars at say the molten pit, damascas forge, or orc factory.
4b.  fix the orc smelting issues (most do not produce equal results to the smelter).
5.  Do something with all the junk that raids produce.
5a.  Possibly a separate building for unpacking raids, that has melt down options (equal amount of metal, but instead of a ton of goods, that you have to melt, it just drops all the goods and provides their metal bar equivalent... with a cost of say 5 coke with it).
5b.  Remove the mine raid or make it more valuable(say have possible stacks of axes and picks).
5c.  maybe a separate building for making raid boats and raid kits.... so they don't clog up the lists for raids.
5d.  use for all the souls received from succubus raids.... I'm thinking a succubus slave cell with reactions for turning the souls into goods or even burning them for skill boosts (as the libraries in the dwarf civ accomplish).
5e.  New raids... there are several designed not currently available.
6.  Fix the ancient foundry reactions (many of the reactions do not produce better goods then what can be produced at a forge... I hate that... some were originally designed to produce stronger armors that were 'dumbed' down to normal forge goods without reducing the higher reaction costs).
7. New acid reactions for the black furnace, currently the stones used in it are so rare that are a 3x3 embark location usually can only produce a handful of goods, a real waste of a awesome idea.
8.  Fixing all the shortcuts that are linked to the different things...
9.  Looking into basic magic, although I think that maybe just fixing the ammos for sigilblades and gnarled staffs would be helpful.

just some ideas I've been kicking around.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on February 15, 2017, 06:06:23 pm
additional modification that adds in archaeologist shop... until we have an orc Archaeologist... put it at the end of
ENTITY_SLAVER_ORC.TXT

Code: [Select]

###################################################################
##################      ARCHEOLOGIST
###################################################################
Added by Amostubal because otherwise there's no reason for all the treasure chests and relics from the raids.

YESARCHEOLOGIST[PERMITTED_BUILDING:ARCHEOLOGIST]
YESARCHEOLOGIST[PERMITTED_REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_FOSSIL]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_RELICT]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_TREASURE]
YESARCHEOLOGIST[PERMITTED_REACTION:FINISH_RESTORING]


and make this change to REACTION_DWARF_CIV.TXT:

Code: [Select]
YESARCHEOLOGIST[REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[NAME:Excavate stones(5)]
YESARCHEOLOGIST[BUILDING:ARCHEOLOGIST:CUSTOM_A]
YESARCHEOLOGIST[BUILDING:GUILD_MASON_W:CUSTOM_A]
YESARCHEOLOGIST[REAGENT:A:5:BOULDER:NONE:INORGANIC:NONE]YESARCHEOLOGIST[WORTHLESS_STONE_ONLY]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:10:1:CRAFTS:NONE:INORGANIC:CERAMIC_EARTHENWARE]
YESARCHEOLOGIST[PRODUCT:25:1:CRAFTS:NONE:INORGANIC:CERAMIC_STONEWARE]
YESARCHEOLOGIST[PRODUCT:5:1:ROUGH:NONE:INORGANIC:FOSSIL]
YESARCHEOLOGIST[PRODUCT:2:1:ROUGH:NONE:INORGANIC:RELICT]
YESARCHEOLOGIST[PRODUCT:3:1:ROUGH:NONE:INORGANIC:TREASURE]
YESARCHEOLOGIST[SKILL:CUTGEM]

one word (BOULDER:NONE:NONE:NONE to BOULDER:NONE:INORGANIC:NONE) and the archaeologist can be set to only accept what you set in details so you can individually select the material for excavating.  So later when your running basically all dwarf cells for ore you can burn up the dolomite as fast as you can...  No more Stockpiles!

On another note I've sent a few messages to our friend smakemupagus... and I've received no reply... I'm considering consolidating all my bug fixes for Orcs into a zip and releasing it.  Considering actually making some serious modifications into it.... I think this went off the tracks when magic was considered for orcs.  I'm not sure how it could be implemented.  But the following changes I could see useful:

1.  the above fixes and others I've posted in this forum.
2.  addition of a way to craft your own bladesigils and magic missiles for the weapons orcs have access to that use these.
3.  an actual orc archaeologist of their own design(I'd start with just a copy of the dwarf archaeologist building, and make the reactions custom to orcs).
4.  redesign of the orc metal industry to fix its various issues:
4a.  process to gain mithril bars (currentlly you grind raw mithril into dust, then into damascas armors, then melt the armor down for mithril is the current process).  I'm thinking a process to take mithril dust (also other metal dusts orcs have access to) and casting it into bars at say the molten pit, damascas forge, or orc factory.
4b.  fix the orc smelting issues (most do not produce equal results to the smelter).
5.  Do something with all the junk that raids produce.
5a.  Possibly a separate building for unpacking raids, that has melt down options (equal amount of metal, but instead of a ton of goods, that you have to melt, it just drops all the goods and provides their metal bar equivalent... with a cost of say 5 coke with it).
5b.  Remove the mine raid or make it more valuable(say have possible stacks of axes and picks).
5c.  maybe a separate building for making raid boats and raid kits.... so they don't clog up the lists for raids.
5d.  use for all the souls received from succubus raids.... I'm thinking a succubus slave cell with reactions for turning the souls into goods or even burning them for skill boosts (as the libraries in the dwarf civ accomplish).
5e.  New raids... there are several designed not currently available.
6.  Fix the ancient foundry reactions (many of the reactions do not produce better goods then what can be produced at a forge... I hate that... some were originally designed to produce stronger armors that were 'dumbed' down to normal forge goods without reducing the higher reaction costs).
7. New acid reactions for the black furnace, currently the stones used in it are so rare that are a 3x3 embark location usually can only produce a handful of goods, a real waste of a awesome idea.
8.  Fixing all the shortcuts that are linked to the different things...
9.  Looking into basic magic, although I think that maybe just fixing the ammos for sigilblades and gnarled staffs would be helpful.

just some ideas I've been kicking around.

