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Editing Masterwork:Orcish Civilization
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===Age of the Taiga-Orcs=== | ===Age of the Taiga-Orcs=== | ||
− | * Still plenty of action, but lower overall difficulty for project forts. One caravan | + | * Still plenty of action, but lower overall difficulty for project forts. One caravan per season. |
Enemies: Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs | Enemies: Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs | ||
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TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat. If you attempt a cavern embark then be prepared, they may siege from the underground fairly early. | TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat. If you attempt a cavern embark then be prepared, they may siege from the underground fairly early. | ||
− | ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months | + | ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months. |
− | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy | + | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen. Still, they are no match for a reasonably equipped orcish warband. They can be looted for tin. |
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. | SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. | ||
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FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram. | FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram. | ||
− | WARLOCKS don't make good allies, due to their | + | WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic. |
== Multi-playable Civ Worlds == | == Multi-playable Civ Worlds == | ||
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Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable. | Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable. | ||
− | + | * Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which "extended domestic animals" and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs) | |
* Select all your MDF settings in the launcher as normal | * Select all your MDF settings in the launcher as normal | ||
− | + | * Open up the other race's Entity file and uncomment the line "[CIV_CONTROLLABLE]". Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour). | |
− | * Open up the | ||
* Gen a new world | * Gen a new world | ||
* On embark, you'll have both kinds of civs to choose from. If you can't tell which is which, tab over to the "Neighbors" tab -- your race will always be at the top. Also the Dwarven civs will be named e.g. "The Hammers of Manufacturing" and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. "The Twilight Rending of Despair" | * On embark, you'll have both kinds of civs to choose from. If you can't tell which is which, tab over to the "Neighbors" tab -- your race will always be at the top. Also the Dwarven civs will be named e.g. "The Hammers of Manufacturing" and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. "The Twilight Rending of Despair" | ||
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You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools. | You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools. |