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Dwarf Fortress => DF Modding => Topic started by: Grim Portent on October 21, 2013, 10:30:44 am

Title: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 10:30:44 am
I'm putting together a mod that attempts to simulate the Norse culture reasonably well in DF.

This is currently on hold while I prepare for my exams. The mod is back in progress.

Beta download: http://dffd.wimbli.com/file.php?id=8120
My plans for the moment:

1) Create the appropriate Nobles. Done
2) Give them historically accurate (more or less) weapons. Done
3) Try to approximate their ethics and laws. Done
4) Modify surface plants to be more suitable. Partly Done
5) Pillage and loot.
6) Create a language file for the Norse. I'll probably just use words from one of the countries in northern europe. Partly Done Set back to square one because of words missing from the chosen language.
7) Try to work out some appropriate unique buildings and reactions for them to have.
8 ) More items for the other races, armour, weapons instruments and toys.
9) Some materials, improved metals and unique wood types for example.

In addition to the Norse I have been working on several other races to exist alongside them. The focus has been on mythological races from Norse folklore. So far we have:

Jotunn: Giants, crude and slow. You can find some living in caverns as small tribes, others wandering like animals and the rest are a babysnatching civilization that wants to crush all of your works to dust.

Dokalfr: Dwarves, friendly and wise creatures from below the ground who come to trade items forged through their skills of craftsmanship and beasts of the deep places.

Ljosalfr: Elves, capricious and selfish, these beautiful creatures love music but lack the imagination to create their own, so they steal away humans to play for them. As settlements of Norsemen grow the Ljosalfr may become more brazen and seek to destroy what they cannot steal.

Dragons: Huge and terrible, these monsters can fly and breath streams of flame. It is said that those who bathe in their blood are blessed with a measure of their resilience.

Eldjotunn: Fire giants. Larger and better equipped than their more mundane kin, these giants immolate the land they walk upon and can emit searing flames.

I have also made a new underground tree, which is intended to replace all other underground trees for the mods purposes. Roots of Yggdrasil, the world tree can be found jutting from the ground deep below. The wood of these roots are prized for their luster and aura of vitality.


Any suggestions for other features would be welcome.

We also have a tileset for the norsemen now. Many thanks to Wannabehero for the hard work on it.

Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: Splint on October 21, 2013, 10:33:17 am
I might be able to help with reactions and low-level creature work. Workshops and materials are another matter.
Since swords were an expensive and time consuming (compared to spears and axes) Might want to look into making them worth more.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 10:35:51 am
That could be done either by making the smithing process more roundabout or by upping the material size.
Title: Re: Norse Fortress Mod
Post by: Splint on October 21, 2013, 10:52:29 am
Did some poking around for weapons. Bows are a must, as is of course the spear, and the axe. a separate wood splitting axe may also be permissible. They also had something akin to a glaive (the polearm not that weird throwing thing from Krull,) for some extra choppy leverage. large Seax...es? may also be called on as a hacking sword and as a somewhat cheaper alternative to more complex to produce but versatile swords.

The frost giants from a couple mods can be merged with the fort defense Jotun and something between them without the elemental stuff to form a proper race of them.

As far as plants go I have no idea what they relied on. I imagine hunting and fishing will be a major food source early on though.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 10:59:49 am
At the moment I'm hashing out a basic noble structure for them. Using ancient Norway as the basis. Not done yet but this is what the nobles part looks like for now. Going to do some duty realocations.

EDIT: changed the nobles to the current ones. These should maintain all functions needed to run a civ properly and still be able to run a fort. Due to a lack of suitable titles I haven't renamed the militia captain position yet, but everything else is pretty much done except for berserkers needing a caste restriction tag but that can wait till actual Norseman creature raws are made.

Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 11:23:26 am
Would the size of humans change at all? They WERE considered giants even though they were only a foot taller at the most then most Europeans
Title: Re: Norse Fortress Mod
Post by: Splint on October 21, 2013, 11:25:30 am
Maybe slightly larger than vanilla humans to reflect that but not much bigger.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 11:36:50 am
Maybe slightly larger than vanilla humans to reflect that but not much bigger.
true

EDIT:
I just remembered! If you want words for the language, use either Farose. Its as close as you can get to the actual Nordic language without it being 100% Norse
Title: Re: Norse Fortress Mod
Post by: Deon on October 21, 2013, 01:19:13 pm
I have finnish language for nords in Genesis. Also, graphics.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 21, 2013, 01:33:05 pm
At the moment I'm hashing out a basic noble structure for them. Using ancient Norway as the basis. Not done yet but this is what the nobles part looks like for now. Going to do some duty realocations.

EDIT: changed the nobles to the current ones. These should maintain all functions needed to run a civ properly and still be able to run a fort. Due to a lack of suitable titles I haven't renamed the militia captain position yet, but everything else is pretty much done except for berserkers needing a caste restriction tag but that can wait till actual Norseman creature raws are made.

Spoiler (click to show/hide)

An interesting idea, if we're delving deeply into the mythology of the Norse, would be to either edit the Monarch, or create your own new noble, for a position of the Ęsir.  If you didn't want the game to arbitrarily assign someone to god-hood, you could make your own position that you elect people to.

Instead of a monarch being a Jarl, per se, you could make them into Odin-son.  A mayor could be the Jarl, Royal Guards could be thanes; my ideas are just if you want to make it more mystical than reality.

Also, I might be able to jumble together some raws to create a bunch of gods that would be liked and would show up in carvings.  However, you'd run the risk of seeing something around the lines of "This is an image of five The All-Fathers, they are traveling." 

And running the risk of being a ridiculously long post, you could take the human raws, copy/paste them (so we have all the parts of a regular human), and change the mass/names of everything.  You could make the mass 90,000, as opposed to the humans 75,000.  That'd make the Norse roughly as large to the humans as they are to the dwarves.   
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 02:05:45 pm
I think deities or gods should be renamed to "Aesir" so it makes more sense for a realistic form. Because some Nordic people worship Thor more then others, and some worship Freja more then most gods (mostly women since she's like their patron goddess). But if we're going mystical, Odin-Son works just as well
Title: Re: Norse Fortress Mod
Post by: Karkov on October 21, 2013, 02:17:28 pm
I think deities or gods should be renamed to "Aesir" so it makes more sense for a realistic form. Because some Nordic people worship Thor more then others, and some worship Freja more then most gods (mostly women since she's like their patron goddess). But if we're going mystical, Odin-Son works just as well

I was actually debating putting Ęsir into my suggestion, but it came out Odin-son instead.  Odin-son just seemed easier, especially if you're going to have it automatically mark someone (thinking king here) for Ęsir.  It'd come out funny in the raws when you had 10-20 Ęsir die in a single war against goblins or something.

Odin-son gives them special meaning while being slightly more ambiguous.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 02:42:54 pm
I think deities or gods should be renamed to "Aesir" so it makes more sense for a realistic form. Because some Nordic people worship Thor more then others, and some worship Freja more then most gods (mostly women since she's like their patron goddess). But if we're going mystical, Odin-Son works just as well

I was actually debating putting Ęsir into my suggestion, but it came out Odin-son instead.  Odin-son just seemed easier, especially if you're going to have it automatically mark someone (thinking king here) for Ęsir.  It'd come out funny in the raws when you had 10-20 Ęsir die in a single war against goblins or something.

Odin-son gives them special meaning while being slightly more ambiguous.

Actually, some Aesir weren't Odin's sons, and some weren't even related, like Frej and Freja when they were taken in as hostages of war against the Vanir. They were kind of uplifted to Aesir status then
Title: Re: Norse Fortress Mod
Post by: Karkov on October 21, 2013, 02:59:14 pm
I think deities or gods should be renamed to "Aesir" so it makes more sense for a realistic form. Because some Nordic people worship Thor more then others, and some worship Freja more then most gods (mostly women since she's like their patron goddess). But if we're going mystical, Odin-Son works just as well

I was actually debating putting Ęsir into my suggestion, but it came out Odin-son instead.  Odin-son just seemed easier, especially if you're going to have it automatically mark someone (thinking king here) for Ęsir.  It'd come out funny in the raws when you had 10-20 Ęsir die in a single war against goblins or something.

Odin-son gives them special meaning while being slightly more ambiguous.

Actually, some Aesir weren't Odin's sons, and some weren't even related, like Frej and Freja when they were taken in as hostages of war against the Vanir. They were kind of uplifted to Aesir status then

Right, and I'm basically suggesting here that not all Odin-sons are Ęsir.  I'm kinda basing the suggestion off of the sentence " But silence on the matter does not indicate that other gods whose parentage is not mentioned in these works might not also be sons of Odin."

That translates to me that not all of Odin's sons are Ęsir, but the more prominent ones are.  They're all gods in their own rights, but only a few became Ęsir.

And if I'm butchering the entirety of Norse mythology with that, then uh.  Whoops, didn't mean to.

Odin-son could be used for someone claiming to be of godly descent, or ridiculously strong/adventurous.  Suddenly saying you're Ęsir would mean you're trying to impinge on God status.

Suddenly I don't know what I'm suggesting anymore, I'mma go mess with raws until I get a working Norse race or something.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 03:24:52 pm
Odin-son could work if you change the name for adventurer from demi-god to that. And I recall some Aesir are Odin's brothers and their sons, but I might be wrong
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 04:41:21 pm
I'd rather avoid demi-gods. I plan to stick with a berserker caste that rages and has innate combat skills rather than anything over dramatic. I will be calling gods Aesir in the language though.

Deon I'll take a look at the language you've done. Thank you for the offer, it may have saved me hours of work.

The nobles are finished (for now).

Spoiler (click to show/hide)

Haven't tested them but they should work. All the names are taken from old norwegian ones. Something of a mishmash of them to be honest but I don't have the patience to spend hours looking through fragmented and contradictory sources to get perfect ones. I'll listen to suggestions if anyone has some.
Title: Re: Norse Fortress Mod
Post by: Splint on October 21, 2013, 04:44:07 pm
20 berserkers along with one particularly angry berserker leading them.

I feel fear of them.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 04:49:31 pm
Because of how squads work it's 19 berserkers + champion. It's also why the huskarl squads the nobles get are numbered the way they are.

EDIT: Right, I've checked Deon's Genesis mod for his Nords language and I have to say I do like the look of it for our purposes. Deon if you're willing to let us take advantage of the work you put into that you'll have my sincerest gratitude.

Would anyone like to take a crack at making weapons for the Norse? My research indicates a short spear, a short broad sword, handaxes and a variant on pikes/halberds were their weapons of choice.

Also here are the ethics I've written up:

Spoiler (click to show/hide)

Not hugely different from those of normal humans but I'm basing them on what I can remember of various books and accounts that told of viking society.

Right, I've bashed out some simple weapon variants based on the weapons I can find out about.

Spoiler (click to show/hide)

In addition to these we'll be using short swords, bows and maces. I intend to make the norse sword only be attainable through a custom reaction.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 07:16:00 pm
I'd say add saxon longbows for normal humans if they're in there, but that's me.

Don't forget to add a shield called Skjolldir. They're pretty much runed shields
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 21, 2013, 07:33:16 pm
I've put in roundshields. I looked up skjolldir but all I can find is that skjǫldr is the old norse word for shield.

Not sure how to distinguish between longbows and normal bows considering how bows work at the moment.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 08:46:17 pm
I realized I spelled it wrong :-[

Also, Hjalmr is the term for the helmet caps as it shows here, but I think the entire thing is called so... Could be wrong...

Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: Karkov on October 21, 2013, 09:36:54 pm
Fixed some values, in some points you were weaker than vanilla weapons, and others ridiculously overpowered.  Fixed discrepancies and balanced them slightly, take a gander and tell me if you see something you hate.
Spoiler (click to show/hide)

Changed the axe a bit, it was barely bigger than a dagger when it's supposed to be a rather large axe.  Made it slightly larger than the ulfberht, tempted to make it larger.

Ulfberht had a few weird numbers, fixed those.  Added the two attacks with the axe, can probably rework the contact area on the axe hack, if it's the same sort of Dane Axe we're thinking of.  Heavier spear, made it less dorf sized and more human sized.  Just yell at me if you see something you don't like.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 21, 2013, 10:49:41 pm
Just looked up the Dane Axe... And then bearded axe which it resembles apparently... Oh god, these area some nice looking weapons...
Title: Re: Norse Fortress Mod
Post by: Putnam on October 22, 2013, 02:23:33 am
btw AFAIK unit sizes are on a normal model in comparison to their average, so 67% of dwarves are between 57200 and 62400 in body size; 97% are between 54100 and 66100, so most dwarves can handle that axe.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 07:09:51 am
I took out slapping and pommel bashing from the axe because it seemed a rather stupid way to wield them. Though the top point of a dane axes blade could be used for stabbing apparently so that's an adjustment we can make.

The pictures of the swords I saw looked somewhat short but not very so I think you've given them a good adjustment.

I have to confess I did the weapons at 1:30 in the morning having gotten up at 6:40 that day for a fire alarm so I wasn't at my best.

