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Topics - Splint

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1
Mod Releases / Community Monsters Pack, v1
« on: October 11, 2023, 04:42:03 pm »
==The Community Monsters Pack==
version 1

Welcome welcome!

This here little mod is just an itty bitty pack containing a couple creatures from some well-known (at least at thier time,) Succession Forts in Dwarf Fortress's bygone ages. This isn't really some major de facto overhaul like say, Teh LOLmod or huge sweeping addons like ZM5's output. Instead, these creatures often served as a major gimmick to their forts and often appeared in otherwise only very lightly to moderately modded games.

The current contents are compatible with v47.05 and v50.xx, but lack graphics support. If there's a volunteer out there willing to make them (or teach me how graphics work,) they may be added at a later time.

Currently the pack has modules featuring the following. Documentation will follow, which can also be found in their readme files included with the modules.
  • Spawn of Holistic of 40d's Syrupleaf and 34.11's Spearbreakers fame, and includes weapons and variants that were meant for the sequel-that-never-was.
  • The Nothings of 31.25's Nomekast, along with an alternate version referred to as Pulsates instead.

Spoiler: Spawn Documentation (click to show/hide)

Spoiler: Nothing Documentation (click to show/hide)

Please let me know if everything's working! While I have playtested these creatures in the past and run basic arena tests, it's entirely possible there's a typo or a missed entity tag or something in there somewhere that got overlooked.

You can download the mod here.





=FUTURE PLANS=

Currently I have one additional race in mind to include, a group of "evil" dwarves I plan to call the Sankites, after Sankis the Mad of Boatmurdered.

I may also add the Mountain Barbarians of Spearbreakers, though that'd be more of an afterthought.

Beyond that if there's anyone who has a creature they'd like to have added to the pack, you can post here, I'd be happy to include your little oddities in the pack.





-=SPECIAL THANKS=-

I'd like to extend a very special thanks to a handful of people, those being Mr Frog and Nakeen (who kept the spawn up to date over time, even if they're seemingly long-gone,) Hugo the Dwarf for helping with troubleshooting bugs, and ZM5 for the same as well as updating the nothings to work with the present popular releases of v47.05 and v50.xx.

2
Mod Releases / Splint's Miscellania v4 -Coming of the Stick Slayer
« on: March 20, 2021, 07:05:23 pm »
=]S[= SPLINT'S MISCELLANIA =]S[=
A collection of minor mods.


Hello and welcome traveler, to my shitty little abode. So, " Splint, what the fuck is this?" You may be asking. But probably aren't.

This thread/project is a place for me to share stuff I make, either of my own volition or at request, that falls outside the scope of vanilla expanded or the utility mod. Could be anything - weapons, civs, creatures, whatever.

As I intend to make more stuff, see the changelog for new additions.

Additionally, anything in here can be presumed as modder resources, just give me (and if I used someone else's stuff as a base, them as well) credit if you decide to use anything.

v1 consists of the following

Gors - The beastmen of Warhammer Fantasy, adapted as best I could manage without magic. They can spawn as spire or forest retreat civs, competing with elves for space in the latter case. Assuming you use both files, that is. They sport thier own array of wargear and 4 castes.

Heralam - Essentially sterotypical depictions of angels, being winged humans with brightly colored eyes. They're capable of flight and have some flavor weapons, as well as thier own animals - Porter Swans for pack animals, and Giant Frost Bats for war beasts.

Urks - Based on a combination of various orc types. General belligerent dicks. They have two sizes of squigs as custom animals, one for fightin' and one for ridin'.

Apocalyptic Arsenals - Contains an assortment of weapons and ammo, for now consisting solely of the guns seen in the Metro game series and a few that are setting-plausible to make up for not having the grenade launcher or flamer. I do intend to do Fallout's as well, but there's nothing from that in yet.

Spearbreakers Weapon Pack - Contains an assortment of ranged weaponry from Spearbreakers' extended canon, though minus the coil and rail weaponry. Also includes Ferocious Gorlaks as trainable fighting beasts.

Spoiler: CHANGELOG (click to show/hide)

If you'd like to make a request for something, let me know and I'll see about it. Provide as much detail as you can, else I'll make assumptions and adjustments where needed, and bear in mind I'm no DFHack master nor am I willing to do big, multi-caste abominations just yet. So keep it simple while you're at it.

Special thanks to ZM5, Hugo the Dwarf, and rinestone arts for providing assistance with bugfixing and playtesting.


3
=]S[= VANILLA EXPANDED =]S[=
A relatively minor mod.

Download the v50.01+ release Here

Download the last v47.05 release Here

Before anything else, if you notice some major flaw in anything in the mod, please let me know so it can be fixed quickly as possible.


Hello, and welcome to the Vanilla Expanded mod!

This mod is one that aims to add new creatures, fill in missing ones, or add new content to the game without being too extreme or doing anything too crazy.

As with my utility mod, everything is modular, and as few new materials as possible are added for maximum compatibility and end-user customizability, but at the end of the day the main name of this game is adding things to the game that wouldn't feel too out of place in a vanilla game and balance tweaks here and there. In theory, everything should presently work fine. The creatures work and appear in Arena mode, and some testing has shown other things to work as well (weapons appearing, creatures popping up being a menace, that kind of thing,) so unless there's some glaring flaws it should work.

It includes elements from the following mods, repaired where needed or given new descriptions, tweaks to biomes, and so on and are all used with permission. PLEASE NOTE SOME LINKS MAY NO LONGER WORK DUE TO A DFFD OUTAGE IN LATE 2022.
Nature+, by Lurksquatch (creatures, inorganics)
Civilization Forge, by Mephansteras (creatures, plants, and inorganics)
Arctic Additions, by Malecus (creatures and plants)
Sver's Combat Overhaul, by Sver, et al (tissue revisions)
Mostly Mythical Monsters, by IndigoFenix (whatevermancers)
Domestically Bred Dwarven Beasts v1.2, by vettlingr
Splint's Prehistoric Creature Pack, by yours truly (creatures, pls don't download this, it's in rough shape)

ZM5 also provided a ton of assistance in repairing things from nearly all of the mods.

