[REACTION:LAMELLAR_ROBE_ORC]
[NAME:craft lamellar robe]
[BUILDING:ORC_TRIBALGEAR:CUSTOM_R]
[REAGENT:A:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_ROBE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
Quote from: ArcvastiPTW
As far as suggestions for Orc mode goes, I'd suggest nerfing the common orc's combat skill gain. I currently have 5 legendary spearorcs and its autumn of the second year. Its a tad ridiculous.I checked just now. They dont learn spear skill (or any other combat skill) faster than dwarves. Its 100%. Dwarves have 100% as well, but default is "Harder Learning", which makes it 50%. Maybe thats why the orcs are better from your point of view.
Is is possible to make it so there is a way higher chance of dieing from infection for orcs or orcs don't have access to soup so to make injured orcs are just wastes of space in the eyes of the army?Could you rephrase that? But no, no higher chance of dying from infection... why should they?
Is it intentional for the new emigrating script to also apply to Orc forts? Cause I can't seem to find if you can build an Embassy in an Orc fort so I can't seem to control it in any way. :(Yes, its intentional. It affects all races atm. I didnt think that "emigration 10" (from 0-1000) would be such a high number that its a problem, rather have a very rare emigration event. If too many emigrate, I can either do:
is it just my games or are most domestic pets missing from embark screen?
no pigs or ducks in sight
is it just my games or are most domestic pets missing from embark screen?
no pigs or ducks in sight
Its a feature. No self-respecting orc would consort with those foul waterfowl or milkbeasts!
is it just my games or are most domestic pets missing from embark screen?
no pigs or ducks in sight
Its a feature. No self-respecting orc would consort with those foul waterfowl or milkbeasts!
so no domestic pets for leather?
I'm having issues trying to embark as orcs -- It shows generic same-name stuff for all digging implements and most weapons but the digging implements can't actually be used to dig. Sorry for being noobish but I'm excited to try some of these new civs but I keep running into issues :(Could you give more infos?
I'm having issues trying to embark as orcs -- It shows generic same-name stuff for all digging implements and most weapons but the digging implements can't actually be used to dig. Sorry for being noobish but I'm excited to try some of these new civs but I keep running into issues :(Could you give more infos?
You set orcs as playable in the gui.
You maybe disabled all other races as playable in the gui.
You genned a new world and embarked as orcs.
You have picks. Because orcs still use normal picks to mine... and they dont work?
Been messing around with Orcs lately.What version are you playing? Because that bug had been reported in 5.03 and has been fixed since. And the trolls are intended for Goblins, they are their pack animals.
Found an odd glitch... twice in a row, now (had to abandon the first fort, after my hunters were eaten by drakes), the first caravan I've gotten is a Goblin Caravan, which shows up with trolls pulling wagons. Each time, it's been a completely empty caravan, that doesn't actually have anything available to trade.
Something seems wrong with this.
The reaction to transform a dreamwalker into a sorcerer seems to still not really work. I used it, and nothing happened besides losing the talisman.This is strange, because Smake wrote that, and I know it worked. There have been next to no changes on Orc mode. Does dfhack show any error messages? maybe WOKER_ID somethings, or mentioning of itemsyndrome ?
The sorcerers I do have also didn't gain any skills from equipping a wraithblade. They also didn't gain and spells from the mojo reactions at the Altar of Storms.
Basically it's just completely broken.
Maybe, it seems like that weird thing where if the person running the reaction moves too soon it does nothing. That's from using boiling rocks instead of dfhack isn't it?
Also, unrelated to the thread...but holy crap workflow is amazing. Started actually using it tonight, and it's so useful.
I know this is idea is a bit old, but perhaps you could use the building upgrade script for this?It would get kind of annoying to deconstruct the Tribal Circle every time you want to go up a tier, if each tier makes the last one obsolete. Maybe each new set of reactions could be a separate workshop, with materials necessary for their construction being made in the main part? You could even have the graphics for the workshops form a circle if placed correctly, like puzzle pieces.
I like it!
So, crazy brainstorming here. Let's imagine a 3x3 grid. The central workshop our basic tribal circle. It does basic buffs, and allows sewing standards of honour. The four adjacent workshops require victories against each of the great races (elves, dwarves, humans, and drow), and provide race-thematic interactions. The "Monument of Mountain Conquest" (requiring dwarf-scalps to build) provides a "strength of the earth" buff that can be activated. The "Monument of the Razed Forests" (elves) provides a "swiftness of the birds" buff (speed), and so on. If we change the buff reactions to be field-of-view then we don't need to worry about getting all the orcs to squeeze into a single 5x5 space.
The corner pieces of the circle, I'm not sure yet, so suggestions welcome. For this to look really nice, we probably want to provide buildmat-free placeholders for each of the eight surrounding workshops. So you can place your whole circle (the inner part looks cool, the outer part looks bare), and then replace the outer sections as you unlock the buildings. (These placeholder buildings would go at the very end of the build menu, since you'd only ever make them once.)
I'm tempted to make all these outside only.QuoteIs it possible to restrict where a workshop/furnace is placed so that it has to be next to a specific other workshop?
Alas no, at least not that I'm aware of. But if we make them look like they'll fit together, I'm sure players will do the right thing for the awesome screenshots and bragging rights. :)
Thanks again for the input!
~ T
So frustrating, all the options for the blood bowl pitch are redded out, the wiki has no information, i searched the forum, no information, even this thread has no mention of blood bowl when I searched. How the heck do I get this thing working?Read the manual. Known bugs section, see the Burrows Bug. (thats my best guess)
Read the manual. Known bugs section, see the Burrows Bug. (thats my best guess)
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_ORC_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE]
when it should say [REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOY:ITEM_TOY_ORC_DOLL:GET_MATERIAL_FROM_REAGENT:bone:NONE]
Mismatch between REAGENT:A and REAGENT:bone.Hey i noticed you can't make training weapons but the weight set building uses them. Are you supposed to make training weapons?
Also how do you get tree sapplings?
It's not an orc specific issue. It's from vanilla. I'm not sure there is anyway to find out which item it is, but you might be able to zoom in on it by going to the announcement location. No promises though.
Other than that, have you got any areas that your orcs can no longer access, such as a section you've walled off or have behind a locked door? Check any burrows you have set up also.
You can make glass blocks, or metal blocks for some fire safe materials.
You sure bone isn't fire safe?I'm positive, I have 20 bone blocks sitting here and unable to make anything fire-safe from them.
I remember making furnaces in kobold fort out of bone blocks.
Clay. Eathernware, Stoneware, Porcelain blocks.
I have just noticed Orcs cannot press peat (Screw Press building) to make fuel - is that itentional?Probably.
If anyone wants to try "fixed" magic, along with magic weapons and runerobes actually adding their benefit, feel free to check out how awful my first attempt at MDF modding is.
http://dffd.wimbli.com/file.php?id=8625
I didn't modify other races, like gnomes, but the changes might affect their "on equip" items that previously didn't do anything. Or it might cause your house to spontaneously combust.