EDIT: I remember now why I made the weapons like I did, I decided to work on the assumption that we wouldn't make shafts and hafts out of metal and that it was best represented by reducing size and material costs.
Title: Re: Norse Fortress Mod
Post by: MiguelMO on October 22, 2013, 09:41:48 am
I have some suggestions to the mod:

-About the nobles, I think they should be all appointed by election (I don't know if that is possible, I don't know much about modding). In the viking age there was an assembly called Thing, where free men elected their nobles (konungr, jarl, hesir...)  within the most capables ones in the civilization, fortress, territory. Here is more information from wikipedia: http://en.wikipedia.org/wiki/Thing_%28assembly%29 (http://en.wikipedia.org/wiki/Thing_%28assembly%29)

-About the language I'd like it to be Icelandic or Faroese (Old norse would be quite hard). If there would be someone who could do this, it would be awesome. Another possibilities could be modern Danish, Swedish or Norwegian, but it wouldn't be the same. I don't find appropiate to have Finnish language for the norse people, as Deon suggests.

Greetings and sorry for my bad English!
Title: Re: Norse Fortress Mod
Post by: Splint on October 22, 2013, 09:54:13 am
That may work for the noncombat nobles but things like the guy leading our warriors... That wouldn't really be practical from a gameplay standpoint as that may lead to incompetent fucks who don't know which end of a sword to hold being elected to lead the troops because she/he has the most friends.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 10:14:43 am
My personal preference for language is Norwegian.

The problem with elected nobles if that they get elected each year and all elected positions get elected at once. We'd almost certainly wind up with one person serving in every elected noble position, and since we're using military nobility that would make it be self conflicting and probably crash the game.
Title: Re: Norse Fortress Mod
Post by: MiguelMO on October 22, 2013, 10:29:01 am
Ok that's why I said that I didn't know how DF modding works. It's fine then how you did the nobles.

Greetings!
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 10:39:21 am
It was a nice suggestion but the way nobles work is a bit simple at the moment so we can't get overly complex.

I've found an English - Old Norse dictionary online so I think I'll try and use that for the language file. It may take a while.

I'm thinking I'll make the mail shirt cover more than it does in vanilla to counter the lack of certain bits of armour. I'd like to put in lamellar armour but I don't know enough about it's qualities to represent it properly.

EDIT: So may duplicate words in this language, 6 words for brave alone.
Title: Re: Norse Fortress Mod
Post by: Splint on October 22, 2013, 10:44:54 am
Civilization forge has lamellar  armor. Heavy (though not plate armor heavy,) but also very protective.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 11:07:24 am
Damn writing up language files is annoying, especially with a fragmented language like old norse.

I've done a through b so far, had to remove some words and add in others. Though I'm noticing similarities with some words from german and swedish and english. It's interesting to see the ancestral root words of northern european language.

Spoiler (click to show/hide)

EDIT: Finished a though f now.
Title: Re: Norse Fortress Mod
Post by: Deon on October 22, 2013, 03:23:17 pm
I already said you can get the language from Genesis the moment I posted, I am always happy to share.

But you make a different nordic language, and it's awesome. While finnish language is amazing, norwegian looks a bit more suitable for vikings. Having more languages is always great!
Title: Re: Norse Fortress Mod
Post by: Putnam on October 22, 2013, 03:34:39 pm
that would make it be self conflicting and probably crash the game.

nah, DF is actually pretty good about that.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 04:06:49 pm
I'm quite certain someone simultaneously being made leader of 3 squads would crash the game. Might test it when I have the time.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 22, 2013, 04:08:27 pm
Either that or you'd have the best leader of people ever (and by that I mean the most useless, since people who win elections are usually the most sociable). 
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 22, 2013, 04:32:47 pm
I think then we'd have the greatest Jarl ever if he's trained well enough
Title: Re: Norse Fortress Mod
Post by: Karkov on October 22, 2013, 06:03:49 pm
I think then we'd have the greatest Jarl ever if he's trained well enough
Until the next election anyway, because there's always that one idler who won't stop talking to people.

It's too bad you can't have an election that chooses someone based on their combat stats.  It'd definitely make things like Orc Fortress (in Meph's Masterwork mod) a lot more interesting.

Also, modded the human raws a little bit to make a larger version, and changed their name to Norseman.

Spoiler (click to show/hide)

Edit it as you please. (Just so you know, I'm really tempted to either delete the [HAS_NERVES] or add the [NOEXERT] tags for that extra norse ferocity that they're attributed.)
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 06:24:08 pm
Splint thinks we should make a berserker caste with [PRONE_TO_RAGE] and I'm inclined to that as well.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 22, 2013, 06:27:42 pm
Splint thinks we should make a berserker caste with [PRONE_TO_RAGE] and I'm inclined to that as well.

I'd be alright with that, but you should probably delete the [HAS_NERVES] on the berserker at that point.  For a berserker to go into a maddening rage, and then suddenly succumb to pain would be actually quite pitiful.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 22, 2013, 06:36:39 pm
Can you edit the rage system so they loose the [HAS_NERVES] when they enter it, and regain it when they leave rage? It'd make wolverines and badgers 100% more scary, but we're Norsemen, right? :P
Title: Re: Norse Fortress Mod
Post by: Karkov on October 22, 2013, 06:44:58 pm
Can you edit the rage system so they loose the [HAS_NERVES] when they enter it, and regain it when they leave rage? It'd make wolverines and badgers 100% more scary, but we're Norsemen, right? :P

I'm not sure we could edit the rage system itself, I think that's hard-coded into the game.  We might be able to make a transformation thing where we change the race of the berserker to something extremely similar to the regular Norseman, just bigger and with less nerves.  And more rage.  That'd take a lot of work though, and I'm not sure I have the capacity to even know where to start.
Title: Re: Norse Fortress Mod
Post by: Splint on October 22, 2013, 06:46:59 pm
Of course the cheap way isn't so much removing nerves as much as them not feeling pain in general. While they wouldn't black out from pain,they'd be susceptible to harm as normal. Bet they'd make great woodcutters and miners...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 07:15:11 pm
[PRONE_TO_RAGE] and [NO_PAIN], or is it [NOPAIN]? I can never remember.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 22, 2013, 07:20:58 pm
[PRONE_TO_RAGE] and [NO_PAIN], or is it [NOPAIN]? I can never remember.

Ah, it's [NOPAIN], thanks for reminding me about that tag.  [NOFEAR] would also be a tag to throw in there.
Title: Re: Norse Fortress Mod
Post by: Zorbeltuss on October 22, 2013, 07:25:31 pm
Free-man was called Karl and Hus Karl would be a a freeman of the house, in English.
On the second point, which I may be wrong about, but wasn't Ting a local governance mostly based in Iceland, mostly unlike the governance of Norway?
Thane is actually a Scottish title, which may be confused as a norse title if one thinks of Skyrim, Skyrim is mostly based on Icelandic governance and culture too, so many of the rest of the structural elements were quite off in the rest of Norway.
Most of these answers are not to Grim Portent but the first one definitely is.

/Zorbeltuss
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 22, 2013, 07:41:54 pm
Ah, thank you very much, I couldn't find a term for norse peasantry when I was looking up titles. They were usually just referred to as free-men so I decided it would make a nice placeholder for the time being.

EDIT: Well I've got the language up to T. Taking a break to preserve my sanity since I haven't even reached the disordered parts of the language file yet and that's where things will get really dull.

Here's what I have so far

Spoiler (click to show/hide)

Did some tweaking of Karkov's norseman creature RAWs. Put in a berserker caste with a 75% to rage and no pain (raging negates fear), fixed a typo (broadness 855!) and did some tweaking of skin and hair colours.

Norseman RAWs as they currently stand:

Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 01:12:56 pm
Oh jeez, broadness 855?  I know I fiddled with it, but not that much.  Though those extremely broad Norsemen would've been able to take care of some FB's simply by punching them.  That would've been awesome.  Everything looks good so far. 

 I was thinking of adding star metal, nearly the same properties of adamantine, but more dense than silver and slightly less... impregnable (even though no vanilla creatures have anything stronger than iron and can't even penetrate steel, except with arrows).  If I did make this though, I'd try to make a new smelter/forge for it as well, to work exclusively with the stuff.  Everything about it would be really expensive; fuel, multiple pieces of coal, possibly flux...  It'd be expensive because it's just a short tier away from adamantine which is ridiculously dangerous to mine out.

Tell me if it's something you're interested in, super-heavy, super strong armor that's dumb expensive but slightly safer to get than adamantine.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 01:46:19 pm
I'm fairly sure that 855 was accidental as it was 855:95 before the other numbers.

I'm up for star metal as a thing. Ideally it should be found in the upper z-levels in small clusters. Though my plans for armour have the Norsemen being fairly sparsely protected under normal circumstances.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 02:04:05 pm
We can always add in a chain, or steal the lamellar armor from the other mo- OH, the 855! I was meaning to make the Norsemen always really large, and runts were to still be slightly big, so I changed the minimum height/broadness to 85 instead of 75 (Since it goes from like, 75 straight to 95).  Guess I accidentally put another 5 in there when I messed with it.  Though that would've been hilarious:  "He is extremely thin," and then he smashes a boulder by walking near it.

Mainly the star metal would've been used weapons, mainly for hammers (so maybe a crow's beak or something, we'll think of something).  Shields wouldn't really benefit from it seeing as how they don't benefit from their material.  Hm... Got me thinking on how the armor's gonna work out, not being plate or anything.

EDIT: So for the initial rough-draft of the stuff, it's going to have a huge specific heat and boiling point, because it withstood entry into the Earth's atmosphere and I can't be arsed to go check out if that's hotter than magma or not, and I'm taking it on faith that if a hunk of metal shot across the galaxy, flew through the atmosphere as a super-heated chunk of rock, and slammed into the ground without being destroyed, it's got some pretty fantastic shear/specific heat/huge boiling point.  I'm just debating whether or not to make it resistant to dragons breath at this point.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 02:32:42 pm
Initial rough-draft of the Star Metal:
Spoiler (click to show/hide)

Edit to your heart's content, needs a color (my vote is either on deep red, as opposed to adamantine's aqua, or white) and for you to debate on if it needs to be able to withstand dragons fire or not.  Also need to figure out how to put it in clusters in the upper-layers. 

EDIT: Changed it from 0:0:0 to 0:8:0 as per Putnam's suggestion.  I really have no idea about how the colors work, so he'd have a better idea than me (The wiki is reeeeeaaally bad at explaining the colors).
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 02:40:28 pm
I think it would be appropriate to make it a really dark colour, dark grey or black maybe.

I suppuse I'd best decide what we need to get done as part of this.

To do list:

Weapons: Check
Armour: Not Done
Creature file: Check
Language: In progress
Entity file: In progress
Unique Reactions: In progress

Anything I've missed?
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 02:47:29 pm
Black would be a fantastic color, metal scorched so badly that the soot will never come off, or it just being black metal.

Workshops I suppose can go under Unique Reactions.

I suppose a nemesis for us (Jotun or otherwise)?  I can't think of anything decidedly different from the list you have.  Maybe expand upon weapons a tad, otherwise I think we're almost there. 
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 03:13:53 pm
Thing is all my research indicates that the norse had a very small number of actual weapon types, which we've accounted for. Beyond the custom ones we've made the only weapon I can find mention of is bows. Though I suppose we could use Mjolnir as an indicator that they considered warhammers a weapon.
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 03:21:25 pm
Warhammers, possibly throwing axes, they weren't very diverse but they were extremely brutal.  Maybe a sort of one handed axe?  We have the Dane Axe but that was supposed to be more of a two handed beast anyways.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 03:30:05 pm
A hand axe would be good. Warhammers I guess we kind of need just so we have a blunt option. Berserkers with axes/swords may wind up as a blender against goblins but I expect that necromancers would soon drag them down through sheer weight of hands and heads.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 23, 2013, 05:18:48 pm
For other races for us, you could make a smaller human race, which are Anglo-Saxons. Or go for the mythical possibility and add dwarves, elves/dark elves, three types of Jotun, lokis army of the dead, Norns (debatable)...

I'd also add that make the climate a little closer and more forested. Scandinavia is rather difficult to work with...
Title: Re: Norse Fortress Mod
Post by: Karkov on October 23, 2013, 05:25:17 pm
For other races for us, you could make a smaller human race, which are Anglo-Saxons. Or go for the mythical possibility and add dwarves, elves/dark elves, three types of Jotun, lokis army of the dead, Norns (debatable)...

I'd also add that make the climate a little closer and more forested. Scandinavia is rather difficult to work with...

That'd be something you'd have to designate during world creation, there's not much we can do with raws I don't think.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 06:01:45 pm
Norns weren't really a race.

Anglo-Saxons might be interesting opponents.

Elves (Alfs technically) were kidnapping creatures associated with light from Alfheim. Could be fun.

Dwarves/Dark Elves (svartalfar, sometimes called dokkalfr) came from Svartalfaheimr, the land below Midgard. Could also be fun. (Reference material for this: http://en.wikipedia.org/wiki/D%C3%B6kk%C3%A1lfar_and_Lj%C3%B3s%C3%A1lfar (http://en.wikipedia.org/wiki/D%C3%B6kk%C3%A1lfar_and_Lj%C3%B3s%C3%A1lfar) Not the best source I know, but it's easy to navigate and has references at the bottom.)

