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Michael Mullens
05-28-2010, 11:16 PM
<a href="http://reverieworld.com/screenshots/ff28/Makkada_1.jpg"><img src="http://reverieworld.com/screenshots/ff28/Makkada_1tn.jpg"></a>

FANTASY FRIDAY XXVIII
Orc Buildings

Hello everyone, I’m Michael and I’ll be presenting this week’s showcase! I figured it’s simply the perfect week for me to jump in here and offer the gifts of knowledge and anticipation to all, with it being Orc week and all. I hope you enjoy hearing about the Orc buildings. Just an overview, Orc towns are focused around their Huts. Orcs have the freedom to build where they want, unlike the Humans who must use plots or the Elves who use trees.

And if you missed it, be sure to also check out the humans!
Human Buildings (http://www.reverieworld.com/forums/showthread.php?t=1399)
or the Elves!
Elven Buildings (http://www.reverieworld.com/forums/showthread.php?t=1339)!

DISCLAIMER
Please note that the costs are subject to change, and that we will likely add more upgrade options to many of these buildings in the next couple of months.
<img src="http://reverieworld.com/screenshots/ff28/hut.png" align="right">

Hut
Your default town center that trains Laborers, Marauders and has available options for defensive Marauder and unit spawn speed upgrades.
The following options can be purchased from the Hut:
Spawn Laborer – No Cost
Basic worker/gather unit that can chop wood, mine stone and gold, gather berries and wheat from Mills, slaughter livestock, and extinguish fires. Weak in combat.
Spawn Marauder – No Cost
Gatherer unit which hunts wild animals and loots corpses, weak ranged unit
Research Marauder Cap – 190 Gold
Defensive Upgrade, Increase the crush armor of your marauders
Research Hut Upgrade - 350 Food
Generic Upgrade. Increases the unit train rate.

Tent – 350 Food 250 Wood
Train goblins, their defense and spawn rate.<img src="http://reverieworld.com/screenshots/ff28/tent.png" align="left">
The following options can be purchased from the Goblin Tent:
Spawn Goblin Prowler – No Cost
Ranged unit is only useful in large numbers. Effective against infantry units and other archers but weak against heavily armored units and other cavalry.
Spawn Goblin Raider – No Cost
Light but numerous light infantry, strong against archers, but weak against cavalry and infantry.
Research Tent Draft - 375 Food
Generic upgrade. Increases the spawn rate of your goblins.
Research Raiders Buckler - 150 Wood
Defensive upgrade. Increases the pierce armor of your Goblin Raiders.

Armory - 460 Wood
Military building which allows you to build siege weaponry and upgrade the defensive traits of many units and the offensive traits of your Ogre’s.

The following options can be purchased from the Armory:
Spawn Catapult – 200 Wood Food, 100 Gold, 4 Population <img src="http://reverieworld.com/screenshots/ff28/armory.png" align="right">
Ranged unit is good against buildings and units, costs stone to fire.
Spawn Battering Ram – 125 Wood 6 Population
Machine which is great against buildings but ineffective against units.
Spawn Siege Tower – 85 Wood 5 Population
Machine which scales defensive walls [indent]
Research Impaler’s Sallet - 150 Wood
[indent] Defensive upgrade. Increases the crush armor of your Impalers
Research Impaler’s Splauders – 220 Gold
Defensive upgrade. Increases the slash armor of your Impalers.
Research Marauders Caps - 190 Gold
Defensive upgrade. Increases the crush armor of your Marauders.
Research Slayers Shield - 210 Wood
Defensive upgrade. Increases the piece armor of your Slayers.
Research Slayers Helmet - 140 Gold
Defensive upgrade. Increases the crush armor of your Slayers.
Research Slayers Splauders - 190 Gold
Defensive upgrade. Increases the slash armor of your Slayer.
Research Ogre’s Targe – 230 Wood
Defensive upgrade. Increases the pierce armor of your Ogre’s.
Research Ogre’s Bludgeon - 240 Gold
Offensive upgrade. Increases the crush damage of your Ogre’s.
Research Ogre’s Skull cap – 210 Wood
Defensive upgrade. Increases the crush armor of your Ogre’s.




War Hall – 460 Wood
Military building which turns Workers into Slayers and offers options for slayer upgrades.