YEEEEEEEES. Is this gonna be compatible with the new df release?
Do you guys know, is there now a way to make buildings (i.e. factory or steamfurnace) require power, like from wind or watermills?
(if you can point me to another building in another part of the mod I can probably figure out how it works)
Hmm, those are really cool, but they require the special gnomish electricity right?
Whoa, 1000k? I assume that's a typo? K meaning "thousand". I have 10k or ten thousand coins.
I'm not familiar with the burrows bug. I haven't actually set up any burrows yet.
mild request while you're mucking about: reactions to make a full suit of
So, orcs don't strike me as creatures that would be particularly modest... what would I have to edit so that they don't get mad at not having clothing?I think there's a dfhack script made for the succubi that you might be able to activate. Aside from that there's no raw nodding that can be done to do that.
Bummer. Any idea what that script might be called? I just skimmed the succubi thread and didn't see anything relevant.I know there's something called fixnaked which I think removes it, but it only removes it one time and it will show up again pretty quickly. The one I'm talking about I think is similarly named. Based on how you asked rather than checked yourself you might not know that if you type 's into dfhack then it shows all the commands available so just look through that.
Bummer. Any idea what that script might be called? I just skimmed the succubi thread and didn't see anything relevant.
My personal set up:
If I have Artisans, I USE them. If I have more than one, I specialise them as well. As to the disposition of the rest of the settlers it depends on if I have Uruks/Ronin/Ologs. If I have some, I leave the normal orcs to be producers mostly. If I don't, that falls to the snaga who otherwise would have been the start of an archery squad.
I don't use the Tribal Warcrafter that much unless I have very little iron, in which case lamellar leather is the main armour and my iron is saved to make steel. Leave the magic system for a while at the start - you aren't gonna get anywhere without the souls that only sieges/ambushes will bring.
Oh and build multiple Butchers and Tanners. You're gonna need them.
And how many scalps does it take to make a standard of honor?
It seems we no longer have any enemies with BUILDING DESTROYER (in the old days Drow and Dwarves would both come with V.C.C.'s pretty often). I wonder if we can convince the commanders of the forces of civilization to train up some more proper smashy warbeasts to attack us with :)
And how many scalps does it take to make a standard of honor?
10 scalps, and a standard sized stack of cloth.
Yeah, I also get many less scalps and souls than I have dead enemies, which i don't really understand either. Possibly, just need more tanners and totem poles, to preserve the items before they go bad, as you said.
Which is why I always complain about why they don't just use totems.
Which is why I always complain about why they don't just use totems.
I guess the thinking was, because a totem is a totem whether or not it was originally a butchered turkey or whatever. But a scalp is provably a fallen dwarf.
Yeah, It seems to me like military skill learn rates have skyrocketed compared to what I remember from versions 2.x or 3.x, especially in live combat. After just a couple big battles I have already a handful of weapon lords. But nothing has changed in the orc raws that would affect it -- unless there is some sort of bug well hidden, they are supposed to have learn rates equivalent to vanilla dwarves, with just a few exceptions (ologs and ronin).
I wouldn't mind if bloodsteel and ironbone were nerfed a little bit compared to true steel and iron, although that's up to the whole MWDF community, they aren't purely "orcish" materials.
Inspired by your comment, I looked through the entity files comparing orcs to the other races, and I can't really see anything that I would consider the reason for their accelerated, but Meph's hyper-commenting seems to help a little bit ...
From the orc creature file:
[SKILL_RATE:DODGING:140:60:12:120] --dwarves were 115
[SKILL_RATE:MELEE_COMBAT:140:60:12:120] --dwarves were 115
[SKILL_RATE:WRESTLING:140:60:12:120] --dwarves were 115
So if I'm reading that right, they are about 25% more combat oriented than dwarves. I know from playtesting that dwarves get really good at combat fairly fast if you divide them into sparring squads and let them do nothing but spar, but orcs seem far and away so much better at combat than the 25% might account for.
Maybe it's the "LIKE FIGHTING" tag that does it all. :)
I believe those were my hypercomments :) But very good point, I had forgotten that. And it is in fact melee combat skill and wrestling that i've seen skyrocketing fast more so than the individual weapon skills.
a surplus of legendary warriors who have no real challenge.
Yeah, I'm with you on all that. Also, I think the early/mid game is closer to properly challenging if we turn down the number of allies a little from the MWDF launcher default and maybe swap out weaklings like gnomes for some of the tougher invaders. As cute as the little rascals are wielding screwdrivers and riding war skunks, they're basically XP pinatas.a surplus of legendary warriors who have no real challenge.
There's plenty of room at the bottom! (http://www.bay12forums.com/smf/index.php?topic=122867.msg4308477#msg4308477)
Do you know what you have done??
You have just destroyed my productivity for the entire weekend. The kids will go hungry, the garden will grow thick with weeds, the goats will go unmilked, and a state of general decay will ensue until some days later when I emerge from in front of my laptop, staggering bleary-eyed into the open air.
And then projectile vomiting due to cave adaptation.
Do Orcs get managers? I took an orc with organizer, but none of the noble positions seemed to require it, and when I queued up manager jobs (After setting my organizer to a variety of noble positions) none of them got activated
Do Orcs get managers? I took an orc with organizer, but none of the noble positions seemed to require it, and when I queued up manager jobs (After setting my organizer to a variety of noble positions) none of them got activated
The scribe is your manager. He needs a chair somewhere.
For what it's worth you can wield a composite bow with a shield; greatbow is 2handed.
the basic bow and basic crossbow are comparable to each other. But yes you are right, orcs have good bows ... the orcish recurve (and composite, if you build the fletcher) are better than basic.
the *upgraded* crossbows and javelins available to dwarves and gnomes, and the elvish greatbow, are super devastating though. For what it's worth you can wield a composite bow with a shield; greatbow is 2handed.
[REACTION:WORK_OUT_TITLE1]
[NAME:*Trains Strength,Agility,Toughness,Spatial/Kinetic*]
[BUILDING:TRAINING_DWARF:NONE]
[BUILDING:WEIGHT_SET_KOBOLD:NONE]
[REACTION:WORK_OUT_TITLE2]
[NAME:*Even legendary Athletes still gain attribute boni*]
[BUILDING:TRAINING_DWARF:NONE]
[BUILDING:WEIGHT_SET_KOBOLD:NONE]
[REACTION:WORK_OUT1]
[NAME:Work out]
[BUILDING:TRAINING_DWARF:CUSTOM_A]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_A]
[PRODUCT:100:10:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]
[REACTION:WORK_OUT2]
[NAME:Work out - Medium (Any Metal Bar)]
[BUILDING:TRAINING_DWARF:CUSTOM_B]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_B]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:IS_METAL]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:20:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]
[REACTION:WORK_OUT3]
[NAME:Work out - Hard (Lead Bar)]
[BUILDING:TRAINING_DWARF:CUSTOM_C]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_C]
[REAGENT:A:150:BAR:NONE:INORGANIC:LEAD]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:30:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]
Why does the weight bench not train strength like the dwarven one?
