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Topics - Asin

Pages: 1 [2] 3 4 ... 9
16
I only ask because I'm looking for a tileset which is the same size as DF's standard "graphics".

17
Mod Releases / [44.12] The World of Aga
« on: March 30, 2019, 10:26:25 pm »
DOWNLOAD HERE!
DOWNLOAD THE RAWS HERE!

So, what is this? Just a personal mod I've had laying about. Thought you all may like it. Has mild variations of some of our favorite races in some places, and totally different ones in other spots.

Note: The top link includes a copy of 32-bit DF.
-----------------
Stuff in the mod:
-----------------
RACES
-----------------

Dwarfs: Short, sturdy, and religious creatures fond of drink and industry. Their eyes shimmer in the dark and their skin never wrinkles.

Gnomoi: Dwarf-sized humanoids with chicken feet. They were actually once dwarfs who were part of an esteemed order of mages who screwed up a ritual to make themselves tougher.

Humans: A young race in the eyes of the world, humanity is relatively new to the stage known as the world. They vary from kingdom to kingdom, each nation having their own views and such. Many say humanity was born from a far-off continent which has long since sunk beneath the seas.

Halflings: Short men who harbor peaceful ways.

Ogres: Large disfigured looking humanoids. They're powerful and often associate with humans. Forgot to mention these before.

HALF-DEADS:

Wights: Humans who have become "half-dead", a form of undeath that allows someone to retain their soul within their distorted bodies.

Zwerge: Short, sturdy, and usually emotionless creatures, with a few  exceptions in their ranks. They live to work and build and don't ever seem to sleep or feel pain. They're thought to be either dwarfs who have become "half-dead", a condition that effectively means being both intelligent and undead, or artificial humanoids created by a long-gone mage for menial tasks.

FEY FOLK:

Elves: Arrogant medium-sized fey beings which aren't as in touch with nature as their fellow fey. Rather, they see nature as merely a beautiful thing that makes for good art. They savagely eat the dead.

Fairies: Small winged yet flightless creatures, about the size of children, dedicated to the ruthless protection of nature.

TROUBLESOME PEOPLES:

Orcs: Medium-sized humanoids driven to cruelty by their evil nature. They vary in shape and size, having various castes which all have their differences. These castes are:

*Standard orcs: Larger than a man, but not the largest. Tough warriors.

*Goblins:Small orcs that are more common than their bigger kin. They are very quick, yet cowardly.

*Greater orcs: Orcs that are incredibly strong and tough. They stand twice as tall as their standard kin.

*Hobgoblins: Man-sized orcs which can trance out in battle.

Kobolds: Squat dog-faced humanoids with large pointy batlike ears and yellow glowing eyes.

Beastpeople: Large hair covered men with horns and red eyes. They are industrial folk with a barbaric past.
-----------------
Metals
-----------------
Mythril: An alloy of steel and silver, mythril is a powerful metal used by the dwarfs and the gnomoi (who invented the alloy in the first place).
-----------------
Plans:

*Add in a type of domesticated giant to halflings.
-----------------
Changelog:
0.2: Giant race added!
0.1: Initial Release.

18
DF Modding / Ideas for Native American style civilizations, anyone?
« on: January 12, 2019, 11:38:50 pm »
I'm planning on making some Native American-esque civs for a modding project of mine. If any of you have ideas for tribe equivalents (like what tribe would be represented by what), ethics, weapons, et cetera, please put them here in this thread.

19
DF Modding / Culture Shock poll
« on: October 26, 2018, 06:08:46 pm »
...

You have 3 options.

Culture Shock: Distant Lands

Culture Shock: The New World

or

Culture Shock: Down Under

20
Basically, this is a thread for the sole purpose of sharing ideas for mods and discussing them. Who knows? Maybe some inspiration could flow from all of this.

Anywho, let's kick off this thread with a bit of a mod idea I've had floating about in my head for a while.

-------------------------------------------------------------
Dwarf Fortress: The Eternal Winter

Basically three races all trying to survive a possibly supernatural ice age.