Lokis army of the dead would be hard, it might be easier to replace necromancers and zombies with Draugr.

Jotun might be doable. The size of them could vary wildly though and their physical appearance was highly unpredictable. Fenrir, Hel and Jormungand were Jotun after all.
Title: Re: Norse Fortress Mod
Post by: Putnam on October 23, 2013, 06:04:21 pm
Black would be a fantastic color, metal scorched so badly that the soot will never come off, or it just being black metal.

Yeah, but 0:0:0 means that all tiles for it will be completely invisible. Go for 0:8:0 or something instead.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 23, 2013, 07:29:00 pm
Technically, Loki's children are all monsters. Sleipnir, Fenrir, Hel and Jormandundr, are all lokis brood...

And I think those would be like one of megabeasts...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 07:34:27 pm
Loki was a giant (either frost or normal as far as I'm aware, he had magical abilities which are normally associated with the frost giants) adopted by the Aesir, and with the exception of Sleipnir all his children were born of a giant mother, add to that that some giants had the heads of monsters and that in earlier mythology trolls and giants were interchangeable and we wind up with lots of variations if we want to make Jotun live up to the legends.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 23, 2013, 08:02:03 pm
Loki was a giant (either frost or normal as far as I'm aware, he had magical abilities which are normally associated with the frost giants) adopted by the Aesir, and with the exception of Sleipnir all his children were born of a giant mother, add to that that some giants had the heads of monsters and that in earlier mythology trolls and giants were interchangeable and we wind up with lots of variations if we want to make Jotun live up to the legends.
I thought that Jotun just could look different, like many heads, horns, etc.?

And he was normal Jotun, but his daughter rules Hel, located in Nifelheim. Loki's army and the Nifel Jotun attack the AEsir on Nagalfar if I recall...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 23, 2013, 08:10:37 pm
Some Jotun had animal parts, usually heads from my recollection.

Hel was given rulership over the land of Hel as a bribe by the Aesir because it was prophecied that Lokis children would do them great harm. Jormungand was cast into the sea while still young and Fenrir was tricked into being bound with an enchanted fetter.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 29, 2013, 09:51:34 am
I've been doing some brainstorming and I decided to get some feedback on an idea for the mod. If we're going to add Anglo-Saxons once the Norse themselves are done then we could also consider adding Saracens and a few other cultures the Norse would have encountered through their history. Alternately we could simply leave the territory that ancillary human cultures would have gotten for the various monstrous races.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 29, 2013, 10:26:43 am
I've been doing some brainstorming and I decided to get some feedback on an idea for the mod. If we're going to add Anglo-Saxons once the Norse themselves are done then we could also consider adding Saracens and a few other cultures the Norse would have encountered through their history. Alternately we could simply leave the territory that ancillary human cultures would have gotten for the various monstrous races.
I'm all for the Saxons and whatnot, as it makes it realistic because humans fight humans, right?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on October 29, 2013, 10:32:06 am
I think humans would make the sheer number of biomes make more sense (who ever heard of norsemen riding camels? Ignoring the Varangians for anyway) because it gives us humans who would actually live in those places. The other option is that we put the various giants into different biomes, fire giants living in deserts and frost in tundra for example, rather than say... saracens in deserts and the rus in tundra.
Title: Re: Norse Fortress Mod
Post by: highmax28 on October 29, 2013, 12:18:38 pm
I think humans would make the sheer number of biomes make more sense (who ever heard of norsemen riding camels? Ignoring the Varangians for anyway) because it gives us humans who would actually live in those places. The other option is that we put the various giants into different biomes, fire giants living in deserts and frost in tundra for example, rather than say... saracens in deserts and the rus in tundra.
I agree. There should an ideal world made with the mod that includes all content you added, but that's difficult and rare at best...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 05, 2013, 12:34:29 pm
I'm still plugging away at the Norse language file, have been a bit busy lately so it's been slowed down.

I'd like to make some new surface plants as part of the mod and I'd like some ideas.

So far I'm thinking of:

Nettles, an all year crop brewable into nettle tea. Separates into bags like quarry bush leaves.
Wheat, brewable and able to be milled into flour, grown in spring, summer and autumn.
Potatoes, brewable and cookable, grown in summer and autumn.
Barley, brewable, grown in summer and autumn.
Jute, thread for clothmaking, spring, summer and autumn.

Anyone got any suggestions?
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 05, 2013, 01:06:41 pm
Sounds good to me, I can't think of anything else honestly other then whats already been stated
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 05, 2013, 05:33:27 pm
The ordered parts of the language are now complete, just have to do the disordered part now (which is far bigger).

What I've currently done:
Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 05, 2013, 05:46:14 pm
The ordered parts of the language are now complete, just have to do the disordered part now (which is far bigger).

What I've currently done:
Spoiler (click to show/hide)
Question on the language: Does DF recognize accents?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 05, 2013, 05:58:57 pm
I don't think it does which is why I haven't been using them.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 05, 2013, 06:02:58 pm
I don't think it does which is why I haven't been using them.
I thought there were some? Like for dwarven words and etc.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 05, 2013, 06:07:53 pm
It can do some stuff, but it's a bit weird and I'm not certain how reliable it is. I'd rather have no accents than have a few in order to maintain internal consistency, even at the cost of accuracy.
Title: Re: Norse Fortress Mod
Post by: Karkov on November 05, 2013, 07:18:11 pm
Dorf Fort can recognize certain symbols and accents, but it doesn't really read them as accents.  At least, not in notepad anyway.  You'll notice every now and then, where an accent is supposed to be there'll be a ^, or a •, or something else.  So unless you wanted to go through and figure out which mark meant what, I think it'd be easier on Grim to continue with what he's doing.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 05, 2013, 07:22:22 pm
Strangely the word vegr covers the meanings: way, dimension, journey, road, honor and direction. This is a really weird language sometimes.
Title: Re: Norse Fortress Mod
Post by: Karkov on November 05, 2013, 07:46:27 pm
Somehow I think almost every word in that language somehow sneaks honor into it's meaning.  The rest actually kind of make sense, seeing as how they're related to traveling or something.
Title: Re: Norse Fortress Mod
Post by: Putnam on November 05, 2013, 11:27:50 pm
No, all of those words are pretty similar. In English, "way" can also mean "honor code". Dimension and direction are synonymous, road and journey are closely related.
Title: Re: Norse Fortress Mod
Post by: Karkov on November 06, 2013, 12:13:38 am
It was mainly a joke, but now that you point that out, yeah that makes sense.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 07, 2013, 06:51:40 pm
I've done a quick test of the stuff done so far and it all seems to work. The only problem is that since I've outright deleted some words from the language due to there being no equivalent some norsemen have a name missing, I think I can fix that by making a Norse SYMBOL file.

Haven't done much by way of combat testing but assuming the armour works the way I intend it should be something like:

Helmet: Slightly less protective but lighter and cheaper.
Shield: Better at blocking.
Mail shirt: Covers more of the body to simulate long mail coats. Should provide better overall protection.

The plants seem to be working but are rather biome specific at the moment.

Civ starts up fine with it's current biomes.

I might put the files as they are now up for download so people can poke what I've got with a stick and tell me if something seems off. Better I get stuff dealt with now than later.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 07, 2013, 07:22:10 pm
I've done a quick test of the stuff done so far and it all seems to work. The only problem is that since I've outright deleted some words from the language due to there being no equivalent some norsemen have a name missing, I think I can fix that by making a Norse SYMBOL file.

Haven't done much by way of combat testing but assuming the armour works the way I intend it should be something like:

Helmet: Slightly less protective but lighter and cheaper.
Shield: Better at blocking.
Mail shirt: Covers more of the body to simulate long mail coats. Should provide better overall protection.

The plants seem to be working but are rather biome specific at the moment.

Civ starts up fine with it's current biomes.

I might put the files as they are now up for download so people can poke what I've got with a stick and tell me if something seems off. Better I get stuff dealt with now than later.
I HOPE they're biome specific, you wont find those plants in the desert
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 07, 2013, 07:34:45 pm
Aye true. Currently they're limited to tundra, grassland, rivers, lakes and wetlands with some variation between what is found where. Potatoes are wetlands only for example, while nettles are found in pretty much all of the above.

Here's a link to the stuff I've got done so far, give it a test if you like and see if you think anything currently needs changed other than language stuff.

http://dffd.wimbli.com/file.php?id=8120
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 07, 2013, 08:01:16 pm
Aye true. Currently they're limited to tundra, grassland, rivers, lakes and wetlands with some variation between what is found where. Potatoes are wetlands only for example, while nettles are found in pretty much all of the above.

Here's a link to the stuff I've got done so far, give it a test if you like and see if you think anything currently needs changed other than language stuff.

http://dffd.wimbli.com/file.php?id=8120
*drools* Must... Play... ASAP... But I'm in class...

I'll post anything odd I find in it for bug fixing
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 06:09:38 pm
In order to avoid going insane I've taken a break from studying and the language and done some work on a basic jotnar civilisation. Jotunn are basically just giants with a few cosmetic changes for now, but there are three versions in the RAWs I've made.

Tribal ones which live in small underground groups like cave animal people, which have clubs and spears as weapons (huge weapons).

The wanderers which just meander like animals in caves and mountains, these can be tamed and trained for war, but have a really high pet value. They take 100 years to reach adulthood but they make great bodyguards for important people and double as prestigious pets. This is to represent a giant being taken in by humans.

The former two versions are intended to simulate trolls as they were in earlier folklore: giants in an antagonistic role. The last is meant to be the giants of jotunheim, a crude civilisation seeking to cast down both men and gods. They use giant clubs and axes, wear mail shirts and helmets.

All jotunn weapons are far too large for humans to use, but they can be melted down for a large amount of metal (if my knowledge of material stuff is correct). I intend to make giants a bit more bestial in time, probably just claws and some animal headed versions to save complexity but for now they'll do. I'll make the frost giants next, maybe a bit smaller and with some kind of numbing and impairing breath to imitate cold, then fire giants with the obvious immolation and fire breath.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 06:13:07 pm
Those ones that are "pets" are terrifying if you run into them on start of embark...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 06:25:25 pm
The wandering ones come in groups of 1-5, lure them into a cage trap and teach them to fight for you and they could be handy though, if only due to size they take a long while to bleed out so they distract smaller enemies for a while.

In arena tests jotunn weapons weigh so much that norsemen get about 7 actions before a jotunn gets even one. Understandably this tends to mean that by the time a jotunn can swing his weapon his legs have been cut to ribbons and he's well on the way to death, each hit can be devastating though if it hits an unarmoured bodypart, and most hits send people flying. Norsemen berserkers pretty much always win a one on one fight in my tests, so I may need to lower the weight of jotunn weapons.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 06:32:06 pm
Thats how they work in Dom3, Jotun are massive and slow, but they hit you, you're better off dead. Eiheiner and Skin SHifters work best on them because Eiheiner gain a berserk ability, like our berserkers, and shifters because they turn into werewolves with ridiculous regen.

I want to say do BOTH for mundane and Mythic for Norse Fortres, but thats me
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 06:41:34 pm
Right, I tested what happens when weight is reduced for jotunn weapons. They slaughter any norseman put against them, their size modifiers give them a huge advantage, so I'll shift their gear back to being huge and heavy. They'll usually outnumber the norsemen anyway so it should all balance out.

I may put anglo-saxons in since they'd fit in territory otherwise unused by the races but I'd rather avoid mixing too many things into spawning area conflicts. I also haven't decided which civs will be friendly at the start of world gen. Elves and jotunn will be babysnatchers, dwarves and fire + frost giants I was planning to make item thieves, but that would leave us with no trade partners other than the home civ, so I might make dwarves and frost giants be friendly by default.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 06:58:05 pm
Right, I tested what happens when weight is reduced for jotunn weapons. They slaughter any norseman put against them, their size modifiers give them a huge advantage, so I'll shift their gear back to being huge and heavy. They'll usually outnumber the norsemen anyway so it should all balance out.

I may put anglo-saxons in since they'd fit in territory otherwise unused by the races but I'd rather avoid mixing too many things into spawning area conflicts. I also haven't decided which civs will be friendly at the start of world gen. Elves and jotunn will be babysnatchers, dwarves and fire + frost giants I was planning to make item thieves, but that would leave us with no trade partners other than the home civ, so I might make dwarves and frost giants be friendly by default.
Well, look at the alliances with the gods;

Weren't the elves against the gods because they killed dwarves in jealousy? SO I think dwarves are technically allied... Or maybe the elves allied the gods? I have yet to confirm either as I haven;t read that far
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 07:07:09 pm
The elves used to kidnap humans so I can't see them being properly friendly. They were meant to be one of the old folktale things that made hunters disappear and travelers vanish.

Dwarves are a bit weird. In some tales I've read they were frankly evil, using trickery and murder to get their hands on gold and treasure. But they also made magical items for heros and gods, like Mjolnir and the fetter that held Fenrir.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 07:13:09 pm
The elves used to kidnap humans so I can't see them being properly friendly. They were meant to be one of the old folktale things that made hunters disappear and travelers vanish.