So what does this specifically add? Well, while you can read the readmes individually, I know some folks aren't liable to do that. So here's that information here as of v1.

Spoiler: Vanilla File Changes (click to show/hide)

Spoiler: New Entity items (click to show/hide)

Spoiler: New Creatures (click to show/hide)

Spoiler: Changelog (click to show/hide)

I hope you guys enjoy the mod, such as it is, and do let me know if something's gone wrong!

If you have suggestions on things to include that aren't too crazy, feel free to pop those in too.

NOTE: V9 Has seen the mod receive a massive reorganization to make things more modular, easier to sift through, and easier to update. Hopefully it works out.

4
Mod Releases / Civilization Forge Unofficial Branch - v2 release
« on: November 24, 2019, 10:24:27 pm »
CIVILIZATION FORGE UNOFFICIAL BRANCH
[DISCLAIMER]
I am not the original creator of this mod.
Mephansteras has granted me permission to upload my personal update to his mod, found here, since he's unsure when he'll actually have a release available for the mod proper.

WHAT THIS MOD DOES DO
Updates, trims, strips out antiquated systems, and brings Civilization Forge (mostly) to v47.04, and integrates Fungus Expansion and Splint's Utility Mod into the mod, to allow for more varied stuff, and more efficient building, among other things. Some of these changes are based solely on personal preference, and do not reflect any design choices Mephansteras may make.

WHAT THIS MOD DOES NOT DO
Claim to be the original mod, its replacement, or take credit where it isn't due.

Spoiler: CHANGED STUFF (click to show/hide)

Spoiler: REMOVED STUFF (click to show/hide)


Spoiler: NEW STUFF IN VERSION 2 (click to show/hide)

Spoiler: PLANNED STUFF (click to show/hide)
CREDITS
Mephansteras - For creating Civilization Forge and granting permission for this unofficial branch to be made available publically. It was a good mod once upon a time, and I'm eager to see the mod brought up to modern specs properly.
ZM5 - For help in fixing the bugged invertebrates.
MottledPetrel - For Fungus Expansion

NOTICE!
This release may have issues. Please please please let me know if problems crop up.

D O W N L O A D   H E R E

5
+O+O+DEUS VULT, INFIDELS+O+O+

Hello and welcome! Here you'll find the Version 1 of the Crusaders, here under the name of the Vanteans, a nation I created a long time ago.
This mod as more or less been "release ready" for more than a month and a half now, and at 2AM, I've decided to finally release it.

The Vanteans are intended to play as something of a mix of humans and dwarves, with a slight hint of necromancy. They are human sized and possess magic user-lite castes, all geared around destroying the undead and evil creatures and providing minor buffs to allies or themselves in some cases.

There are no unique graphics. I have neither the inclination nor the means to provide them or use them in this instance.

CASTES

The majority of castes are military ones, consisting of Armsmen, Knights, Templars, Paladins, and Mages. The two non-military castes are the Commoner and Priest/Priestess.

Armsmen: A general combat unit, with greatly reduced ability to learn non-combat skills, but they can still tend fields and do other work in a pinch. They lack any buffs, and have no particularly strong affinity with any one weapon, but in general are better marksmen and archers than the other combat castes simply by virtue of thier lack of specialization.

Knight: A tougher generalist unit, also packing a minor self-buff to use in combat. They are an even better choice than Armsmen for combat, but are even worse at everything else.

Templar: Specialized in Swords and Axes, and being prone to rage and fearless, these guys are straight damage dealing zealots. They outright refuse to learn non-military skills.

Paladin: Specialized in Maces and Hammers, and packing undead crumbling powers. Unlike Templars, they can still do non-military skills, but are very bad at them, even compared to Knights - with the exception of practicing medicine.

Mage: The most destructive caste, fire-weilding, telekinetic mages can temporarily paralyze or destroy the ribs of targets (inflicting terrible, painful infection in the process,) pelt them with hard light bolts, or burn them (and everything else) down with fire balls. Strongly advise not fielding these men and women too extensively in forested environs. Turns out they aren't as flame-resistant as I thought they were and the last two I fielded personally burned down a quarter of my embark because some ravens spooked them.

Commoner: The most common caste, they handle most of the non-military affairs, and sort of suck at most combat skills with three exceptions: The axe, spear, and crossbow, the traditional weapons of the peasant levy.

Priesthood: Priests and Nuns handle medical duties and administrative roles for a Citidel. Like Paladins, they have a fondness for blunt weapons (viewing them as less messy since with the exception of teeth, they seldom remove anything.) They can also crumble single undead and buff the recuperation rate of allies around them.

Hallowed Warrior: A special case, as they aren't a caste but a combat unit and full civ member built from armor and magic, souls of departed warriors called back to action in these dark times.

BUILDINGS

For buildings, the Vanteans currently have mostly things added by my utility mod, which you can find linked in my sig, and the mod's OP. This is by necessity, as I envision them as building citidels that reach high, and reach out, and mass construction material production eases that significantly. They do however have a few unique ones.

Master Smithy - Produces flavor gear and ostensibly better equipment, always from steel. They also produce lead and platinum-cored maces and hammers. Much of this gear is taken from Grimlocke's mod, linked in the credits on the OP, using his generous permissions.

Reliquary - Produces the Hallowed Warrior, a full civ member unit who exists as a venerable soul summoned into a suit of armor to defend the citidel and smite its enemies once more. If you get your hands on some of that oh-so-precious adamantine, you can even make individual units stop aging here.

Shrine of Sacred Oaths - Allows elevating of natural-born Knights to the rank of Templar, Commoners to Knights (maybe, I can't remember if I implemented that,) and clergymen/women to Paladin.

Recruitment Station - Maintains a small portal to home, allowing requisition of armor and weapons in partial sets for coin, as well as turning commoners and vanilla humans to Armsmen.


