Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: i2amroy on January 16, 2010, 04:44:53 pm

Title: Ultimate Fortress Mod
Post by: i2amroy on January 16, 2010, 04:44:53 pm
So with all of the new version stuff coming out, I figured that I should upload my personal modded version just for anybody out there who needs something to play while all of us rewrite our own versions. So I give to you, the Ultimate Fortress Mod! This mod contains tons of new civilizations, creatures, megabeasts, stone, wood, and other stuff.

Most of this is my own, but there are small things that are based on or taken from other people's mods. Basically if you have released a mod on this forum there is probably at least one thing in here based on that. If you see a part of this that is based on something of yours that you would like removed, please feel free to contact me at state exactly what it is that is the offender that way I may remove it.

Creds to
- Impaler for his metal mod
- Great Cthulhu for his project to add values to the raws

Download Here: http://dffd.wimbli.com/file.php?id=1782 (http://dffd.wimbli.com/file.php?id=1782)

Instructions
Spoiler (click to show/hide)
Civilizations
Spoiler (click to show/hide)
Creature Changes
Spoiler (click to show/hide)
Plant Changes
Spoiler (click to show/hide)
Wood Changes
Spoiler (click to show/hide)
Stone Changes
Spoiler (click to show/hide)
Metal Changes
Spoiler (click to show/hide)
Item Changes
Spoiler (click to show/hide)
Speech Changes
Spoiler (click to show/hide)
Other Changes
Spoiler (click to show/hide)
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 16, 2010, 05:00:02 pm
It looks like a lot of fun. Like what I've made with humans in DF Genesis mod, just for all possible types of races :).

Too bad I am finishing my Wasteland mod so I don't have a lot of time to play the fortress mode (I don't have a lot of time to play at all now...) but I will definitely look at this from the adventurous side of view. Thanks!
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 16, 2010, 05:04:59 pm
OK, some feedback: I think Mayans would be more happy to have something more than slings and loincloths :). At least some basic swords or hammers :D. It looks like a discrimination.

Also, pirates need a Cutlass as a weapon! And a blunderbuss would be cool too! and an eyepatch as a head clothing!
Title: Re: Ultimate Fortress Mod
Post by: i2amroy on January 16, 2010, 05:23:57 pm
Ok, version 1.1 released. Now pirates have cutlasses, blunderbusses, and eyepatches. The Mayans ended up getting short swords, whips, and daggers.
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 17, 2010, 01:22:26 pm
Spoiler (click to show/hide)

OK Ignore everything in the previous spoiler. I didn't read the installation instructions. At least you see that I playtest it :D.

Anyway, I will build my first fortress and see how I handle that many enemies... If I can :D.

P.S. Now, are the legendary weapons' stories just for fun? Because I've read some of them already :). Or are the weapons somewhere in the game?

This is the time when I don't want to spoil myself fun and look into raws, I want to discover things in-game, and finally HFS will be HFS again.
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 17, 2010, 02:39:42 pm
Also it's weird that "sorceress" has both genders. Wouldn't it be better to call it [SPECNAME:MALE:sorcerer:sorcerers:sorcerer]; [SPECNAME:FEMALE:sorceress:sorceresses:sorceress]? And why do they look like chains? :D
Title: Re: Ultimate Fortress Mod
Post by: i2amroy on January 17, 2010, 03:21:05 pm
The reason that they have both genders is because in my original goal I wanted the sorceresses to be an all-female entity. However, I also wanted them to be able to grow in world gen and not just be a sterile civilization. This left me with the choices to either not have an all female entity and just have some weird cross-dressers, or to just pretend that everyone was female, give them all female clothes, and change the name of their children to apprentice. At the moment there is also one other civ that had this happen to it, the Dryads. I have considered doing something else, but at the moment that is just the way it turned out.

As to the legendary weapons, the stories are just for flavor, but the weapons can actually exist in-game. They are dropped by a rare animal called a chest that can appear anywhere around the world. If a chest is found and killed, it has about a 14.8% chance of dropping a rare weapon, a 52.2% chance of dropping a normal weapon of various quality, and a 30% chance to drop something else, with about a 3% chance of being a mimic.

As to why they look like chains, that just might be a graphic tileset if you are using one. If you are not, I can assure you that it was simply that I was starting to run out of different tiles for my different civilizations. And the sorceress civilization happens to use the in-game tile for a chain just the same as humans use the $ tile which is the in-game tile for coins.
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 17, 2010, 03:48:26 pm
Do you need a graphic set for this? I can make one as I play. I had to replace most races with other symbols because my character set makes some of them to look weird :D.

Also, sandworms for some reason stand on one place and totally ignore my adventurer... I cannot find the reason for this right now.

P.S. Automatic mantisses and bats totally replaced wolves (by frequency), this may need some adjustment (although nice statues are a good trading item :)).

P.P.S. Sorceress do not use any furniture for some reason (and no doors).
Title: Re: Ultimate Fortress Mod
Post by: Untelligent on January 17, 2010, 05:39:19 pm
Do the sandworms have STANCE on any part of their body?
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 17, 2010, 07:26:45 pm
They do not lay on the ground.
Title: Re: Ultimate Fortress Mod
Post by: Untelligent on January 17, 2010, 08:08:18 pm
Typo found at the beginning of creature_standard_demons: [OBJECT:CREATUE]


I checked out the sandworms, their body raws look alright and I don't see any temperature troubles or potential organ failures. Dunno.
Title: Re: Ultimate Fortress Mod
Post by: i2amroy on January 18, 2010, 01:51:12 am
Fixed version up.

