Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Koji on March 27, 2011, 05:54:10 am

Title: Dwarvenrealms [Major Mod]
Post by: Koji on March 27, 2011, 05:54:10 am
(http://i.imgur.com/gTvhv.png)

Graphical Version:  http://dffd.wimbli.com/file.php?id=4321 (http://dffd.wimbli.com/file.php?id=4321)
ASCII Version: http://dffd.wimbli.com/file.php?id=4045 (http://dffd.wimbli.com/file.php?id=4045)

Dwarvenrealms is a gigantic mod that completely overhauls DF and thrusts it into the fantasy world of Elanthia. (http://"http://www.play.net/dr") Over 220 new creatures, terrifying megabeasts, goblins, orcs, and the ever-present threat of the terrifying Dragon Priests stand between you and glory. Will your outpost bring you wealth and success, or are you only digging your own graves?

Dwarvenrealms is based off of Dragonrealms, a gigantic and well-loved MUD that dates back to 1997. Something about the universe always struck me as particularly enjoyable, and when I started this mod, I found that Dwarf Fortress's mechanics fit for many reasons.

So what can you expect from this mod?

Entities
Spoiler (click to show/hide)

Industries
Spoiler (click to show/hide)

Materials
Spoiler (click to show/hide)

Creatures
Spoiler (click to show/hide)


Credits: Thanks go to Quarynn for the logo, Ironhand for the basis for my graphics set, and ult1mara for the review!
Title: Re: Dwarvenrealms [Major Mod]
Post by: Deon on March 27, 2011, 07:31:20 am
DFFD is down for a moment, it happens, so I cannot test it yet.

What do you mean by "What is causing the sprites to ignore their raws and just have amber colored eyes, skin, and hair?" Can you provide an example?
Title: Re: Dwarvenrealms [Major Mod]
Post by: 3 on March 27, 2011, 07:41:41 am
The "amber descriptions" thing is a bit hard to track down. I once heard someone report that it was happening due to too many castes, which obviously doesn't bear well for the way this mod is structured.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on March 27, 2011, 07:22:17 pm
I think it might have something to do with sloppy raws on the [SELECT_TL] tags. It's ignoring the colors I chose for them and just using amber, which isn't even on their list. It's only happening to the sprites, all other creatures seem fine.

Edit: This bug is caused by creatures not having caste tags. I had many female-only creatures, and just dropped a [FEMALE] tag in their block. I have fixed this in my mod, but if you run into the problem in one of your own, just add a single caste to the offending creature.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on March 29, 2011, 08:57:58 pm
Code: [Select]
[CREATURE:SPRITE_WATER]
[DESCRIPTION:This creature is at once breathtakingly beautiful and alarmingly dangerous. Her eyes mirror the madness raging within her mind, while her intoxicating dance speaks of childlike simplicities and a deceptively charming demeanor. No taller than an adolescent Elf, and certainly quite alluring, a water sprite is nonetheless an unpredictable, menacing creature.]
[NAME:water sprite:water sprites:water sprite]
[CASTE_NAME:water sprite:water sprites:water sprite]
[CREATURE_TILE:'S'][COLOR:2:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[FEMALE][GOOD]
[CLUSTER_NUMBER:1:10]
[POPULATION_NUMBER:2:15]
[LARGE_ROAMING]
[BIOME:ANY_LAKE]
[BIOME:ANY_POOL]
[PREFSTRING:grace][NOT_BUTCHERABLE]
[SPEECH:elf.txt]
[PERSONALITY:ALTRUISM:0:10:25]
[PERSONALITY:DUTIFULNESS:0:10:25]
[PERSONALITY:EXCITEMENT_SEEKING:0:75:100]
[PERSONALITY:SELF_DISCIPLINE:0:15:20]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:750:800:950:1000:1100:1200:1300]  ---
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:10:20:30:40:50:60:70]               +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:10:20:30:40:50:60:70]         +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:50000]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:55:55:68:70:80:91:102]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:20:30:40:50:60:70]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:10:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:LENGTH:5:10:15:20:25:30:40]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:50:90:100:120:140:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:10:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:5:10:15:20:25:30]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:10:20:30:40:50:60]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:PALE_TAUPE:1:SAFFRON:1:YELLOW:1:AMBER:1:GOLD:1:FLAX:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ECRU:1:PALE_PINK:1:PEACH:1:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

When the game generates a sprite, it has amber eyes, skin, and hair. Those aren't choices for anything but hair. It also does it to other creatures that don't have amber at all. What the hell is doing this?
Title: Re: Dwarvenrealms [Major Mod]
Post by: Sutremaine on March 29, 2011, 10:10:58 pm
You're missing a SET_TL_GROUP on the hair.