Races:
Humans
Humanity will be split into a couple civ types. These civ types will be known as Survivors and Tribals.

Survivors live in typical villages and act kinda similar to vanilla humans. Able to make steel and what not.

Tribals are cave-dwelling dudes with a taste for flesh and they lack metallurgy at all, just using base metals and no alloys whatsoever.

Wardens
The most technologically advanced race here, they're fortress dwelling yeti looking mutants who are trying to save their former kin... by kidnapping their kids.
Uses steel and what not and can make firearm like weapons.

Frostrunners
Interdimensional freaks who are colonizing the planet (and may have started the apocalypse) in order to cultivate a new homeworld because their old home is heating up and becoming uninhabitable.

Uses the basic alloys, along with dangerous otherworldly weapons and strange alien alloys.

21
Twilight of The World
A Post-Apocalyptic Fantasy


It's a post apocalypse mod in progress that has the world of Dwarf Fortress recovering from a horrible cataclysm that occurred so long ago that what it exactly was is not even known anymore. The world has become an even more dangerous place than before, as almost each race has changed in someway...

Basically, a mod where almost everything is changed up in someway. A semi-total conversion to a setting I've had in mind.

Spoiler: The Cause (click to show/hide)

Races

Dwarves: The dwarves were among the races that were changed the least in the cataclysm, only getting a "blast of knowledge," which made the dwarves create a new weapon to help survive the world with. This weapon is called the boomstick. Alongside the boomstick, the dwarves made new armor, along with mechanical allies to serve them. However, the allies have ended up betraying the dwarves...

Goblins: The goblins mutated as a result of the cataclysm, becoming hulking gray freaks that could pound a foe quite easily. However, the goblins now are less likely to invade weaker fortresses strangely...

Elves: The dwarves' rivals have had to adapt to the new world as well. However, these elves are not the forest retreat dwellers of the world before. These hamlet dwelling elves are descended from the elves who lived alongside humans after their forest homes were destroyed in ancient wars. Anyway, these elves care about life, rather than nature exclusively, and thus are trying to help defend the world's new settlements.

Humans: Mankind has split into two major factions after the cataclysm. These two factions are known as the Fallen and the Pure. The Pure are humans armed with boomsticks of their own, who seek to rebuild the old empires. The Fallen, however, are a twisted group of men who worship fell gods and seek to dominate the wastes of the world.

Kobolds: The kobolds mutated like the goblins did, but in a different way. The kobolds of this post-cataclysm world are able to speak, conduct trade, and generally act like a standard civilization. The kobolds are a trader race that seek to offer the people in the wastes nice things, albeit for some gold and such.

As the old races have changed, new ones have risen up in this changed world...

Waste Trolls: The waste trolls are a race of craftsmen that can see without eyes ([EXTRAVISION]) and also can heal extraordinarily fast. The waste trolls' origins are a mystery, however. Some say they were a group of mutated men. Others say they are an offshoot of ogres that moved into the deserts when the world began to end. No matter the case, the waste trolls are revered for their crafts, which are considered art by quite a few nobles...

(Waste trolls are gonna be playable, alongside the dwarves.)

Gators: The gators are bipedal reptilian crocodilians that were mutated by the cataclysm from fierce predators into silver tongued merchants. While the kobolds are honest dealers, the gators act a bit more shady. Despite this, their goods are not tampered with or stolen. The gators are also a bit more useful than kobolds, as kobolds don't have any alloys.

Mechanids: Mechanids are the "allies" the dwarves had made, that later betrayed them when these automatons developed sapience. Mechanids are quite dangerous foes, being made of metal and they fear none. They also cannot tire, cannot feel pain, and other things that make them masters of war and the dwarves' major archenemy.