Been a while since I've put much thought into MDF. Here are some thoughts on some of your ideas, by number:

2: A good place to start would be the Shadowbroker, which I think is somewhat barren compared to some of the other merchant stalls. Seems like the kinda place one might go to buy magic ammo.

4b: Are we talking about the Molten Pit? As much as I love those reactions, it might make more sense to perhaps add the option to bulk purchase some low grade metal/ore from the merchant stalls, and remove the molten pit melting stuff. That way you can recieve much of the same effect of turning any metal into copper/iron by selling junk gear to the Arms Bazzar.

5a: I think raiding is OP enough without being able to instantly turn everything into bars.
5c: Those seem like small things that don't need a whole new building. Perhaps add boat building to the Siege Workshop directly? As for weapon kits, I wouldn't mind being able to assemble them at the freelancer's guild, or even purchase them directly from the Arms Dealer.
5d: I think Succubus raids should be either removed or reworked entirely for several reasons. You cannot make Bonemold/Bloodsteel in Succubus mode, so it is strange you can raid them for it. Succubi are also the only slaver race (ally of the Orcs) that you can directly raid - the worst you can do to goblins is round up workers, and that double standard seems kind of funny to me.

6: I'd be fine with just ditching the gear making reactions, or slightly changing them and moving them to the Damascus Forge, and keeping the Ancient Foundry as a dependable source of rare metal bars. Perhaps tackle issue 4a and put some form of Mithril Making at the foundry as well.

7: It would be cool to spread out the blacksmoke industry a bit and put acid making reactions in other workshops. I suggest allowing allowing the Kobold Poisoner (who rarely gets any use anyway) several reactions to make acid from Bonemeal and various toxic substances (both plants and imported venom barrels). You might also consider having raids against humans and dwarves occasionally drop Acid.

9: If you do end up making something drasticly different from the old Dreamwalker based system, I'd consider merging Dreamwalkers and Artisians into a single catch-all intellectual caste, as without the old magic system all Dreamwalkers are really good for is manning the hospital, and you only need so many doctors per fort.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on February 15, 2017, 08:17:55 pm
Yeah  weirdsound, I worked on some of what I was talking about, not much any suggestions is nice so I'll go through your points and then say what I did do.

2.  Interesting, I haven't even touched on that point in my jitters through the raws.  I'll consider it.
4b. Yeah those reactions.   Other than the pig iron and steel (which is the only way to make these without making cauldron for a Metallurgist, which doesn't feel orcish to me.  The rest of the smelting is just off...  what I figure is that when rusty iron was removed and replaced with bloodsteel, that's when this shop lost track and those weird smelting jobs appeared.  I use the molten pit primarily for steel and wood to coal reactions.  Even then I just feel like it was a lost shop.

5a.  Well I never wrote the melt it into bars reaction... what I did do was created a customs office, place it where you want goods to be unpacked at, 5x5 shop.  It matches all the hot keys for the raids so that it's easier to remember hotkeys. oh and it looks like it was cut from the same page as the raiddock... moving the unpacks take away 1/3rd of the jobs filling the menu for the raiddocks and make it easier to place in near say smelters or up near the foodstocks or wherever.
5c.  Yeah I tossed that idea almost immediately.  Opting for the above mentioned customs shop. 

5d.  Yeah I play succubus a lot, and talk to Boltgun often... I hated that one succubus raid... I switched it to silver mithril gold items, used the armors from the succubus class, added in some glass and brimstone to assist with black smoke and ashland glass shops.... then I made a pillage and an assault, with more interesting items and resources for those 2 shops.   Anyone wanting get to go through ashland glass and black smoke reactions will love succubus raiding.  Kept the souls though... maybe because I also made a succubus captive cage and I hadn't decided what to do with her work cell yet.  maybe a trade in for the souls... maybe a soul for a skill up... or maybe a part of orc magic.
Also I didn't consider that odd about goblins... maybe because their are dark pits and other kinds of raid stuff for them and other races defined in the reactions not in use.

6.  I was considering tackling the ancient foundry next... you know the concept of a foundry is to mass produce items that are useful, especially for an army... but I do like the idea of it moving the casting of mithril bars and other stuff from dust.  I can come up with a useful list.  I think though that your right we need to get rid of the individual armor/weapons from their all together.  Possibly moving the valuable items somewhere else if people really want them... or I was thinking of a sub menu that provides batches of gear like the orc foundry does just only of the higher metal quality items. say 5 deep bronze mail greaves for 4/5ths of the actual cost of the item.  Maybe 2 subgroups, 1 for deepbronze gear and 1 for orichalcum gear.  anyways.... kick that around.

7.  Interesting idea to use the poisoner... I build them all the time but rarely touch them.  their reactions just aren't that useful with the low raid counts.

9. Agreed.  On the Dreamwalker issue.  My only real issue with magic, is that there aren't any good examples floating around on how it is accompliahed.  It took me forever to understand how the fire imps were tossing fireballs.  It seems that most magic systems rely on a lot of scripting in dfhack for the razzle dazzle. and personally that's something I haven't delved into enough to jump into or its just copying "high end" creature attacks.

So now then what did I do?  Well I made an orc archaeologist, reworked the rewards from treasures/fossils/relics so that really valuable rewards drop less often then not so valuable goods.