Dwarves are a bit weird. In some tales I've read they were frankly evil, using trickery and murder to get their hands on gold and treasure. But they also made magical items for heros and gods, like Mjolnir and the fetter that held Fenrir.

They'd be like the humans in vanilla; they'll trade but they're equally likely to stomp you, nothing anal about wood. And aren't there elves and dark elves?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 07:22:28 pm
We discussed that a few pages back, Dokalfar/Schwarzalfar are generally assumed to be dwarves by another name since they live underground are are meant to be swarthy as opposed to the Alfar being beautiful and elegant.

EDIT: I think I'll make Alfar a race of human sized ambushers who steal children. They'll have metal, eat animals and chop wood with impunity but I'll also make them run easily like kobolds, who in many ways they'll be replacing for the mods purposes. Trapavoid ambushers who steal kids will be quite hard to deal with but [FLEEQUICK] will make them run when they get resisted.

The Dvergar will be friendly by default and I'll make them have access to a variety of useful things, rare metals, special creatures and the like.

I might try to make Nair (undead from helheim) a proper race in addition to Draugr (who will be the necromancers).
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 07:54:40 pm
We discussed that a few pages back, Dokalfar/Schwarzalfar are generally assumed to be dwarves by another name since they live underground are are meant to be swarthy as opposed to the Alfar being beautiful and elegant.

EDIT: I think I'll make Alfar a race of human sized ambushers who steal children. They'll have metal, eat animals and chop wood with impunity but I'll also make them run easily like kobolds, who in many ways they'll be replacing for the mods purposes. Trapavoid ambushers who steal kids will be quite hard to deal with but [FLEEQUICK] will make them run when they get resisted.

The Dvergar will be friendly by default and I'll make them have access to a variety of useful things, rare metals, special creatures and the like.

I might try to make Nair (undead from helheim) a proper race in addition to Draugr (who will be the necromancers).
I was just going to say they should be added. Now, we need to have someone to substitute for the elves...

... I got it but its stupid...

We need an anal race that hardly tolerates us. They may not be elves, but they're jerks to us and probably don't want anything to do with Norsemen and some of their wares. But they'll gladly deal them stuff that they won't back in a heartbeat.

What am I talking about?

...We make the Saxons the equivalent of Elves
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 08:03:08 pm
Not sure if there's a reasonable way to make them like that but it would be entirely within realism for other human factions to dislike the Norse in some fashion. Maybe I can make them have different ethics to do with personal freedoms which might cause wars in long world gens.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 14, 2013, 08:17:41 pm
It'll be like swapping the years for elves/humans, making the default humans Saxons with more changes to appear like the Anglo-Saxons, ethics included, and have them declare war at the first moment of a seize goods or merchant lost. Make it REALLY tight strings the Norsemen walk with them, because they were both VERY edgy to one another
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 14, 2013, 08:43:50 pm
Not sure how to make them react badly to caravan loss. I think I could give them diplomats to make them need a better guard when they arrive since it doesn't matter how a diplomat dies as far as their home civ is concerned, no matter what it's still your fault.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 12:08:48 am
Not sure how to make them react badly to caravan loss. I think I could give them diplomats to make them need a better guard when they arrive since it doesn't matter how a diplomat dies as far as their home civ is concerned, no matter what it's still your fault.
I thought it was default when an elven/human caravan looses a man/elf they go and raid you
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 05:30:05 am
As far as I know a diplomat getting killed is instant war, but I've never actually had any myself.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 08:13:18 am
As far as I know a diplomat getting killed is instant war, but I've never actually had any myself.
I recall in CaptainDuck's tutorials, he explained that instant war is declared if they loose a merchant in a non-dwarven caravan. I never tried because I've never lost a merchant before because they always kick the shit out of anything that shows up until my army arrives
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 08:19:29 am
If that were true then all of my forts would be at war with the elves. Since they aren't then I doubt that caravan loss is enough.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 08:22:13 am
If that were true then all of my forts would be at war with the elves. Since they aren't then I doubt that caravan loss is enough.
I know seizing doesn't do that, but after like 3/4 times, they get angry and attack
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 12:08:52 pm
I've got dwarves dealt with for now, they still need some unique creatures to bring, I was thinking boar constructs since those exist in the folklore, and some special gear and plantlife.

After that I'll do the fire giants since they'll be nice and easy.

EDIT: Decided to give dragons a tweak, they now have more colour variation, are bigger, have a child token, fly and their blood imparts great resilience on those who bathe in it or drink it.

Altered elves, made them lightning fast, have no armour except mail shirts, reduced weapons, no bows, metal use and babysnatcher, plus some ethics changes and made them human size.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 03:31:35 pm
Just don't let the dragon get it's own blood on it!

Fafnir was bad enough...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 03:38:31 pm
Fafnir was the inspiration for it. :)

I made dragons immune to the effect. Not much fun cutting a dragon only to make it nigh invulnerable is there.

Though from arena tests I've found elves beat the crap out of berserkers. Same thing as human vs jotunn, too many actions at the start, granted if an elf does get walloped he's prone to losing limbs but still.

Dragon blooded berserkers on the other hand can kill a ton of elves when both sides have iron gear, since the berserker is nigh immortal after drinking dragons blood the elves attacks mostly bounce off. Add in the pain immunity and berserkers can just slash them up at their leisure with nothing to worry about except bloodloss from nicks and cuts.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 05:29:26 pm
I thought it was bathing in dragon blood, not drinking it?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 05:49:15 pm
I decided to make both work. Standing in the arterial spray as you cut into the beasts flesh, drinking deeply of it's sundered veins and paddling through its blood with no shoes all work just as well.

EDIT: Fire giants pretty much done. Different skin/eye/hair colours from normal jotunn. Bigger, can breath fire over short range and have more armour. Come a lot later than normal giants.

Have thrown together boars made of bronze that roam the cavern layer 1-2. Intended to be brought by dwarven caravans. War trainable, based on Gullinbursti.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 15, 2013, 07:09:38 pm
I decided to make both work. Standing in the arterial spray as you cut into the beasts flesh, drinking deeply of it's sundered veins and paddling through its blood with no shoes all work just as well.

EDIT: Fire giants pretty much done. Different skin/eye/hair colours from normal jotunn. Bigger, can breath fire over short range and have more armour. Come a lot later than normal giants.

Have thrown together boars made of bronze that roam the cavern layer 1-2. Intended to be brought by dwarven caravans. War trainable, based on Gullinbursti.
Sweet... And at least they're not like fortress defence eldjotun that THROW fireballs
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 15, 2013, 07:10:40 pm
I figured that since fire was meant to follow in their wake fireballs wouldn't be sensible. I don't know if Immolate automatically sets fire to grass though.

EDIT: Have updated the copy of the mod that was on DFFD, put a link to it in the OP.
Title: Re: Norse Fortress Mod
Post by: Baffler on November 16, 2013, 08:55:41 pm
Got this mod this morning, and I just finished my second year. I like it a lot, but I did notice a few problems. The only one that's really damaging though is that I don't seem to be able to make shields. Other than that, the only issue was that almost half of my norsemen are called Fingr, and the other half called Horn. There were a few others in there, but only a few. Blank spaces also abound, I even had a fish cleaner show up with no name at all. It's a minor quibble, but it did make it difficult to find the vampire that showed up, even though I got the "Fingr has drained Horn of blood," that didn't narrow it down much. I haven't been sieged yet and no megabeasts have shown up, so no word on those yet. I did get an elven caravan though, is that supposed to happen?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 16, 2013, 09:14:39 pm
I noticed the shields thing while doing a bit of playtesting myself earlier today. I think I forgot to put them in as permitted items in the entity file, so I need to fix that. I'm tempted to just take out the language until I get it finished to stop the blank names problem.

As for the elven caravan, if you left the standard entity file in your raw/objects folder then the vanilla stuff will still be around, so normal elves and dwarves (not that there's many differences between the dwarves yet) would still be able to be found. Unless it was a Ljosarlfr caravan that showed up, in which case no that's not meant to happen.

EDIT: Have gone through the RAWs and done a bit of quick bugfixing. Some of the plants weren't spawning because I had done the biome tags wrong, which was also causing problems for some of the civs. Also fixed the shield problem the norse were having. Made the Norse use the normal human language for now to stop the blank names problem until I can get the language finished and work out a way to fill out the words they don't have that the game needs. Maybe use Norwegian or Swedish when there's a gap.

Will have the updated version on DFFD soon.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 17, 2013, 12:53:08 am
Use Faroese, it's the closest thing you can use to the actual Nordic language since both cma have a conversation in the same language and they understand each other
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 22, 2013, 03:50:09 pm
I just had a good idea for cave and normal dragons.

Have the land dragons appear like Fafnir and the cave dragons like Nhiddog. Though he may not gnaw on the roots of the world tree, but it'd be a cool flavour for them
Title: Re: Norse Fortress Mod
Post by: coldmonkey on November 22, 2013, 06:18:10 pm
I read something about potatoes, those don't fit at all. We're talking 16-17th century, meaning some 500-600 years after the Viking age ended. Also, I was looking for info on peat usage during the Viking age, and came across this site: http://www.hurstwic.org/history/articles/manufacturing/text/bog_iron.htm
Using bog iron collection as a possible/regional alternative to iron ore could be interesting, say if it's small enough to fit into a bag, and once you've got some five to ten units you can process it into iron bars and then whatever you want. Peat in itself could be used to build houses and to provide top notch fertilizer (not sure if the fertilizer bug can be fixed through modding or not, but maybe it could be built somehow as a floor-like construction which you could then farm quicker over somehow, if that's doable, or maybe it could be built over stone and rock for emergency farms). Its primary use has always been heating, but that's not really happening, I guess.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on November 22, 2013, 06:18:31 pm
Note to self: Don't try to modify posts when tired, because I will press the wrong button. Well, may as well make use of it anyway... How about making some kind of item-bound reaction to create Berserkers who gain some measure of supernatural power from enhanced wolf and bear pelts? No idea if this is true or anything, but I've read that werewolf myths may have their root in berserk warriors wearing animal pelts when going crazy, so perhaps that could make an interesting kind of situation where you need to kill certain dire animals (and maybe collect other reagents) to take to a ritual workshop that creates these equippable pelts, and you need one pelt for each Berserker. That way you have to risk your regular warriors to gain stronger ones, meaning you can't just wall yourself off since you might need them later to fight Fire Jotuns and the like. And if one dies, you'll still have the pelt, which could create a fun situation. Maybe even make them artifacts so they can't be destroyed, and they all get unique names and a history.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 24, 2013, 05:36:09 pm
Peat is something I plan to do. Just not certain how to make it be useful but not wind up as a clone of stuff like coal.

Potatoes would make less sense if the native biomes that it comes from (tropical mountainous regions) weren't in the game anyway. I just need to spend a bit of time making the plants have more in depth biome tags. I intend to add rice and a few other things to some biomes, this way we can get crops based on the real world equivalents to biomes and I can try to restrict medieval european crops to the biomes the vikings will live in normally.

Bog iron might be doable, but I don't know how to make it more common than normal iron is. Or make it spawn in specific places since stones don't have biome tags.

The wolf/bear pelt thing was an actual thing. Ulfsarks is the name I've seen associated with it. There isn't a way to make an item have a specific effect without using dfhack functions (autosyndrome I think) but I don't know much about those. Artifacts are more or less beyond standard modding as far as I know.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on November 24, 2013, 06:50:20 pm
Bog iron might be doable, but I don't know how to make it more common than normal iron is. Or make it spawn in specific places since stones don't have biome tags.
I was thinking of some kind of invisible immobile vermin-like thing to be gathered from bodies of still water, then a reaction to allow a certain number to become iron bars. The method of gathering bog iron is mostly the same as fishing as it works in DF, and it would allow biome tags that way.
The wolf/bear pelt thing was an actual thing. Ulfsarks is the name I've seen associated with it. There isn't a way to make an item have a specific effect without using dfhack functions (autosyndrome I think) but I don't know much about those. Artifacts are more or less beyond standard modding as far as I know.
Putnam has a guide here: http://www.bay12forums.com/smf/index.php?topic=123817.0, but then again you already have a functioning thematic method with the dragon blood. But the gist of Putnam's explanation seems to be that you need to attach the DFHack item syndrome to materials, but I know nothing about DFHack so I'll keep my mouth shut regarding the difficulty of this whole procedure. But the main reason I thought of it is because it fits the setting and is less easy to exploit than the dragon blood method, since you get an item that can only be used by one creature at a time.
Title: Re: Norse Fortress Mod
Post by: Deon on November 24, 2013, 07:24:59 pm
A pretty easy way to make bog iron is how I did it in Genesis. Make "peat" which is [SOIL] and [AQUIFIER], and add "goethite" which spawns in it, and make it to be a low ore of iron.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 25, 2013, 10:07:31 am
I like your idea for the bog iron Deon. Think I'll make peat clay as well though and put in a reaction to make it into fuel since that was a major use for it, granted it wasn't hot enough to work metal with but I think I can let that slide seeing as we don't need fuel to cook or keep warm yet.