The following options can be purchased from the War Hall:<img src="http://reverieworld.com/screenshots/ff28/warhall.png" align="left">
Transform into Slayers - 56 Food, 70 Gold, 14 Population
Heavy Infantry. Transformed from Laborers and Marauders. Infantry with the raise shield ability which is great against Archers, Good against infantry, mediocre against calvary.
Research War Hall Draft - 175 Gold
Generic upgrade. Increases the War Hall train rate.
Research Slayers Shield - 210 Wood
Defensive upgrade. Increases the piece armor of your Slayers.
Research Slayers Helmet - 140 Gold
Defensive upgrade. Increases the crush armor of your Slayers.
Research Slayers Splauders - 190 Gold
Defensive upgrade. Increases the slash armor of your Slayer.

Pyre 460 Wood
Military building which turns Workers into Impalers and offers Impaler upgrades.

The following options can be purchased from the Pyre:
Transform into Impalers – 55 Food 75 Wood, 14 Population <img src="http://reverieworld.com/screenshots/ff28/pyre.png" align="right">
Spear Infantry. Transformed from Laborers or Marauders. Strong against large monsters or calvary but weak against archers or infantry.
Research Pyre Draft - 150 Wood
Generic Upgrade. Increases the Pyre train rate.
Research Impaler’s Sallet - 150 Wood
Defensive upgrade. Increases the crush armor of your Impalers
Research Impaler’s Splauders – 220 Gold
Defensive upgrade. Increases the slash armor of your Impalers.


Warg Pen – 420 Food 360 Wood
Military building which spawns Wargs|and mounts Impalers and Slayers.

The following options can be purchased from the Warg Pen:
Transform into Beast Riding Impaler - 105 Food 5 Population
Calvary. Powerful cavalry units transformed from Impalers. Strong against infantry and archers. <img src="http://reverieworld.com/screenshots/ff28/wargpen.png" align="left">
Transform into Beast Riding Slayers – 105 Food 5 Population
Heavy Cavalry, Transforms from slayers, Heavy Cavalry is even better against infantry and archers.
Research Warg Pen Draft - 340 Food
Generic upgrade. Increases the Warg Pen spawn rate.


Temple - 350 Stone, 450 Gold<img src="http://reverieworld.com/screenshots/ff28/temple.png" align="right">
Military building which turns slayers or impalers into Berserkers and builds Walls.
The following options can be purchased from the Temple:
Transform into Berseker – 105 Food 75 Wood 75 Gold 14 Population
Heavy Infantry. Transformed from Impalers or Slayers. Very effective against infantry but weak against cavalry.
Research Temple Draft – 150 Stone 175 Gold
Generic Upgrade, Increases the Temple spawn rate. [indent]
Buy Palisades upgrade - 840 Wood
[indent] Generic upgrade. Builds a layer of Palisades around the city.

Ogre Pit - 450 Wood 360 Stone
Military building which breeds Ogres and provides Ogre upgrades.
The following options can be purchased from the Ogre Pit:
Train Ogre - 210 Food 75 Gold 5 Population
Large Monster. Very effective against heavy infantry and cavalry units. Vulnerable to ranged attacks.
Tool Research: <img src="http://reverieworld.com/screenshots/ff28/ogrepit.png" align="right">
Research Ogre’s Targe – 230 Wood
Defensive upgrade. Increases the pierce armor of your Ogre’s.
Research Ogre’s Bludgeon - 240 Gold
Offensive upgrade. Increases the crush damage of your Ogre’s.
Research Ogre’s Skull cap – 210 Wood
Defensive upgrade. Increases the crush armor of your Ogre’s.


Gate
<img src="http://reverieworld.com/screenshots/ff28/gate.png" align="right">

The entrance to your town, built automatically with a layer of palisades.
Gate Toggle
Lowering your drawbridge on enemy units crushes them.




For your pleasure I will offer a few screens of different Orc cities for the Fantasy Friday being late!


<a href="http://reverieworld.com/screenshots/ff28/RalNistro_1.jpg"><img src="http://reverieworld.com/screenshots/ff28/RalNistro_1tn.jpg"></a>
<a href="http://reverieworld.com/screenshots/ff28/Pultak_1.jpg"><img src="http://reverieworld.com/screenshots/ff28/Pultak_1tn.jpg"></a>

GPS51
05-28-2010, 11:28 PM
Woohoo! The wait all day was most definitely worth it. Congrats on your first FF. Now the perfunctory probe for more info --> When I transform a unit does it keep it's xp upgrades that I've chosen? Also could you elaborate on the differences between the cav choices of the orcs? I noticed both are good vs inf and archers but is there more then that? I enjoyed the read and look forward to getting my hands on all the units...I do have a thing for monster units...so much fun...