OTHER MODS

This version is built with ZM5's mods Lands of Duality and What Lurks Below in mind, and indeed ZM5 did 99% of the creature work (I only did very minor adjustments to descriptions, skill rates, and other minor, piddling shit.) As such, they come pre-packed into this as well.

Due to the Reliquary's reliance on DF Hack, that's also in of course.

As a minor thing, the Vanteans can also make barrles of drinking water when needed. This is treated as a drink, but imparts no benefits besides preventing death by deyhdration.

They also currently have Tanks, giant tortoises packing heavy artillery peices attached to them, and Resean War Hounds, a meaner, larger, and generally nastier breed of dog - some of which can grow to be large enough to ride.

NOTE ABOUT MONOTHEISM AND THE TRASH INCINERATOR
fis-sentient-butcher must be run per session in a given save. Otherwise dead sapients can't be incinerated properly. Additionally, the trash incinerator takes *anything* considered a bodypart - including wool, bones, and other useful unprocessed materials. Forbid those materials before setting your trash burners loose.

If anyone in your fort worships a megabeast, do NOT use the monotheism script, as it may assign that megabeast and worship of it will never fill, necessiting the use of Fillneeds.

GOING FORWARD

They'll be rebranded as a more generically-named Crusaders and reworked from the ground up, to be more vanilla friendly, add new materials, rework the unique workshops, and take out the dependence on ZM's modpacks.

CREDITS
ZM5 - For doing most of the creature work, and for the two mod packs (Lands of Duality and What Lurks Below) this mod was originally built to contend with to a degree.
thefriendlyhacker - For being a very patient teacher in getting the DF hack crap arrayed to properly produce the hallowed warriors and apply reaction triggers.
Grimlocke - Many of the master smithy items are from his mod.
Hugo the Dwarf - For spot-checking raws for errors. Good dude for that. Caught a good chunk of miscellaneous minor fuck-ups in reactions.

The download can be found here, and remember my friends...
+++ALL CRUSADES ARE JUST+++

6
Hello erryone. I got another mod, this one with little fanfare and probably more effort than was needed.

Copy pasting the general readme here.

First, I want to thank the following people.

Teneb - Pointed out something I managed to miss multiple times on the wiki.
FantasticDorf - For providing a link to a contingency script.
burrito25man et al - For the script in question.
ZM5 - For being my guinea pig and testing all this shit out with me, and general spot-checking on raws for errors. Check out his mods. They make life miserable for your dudes in good and evil biomes, caverns, and just in general.
Hugo the Dwarf - Additional help in spot-checking raws for errors.

Spoiler: Readme copy-paste (click to show/hide)


7
+++ Lolokgatin +++
-0-GRANITEPANTHER-0-
The Grand Builders

++++000000++++
PROLOGUE
++++000000++++
-Excerpt from the journal of Tirist Standardclaw.-

1st Opal, 351

The time to depart has come. Meph has grand designs that are against traditions due to surface living. Most call him a mad dwarf. Some believe him to have become stark raving mad. But we are his friends, and we must be there for him. Ablel and Deler believe his ideals to be worthy. Momuz and myself have little to do as warriors of the arm in the homeland, and they will have need of warriors. It is also alleged Meph spat on a baron.

I do not know if I believe this allegation.

3rd Opal, 351

We have loaded a wagon with commodities and joined a caravan traveling west. Meph alleges he has hired prospectors to find a worthy site for us to claim. They will meet us at the Confederate town of Relicheated.

9th Opal, 351

Relicheated is a modest town. Ruins surround it, teeming with untended livestock and feral dogs. Many bandits reside here, this much is certain. Momuz does not travel while we rest here without her sword in quick grasp. Some blame the tomb to the northeast for the ill fortunes of the area. The local Lord blames intermittent war with a neighbor to the west. I did not inquire who these neighbors are, as humans are prone to warring among themselves moreso than beardkin.

13th Opal, 351

The prospectors have given Meph a map to our supposed home. I hope is it up to date.

++++000000++++

Hello all! Shitty prologue aside, welcome! After the abject disaster from last time, Meph is finally slowing down on updates so I can do a mulligan on the tileset showcase, and I can get around to a new Masterwork fort as well to avenge Riverrun and Paintedskin's loss to HDD failure. However, to keep things interesting, I decided to make use of the DF Scenario Generator. It's given us a general "rebels and outcasts" background, with the challenge to not use deadly traps, not farm plump helmets, settle in a savage biome, and do so within range of a necromancer tower.

We also need to base another goal off a randomly generated name. We got "Granitepanther, as the name above says. So I reflected that in a goal further down. I'm open to other suggestions as well. our group is known as "The Knives of War," per random gen. On top of this, I'm going to make every effort to manage the stress of the population without my usual tweak to stress resistance. Weather is a big threat in that regard.

So. onto business.

Now, unfortunately there were literally no necromancers in this world, despite ample secret types available. So that stipulation had to be dropped after three gens (one of which sucked for anything, and the first of which lacked what I needed in the temperature range.) We also appear to have a bit of overlap with a non-savage biome. We are the dwarves of The Excavated Figure, outcasted for our belief that the great outdoors are not poisonous, but something to be conquered, just like any cavern.

Turns out this is a rather unpopular opinion among the dwarves. Who woulda thought.

++EMBARK LOCATION++


A good mixture of shit is on-site according to prospector, though obvious where it is I couldn't tell you yet. Should be able to do most overrides without imports, though without an obsidian farm, I'm going to need to import the shiny black rock. Clay, sand, marble, copper, iron, gold, and silver are all present (allegedly anyway.) Only downside is the lack of a mundane metal like zinc or lead, so I'll need to import metals for building stuff with until everyone is properly equipped (since iron and steel will still be at a premium.)