Draconids: Back in the days before the cataclysm, dragons had existed and dominated the world. They were practically living siege weapons, burning all in their wake with fires hotter than the sun. However, the dragons were killed off from the more destructive magics unleashed by the cataclysm. Yet, their hardy eggs remained. These eggs were, like everything else in the world, bathed in magic's power. Soon, the eggs hatched, yet what came out were not pure dragons. No, what came out was like a cross between man and dragon. Some had beautiful glimmering scales that shined like metal, while others had scales that were without any shine to them at all.  They were later discovered by the other races and referred to as Draconids. The two varieties that exist are as follows:

Lovians: Lovian Draconids are those of glistening scales, mastery of steel, and underground lairs. They are referred to by fellow wastelanders as "Guardians", "The Shining Ones", and by some scholars as "High Draconids". They are considered to be powerful fighters, who are fond of melee combat and peace.

Gavu: Gavu Draconids are those of shineless scales, mastery of gunwork, and enslavement. They are referred to by fellow wastelanders as "Demon-Dragons", "The Man-eaters", and by some scholars as "Low Draconids". They are gun wielding nightmares of the wastes, known for kidnapping children, eating the dead, and their loathing of their shining brethren, due to the mistreatment they suffered at the hands of the Lovians.

Badland Gnomes: Badland Gnomes are thieving little dwarf like folk who were born from uplifted (by magic) mountain gnomes who currently reside in the remains of old dwarven fortresses. They have a culture based on cunningness and their thievery. However, these fellows aren't all bad, as those who join up with other civilizations spill the beans on what plans their kin have come up with.

Upcoming Races

Mi-ma-mo: Avian humanoids with hair instead of feathers and beards, the Mi-ma-mo are among the more recent creatures from Magus to show up. They also are the first to actually set up camp and live here in their own settlements. The Mi-ma-mo are Magus's master smiths, rivaling the dwarves in their work when it comes to mundane alloys such as steel and bronze. However, these bird-men's true skill is shown when they utilize metals native to their world. Using such metals, they can create spectacular alloys with bizarre properties that no other race has any clue on how they even work in this world...

Durgari: Born from dwarves that were left outside when the cataclysm occurred, the Durgari are a violent race who had to give themselves to dark gods in order to "survive the troubles ahead." They are known for their bizarre weaponry, such as the maul-sword and the mini-ballista.

Mutant Men: Mutated humans who have developed their own tribal societies. Their weapons are crude, and they are known for taming the more dangerous beasts of the wild lands.

How to install:
Remove your data, raw, and sdl files and replace them with the ones in this file. Easy!

Changelog:
0.1: Initial release.

Happy Surviving.

22
DF General Discussion / DFFD troubles
« on: August 27, 2018, 06:52:21 pm »
I'm trying to upload something up there, but it keeps telling me server error. What is happening?

23
*4x.xx*

CURRENT MODS

PRIMARY
Asin's Mod Megamix: http://www.bay12forums.com/smf/index.php?topic=176855
Miscellaneous Video Games Mod: http://www.bay12forums.com/smf/index.php?topic=174740

OLDER MODS

MAJOR+
Culture Shock (Mod): http://www.bay12forums.com/smf/index.php?topic=162478.0
----------------------------------------------------------------------------------------
MAJOR
World of Aga: http://www.bay12forums.com/smf/index.php?topic=173616.0
Twilight of the World: http://www.bay12forums.com/smf/index.php?topic=171948.0
----------------------------------------------------------------------------------------
MINOR+ (Or the minor mods I pay the most attention to)
Monstrous Humanoids Mod: http://www.bay12forums.com/smf/index.php?topic=164948.0
Wee Folk Mod: http://www.bay12forums.com/smf/index.php?topic=168368.0
----------------------------------------------------------------------------------------
MINOR
Rise of the Beasts: http://www.bay12forums.com/smf/index.php?topic=170230
Asin's Expanded Fantasy Mod: http://www.bay12forums.com/smf/index.php?topic=171708

MISC.
Asin's Color Schemes:
http://www.bay12forums.com/smf/index.php?topic=174443

24
Mod Releases / Asin's Expanded Fantasy Mod (0.1) (44.xx)
« on: August 11, 2018, 11:40:59 pm »
Asin's Expanded Fantasy Mod!

A small little mod for you all before I finish up making Twilight of the World (my post-apocalypse mod.) May get revamped into something more interesting after Twilight of the World is released.