Can I just copy paste that into the manual? :) Its neat, and a lot longer than I expected. (which is good)
Hey, I think the Goblin Tinkerer needs an update. Last time I checked it smelted ore-bearing-rocks not the ores themselves. It might be more efficient to smelt them at the smelter after processing. Something to check up on anyway.
What labour do I have to enable to get orcs to sell stuff at the Freelancer's Guild?
Also the orcish weightlifting and blood bowl grounds seem pretty superfluous. They both seem to train the same skills, which are also trained by regular sparring? It's pretty confusing having an orcish weightlifter which requires far more resources and is noticeably worse than the dwarven equivalent so I'd suggest just taking that out.
edit: also why does the molten pit have the option to make 9 charcoal from 6 wood when the regular smelter already makes 3 coke from 1 wood? The molten pit option looks much worse.
I would argue for the orc bench to be removed
Mrs. Smak uses it all the time
* Add reaction to burn or plunder any accumulating in the fort that I don't understand (contracts? small souls?)
[TOOL:ITEM_TOOL_PESTLE] <== new
[TOOL:ITEM_TOOL_MORTAR] <== new
[TOOL:ITEM_TOOL_MINECART_SPIKE] <== new
[TOOL:ITEM_TOOL_MINECART_BLADE] <== new
[TOOL:ITEM_TOOL_TRACKTRAP_BLADE] <== new
[TOOL:ITEM_TOOL_TRACKTRAP_SPIKE] <== new
[REACTION:ORC_ARBALEST_3_HELP]
[NAME:===Costs 75 bolts, 3 months===]
[BUILDING:ARBALEST_ORC:CUSTOM_NONE]
[REACTION:ORC_ARBALEST_3]
[NAME:Load and oversee the arbalest]
[BUILDING:ARBALEST_ORC:CUSTOM_C]
[REAGENT:A:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:B:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:C:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_GUNNER_ORC]
[SKILL:SIEGEOPERATE]
[REACTION:ORC_TREBUCHET_3_HELP]
[NAME:===Costs 45 cannonballs, 3 months===]
[BUILDING:TREBUCHET_ORC:CUSTOM_NONE]
[REACTION:ORC_TREBUCHET_3]
[NAME:Load and oversee the cannon]
[BUILDING:TREBUCHET_ORC:CUSTOM_C]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_TREBUCHET_ORC]
[SKILL:SIEGEOPERATE]
Yeah the macuahuitls have quite large contact area so there are pretty much two modes: glances off the armor, or total bloodbath :)
Yeah the macuahuitls have quite large contact area so there are pretty much two modes: glances off the armor, or total bloodbath :)Thats pretty much what a macuahitl does in real life.
Thats pretty much what a macuahitl does in real life.
How do I get orcs to use the freelancer's guild? I enabled pottery for all my orcs, but no one is attempting the jobs I assign.
Since it's my first post there, hello everyone!Try changing the number of civilisations in the world, I had the same problem once and that fixed it IIRC.
Now, back to business - i've got hooked up by masterwork for a while now, and lately i've decided to try other races. I've menaged to mess a little with warlocks, made world with succubi, but no matter how hard i try to play orcs, i just cant. It rejecects any custom world i try to make (Garden of Gaia, gears of war, etc). I havent really touched settings, except for things like no harder mining etc (im still getting grasp of this fail simulator ^^). Any ideas how to deal with it?
But isnt it weird that on almost the same settings it generates world without any problems? I've changed settings to those i've had earlier, but on clear installation, and still no problems there (except for fortress defense races, but thats the least of my concerns). Maybe it was something related to that i was generating few worlds earlier on (for warlocks and succubi)? I know it might sound funny, but its all i can think about now.
#edit
Now the settings are EXACTLY the same as earlier, second world generated without any problems. I have really no idea wth happened there earlier on.
Dude, upgrade your Ologs to deep bronze warhammers/wolfram morningstars. Trust me it's worth it.I'm actually hoping to get an artifact welded wolfram polehammer. It has happenned before.
I had an embark with clouds of "milk and honey", and it did absolutely nothing to my population.
My guess is that good biomes' weather is harmless at worse, and benefic at best (healing rain).
no freaking out, no good or bad thoughts, but I don't know about hunger/thirst.
iron or ironbone.Plenty of both and still not working
Try rusty iron.iron or ironbone.Plenty of both and still not working
It was the only red dragon female in the world
Diplomacy (i.e. the skill that in vanilla was "soap making")
The second thing is a mage, the orc found a slab/secret/curse in woldgen and learned the secrets of toximancy. Its one of many rather hidden features.
The second thing is a mage, the orc found a slab/secret/curse in woldgen and learned the secrets of toximancy. Its one of many rather hidden features.
I figured it out, but I think being "caught in a cloud of !" isn't supposed to happen...
Suggestion: A toothed axe/toothed spear/scimitar warrior society arms. It kinda sucks that those are the 'traditional' orc weapons and there isn't a warrior arms set that uses at least two of them. Maybe 'Horde Champion' or something like that for the name, I dunno.
Anyway the Toximancer is not an Orc mode thing so, not my call :)Whoops, sorry, I didn't know. ;)
Regarding Orc Orc, yeah I suspect that is taking the place of "Peasant". How common is this, do you generally see Orcs of other professions in adventure time or are a majority of them Orc Orcs?I went back to that place, and I found a few more. They are usually with "Orc mechanics" and similar, so it looks like they are supposed to be peasants, also because I didn't found any of those...
Oh okay. That reminds me, why does the Arcane Forge take the Stone Engraver skill and not the Weaponsmith skill?Suggestion: A toothed axe/toothed spear/scimitar warrior society arms. It kinda sucks that those are the 'traditional' orc weapons and there isn't a warrior arms set that uses at least two of them. Maybe 'Horde Champion' or something like that for the name, I dunno.
Seawolves are scimitar as I think you know.
The Falcons are jagged spear & bola. Originally envisioned as something like the Orcish version of light husaria. I am thinking of swapping their sidearm to something more distinctive since kobold culture has claimed and renamed the "bold-bola" (lol? kobolds are kind of awesome). Maybe a flachette gun or atlatl. Bonus random item that has very little to do with orcs: the words "corsair" and "hussar" are thought to have a common root in a latin term for a sanctioned pirate/privateer ("cursarius")
I just didn't have a particular idea/inspiration for a domestic jagged axe kit, or great axe, for that matter. I guess axe & tomahawk would be useful at least if not particularly creative.
Cavebear is the axe-skill society, of course it doesn't count entirely since it's foriegn. Uses a jagged axe to create but actually it attacks more like a Dwarven battleaxe. Kind of a discontinuity.