Our supplies. I've brought some pre-made weapons just in case there's giant animals or overly curious river monsters, and a spare pick and axe. I've also brought along leather to make body armor out of, since I plan to armor the militia lightly, and that's the minimum to prevent grapple-related accidents I've found. Anyway, this fort's honestly going to be painfully boring because of both where I settled, and the primary purpose. I may even go back and axe the current writing style, but eh.

Now let's get stuck in, shall we?



MODS IN PLAY

Revised -  Because it includes a bunch of bugfixes and whatnot.
No Nerves - Never liked it from a gameplay standpoint.
Slower Farming - Why not?
All decorations are on.
Ferric Elves - Additional Enemy (I wanted something besides goblins to fight.)
Dwarves have access to more weapons. Because I like variety in my murder implements.

RESTRICTIONS AND GOALS
I am not allowed to utilize weapon or airlock traps.
I am not allowed to farm plump helmets (I am however free to buy and cook them and their seeds.)
I must utilize all overrides in some capacity if able.
I must manage the stress of the population effectively.
I must build all citizen housing with stone walls above ground.
I must seize all artifacts carried by visitors if possible.
I must have at least one squad of non-dwarves.
I must build windows into most things.
I must dye all thread to be used in clothing.
I must provide favored animals as pets if possible.
I must reach the 400 year centennial of the world.

CONSTRUCTION GOALS
Royal Museum - Must have at least 40 artifacts.
Royal Archive - Must have at least 200 books and two full-time scholars/scribes.
Bank of Granitepanther - Must be built from marble, gold, and/or silver, and have at least 50000 coins of each type stored inside.
Engineering Academy - Must be built from copper. Must train at least  four legendary engineers.
Central Park - must have at least one central tree and one or more ponds.
Trade Warehouse - Must be large enough to utilize decorative structures to simulate a stocked warehouse.
Mural of a black panther - Open to suggestions on what material to use, considering the demand for obsidian already in my museum plan.
Great Temple of Alron Etur, The god of mountains.

OTHER NOTES
I've limited the size of sieges, but also the population. Once all citizens have been tended to, and we're able to satisfy most needs, I'll increase both in increments of 10.

8
=]M[= Odkishmomuz, "Ferncrypt" =]M[=
A Story-Showcase Fortress
We will enforce the Builder's Art

+O+O+O+ PROLOGUE +O+O+O+


=]M[ ORRUN LAM ]M[=
Roared the Stones

I cannot remain here. I have said farewell to my parents and brother and fled to a hillock to await the return of surveyors. I am gathering whatever supplies I can muster for the journey and I do not know what fate holds for me, but I am the outcast dwarf now.

2nd Opal, 280

I have finally heard from surveyors of locations. I must find dwarves willing to travel for a new life outside the mountainhomes. There are unclaimed mountains far to the east, but the head surveyor has told me to beware The Swamp of Strength. I do not fear tangles of greenery or creatures.

5th Opal, 280

I have met a dwarf by the name of Sard. She seeks passage out of the fortress. I have heard of Sard. She is disreputable and attempted to sell bags of magma to nobles. I do not understand the bags of magma or how they are possible. She insists I refer to it as bagma. If my settlement is to become great, I will need an appraiser and grudgingly allow her to join me.

9th Opal, 280

I have met a soldier willing to travel with me. He is a macedwarf by the name of Hoyt. It will be good to travel with a seasoned soldier. I also encountered the engineer Hugo, who agreed to join as well. She alleges disownment for refusing the family craft of bone carving and seeks to forge her own path.

13th Opal, 280

I have been forced to take my comrades and flee [place]. The Royal Guard was close to discovering my whereabouts and plans. I must swear others to not tell caravans my name, lest a terrible fate befall us. During our escape, a mad dwarf named Meph was found clinging to the underside of our wagon, and she claims to be fleeing from those who do not "appreciate the art." When I asked her what dwarf does not hold squares to be so, he stated I was not fully correct. She told me that while squares are the art all masons must aspire to, builder must make the materials match or it will be unseemly. He claims the wagon is of both arts, and is thus acceptable.

She then demanded to know why we were fleeing the fortress, and I told her with honesty. She did not appear bothered by this and instead appeared to be in good spirits because she "can enforce the arts."

I do not understand how one enforces the arts.

23rd Opal, 280

We came upon the ruins of a savaged cultist camp. Therein we discovered the axedwarf Pratt. Sard discovered two injured cultists and constructed sheep wool ropes to bind them with for questioning from looted supplies. Hoyt freed Pratt from her cage and she informed us of a great beast that savaged the cult. She then declared that the cult was weak, which terrified the prisoner cultists. She then declared that they had done the same of her, but their trials had made her stronger than them. I will write the words for posterity.

"They named me a weak dwarf. But they have made me strong. Now they are weak, and I will show them the lessons were not ill-taught. The weak will be culled."

Pratt looted a heavy iron axe from the corpse of a cult warrior and slew the two prisoners. The sight was traumatizing to behold! She did not kill them quickly, and shattered unbroken limb bones before spilling guts of one and breaking the neck of the other, to ensure a slow demise. I am fearful of Pratt, but she has pledged to cull the weak in the name of our future fortress and make weak timid dwarves into strong war dwarves. Hoyt did not contest her claim to leadership of future war dwarves.

3rd Obsidian, 280

Pratt has insisted upon scouting ahead of the wagon. She is intent upon finding the cult's warriors skulking like verminous kobolds. She instead has found a ruined forest hillock that is not on any maps stored in the wagon. We have made camp in the drinking mound while Pratt and Hoyt explore the ruins.

5th Obsidian, 280

Pratt was ambushed by kobolds skulking a storage mound. She did not pursue them, and claims they were in retreat of something else. She found kobolds with throats and limbs torn by dog or wolf teeth in the mound. Someone is stalking the ruins and does not appear aware of us. Pratt's discovery has made us bewared of them however.

8th Obsidian, 280

Looted two mail shirts from corpses. Corpses were burned and wore cult pendants. Looted six stones of gabbro. Looted three copper axe pendants. Buried three dwarves in dirt. Vomited from handling rotted corpses. Discussed settling the ruin.