Reworked raiding...
1. Reduced cost and rewards for mines and put it at the level of a farm raid.
2. Created a logging camp raid and fishing fleet raid to round out base resources, provides a source of shell and pearl.  Same price and value as a farm raid and mine raid.
3.  Evened and balanced the Dwarf elven human succubus raids along with what is above I gave armor specific sets to each including leggings and gloves, corsets and thongs... PANTY RAIDS!  evened out the item drops to about 16 average a raid.  Humans and dwarfs have metals steel bronze iron, succubus drop glass and acid mats, elves drop wood and raw mithril gold silver...
4. Pillages, Reworked abbey as a more human type raid, created a new dwarf pillage, new succubus dark temple raid, new elven sanctuary raid.  Slightly better goods then above, dwarf raids drops anvils and pipes, human raid still has the splints and bandages lol, elven raid is more about instruments and statues, succubus has metal beds and glass items.
5. 4 solid assaults.   No more dwarf assault gives you all you need.  Better gear drops then the earlier ones. Assaults drop about 24 items average.  Dwarf and human assaults gives iron steel and bronze and deep bronze bars and gear.  Elves and succubus drops gold silver and mithril gear and stones.  They all have a chance for relics/treasures/fossils.
6. Treasure fleet only slightly modified, got rid of all the oddity gear.
7. Each pillage can only drop fragments of a blueprint, 4 fragments for a full blueprint.  Assaults actually drop full blueprints.  Created a blueprint for each race... haven't gotten much farther than that... don't know what I'm going to do with the new blueprints, may even change their names... human - alchemist chamber, was going to give them a transmutation center.  Succubus - dark temple - sort of a black magic type location, possibly a trading place for all those lost souls.  Elves - sanctuary really didn't get farther than the name on that one.... just like the idea of an elven sanctuary....

After all that I've been bugging with Fedor and few others, been resting and building a huge orc obsidian cast for the last 2 days... really not done much more than that.... that I can think of... been staring at that clay issue that was brought up in the main forums... staring at my language mod some... really it's the end of winter blues here, and I just don't want to talk tons of lists...

Apologies I'm on my phone at the moment... there may be some edits of this for typos when I get home. - edited it, wow I hate my phone typos.

Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on February 15, 2017, 10:11:28 pm
Post so you know I edited my last post and the following:

And here's another thing, I was kicking around with Fedor the other day... Do we really need 5 coins(copper, silver, gold, platinum, and bonemold)?  Do we really need them in stacks of 500? the lowest cost items are still sold and bought at what is either equivalent to [500] silver in copper, or the removal of copper would increase the item count from 4 to 10 for potash and wicker blocks to buy them at [500] silver?  whose buying wicker blocks?  Also if everything is a multiple of 500 anyway, why not have a single unit called a bag of coins.  I played with the concept and its easy to create a bag of <INSERT METAL> coins item.  so there isn't stacks of 500 items everywhere(that somehow get split all the time) just 1 item. so here's what I was thinking...
1. toss coppers make silver the smallest coin in orc currency.
2. toss coin stacks and go with the singular item concept.
3. toss platinum, too maybe so that wee don't have so many reactions for coinage.
4. set the value of bags to single bars so you don't go to the trade depot buy 5 bars of gold for 1 bar worth of coins... really the traders suck at negotiations.
5. Make a set of coin exchanges at all the trade shops so you can use any of them to switch silver to gold to bonemold and visa versa.

And how many people actually use the whole bonemold/bloodsteel system?  by the time I get it going I already have raiding going and regular steel from raiding is better all around... I mean it does give you a reason to make it because of all the work at the dismemberment theater to make a couple of grade Z doctors... but after I have the bars, I just either sell it to the traders or make weapons and trade them for coins... or make all my furniture out of it... We discussed using iron in exchange for bonemold in coins, but I'm not totally sold on it.  but I wanted to pass it around the community before I added it to the stack. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on February 16, 2017, 02:16:26 am
I might have more to say later, but two comments on what you have said:

I agree that the word foundry seems to imply heavy military industry... I still don't like the gear making reactions though. Perhaps let it keep the rare metal making, but other than that have it serve as a version of the Orcish factory that works with better materials and produces better gear types. Perhaps it could even output large batches of some kind of high value block in place of bricks.

---

I personally like the Bonemold/Bloodsteel industry. Its great if you lack the micromanaging skill or wood supply to shoot straight for heavy raiding right out the gate like you advocate for. A few ideas to make the industry more useful though...

A: Bonemold/Bloodsteel daggers at the factory as an alternative to copper
B: More uses for Flux (Bonemeal). Perhaps it can be sold, or required by Ancient Foundry reactions. (Combine with a reduction in flux drop rate at the Dwarf Labor Cell)
C: Perhaps an Infernal Forge. Raid the plans from this building from the Succubi. The infernal forge could use various combinations of bonemetals and corpse byproducts (perhaps some souls as well) to produce the upgraded Succubi versions of Bronze and Steel (can't recall the names), magical ammo, and perhaps even animated constructs.
D: Perhaps add a lightweight, high value, and awesome colored decorative bonemetal. Perhaps Bonemeal + Ash + Tallow to make a white aluminum stand-in Glossbone. This way it is both easier to craft and haul the furniture made from the bones of your enemies.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on February 21, 2017, 11:39:13 am
I might have more to say later, but two comments on what you have said:

I agree that the word foundry seems to imply heavy military industry... I still don't like the gear making reactions though. Perhaps let it keep the rare metal making, but other than that have it serve as a version of the Orcish factory that works with better materials and produces better gear types. Perhaps it could even output large batches of some kind of high value block in place of bricks.
I was thinking... you put those reactions back down on par with what they would (and do) cost to make at a forge... and put them in batches of say 5/10 at a time... (set up your stockpiles so they don't drag away all the metal bars made at the shop and the time for moving items is virtually 1 tick/bar)... maybe even reduce the cost by 1 or 2 bars.... Was considering setting up an entire category system similar to say the forge:
Use {Metal} in molds
.Mold armors (a)
.Mold weapons (w)
.Mold other (o)
repeat for orichalcum, deepbronze, bloodsteel, etc.  set up the orc foundry to do the base metals and the ancient foundry for the upper metals. 

and yes keep the valuable metal making... was thinking of changing the bar ratio or adding something to it.  I want to make it accept mithril as dust, so as to remove the multiple step process of grinding, using, melting objects to get to mithril bars.  it will make the 2 more equal in production. maybe adding in another ingredient to the mix for deep bronze as the value of the bars to make deep bronze is less than half that of orichalcum, but the bar value of both is 40.  basically the value of the materials to make each is 100 for 120 in deep bronze, 200 for 120 in orichalcum.  Orichalcum is by far the harder to make,so maybe adding say 3 bloodsteel bars to the deep bronze reaction... to up the value put into deep bronze and to make them more equal in reaction/production restriction.

