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Topics - smakemupagus

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1
Masterwork DF / Talatapushak - Orc Fortress 0.4 test & feedback fort
« on: August 14, 2018, 01:06:30 pm »
A band of Orcish pioneers are setting out in Orc Fortress 0.4 (installed in Peridexis Starter Pack of vanilla DF 44.12) for some testing.  This is mostly to make notes for myself and get feedback rather than a proper story mode, which is why i'm posting here rather than in Community Games.

One test I'm doing is to check a question raised in the forums about whether Orcish site nobles are working properly.  Our world Legends do show all ranks of clan nobility (thains, jarls, and overlords) properly represented, but I haven't gotten a fortress promoted in game, so let's try to grow a military fast and conquer a couple sites. 

We embark at the source of a stream and along a road, in the wetlands of The Sunken Murk.  Less than a day's travel in either direction along our road are a large orcish port town Greycrushes to the east, and the human harbor of Bronzelures to the west.  The mountains southwest are absolutely riddled with Dwarves.  Forest elves, ashlanders, and goblins all also have large settlements within 2 days travel.  (Note, in vanilla, we can't trade with Goblins, probably because they don't have pack animals).

Spoiler: "Map of Surroundings" (click to show/hide)

Geared up for a quick start, with an anvil, coal and ore; and an Uruk with some military skills.  Breeding populations of dire wolves and wild boars for easy food supply.


Lucky enough, the wagon is pulled by an auroch pair, bull and cow.

The topside entrance to the fort is a sandy cave excavated where the road meets an outcropping from a small hill.  Miners are now delving out some quarters in stone about 10 layers down.  There's a cavern only 20 layers down with water and tetrahedrite exposed.

Spoiler: "Fort Topside" (click to show/hide)

2
Masterwork DF / Interest in Orc Fortress for vanilla 44.xx?
« on: May 21, 2018, 12:48:01 am »
I have a (very streamlined, and somewhat rebalanced, etc.) version of Orc Fortress playable in vanilla 0.44.09.  I'll certainly pop it up for release once i've played through a couple times and have any confidence that it might not be terribly buggy. 

let me know if there's any:
(a) interest in it before it's debugged?
(b) fixes you all made to Orc Fort in past years that i should incorporate?
(c) new version of Masterwork in development for 44.xx in which case maybe i won't work too hard on vanilla?

cheers

3
Masterwork DF / Un-retiring forts bugs?
« on: November 13, 2017, 03:02:00 am »
Hi all,

i've not had any luck un-retiring forts (all former residents are Hostile).  I see on the bug tracker that there are known bugs where mercenaries and etc. go hostile, but this is different.  Anyone have any experience that suggests whether it might be mod related?

Multi-playable race world if that matters, although i did select the same civ before hitting R for Reclaim/Reembark on the map.  It happens with both dwarves and orcs, fwiw.

4
DF Community Games & Stories / Chronicles of Enomon, the Legendary Realms
« on: November 09, 2017, 04:05:14 pm »

Chronicles of Enomon, The Legendary Realms

Hi folks.  I'm a returning player, away for almost 3 years.  I've decided to fire it up again.  Since I'll be doing short sessions like lunch breaks etc., I probably won't be doing too many long epic forts, but I thought it would be fun to do sort of a running log as I re-learn to play.  I'll probably do a number of settlements in the same world, and report some highlights of what happens with a picture or two.  Probably I won't be doing a ton of detailed narrative.  But please do post if you have ideas for a theme for a new settlement, development suggestions for an active fort, etc.

The world is generated in the mod "Modified Masterwork v1.29".

Here's the Civilized World Population as of Spring 251:

   18347 Dwarves *
   20550 Elves
   39332 Goblins
   45940 Humans *
   16077 Kobolds *
   20564 Nagas
   15461 Orcs *
   36282 Succubi
   22746 Serpentines
   7907 Putrid blendecs
   20633 Pandashi

   Total: 263839
* Fortresses Playable

5
Masterwork DF / Buildings needing mechanical power?
« on: July 01, 2016, 11:06:27 am »
Is it still possible to make buildings require mechanical power? 