9th Obsidian, 280

Left camp to relieve myself and discovered fresh cult corpses. Two bore teeth marks of dogs or wolves. One bore wounds inflicted by a spear or dagger. Fetched Pratt, and she informed that the wounds were from a spear. The cult prowls. Looted one iron sword pendant from storage mound. Looted three suits of leather armor from storage mound. Looted three copper ingots from storage mound. Decision was reached to continue onwards at next sunrise.

13th Obsidian, 280

Passing through elf lands. Hugo felled a tree on principle. Sard gifted her a heavy boulder she found on the road to make mechanisms from for the deed. Discovered elf and cult corpses hanging from the trees before making camp. The cult and elves appear to be warring against one another. Pratt believes it is the cult killer from the hillock. I do not know which theory to believe.

20th Obsidian, 280

We approach the mire. The pines and maples are giving way to vibrant fruit trees. These trees are the only good thing about nature. Nobody from the capital should find us after passing through here.

23rd Obsidian, 280

We have found slabs with old dwarven carved on them. Hugo claims understanding, and that they are possibly a warning, or territory marks of forest dwarves. I do not believe forest dwarves are real.

25th Obsidian, 280

Vines choke the land and bridges across rivers and streams are becoming few. And many of those we have seen are also choked by vines. There is a detestable flower smell in the air as well. Spring approaches and this is to be expected in swamplands. Discovered four cult corpses nailed to trees with obsidian-tipped spears. Discovered one cult corpse missing the left arm and right foot. It was covered in bite and scratch marks. There was an obsidian spear head lodged in the left ribs with a partial haft snapped off.

1st Granite, 281

Discovered more slabs. The slabs depict elves and dwarves being consumed by badgerwolves.

3rd Granite, 281

Narrowly avoided a cult patrol of ten dwarves. Hoyt and Sard had to restrain Pratt to avoid an altercation that would have surely ended with our deaths.

5th Granite, 281

Discovered the patrol dead from wounds. Many cult dwarves had their necks broken in their sleep. One was hanging from a tree. One had been chewed by beasts. Hoyt and Sard believe the cult slayer shadows us.

7th Granite, 281

More slabs depicting warnings of a cave exuding water or magma. The flow is surrounded by screaming dwarves and elves. In the cave mouth is a dwarf bearing a strange symbol. None of us understand this symbol.

10th Granite, 281

Discovered an abandoned campsite. We appropriated it for the night. Found a staff with the strange symbol. Meph crafted it into firewood stating its shape was not the art. I do not understand the art. I am just a smith.

13th Granite, 281

A bridge collapsed at a river fording, and we narrowly avoided the loss of the wagon. The loss of our supplies would have been devastating, but the shoveldon shattered its yolk shortly after pulling the wagon back to land, and we have no leatherworkers to make repairs to the harness.

14th Granite, 281

We were approached by a dwarf today clad in furs followed by war animals. He spoke in old dwarven and only Hugo could understand him., and not with great clarity. He appears to have left the slabs and murdered cults and ferric elves. the unmarked hillock had been his home until the cult burned it. He hunts cult dwarves for vengeance. Sard and I are in agreement: We fear the forest dwarf.

He has warned us of an ancient gate to another world that if tampered with may bring ruin. If Hugo's translation was accurate, and I have no reason to believe it not so, the massive beasts found in this mire are the ferric elves and cult's doing, tampering with a portal they did not understand. I believe it to be an ancient offering portal like those used in the mountainhomes to give us magmatic force in safe to handle forms.



+O+O+O+

NOTICE there's a few glitches that are the result of user error on my part (such as tree trunks being the wrong color,) but everything is more or less working as intended. There's also some mild transparency issues that I've encountered, but again, these appear to be due to user error on my end.  As my game is heavily modded, yours will not look like this should you consider the tileset.

Helloooooooooooooo Everyone! As Battlejudge has more or less fulfilled its role, I have, at the request of Meph, decided to start a fortress mainly to showcase his marvelous 32x32 tileset, which can be found here!
While I haven't gotten everything I want out of this location, I'll get most of it, only really missing out on the ice and likely the obsidian sets unless by some magical coincidence there's a layer on this map somewhere, and the biome is savage neutral, rather than savage good or evil. I have however made up for this somewhat by way of the inclusion What Lurks Below and our nearest elf neighbors having access to creatures from Lands of Duality. Likewise, we will have access to anything we can import from the humans, elves, or the fall caravan, as our civ (and our enemies) have access to many What Lurks creatures as well.

Uniquely for us, and included with the world I rolled, is Dwarven Bred Domestic Beasts, which for us adds a nice layer of difference. In fact, how's about a full list?

Meph's Tileset of course, the main point of this fort, by Meph.
Dwarven Bred Domestic Beasts, By Vettlingr. Includes Meph set friendly graphics.
What Lurks Below, A Cavern life overhaul mod by ZM5.
Lands of Duality, A Good and Evil Biome Overhaul by ZM5.
Musket Mod, by zaporozhets. Includes overrides for use with Meph's tileset.
Dwarven Doomsday Cult, by me, of course. They'll be using Vordak's dwarf graphics to make'em look fancier.
Miscellaneous mods, also by me.
 - New metals (Gilded Steel, Bloodsteel, Cursed Iron, and Magmatic Force)
 - Casting gold and platiinum maces and hammers
 - Slade aquistion (and blunt weapons to go with them)
 - Tribal gear Set (Hunting Spear, wicker armor, ceramic masks, totem clubs and totem mauls)
 - Misc Armors (pot, kettle, full, bearded,) scale armor, goblin scrap armor and elven knotwork armor. I think that's what I called it. As well as sword, hammer, axe, and skull pendants.

ZM's mods add all kinds of nasty critters above and below ground, many of which our civ has access to. If we opt to war our elven neighbors, we'll see those things brought to bear against us. And while irrelevant, Lands of Duality add various nasty weather effects to make your life even more miserable in evil biomes, and regular miserable in good ones as well. Definitely give'em a look.