Descriptions as a whole get really funny if one of them isn't right, and I've never gotten any description-specific error message more useful than '[modifier] not used'.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on March 30, 2011, 12:10:38 am
You're missing a SET_TL_GROUP on the hair.

Descriptions as a whole get really funny if one of them isn't right, and I've never gotten any description-specific error message more useful than '[modifier] not used'.

The set_tl_group is there. I even redid the entire TL entry, the bug persists.

It is on a few other creatures too, which have nothing to do with the Sprites. I am guessing 3 was right, and that there's nothing that can be done about this bug for the moment.

In the meantime, I fixed Atik'et and Fire Maidens, who will now properly spawn. I also got slings balanced--they're worse than bows vs naked opponents, but if the enemy has full armor, slings can easily stun and break small bones, which softens invaders up quite nicely for a melee assault.

I like sending out a squad of well-armored macemen and staff fighters to hold the baddies at bay, then bring in the slingers to soften them up. Once they're crippled, a third, lighter squad of swords and halberds will finish things up quite nicely.

The underground monsters are better fought with bolts and arrows.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 03, 2011, 04:08:51 am
Overhauled the fabric system, fixed most of the known bugs, revamped magic, and added sericulture. Feel free to steal this one, other modders--there are silkworms in certain biomes that you can farm like bees and process into silk at the ranger workshop.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Deon on April 03, 2011, 06:53:54 am
Wow, silkworms farmed like bees? :P Mine just leave webs in the forest. Why did you make it this way? There are already silk gathering mechanics. Did you dislike big areas you had to control to gather the silk?
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 03, 2011, 07:04:31 am
Wow, silkworms farmed like bees? :P Mine just leave webs in the forest. Why did you make it this way? There are already silk gathering mechanics. Did you dislike big areas you had to control to gather the silk?

In real life, silk has always been made by taking gigantic amounts of the little guys and farming them. You need 5500 silkworms to make a single kilogram of silk using modern processes, so wild gathering isn't really viable. And the webber tag makes them leave spiderwebs all over the place, which is better suited, visually, to places that are meant to look creepy and full of spiders.

I also wanted to expand the beekeeper profession a bit.

edit: fixed a duplicate creature entry and a translation error
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 06, 2011, 02:27:55 am
Testing is going well so far.


(http://img219.imageshack.us/img219/1069/28429769.png)

A Dragon Priest ambush! Their leader is injured, and drops his priceless dagger. Unfortunately, this is the only thing that will go well today.

(http://img843.imageshack.us/img843/4724/79480309.png)

(http://img809.imageshack.us/img809/6681/78003005.png)

(http://img140.imageshack.us/img140/9754/11974813.png)

I got this screenshot moments before my settlement crumbled to its end. The castle I was building would have been pretty much impregnable, but the swordsmen were just too good, and my guys had too little training. Oh well.

Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 19, 2011, 04:00:58 pm
I did some fairly extensive updates. I removed bogeymen and replaced them with velvers (so long as you play in a world with night creatures set to 0). They are tiny, but really skilled and have a sleep toxin. Be careful.

I also added the Jacquard Loom and several powerful artifact-only weapons that can be created by kermorians in strange moods. The Jacquard loom lets you double the base value of the cloth that's put into it by using twice as much thread. This lets you create single pieces of cloth that are more valuable, which can lead to more valuable artifacts and whatever else you might want to make.

I fixed a few bugs. There are now a bunch of types of knife to be used by your military or others. Sky giants no longer use map-incinerating lightning breath. I also did a bunch of work to make armor more reasonable. Now you can only wear two items on a specific body location, and all metal armor is shaped. So you can have a shirt and a gambeson and a breastplate, but not three breastplates. All armor coverage was reduced to at least 98%, so there is a chance that attacks will slip through even the best coverage. No more will you have unskilled but indestructible peasants.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 19, 2011, 05:16:46 pm
I am checking out a lot of DF mods of late and am trying to get permission from each of the modders before I start posting LPs for them.

Is there any chance you could let me do an LP of this mod as well? It seems pretty interesting.