I'm not sure what I would do about a material that itemsyndromes people to berserkers. I like the idea, and I've considered making it a temporary syndrome gained by eating a slow growing crop (I remember reading that some berserkers were meant to partake of hallucinogenics to 'rage') but there's no way to stop that being randomly munched by non-combatants. I could put in a reaction to make wolf pelts into a special kind of leather that grants the raging ability, but that just means hunting wolves when available becomes a big thing while berserkers become rare in embarks without wolves. Perhaps I could make a reaction that requires some stuff made by the dokalfr to complete it.

I will be using itemsyndrome in the unique materials for the fire giants, dokalfr and frost giants though.

I won't be doing much work on this for a few weeks though since my exams are coming up and I need to study.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on November 26, 2013, 02:56:44 pm
I'm not sure what I would do about a material that itemsyndromes people to berserkers. I like the idea, and I've considered making it a temporary syndrome gained by eating a slow growing crop (I remember reading that some berserkers were meant to partake of hallucinogenics to 'rage') but there's no way to stop that being randomly munched by non-combatants. I could put in a reaction to make wolf pelts into a special kind of leather that grants the raging ability, but that just means hunting wolves when available becomes a big thing while berserkers become rare in embarks without wolves. Perhaps I could make a reaction that requires some stuff made by the dokalfr to complete it.

I will be using itemsyndrome in the unique materials for the fire giants, dokalfr and frost giants though.

I won't be doing much work on this for a few weeks though since my exams are coming up and I need to study.
I wasn't suggesting regular wolves as much as some kind of rare solitary monster wolf/bear that lives forever. Perhaps something like large predatory animals that have been touched by a dead dragon's blood, making them crazy predatory monsters. Kill 'em, skin 'em, get pelts that pass on some of that dragon blood power. Could also be that the pelts have weaker benefits than direct dragon blood, but you can take them from your dead for further use.
Title: Re: Norse Fortress Mod
Post by: BlackFlyme on November 26, 2013, 03:48:02 pm
I'm not sure what I would do about a material that itemsyndromes people to berserkers. I like the idea, and I've considered making it a temporary syndrome gained by eating a slow growing crop (I remember reading that some berserkers were meant to partake of hallucinogenics to 'rage') but there's no way to stop that being randomly munched by non-combatants. I could put in a reaction to make wolf pelts into a special kind of leather that grants the raging ability, but that just means hunting wolves when available becomes a big thing while berserkers become rare in embarks without wolves. Perhaps I could make a reaction that requires some stuff made by the dokalfr to complete it.

I wasn't suggesting regular wolves as much as some kind of rare solitary monster wolf/bear that lives forever. Perhaps something like large predatory animals that have been touched by a dead dragon's blood, making them crazy predatory monsters. Kill 'em, skin 'em, get pelts that pass on some of that dragon blood power. Could also be that the pelts have weaker benefits than direct dragon blood, but you can take them from your dead for further use.

The first thing that comes to mind when I hear "monster wolf" is Garmr, but he's a hound, not a wolf, IIRC.

Off the top of my head, the only other wolves in Norse mythology that I know of would be Fenrir and his brood, Hati and Skoll.

Searches for Norse bears in Google just redirect me to either berserkers or were-bears.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on November 26, 2013, 04:00:02 pm
When I have the time I'll either make a semi-megabeast wolf with magic pelts or make a complicated reaction involving rare materials that makes berserker pelts. Although were-wolves and were-bears might be fun since I'm doing myth stuff anyway.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on November 27, 2013, 07:25:41 am
I'm not sure what I would do about a material that itemsyndromes people to berserkers. I like the idea, and I've considered making it a temporary syndrome gained by eating a slow growing crop (I remember reading that some berserkers were meant to partake of hallucinogenics to 'rage') but there's no way to stop that being randomly munched by non-combatants. I could put in a reaction to make wolf pelts into a special kind of leather that grants the raging ability, but that just means hunting wolves when available becomes a big thing while berserkers become rare in embarks without wolves. Perhaps I could make a reaction that requires some stuff made by the dokalfr to complete it.

I wasn't suggesting regular wolves as much as some kind of rare solitary monster wolf/bear that lives forever. Perhaps something like large predatory animals that have been touched by a dead dragon's blood, making them crazy predatory monsters. Kill 'em, skin 'em, get pelts that pass on some of that dragon blood power. Could also be that the pelts have weaker benefits than direct dragon blood, but you can take them from your dead for further use.

The first thing that comes to mind when I hear "monster wolf" is Garmr, but he's a hound, not a wolf, IIRC.

Off the top of my head, the only other wolves in Norse mythology that I know of would be Fenrir and his brood, Hati and Skoll.

Searches for Norse bears in Google just redirect me to either berserkers or were-bears.
It's the way dragon blood works in the mod that makes me suggest this method. In stories and mythology, the point is often to make some kind of point, they use dragons and dragon blood and all that as metaphors. Creating a large fantasy world where heroes run around at random to kill monsters isn't really the intention behind them, but since that that is (part of) the intention behind DF, you can add stuff like that without ruining any metaphors. As I see it, the very literal existence of dragons almost invites the invention of further ways for their magic properties to influence the world around them, since they're part of a larger more living world than they are in cautionary tales and the like. So who else could come in contact with dragon blood? Scavengers, who eat the meat and blood and everything else left on a carcass. So I guess the specific kind of scavenger doesn't matter, could be big cats, birds, swarms of dragon flies (heh), rats, I just suggested wolves and bears because they're closer to Norse fauna and have a pelt that can be worn. I can't really imagine playing Norsemen in hotter biomes, see.
Edit again: Or you were talking about what to name them and not about the thematic legitimacy.
Title: Re: Norse Fortress Mod
Post by: BlackFlyme on November 27, 2013, 08:31:32 am
Trimmed for size.

Partially me posting to watch, partially about the name. Basically just me going off on a bit of a tangent.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 05, 2013, 03:10:43 am
I've taken a bit of time out from studying to check out options to fix the language problem. Sadly Faroese has the same problem as Norse, they lack equivalents for certain words in the DF language files so they get blanks when the word would be used. I've decided that to get around this problem I'll use either Norwegian or Swedish since they're ultimately derived from Old Norse but should have no missing words.
Title: Re: Norse Fortress Mod
Post by: Foamybeard on December 05, 2013, 04:25:22 am
THis looks... Awesome. PTW.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 11, 2013, 02:47:15 pm
I've had a bit of time to think about this now that I'm 2/3rds done with my exams, and I think that the next stuff I make will be a semi-megabeast based on fenrirs young, and a megabeast base  on Jormungandr. After that I'll work out something to give the dokalfr.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 12, 2013, 10:04:33 am
I'm going to start working on Norsemen sprite tiles for this mod.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 13, 2013, 06:38:45 am
I'm going to start working on Norsemen sprite tiles for this mod.

If you do then I'll be very grateful, it's a tad hard to tell them apart during testing when each is just a coloured V running around.  :)

I'll be getting back to work on this after my last exam (which is on tuesday) for those who're keeping an eye on this. There should be a new version out in about a week.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 13, 2013, 11:47:07 am
I think I will use a variation of the dwarf I based the Dorf Noggins tiles on.

Example Norseman:

(http://tnypic.net/0v1ce.png)
Title: Re: Norse Fortress Mod
Post by: Aydrean on December 14, 2013, 06:17:11 am
Like this mod so far and looking forward to playing with the tileset if it gets completed.
For me DF is unplayable with the standard graphics, and the Vs were really annoying. Other than that, good work on the mod so far.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on December 14, 2013, 11:37:19 am
I think I will use a variation of the dwarf I based the Dorf Noggins tiles on.

Example Norseman:

(http://tnypic.net/0v1ce.png)
Please no horns.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 17, 2013, 11:37:27 pm
I think I will use a variation of the dwarf I based the Dorf Noggins tiles on.

Example Norseman:

(http://tnypic.net/0v1ce.png)
Please no horns.

why, cause it is not historically accurate in the least?

 don't worry, the normal civilians won't have horns
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 18, 2013, 11:44:56 am
I think I remember reading about a winged helm found in a norse tomb once, the assumption was that it was for ritual purposes. Wings might be a good helmet design for nobles.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 18, 2013, 01:43:01 pm
I think I remember reading about a winged helm found in a norse tomb once, the assumption was that it was for ritual purposes. Wings might be a good helmet design for nobles.
Wasn't that for females though since Valkyries were known to fly?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 18, 2013, 04:26:30 pm
I think I remember reading about a winged helm found in a norse tomb once, the assumption was that it was for ritual purposes. Wings might be a good helmet design for nobles.
Wasn't that for females though since Valkyries were known to fly?

Pretty sure it was found in a mans tomb.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 19, 2013, 12:51:02 pm
Winged helmet for champions/military officers?
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 20, 2013, 02:00:40 pm
Haven't been able to draw a whole lot of sprites so far, holiday season has been pretty busy.

Got a few samples for you, let me know what you think

Digger:     (http://tnypic.net/jw1eq.png)
Farmer:     (http://tnypic.net/13obq.png)
Stoneworker:     (http://tnypic.net/jymvt.png)
Brewer:     (http://tnypic.net/ntiij.png)
Carpenter:     (http://tnypic.net/51tyo.png)
Fisherman:     (http://tnypic.net/k3vtm.png)
Metalworker:     (http://tnypic.net/z1dq8.png)
Axeman:     (http://tnypic.net/vf99a.png)


Winged helmets are hard to figure out how to represent.

Do these look to dwarf-like?  They are based on a dwarf tile I modified, though I made the Norseman taller and a little more slender.  Maybe its just me that keeps seeing dwarfs.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 20, 2013, 03:53:45 pm
I tihnk the metalworker should have a small hammer but thats just me. And the capenter looks epic cause at first I tohguht he was holding a chainsaw :P

Looks excellent otherwise!
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 20, 2013, 04:41:54 pm
Thanks highmax!

Here is a metalworker with hammer.

Blacksmith:     (http://tnypic.net/1fz3f.png)


And here is a mason without a boulder.

Mason:     (http://tnypic.net/gtge8.png)
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 20, 2013, 09:25:39 pm
Thanks highmax!

Here is a metalworker with hammer.

Blacksmith:     (http://tnypic.net/1fz3f.png)


And here is a mason without a boulder.

Mason:     (http://tnypic.net/gtge8.png)
Ok, now THAT looks damn impressive!
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 21, 2013, 05:50:46 pm
Indeed, those are very good work. :)

I've been held up a bit from doing work on the mod, but I'm going to do some work on it tonight.
Title: Re: Norse Fortress Mod
Post by: Hugo_The_Dwarf on December 22, 2013, 11:28:49 pm
wow this looks really interesting
posting to watch.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 23, 2013, 01:25:51 pm
Did a bit of work on some megabeasts. Made one based on Jormungandr and one based on Fenrir.

The Jormundr
Spoiler (click to show/hide)

The wolf
Spoiler (click to show/hide)

Based on arena tests the Jormundr can easily kill armoured humans, it's sheer size and the increased contact area + pen of it's bite makes it able to easily tear apart even steel armoured humans. Not the most realistic beast, but then it's a snake that was the child of a giant who had been adopted by gods, so realism was never really the point. The wolf was given a bit of an easier task since it's just a semi-megabeast, I compared it to a giant. It wins the fight, though it isn't easy. I might fiddle with it's stats after I've done a few more mundane things. The dwarves still need more creatures to trade and items to make after all.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 29, 2013, 11:15:15 am
Right I've done a bit of research on stuff from Scandinavian folklore to use and I think I've found a few options.

Maras: An all female race of werewolves, created through a rather weird process that I'll gloss over for simplicity, will probably use as a night creature/semi-megabeast.

Witches: I'll try going through the spellbook and see if I can find anything that would let me represent witches properly. Might use them as a necromancer variant or something.

Mermaids: Though these are in vanilla I feel I could make them a bit more... Fun.

Nokken: Water spirits that drown men and eat them, supposed to be able to shift between man and horse shape. I'll probably just use them as aquatic horses that hate people.

So far that's all I can find other than things like house-spirits and trolls, the former of which I can't really represent and the latter I've already done, and draugr, which are either dead warriors who died of a broken neck and were not called to Valhalla, or drowned sailors depending on the source. While the former would be fun since they can make more of their kind by breaking humans necks, are immensely strong, cannot be harmed by most methods and can swim through the ground I'm not sure how I could represent them.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 29, 2013, 11:32:59 am
I dunno why, but I think the world serpent should start in ocean biomes and be amphibious.

I think the dragur would do nicely and keep everyone on their toes, but it spurs up the question; do we want to make it more challenging or fun? The Jotun keep us on our toes already, but the possible tameable Jotun balance that a bit. The mega beast are supposed to be ridiculously strong, so that's fine. I think replacing the necromancers with witches is a great idea.

But dragur? Hmmm... I think I have a kind of idea to help, but it won't really be accurate... Maybe changing the RAWs of ghosts to make them killable and it removes the original body would work. And having them armed would keep everyone on their toes. But that's how we COULD put it in, but you're the mod maker, so it's all up to you
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 30, 2013, 01:29:06 am
Absolutely replace warlocks with witches, that is an excellent idea.

