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Topics - Icecoon

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Colony Alpha
ver. 0.91beta


Please note, that this is just a beta version, more stuff will be added.
Raws only: http://dffd.bay12games.com/file.php?id=11566
ASCII Windows: http://dffd.bay12games.com/file.php?id=11567

Stuff done & stuff to do
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Changelog
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Features
The mod is set partially in the Warhammer 40k universe at the end of the Age of Strife. As humanity became widely dispersed across the galaxy during the Dark Age of Technology, the ancient Eldar Empire began its decline, the great success of the advanced Eldar race had led to decadence and hedonism on a grand scale. Within the immaterial, psychic universe of the Warp, the spiritual corruption of the Eldar civilization was reflected in the forming of a new Chaos God, Slaanesh, which in turn caused massive disturbances in the Warp; parts of the galaxy became isolated by these Warp storms, making Warp travel and communication impossible, cutting off many human colony worlds from one another, including those of the Solar System. These events led to the Age of Strife, a 5000 years long period of isolation. Upon the birth of Slaanesh sometime in the 29th Millennium, the crippling Warp Storms ended (which allowed for easier galactic travel and astropathic communication between worlds), the Eldar race was nearly annihilated in what they termed the Fall and the Eldar empire's hold over much of the galaxy disintegrated, and the Emperor began to carry out his plans to reunify Mankind under his rule. With the Emperor's ascension and the creation of the Imperium of Man in a political and military alliance between Terra and the Adeptus Mechanicus of Mars, the Age of Strife was finally ended and a new age, the Age of the Imperium, had begun. This age of conquest, heroism and unity began with the Emperor's Great Crusade, to reunite all the scattered worlds of humanity beneath the rule of the Imperium

Races

Squats:
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Orks:

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Eldar:

Spoiler (click to show/hide)

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Rak'Gol:

Spoiler (click to show/hide)

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Imperials:

Spoiler (click to show/hide)

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Chaos:

Spoiler (click to show/hide)

Items
All races have a wide range of weapons available. The mod contains the modified and slightly simplified version of Jake's Black Powder Firearms mod ( http://www.bay12forums.com/smf/index.php?topic=85060.0 )
Spoiler (click to show/hide)

Inorganics
Spoiler (click to show/hide)

Buildings
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Beasts
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Special thanks:
Jake for his Black Powder Firearms mod
Mephansteras for his Civilization Forge mod, which got me into modding.

For more info on Warhammer 40k lore, please visit: http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki

2
DF Modding / Modding wagons
« on: January 06, 2015, 03:14:37 am »
Hi.

I'm working on a sci-fi mod. If I would like to change the wagons to armored trucks, landspeeders or even tanks what should I do? I guess they are hardcoded, because I could not find them in the raws. The only thing I found was the wagon body in the body_default.txt.

Thanks for any hints or suggestions, Ice.


3
DF Gameplay Questions / Forgotten Beast Rivalry
« on: June 03, 2014, 07:47:53 am »
So the question is:

Do forgotten beasts/titans fight each other like Godzilla and King Kong? :D
I lured a clear glass FB to my arena, will he fight his brethren if I manage lure some of them there too?
 

4
DF Gameplay Questions / Some questions..
« on: May 27, 2014, 01:34:22 am »
Hi.
1. So I have a militia commander who was bitten in his leg by a goblin. On the health screen I see, that the motor and sensory nerves were severed. He received a crutch in my hospital. Will he be able to walk without it again after a time?

2. In my fortress almost every dwarf has some combat skills. 60% of them are competent in some weapon, 30% of them are competent-skilled marksdwarves(1 elite marksdwarf) and only 10% of them have no skills. Why? :D In other fortresses I had to search out skilled soldiers and sometimes I had to train raw recruits to get them. I checked out my civ in the legends mode and there was only a minor war with the goblins. 90% of the battles ended with the goblins running away.(The goblin army was not present at the siege of their town - or something like that was written at almost every battle in the legends mode. )

5
DF Gameplay Questions / Burying werebeasts?
« on: October 21, 2013, 02:51:51 pm »
Hi, I'm new to df. I have A question. A were-gila came to raid the vicinity of my fortress, I defeated it easily( cause the beast was more interrested in tearing apart a badger instead of my soldiers   :D). So.. do the rules about ghosts apply to were-beasts too?(or their original form). Should I bury the corpse or should I leave it rot on the field?  If yes, how do I bury them? My dwarves are not interrested in picking up the corpse at this time.

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