For help remembering the units check out these links:
http://www.reverieworld.com/forums/showthread.php?t=1318
http://www.reverieworld.com/forums/showthread.php?t=1189

otomotopia
05-28-2010, 11:39 PM
I'm happy to say that I found out about this via a Facebook update ^^

Great job Mr. Mullens!

Henry Martin
05-29-2010, 12:14 AM
Yeah congrats on your first FF. Have to go through humans, elves, and this to see how they compare.

Michael Mullens
05-29-2010, 12:22 AM
Woohoo! The wait all day was most definitely worth it. Congrats on your first FF. Now the perfunctory probe for more info --> When I transform a unit does it keep it's xp upgrades that I've chosen? Also could you elaborate on the differences between the cav choices of the orcs? I noticed both are good vs inf and archers but is there more then that? I enjoyed the read and look forward to getting my hands on all the units...I do have a thing for monster units...so much fun...
t=1189[/url]

I just spent many hours going through the units, no need to remember. You ask a good question about the upgrades and as opposed to saying what I believe I will verify from the devs tomorrow morning for you! To understand the Cavs strengths review where they originate from. The units pretty much state what they're good and bad against if there is no "Weak" against description they probably fair in the middle.


I'm happy to say that I found out about this via a Facebook update ^^

Great job Mr. Mullens!

Yeah, I posted the update there following posting the thread. Thanks, glad you enjoyed it.

Yeah congrats on your first FF. Have to go through humans, elves, and this to see how they compare.

As you can see Orcs world is based around Food and Wood over anything else and their general units are a completely free spawn that then can be transformed into advanced units. Orcs have some impressive perks, just need to build those siege towers to scale the humans double layered walls!

GPS51
05-29-2010, 12:27 AM
[QUOTE=Michael Mullens;29785 To understand the Cavs strengths review where they originate from. The units pretty much state what they're good and bad against if there is no "Weak" against description they probably fair in the middle. [/QUOTE]



Oh I thought their skillset (bonus vs) would change when the changed unit or became mounted. So mounted impalers are still good vs monster units and cav? So you could use them as a mobile anti cav force? Sounds like loads of fun. I can play fire battlion with my mounted impalers.

Jack
05-29-2010, 12:48 AM
also atlast there is something about orc buildings :D
i waited for this for a long day but this is also a fantasy saturday because it wasnīt on friday :p

LoveToKill
05-29-2010, 02:10 AM
Hey Great job Man and i appreciate the information thank you and the devs for your hard work as allways ^^

Yami-Yagari
05-29-2010, 03:45 AM
Really funny way of recruiting units, have to give you credit for that. You did a great job, but i wonder. Since i read that orcs have a weaker shamanistic source of magic, i assumed there would be some way of recruiting shamans.

nickson104
05-29-2010, 06:40 AM
As you can see Orcs world is based around Food and Wood over anything else and their general units are a completely free spawn that then can be transformed into advanced units. Orcs have some impressive perks, just need to build those siege towers to scale the humans double layered walls!

This is just epic, a great first FF :) Thanks Michael :)

I love that its a hierachy of units, it means that the lower levels are just as important late game as the stronger units, they evolve as such :)


One question though, If the orc economy mainly bases around food and wood, both of which are very lacking in the desert, gold will have to be spent to buy these resources. However the gold in the desert, will likely be spent mostly on TRAINING for your units, even if they are basic ones, I think veterans will allow raiding and quests to be done much easier and so a better flow of the other resources... :)

In the desert, will your quests be more likely to offer food/wood to compensate for the defiency? (I hope not, I would rather scrape by for a while, It will encourage offensive play)

Yami-Yagari
05-29-2010, 06:57 AM
As you can see Orcs world is based around Food and Wood over anything else and their general units are a completely free spawn that then can be transformed into advanced units. Orcs have some impressive perks, just need to build those siege towers to scale the humans double layered walls!

About that, um, weren't orcs also able to build siege ladders? I know the trailers are outdated, but still why'd they get cut?

Michael Mullens
05-29-2010, 07:12 AM
When I transform a unit does it keep it's xp upgrades that I've chosen?[/url]

The XP upgrades will stick.