Maybe do both of those (i.e. the bloodsteel in deep bronze, and the mithril dust straight in orichalcum).  The mithril dust idea makes mithril items found be melted and then grinded(adding one step to them), but eliminates 2 steps from processing raw mithril for orichalcum.  the bloodsteel adds further versatility and end game use to bonemeal/bonemold/bloodsteel reactions...  then with what I add to your later suggestions...  the industry becomes involved in many stages.

I personally like the Bonemold/Bloodsteel industry. Its great if you lack the micromanaging skill or wood supply to shoot straight for heavy raiding right out the gate like you advocate for. A few ideas to make the industry more useful though...

A: Bonemold/Bloodsteel daggers at the factory as an alternative to copper
See I was considering the orc foundry needed a more robust list of reactions... one of the things I was thinking was that bonemold could be used as.... Bone Mold...
simply put you could fashion molds with it that are used at the orc foundry and the ancient foundry.  The molds would have 90% salvage rate, so you wouldn't need to keep making thousands of them, just 5 or so on hand.  each mold could be for a different item, daggers, axes, etc.  the mold plus x metal bars would return a 5 count of items and the mold 90% of the time.  This would make sense as foundries require molds that are potentially breakable.  again you would basically build a category menu as your production possibility would go up... could cross platform the molds from the orc foundry up to the ancient foundry and use them there with higher end goods... or not... discussion is fun.  but then yeah you could have bloodsteel daggers... It also would slow the easy access into mass weapons for raiding making raiding less overpowered.

B: More uses for Flux (Bonemeal). Perhaps it can be sold, or required by Ancient Foundry reactions. (Combine with a reduction in flux drop rate at the Dwarf Labor Cell)
Like the mold idea for bonemold, flux from bonemeal is interesting.... flux is a high phosphorus containing material... and bonemeal should contain plenty as why its a part of various fertilizer products...

C: Perhaps an Infernal Forge. Raid the plans from this building from the Succubi. The infernal forge could use various combinations of bonemetals and corpse byproducts (perhaps some souls as well) to produce the upgraded Succubi versions of Bronze and Steel (can't recall the names), magical ammo, and perhaps even animated constructs.
Stygium and Afelsteel...  They are in the raws... they can get them from traders occasionally(as anvils, bars, etc.), but there is no specific reactions of making them.  They are not currently in use in the succubus mod.  I'd hate to add anything more to the orcfort/succubus reactions until I know more about the future of the succubus mod from Boltgun.  I'll message him... but he's been moving them away from the whole corpses and body parts industry on the whole.  currently bonemeal/mold/bloodsteel is really only an orc thing.
the only other "specialty" inorganics in use in the succubus mod are slade(not really added in, just actually accessible easily), tempered glass, and layered glass.
I added slade furniture to one of the raids, slade is base value 1 so its not highly valuable, but it is REALLY cool for rarity.
so in the end I like thee idea of the infernal forge, but I don't think stygium and afelsteel is going to making a come back, in the succubus.  and I'm not sure the cross over value of these materials in comparison to deep bronze, orichalcum, bronze, steel.  If boltgun is going to remove them completely they could become a part of the bonmeal->bonemold->bloodsteel chain....
bonemeal->bonemold+copper+souls->stygium
bonmeal->bonemold->bloodsteel+stygium+souls->Afelsteel
Require the new Succubus Captive in the shop, make it a spiteful thing to force them to work with such vile metals since the current succubus have seemed to abandon working with corpses.

D: Perhaps add a lightweight, high value, and awesome colored decorative bonemetal. Perhaps Bonemeal + Ash + Tallow to make a white aluminum stand-in Glossbone. This way it is both easier to craft and haul the furniture made from the bones of your enemies.
That's an awesome idea all together.  What would be the color?

and to add one to this... I was thinking that maybe a low weight byproduct could be made that would be a "wood" replacement for ship building, for embark locations where wood is scarce/non existent.  this material could be such a thing.

-------------

back to the money thing.  It was suggested to me that maybe skullcups should be a replacement for orc money, either of platinum coins or bonemold coins.  basically 1 skullcup would equal say a 500 stack of bonemold coins.  Skullcup would be a special inorganic material added in so that cups made from it would be called skull cups, description this is a cup made from skull, lol. This would then replace the bonemold coins as pay to orc soldiers for raiding, and bonemold transactions.  they would also be usable as actual cups, being dragged around the taverns, etc.  We could even have gold/silver versions to replace those coins, and
the soldier version be iron skull or bonemold skull.  We set up reactions at say the craftorc for turning 1 bar+1 skull into the {inorganic bar skull} cup. No forging coins, and having quality would make sense. 

additionally... I was thinking that we could have civ raids bring back corpses/bones/skulls/etc too, say 1 to 4 but average at 1 (4 products of 1, all of them at 25% chance).  These corpses could then be used in the production line as its sometimes hard to hunt for enough animals in early to midgame for enough material for the industry.  I'm wondering what the product line would have to be for a corpse to drop.  a corpse would then be dragged to the butcher chopped into meat, bones, and a skull.  the skull goes to be made into a cup, the bones can be used in the dismemberment theater (or the corpse, another interesting realistic addition, your doctors actually practicing on a humanoid corpse!), the meat can be squeezed for blood, the entire raiding industry becomes entrenched in the bone industry.