Hmm, kind of an oversight that the damascene doesn't have any options at all for axes other than tomahawks.
Random side note, unless someone objects I'm probably going to scrap the "Rebalance Project's" non-society CORSAIR_ARMS, partly for design efficiency reasons because it is essentially the same thing as the preexisting Bayonetted Pistol. And also for economy reasons, because removing the common pistol from Freelancer's guild actually made it much harder to craft the real Seawolf arms. I have no problem letting the Freelancers guild or Tinkerer craft bayonetted pistols since apparently there's some demand for that.
The non-playable races too now that I think about it, but that would be a bigger project.
Wait, what's so special about ronin again, I read their descriptions but they don't give enough information.
and this is when LOTR turns into HALO
He came unto the timeless halls
where shining fall the countless years,
and endless reigns the Elder King
in Ilmarin on Mountain sheer;
and words unheard were spoken then
of folk and Men and Elven-kin,
beyond the world were visions showed
forbid to those that dwell therein.
A ship then new they built for him
of mithril and of elven-glass
with shining prow; no shaven oar
nor sail she bore on silver mast:
the Silmaril as lantern light
and banner bright with living flame
to gleam thereon by Elbereth
herself was set, who thither came
and wings immortal made for him,
and laid on him undying doom,
to sail the shoreless skies and come
behind the Sun and light of Moon.
From Evereven's lofty hills
where softly silver fountains fall
his wings him bore, a wandering light,
beyond the mighty Mountain Wall.
From a World's End there he turned away,
and yearned again to find afar
his home through shadows journeying,
and burning as an island star
on high above the mists he came,
a distant flame before the Sun,
a wonder ere the waking dawn
where grey the Norland waters run.
And over Middle-earth he passed
and heard at last the weeping sore
of women and of elven-maids
in Elder Days, in years of yore.
But on him mighty doom was laid,
till Moon should fade, an orbéd star
to pass, and tarry never more
on Hither Shores where Mortals are;
for ever still a herald on
an errand that should never rest
to bear his shining lamp afar,the Flammifer of Westernesse."
and bring back whatever loot he thinks best
I wasn't sure where to post this, but I feel that it would be best suited here, as it is about everyone's favorite orcs :P
I know that the porting process to 40.xx is pretty much on a standstill until DF Hack is up to par. But that doesnt mean that you can invite the greenskins to play ;D
HAHAHAHAHAHAHAHAHAHAHA. ADAMANTINE DAIKATANAS FOR ALL THE URUKS. PRAISE THE MOUNTAINHOME LOOT FOR IT'S GOODIES AND THE KOBOLD TRICKSTER HUT FOR THE ASSAULT PLANS. MAY ALL CREATION TREMBLE IN FEAR.
All creatures, all plants, lots of new plants, all weapons, all tools with attacks, all ammo, some reactions, and... things 'n stuff. ;)
Among the things'n'stuff, Entity VALUES look fun. Those are new, right? burrito25man, I like the values you chose, but wiki says they've got to be between -50 and 50, so i it's possible that a couple are out of bounds.
Beginning of second year, scored two assault plans from a kobold trickster. First mountainhome raid - full adamantine load, plus the 'seond set' of loot (dwarf) gave me another assault plan. Second MH raid gives just adamantine, third adamantine + assault plan from secondary loot and the fourth mountainhome raid gave just adamantine. I had two invasions from it, but it was worth it. By the end of the second year (thanks to concentrating ALL my efforts on this) I had four Uruk's (my current military leading squad) wielding adamantine daikatanas. It's really easy to get rusty iron coins if you have gold on your map and a single lucky raid on the elves gives you pretty much infinite wood from an elf captive. Plus that with some copper daggers and your freaking set.HAHAHAHAHAHAHAHAHAHAHA. ADAMANTINE DAIKATANAS FOR ALL THE URUKS. PRAISE THE MOUNTAINHOME LOOT FOR IT'S GOODIES AND THE KOBOLD TRICKSTER HUT FOR THE ASSAULT PLANS. MAY ALL CREATION TREMBLE IN FEAR.
Nice :) Are we talking a lucky strike or two in an early fort? or industrial scale Orcish armada raiding here (if so I'm curious how many Mountainhome assaults you are able to pull off in a year or season or whatever).
would a "make pump components from bars" efficient batch reaction help? I'm not familiar with how many bars you have to use up if you craft the pump components at the forge.
re: albatross corpse, did you check the relevant standing orders? (gather refuse from outside, for example)First part: heavy facepalm. THEY DON'T.
assisting wounded is a notoriously low priority job, there's nothing specific to orc mode about it though
was this guy armed? giant albatross are, like, 4 times the size of a human or orc :)
1) This is REALLY an orc.(Later, I also found an Uruk Uruk).Spoiler (click to show/hide)
Github automatically keep change notes about every change, the thing is just that you need to understand github to find them. -.-
So now its back to Orc Peasant? :)
putting aside possible chance of user error (broken stockpile links, etc.); there is an occasional pathfinding bug in all custom reactions including those in vanilla DF. It is usually (not always) triggered when the stockpile and workshop are in separate burrows, even if the burrows are inactive. You can rearrange burrows, or have the manager run the reaction. After 1 time the manager does it the workshop often becomes normally active again.
Having the Manager attempt the reaction is usually a good thing to try, because if it is not the pathfinding bug, you'll often get a helpful error message.
Boneforge
The boneforge is where orcs can use ancient techniques to form ironbone and bloodsteel. Ironebone is formed from one stack of bones and two bars of ash. It can be transmuted into the stronger bloodsteel with a barrel of blood and an additional bar of ash.
Logs can be reduced to ash at the boneforge, and blood extracted from meat into barrels. Be warned that an entire stack of meat is required for a barrel of blood.
Boneforge. Where in documentation says kitchen, so we can remove it? (sorry about that -- it's hard to keep the manuals up to date, partly because it's hard to know what people don't know, and partly because it's super tedious ;P )
You can use meat to make ground meat or, combined with vermin remains, sausages. You can also extract blood from fresh meat, for all kinds of purposes from sacrifices to dark magic.
Once you have access to massive quantities of enemies to butcher, add extraction of blood to barrels in your meat-works, and add Boneforges to create bars of ironbone and bloodsteel that can be used at your forges.
Oh, the dwarf part of the manual. OK.
Thanks!
Well, someone (else... i.e. not me) should update the wiki :D
Dumb question: How do I enable the ashland elves, chaos dwarves, etc etc in the new gui? I want ot have access to the orc's trading partner buildings.
Is there any way to save a warrior who gets hit by a Frostskald's ice blast? They're really awesome, but they keep hitting my own side.
Also, HOLY FUCK GIANT WOLVERINES EVERYWHERE WHY.
Weirdly enough I haven't seen an Olog since the update.
I think you need to build them above ground.