If so (and it's not too confusing for players) I'd like to make the non-magma Orcish Factory require, say, 2 waterwheels worth of power.  Anyone point me in the right direction?

6
Romomon, the Ageless Realms.

A land of boundless ambition, of imperial wars and of vast spaces open to intrepid pioneers.
 
Spoiler: world map (click to show/hide)

See more here:
http://www.bay12forums.com/smf/index.php?topic=158571.0

*****

P.S.  This thread was just an information, or we can use it for details like mod-development discussion inspired by Romomon.  But please post anything really relating to the game itself in the Community games thread.

7
Romomon, the Ageless Realms.

A land of boundless ambition, of imperial wars and of vast spaces open to intrepid pioneers.
 
Spoiler: world map (click to show/hide)

The westlands have been overrun by swarming goblins, while naga and demons dominate island city-states in the Sea of Honor.  Swaths of unclaimed and unexplored realms await: from the mountainous Wall of Meditation in the north to the tropical Crystalline Waters lakes in the south, and the endless steppes and mires of the eastern peninsula.

But the heartlands are held, of course, by the Great Powers.

The fastnesses of the Slippery Lances dominate the southern tier of the Crest of Compassion; while the clanholds of the orcs riddle the Steamy Forests that climb to meet the Crests' slopes.

Spoiler: Dwarven Civ (click to show/hide)
Spoiler: Orcish Civ (click to show/hide)

Since the beginning of recorded time, the Hell of Toads have waged an endless series of wars against the elves who hold out, without much hope, in their jungle retreats.

Spoiler: The Scalded War (click to show/hide)

The year 200 dawns.  What will the new day bring?

**************************

Romomon is a succession world for the Masterwork Mod, version 1.04.  The rules are simple and I hope can lead to some fun and also fast turns (this is a bit of playtesting after all, so I would like to keep it moving!)

* There is no turn queue - If the save is posted you can grab it and say "GOT IT - PLAYING NOW"
* Play for unlimited time in game as a new expedition from the Dwarvish Slippery Lances, the Orcish Hell of Toads (or any other dwarf, orc, or succubus civ). 
* At the end of your turn, "Retire the Fortress for now."
* Players that follow can choose to un-retire existing forts, found a new expedition, or adventure.
* Please try to finish up your turn within 3 days IRL time.  If you need an extension please check in with a post with a short description of how things are going and an estimate of when you'll finish up -- otherwise, after the 4th day, a new player can jump in.
* Then post the save and say "TURN COMPLETE -- YEAR XXX SAVE IS HERE", and share some pictures or stories about your time in Romomon.

*** NOTE  ***
Embark Everywhere breaks the un-retire process, making it like a new embark over the old site even if you use the 'R' menu.  You can turn it off from a DFHack menu accessible in game on the embark screen.

8


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

General discussion, suggestions, and bug reports all welcome.

9
Masterwork DF / Domestic creatures?
« on: May 14, 2016, 01:54:01 am »
How you set which domestic creatures your civ gets?  DFHackery i assume?

10
Masterwork DF / back to vanilla-like professions in New Masterwork?
« on: May 12, 2016, 12:53:13 am »
You are back to using the vanilla professions, now, right?  No more overriding Miller and Tanner and etc., so this is obsolete?