Big fan of dragur also.  You could create a global interaction to raise dead as dragur, or replace the evil biome animate interactions to create dragur instead.

Graphics update:

Haven't completed the tile sheet completely yet, but managed to make some progress.  Won't spell everything out now, but here is the work-in-progress tilesheet including not-to-be included objects there to work from.

(http://tnypic.net/fv8nt.png)
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 30, 2013, 01:47:52 am
Absolutely replace warlocks with witches, that is an excellent idea.

Big fan of dragur also.  You could create a global interaction to raise dead as dragur, or replace the evil biome animate interactions to create dragur instead.

Graphics update:

Haven't completed the tile sheet completely yet, but managed to make some progress.  Won't spell everything out now, but here is the work-in-progress tilesheet including not-to-be included objects there to work from.

(http://tnypic.net/fv8nt.png)
Are the ones with thieve's masks and bags thieves and baby snatchers?

I thoguht we were using elves...?
Title: Re: Norse Fortress Mod
Post by: Wannabehero on December 30, 2013, 10:15:08 am
Are the ones with thieve's masks and bags thieves and baby snatchers?

I thoguht we were using elves...?

Just because there is a tile for it doesn't mean it will be used.  Those are the thief and master thief tiles.  Don't need to be used, but could possibly be used in another mod.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 30, 2013, 11:29:46 am
I dunno why, but I think the world serpent should start in ocean biomes and be amphibious.

It sort of should, but since it has lairs anyway it'd just move to land and this way it can be found by adventurer's. That and Jormungandr wasn't in the sea by choice.  When a god throws you into the sea as a child to keep you from being a nuisance you probably wind up hating the water. :)

Absolutely replace warlocks with witches, that is an excellent idea.

Big fan of dragur also.  You could create a global interaction to raise dead as dragur, or replace the evil biome animate interactions to create dragur instead.

Graphics update:

Haven't completed the tile sheet completely yet, but managed to make some progress.  Won't spell everything out now, but here is the work-in-progress tilesheet including not-to-be included objects there to work from.

(http://tnypic.net/fv8nt.png)

Those are very nice. Bristling with beards and spikes of viking.

Draugr will either be generic undead or be a modified necromancer type along with witches.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 30, 2013, 11:49:47 am
... Change husks and husk clouds so they create dragur?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 30, 2013, 12:42:10 pm
Hmm, I could try that but I'm not certain how well it'd work or how many places would have clouds appear.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 30, 2013, 01:56:05 pm
Hmm, I could try that but I'm not certain how well it'd work or how many places would have clouds appear.
The worst that can happen is you make them have a melee range necromancer attack that breaks their necks and turns them into dragur
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 30, 2013, 03:01:38 pm
Hmm, I could try that but I'm not certain how well it'd work or how many places would have clouds appear.
The worst that can happen is you make them have a melee range necromancer attack that breaks their necks and turns them into dragur

I think I tried that back in an earlier crude attempt at it, made necromancers that were stronger, melee inclined and had a touch range reanimation ability. Couldn't get it to work in the arena for testing though, and it never seemed to spawn in the world. I'll have to ask some of the more experienced modders who've made different necromancers and casters before.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on December 30, 2013, 03:27:47 pm
Maras: An all female race of werewolves, created through a rather weird process that I'll gloss over for simplicity, will probably use as a night creature/semi-megabeast.
I've read that the Mara is a kind of spirit causing paralyzation, and that the same process that makes a female baby a Mara makes a male baby into a werewolf. Never heard about any all-female werewolves.
Quote
Nokken: Water spirits that drown men and eat them, supposed to be able to shift between man and horse shape. I'll probably just use them as aquatic horses that hate people.
Sounds like a mash-up between Nokken and Bäckahästen.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 30, 2013, 04:06:04 pm
Maras: An all female race of werewolves, created through a rather weird process that I'll gloss over for simplicity, will probably use as a night creature/semi-megabeast.
I've read that the Mara is a kind of spirit causing paralyzation, and that the same process that makes a female baby a Mara makes a male baby into a werewolf. Never heard about any all-female werewolves.

I found some stuff referring to Mara as being spirits that caused nightmares, which is I think meant to be the origin of the word nightmare. Quite a common myth from Europe, as I recall the germans called it Alpdrucken and the English term is Hagridden. The one I'm using described Maras as being the daughters of women who had used a ritual of crawling through part of the membrane from a horse foals birth to avoid the pain of childbirth. All the sons of these women were shamans and the daughters were werebeasts with the heads of wolves. I'm using the latter because it's more Fun, though I may put nightmares in as well once I settle on a way to depict them.

Quote
Quote
Nokken: Water spirits that drown men and eat them, supposed to be able to shift between man and horse shape. I'll probably just use them as aquatic horses that hate people.
Sounds like a mash-up between Nokken and Bäckahästen.

Having now looked up the Bäckahästen it would seem that the source I was reading lumped them together under the category of Neck, or nyx and nixies. The Bäckahästen/bękhesten tricking people into riding it and then drowning them, and the näck/näkki/nųkk/nųkken/strömkarl/Grim/Fosse-Grim using music to lure people, women and children especially into water to drown them. The article did make me remember the Kelpie from my own country's old folktales. Basically the same as the Bäckahästen, and there are quite a few similar myths from the rest of Britain.

I could split them into different creatures, or just flip a coin and use one since they'd serve the same basic function.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 30, 2013, 10:58:58 pm
Know what we need now? Sending units offscreen to do pillaging in longboats, cause then they gotta deal with all that !!FUN!! stuff you're modding in
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 30, 2013, 11:56:02 pm
Hopefully most of it can be made to attack forts/villages.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 31, 2013, 12:04:04 am
Hopefully most of it can be made to attack forts/villages.
Villages and hamlets seem a good target, but fortresses? Especially retired ones? If I recall, the viking raiders hated to use siege engines since they took so long and take up so much boat room, so they would target fortified places like castles less
Title: Re: Norse Fortress Mod
Post by: Grim Portent on December 31, 2013, 12:28:12 am
As I recall they used battering rams since they could be made on site, but during that era there weren't a whole lot of things that couldn't be broken by eight warriors with a ram and enough time anyway.
Title: Re: Norse Fortress Mod
Post by: highmax28 on December 31, 2013, 12:29:49 am
As I recall they used battering rams since they could be made on site, but during that era there weren't a whole lot of things that couldn't be broken by eight warriors with a ram and enough time anyway.
Eight hulking scandinavian raiders that is... And I think enough time is what, ten minutes? The guards may have been mobilized but so would the raiders :P
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 03, 2014, 10:34:16 pm
Made a creature that's supposed to be a rough equivalent to the evil spirits that caused nightmares. Between the sizes of kobolds and gremlins, sneaky and able to pass through doors to suck the blood of sleeping norsemen leaving them weakened or dead.
Spoiler (click to show/hide)

Bit of a lazy creation truth be told. Like most of my stuff it's the RAWs of something else, in this case a gremlin since it was about the right size and had a lot of the tags I wanted, with the alterations I think it needs. The name is more or less a placeholder until I can pick one from folklore. Tempted to put in house spirits, I can't remember the scandinavian term but the basic concept is common in Europe, the english equivalent was the Brownie I think. Little men that helped out with chores and things, though I have no clue how to do them justice. Maybe see if I can make a creature that cleans messes and so on with interactions.

EDIT: Doing a test of the new features stuff. Will add some unique items to the alfr once I'm done and then update the file depot once I've got things working. Having a few problems with the Maras.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on January 05, 2014, 05:07:30 pm
I finished a first run of a tilesheet for your Norsemen

*LINK* http://dffd.wimbli.com/file.php?id=8294 *LINK* (http://dffd.wimbli.com/file.php?id=8294)

If you add/change noble positions, or want to reassign tiles for different jobs, have at it!  There are some extra sprites in there that aren't used currently, so could always assign them to new roles.


Here is a preview of the completed tilesheet.

(http://tnypic.net/88uc0.png)

Let me know if you want some of your megabeasts drawn too.  :D

Keep up the good work on the mod!
Title: Re: Norse Fortress Mod
Post by: highmax28 on January 05, 2014, 05:43:54 pm
Omg... Those are beautiful...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 06, 2014, 09:49:00 am
Very nice work.  :) Quite burly looking and of course, magnificent beards.

I'm going to start doing weapons and armour for the alfr. Both kinds of alf are going to be made man sized so that players can buy armour from the dokalfr and use it, weapons will be largely the same as normal ones, but with some minor differences.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on January 06, 2014, 09:58:44 am
In Adventure Mode, the Ljosalfr have 4000 speed, is that intentional?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 06, 2014, 10:40:50 am
In Adventure Mode, the Ljosalfr have 4000 speed, is that intentional?

It's more of a byproduct of them being designed for fortress mode enemies. I never intended them to be used as adventurers, so I mostly aimed at making them dangerous in fortress mode as invaders and snatchers. From arena tests I remember armour slows them down massively, and they're quite fragile so speed is their strength, getting in several hits before they can be struck.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on January 06, 2014, 05:25:36 pm
Glad you guys like the sprites  :D

Grim, A speed of 4000 will make them slower, not faster.

Speed 4000 should make them

(1000 / [(4000)+100]) = .2439  --->  24.4% the speed of normal creatures, or about one quarter the normal rate.

For 4x speed, you want SPEED:150
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 06, 2014, 05:53:52 pm
:P

The speed they have in the RAWs is low, he meant that when he made an adventurer it moved at speed 4000, while vanilla adventurers, and by extension dokalfr and norsemen move closer to 1300 most of the time. I don't know why they display speed in the RAWs and adventure mode differently from one another, just one of those oddities.

EDIT: Their current RAW speed is 300.
Title: Re: Norse Fortress Mod
Post by: Putnam on January 06, 2014, 05:59:05 pm
They're pretty much inverses. [SPEED:0] makes 10000 speed in adventure mode.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 06, 2014, 06:27:48 pm
According to the wiki it works as a turn delay counter, so normal creatures wait 900 ticks between actions, while Ljosalfr wait just 300 giving them three actions to other creatures one action. As I've seen in the arena (Haven't done a 'live' test yet, not properly anyway) this makes the Ljosalfr deadly opponents since they can seriously injure enemies before being in harms way, though one or two hits kills them easily due to them being 5x weaker to attacks.
Title: Re: Norse Fortress Mod
Post by: Putnam on January 06, 2014, 09:23:30 pm
Creatures actually normally take 10 ticks to take actions. "950" means "9 ticks with a 50% chance of 8 ticks".
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 06, 2014, 10:17:38 pm
Creatures actually normally take 10 ticks to take actions. "950" means "9 ticks with a 50% chance of 8 ticks".


That makes more sense. I shouldn't have skimmed the wiki page.
Title: Re: Norse Fortress Mod
Post by: Wannabehero on January 07, 2014, 10:13:12 am
 :-[  Learn something new everyday.  I had no idea adventure mode speed and fortress speed were opposite.

Thanks for hipping me to that!
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 07, 2014, 10:21:29 am
:-[  Learn something new everyday.  I had no idea adventure mode speed and fortress speed were opposite.

Thanks for hipping me to that!

It's not opposite as such, it's just that the speed in the RAWs translates to the speed used in adventure and fortress mode but it's not a direct translation. The unit speeds are done the same way, but in fortress mode we can't see the speed of a unit so we base our expectations on their RAW speed token, which determines how many ticks they need per action which in turn determines their movement speed.
Title: Re: Norse Fortress Mod
Post by: Putnam on January 08, 2014, 12:22:32 am
This is all pretty irrelevant with the combat/move speed split next version anyway.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 10, 2014, 07:33:32 pm
I have made some weapons and armour for the alfr. Dokalfr will wear full plate items. They cannot make chainmail and will wield improved but heavier warhammers and battle axes. The Ljosalfr wear chain shirts and wield swords and spears, both modified to be lighter to keep their speed up. Interestingly a Ljosalfr beats a fully equipped Dokalfr in an arena fight.

Both races have been made large enough that norsemen can buy/loot their gear to wear as it's the only way for norsemen to get heavy armour other than moods. Though I would advise against using alfr armour on any but the most skilled of armour users as it weighs a lot more than vanilla armour.

I've also made dane axes larger and two handed since I noticed that all norsemen would be large enough to wield them in one hand, when the images I can see of their use depict them as being two handed weapons. I'll get the current version packaged up and on dffd soon.

Next up I'm going to try and come up with some metals for the alfr to use. Alfstal is my basic concept: a lighter version of steel, though I'm tempted to split it into two version: Ljostal and Dokstal, the former being lighter but slightly weaker, the latter being heavier but sharper.