Now, with all that out of the way, here's our embark map. Forgot to grab one for supplies, but it's got the looted goods, anvil, some ore and coal, a copper axe, iron axe, iron mace, Hoyt's bronze body and head armor, plus a bunch of drink and kea meat, cave wheat and cave grape seeds, and Rakkat's war beasts.



We're in a freshwater swamp, as you can see, and I settled there mainly just to spite Meph. :P

Hopefully we'll have access to plenty of materials, because I hope to go all out with this with fancy temples made of thematically correct colored brickwork, an ornate library, a public park/nice courtyard to a keep, a suitably dreary prison, intimidating bone walls for barracks, and so on and so forth, with a side plan of building a giant fuck-off tower to spite the necromancers down south, and abusing the hell out of the decorative buildings to acheive .

Now, as you can see, I'm biting Bravemule again, but don't let that stop you from adding tot he story however you like! Translation convention is in full effect so you guys don't have to write the same way as I will be. :P I'll be doing an unclaimed character for anywhere from a month to a season as well for updates, starting of course with our smith and de-facto leader, Tolver.

[A list of our deities will go here in the future, once I make portraits for them.]

I'm hoping plenty of people will enjoy the fort, and be able to use it as somewhere to do a bit of writing practice, as I'm also going to do this to work on drawing some, so even this OP might change as I draw more shit. Let's get this started, shall we?

9
Hello all. I have a thread further down for something else, but I've decided to put something to up here, because I have a setting that would be... Fun. Politically charged due to some factions, but not playing favorites with anyone there.

This setting I currently just call The Network

It's a virtual world that isn't a simulation, if that makes sense. And I think it could be a kind of fun setting.

Now, I have a few ideas, but there's some issues.

1. I don't know how to do... I dunno, "serious" modding. This is a problem because lacking certain skills entirely, I can't implement things like power generators, robots, or automatic weapons and molotovs.
2. I've always been reliant on others fixing my broken stuff. Ask Hugo and ZM5, I usually go to them when I have no clue what the actual fuck I'm doing.
3. I'm an ideas man. So actually jumping in and getting good and proper stuck in... Scares me, to be honest.

So, let's begin with a few problems.

Spoiler: Main issues (click to show/hide)

Now that most of that is out of the way, let's go on to factions I have in mind. I'd like to make all of them playable eventually, save for one. For now, I am omitting two factions due to being highly controversial in nature until I've gotten further along in learning how to do shit.


And now on to wildlife unique to the setting.

Spoiler: Wildlife ideas (click to show/hide)

Now, the setting has room for all manner of craziness, and what's in the factions is just what I came up with off the top of my head, or is based on existing setting notes. Among the things I'd like to implent is, particularly for the Datajacks, some things to backfire, creating explosions, fires, or creating code-based entities like Corrs and Coderats as possible failures or even just because of bugs in thier equipment.

But in general, this mod will serve as a learning tool for me, both for what can and can't be done, how to do shit, and if people are willing to, showing me how to do shit directly. What I learn working on this could be carried into other projects (the Copper age mod, a playable civ of monastic knights, stuff like that.)

10
Mod Releases / Times Before Time - An Anachronistic Copper Age mod
« on: August 16, 2018, 01:22:12 am »
++++TIMES BEFORE TIME++++
==An Anachronistic Copper Age==

This mod is set during the pre-history (or more, very early history, due to the presence of writing.) A time before sprawling kingdoms, proper fortresses, or metallurgy. A time where great beasts such as the Terror Bird and Deathweaver roamed freely, and trolls were a many and varied lot. Or perhaps it is a time between great empires, collapsed into ruin and disorganization. In any case, this world is dangerous, and life is often brutal and can often top out in one's fourties if you're lucky before something unfriendly kills you.

The time before time is a massive anachronism, with creatures from many different time periods around. There is also no real organization above the tribal level.

FEATURES
  • Play as the plainsmen, who are made up of several speciaized castes.
    - Farmers - One of the two common castes, they learn food related castes faster than everyone else, with a deficit to all other skills except basic combat and the club and mace skills.
    - Warriors - Tied with farmers for commonality, they are fearless fighters who learn melee skills faster than anyone else besides the rarest caste, but aren't much help in other areas.
    - Crafters - Obviously they focus on non-combat and non-food related roles, and are vital to your industry.
    - Hunters - Your animal and fish related skills and ranged fighters, though with the rise of agriculture they aren't as common.
    - Brain men (AKA Thinkers) -  Your inventive types, they are the only ones with natural metallurgy and mechanics skill. They don't take as bad a hit to other areas, and are able to enter martial trances.
    - Shamans - The magic caste, only they can use the spirit totem to gain powerful abilities. Presently however, they simply learn all combat and medical skills faster, being a de facto leader caste.
  • All manner of new animals, such as new variants of trolls, aurochs, and terror birds
  • Armor is mostly poverty level materials in modern DF: Wood, bone, and leather. Expect injuries.
  • With weapons based on Stalhansche's handiwork, combat is much deadlier
  • New names and a background for current factions, and one new one.

    Plainsmen: The player faction, and the origin of most fo the others. UNIQUE WEAPON: THE LONG SPEAR: A primitive form of pike, plainsmen use this weapon as a coutner to the large beasts of the world and are the only ones large enough to wield it in most tribes.

    Hill-men: Plainsmen who eventually decided the high ground was the best ground, and so settled in the mountains, eventually becoming the dwarves. They would become shorter due to constant attrition bottlenecks caused by dangerous mountain beasts they would eventually hunt to extinction. UNIQUE WEAPON: THE BATTLE HAMMER - Unlike most hammers which are simply tools pressed into military use, the Battle Hammer is purpose built to splinter wooden armor and crack the bones of large beasts.

