Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Orcs Plus
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10.880 MB
2023 年 7 月 13 日 上午 1:23
10 月 23 日 上午 4:27
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Orcs Plus

描述
NEWS
Version Number 2.8.09 (Loading Fix).
Released on 23/10/2025 (dd/mm/yyyy).

Introduction
Orcs Plus is a major expansion to the Orc race in Shadows of Forbidden Gods, inspired by the fantastic Deep Ones Plus mod. It makes numerous changes to the base game's code, giving orcs more opportunities to gain and spend gold, granting new armies, agents, and orc cultures (custom religions).

Dependency
Orcs Plus is completely dependent on the Community Library to operate. The Community Library must be enabled, and must be before (above), Orcs Plus in the mod load order. Orcs Plus will error if the Community Library is not enabled.

The order in which a mod finishes loading is not deterministic. Later mods can finish loading before earlier ones in some cases.
To minimise the chance of Mod Load Errors for dependent mods, place them as far from the Community Library as possible (as low in the mod load order as you can).

New Agents
Orcs Plus introduces two new orc agents; Orc Elders and Orcs Spirit Callers.

  • Orc Elders function as Acolytes for the orc cultures, performing many roles both within their boarders, and operating as diplomats with nearby human kingdoms.
  • Orc Spirit Callers are powerful necromancers, which spawn from mages camps. They seek to increase their knowledge and power, create death, and use death to raise hordes of undead, which are then unleashed on nearby settlements.

New Armies
Each type of specialised orc camp now has it's own army:
  • Menageries spawn Bestial Hordes, which have special effects when joining an ongoing battle, attacking refugees, or razing settlements.
  • Shipyards spawn Orc Corsairs, which are very weak naval armies that plunder trade routes and raid ports. They are a good source of gold for the horde.

Cultures
The crowning feature of Orcs Plus are Orc Cultures. These operate similarly to, and use the same UI as, holy orders, but instead of gaining influence over them passively, both you and the humans only gain influence over them through your actions. Many base-game challenges that you can perform state how much influence they grant.

Tenets
  • Alignment - Same as for other holy orders.
  • Intolerance (initial value -1) - Orc Upstarts may attack foreign agents passing through their territory, especially if the agent is performing a challenge. They will naturally ignore those who originate from within their lands, and others of their own society. When elder aligned, they will ignore elder agents. When human aligned, they will ignore good agents (elves and humans).
  • Shadow Weaving - Orcs are not as easily brought under your sway as humans. When elder aligned, they will become susceptible to enshadowment, and when fully elder aligned, will celebrate and spread shadow. When human aligned, they will actively purge shadow fro their land, and lands neighbouring them.
  • Industrious - When elder aligned, Orc Elders will seek to maintain and increase industry from their Seat of the Elders, and Great Halls.
  • Expansionism - Due to their disorganised nature, orcs will not naturally expand above a certain size. When elder aligned, the impact that their society's size has on their desire to expand is reduced, and eventually eliminated entirely. When fully elder aligned, orc armies will also build new camps whenever they raze enemy settlements, but only if that camp would be linked to their territory. When human aligned, the impact is doubled.
  • God Specific Tenets - In addition to the tenets that listed above, which are always available to all orc cultures, each culture will have access to a tenet that is unique to the god that you are playing. This tenet is usually very powerful.

Human Influence Gain
When good societies defeat orcs in battles, and raze orc settlements, they will gain influence over the orcs. This is their only means of gaining influences over orc cultures, but they also loose influence if the orcs defeat them instead.
This means that good societies need to win consistently and repeatedly in order to gather enough influence to oppose the elder's efforts.

Great Halls
Orc Cultures have a Seat of the Elders as their cultural capital, and Great Halls as lesser sites of influence for them. These take the place of Holy Sites found in other holy orders, but they offer very different bonuses.

  • Shops - All orc Great Halls operate as markets, offering three items at a time, with rarity dependent on the level of orcish industry. These items cycle periodically, and can be force-restocked if the camp is infiltrated.
  • Purchasable Horde Banners - The Seat of the Elders always offers a horde banner for that horde, but the price is steep.
  • Unique Orc Items - Orc Great Halls offer a variety of items that can be found nowhere else. Many of them have unusual and powerful effects.
  • Orc Grott - A thick drink that orcs make for themselves. It has properties that will fortify the drinker, but non-orcs struggle to consume it safely.
  • Per Turn influence Gain - Infiltrated orc camps with Great Halls are the only consistent way to get influence gain over time. The Seat of the Elders grants 2 per turn, and each great hall grants 1 per turn. It doesn't sound like much, but it adds up.[/list]

    Unlike the temples of other holy orders, Great Halls are built by the elder's agents in infiltrated, specialised camps. When an elder's agent builds a great hall, a local Orc Champion offers to join them for free. This is the only way for the elder's agents to recruit them.

    Great Constructions
    Under certain conditions, and if they have enough plunder available, orc hordes will now specialise their own camps by undertaking the Great Construction national action.

    AI Images
    The icons used by this mod are, where a suitable image under a free licence is not available, and my own limited skills did not allow me to make my own, initially generated using the Stable Diffusion image generation AI, and edited by myself.
热门讨论 查看全部(3)
29
8 月 31 日 上午 2:57
Bug Reporting Thread
ilikegoodfood
13
2023 年 9 月 2 日 上午 5:39
NPE error (24/27/2023)
Draktanar
1
2023 年 11 月 9 日 下午 5:25
NRE error with corsairs
Kelsin
249 条留言
ilikegoodfood  [作者] 10 月 23 日 下午 3:52 
@Just Rusty Shipyards are a vanilla game feature, which have only one vanilla means of being filled.