Thanks in advance
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 20, 2011, 03:55:09 am
Sure, that would be fun to see. If you are playing and you find a creature, object, or material that you don't recognize, check out www.elanthipedia.com --it's a resource for the game this mod is based on, and should answer any questions that might come up.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 20, 2011, 04:21:39 pm
Is there any chance u can make an upload of this game using a texture pack e.g. Ironhand or Pheobus or Mayday?

Am pretty sure it would go down really well since some of us dont like the ASCII version, true some do :P

Thanks again

Ult1mara
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 25, 2011, 03:48:15 pm
If you're talking about using a different ascii set, that's easy enough. For sprites, though, I have to draw ~300 units. I will probably do this, but it won't happen quickly.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 25, 2011, 05:02:30 pm
Are the Pheobus/Ironhand and Mayday tilesets all ASCII? If so yes that is wat I meant ^_^

And thank you very much I would very much appreciate it. And am sure a lot of other ppl would too
Title: Re: Dwarvenrealms [Major Mod]
Post by: alcohol_dependent on April 25, 2011, 06:41:08 pm
Yes! Dragonrealms!

Wow, it is weird to see the word S'Kra Mur written in DF. Probably because S'Kra Mur are so vividly portrayed in my mind. Oh, that and the term is impregnated with years of drooling slack-jawed scripting.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 28, 2011, 03:38:34 am
Getting the tileset working is proving problematic. You have to do a lot to the raws to get them in line with whatever changes Ironhand decided to make. It's about halfway done right now, but I am having trouble tracking down the water and wetland tile designations in the init and raws.

I updated the mod so that it uses the newest version of DF (.25), and added some new clowns for the funhouse. These largely replace the default ones, though if you leave the world gen settings at default you'll still get an interesting visitor every now and then. I fixed a few more creatures' fire/lightning attacks. I am not really a fan of the way breath attacks work in DF currently, each one spelling instant doom for whoever is hit with little/no chance to escape. They're now all part of melee attacks, injecting liquid or gas that will flow out and behave like fire or frost or whatever. Losing is fun, yes, but not when you haven't had a chance to think you're doing well first.

Overall this world is a LOT more dangerous than vanilla DF. If an attack breaches your shield/dodge/parry skill, your armor is not impenetrable, and even a wooden arrow will sometimes slip through steel plate mail. The depths are filled with horrible horrible monsters, there are three evil factions (Dragon Priests, Black Goblins/Orcs, and Goblins), and the megabeasts and their smaller cousins can be far more trouble than their vanilla counterparts.

The next set of releases should be focused on giving the Kermorians some more capacity to fight back. I will be working on the rare metals and considering how best to employ custom reactions and buildings to make things more Elanthian.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 28, 2011, 04:13:11 am
Sorry for causing u all this trouble I really didnt realise that it would e such a hassle :(

But thanks for all the hard work u are putting in

Also The next update sounds really interesting and nice
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on April 28, 2011, 06:42:40 am
Sorry for causing u all this trouble I really didnt realise that it would e such a hassle :(

But thanks for all the hard work u are putting in

Also The next update sounds really interesting and nice

It's not really that much trouble, and I generally prefer to play with a tileset anyway, so it's something I would have to do regardless.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 28, 2011, 06:53:47 am
Sorry for causing u all this trouble I really didnt realise that it would e such a hassle :(

But thanks for all the hard work u are putting in

Also The next update sounds really interesting and nice

It's not really that much trouble, and I generally prefer to play with a tileset anyway, so it's something I would have to do regardless.

Glad I suggested it then ^_^

And thanks again always nice when a modder goes through trouble for their "customers" ^_^
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on April 28, 2011, 09:21:37 pm
Here is the first video of the LP I am doing on DwarvenRealms

http://www.youtube.com/watch?v=Izqy9zVokxk

Please tell me wat u think of it and wat I should do to improve anything

And here is the playlist which the mod will be LPed upon

http://www.youtube.com/view_play_list?p=55BA3CB0C6D45ACB
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 02, 2011, 01:48:07 am
Here is the first video of the LP I am doing on DwarvenRealms

http://www.youtube.com/watch?v=Izqy9zVokxk

Please tell me wat u think of it and wat I should do to improve anything

And here is the playlist which the mod will be LPed upon

http://www.youtube.com/view_play_list?p=55BA3CB0C6D45ACB

Oh cool. I'll hunt down that "wheat seeds" bug. "Seed potatoes" are what you plant to grow new potatoes. They're just little potatoes that you plant instead of eating.

I'll fix Zylo's caste to show its name in the title. Zylo is a S'kra Mur, which is actually the same race that the Dragonpriests are. I think he has a grudge already because they tend to be jerks. The different skills and traits that the races have make them good for different things. S'kra are good craftsmen and soldiers but don't get along with people very well.