    Forestmen: The elves of ancient times, descended from plainsmen shamen who wished to remain in tune with nature. Their limited but innately spirit-touched population has lead to the stunted height of modern elves. UNIQUE WEAPON: THE ELVEN BOW - This bow is far more potent than the war bows used by other tribes. Lure them into close quarters to help negate this advantage.

    Green Men: Unlike elves and dwarves, these fiends have no link to thier now-distant plainsman cousins. They are a cruel race who follow dark powers. UNIQUE WEAPON: THE GOBLIN AXE - A superior form of serrated axe rather than the typical hatchets and war axes used by others.

    Madum:
    The Madum (tearers, as in flesh-tearers,) are tundra-dwelling tribes of plainsmen who have fallen on hard times, and so have resorted to cannibalism. They often raid other tribes in desperation, and often kidnap children in a bid to maintain thier own tribes' sizes. UNIQUE WEAPON: THE MANRIPPER CLUB - The earliest form of morningstar, and unlike other clubs capable of tearing flesh and puncturing skulls to kill enemies more quickly.
  • A crude form of archaeology, potentially yielding advanced bronze weapons and armor.
  • And a whole bunch more. Feel free to ask for specifics.[/url]
BUGS
Currently several custom reactions don't take their needed inputs for some reason. Feel free to abuse this for stoneware body armor and helmets.
The Welled Spring has a major bug that will crash the game: If you do not have a few rocks, log, rope, and bucket, attempting to build it WILL CRASH YOUR GAME.
Feel free to report others.

Download here.

DISCLAIMER: This mod is not finished, and as such many planned features are unimplemented. The mod is due to be rebuilt from the ground up, hopefully with other mod authors to assist in quality control.

11
Mod Releases / Splint's Prehistoric Creature Pack
« on: August 08, 2018, 10:28:45 pm »
SPLINT'S PREHISTORIC CRITTER PACK
A module for an upcoming mod
TIMES BEFORE TIME
An Anachronistic Copper Age Mod


Hello there! Once again I have come, with a half-assed mod in tow. This time around it's just a pack of creatures, with nothing really fancy.

Contained herein is a selection of random critters, some of them from Far Cry Primal (my first and favorite entry personally,) others from general prehistory, and still more simply made up but meant to fill a niche of non-vanilla giant bugs. Most of the predators are war and hunting trainable, and everything can be tamed, as well as come in a variety of flavors. The names are fairly simplified, as they're meant to be reflective of the human tribals you play as in the main mod.

Simply drop the raw folder into your game's folder and you're good to go! Special thanks to ZM5 and Hugo for checking for fuck-ups in my raws and getting the trilobites to be millable properly, and MottledPetrel for many of the suggested inclusions.

More ideas and additions are welcome.

Spoiler: GROUND BIRDS (click to show/hide)

Spoiler: MAMMALS (click to show/hide)


Spoiler: SYNAPSIDS (click to show/hide)

Spoiler: INVERTEBRATES (click to show/hide)

Spoiler: TROLLS (click to show/hide)

Spoiler: GREMLINS (click to show/hide)

Spoiler: MISC ADDITIONS (click to show/hide)



And here's the Download link.

12
DF Modding / Looking for ideas - Weapons and Industry for a new age
« on: July 30, 2018, 06:02:48 pm »
Okay, so. I intend to do a story fort with a focus on a character named Dr. Horizon. A dimension travelling super !!SCIENTIST!! whose areas of expertise are utilized to help the common man survive in harsh worlds. Additionally, the results may be released as thier own standalone mod.


Additionally, I need ideas for how to conduct the various research projects and what parts would be sensibly used in a simplified abstraction of making these weapons and armors.

This is in effect a giant shout out factory. This includes energy weapons if you guys think it'd be fair to include them and can ignore random laser or plasma bolts laying around.

Spoiler: WEAPONS SO FAR (click to show/hide)

Spoiler: ARMOR SO FAR (click to show/hide)

Additionally, I got an idea following on from Bioshock of drinkable upgrades that are expensive to produce and give only a single consumable unit of drink, but give serious benefits or magical abilities to a single unit. These however, if wanted for the story, would need a third party to make.


There are no bad ideas. Just keep in mind some will rely upon gameplay and story segregation or may need to be employed in roundabout ways.

13
---++++Nokzamzatthud ++++---
0=Battlejudge=0
We need a motto.


A late night. The group was about to depart, and merely await a dwarf named Doren. They had all only arrived within the past five minutes, so the leader of the group, based upon the fact she was the only one with any paper work, hopped up on a crate. "Right then, everyone, while we wait, I believe introductions are in order. My name is Nish Letmorulush. I'll be leading this expedition."

One woman huffed. "Don't suppose you have actual skills do you?" She said, giving her an accusing glare, one shared with another one. Clearly they assumed Nish was some namby-pamby noble's daughter.

"As a matter of fact, I do!" She said with a smile. "I joined the Miner's Guild several weeks ago, and my foreman says I'm quite competent at it!" She laned back and smiled at the she-dwarf who had asked.

"Much too polite." The other said. "Has to be some noble's brat."

"Riiiight." The accuser said. "Well, I'm Thikut Tekkudestog. Got assigned to this job by the Colonel in Lancegild."

"And what did you do, if you don't mind my asking? Were you a soldier, or?" Nish asked with a cock of her head. Thikut looked away, evidently embarrassed as she mentioned something about fish.

"Uh huh, well a fish disec-"

"Cleaner. I was a fish cleaner before I enlisted." Thikut cut Nish off, looking even more embarrassed, and aggravated, than before. Nish simply nodded, and looked to the other woman beside her. "And you miss?"

"Asob Storluathel. Conscript, but I wanted to be a glassmaker like my parents. They were putting me through the wood burning course when I was handed my duty notice. Not sure why I was put here half a continent away, but I can only make the most of it right?" She said with an uneasy smile. "I always did dream of being a great hero, I j-just didn't think i-t'd be directly... More through traps..."

"Meng and I will make sure you're entirely fine." A woman in smithing attire said, elbowing another whp had a big woodcutting axe.