I've ran into a pretty strange bug. Using the official main MWDF download 6.1. Masterwork tileset with ironhand walls. Plaing in orc mode. I've been constructing totem poles and within a few seconds they are auto deconstructing. The totem remains but the wood used in the building is gone afterwards. It's not a fire or anything like that from too hot of an environment and other wood structures are staying up. But every totem pole just disappears and leaves a totem after a few real life seconds.
Any ideas?
thanks smake. How early could one set up the factory. I find that the manuals is REALLY lacking a lot of stuff, like build materials for the buildings and the skills used to create and operate it, the items page is just awful, doesn't even tell me what skill each weapon uses. No offence (just trying to give you some constructive criticism here). Maybe in the next update an o verhaul of the orc section of the manual could be done? It's really needed.
Also, what weapon skill does the machultiaasoighsgohsg (I give up, the big sword the tribal crafter can make), use? swordman I assume?
MDF ist still on 34.11, they dont have the new traits yet
Is that a developer version or the current version we use?
Also, what do you normally arm your first militia with? Machultis? Claws? Jagged spears?
How's the obsidian fair as a weapon material? Is it sharp, or dull like vanilla obsidian.
With harder smithing, though, don't all melt-forge chains result in lost metal? That was certainly my assumption.
Yeah, i think that i agree with you, i just never thought of it as a training reaction before :) I guess the other potential solution is to make it require a second reagent, flux or something.
The ability to melt the Rock Weapons down at the molten pit in the first place is still a bit iffy though... I suspect I could replicate the situation with a Clay Oven and a Clay Gathering zone near the tribal workshop.
Should be a way to turn those vaporizing rocks off on the .exe when you turn off temp, but I guess that isn't an Orc issue.
The ability to melt the Rock Weapons down at the molten pit in the first place is still a bit iffy though... I suspect I could replicate the situation with a Clay Oven and a Clay Gathering zone near the tribal workshop.
OK, thanks for report. Dwarf Fortress doesn't actually bookkeep stone and metal separately, so I may not be able to close this loophole without scrapping the reactions, but i'll think about it a bit. Not sure it's worth asking Meph to add a new reaction class to all metals.
They are definitely tools already! Tools go under a specific subset of a Goods stockpile, so it is not too hard to pile them in a place separate from trade goods.
If you make a stockpile for tools and also designate it by material types you can do a pretty decent job of keeping things where you want them. Example; Tin for kobold migrants to stockpile them near the workshop that you can use to get maps.
On a related note, are handcrafted weapons worth it? The Elves left a bunch of Mithril in my trap corridor. Should I take the extra effort and resources to grind the bars into dust and make Katanas, or am I better off just cranking out Axes and Scimitars at the regular forge?
Speaking of the Drydock, while I have your ear, it seems that the Longboat and Weaponskit store with the Finished Goods. This more or less means I cannot conduct raids while I am trying to trade my bins full of crafts. Would it be possible to make those things tools instead?
Speaking of the Drydock, while I have your ear, it seems that the Longboat and Weaponskit store with the Finished Goods. This more or less means I cannot conduct raids while I am trying to trade my bins full of crafts. Would it be possible to make those things tools instead?One thing I just learned: If you put [FURNITURE] in a tool definition it is stored in furniture stockpiles that have "other large tools" enabled. Much more realistic for large stuff like this.
Actually I think cobalt is slightly better than iron.
-Decided I wanted some flachette guns. Out of curiosity, why does the goblin tinker need to work with Blowguns? It would be a bit less complicated/obtuse if he could just use a Brass Bar + Another Metal Bar + a Mechanism. While I am on that topic, which labor does the Tinker use, so that I can make sure I have the best orc for the job making the final weapons?
-I noticed that if you get masterwork stuff from the Freelancers or the Raiders, it credits the Orc who bought it or unloaded the ship as 'crafting' it. This is a pain in the ass if you intend to melt the damn thing for metal, as your guild/galley slave will get pissed off. No way you can stop those workshops from crediting a 'creator', is there?
Is there a sawmill in your workshop menu? That's where you turn those into wood.
Goblin sawmill shanty is whgere orcs do it actually (it can also batch produce storage items so long as there's metal available for fasteners.)
Goblin sawmill shanty is whgere orcs do it actually (it can also batch produce storage items so long as there's metal available for fasteners.)
I tried that, but as far as I could tell it only had options for turning wood into wood planks, not for processing saplings into wood.
Hi :)
First of all, just wanted to express my appreciation for this mod and the orc mode in particular - been having a lot of fun (made a forum account just to post here, lol).
The only real trouble I've been having as orcs though, is I can't seem to work out how to do tree-farming. Planting wood stalks or acorns or fungiwood in farm plots seems to net me loads of saplings, but no actual wood, and I can't figure out what I'm supposed to do with the saplings. The only option seems to be burning them at the factory to get charcoal, but I've got plenty of coal already - what I really need is wood for making ash and supplying the raider's drydocks. Am I missing something?
Yeah it's by design that orcs only burn farmed trees.Is that just for game balance? I think slightly unintuitive otherwise.
Crematorium is a good source of ash, even if you only burn vermin, but especially if you are wiping out enemies you'll soon have plenty of extra body parts.Ah, thanks. I'd forgotten about that. Makes a big difference actually.
Yes, partly I think ironbone and steeloak are a bit imba when combined with orcs good ironbone and lamellar industry, and partly, that not everything has to be quite the same I think. When I think of orcish arborists I picture the trees being felled into the factory pits of isengard ^^
Yes, partly I think ironwood and steeloak are a bit imba when combined with orcs good ironbone and lamellar industry, and partly, that not everything has to be quite the same I think. When I think of orcish arborists I picture the trees being felled into the factory pits of isengard ^^
Bows are generally all around best, most good ammo options, etc. easy to get good bows at fletcher.
Tomahawks are best melee/ranged until warrior societies replace them, remain fine for civ militia
Atlatls are big, good against unarmored targets, and can make some special (blunt, eg) ammo at Sun & Stars
Guns and cannons are among best armor piercing but use brass, lead and steel (or cash)
Flachettes train gun skill and are OK and economical. Basic blowguns are poor, upgrade to flachette gun at tinkerer asap
Bola are being phased out since they're a kobold signature weapon
Hope it helps!
Is their some trick to getting easy shell or horn I am missing? With the lack of a sawmill for wood production, I feel that it is far easier to obtain a sustainable supply of Bonemetal than it is to start cranking out lamellar.
Still a little unclear on the role of atlatls though - are they better than bows against unarmoured? Maybe a good weapon for hunters or arming militia against cavern critters?
Also, some mad genius in my fort just made an artefact 'blaster musket' - is that different from a normal musket?
And one last ranged weapon question - I'm guessing the 'magestaffs' are the ranged Dreamwalker option and the 'sigilblade' for melee?
Is their some trick to getting easy shell or horn I am missing? With the lack of a sawmill for wood production, I feel that it is far easier to obtain a sustainable supply of Bonemetal than it is to start cranking out lamellar.