-------

Kick those ideas around while I go start working on the foundry reactions.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on February 21, 2017, 06:53:27 pm
I'm on my chromebook, so I don't have the raws handy, but I'm 90% sure Bonemeal is already a flux. If not, disregard any ideas considering expanding flux use to buff the bonemetal industry.


back to the money thing.  It was suggested to me that maybe skullcups should be a replacement for orc money, either of platinum coins or bonemold coins.  basically 1 skullcup would equal say a 500 stack of bonemold coins.  Skullcup would be a special inorganic material added in so that cups made from it would be called skull cups, description this is a cup made from skull, lol. This would then replace the bonemold coins as pay to orc soldiers for raiding, and bonemold transactions.  they would also be usable as actual cups, being dragged around the taverns, etc.  We could even have gold/silver versions to replace those coins, and
the soldier version be iron skull or bonemold skull.  We set up reactions at say the craftorc for turning 1 bar+1 skull into the {inorganic bar skull} cup. No forging coins, and having quality would make sense. 

additionally... I was thinking that we could have civ raids bring back corpses/bones/skulls/etc too, say 1 to 4 but average at 1 (4 products of 1, all of them at 25% chance).  These corpses could then be used in the production line as its sometimes hard to hunt for enough animals in early to midgame for enough material for the industry.  I'm wondering what the product line would have to be for a corpse to drop.  a corpse would then be dragged to the butcher chopped into meat, bones, and a skull.  the skull goes to be made into a cup, the bones can be used in the dismemberment theater (or the corpse, another interesting realistic addition, your doctors actually practicing on a humanoid corpse!), the meat can be squeezed for blood, the entire raiding industry becomes entrenched in the bone industry.

If you want to do skulls = currency, why not just save the effort and use totems instead of making a new 'skull' material? We already know 1 Totem = 500 Bonemold Coins, you can sell em at the freelancers guild for that amount as is now.

As for the idea of raiding for corpses, why not just add 'Slaughter Captive' options to the Ghetto Overseer, so you can just turn any spare captives your raiders/kobold thief find into useable body parts.

D: Perhaps add a lightweight, high value, and awesome colored decorative bonemetal. Perhaps Bonemeal + Ash + Tallow to make a white aluminum stand-in Glossbone. This way it is both easier to craft and haul the furniture made from the bones of your enemies.
That's an awesome idea all together.  What would be the color?

and to add one to this... I was thinking that maybe a low weight byproduct could be made that would be a "wood" replacement for ship building, for embark locations where wood is scarce/non existent.  this material could be such a thing.


I suggested white, if you read the bit you quoted carefully. Another idea would be to give it bloodsteel's color, and make bloodsteel less visually interesting.

We must be on the same brainwave or something, because I was also considering boat parts made from light weight metals, including the decorative bone-metal. Metal boats would also give some purpose to making alluminum at the Blacksmoke furnace.

I am torn on how this could be implemented. I think the best solution, albeit one that could be a heavy nerf to raiding, would be a complete overhaul of the boat building system, and a slight change to raid mechanics.

There are now only two boat types: Galley and Sailboat.

Galleys Require a hull (made from a bunch of wood at the carpenters, or some lightweight metal at the factory), a siege part, and eight oars (made from almost any material at the metalsmith's forge or craftsorc shop).

Sailboats require a hull, a siege part, a single log (the mast), a rope/chain, and a unit of cloth.

Boats could inherit the material of their hull, perhaps allowing for metal boats as an additional requirement for some of the more advanced raids.

If any mechanical difference between metal and wood boats is implemented, I'd change out the 'Ship Laden with Loot' for 'Crate of Loot', especially if If any mechanical difference between metal and wood boats is implemented, and merely not consume the boat in the raid reaction if it survives. This system would also allow for situations where the raid fails but the boat is not destroyed, thus giving you more control over the odds and outcomes of a raid while trying to balance raiding. This would also free the boat up for another raid right away (no more waiting for unpacking), and the crate of loot could be opened at that customs house of yours.

If this system is implimented, the additional steps to boat building would serve as a further nerf to those who go straight for heavy raiding right out of the gate. If the nerf proves too much, simpily increase ship survivibility or raid loot drop chances to compensate.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on February 22, 2017, 10:33:16 am
okay so yes bonemeal is in reaction_class:flux.. never noticed.  not sure if its actually functioning... need to test it, does it actually work as a flux... I've not seen it in the stone lists, and I think it has to show up there for it to function.

It was suggested to me... we have this whole coins coins coins thing going on everywhere... It needs some sort of consensus and it needs a little revamp.  I want to setup conversions up and down, make it a little mini menu at the end of each shop list.  so you can make coin exchanges at any shop.  But I'm rather waiting to see if the fedor concept of coin bags is accepted by the Meph and if it is, well any item could become a new 'currency' and many groups have used various items besides coins (ingots, skullls, teeth, etc.)  Just running ideas by people, I'm not writing into my scripts anything that is complete change from the standards of most of MWDF without at least some guidance.

Love the kill captives idea... adding it to my list of future reactions.  somewhere in all the rewrites of the reactions of shops.  When I do, I may double captive drops.... just so the bodies can pile up.

lol... I saw white aluminum it didn't dawn on me you was thinking white.  So glossbone will be the lightest 'bone metal' (the category I will now call all the bonemeal------bloodsteel industry).  so it will be basically useless for most things other than light weight furniture, and boat building. lets add in grinding into a dust for glazing, since its called glossbone.  It becomes a multipurpose metal increasing the versatility of the industry.

