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Editing Masterwork:Orcish Quickstart guide
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{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' If you're a Dwarf. Orcs are out to win. Remember folks, winning is fun.}} | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' If you're a Dwarf. Orcs are out to win. Remember folks, winning is fun.}} | ||
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{{TipBox2|float=right|titlebg=#00a|With friends like these...| | {{TipBox2|float=right|titlebg=#00a|With friends like these...| | ||
− | WARLOCKS don't | + | WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic. Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile! |
}} | }} | ||
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher. | The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher. | ||
− | Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes. Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc. Therapist also works fine with Orcs. | + | Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes. Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc. Therapist also works fine with Orcs. The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON. Other than that most any combinations should work fine. |
− | + | When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the "medium" tier are about a match in raw size and strength. | |
− | + | If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods. Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff. | |
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− | If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods. Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff | ||
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== Embark == | == Embark == | ||
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Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time. Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths. | Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time. Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths. | ||
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− | Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two! At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained. Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units | + | Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two! At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained. Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units. |
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons. These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. | If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons. These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. | ||
− | Get some decent weapons for your warchief and any other valuable orcs. Besides the normal path of smelting and forging metal, you can get the | + | Get some decent weapons for your warchief and any other valuable orcs. Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons. Uruks are strong enough to do damage even with a crude stone club. The fletcher workshop is also a good choice if you have some snaga, or other skilled archers. This shop can make powerful composite bows and save on fuel by crafting arrows in batches. |
− | + | Orcs have a variety of weapons that can be used in both a melee and a ranged mode. Early on you can make some thrown weapons: Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola). These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband. They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals. | |
== A Growing Stronghold == | == A Growing Stronghold == | ||
=== Orcish Industry === | === Orcish Industry === | ||
− | + | Molten Pit and Factory | |
− | + | Mass production, economize on coal, burn saplings, resize looted gear | |
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=== Corsair Raiders === | === Corsair Raiders === | ||
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear| | {{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear| | ||
− | Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners. If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats. If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. | + | The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs. To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons. Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners. If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats. If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. |
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− | + | Get migrants and caravanserai | |
− | + | Ramp up raiding as you can support it | |
− | + | Schemes for getting enough coins, weapons, and ships | |
− | + | Target different enemies for different goods | |
=== Migrant Camps === | === Migrant Camps === | ||
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* Short on metal, but silver, volcanic, or cavern mats? -> Trade for Outlander tech? | * Short on metal, but silver, volcanic, or cavern mats? -> Trade for Outlander tech? | ||
− | == | + | == A Powerful Clanholding == |
=== Artisan Crafting === | === Artisan Crafting === | ||
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead) | Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead) | ||
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=== Outlander Tech === | === Outlander Tech === | ||
− | == | + | == A Dark Citadel == |
=== Looted Barbarian Tech === | === Looted Barbarian Tech === | ||
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=== Spellcasting and the Arcane Forge === | === Spellcasting and the Arcane Forge === | ||
=== Warrior's Societies and Weapon Kits === | === Warrior's Societies and Weapon Kits === |