EDIT: New version is up.
Title: Re: Norse Fortress Mod
Post by: Timeless Bob on January 13, 2014, 06:12:37 am
For the brownie-like-creatures, you could make them vermin-catchers like vanilla cats, but with an invisible sprite that just issues "chimes of merry laughter" or something.  If you make them trapavoid and lever pullers, the whole mischievous quality might also work.  Did the the Norse version require bowls of milk in payment as well?  (That would give the buckets of milk standing around some validity.)
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 13, 2014, 08:35:06 am
The tomte was supposed to be given a bowl of porridge on christmas in post-christian folklore, though from what I can find they were possibly given offerings in a similar fashion to the gods and spirits in pre-christian lore. The offerings to gods took the form of a ritual meal and an offering of animal blood sprinkled on their statues and idols so I guess the offering could be assumed to be the act of eating meals in a dining hall, though I have now got the idea of making a building that is made using figurines. Same basic purpose as statues really, though it would double as a way to show off artifacts.

If I do try to make them then vermin-gobbler might be more practical, as that would make them tidy up after cats, and I can look into interactions that clean up contaminants. I can make them an all male immortal sentient pet species that runs when threatened and can socialize with the norsemen. Though this would result in caged tomtes being brought by caravans.

EDIT: Found this nice little description of a sacred meal to honour the gods and dead. It comes from the works of the 12th century historian Snorri Sturluson.

Quote
It was an old custom, that when there was to be sacrifice all the bondis [freeholders] should come to the spot where the temple stood and bring with them all that they required while the festival of the sacrifice lasted. To this festival all the men brought ale with them; and all kinds of cattle, as well as horses, were slaughtered, and all the blood that came from them was called "hlaut", and the vessels in which it was collected were called hlaut-vessels. Hlaut-staves were made, like sprinkling brushes, with which the whole of the altars and the temple walls, both outside and inside, were sprinkled over, and also the people were sprinkled with the blood; but the flesh was boiled into savoury meat for those present. The fire was in the middle of the floor of the temple, and over it hung the kettles, and the full goblets were handed across the fire; and he who made the feast, and was a chief, blessed the full goblets, and all the meat of the sacrifice. And first Odin's goblet was emptied for victory and power to his king; thereafter, Niord's and Freyja's goblets for peace and a good season. Then it was the custom of many to empty the brage-goblet (1); and then the guests emptied a goblet to the memory of departed friends, called the remembrance goblet.
Title: Re: Norse Fortress Mod
Post by: Karkov on January 13, 2014, 03:00:36 pm
If you make them trapavoid and lever pullers, the whole mischievous quality might also work.

I can see this being an easy source of "My whole fort was just wiped out! Agh!"  Though it would add a really interesting quality to the mod.  Don't make things too elaborate and for all of it to come crashing down in one lever pull.
Title: Re: Norse Fortress Mod
Post by: highmax28 on January 13, 2014, 05:01:53 pm
I think them cleaning everything up is a huge bonus, especially if dragon blood makes you almost invincible
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 17, 2014, 04:39:15 pm
I was doing a little research into the Anglo-Saxons since they were recommended as a civ for this earlier on, by Highmax as I recall, and I was a little surprised at how few differences there were between their armour and weapons and those of the Norse. I shouldn't have been surprised of course as I've known that the Saxons were of nordic stock since I was a child, but I would have though the Angles would have had more of an influence on the weaponry.

In any case, their equipment consisted of multiple spear variants, more than I can be bothered with to be honest, hand axes, throwing axes, bows, spatha swords, various helmets and a small mail shirt, though the shirt was supposedly quite rare and expensive. Throwing axes can be implemented, though they'd be really clumsy things and serve no real use as they'd function the same way as bows at range. Everything else is doable though.

EDIT: Some more ideas: Nidhoggr dragons, cave dragons altered to be more like the norse dragon currently in the mod. Based on nidhoggr obviously, able to fly, breathe fire, antlers rather than horns as a depiction of nidhoggr I liked used antlers, not megabeasts since I don't know how that works with caverns. Would like it to have blood that does something other than grant nigh-invulnerability, not sure what though.

Heljotun: Either a civ or a megabeast, based on the undead giant that guarded Helheim and took the nails of the dead to build the ship of nails. Would serve as an undead corpse animating monster of prodigous size.

Fimbulwinter wolves: If we assume due to the giants marching against the humans in such numbers this mod could be placed somewhere around Ragnarok, then the Winter of Wolves seem a decent thing to include. Large wolves that attack in winter, maybe with some kind of worldwide weather effect that happens in winters.
Title: Re: Norse Fortress Mod
Post by: coldmonkey on January 18, 2014, 11:47:39 am
Sounds awesome. There's also Hraesvelgr, the corpse-eating giant eagle that creates wind. Some kind of wandering megaroc that eats and destroys corpses (as well as Norsemen)? A beneficial creature for fighting necromancy, less than beneficial if your own Norsemen happen to be outside.
Title: Re: Norse Fortress Mod
Post by: highmax28 on January 18, 2014, 01:26:30 pm
I thought Nhiddog are the dead? And I always wondered how they got the nails for nagalfar...
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 18, 2014, 02:15:51 pm
I thought Nhiddog are the dead? And I always wondered how they got the nails for nagalfar...

Nidhoggr was the dragon (sometimes serpent) that gnawed on the roots of the world tree, the squirrel (ratatoskr I think it was called) ferried insults between the dragon and the eagle that roosted in the upper branches of the tree.

EDIT: I'm considering changing the way berserkers work by rolling them into the normal norsemen and lowering the rage chance to 10 or 25, as is the berserkers are a bit odd military and hunter wise. When I've been testing them I've found they have a tendency to stand in place and waste time raging rather than doing their jobs. A flat chance for all norsemen to enter the berserker rage when fighting seems more workable to me. It also means I can scrap the berserker unit in the entity, which doesn't work properly anyway.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 20, 2014, 11:56:35 am
I've done the nidhoggr dragon, between 1 and 5 will be found in the third cavern layer in future releases. They are sentient, can speak and don't have magic blood. They, much like their Fafnir themed friends, like shiny things.

I have also done the Nar-Jotunn, a megabeast with a bunch of tags to make it tough to kill. It does not bleed, it does not feel pain, it does not know fear etc. Named after the denizens of Hel. I may make a civ based on the same concept to serve as the army of the dead from Ragnarok.
Title: Re: Norse Fortress Mod
Post by: highmax28 on January 20, 2014, 01:56:23 pm
I've done the nidhoggr dragon, between 1 and 5 will be found in the third cavern layer in future releases. They are sentient, can speak and don't have magic blood. They, much like their Fafnir themed friends, like shiny things.

I have also done the Nar-Jotunn, a megabeast with a bunch of tags to make it tough to kill. It does not bleed, it does not feel pain, it does not know fear etc. Named after the denizens of Hel. I may make a civ based on the same concept to serve as the army of the dead from Ragnarok.
Now I think all you need now is a strong hound megabeast that howls whenever you breach HFS. There should be a think where if you breach it, a carp ton of Jotunn show up on the above ground as well as what lies below
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 20, 2014, 05:19:39 pm
Now I think all you need now is a strong hound megabeast that howls whenever you breach HFS. There should be a think where if you breach it, a carp ton of Jotunn show up on the above ground as well as what lies below

I wish I knew a way to key things off HFS releases, though Garmr could easily be a megabeast or semi-megabeast.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 20, 2014, 06:50:44 pm
The alfr have their own steel variants, though I haven't tested them much, chances are they'll need a lot of tweaking. The colours are also a bit odd when I tested them, Ljosstal displayed as grey while Dokstal displayed as yellow.

Code: [Select]
[INORGANIC:STEEL_LIGHT]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:ljosstal]
[STATE_NAME_ADJ:LIQUID:molten ljosstal]
[STATE_NAME_ADJ:GAS:boiling ljosstal]
[DISPLAY_COLOR:240:234:214]
[BUILD_COLOR:240:234:214]
[MATERIAL_VALUE:35]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:5950]
[LIQUID_DENSITY:5280]
[MOLAR_MASS:32845]
[IMPACT_YIELD:1005000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:280000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:PEARL]

[INORGANIC:STEEL_DARK]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dokstal]
[STATE_NAME_ADJ:LIQUID:molten dokstal]
[STATE_NAME_ADJ:GAS:boiling dokstal]
[DISPLAY_COLOR:54:69:79]
[BUILD_COLOR:54:69:79]
[MATERIAL_VALUE:35]
[SPEC_HEAT:500]
[MELTING_POINT:15718]
[BOILING_POINT:18968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:8250]
[LIQUID_DENSITY:7480]
[MOLAR_MASS:62845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:470000]
[SHEAR_FRACTURE:730000]
[SHEAR_STRAIN_AT_YIELD:245]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:12500]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
Title: Re: Norse Fortress Mod
Post by: Grim Portent on January 21, 2014, 07:10:19 am
Do you remember, Odin, when in bygone days
we mixed our blood together?
You said you would never drink ale
unless it were brought to both of us.


I have ideas for the best way to try and create the Nar as a civ, though I am uncertain how best to proceed with it. I want to represent Loki as he was the general of the army that sailed from Hel but I cannot decide how best to do so, I'm tempted to make a caste of nar that stands tall above mortal men, is skilled with all manners of war, can raise the dead and conjure flames, but I also think it could be a megabeast with the tokens that let it rule civs and just make the nar and jotunn have no set positions so the megabeast can step in and rule.
Title: Re: Norse Fortress Mod
Post by: highmax28 on January 21, 2014, 07:57:40 am
Do you remember, Odin, when in bygone days
we mixed our blood together?
You said you would never drink ale
unless it were brought to both of us.


I have ideas for the best way to try and create the Nar as a civ, though I am uncertain how best to proceed with it. I want to represent Loki as he was the general of the army that sailed from Hel but I cannot decide how best to do so, I'm tempted to make a caste of nar that stands tall above mortal men, is skilled with all manners of war, can raise the dead and conjure flames, but I also think it could be a megabeast with the tokens that let it rule civs and just make the nar and jotunn have no set positions so the megabeast can step in and rule.
All else fails, you got Loki enslaving men or some other race
Title: Re: Norse Fortress Mod
Post by: Arkansan on January 22, 2014, 12:53:34 pm
I can't be of any real help as I know nothing of modding DF but I just wanted to say I am excited for this mod.
Title: Re: Norse Fortress Mod
Post by: TD1 on February 02, 2014, 12:11:32 pm
I can't be of any real help as I know nothing of modding DF but I just wanted to say I am excited for this mod.

Same. I usually use vanilla, as most mods I find just get annoying after a bit, but I am seriously thinking of using this. Good work!
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 04, 2014, 07:14:55 pm
I played a bit of adventurer, and I wish I had a picture of this, but I started with a COPPER JOTUN SPEAR... Thing reduced my speed to 99 sneaking or normal, and I really wanted to try throwing it, but I had my arm severed before I could try. Also, add one eldjotun to my total kill list; killed it before I died of being on fire!

EDIT:
Purpose of that was I don't think Jotun Spears should be able to be carried by Adventurers...

Also; Berserkers don't rage in adventurer for some reason
Title: Re: Norse Fortress Mod
Post by: BlackFlyme on February 04, 2014, 07:29:54 pm
I played a bit of adventurer, and I wish I had a picture of this, but I started with a COPPER JOTUN SPEAR... Thing reduced my speed to 99 sneaking or normal, and I really wanted to try throwing it, but I had my arm severed before I could try. Also, add one eldjotun to my total kill list; killed it before I died of being on fire!

EDIT:
Purpose of that was I don't think Jotun Spears should be able to be carried by Adventurers...

Also; Berserkers don't rage in adventurer for some reason

Was your adventurer an outsider? IIRC, they will always start off with a random spear and dagger regardless of civilization permissions, since they aren't a part of any civilizations.
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 04, 2014, 08:34:29 pm
I played a bit of adventurer, and I wish I had a picture of this, but I started with a COPPER JOTUN SPEAR... Thing reduced my speed to 99 sneaking or normal, and I really wanted to try throwing it, but I had my arm severed before I could try. Also, add one eldjotun to my total kill list; killed it before I died of being on fire!

EDIT:
Purpose of that was I don't think Jotun Spears should be able to be carried by Adventurers...

Also; Berserkers don't rage in adventurer for some reason

Was your adventurer an outsider? IIRC, they will always start off with a random spear and dagger regardless of civilization permissions, since they aren't a part of any civilizations.
Would a jotun spear be that? And I always use outsider. makes it much more !!FUN!! I mostly thought they were too big to be used by Norsemen
Title: Re: Norse Fortress Mod
Post by: BlackFlyme on February 04, 2014, 08:40:03 pm
Would a jotun spear be that? And I always use outsider. makes it much more !!FUN!! I mostly thought they were too big to be used by Norsemen

If the jotun spear uses the spear skill, then there is a chance you could start with it as an outsider. Though judging by its size, it seems like the pike skill would be more appropriate.

There are probably some limitations to this of course; otherwise we would be starting with training spears. Though I do know that if a training spear has an edged attack you can potentially start with a copper training spear.
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 04, 2014, 08:54:51 pm
When I think of throwing a Jotun spear, I think of a 6' guy throwing a tree from British Columbia with a spear point. And for those who have no idea about them, these trees are used to make totem poles
Title: Re: Norse Fortress Mod
Post by: BlackFlyme on February 04, 2014, 09:02:27 pm
The spear has a size of 3,000,000.

You were basically trying to caber-toss a rhino.
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 04, 2014, 09:14:00 pm
The spear has a size of 3,000,000.

