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Editing Masterwork:Orcish Civilization

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Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.
 
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.
  
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!   
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The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Of course, experiment to see what you like best!  Here are some suggested grouping.
  
 
== Suggested World Civilization Groupings ==
 
== Suggested World Civilization Groupings ==
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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 will visit you every season.
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* 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.  Some castes can fly.
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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 other early enemies like Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.
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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 bizarre and warlike ethics, and an unstable and dangerous relationship with magic.
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WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.
 
 
== Multi-playable Civ Worlds ==
 
 
 
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.
 
 
 
 
 
* Select all your MDF settings in the launcher as normal
 
* Set the race selector to Orc in the launcher (this has some minor effects on Dwarf mode fortresses like, which "extended domestic animals" and plants exist in the world, e.g. there will be boreal plants, and domestic Taiga Sabrecats instead of Shaggy Badgerdogs)
 
* Open up the Dwarven 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).
 
* 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"
 
 
 
It should also be possible to create a multi-civ "Dwarvish" world but it will be just slightly more complicated; for one thing you'll need to reenable the Taiga orcish entity, which is disabled by default. 
 
 
 
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.
 

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