Well, nothing at all against ironbone, but just to play advocate -- If you're near a pond there's turtles for shell, and my forts tend to be stocked pretty well with both Aurochs and invaders' dead hoof-animals like unicorns, horses, and deer. A full lamellar suit should take quite a few less pieces of material to craft than full ironbone too, and ironbone requires fuel.
If it is a time of year where I can be growing Blade Weeds, I'd rather just be using Wicker to make bins and beds to indirectly help my wood stores indirectly by taking the pressure off of my wood supply.
Dreamwalkers automatically learn a unique, powerful set of spells when they undertake a spirit journey and enter an advanced spellcasting society, or caste. This process requires a caste CODEX which can be crafted at great expense, or occasionally looted by raiders. The CODEX is preserved on use.(edit) Aside: the "Learn from Codex" column of the Appendix is still 100% accurate if I'm not mistaken. There you can see the spells unique to each caste.
Any Dreamwalker including those who have joined an advanced caste can learn single spells by using a MOJO at the right Place of power. The spell is learned permanently, but the MOJO is used up.
Any Dreamwalker including those who have joined an advanced caste can temporarily learn additional spells by wielding ENCHANTED WEAPONS, and by carrying DREAMCATCHERS in their off hand. Enchanted gear is crafted at the Arcane Forge.
ENCHANTED WEAPONS can also fire spells at range using special ammo. Bladed magic weapons can interchangeable share any SHARD type ammo, while druidic and mage type magic weapons can interchangeably share MAGICMISSLE type ammo.First "blank" spell ammo is crafted at the arcane forge, or through rituals at the place of power. These blanks can be fired at enemies to do mundane damage. Or, they can instead be enchanted at the Places of Power with additional magical effects. Note, rune-ammo magic is notoriously volatile even by Orcish standards -- spells including Chainlightning, Nova, or Wraithbinding may not be particularly safe to fire into a melee with friendly forces.
Does it have its own wiki? The part it has on the DF Wiki is really super sparse, and for 5.0. I actually used the manual religiously, and figured keeping it totally up to date was too much trouble, but it was legit super-helpful. Especially the part on warrior societies and greater souls.
As far as ammo, I keep having hunters pick up a random weapon, then pick up mismatching ammunition even and especially when matching ammunition is available., even when assigned to a squad.
Does it have its own wiki? The part it has on the DF Wiki is really super sparse, and for 5.0. I actually used the manual religiously, and figured keeping it totally up to date was too much trouble, but it was legit super-helpful. Especially the part on warrior societies and greater souls.
As far as ammo, I keep having hunters pick up a random weapon, then pick up mismatching ammunition even and especially when matching ammunition is available., even when assigned to a squad. That and the fact that I keep flechette guns around for actual cause (Plus the shit I don't actually use like atlatls that hte civ wants) means I'm doing that with the military, which tends to mangle the corpse/I hate doing it even though it's risk free and doesn't cock up.
Does it have its own wiki? The part it has on the DF Wiki is really super sparse, and for 5.0. I actually used the manual religiously, and figured keeping it totally up to date was too much trouble, but it was legit super-helpful. Especially the part on warrior societies and greater souls.
As far as ammo, I keep having hunters pick up a random weapon, then pick up mismatching ammunition even and especially when matching ammunition is available., even when assigned to a squad. That and the fact that I keep flechette guns around for actual cause (Plus the shit I don't actually use like atlatls that hte civ wants) means I'm doing that with the military, which tends to mangle the corpse/I hate doing it even though it's risk free and doesn't cock up.
What I actually meant to ask, and this I suppose to Smakemupagus directly: I'm making my way through the embark scenarios right now, and am on the 'Steppe Clan/Old Ways.' When you wrote that a bonus would be embarking on an aquifer, did you intend for the player to confine themselves to an above-ground fort along the lines of the Forest Clan scenario?
This might be more of a MDF issue in general than it is an Orc issue.I think it's a DF issue, given that I saw a bug with that report on it somewhere in the military screens about mismatching ammunition if left to 'individual choice, ranged'. And yeahk,t hat's the thing. I have flechette guns to train gunners cheaply, actual guns for use against live targets, and bows because they're easier to field in numbers. I nominally CAN mass forbid, but it's a huge pain, so I've just had to hunt manually for my bones.
I have to deal it in Kobold Mode, where multiple sorts of launchers/ammo were avaible right from the getgo. I just forbid all the ranged weapons/ammo save for the sort I want my hunters using, and that works nine times out of 10... of course, that fix could be a pain in the arse if one intends to use ranged units in their military.
Just a few notes on that: The murmak does indeed give a ton of meat, but I dont understand why there shouldnt be egg-layers. A few more war-like beasts would be interesting from my point of view.Shit I meant to specify squigs.
Mostly the micro, but I also don't like having to build nest boxes - I like my non-grazing animals in the orc and kobold forts roaming around with everyone.That's your personal opinion/playstyle and not a good recommendation for a balance change in a mod with several thousand players.
Yeah, it's also that I just can't see squigs as egg-layers. I picture them - for some reason as horrifying mixes between pugs, pigs and wolverines. I don't see that laying an egg.Mostly the micro, but I also don't like having to build nest boxes - I like my non-grazing animals in the orc and kobold forts roaming around with everyone.That's your personal opinion/playstyle and not a good recommendation for a balance change in a mod with several thousand players.
I think the metals in MDF were overpowered
Anyway working from a clean base, at your own pace, and releasing regularly is quite motivating.
Edit: And the most important is that you make what you want to make, there is no point otherwise. :P
What I actually meant to ask, and this I suppose to Smakemupagus directly: I'm making my way through the embark scenarios right now, and am on the 'Steppe Clan/Old Ways.' When you wrote that a bonus would be embarking on an aquifer, did you intend for the player to confine themselves to an above-ground fort along the lines of the Forest Clan scenario?
It's meant to get you started with a surface fort, but I purposely left it up to the player to choose whether to breach the aquifer eventually.
Also even in Forest Clan/Vale of Tears it's on purpose open to interpretation whether the Druidic Temple is your entire base, or just one structure within a larger town that might also include stone or underground buildings.
Maybe writing a couple new scenarios would get me in the spirit of updating the manual. That is one of the actually fun parts of doing it :)
Yeah, I agree, a tundra/tiaga scenario is a nice idea :D
What do you like to embark with there? Do you bring boreal plant seeds or just gather them?
Edit: I also remember reading on the wiki that the weapon quality can affect its killing power. Does the same applies to ranged weapons, like bows or atlatls?
Edit: I also remember reading on the wiki that the weapon quality can affect its killing power. Does the same applies to ranged weapons, like bows or atlatls?
Yeah, the quality of the ranged weapon affects accuracy, not damage. The quality and material of the arrows affect damage.
Hunters need a few skill levels before they start being efficient, whereas a big oaf with a weapon will get the kill soon enough as long as he can catch and disable it. Also, yeah, uruks are powerful.