I was thinking about the whole boat thing.  yes currently the weapons kit drops when the raid is accomplished.  The boat is 100% drop from the crate(wtf) so basically the raid is completed and a boat is just sitting there with all the goods(food, gear, resources, captives) sitting inside it.  some orc runs over drags it to the stockpile it sit for 2 years, suddenly the raiding player remembers hey wait I raided the mountains a few years back.  he opens it and everything comes out pristine and nothing wrong with it...captives alive, food fresh, nothing rotted.  and the whole time a boat tied up holding it all together.   The orc literally just picked the whole boat up and dragged all of that stuff around the base.  either we set unpacks to automatic, so the only way someone can stop them from being unpacked is to have workshop slots open or at least free up the boat at the raid reaction not the raid unpacking.  personally I think the weapons kits and the ships need to have a higher return rate than the raid success rate.

Below is just a ramble on what raiding could be but not what I am going to do anytime soon.  its to toss the concept around.
Spoiler (click to show/hide)

so on other notes, I've had a couple of people interested in seeing my work... so I'm going to pack it later today, and link it to them.  If anyone else wants to see how its coming along or test it, send me a PM.  I've been taking a few hours here and there to run the reactions... but I can't be sure they are all working correctly... I've still got a few that seem to be working, but have an issue with dfhack workflow seeing them, that I'm trying to figure out.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on February 23, 2017, 03:21:06 am
okay so yes bonemeal is in reaction_class:flux.. never noticed.  not sure if its actually functioning... need to test it, does it actually work as a flux... I've not seen it in the stone lists, and I think it has to show up there for it to function.

I'm pretty sure it does, and it is on the stones list. Could be wrong. At the very least I vaguely remember dicking around with Bonemeal trap components at some point.

Love the kill captives idea... adding it to my list of future reactions.  somewhere in all the rewrites of the reactions of shops.  When I do, I may double captive drops.... just so the bodies can pile up.

I don't think doubling captive drop from raids is necessary. You can get as many as you want from the Kobold Thief without much difficulty. You already intend to take away the map/assualt plan reaction there. If anything, I'd slightly lower raid prisoner drops to ensure the Thief is still used.

I agree that raiding is rather O.P.  I was thinking that 3 different raid boats would be more effective at limiting the rush to the end game... also getting rid of the kobold map search reaction, as it really speeds up reaching pillages and assaults, which isn't even necessary really, without having to trudge through all the low level raiding.   say 3 different levels of boats(5 man size, 10 man size, 20 man size) and 3 different levels of raid kits(5 weapons, 10 weapons and 10 shields, 20 weapons/shields/armors). the increased cost of the items, could be offset by raising their return rate(i.e. you loose them less from raid to raid).  The larger raid kits could be fed by the lower raids(as most efficient raiders do now), basically just unpack shop feeds a special stockpile that feeds to a raidkit producing shop.

The idea that with a map, one can effectively send 3 small boats with 15 weapons and get 100% return of the main target.... haha... no no no you need to send 3 large boats, with 60 shields, 60 weapons, 60 armors!  thumbs up thats how you get a your big target.  A large target should have 100+guards in full gear with 300 to 500 citizens, traps, and all sorts of surprises.  they are going to rush in and grab what they can and rush out.... if they had 15 daggers and 3 small boats... they aren't going to be returning with anything but a handful of dead friends, lol.

So say all boats need a hull, 1 of 3 sizes, out of either wood or light metal, use the orc factory, boat hulls are big.
All boats need propulsion:
1 of 3 kinds, manual(oars wood or metal), sails(1 wood/metal beam with 4 cloth and 2 ropes) or mechanical engine(magma safe - 4 blocks, 2 mechanisms, large screw).
1 of 3 sizes, manual(4, 8, 16), sails(1 sail, 2, sails, 4 sails), or mechanical (1 engine , 2 engines, 4 engines).

basically build the hulls, oars, sails, engines separately at the factory, and combine them at the drydock.  End boat will have same material of the hull, specific name for the size of boat (small boat, long boat, and raider's ship).  the actual call for propulsion will disappear, that part is only to assist with making boats.  if you live in an area with less wood then using metals over wood would be preferable.  Oars could be made singles at the carpenter shop from wood, or in batches of 4 from 4 bars and 1 fuel at the factory(reduces cost for areas strained on wood and fuel).  Oars could also be considered basically hammers... nah that's just too much fun having an oar fight on a dock against an undead invasion.... or would it.

On the whole we should get the boat back at the raid reaction the loot crate should be separate.  That crate could be automatically busted into captives, food, "resource crate", and "reward crate". so the idea the food and captives are just sitting around waiting for an unpack for 2 years is gone. "resource crates" and "reward crates" would be named for the raid.  now you can gather just the reward items, or the resources and stack the others.... or the food and captives could be written into the raid reaction, along with the resource crate, reward crate and that way some raids don't drop resources or rewards crates, but hey we caught a guy with a bag of vegetables... lol.

the biggest problem with automatic reactions... the shop that does it can't have anything set in its work orders, one suspended reaction stops all the automatic reactions until the shop is cleared...  I need to investigate automatic reactions and see if there is a way to force automatic reactions...  I have an idea... but I'm not really looking at this right now.  I've already wasted 10 minutes on this digression... yeah I type too fast.

A few thoughts:

I think low level raids directly feeding high level raids will always yield some sort of rush to the end game. If anything, I'd argue for making the low level raids easier to accomplish, keeping mid-level raids about where they are now (if not making them a bit harder), and ratcheting up both the requirements and rewards of end game raids to make them more of a rare treat than something you can base your entire economy on.

I like the idea of multiple kinds of raid kit, and multiple kinds of hull. This can be used to accomplish both easier early raids and harder late ones.

Low tier raids can be made easier by putting the wood hull making reaction at the siege workshop (bigger than a carpenters workshop) instead of the factory, and having the lowest tier raid kit not specifically require metal weapons. This way you can round up workers and raid for food without necessarily having to establish a metal industry or factory first. All one would really need is furniture to set up the freelancer and drydock, and some stuff to sell to supply the raiders.