I see the Arzumos didn't seem very aggressive. I am having a problem lately where large_predators are shying away from combat. If I give them nofear and likes_fighting they behave suicidally. If I remember right, large_predators judge prey by size. If you have a Gor'tog, they're pretty huge, so maybe they're frightening wildlife. That's fine I guess.

I have been really busy lately so the tileset conversion has been slow going. I figured it out sort of, and there's not nearly as much work involved as I thought. I'll keep you posted.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 03, 2011, 06:19:34 am
Here you go ult1mara (and anyone else who liked graphics): http://dffd.wimbli.com/file.php?id=4321 (http://dffd.wimbli.com/file.php?id=4321)

I think I caught all the raw conversions. If you see a snake walking around using a piece of chicken as its tile, let me know. I haven't had time to check out the cave stuff so it might look slightly atrocious.

I'm really happy with Ironhand's tileset. I've got to make tilesets for the Kermorians, so at the moment they're just using the dwarven adventurer tileset which I admit looks a bit lame.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 03, 2011, 06:42:31 pm
Here you go ult1mara (and anyone else who liked graphics): http://dffd.wimbli.com/file.php?id=4321 (http://dffd.wimbli.com/file.php?id=4321)

I think I caught all the raw conversions. If you see a snake walking around using a piece of chicken as its tile, let me know. I haven't had time to check out the cave stuff so it might look slightly atrocious.

I'm really happy with Ironhand's tileset. I've got to make tilesets for the Kermorians, so at the moment they're just using the dwarven adventurer tileset which I admit looks a bit lame.

Thank you very much for this I am pretty sure this could not have been easy but I am Very thankful for this and am sure others will be too ^_^

U should put the link on the OP, if u havent already?
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 08, 2011, 07:58:40 am
I found a lot of incorrectly displayed tiles and fixed them. I drew a new tile for bamboo because I didn't like the graphic Ironhand was using for it. I added in a few Elanthian pack animals (The Tarupamki, Kregkeirel, and Sithannik) that should make food and wool a bit easier to come by. I added Sugar Cane to go along with the bamboo tile update, and added a new task at the Soap Maker's Workshop: Create Lye Bleach. Lye Makers can now create bleach from lye, which dyers can use to turn cloth white. I changed Scorpion Flowers to dye things Yellow, so now there's a pretty robust range of dyes floating around out there. Still not as many as I'd like, so I'll have to keep working at it.

I've started working on creature tiles. I want to get a handful of them done before I do the next update. So far I've run into a little bit of trouble upon finding out that you can't make tiles vary by caste. I tried to work around it by giving caste-using wildlife natural skills in certain professions and custom job titles (adan'f blood warrior, adan'f spirit dancer, etc), but wildlife and even domesticated intelligent creatures don't use profession titles. Only proper entity members do. Oh well.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 08, 2011, 10:30:27 am
Thank you Very much for putting me on the OP ^_^

And yeah it is nice when ppl actually start to make their own tiles for their mods ... makes the mod feel a lot more "original"

And it sucks when RL gets in the way of stuff u like to do :( ne ways hope things get less hectic ^_^
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 15, 2011, 01:53:59 am
(http://imageshack.us/m/200/9104/progresskm.png)

Progress on the custom tileset continues apace. Pictured, left to right:

Adan'f, Antelope, Arbelog, Asaren Celpeze, Biter, Black Ape, Black Bear, Black Marble Gargoyle, Blight Ogre, Blue and Green Peacock, Blue-Bellied Crocodile, Blue-green Pivuh, Bone Mammoth, Carnivorous Gelapod, Cat, Cave Bear, Cheetah, Chicken, Corpse Grub, Cougar, Cow, Coyote, Crag, Dobek Moruryn, Dog, Donkey, Dromedary, Duck, Earthen Construct, Elephant, Elk, Fox, Frostweyr Bear, Gargantuan Korograth, Gazelle, Giant Blade Spider, Giant Blade Spider Queen, Giant Blight Bat, Giant Wolf Spider, Glutinous Lipopod, Goat, Goose, Granite Gargoyle, Grass Eel, Grave Worm, Grey Clay Soldier, Grizzly Bear, Groundhog, Guinea Fowl, Hare, Heggarangi Frog, Hiro Bear, Guinea Pig, Horse, Jackal, Human, Kra'hei, Kregkeirel, Large Lachmate, Lich, Lion, Mottled Westanuryn, Mule, Nightreaver/weaver/stalker Unyn, Nipoh Oshu, Ogre, Pard, Pig, Piruati Serpent, Poloh'izh, Rabbit, Raccoon, Red Brocket Deer, Reindeer, Retan Dolomar, River Boa, S'lai, Sailfin Lizard, Sand Spider, Sea Monster, Sheep, Shh'oi Paguur, Silverfish, Sinuous Elsralael, Sithannik, Sky Hawk, Sleek Hele'la, Snaer Hafwa, Spectacled Caiman, Sun Vulture, Tarupamki, Thunder Ram, Tiger, Turkey, Vulture, Vykathi, Walrus, Water Buffalo, Whale, Wild Boar, Wind Hound, Winged Black Marble Gargoyle, Wolf, Yak, Yeehar, Yvhh La'tami
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 15, 2011, 04:01:53 am
Looking good Koji Looking Koji
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 23, 2011, 03:28:08 pm
(http://imageshack.us/m/156/2982/finisheduz.png)