Dunno about your tallow, maybe you're cooking it, but it can be the limiting reagent for sure. I don't think it rots when stored properly. Do you have a terrier squig or condor keeping vermin out of your food piles?
You shouldn't be able to double regular boots in Masterwork, because they're size 25 permit 49 (instead of 25/50 as in vanilla iirc).
Maybe you can't wear a robe and a cloak at the same time? If yes and I have to chose, which one?
It auto corrected, plus I am not wearing glasses.If thats on the uniform screen, removing on gauntlet and one boot should fix it I think.
I meant to say to write it down how it would show in the uniform screen, as:Spoiler (click to show/hide)
This is pretty much how I set the uniform up. Is there anything wrong with it? Maybe you can't wear a robe and a cloak at the same time? If yes and I have to chose, which one?
They are egg layers by the way.
>> Adding nestbox and egg forbiding to the equation just makes it harder to pick them.
Huh, that sounds complicated? I just lock the door when I want to let some critters breed.
On farming, what seeds to you recommend me to bring? And did you managed to use the squigs? I can't get the breeders to reproduce, at least not quicker than the wolves (aka before the dwarfs show up).
I am definitely not ready for a surface run, either orcs or humans. Blocks add value up rather quickly, I got a huge first immigration wave (12+) right after finishing the walls and some apartments. I shiver to think what would happen if I get an invasion. Also, bone, as nice and dandy as it is, is really not as efficient as I thought. Gotta re-learn how to use clay and make the most out of the damn factory.
I'm glad that the SLF idea has gotten some good reception, I'll follow up with it eventually, once I can actually play on an up-to-date version of the mod.I've done the calculations many, many times already. First shields are affected by quality levels, they become more likely to block attacks the higher the quality. Artifact is a x3 multiplier to to-hit and all that stuff, and bucklers have a blockchance of 10, there's nothing specifically saying that means 10%, but that probably doesn't matter. Anyway, in Masterwork kite shields have a blockchance of 30 meaning that an artifact (x3) bucklers (10) probably has the same blockchance as a base level kite shield. With round shields it would be at exceptional that a round shield would be better than an artifact buckler.
I do have one question, that is related to vanilla, but I thought I might as well post it since my orcs built it. Uzguulidnazaguu Zagazog: This is a bone buckler, All craftsorcship is of the highest quality, it is decorated with bone. This object menaces with spikes of bone and bone.
Does an artifact shield of any kind really have any benefit over their counterparts; or for that matter, do shields benefit from any quality modifiers at all? I know that armor receives a deflection bonus based on quality, but I don't know if that applies to shields. That, coupled with the fact that bucklers have a generally inferior block%, is it worth equipping a soldier with an artifact buckler over, say, a kite shield?
I'm glad that the SLF idea has gotten some good reception, I'll follow up with it eventually, once I can actually play on an up-to-date version of the mod.I've done the calculations many, many times already. First shields are affected by quality levels, they become more likely to block attacks the higher the quality. Artifact is a x3 multiplier to to-hit and all that stuff, and bucklers have a blockchance of 10, there's nothing specifically saying that means 10%, but that probably doesn't matter. Anyway, in Masterwork kite shields have a blockchance of 30 meaning that an artifact (x3) bucklers (10) probably has the same blockchance as a base level kite shield. With round shields it would be at exceptional that a round shield would be better than an artifact buckler.
I do have one question, that is related to vanilla, but I thought I might as well post it since my orcs built it. Uzguulidnazaguu Zagazog: This is a bone buckler, All craftsorcship is of the highest quality, it is decorated with bone. This object menaces with spikes of bone and bone.
Does an artifact shield of any kind really have any benefit over their counterparts; or for that matter, do shields benefit from any quality modifiers at all? I know that armor receives a deflection bonus based on quality, but I don't know if that applies to shields. That, coupled with the fact that bucklers have a generally inferior block%, is it worth equipping a soldier with an artifact buckler over, say, a kite shield?
there is no need for you to do this.
Do the scripts or whatever black art enable the "upgradable tent" system that the kobolds used in 6.2 still work in the new version? If that is not too tricky to learn how to do I will try to use it to reduce the menu clutter that comes from the unlockable Looted tech and labor camps, etc.Yes, they do. They might use a different syntax though, I havent tested them with the modtools thing yet.
So.... What exactly are bomb satchels and detonator packs supposed to do? Some sort of explosive attack I assume. The manual says they're carried in the off-hand, which they are, but they don't seem to really do anything.
Then perhaps the new manual should point out such, although in my case it was a stickbomb satchel and didn't see use.
Then perhaps the new manual should point out such, although in my case it was a stickbomb satchel and didn't see use.
I'm not likely to put a lot of work into the manual, I'm sorry. I will include contributions and try to delete stuff that's out of date.
I suspect that some of the globs (skin, fat, ...) have an individual size that is so big that even small stacks can't fit in barrels.
Doubleposting for one last quick question, what bars do i need to make a blacksmoke forge and stuff? It asks for 3 ORC_INDUSTRY_MAT bars but i have no idea what that is and the manual doesnt say
Doubleposting for one last quick question, what bars do i need to make a blacksmoke forge and stuff? It asks for 3 ORC_INDUSTRY_MAT bars but i have no idea what that is and the manual doesnt saySome form of iron. I think rusty iron, iron, and steel all work.
I am having a hard time getting my archers and gunners to pick up ammunition. They go to where i station them, but they do not fire and examining their quivers shows there is nothing there. I have plenty of ammunition available. The ammunition is also within the only burrow i have, so i cannot imagine this is the issue. I do not remember this bug being in vanilla .34, is anyone else having this problem?
Well if you have a river you can funnel water down to the magma sea but it will ruin your fps
In my next orc fortress I am gonna have all my frostskalds locked in a dungeon, only releasing them to kamikaze the enemy during sieges.
Also anyone have cool ideas for a fort layout? My usual square fort with fortifications on the second level is uninspired and really boring
Yeah, I also get many less scalps and souls than I have dead enemies, which i don't really understand either. Possibly, just need more tanners and totem poles, to preserve the items before they go bad, as you said.
I have the same problem. Which is why I always complain about why they don't just use totems. If you don't get around to processing that skull for a few weeks, it's still a skull ... but a scalp is dried up jerky and a soul is ... well, I don't know what an expired soul is. :)
Been playing an Orc fort again and noticed there is no unpack option for crates of gold bars in the trade building. Everything else I have bought unpacks fine. May not be specific to Orcs though. I haven't had a chance to check any other races.
This is the last (final?) release of Masterwork for 34. Haven't tinkered with the current version of DF to date. (MASTERWORK-DF☼ 34.11 - V.6.2 )
I found some graphics in the critters.png that fit for them all. I am always impressed by the amount of graphics that are included but not used.
If you want I can try and clean up the rest of the animal entries and make them as consistent as possible. Then I could port those to v40.