Mid-tier weapons kits would require metal scimitars and any shields. It seems impractical to send out serious raiders with only daggers, and calling for bigger weapons means that raids cost a bit more in raw materials. Scimitars were chosen in particular because they can be purchased from the freelancer, so if a player really wants to, they can still skip the metal industry here.

High-tier weapons kits call for firearms, ammo, and quivers. Guns are nice and pirate themed, and also something that even a fairly well established fortress would have to go through some effort to make. I'd call specifically for muskets, as pistols can be purchased from the Freelancer, and we don't want players bypassing the manufacturing entirely at this point. If pistols are chosen instead, perhaps require metal bucklers to go with them. Some guns and ammo can be obtained from earlier raids of course, but the player would be responsible for establishing a more dependable source if they wish to attempt high end raids often.

Finally I'd consider adding Naval Weapons, which are used in addition to traditional weapons kits on missions where the ships themselves are likely to fight (merchant shipping and the assault missions). There are three recipes for naval weapons: Handcannons + Cannonballs, Ballista Parts + Ballista Arrows, and Catapult Parts + A whole bunch of stone. If you go this route, I'd consider making sure that all raids that drop firearms require naval weapons, to ensure an extra step between exists between players and late game raids.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on February 23, 2017, 07:58:23 am
I don't think doubling captive drop from raids is necessary. You can get as many as you want from the Kobold Thief without much difficulty. You already intend to take away the map/assualt plan reaction there. If anything, I'd slightly lower raid prisoner drops to ensure the Thief is still used.

note taken... I was thinking of just changing the drop rates of the thief... currently its higher than the drop rates of the raids... and WAYYYYY cheaper.  I was thinking that the thief shop should have equal drop rates with the raids, and keep its cheap cost, as it only targets the specific thing.  personally the only goblin/kobold shop that really seems to be completely useless is the poisoner and I hate to move the thief shop to that level...  I think the thief skills should be designed to allow access to specific targets while avoiding all the extra loot, but at similar rates to the raids.
 
Quote
A few thoughts:

I think low level raids directly feeding high level raids will always yield some sort of rush to the end game. If anything, I'd argue for making the low level raids easier to accomplish, keeping mid-level raids about where they are now (if not making them a bit harder), and ratcheting up both the requirements and rewards of end game raids to make them more of a rare treat than something you can base your entire economy on.

yeah I changed the drop rates of the treasure maps(pillages raised the rate a little) and assault plans(lowered a little), to better reflect a need to move the later farther down the chain.  I also removed them completely from pillage level raids.

my separation of the materials received from each race group was to push the raid system away from the base your entire economy on the mountain homes assault, lol.  I've done a few others have agreed they did it too.

Quote
I like the idea of multiple kinds of raid kit, and multiple kinds of hull. This can be used to accomplish both easier early raids and harder late ones.

Low tier raids can be made easier by putting the wood hull making reaction at the siege workshop (bigger than a carpenters workshop) instead of the factory, and having the lowest tier raid kit not specifically require metal weapons. This way you can round up workers and raid for food without necessarily having to establish a metal industry or factory first. All one would really need is furniture to set up the freelancer and drydock, and some stuff to sell to supply the raiders.

lol, in other words you want a long canoe and some rock hammers for tier 0 raids (resource raids, mining camps, logging camps, fishing villages, farming villages)?  I'd say make them out of 3(1 hull, 2 oars) log of wood or 3 bar of metal (or 3 bar of glossbone?), make a 3 weapon resource raid kit that didn't check for metals, and go for it.

Quote
Mid-tier weapons kits would require metal scimitars and any shields. It seems impractical to send out serious raiders with only daggers, and calling for bigger weapons means that raids cost a bit more in raw materials. Scimitars were chosen in particular because they can be purchased from the freelancer, so if a player really wants to, they can still skip the metal industry here.

why not just sell Scimitar weapons kits....

I've thought about that, in a raid kit a orichalcum great axe is equivalent to a copper dagger.  I had thought about restricting the metals for higher end raid kits.  but your ideas on maybe requiring a particular weapon (hammers(rock or metal)-> daggers -> scimitars and shields -> scimitars, shields, {guns, maybe}, breastplates) is interesting.  I'd prefer weapons that aren't in the raids but at least are at the orc foundry.  This way the 5x reactions help, and keep the player from feeding directly from the raids.  leaving the raid weapon rewards as either gear sent to the military or melt sources. Right now after I get fully going on the tier 1 raids, I just feed the weapons from unpacking into the same stockpile I'm feeding daggers from the orc foundry in and package them into the weapons kits.  block high end metals such as  steel, mithril, orichalcum, and deep bronze.  Under the older version, this was all that was needed, because weapon drops were so high that several raids dropped 6 to 10 weapons on average (merchant fleet, treasure fleet, elven village, human village, all assaults). New averages is closer to 3 to 5 max all raids. Now a constant fresh source of weapons is required.  restricting it as I stated above would require all weapons to be produced by the players as none of these drop from raids (I think the scimitars drop in merchant and treasure raids, but rarely 1-3 per raid).

Quote
High-tier weapons kits call for firearms, ammo, and quivers. Guns are nice and pirate themed, and also something that even a fairly well established fortress would have to go through some effort to make. I'd call specifically for muskets, as pistols can be purchased from the Freelancer, and we don't want players bypassing the manufacturing entirely at this point. If pistols are chosen instead, perhaps require metal bucklers to go with them. Some guns and ammo can be obtained from earlier raids of course, but the player would be responsible for establishing a more dependable source if they wish to attempt high end raids often.