1) Removed [LARGE_PREDATOR] tag from both automatons and elementals. This causes them to no longer attack everything nearby, but it is a small price to pay for increased adventure mod attack variety.
2) Fixed found typo and one other I stumbled across.

As for the Sandworms, I think that it had something to do with the [LARGE_ROAMING] tag, or possibly [MEANDERER]. Anyway, I couldn't find one after a half an hour so if the problem still happens tell me.

For the sorceresses it might be that they worship a megabeast. I have found through personal experience that sometime civilizations will lose all their furniture if they worship a building destroyer. I don't know why it happens, I just know that it does.

@Deon: A tileset would be awesome. I haven't had much experience with them myself, but anything that would help the player tell the many races apart would be great.
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 18, 2010, 03:32:23 am
Also too many creatures use the same adjectives (i.e. goblins for goblins and hobgoblins).

I've got caravans from both and both times it said "goblin caravan has arrived". I've fixed it on my end if you don't mind, and I start to work on graphic set. "Vanilla" creatures all have graphics, and I've got full profession tileset for hobgoblins and common tiles for wizards and sorceresses (normal, apprentice, merchant, noble/liaison).
Title: Re: Ultimate Fortress Mod
Post by: Cariyaga on January 18, 2010, 02:43:45 pm
I'm currently using the Mayday version. Will the tileset be closer to that or standard?
Title: Re: Ultimate Fortress Mod
Post by: Deon on January 18, 2010, 03:13:08 pm
This one has no tileset, you can use it with any tileset you want, including Mike Mayday's.

Craeture graphics are in the work, I can send you what's done so far (includes some new animals and races I've encountered during first 2 years and all main races).
Title: Re: Ultimate Fortress Mod
Post by: Zifnab on January 20, 2010, 03:29:13 pm
How exactly do I get the civilian weapons to work?  I can get the dwarves to equip them by locking them both in a room, but they drop them on the ground in a few minutes and will not train with them.  Do they actually need the imaginary ammo?  If so how do I make it?  I've using both the trebuche model and a wood warper.
Title: Re: Ultimate Fortress Mod
Post by: i2amroy on January 20, 2010, 08:34:35 pm
For the civilian weapons you just have to lock them in a room with them and then order them to use the type of weapon that is abbreviated in the name. Unfortunately due to the way that the ranged weapon hack works they will not train with the weapon but they will fight with them if they are provided with an enemy to fight. As for the imaginary ammo, that is only there to provide an ammo type for the game. It doesn't actually exists.
Title: Re: Ultimate Fortress Mod
Post by: Zifnab on January 20, 2010, 08:41:40 pm
Well I guess I better build a bunch of cage traps to supply foes for the civilian skill training arena then.
Title: Re: Ultimate Fortress Mod
Post by: Zifnab on January 21, 2010, 01:27:49 pm
Finally came across a major issue.  A bunch of traders came, and everything was going well.  About 12 different civ's traders were in the depot at once. 

All of a sudden, I start getting messages like this: "Urist McDwarf has frozen to death".  About 7 of my dwarves picking things up from the depot were killed before I even knew where these deaths were coming from.  A bunch of the caravan guards got killed too.  The only suspicious item was boiling marble. 
Title: Re: Ultimate Fortress Mod
Post by: Eatnobles4breakfast on January 22, 2010, 01:25:47 am
Well, it may come as a bit of a spoiler, but the mod has several components that make mining more interesting. The effect is that some stones spontaneously boil, to the detriment of nearby living things. There are also the standard stones such as marble, which do not boil. The boiling kind is rare, and should be avoided. The stone was not intended to come as a trade-good, but it happens from time to time...just enjoy the free stuff from the dead caravan!
Title: Re: Ultimate Fortress Mod
Post by: i2amroy on January 29, 2010, 12:21:42 am
With Toady's latest information about how the metal ores and reaction system works I was able to rewrite the chances of the ores to be more like I think Impaler meant them to be if each metal/product was rolled separately. Also a few other small tweaks, but nothing too big.
Title: Re: Ultimate Fortress Mod
Post by: Impaler[WrG] on January 29, 2010, 04:02:43 am
Just noticed this mod, nice too see some people got some use out of my metal mod.  As for my goal I mainly wanted Ore to get rid of the strange 'choose your metal' effect that occurred under many of the Ore utilizing reactions.   Also at issue was the fact that a binary ore reaction was twice as fuel efficient as single ore smelting which also grated on me.  Binary smelting is realistic but is a primitive and inferior method because the ratio of metals in the resulting alloy can not be controlled well.  If it could be done properly I'd have nothing against remaking the mod next version to include it if people miss it.  As for rolling each metal independently that would also be ideal, the current method which I call 'coin flip' is the best I could come up with, all bars are at a 50% probability but the number and type of bars vary.  It avoids very low fractions which could potentially rob you of a lot of metal if you get a long unlucky streak and it's easy to compare 'richness' of ores by just counting the number of times a metal is listed.  If I had my way though I'd make the random roll with in a range (example IRON[3-5]) allowing us to mod ores that are rich/poor and either consistent/inconsistent at will.
Title: Re: Ultimate Fortress Mod
Post by: Repulsion on March 19, 2010, 08:49:15 pm
  This mod looks nice. I just wish there was a complete list of every creature/stone/etc. so I could carefully pore over it, which I love doing. Unfortunately, that is not to be. Maybe I could start documenting everything once I get this mod (Which will probably be in a long time, if not at all, due to my sucky abilities at getting mods loaded, and all the downloading needed). Also, is there a tileset for this mod?