I found some graphics in the critters.png that fit for them all. I am always impressed by the amount of graphics that are included but not used.
If you want I can try and clean up the rest of the animal entries and make them as consistent as possible. Then I could port those to v40.
Sure, that sounds great! Please make Mumaks especially and the big ruminantes (auroch, carabou, moose) actually take a fair bit of pasture space, not crazy so they're hard to keep alive, but so that you actually have to put aside a couple hundred tiles of grazeland if you want to keep a herd of the big guys. Thanks!
Definitely, I will try and balance the animals in a realistic way. As it is right now Mumaks require 1/10 the pasture as vanilla cows do. Of course, in vanilla elephants die because they can not graze fast enough... so I will tweak the values and figure out what makes sense.
Also, how do you feel about squigs?
Yep, well, that's a Masterwork universe thing. All grazers required very little space in the old version of Masterwork, so I couldn't balance to vanilla entirely. Anyway vanilla 0.34 was kind of ridiculous in that regard, elephants not being able to feed themselves etc. Anyway I trust your judgement, sounds like we're pretty much on the same page.
I like squigs in general, but you can please make them do live births instead of eggs. Keep them pretty cheap, and people who don't like squigs will have your new animals for other options for vermin control and different ranching options.
Nihil, could you please keep me in the loop when you do raw changes/updates? If I know about them, I can check them and incorporate them into the 40.x version.
Fluidcaster
Our outriders have been tracking a number of new dwarven settlements in the contested frontier. As you know, we track these settlements closely since dwarves are prone to maddeningly stupid behavior, and failed fortresses might as well be free loot. This settlement we're visiting today is the key one -- yes, warchief, it is on an aquifer. Yes, on a carp breeding ground, exactly. They might as well start crafting their own gabbro coffins? Yes, warchief, that's what we thought as well. What's more, they just drilled straight down into the aquifer like a addleheaded human child. Yes, warchief, it is madness.
There, on the edge of the, do you see this building? It has wheelbarrels of coal going in? Those are tankers coming out. Tankers? It is like a mine-cart, but see how it is full of water? Yes. Well, yesterday it was full of liquid fire. Many coal loads went in, and many tankers of liquid fire came out, and then the dwarves went back into the pit with their picks. Yes, I'm sure. Yes, two of them came running out with their beards on fire afterwards. Yes, warchief, it is madness.
...You are pretty sure that your scouts are not creative enough to spin this tall tale with no basis. But, is it really possible the dwarves have this technology?? If so, is it possible that the little bearded marvels are so stupid to deploy it for mining an aquifer in some third-rate provence forty league south of the middle of nowhere?
What do i do with scalps?
Orcs will die of old age between 80 and 110 years of age.
Orcs reach adulthood at 5 years of age.
They grow quickly, have a lifespan greater than humans, but shorter than dwarves.
Orcs will die of old age between 80 and 110 years of age.
Orcs reach adulthood at 5 years of age.
They grow quickly, have a lifespan greater than humans, but shorter than dwarves.
Humans go from 60 to 120. Humans live slightly longer at max and have a much larger "randomly falls over dead" range, while orcs have a smaller range and live slightly shorter lives.
Hey i'm not sure if this is active anymore or not but i tried playing an orc fortress and it seems Dwarf Therapists wont let me change labors is this meant to happen or not and how do i fix it?
Meph casts thread-necromancy.With the new taverns/etc implementations, I would love to see Orcs 'corrupt' things into doing their dirty work, or something along those lines.
Give me your orc suggestions!
Suggestions from my end:
- Ogres as friendly units.
- Creature-spawning workshop, like an Orc Beastmaster. Uses dfhack "create-unit" to make wargs, tames trolls, etc.
- Beast-Armory workshop, using dfhacks "modtools/equip-item" to put actual armor on pets.
- Spiritwalking workshop, like a Dreamwalkers Lodge, using dfhacks "strangemood" to induce strange moods on the worker, and control them slightly. Like setting their preferences for item-type and materials.
- Allow labor cells / prisoners to teach skill that fit them, for example dwarven prisoners teach mining/metalworking skills, etc.
isn't the drydocks called that because orks use an Airship than a normal water stuff? you float across the land in Blimps looking for folks to raid.Meph casts thread-necromancy.With the new taverns/etc implementations, I would love to see Orcs 'corrupt' things into doing their dirty work, or something along those lines.
Give me your orc suggestions!
Suggestions from my end:
- Ogres as friendly units.
- Creature-spawning workshop, like an Orc Beastmaster. Uses dfhack "create-unit" to make wargs, tames trolls, etc.
- Beast-Armory workshop, using dfhacks "modtools/equip-item" to put actual armor on pets.
- Spiritwalking workshop, like a Dreamwalkers Lodge, using dfhacks "strangemood" to induce strange moods on the worker, and control them slightly. Like setting their preferences for item-type and materials.
- Allow labor cells / prisoners to teach skill that fit them, for example dwarven prisoners teach mining/metalworking skills, etc.
The big draw for orcs for me has always been their unique and deep culture.
Oh and the drydocks. Always bugged me that you could use them in say, a desert. If possible I would love to see that drydocks are only possible with a water source such as a river or ocean and introduce a building which serves the same purpose, 'Raiding house' or whatnot.
... isn't the drydocks called that because orks use an Airship than a normal water stuff? ...
Bonemold: Technically speaking its bone ground up, mixed with ash, hardened at a furnace. Stiff, but brittle. Not sharp by any means.
My suggestion: Leave it at irongrade, make it lighter than iron, remove ITEM_WEAPONS and ITEM_AMMO from it. Make it a armor-only material. Thats both more realistic and forces you to get "real" metals for weapons.
the early year 2 invationsnot a thing anymore. As I mentioned in a PM some time, armies now move across the map. Siege-timings are very, very different now.
Quotethe early year 2 invationsnot a thing anymore. As I mentioned in a PM some time, armies now move across the map. Siege-timings are very, very different now.
So, sites can be left and revisited without abadnoning, right? Does this mean we could have succession world where a Dwarf and Orc fort are founded like, 10 miles apart and can alternate turns in a community game format? Would that increase the odds or strength of invasions at the neighbor site ???Yes, that should be possible. :o
@taldarus
Feature creep, after a certain point, becomes versatility. It is why I am still playing the 6.2 MW. There aren't enough features yet in Reborn.
Yeah, eh, i just wasn't sure about it, for now I took out all the tavern and scriptorium type stuff until i understand the function of libraries in the main game.They have nothing to do with each other. One is for scholar skills, which are useless in fort mode, while your workshop trains social skills. Btw, getting training for STUDENT; LEADER, OBSERVER, BOOKKEEPING and APPRAISAL would be useful and fit the hermetic garden too.
Yeah, eh, i just wasn't sure about it, for now I took out all the tavern and scriptorium type stuff until i understand the function of libraries in the main game.They have nothing to do with each other. One is for scholar skills, which are useless in fort mode, ...