The raws only version is the one that only has the new stuff - the other two are pre-installed for convenience.
There's around 238 new creatures added to good biomes, and 52 to evil biomes currently - once I'm done with the evil biomes the number should be similar on both ends, though evil may have a bit more.
It should work since [INTELLIGENT] is just a shorthand for CAN_LEARN+CAN_SPEAK, both of which can be removed via CE_REMOVE_TAG (they're used for IT_REQUIRES in vanilla interactions - it shares the same list of tokens that can be removed/added).Probably just me going a bit mental so :)Also I really like the description of the mod and the artwork you have up at the top there. Best of luck
Mrmm. Well, I guess I can use what's here for a preview for the mod then. Fighting mutants and possessed humans sounds fun.If you're going to embark on a good biome, then no, not particularly - while I still have to expand them a bit more they should be good enough. For evil biomes, only marshes, swamps and jungles have creatures so far - no new plant types or weather types yet.
EDIT: Would I be missing out on anything major using the mod as is for the fort?
Some things I found.The former is intentional - the Sacred Confessor wings are more decorative rather than functional.
Sacred Confessors are unable to fly despite having four wings.
The Glass sentinels that the Glassweavers create are hostile to the Glassweavers.
I mean, it's rather normal for people to design creatures with a "common" name like Seraph but make them look much different to put their spin on it. I was moreso inspired by the original depictions in the Bible where angels were incredibly bizarre, rather than the more common "winged humanoid" look.That's kind of what I meant. They've got already established bizarre looks, and you gave them something else, and that just kind of seems odd to me.
Who cares what they look like?I mean, it's rather normal for people to design creatures with a "common" name like Seraph but make them look much different to put their spin on it. I was moreso inspired by the original depictions in the Bible where angels were incredibly bizarre, rather than the more common "winged humanoid" look.That's kind of what I meant. They've got already established bizarre looks, and you gave them something else, and that just kind of seems odd to me.
There's a list (http://dwarffortresswiki.org/index.php/DF2014:Emotion)
Adoration is -1, for instance. But appropriate ones might be Bliss, Delight, Joy, Jubilation. I left out a few -1 emotions like Lust and Love for obvious reasons.
Freakish weather can make otherwise nonthreatening places unlivable now thanks to the stress rework.
It's one of the few things that makes me long for the good old days of 34.11... Then I remember I like not needing to clearcut forests to build one small house.
*** Error(s) finalizing the creature ZM5_BURNER
FIREBRAND_MALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_MALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_FEMALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
FIREBRAND_FEMALE : SCRATCH : Special attack interaction token not recognized : BR_FIREBRAND_RUNIC_BRAND
Interaction Token not recognized : BR_MANIAC_FRENZY
Interaction Token not recognized : BR_MANIAC_FRENZY
Interaction Token not recognized : BR_HELLRAISER_OVERHEAT
Interaction Token not recognized : BR_HELLRAISER_OVERHEAT
*** Error(s) finalizing the creature ZM5_HALLOWED
PARAGON_MALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_MALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_SLASH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
PARAGON_FEMALE : P_STAB : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
Interaction Token not recognized : BR_HOLY_BARRIER
Interaction Token not recognized : BR_DIVINE_GRACE
Interaction Token not recognized : BR_HOLY_BARRIER
Interaction Token not recognized : BR_DIVINE_GRACE
*** Error(s) finalizing the creature ZM5_EXILE
HOLY_MALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_MALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_FEMALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
HOLY_FEMALE : HOLY_SCRATCH : Special attack interaction token not recognized : BR_BURNING_WOUNDS_HOLY
Speaking from the position of an end user and having only encountered a handful at any given time...Solid, thanks for the info! (Btw, new Succubus race coming when? :P)
Not all of them are hostile for starters (usually you can at least depend on the Friori and Leorians to be your friends,) but the main thing to look out for is disease resistance for your own guys (which can be buffed by providing ample amounts of magebane or venombane drinks,) and anything with large size noted in its description. If nothing else, big boys need edged weaponry to deal with, forcing you to field more weapon-diverse forces (as bigger enemies are simply too beefy for mace or hammerdwarves to bludgeon to death efficiently.)
They're otherwise much more forgiving, at least of the ones I've fought or had serving in my militia as sellswords, lacking crap like metal-grade tissues barring specific areas of the body on some races that explicitly artificial augmentations. Course some of them have multiple arms, don't feel pain, inflict pretty serious status effects or have hard-hitting projectile attacks if memory serves, among other things. They also have a very wide array of weaponry that might make them more or less dangerous; having had no use for thier inferior quality weapons I can't speak of performance.
Overall, standard tactics will usually still carry the day for you, and if any show up wanting to soldier it couldn't hurt, particularly the casters who will be just as dangerous to your enemies as they are your own people.
this is such an underrated mod. i literally cant play anymore without this installed. just came by to say this. iv talked to you before but i just want you to know i still play with this and the caves mod on every install. the stuff in this mod should be in the vanilla game. i dont use your main mod just because im not 100% into the multitudes of other races even tho its well done. these are my bread and butter tho
I have to fully agree with the previous post. Another advantage of these mods is that they do not affect the entire world, you can decide yourselves if your fortress is willing to take the risk to confront danger or not. (In the case of lands of duality by settling in a good or evil area, or in case of the caverns mod by breeching the caverns.) It's nice to have large parts of the world that are still "vanilla DF"
I've started browsing for a modern alternative to the old Fortress Defense mod, and this looks like a solid candidate. I did have to remove the advanced races from Fortress Defense b/c they were just so OP (anyone remember Fiend Spiders?). On that note, can anyone give me a break down of exactly how difficult the assorted hostile races are if my civ is at war with them?In addition to what Splint said, the Banished and the Exiles are also friendly civs. Hard for me personally to say which of the hostile civs would be the most difficult, for most of the multi-caste civs or ones with larger-sized castes (i.e Distorted, Corrupted Dwarves or Burners) they usually have incomplete armor sets (mostly lacking leg+foot protection so crippling them in that way works, occasionally lacking shields or other armor bits too). Nonetheless, this mod and most of my others go off the assumption you're running heavily military forts when it comes to fort mode.
Entirely random question... *How* did you manage to create biome "themes"? As far as I can tell, biomes are hardcoded into the game... Am I misinterpreting the description of the mod? Does it not add different "themes" for good and evil biomes along with general expansion?
Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?1. Dice are enabled on every civ from the addon for this, so it's probably just a crapshoot on finding them with any regularity.
I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?
And finally, is it normal that my Vengeful Magus adventurer required food and water?
Huh, that's interesting - I'm not really sure what I can do in regards to that though - I've no idea what PatrikLundell means in regards to updating DFhack structures to assign names, since I don't dabble with DFhack for modding.Ah, I was not aware. Sounds like this is a result of the total interactions which can be read by DFHack, rather than any particular weather. Incidentally, one of the primary reasons I cranked up the patchwork settings is so I can grab more stuff from Lands Of Duality across the map :D My current embark has ~10 mod critters spread out across the ocean, forest, and savanna.
Any chance of this being ported to the Premium edition?Doubtful, given the sheer amount of creatures I'd have to do graphics for - definitely not in the near future. I'll have a release for classic at some point.