There. I finished the graphics pack. It has almost everything--all I'm missing are a few professions for the Dragon Priests, but they'll be fine until we get that going. I added a ton of trees and plants, modified a lot of materials, and got everything that was bothering me squared away.

The rare metals make your choice of metal important for each soldier. A Kaldar or Gor'tog, for instance, are very strong and can use Damite and Kertig without being slowed down too much. Conversely, a gnome or halfling would be too slow lugging a bunch of heavy gear around and would actually do better with something like a lumium dagger, which can stand up to, if not overwhelm, the heavier metals.

If you are lucky enough to be killing a few celpeze (or another fang-yielding animal) a year, you will be able to put out a steady stream of fang-tipped arrows, which are generally around iron or bronze quality. Sling bullets are great for taking down armored enemies. All trees now have realistic solid_density values--several of them are now good enough to make basic weapons out of.

Leather from certain animals is a lot better than leather from others. Gargoyle skin is actually made of stone (though the underlying materials are still meaty), and shadow beast scale makes for pretty good armor.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 25, 2011, 04:50:09 pm
Luving the new Graphics Koji. Will try to get a new vid up asap. Just got things to do first but expect one up soonish ^_^
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 28, 2011, 11:54:48 am
(http://img857.imageshack.us/img857/6168/53705525.png)

Despite warnings about the curse on this area, our expidition settled down on the shore of the Lake of Dreams. We had hoped that by picking the least horrible of the three lakes, and avoiding the deeper part of Forisaad, we could make some money and stay out of trouble.

(http://img52.imageshack.us/img52/9643/84810453.png)

We saw some water sprites at the water's edge a ways off, giggling and dancing. We kept our distance, and they kept theirs.

(http://img101.imageshack.us/img101/2228/54833298.png)

After building a rough palisade around out little plot of land, we erected a three-story lodge in the center and a smaller workshop off to one side. Things are a bit of a mess while we get settled in, but we're marginally safe. Over in the quarry, the miners have already found gold. I won't lie, I'm a little excited.

(http://img96.imageshack.us/img96/5743/91379823.png)

Deep down, the quarry opened up to a natural cave system. It was a good find, as there's water down there we can use during the deeper part of winter. But scuttling in the darkness are the hated enemy. Silverfish.

(http://img29.imageshack.us/img29/2917/silvp.png)

Silverfish are not very big. They are also stupid, and will go after the first moving thing they see. If that thing is a gor'tog, a kaldar, a human, a dwarf--whatever, most people can take care of themselves when it comes to silverfish. But the olvi and gnome population has been absolutely decimated by these monsters.

(http://img541.imageshack.us/img541/4057/79994487.png)

They keep eating my bookkeepers! I like to hire gnomes for this job, as they are usually good with numbers, but the appointment has become a death sentence. I'm thinking I should hire a 'tog, give him an axe, and have him wait around in the quarry.

(http://img5.imageshack.us/img5/9808/36802081.png)

But work continues apace. We pulled apart the horrible little monsters, made armor and masks out of their chitin, and cooked up their meat. Ugh. I told the boys we'd shipped in some Giant Salt Crab. Nobody bought it, but the lie helps that gooey gray meat go down easier.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 28, 2011, 04:27:55 pm
I really enjoyed the whole little story u did ^_^ it was well thought out :P
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on May 28, 2011, 05:46:00 pm
New video up for my LP of this mod @ http://www.youtube.com/watch?v=t4RSUl553FE
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on May 29, 2011, 08:49:35 pm
New video up for my LP of this mod @ http://www.youtube.com/watch?v=t4RSUl553FE

Those leg wounds can be a drag. I really wish I could make it so that medicine would heal you quicker, since this mod is so deadly.