Adds in 5 races that are staples of your typical fantasy world:
High Elves
Drow
Ogres
Halflings
Orcs

Changelog:
0.1: Initial release.

Download: http://dffd.bay12games.com/file.php?id=13959

25
Okay, this might be strange...

The idea of this is that we basically each chip in a piece of the story of a classic fantasy race as if it existed in modern day Earth (Where they live, what they eat, their culture, yada-yada). You could make it so that the race has their own country or lives in a current modern day country, for example. The only rule is the stuff you add must not contradict the other posters' little pieces. I shall start with... Elves!

Elves
Where they live: Australian mainland, used to live in the British Isles but left due to religious reasons


Now, it's your turn to add a tidbit about them, and when a race's story is complete, we continue on to the next race!

26
Come up with a species name for the DF creatures that aren't real, and continue the chain until we run out.

Format:
Common name (Genus species)


I'll start us off with...

Dwarves (Homo avarum)

27
DF Modding / My next modding project... (Ideas needed)
« on: April 26, 2018, 11:19:15 pm »
Hello, everyone.

As you know, I haven't been too active on some of my mods as of late... That's because I am working on a little something something that will be my next major mod.

I call it...

Twilight of The World

It's a post apocalypse mod in progress that has the world of Dwarf Fortress recovering from a horrible cataclysm that occurred so long ago that what it exactly was is not even known anymore. The world has become an even more dangerous place than before, as almost each race has changed in someway...

Spoiler: The Cause (click to show/hide)

Dwarves: The dwarves were among the races that were changed the least in the cataclysm, only getting a "blast of knowledge," which made the dwarves create a new weapon to help survive the world with. This weapon is called the boomstick. Alongside the boomstick, the dwarves made new armor, along with mechanical allies to serve them. However, the allies have ended up betraying the dwarves...

Goblins: The goblins mutated as a result of the cataclysm, becoming hulking gray freaks that could easily pound a foe quite easily. However, the goblins now are less likely to invade weaker fortresses strangely...

Elves: The dwarves' rivals have had to adapt to the new world as well. However, these elves are not the forest retreat dwellers of the world before. These hamlet dwelling elves are descended from the elves who lived alongside humans after their forest homes were destroyed in ancient wars. Anyway, these elves care about life, rather than nature exclusively, and thus are trying to help defend the world's new settlements.

Humans: Mankind has split into two factions after the cataclysm. These two factions are known as the Fallen and the Pure. The Pure are humans armed with boomsticks of their own, who seek to rebuild the old empires. The Fallen, however, are a twisted group of men who worship fell gods and seek to dominate the wastes of the world.

Kobolds: The kobolds mutated like the goblins did, but in a different way. The kobolds of this post-cataclysm world are able to speak, conduct trade, and generally act like a standard civilization. The kobolds are a trader race that seek to offer the people in the wastes nice things, albeit for some gold and such.

As the old races have changed, new ones have risen up in this changed world...

Waste Trolls: The waste trolls are a race of craftsmen that can see without eyes ([EXTRAVISION]) and also can heal extraordinarily fast. The waste trolls' origins are a mystery, however. Some say they were a group of mutated men. Others say they are an offshoot of ogres that moved into the deserts when the world began to end. No matter the case, the waste trolls are revered for their crafts, which are considered art by quite a few nobles...

(Waste trolls are gonna be playable, alongside the dwarves.)

Gators: The gators are bipedal reptilian crocodilians that were mutated by the cataclysm from fierce predators into silver tongued merchants. While the kobolds are honest dealers, the gators act a bit more shady. Despite this, their goods are not tampered with or stolen. The gators are also a bit more useful than kobolds, as kobolds don't got any alloys.

Mechanids: Mechanids are the "allies" the dwarves had made, that later betrayed them when these automatons developed sapience. Mechanids are quite dangerous foes, being made of metal and they fear none. They also cannot tire, cannot feel pain, and other things that make them masters of war and the dwarves' major archenemy.