Since i read that orcs have a weaker shamanistic source of magic, i assumed there would be some way of recruiting shamans.

There is/will be, More information to come in the near future.


I love that its a hierachy of units, it means that the lower levels are just as important late game as the stronger units, they evolve as such :)

Yeah it provides for steady unit production in times of need. I enjoy the lack of cost for lower tiers.


One question though, If the orc economy mainly bases around food and wood, both of which are very lacking in the desert, gold will have to be spent to buy these resources. However the gold in the desert, will likely be spent mostly on TRAINING for your units, even if they are basic ones, I think veterans will allow raiding and quests to be done much easier and so a better flow of the other resources... :)

In the desert, will your quests be more likely to offer food/wood to compensate for the defiency? (I hope not, I would rather scrape by for a while, It will encourage offensive play)

Orcs currently are cheaper than other races and their primary units Laborers, Marauders and the goblins have no cost. At the same time as you can see they are weak too. I personally have not had an issue with resources but yes in the MMORTS mode you may use the political field to fetch some resources. Quests do offer resources as reward.

About that, um, weren't orcs also able to build siege ladders? I know the trailers are outdated, but still why'd they get cut?
Not cut but in development.

Yami-Yagari
05-29-2010, 07:16 AM
WOW, i like you. :D

Josh Warner
05-29-2010, 08:14 AM
This is just epic, a great first FF :) Thanks Michael :)

I love that its a hierachy of units, it means that the lower levels are just as important late game as the stronger units, they evolve as such :)


One question though, If the orc economy mainly bases around food and wood, both of which are very lacking in the desert, gold will have to be spent to buy these resources. However the gold in the desert, will likely be spent mostly on TRAINING for your units, even if they are basic ones, I think veterans will allow raiding and quests to be done much easier and so a better flow of the other resources... :)

In the desert, will your quests be more likely to offer food/wood to compensate for the defiency? (I hope not, I would rather scrape by for a while, It will encourage offensive play)

Only one race of orcs live in the desert, and yes living in a desert will be somewhat of a disadvantage. Quests do not currently change much if at all based on your starting region, they will give plenty of resources, but one region will not be given different amounts. That might change, but I doubt it.

also atlast there is something about orc buildings :D
i waited for this for a long day but this is also a fantasy saturday because it wasnīt on friday :p

We were a bit busy these past few days, big things in the works. And besides, that depends entirely on what timezone you live in!

Negthareas
05-29-2010, 05:32 PM
Looks good [another boost for the orcs]. My slight [very slight] isssues:


- The armory and the orge pit have the same picture
- It seems wierd that structures like the Pyre and the Temple have the abilities that they do...

I mean, yeah, dancing around a fire does miracles for one's self-confidence, and dumping a bunch of your blood on an altar migh turn you into a fanatical berserker, but what does the temple have to do with walls?

Aametherar
05-29-2010, 05:56 PM
Not bad for your first FF, i'm sure it was rushed too with you having to go through everything and get in the swing of everything!

That being said, the fact that it's orc makes it that much better! Looks like from what you said the desert orcs really are gonna have it rough, but that's life and dammit we're tough!

Kire
05-29-2010, 06:24 PM
Nice showcase =), tho you forgot to post also how do they look when they are burned down, since most orcs will see those pictures most of the time =P.

Aametherar
05-29-2010, 06:29 PM
Nice showcase =), tho you forgot to post also how do they look when they are burned down, since most orcs will see those pictures most of the time =P.

You're officially on the top of my list of people to raid buddy!

Josh Warner
05-29-2010, 06:54 PM
Looks good [another boost for the orcs]. My slight [very slight] isssues:


- The armory and the orge pit have the same picture
- It seems wierd that structures like the Pyre and the Temple have the abilities that they do...

I mean, yeah, dancing around a fire does miracles for one's self-confidence, and dumping a bunch of your blood on an altar migh turn you into a fanatical berserker, but what does the temple have to do with walls?

The temple is the "end" of the tech tree and orcs have no main building like the settlement/town hall for elves/men respectively. Thus, fitting with their aggressive nature they not only have weaker walls but they attain them later. Think of it this way, before an orc settlement has a temple it's not worth building walls around, or perhaps there's nobody intelligent enough to build these walls, priests would typically be better educated than most.

GPS51
05-29-2010, 07:14 PM
Are buildings going to be capturable? Akin to Sup Com?