The latest version has more graphical tiles than I see you using. Try backing up your save and then importing the newest raws. It should give tiles to things like the Arzumos.

An arzumos is basically a saber-toothed tiger, by the way. They're big and scary, but no more dangerous than a lion. Just be careful of the spiders underground. Also, it seems like people come with metal helmets these days. I don't really understand why.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on June 01, 2011, 10:34:49 pm
I shall try to be careful ^_^ and also yeah tose leg wounds are annoying
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on June 21, 2011, 03:44:22 pm
What I hope I can do when Toady releases the next version:

Rakash change into moonskin during the full moon, gaining several advantages.
Liches can raise the dead, and will pass these secrets on to mortal students.
Barghests will grow more powerful during the full moon.
Minor magic: With a cambrinth rod and the appropriate runestone, magic will be available during fortress mode. Currently planned: Fire Shard, Fire Ball, Lightning Bolt, Zephyr. If interactions allow, I will also include Swirling Winds, Courage, Ethereal Shield, Senses of the Tiger, and a few others.

Until then I can only think of some very minor updates, such as fixing the number of hats you are allowed to wear.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Quarynn on June 21, 2011, 06:21:40 pm
http://i.imgur.com/gTvhv.png

(http://i.imgur.com/gTvhv.png)
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on June 27, 2011, 04:18:03 pm
Haha I like it, I added it to the first post if that's ok.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Quarynn on June 27, 2011, 06:33:07 pm
Sure go on  ;)
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on July 23, 2011, 04:39:28 pm
Love the new OP pic love it ^_^
Title: Re: Dwarvenrealms [Major Mod]
Post by: Quarynn on July 23, 2011, 07:10:08 pm
I think Koji is dead
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on July 23, 2011, 07:21:31 pm
I think Koji is dead

True true he might be :P
Title: Re: Dwarvenrealms [Major Mod]
Post by: Saeldanya on August 14, 2011, 06:41:59 am
I believe this deserves a bump. I never noticed it until just now!
Title: Re: Dwarvenrealms [Major Mod]
Post by: Ult1mara on August 14, 2011, 04:05:19 pm
I believe this deserves a bump. I never noticed it until just now!

It does tbh it is a decent enough mod :P
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on September 03, 2011, 06:03:39 am
I'm not dead at all, and neither is this mod! I've reached a decent stopping point until the next version is released. There are some fairly major overhauls (Body structure for creatures which use natural armor on top of their skin) and stuff, and I'm puzzling over how to use some sort of halfassed magic system. I have a few ideas, but I'm really waiting on the next version so I can properly introduce interactions.

The idea, for those of you who are familiar with Dragonrealms, is that the characters you control are not part of any major guild, but are able to grasp the rudiments of magical knowledge with the help of special tools.

I was hoping I'd be able to have dynamically changing rakash by using the new werewolf creature, but it looks like those are going to be hardcoded. Oh well.
Title: Re: Dwarvenrealms [Major Mod]
Post by: Deon on September 03, 2011, 06:55:51 am
Do not despair! There may be some workarounds (as always)!
Title: Re: Dwarvenrealms [Major Mod]
Post by: Koji on January 26, 2012, 07:31:25 am
In preparation for Toady's next release, I went back and updated both the graphical and the ASCII versions of the mod. I cleaned up a bunch of old bugs, got rid of the pregenned worlds in the downloads, and it turned out the ASCII version was several updates behind. I brought it in line, so now that's good.

Next, I'll be rolling in adventure mode foraging and crafting. All the groundwork is laid--all the wood now has realistic, varied physical properties, and so do many of the craftable fangs and leather. Soon there'll be all kinds of sling/club/quarterstaff/fang knuckle/fletching/tanning adventurer fun!
Title: Re: Dwarvenrealms [Major Mod]
Post by: narhiril on January 26, 2012, 10:01:22 am
Posting to follow :D
Title: Re: Dwarvenrealms [Major Mod]
Post by: Quarynn on January 26, 2012, 07:55:22 pm
Bumping!
Title: Re: Dwarvenrealms [Major Mod]
Post by: Pokon on April 12, 2012, 04:29:12 pm
Just saying that this is great, and you should feel great about making this mod.