The Orc Warlord agent has a personal challenge titled Commandeer Ships, which can be performed in any city with a Docks subsettlement. Completing the challenge will add ships the the nearest empty shipyard.

Orcs Plus introduces a second method. If you send an agent with 40 gold to a shipwreck with high integrity ( >= 25), then you can pay to recover the wreck, by performing the Recover Shipwreck chalelnge, which will also supply them to the nearest empty shipyard.
If the integrity falls below 25 while you are trying to recover them, the challenge will fail.
Just Rusty 10 月 23 日 上午 10:01 
I've been having some trouble getting orc shipyards to work. I make them and then they stay as "empty shipyard" and I haven't managed to make a buccaneer. I can't find an obvious challenge that adds boats to the shipyard? Am I missing something obvious?
ilikegoodfood  [作者] 10 月 23 日 上午 4:27 
Version 2.8.09 (Loading Fix):
- (Base Game & DLC) Fixed that data wasn't properly being cleared in all cases if starting a new game after loading a game, without relaunching in-between.
ilikegoodfood  [作者] 10 月 15 日 下午 1:53 
Version 2.8.08 (Waystation Validity Fix):
- (Base Game & DLC) Fixed that the validity check for the "Fund Waystation" challenge didn't properly check for an existing waystation of that orc culture in all cases.
- (Base Game & DLC) Fixed that the "Fund Waystation" challenge didn't properly build waystations on all natural wonders using the Community Library's wonder system, even though it considered those locations valid targets to build them at.
- (Base Game & DLC) Tweaked the turn tick logic for Orc Cultures to properly encapsulate all expected vanilla behaviours.
ilikegoodfood  [作者] 8 月 20 日 下午 3:43 
Version 2.8.07 (Removed Outpost Removal):
- (Base Game & DLC) Reverted human outpost instance removal implemented in last update, as this is now handled in the Community Library.
- - This change is so that players only using the Community Library, and not also using Orcs Plus, will benefit from the fix.
ilikegoodfood  [作者] 8 月 19 日 上午 5:02 
Version 2.8.06 (Outpost Removal):
- (Base Game & DLC) "Cause Orcish Expansion" challenge and "Claim Territory" ritual now immediately remove any instances of human outposts present at the target location.
ilikegoodfood  [作者] 8 月 18 日 下午 2:39 
Version 2.8.05 (Shaman's Staff Fix):
- (Base Game & DLC) The Shaman's Staff item now also boosts challenge progress for "Geomancy: Arcane Fortress", "Geomancy: Attack Channeller", and "Geomancy: Borehole", the latter of which is from the Out of Gods god-pack mod.
ilikegoodfood  [作者] 8 月 5 日 上午 7:44 
Ah, commanding battles. While you're commanding a battle, you count as a combatant for kill purposes.
If an orc army kills a human army while you're commanding the orcs in the battle, you should get the influence for killing a unit that is at war with the orcs. Simply commanding doesn't get you anything though, so if the orcs loose the battle, you get nothing influence wise.

And you're saying that the orc upstarts don't use the trait at all, they just get a direct stat boost. I missread your earlier message and thought that you meant the stat name or elevate was missing from the trait in some way.
They have custom levelling logic, as they don't have diverse enough behaviour to support the typical system.
I'll add replacing that to the to-do list. They should indeed get the stat bonus traits, even if the stat selection process remains unique to them.
Calahan 8 月 5 日 上午 4:36 
Thanks for the replies.

1. That makes sense.

2. I was referring to the "Command Battle (Att/Def)" Challenge, and gaining influence per turn for Agent(s) helping Orcs in battle. And not the Raider Army from the "Raiding Party" Challenge. You get +20 for Commanding when an enemy army is defeated, but nothing for Commanding itself. So you get nothing unless you win.

3. Hhhmmm, that's a mystery for me then. Here's a long image of 5 screenshots from a clean uninstall, reinstall & verify (w and w/o DLC in case that base-code was part of the DLC).
1+2 Vanilla w and w/o DLC
3+4 CommLib & Orc+, w DLC and w/o DLC
https://imgur.com/nW6K4MB

5th is an Orc Elder from #4 to show the Trait missing from the Orc Upstart (to check we're referring to the same thing). Tested on both my Win10 systems and it's the same on both. (If SotFG is portable, I'll try testing it in work).

4. Thanks for this info. Not least because it likely explains other times I've seen weird Orc decision making using Orc+.
ilikegoodfood  [作者] 8 月 4 日 上午 7:10 
@Calahan Thank you for the reports, yet again.

Item 1 is a base-game bug/feature, which I ultimately left in because it made the orcs stronger. I imagine that it represents trade, exchange or theft between tribes.

Item 2 is intentional. Simply standing somewhere with a group of raiders doesn't please the orcs, as you may simply be wasting their time. Doing things with that army does provide influence.

Item 3 is very strange, as that is unmodified base-game code. I would recommend verifying your game's files just in case there's a fault somewhere in there that's causing this.

Item 4 is also a feature rather than a bug. Orcs prefer tasks that are near them, but the amount that they prefer them is sightly randomised, to prevent them always doing stuff right where they are. The label "Distance" is used for both absolute and randomised distance-based utility changes.