Code: ("graphics_orc.txt") [Select]
### MASTERWORK NEW PROFESSIONS
[MILLER:ORC:6:0:AS_IS:DEFAULT] tomb raider
[TANNER:ORC:8:3:AS_IS:DEFAULT] clanspeaker
[POTTER:ORC:9:3:AS_IS:DEFAULT] writer
[PRESSER:ORC:10:3:AS_IS:DEFAULT] thinka
[GLAZER:ORC:11:3:AS_IS:DEFAULT] musician
[SOAP_MAKER:ORC:5:6:AS_IS:DEFAULT] runesmith
[POTASH_MAKER:ORC:4:6:AS_IS:DEFAULT] alchemist
[LYE_MAKER:ORC:3:6:AS_IS:DEFAULT] chemist

11
Masterwork DF / ☼Orcs☼ - Masterwork Reborn
« on: January 12, 2015, 03:24:31 pm »

Please share any comments you have about Orc Fortress mode, especially suggestions relating to the ongoing major Masterwork overhaul.  I will keep an eye on the old thread too, but I started this new one so that I can control the poll.

Note, there's not really any major overhaul to Orc mode planned, but it's certainly going to be as good a time to implement any changes as another, so feedback welcome as always.

12
Masterwork DF / Deactivate non-vanilla DF hotkeys?
« on: October 19, 2014, 08:16:55 pm »
How do you de-activate the extra key bindings that make strange things happen?

Example:
p,p should bring up a weapons stockpile placement interface. Instead, sometimes it brings up "no buildings nearby".
m should bring up the military screen.  Instead, sometimes it brings up somekind of a Dwarf Preferences interface.


13
Masterwork DF / Masterwork Arena Battles!
« on: September 14, 2014, 05:31:30 pm »
Round 1:  Push -- equipment problems
Round 2:  Early game showdown (prematch/results) ... Orcs win!
Insanegame's Showdown: (With Mumakil!)
Smak's Round 3: Dwarves gear for armor piercing (prematch/results) ... Orcs and Dwarves Draw!
Smak's Round 4: Fire and Ice (.. and mithril) (prematch/results) ... Dwarves win!


................
All units:  Iron mail, greaves, helm, gauntlet, boot, kite shield
Skill 5 in armor, shield, dodge, fighter/archer, weapon skill unless noted
Orcs bonus: Lamellar cloak, mask
Dwarves bonus:  Steel breastplate

TEAM ORC

5x Orc: Ironbone tomahawk, 10 ironbone throwing 'hawks, skill 3 in both axe and thrown
5x Uruk: Bloodsteel macuahuitl
5x Snaga:  Bone composite bow, 20 copper bodkins
1x Ronin:  Skill 7*, mithril daikatana
1x Olog: Copper maul

TEAM DWARF

5x Guards: Steel battleaxe
5x Legion: Skill 7*, silver warhammer
5x Marksdwarf: Skill 7*, iron bladed javelin thrower, 10 piercing copper javs, NO shield
1x Legion: Skill 7*, superior adamantine battle axe
1x Marksdwarf: Skill 7*, bladed repeating steel crossbow, 40 steel broadheads

* Primary weapon skill only
Place your bets!!!

Spoiler (click to show/hide)

14
Masterwork DF / Diggable DEEP_SURFACE ... (spoiler)
« on: June 08, 2013, 09:48:10 pm »
slade seems to be diggable in MDF.  will it crash if I dig down?

15
Masterwork DF / Help with Orc Quickstart Guide?!
« on: June 03, 2013, 02:30:13 am »
Orc warband veterans-

A couple weeks ago someone suggested that new players get a lot of use out of these "Quickstart guides" like:
http://dwarffortresswiki.org/index.php/Quickstart_guide

So off and on, I've been working for one for the Orcs:
http://dwarffortresswiki.org/index.php/Masterwork:Orcish_Quickstart_guide

I feel like it's sort of sketched out enough to be useful, so, I wanted to ask if you guys would be up for crowdsourcing it a bit.  Not only because i'm lazy ;) but also because you guys have more of a perspective of what it's like to learn to play.  Anyway I learn a lot of tricks too from hearing about your forts, and if I write the whole thing it will just be a repeat of what's already in the manual.  So please consider typing a few lines in here,  Or filling in any other part of the wiki!

Don't be shy about edits, if you have better section heading names or want to rewrite anything already there, go for it.  Please consider the whole thing a placeholder at this point :D

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