You were basically trying to caber-toss a rhino.
I think those tree justifies the size as well, but I may be thinking 3,000,000 isn't as big as I thought it is
Title: Re: Norse Fortress Mod
Post by: Grim Portent on February 07, 2014, 02:45:44 pm
Ah, finally got my laptop working again so I can get back to work on this.  :)

Oh, and the jotunn weapons are all huge and have a large amount of materials in them. They weigh a lot as a result.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on February 18, 2014, 07:36:44 pm
Sadly I've not made any further progress on this yet as I've been busy, but I'm posting up a to-do list in case anyone has suggestions for what I'm going to be doing.

1) Make Fimbulwinter Wolves as a race or non-sentient invaders that attack in winter. I might make an global interaction that has an effect on them to make them stronger at certain times.

2) Make the Anglo-Saxons as a race. There's not many people to trade with at the moment and the Saxons would make a good group due to having near identical gear.

3) Try to make the Nar into a civ. Undead civs aren't really my specialty though so I may struggle a bit with this, but I'm sure I can make it work somehow. Am considering a global interaction that reanimates them once a year to encourage people to tidy up their settlements or find somewhere to dump the bodies.

4) Decide what to do with Frost Giants. Currently planning for them to be hostile, might make them friendly if people prefer the idea of having at least one nice race of giants.
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 18, 2014, 07:46:12 pm
Sadly I've not made any further progress on this yet as I've been busy, but I'm posting up a to-do list in case anyone has suggestions for what I'm going to be doing.

1) Make Fimbulwinter Wolves as a race or non-sentient invaders that attack in winter. I might make an global interaction that has an effect on them to make them stronger at certain times.

2) Make the Anglo-Saxons as a race. There's not many people to trade with at the moment and the Saxons would make a good group due to having near identical gear.

3) Try to make the Nar into a civ. Undead civs aren't really my specialty though so I may struggle a bit with this, but I'm sure I can make it work somehow. Am considering a global interaction that reanimates them once a year to encourage people to tidy up their settlements or find somewhere to dump the bodies.

4) Decide what to do with Frost Giants. Currently planning for them to be hostile, might make them friendly if people prefer the idea of having at least one nice race of giants.
IF there is gongi to be a friendly race of giants, it definatley wouldn't be frost. Isn't that Loki's army or are those "normal" Jotun?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on February 18, 2014, 08:25:11 pm
Sadly I've not made any further progress on this yet as I've been busy, but I'm posting up a to-do list in case anyone has suggestions for what I'm going to be doing.

1) Make Fimbulwinter Wolves as a race or non-sentient invaders that attack in winter. I might make an global interaction that has an effect on them to make them stronger at certain times.

2) Make the Anglo-Saxons as a race. There's not many people to trade with at the moment and the Saxons would make a good group due to having near identical gear.

3) Try to make the Nar into a civ. Undead civs aren't really my specialty though so I may struggle a bit with this, but I'm sure I can make it work somehow. Am considering a global interaction that reanimates them once a year to encourage people to tidy up their settlements or find somewhere to dump the bodies.

4) Decide what to do with Frost Giants. Currently planning for them to be hostile, might make them friendly if people prefer the idea of having at least one nice race of giants.
IF there is gongi to be a friendly race of giants, it definatley wouldn't be frost. Isn't that Loki's army or are those "normal" Jotun?

As I recall Loki leads an army of 'Hel's Own' which is generally assumed to be the undead of Hel. The army is meant to travel to the final battle on Naglfar which was built by the frost giants, and I think that Hrym (or was it Thrym...) was meant to lead an army of frost giants against the gods at Ragnarok.

At the same time though the frost giants have the most friendly interactions with the gods, Skadi being a Vanir by marriage and I recall a story where a frost giant goes fishing with Thor, though it may have been a normal giant instead. Though I think that one of Odin's children was born of a giantess.

The Eldjotun are only portrayed as evil forces of destruction as all they do is show up to burn the world at Ragnarok, so the choice would be between frost and normal giants either way.
Title: Re: Norse Fortress Mod
Post by: highmax28 on February 18, 2014, 10:55:29 pm
I beleive it was a standard Jotun that went fishing with Thor. If I recall, Thor fishes up the world serpent and the giant cuts the line and Thor throws him into the ocean, though I may be wrong on that last bit. I think if we're to have friendly giants, it would be normal Jotun, but it would be an uneasy peace like elves/dwarves are in vanilla; both don't like eachother but they'll do business until someone breaks the uneasy peace.

And all Aesir/Vanir marriages to Jotun were all standard Jotun; if I recall, Sif is a Jotun, because I remember that Odin wasn't happy that Magni was given a horse because he was the son of a Jotun.

Frej also fell for a Jotun, which is why he gave up his sword (and if only he had it still...)
Title: Re: Norse Fortress Mod
Post by: Grim Portent on February 19, 2014, 04:56:40 am
Njord married Skadi the Huntress who was the daughter of a Frost Giant chieftain that Loki murdered.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on March 14, 2014, 05:07:35 pm
I've got some stuff I'd like to put up for review, the weapons for the Anglo-Saxons.

I tried to give their knife a more slashing focus than the norse one.
Spoiler (click to show/hide)

Where the Dane Axe is based on the long handled version I've based the Bearded Axe on the short handled variety. Though Apparently some where larger.
Spoiler (click to show/hide)

Leaf Headed Spear, not really sure how to differentiate between spears meaningfully truth be told.
Spoiler (click to show/hide)

I gave the Saxons a sword based roughly on the Spatha, quite short but decent for hacking and stabbing.
Spoiler (click to show/hide)

Longbow. That's pretty much all I have to say about it.
Spoiler (click to show/hide)
Title: Re: Norse Fortress Mod
Post by: Foamybeard on March 14, 2014, 10:14:59 pm
I've got some stuff I'd like to put up for review, the weapons for the Anglo-Saxons.

I tried to give their knife a more slashing focus than the norse one.
Spoiler (click to show/hide)

Where the Dane Axe is based on the long handled version I've based the Bearded Axe on the short handled variety. Though Apparently some where larger.
Spoiler (click to show/hide)

Leaf Headed Spear, not really sure how to differentiate between spears meaningfully truth be told.
Spoiler (click to show/hide)

I gave the Saxons a sword based roughly on the Spatha, quite short but decent for hacking and stabbing.
Spoiler (click to show/hide)

Longbow. That's pretty much all I have to say about it.
Spoiler (click to show/hide)

IMHO, the swords the Saxons use should be Migration Period Sword]http://en.wikipedia.org/wiki/Migration_Period_sword]Migration Period Sword (http://en.wikipedia.org/wiki/Migration_Period_sword), known in the glorious poem of Beowulf as a 'węgsweord'.

Much cooler sounding than Spatha, anyway.

Just my two-cents.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on April 01, 2014, 04:24:10 am
The mod is on hold again for exams. Might finish up the saxons between studying but no guarantees. Have the summer break coming up though so I should make a nice big chunk of progress then.
Title: Re: Norse Fortress Mod
Post by: Grim Portent on June 04, 2014, 02:54:34 pm
Starting on this again. I intend to do the language file before anything else because it's been bugging me.

More actual features can wait, I have an irritant to deal with.  :P
Title: Re: Norse Fortress Mod
Post by: highmax28 on June 04, 2014, 04:12:52 pm
How will this mod fare when toady updates DF next month? Just overhaul or copy-paste?
Title: Re: Norse Fortress Mod
Post by: Grim Portent on June 04, 2014, 05:14:52 pm
Don't know really, I haven't looked into the changes that will be made to how the RAWs are arranged so I don't know what I'll need to change, if anything.

The mod is still small though, so it shouldn't take me too long to update it for the new version if it turns out to not work.
Title: Re: Norse Fortress Mod
Post by: highmax28 on June 04, 2014, 11:23:21 pm
Don't know really, I haven't looked into the changes that will be made to how the RAWs are arranged so I don't know what I'll need to change, if anything.

The mod is still small though, so it shouldn't take me too long to update it for the new version if it turns out to not work.
Title: Re: Norse Fortress Mod
Post by: Illogical_Blox on November 24, 2014, 09:21:41 pm
Is this still being updated, or has it fallen by the wayside?
Title: Re: Norse Fortress Mod
Post by: StupidElves on November 25, 2014, 12:53:07 pm
PTW
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 06, 2018, 10:38:16 am
Poking my head in here wondering if this will be updated for the recent version of DF or if someone is willing to pick up the mod and do so (I would offer to do so, but I don't know how to mod, let alone update an existing mod)

I know this mod is probably abandoned, but I really liked this mod a lot and hope it gets updated. I feel that the recent changes to DF are PERFECT for this mod
Title: Re: Norse Fortress Mod
Post by: TD1 on November 06, 2018, 10:45:13 am
I'd quite like to see it, too. Norse mythology and DF just seem to go together.
Title: Re: Norse Fortress Mod
Post by: scourge728 on November 08, 2018, 10:22:06 pm
Who knows, maybe something can be done with this mod (not by me, I've already got a bunch of projects
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 08, 2018, 10:57:50 pm
Who knows, maybe something can be done with this mod (not by me, I've already got a bunch of projects
I'm debating learning how to mod DF just to pick up the torch if I have to. I'm learning more and more about coding, so this shouldn't be too hard, but I don't wanna pick this up and mess everything up cause I don't know how to update mods or properly makes things work

It doesn't seem TOO hard, but I've been known to underestimate tasks

If I do pick it up, I won't be able to work on it until classes are done for the semester and even after that, it would be spotty when the next one comes up. At least it'll look good on a portfolio since I'm working to be in game development
Title: Re: Norse Fortress Mod
Post by: Enemy post on November 08, 2018, 11:56:14 pm
It's not that difficult, this is a very easy game to mod.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 09, 2018, 12:20:16 am
It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Title: Re: Norse Fortress Mod
Post by: Shonai_Dweller on November 09, 2018, 04:34:40 am
It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 09, 2018, 04:45:56 pm
It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
Look, I was asking for places other than the wiki cause I have no idea where to start and while the wiki is a good reference, its not exactly good for learning. If you wanna be rude, go tell off someone who ISN'T thinking about working on this

Example/help threads, I dunno. If I was an expert at finding out how to learn to mod, I wouldn't have asked
Title: Re: Norse Fortress Mod
Post by: Shonai_Dweller on November 09, 2018, 05:07:27 pm
It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
Look, I was asking for places other than the wiki cause I have no idea where to start and while the wiki is a good reference, its not exactly good for learning. If you wanna be rude, go tell off someone who ISN'T thinking about working on this

Example/help threads, I dunno. If I was an expert at finding out how to learn to mod, I wouldn't have asked
In the dwarf raws (raw/objects/creature_standard.txt, that's your hard drive, not the wiki) there are notes included by Toady (in English) on exactly what everything does. Combined with the wiki that's everything you need to know to make a new creature.

You can also ask questions on this forum. I wasn't being rude. it is actually written in actual English, not code. Unless you start using Dfhack (not needed for most normal modding) there is no coding. There is no better resource than the wiki and the instructions written in the raws themselves.

You'll need a text editor. Notepad should work OK. Notepad++ is recommended by some as a good alternative.
Title: Re: Norse Fortress Mod
Post by: Enemy post on November 09, 2018, 07:51:57 pm
I'll second Shonai's advice. He really wasn't being sarcastic. I learned how to mod pretty much exactly as he describes.

I'd like to add that merging mods is also good practice. It works, but usually only after a bit of editing to get all the pieces working together without bugs. It also forces you to look closely at how mods of various quality are made.
Title: Re: Norse Fortress Mod
Post by: scourge728 on November 09, 2018, 09:01:39 pm
I can state that is also how I learned what meager modding skill I posses
Title: Re: Norse Fortress Mod
Post by: thefriendlyhacker on November 09, 2018, 10:28:16 pm
Ditto for me.  Mod in editor, wiki in browser, vanilla DF install on hand to examine how toady does things, and from there it is just muddling through.
Title: Re: Norse Fortress Mod
Post by: highmax28 on November 10, 2018, 12:40:43 pm
Given that I have four of you here then, what work is needed to update a mod to current versions? If anything, that should be the first order of business before I even think about adding stuff...
Title: Re: Norse Fortress Mod
Post by: thefriendlyhacker on November 10, 2018, 06:10:42 pm
For starters, download the mod, install it, open arena and then check errorlog - everything you see there is a problem you need to fix.  Also skim through file changes for things you need to care about.

Immediately, this is what I can see:
Between that, the errorlog and file changes, that should keep you busy for a little while.
Title: Re: Norse Fortress Mod
Post by: Shonai_Dweller on November 10, 2018, 06:49:42 pm
Dflang a great util for creating new languages.
You can use it for the "faux-Norse" language. It's fairly simple to use, feed in a list of common Norse words, set some parameters like maximum word length, etc and it outputs a language you can just slot into the game. Easier than creating one from scratch.

http://www.bay12forums.com/smf/index.php?topic=47332.0

File Changes.txt (base directory) lists all the raw changes between versions. But it mentions that the jump to 40.01 was too complex to list everything. That's the big hurdle with this mod.