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Author Topic: Orcs: More things to kill - Now for DF2010!  (Read 144489 times)

Warlord255

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Re: Orcs: More things to kill
« Reply #75 on: November 27, 2008, 04:53:24 pm »

You have some formatting/typo problems (lines should be tab-spaced, not three-spacebar-spaced, littersize/likes fighting not capitalized, trap components and littersize also).
« Last Edit: November 27, 2008, 04:55:11 pm by Warlord255 »
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Rysith

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Re: Orcs: More things to kill
« Reply #76 on: November 27, 2008, 05:17:23 pm »

hmm, I think that's the forum trying to prevent me from injecting HTML into my posts for evil. I'll try sticking it in a [code ] block.
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Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Tormy

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Re: Orcs: More things to kill
« Reply #77 on: November 27, 2008, 05:23:17 pm »

I just made some orcs too

Orcs = must have in all fantasy worlds! I will make an orc race also, when I start to work on my TC mod..but that won't happen tomorrow, I am waiting for the army arc to be implemented.  :)
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onehellofatable

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Re: Orcs: More things to kill
« Reply #78 on: November 30, 2008, 05:50:03 pm »

I was really excited to get a siege of 12 fairly early on, but they just got bored and left after less than a season, what the fudge? :(

That's disappointing.

Edit:wrong amount of time :P
« Last Edit: November 30, 2008, 05:58:37 pm by onehellofatable »
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WGOIMF: Just lost 12 miners (all but 1) to cave ins within the span of an hour mining out a 20x20 pit

......Nothing could be done, it was the will of Armok!

Warlord255

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Re: Orcs: More things to kill
« Reply #79 on: November 30, 2008, 05:59:23 pm »

I was really excited to get a siege of 12 fairly early on, but they just got bored and left after less than a season, what the fudge? :(

That's disappointing.

Edit:wrong amount of time :P

Did you fight them or just hole up?
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

onehellofatable

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Re: Orcs: More things to kill
« Reply #80 on: December 01, 2008, 12:38:22 am »

Holed up!
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WGOIMF: Just lost 12 miners (all but 1) to cave ins within the span of an hour mining out a 20x20 pit

......Nothing could be done, it was the will of Armok!

Rysith

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Re: Orcs: More things to kill
« Reply #81 on: December 01, 2008, 01:03:10 am »

Holed up!

Yep, if you hole up they leave quickly, should be about a season. That's what they are supposed to do. Would you sit around outside some hole in the ground if there was something else to loot and plunder?

Don't worry, they will be back. And try fighting them this time.  ;D
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Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

onehellofatable

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Re: Orcs: More things to kill
« Reply #82 on: December 01, 2008, 01:05:27 am »

You make a good point hehe...

Yeah, I just didn't have any weapons or armor... made em in a hurry, but wasn't fast enough unfortunately... gotta spill me some orc blood.

Will they stick around longer if they've tasted a bit of combat with you?
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WGOIMF: Just lost 12 miners (all but 1) to cave ins within the span of an hour mining out a 20x20 pit

......Nothing could be done, it was the will of Armok!

Rysith

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Re: Orcs: More things to kill
« Reply #83 on: December 01, 2008, 02:21:57 pm »

They just use the normal siegeing routine with two disjoint active seasons. They shouldn't disengage while fighting you, though they might leave if they kill a dwarf or two and then you seal yourself off.

Of course, in my experience with them, it tends to end up in a single epic battle in front of my fortress, and then either I win and spend the rest of the season cleaning up and burying the dead, or they win and wipe my fortress. So, you might not need them to stick around that long once combat has been joined.
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Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

onehellofatable

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Re: Orcs: More things to kill
« Reply #84 on: December 01, 2008, 06:38:21 pm »

Yeah, ended up figuring that out the hard way haha. They showed up in force quite shortly after.

Thanks a lot, I'm having a lot of fun with this race :)
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WGOIMF: Just lost 12 miners (all but 1) to cave ins within the span of an hour mining out a 20x20 pit

......Nothing could be done, it was the will of Armok!

Jay

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Re: Orcs: More things to kill
« Reply #85 on: December 01, 2008, 08:59:52 pm »

If they can't path to a dwarf, they sit around and eventually leave.
Thus: Holing up is the ultimate defense.
Not the ultimate defensive mechanism.
See the difference?
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Mishimanriz: Histories of Pegasi and Dictionaries

jdarksun

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Re: Orcs: More things to kill
« Reply #86 on: December 08, 2008, 10:17:02 am »

Do you need to do anything special to add the orcs as creatures, or just put them in the creature_standard.txt file?
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Warlord255

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Re: Orcs: More things to kill
« Reply #87 on: December 08, 2008, 03:02:11 pm »

Do you need to do anything special to add the orcs as creatures, or just put them in the creature_standard.txt file?

As long as they're in creature_standard .txt and are spaced out properly, you'll be fine.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Jay

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Re: Orcs: More things to kill
« Reply #88 on: December 08, 2008, 07:56:25 pm »

Do you need to do anything special to add the orcs as creatures, or just put them in the creature_standard.txt file?

As long as they're in creature_standard .txt and are spaced out properly, you'll be fine.
As long as entries are separated by a whitespace line.
As for token spacing: As far as I've seen, the space this forum interprets the tabbing from the raws currently still works when brought back into the game.
That is to say:
The forums don't allow tabs.
It replaces tabs in copy-pasted lines (from the raws) with a certain amount of whitespace.
That amount still works in place of the tabs when injected back into the raws.
However, the [liKES_FIGHTING] and [trAINABLE] issues with [ LI_____] and [ TR______] do cause problems.  Everything in the raws except for strings (names, prefstrings, stuff of that nature) must be capitalized!
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Mishimanriz: Histories of Pegasi and Dictionaries

Marlowe

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Re: Orcs: More things to kill
« Reply #89 on: December 08, 2008, 11:28:38 pm »

I generated two worlds with these guys, in using my in-progress Faerie mod.

(Ironworking, non-cannibal, wetland dwelling, dark-fortress-liking, road-building, cougar-training Elves (Faerie) as the controllable civ, better bronze factors, sharpenable flint, jet that's actually valuable...just a few tweaks here and there).

The first world they either didn't survive world-gen or were cut off from everyone else. They didn't appear as neighbours and legends had few mentions of them, and then mostly of humans attacking and defeating them.

The second world they smashed a few Elven Tree Cities (HEY! That's our job!) and got stuck in a hundred years-plus conflict with a Faerie civ. Both sides eventually had one of their fortresses captured only to retake it shortly afterwards.
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