Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 34 35 [36] 37

Author Topic: Orcs: More things to kill - Now for DF2010!  (Read 136572 times)

Rysith

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #525 on: September 06, 2010, 05:30:01 pm »

Since I am using Ironhands graphics pack I am using the Goblins from the mod by Phobeus to represent my Orcs.  Would you like me to put together a zip file that includes the Entity changes we made further up the page, as well as the Orc graphics (I would of course have to ask for permission from Sphr first)?

That would be great, now that I'm back from Labor Day, although I've already fixed the orc_orc issue and replaced the file on dffd. I remember some name clashes last version, so thought I'd be a good modding citizen and take my own namespace before publishing it, then forgot to change that reference.
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #526 on: September 09, 2010, 03:33:30 pm »

I'm currently working on an Orcish full graphic set with all professions (suited for Ironhand so they are 18x18) so if you want them I can share when I'm done.


Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Still Standing

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #527 on: September 09, 2010, 03:34:05 pm »

I just saw those and was coming to write in here.  Guess I was too late!
Logged
Diggy diggy hole.

varnish

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #528 on: September 11, 2010, 03:25:40 am »

Ah, nice. Some of my fondest DF memories revolve around the old orc mod. (See Greatbridge of Oceans, etc). As Rysith said, (I think), it's not how the orcs attack you; it's that they do it so soon. It really gives some meaning to the mid-game aside from exploring the caverns. It gives you something to do/prepare for, and so on.
Logged

schussel

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #529 on: October 04, 2010, 11:29:04 am »

awesome mod .. orcs somehow time their attacks when elves are around^^ got the 3rd of their caravans slaughtered by them on my doorstep for free stuff :)

the only thing is .. is there a guide or someone to help how to get custom graphics to work with it .. i tried every pack and instruction listed here but dont get beyond the ugly wagonwheel icon for orcs (playing 0.49 ironhand pack)

anyone may give me a hint or files :) (pm  would be ok :)

PS: i found an odd behavior .. with the .15+ revert to goblin raids goblins seem to freeze in awe when they ambush  when orcs are present .. they just stand where they emerge and do nothing :)
Logged

ninja137

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #530 on: October 17, 2010, 09:28:44 pm »

I seem to be having a bit of trouble making this work, then again im new to modding. When I put this into the RAW no orcs ever show up in worldgen. Can anyone please tell me what I might be doing wrong?
Logged

Lycaeon

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #531 on: January 15, 2011, 11:08:09 pm »

With some additional modding involving castes it's possible to combine orcs and goblins into a single race. Each will retain their unique strengths and creature tiles (g for goblins and O for orcs), with the ratio of 10 goblins to each Orc, as they are technically the same species according to some sources. I believe this combination also depicts Orcs as taskmasters for the larger numbers of goblins. The ratio can be adjusted to increase the challenge.

Creature_standard
Spoiler (click to show/hide)

The challenge is also increased by the Orc's obtainment of cavern mounts and other goblin civ advantages.

entity_default
Spoiler (click to show/hide)
« Last Edit: January 15, 2011, 11:13:40 pm by Lycaeon »
Logged
I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we wont survive?

612DwarfAvenue

  • Bay Watcher
  • Voice actor.
    • View Profile
    • TESnexus profile, has my voice acting portfolio.
Re: Orcs: More things to kill - Now for DF2010!
« Reply #532 on: January 16, 2011, 01:58:47 am »

Holy cow necro.

Good necro though, people need to be aware of the awesomeness that is this mod.
Logged
My voice acting portfolio.
Centration. Similar to Spacestation 13, but in 3D and first-person. Sounds damn awesome.
NanoTrasen Exploratory Team: SS13 in DF.

maxs

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #533 on: January 22, 2011, 05:35:09 pm »

Hey guys, I'm very happy to find this mod! Is it compatible with 31.18??

Also I read above that the orcs can use up to bronze.. is it possible to change it so they use up to steel?

Also is it possible to make dwarf fortress throw more skilled enemies at you? Even a legendary fighter or axeman once in a while? Perhaps the leader of the siege?
« Last Edit: January 22, 2011, 05:38:55 pm by maxs »
Logged

maxs

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #534 on: January 23, 2011, 07:42:08 pm »

ttt
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #535 on: January 23, 2011, 08:11:27 pm »

Hey guys, I'm very happy to find this mod! Is it compatible with 31.18??

Also I read above that the orcs can use up to bronze.. is it possible to change it so they use up to steel?

Also is it possible to make dwarf fortress throw more skilled enemies at you? Even a legendary fighter or axeman once in a while? Perhaps the leader of the siege?

Make a new caste with
   [NATURAL_SKILL:STANCE_STRIKE:15]
   [NATURAL_SKILL:ARMOR:15]
   [NATURAL_SKILL:MELEE_COMBAT:15]

They will be grandmaster fighters.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

maxs

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #536 on: January 24, 2011, 01:11:46 am »

Thanks this sounds like what I was looking for, but where do I put this? (total newb here).

Also.. will this make ALL of them master fighters or does it just enable some of them to attain that level of skill?
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #537 on: January 24, 2011, 05:23:02 am »

Thanks this sounds like what I was looking for, but where do I put this? (total newb here).

Also.. will this make ALL of them master fighters or does it just enable some of them to attain that level of skill?

In the orc creature entry, you might see something that says [CASTE:MALE]

Just in front of it, paste this:


Code: [Select]
[CASTE:ORC_WARLORD]
        [CASTE_NAME:orc warlord:orc warlords:orc warlord]
        [MALE]
        [POP_RATIO:1]
        [NATURAL_SKILL:STANCE_STRIKE:15]
        [NATURAL_SKILL:ARMOR:15]
        [NATURAL_SKILL:MELEE_COMBAT:15]


Then add a [POP_RATIO:5] tag just below the CASTE:MALE and CASTE:FEMALE tags in the orc creature raws.

What I have posted here will create a new type of orc called an Orc warlord. There is one warlord born for every 10 normal orcs (you can decrease proportion by increasing the value of the         [POP_RATIO:5] tags for normal orcs). They will be legendary battlers and always male.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Loki

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #538 on: February 27, 2011, 03:00:26 am »

I seem to be having a bit of trouble making this work, then again im new to modding. When I put this into the RAW no orcs ever show up in worldgen. Can anyone please tell me what I might be doing wrong?

I'm in the same boat as this guy, but he posted his question on (coincidentally) my birthday, 10/17, one year ago, and has yet to get a reply. Could someone break this down step by step? I could get it to work fine before 2010 :/
Logged
Dwarf Fortress: The only game you can play without even unpausing.

ninja137

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill - Now for DF2010!
« Reply #539 on: October 05, 2011, 03:31:09 pm »

Woo~ I am a necromancer, behold the awesome of the Orc Mod thread!
Logged
Pages: 1 ... 34 35 [36] 37