Draconids: Back in the days before the cataclysm, dragons had existed and dominated the world. They were practically living siege weapons, burning all in their wake with fires hotter than the sun. However, the dragons were killed off from the more destructive magics unleashed by the cataclysm. Yet, their hardy eggs remained. These eggs were, like everything else in the world, bathed in magic's power. Soon, the eggs hatched, yet what came out were not pure dragons. No, what came out was like a cross between man and dragon. Some had beautiful glimmering scales that shined like metal, while others had scales that were without any shine to them at all.  They were later discovered by the other races and referred to as Draconids. The two varieties that exist are as follows:

Lovians: Lovian Draconids are those of glistening scales, mastery of steel, and underground lairs. They are referred to by fellow wastelanders as "Guardians", "The Shining Ones", and by some scholars as "High Draconids". They are considered to be powerful fighters, who are fond of melee combat and peace.

Gavu: Gavu Draconids are those of shineless scales, mastery of gunwork, and enslavement. They are referred to by fellow wastelanders as "Demon-Dragons", "The Man-eaters", and by some scholars as "Low Draconids". They are gun wielding nightmares of the wastes, known for kidnapping children, eating the dead, and their loathing of their shining brethren, due to the mistreatment they suffered at the hands of the Lovians.

Badland Gnomes: Badland Gnomes are thieving little dwarf like folk who were born from uplifted (by magic) mountain gnomes who currently reside in the remains of old dwarven fortresses. They have a culture based on cunningness and their thievery. However, these fellows aren't all bad, as those who join up with other civilizations spill the beans on what plans their kin have come up with.
-----------------------------------------------------

Well, there's what I got for races and such. I need ideas for this, guys. If ya got any, please share 'em.

28
Mod Releases / Rise of The Beasts! (A Now Community Megabeast Mod)
« on: April 10, 2018, 10:35:44 pm »
RISE OF THE BEASTS!

Download: http://dffd.bay12games.com/file.php?id=13672

My mega and semi-megabeast mod.

THE BEASTS:

Baron of Chaos, Hellion of Disease, and Countess of Lust: A trio of demon types who were among the first to escape the Underworld. Surprisingly weak compared to normal demons.

Manticore: A three eyed big cat with a man's face and a stinger tail filled with necrotic poison.

Atrocity of the Gods: A horrible humanoid beast made from leftover bits and pieces from the creation of life by the gods. Which god made it? No one knows...

Demigod of Goblinkind (Semi-Mega): A super powered goblin blessed by the now forgotten goblin gods.



Also includes the Shadowscale Dragon and Aqua Asp from Culture Shock.

29
DF Modding / Megabeast Ideas
« on: March 30, 2018, 12:05:27 pm »
Finally getting around to making the winning mod from this: http://www.bay12forums.com/smf/index.php?topic=168730


Anywho, I need ideas. I've got some beasts made, but I'm not sure what else to add... So I have turned to you all!

Now...

Let's hear those ideas!


30
Restart of this: http://www.bay12forums.com/smf/index.php?topic=163159

WARNING! QUITE A BIT OF EXPOSITION AHEAD!  Be careful! You may miss something important!


Before we begin our look into Burroowsville, we must look at the main races of this world, as to gain a bit of knowledge...

Let us begin.



Gnomes: Your kind. A race of small inventive folk.

They are often described as kind-hearted, intelligent, and having bigger than usual appetites, as they have four meals per usual day, and five on holidays.

Gnomes are also known for their inventions that run with clockwork such as the Automata, powerful mechanical devices made for war that have been constructed to look like animals.

They tend to live to 250 to 280 years.

The races they get along with well are as follows; halflings, dwarves, humans, elves, and fairies. They don't get along much with kobolds, goblins or orcs.

Their traits are often described as traits of other races. They have the pointed ears like elves, beards like the dwarves, and the height of halflings, which is about 3 feet.

Speaking of halflings....

Halflings: The biggest allies to the gnomes, they resemble small humans with large and hairy feet.

Many of the Big Folk (elves and humans) know of halflings through a highly published tome of sorts...