Khan kreiger
05-29-2010, 07:23 PM
I'm a little confussed right now, why is the armory and the ogre pit the same building. Unless ogres are technically siege machines?:confused:

Darathor
05-29-2010, 08:11 PM
Good showcase! I find the orc architecture to be very unique. elves get trees, humans get your classic medieval look, and orcs get interesting ramshackle huts and structures. I really like the orcs in general because of their fierceness and cool units and buildings.

And one question, is one reason why the impalers get trained at the pyre because they have to grab a long, pointy stick from it before they set it on fire, so, you know, they can impale people with them?

Yami-Yagari
05-30-2010, 05:07 AM
I'm a little confussed right now, why is the armory and the ogre pit the same building. Unless ogres are technically siege machines?:confused:

They arenīt. Maybe they look the same, but totally different buildings. Perhaps they used wrong screen, seeing it doesnīt resemble a pit at all.

Khan kreiger
05-30-2010, 06:02 AM
Ya i was thinking that maybe they used the wrong pic

Yami-Yagari
05-30-2010, 12:02 PM
Iīm kinda wondering. You can buy lots of defensive upgrades for your units, but hardly any offensive compared with the other races. Will that change?

GPS51
05-30-2010, 01:30 PM
Any chance we could get a picture of the ogre pit since the armory pic was accidentally substituted for it? Preferably with a fully upgraded ogre standing next to it :D

Khan kreiger
06-04-2010, 08:19 PM
Any chance we could get a picture of the ogre pit since the armory pic was accidentally substituted for it? Preferably with a fully upgraded ogre standing next to it :D

I definitely agree with that post:D

Khan kreiger
06-04-2010, 08:28 PM
Iīm kinda wondering. You can buy lots of defensive upgrades for your units, but hardly any offensive compared with the other races. Will that change?

Well maybe the orcs dont need offensive upgrades because of their brute strenght already. So they would only need defensive upgrades because they clearly lack in it

Alex Walz
06-27-2010, 06:02 AM
Oops! I was out of town when this was posted, and didn't realized I messed up with the pictures. :o

Although the ogre pit wasn't the one that was wrong. I think the pit refers to the enclosed area within the wooden fence.

Anyways, new armory picture is up!

Khan kreiger
06-27-2010, 08:01 AM
Oops! I was out of town when this was posted, and didn't realized I messed up with the pictures. :o

Although the ogre pit wasn't the one that was wrong. I think the pit refers to the enclosed area within the wooden fence.

Anyways, new armory picture is up!

Thank you Alex.....Now it makes more sence haha, the armory looks good:)

GPS51
06-27-2010, 10:35 AM
Thanks Alex for noticing and fixing. I'd given up hope of seeing that last elusive screen pic. Enjoy your weekend!

doom132
11-28-2010, 11:23 PM
so if the men and elves have pre-set wall layouts, is it the same for the orcs? will the orcs have a pre-set wall layout or can they create there own?

Daft
12-02-2010, 05:51 PM
The fact that you can crush enemies with the drawbridge is just awesome.

DanishViking
12-05-2010, 04:23 AM
the orcs are so brutal, definitely going to try them out first.
How does the faction system work?
do always start out in the same place or area?
or is it random?

Valkyria
12-05-2010, 04:48 AM
real savage society. i like how the temple looks. ^^

Alex Walz
12-05-2010, 11:25 AM
You choose your faction and homeland region - three choices of each.

Arda
01-22-2011, 03:41 AM
For being made entirely out of wood... pretty awesome.

boiky
01-23-2011, 09:54 AM
For being made entirely out of wood... pretty awesome.

yea, althought its just all brown color, but i still like it so much
the castle is (or you dont call it castle coz its only made of wood) so beauful in my point of view
so i'm still into it and its the only races i'm interest to play and want to see how ugly they are in the game
and i wonder is the building all get destory easily under fire since they all made of wood lol

Khan kreiger
01-23-2011, 12:28 PM
so if the men and elves have pre-set wall layouts, is it the same for the orcs? will the orcs have a pre-set wall layout or can they create there own?

The orcs can build mostly anywhere other then the other races having build spots :D

guildwarsnrhk
01-24-2011, 08:53 AM
A lot of good, descriptive info on here. I can't wait for more info on other races :D

mcsollar
01-31-2011, 01:13 AM
orc buildings look cool!