Finally I'd consider adding Naval Weapons, which are used in addition to traditional weapons kits on missions where the ships themselves are likely to fight (merchant shipping and the assault missions). There are three recipes for naval weapons: Handcannons + Cannonballs, Ballista Parts + Ballista Arrows, and Catapult Parts + A whole bunch of stone. If you go this route, I'd consider making sure that all raids that drop firearms require naval weapons, to ensure an extra step between exists between players and late game raids.

Humans drop guns.  maybe adding cannons to the requirements of assault tier raid boats.  I severely reduced the drop rates. original raids usually had 2 times the options for drops with an average of 20 to 30 items.  I reduced them to an average of 16 for all the raids, with the progression of stronger gear appearing later in the game.  the alternative route is outposts (another kind of rarely used set of workshops) were guns appear at.... not sure where else. 
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Weirdsound on February 23, 2017, 01:04:13 pm
Quote
High-tier weapons kits call for firearms, ammo, and quivers. Guns are nice and pirate themed, and also something that even a fairly well established fortress would have to go through some effort to make. I'd call specifically for muskets, as pistols can be purchased from the Freelancer, and we don't want players bypassing the manufacturing entirely at this point. If pistols are chosen instead, perhaps require metal bucklers to go with them. Some guns and ammo can be obtained from earlier raids of course, but the player would be responsible for establishing a more dependable source if they wish to attempt high end raids often.

Finally I'd consider adding Naval Weapons, which are used in addition to traditional weapons kits on missions where the ships themselves are likely to fight (merchant shipping and the assault missions). There are three recipes for naval weapons: Handcannons + Cannonballs, Ballista Parts + Ballista Arrows, and Catapult Parts + A whole bunch of stone. If you go this route, I'd consider making sure that all raids that drop firearms require naval weapons, to ensure an extra step between exists between players and late game raids.

Humans drop guns.  maybe adding cannons to the requirements of assault tier raid boats.  I severely reduced the drop rates. original raids usually had 2 times the options for drops with an average of 20 to 30 items.  I reduced them to an average of 16 for all the raids, with the progression of stronger gear appearing later in the game.  the alternative route is outposts (another kind of rarely used set of workshops) were guns appear at.... not sure where else. 

Guns are also at the Goblin Tinker, which you should be building anyway to mass smelt the ore the molten pit cannot if you are employing dwarf cells. Again, don't have the raws in front of me, but I recall they require some sort of sulphur/fertilizer type product to make in addition to several kinds of metals, including brass and lead which are rarely used elsewhere.

I don't think doubling captive drop from raids is necessary. You can get as many as you want from the Kobold Thief without much difficulty. You already intend to take away the map/assualt plan reaction there. If anything, I'd slightly lower raid prisoner drops to ensure the Thief is still used.

note taken... I was thinking of just changing the drop rates of the thief... currently its higher than the drop rates of the raids... and WAYYYYY cheaper.  I was thinking that the thief shop should have equal drop rates with the raids, and keep its cheap cost, as it only targets the specific thing.  personally the only goblin/kobold shop that really seems to be completely useless is the poisoner and I hate to move the thief shop to that level...  I think the thief skills should be designed to allow access to specific targets while avoiding all the extra loot, but at similar rates to the raids. 

Perhaps you could drastically increase the amount of time a thief reaction takes to complete. It makes sense that a single tiny Kobold would take longer to complete a mission than a bunch of orcs on a boat.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: Amostubal on March 08, 2017, 07:06:01 pm
wow I was playing the old school orc fort... whatever happened to that?  besides the raiding causing invasions being a dead thing.... I know I can't create an invasion.... but I can create several hostile units of a target race to appear when an unpacking is attempted, but its not the same.  that is of course the reason that raiding is so overpowered because there should of been a random chance of an invasion every time you accomplished a raid.   The magic was an awesome and robust system, it took me several hours of play and several walks through the raws to figure out how to accomplish it but before you knew it, I had a couple of units tossing ice balls and fire...

Was there really so many changes between the 2 DFs that the entire system had to be trashed?

anyways... I've been plugging away and making interesting changes to what I have... I was looking at the old version to see if their was any way to just port the magic over.  but I still don't understand fully what it was doing... I'll come back to that next week.  Besides, its too quiet around here and I'm missing Meph...  even boltgun has gone rather quiet lately.
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: zmw907 on April 18, 2018, 09:45:21 pm
I do not know if this is the right place to post, and I realize this is a bit of a necro but the most recent MW release has messed up all the orc caste natural skills (I believe orcs are only good at threshing and woodcrafting now).  I don't think it was intended, but how do I change it back to how it used to be?
Title: Re: ☼Orcs☼ - Everything Orc Mode for Masterwork 2016 (New poll 6/30/16)
Post by: smakemupagus on May 19, 2018, 11:17:54 pm
wow I was playing the old school orc fort... whatever happened to that?  besides the raiding causing invasions being a dead thing.... I know I can't create an invasion.... but I can create several hostile units of a target race to appear when an unpacking is attempted, but its not the same.  that is of course the reason that raiding is so overpowered because there should of been a random chance of an invasion every time you accomplished a raid.   The magic was an awesome and robust system, it took me several hours of play and several walks through the raws to figure out how to accomplish it but before you knew it, I had a couple of units tossing ice balls and fire...

Was there really so many changes between the 2 DFs that the entire system had to be trashed?

anyways... I've been plugging away and making interesting changes to what I have... I was looking at the old version to see if their was any way to just port the magic over.  but I still don't understand fully what it was doing... I'll come back to that next week.  Besides, its too quiet around here and I'm missing Meph...  even boltgun has gone rather quiet lately.

Glad to hear you appreciate parts of the old magic system, some of the things were subtle and interesting to develop, like frost magic.  Yes, there really were so many changes! 

Anyone have a suggestion what is the best version of orc fort related to play these days?  Have you guys fixed everything? :)