The halflings are peaceful, so peaceful in fact that they'd run away instead of fighting for the most part. This, however, makes them be seen as cowards...

They are known for the biggest appetite out of all races, even bigger than gnomes! How big is their appetite? 7 and a half meals! (Half a meal is a snack, mind you)

Trading with halflings may get you delicious foods!

They live to be around 110 years on average.

They get along with gnomes, dwarves, elves, fairies, and humans (to an extent).
They piss their pants and run away from do not get along with orcs, goblins, or kobolds.

Dwarves: The tallest out of those classified as Small Folk, having an average height of 4 feet.

The Dwarves are a mining race, often digging for riches beneath the ground. They are among the most advanced races, building many a great contraption. However, they are somewhat distrustful of magic, especially nature magic. Their beards are considered amazing by only themselves the "manliest of men."

Their alcoholic beverages are much beloved in Gnomish lands; perhaps you should buy some when you get the chance.

They live to be 300 on average.

They get along with humans, gnomes, and halflings. They are distrustful of elves and fairies because of their connection to nature magic. They hate goblins and orcs and see kobolds as petty distractions.

Humans: Part of the Big Folk, they are about 5 feet tall, usually.

Sadly, they aren't especially noteworthy...

They usually live to be around 80 years old.

They get along well with all races except for elves. They hate goblins, orcs, and kobolds.

Elves: Nature bound big folk who love trees. They are the tallest non-evil race, being around 6 feet and 5 inches on average.

They have powerful and graceful swords and daggers, perfect for defense.

They live to be 900 years old on average.

They get along with halflings, gnomes, and fairies quite well. They dislike, you guessed it, kobolds, goblins and orcs.

Fairies: The smallest of all races, only measuring up to 5 inches tall.

They are mischievous little things with only magic powders to trade with, it seems. Not much about their culture is known.

They tolerate all races, tricking them all the same.


The Evil Races: Goblins, Orcs, Kobolds

Goblins are 4 foot tall cruel, yet intelligent beings that hate everyone except orcs and they live to be over 80 years old.

Kobolds are 2 and a half foot tall lizard-like thieves that hate elves with a passion (Nobody knows why...) and these things live to be 15 years at average.

Orcs are the tallest out of any race, good or evil, at an intimidating 8 feet tall. They hate all except goblins, they eat meat and meat only, and live to be 90 years at the average.
------------------------------------------------------------------------------------------
Now that the races have been mentioned, let's start this tale.
------------------------------------------------------------------------------------------

It is March 16th of 478 in the Gnomish calendar.

You and about 36 other gnomes have come to start up a new town, as the old town you lived in before was destroyed. You have taken it upon yourselves to build something glorious. The name? Burroowsville.


Your supplies are:
*An anvil

*5 axes

*5 pickaxes

*Various building tools (hammers, nails, etc), enough to help make a few houses and a town hall.

*Enough food to last 2 weeks

*30 bottles of dwarven beers, wines, and the like

*15 books of Gnomish literature (2 are medical books!)

*A painted portrait of the first gnomish king, King Kurvam the First

*Toys for any young ones

*10 bottles of cure-all potions

(LIST OF PLAYERS (MINIMUM: FIVE / MAXIMUM: NINE):
(Also, put your Gnome name, gender, age, and profession down.)

1. Starwise, the male mechanic/astronomer of 30 years (Maximum Spin)

2. Meimfkerpot, male Inventor of 93 years (Supernerd)

3. Chowchug, male cook/brewer of 150 years (Pavellius)

4. Old Man Fumperdink, male miner of 180 years (LordPorkins)

5. Ceenkkist, male Architect of 87 years (KittyTac)

6.  Lalna Oilsmeared, a female Gnome stone mason/carver and hobby tinkerer (Asgarius)

7. Bob, the male farmer of 39 years (Leodanny)

8. Adjute, 50-year-old technowizard (bloop_bleep)

9. Smith Beaynkontr, a 78 year old bureaucrat and general pencil-pusher (Doubloon-Seven)

ALL PLAYER SPOTS FULL

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