"Please don't group me with you. I met you yesterday, we're not friends." The woodcutter said with a flat, annoyed tone. "Meng Astilised. Amatuer craftsdwarf. Woodcutter."

"And I'm Urist Imukuzol! Perhaps you've heard of me? Anything I've made?" The smith said with a hopeful smile.

Everyone shook there heads, instantly deflating her spirits. "Of course nobody has..." She leaned up against the wagon and huffed in frustration.  "Suppose this is why my master is sending me. Make a name for myself and all that."

Nish nodded at the three. And then turned to the only male dwarf in the bunch. "And y-"

He quickly snapped to attention and belted out his rank, name, weapon class, and the noble who assigned him to the duty per monarch request for an infantrydwarf. "Corporal Vucar Kisazir, Swordsdwarf in service of Baron Kogan of Constructbear! Assigned to Southern Expedition per request of Queen Rith!" He looked absolutely nerve wracked, and was trembling slightly.

"Oh gods, a careerist..." Asob mumbled.

"Relax Vucar! We're all friends here!" Nish said, holding up a hand.

Vucar relaxed somewhat and apologized. "Sorry, family's always been soldiers, had the regimentation beat into me."

A few minutes and small talk later, and Doren arrived with a wheelbarrow full of obsidian, gold and silver ore. "Evenin' folks." He said as he went round the back and started loaded the rocks into the back.

"You must be the man we were waiting for. Good to meet you..."

"Doren Gatinkubuk." He said as he up ended the wheelbarrow. "And you'd be right."

"Ah! Good, I'm Nish. I'll be leading this expedition."

"Good for you, what noble popped you out to warrant a leadership position?"

"I-I... Well-"

"Save it, don't care."

"R-Right.... All abord everyone! I'm sure the donkey and the horse are getting anxious all tethered up." Everyone boarded then, with Asob taking the reigns.

"Question." Thikut said as she looked over what were at th time a fair stock of food and drink, among other things. "We're our weapons and armor? Thought the baron here was supposed to issue us some basic gear."

"Oh, that? Sold it." Doren said as he took a bite out of a dried cave fish.

"WHAT!?" She and Vucar said in unison.

"Well I had to leave something for the ore and the obsidian. Otherwise it woulda been stealing." Doren said between bites. "Not in the mood to get a hammering."

"Alright, so we ave a thief and someone who dislikes nobles. Anything else you wanna tell us? They you dissect small animals maybe?"

"Nah. Trapper, not a dissector." There was a pause as everyone stared at him in abject horror. "What?" It took a few minutes to finally sink in. "Oh. Right, yeah. I'm a miner as well. Trapping's a hobby."

And then came the collective sigh of relief. Asob urged the beasts of burden onwards with that, though Vucar berated him for beign careless with government property, which Doren blew off as he settled in to sleep and Nish went up to sit with Asob as navigator.




Alright guys, I know I'm back for another one. Believe it or not however, this one is mostly to sharpen my writing skills for a bigger project involving knights and the various horrors of ZM5. However that's going to be fairly intensive on mods from my end regarding a specific character, so I'll both need help with that when I get around to the final bits of mods I want to add (specifically a single-use immortality juice, and fireproof logs, and figuring out a research system for it.)

That means I won't always be doing my typical journal style of writing, but shoot for something more in line Nomekast.

Now, goblins have died out, and humans are getting their asses kicked up one side of The Malignant Beak and down the other. However, I think we have a good premise set up here that outright justifies starting as much shit as we possibly can with the elves and if we want to be extra douchey, everyone else, including our southern neighbors. So it's kinda like Bandithorses (in fact, I had planned to name this fort Battlehorses, but didn't want two forts with "-horses" in the name.) Go show those dudes some love in thier criminal endeavors!

The main difference is we're here for a reason - to anyone else, we're a trade post. But the real goal is as said, a staging point to launch raids on the elves, in a vain hope to take pressure off the surviving humans and slow the elves' encroachment north towards the homeland.



This is our map.

We are deep in elf country, with three civs all jammed in that jungle, with plenty of human holdings likely to contribute troops as well. I can also confirm a Roc, a Hydra, and either 7 were creatures in the general region, or 7 refugees as well, so I plan to act accordingly because of the possible weres. I also don't know if we have any metal or coal on site, hence most of our supplies being that.


MODS IN PLAY
Just some minor mods that I've done, apart from LC's terrible weapons pack. It's almost all just items, basically. Apart from these, there are no other mods.

LC's Terrible Melee Pack - Everyone has been given access to a truly awful array of weaponry fit only for common peasantry - woodcutting axes, pitchforks, and more will give everyone much more ramshackle armies.
Dwarf Great Weapons - Dwarves have access to their own new two-handed weapons, in the form of Dwarven great swords, axes, and hammers.
Variety Weapons - Spiked flails and war picks for everyone who uses metal, as well as flails and morning stars for dwarves.
Hammer and axe pendants - Just for fun. Count as cape/cloak type items and made of metal. Could block an attack occasionally. Somehow.
Hats replace caps as civvie headwear.
Fearless Hounds and Horses - Dogs have been made fearless, and will fight to the death at their masters' sides (regardless of who it is, man, dorf, or whatever.) Likewise, Horses show no fear, as those used in combat (or reared by dorfs) are acclimated to frightening or even downright intolerable conditions. I've also made horses trainable for war.

GOALS

Basic Survival at present.
Pick fights with every elf civ around us.
OPTIONAL: Antagonize The Brave Treaties.
OPTIONAL: Antagonize the humans to the north.

14
===Welcome to Blazegate!===

No, it's not a succession fort.


==INTRODUCTION==
7th Obsidian, 182nd year of the Age of Myth

“The Queen demands an expedition.” Said a dwarf clad in merchant purple, to an older dwarf in clad in the burnt orange tabard of a speardwarf, a scroll case clasped to his back, as he looked over a map. “One bound for the Hot Swamps.”

He simply huffed. “I have no means for such.” This was true, as his army was tied up with finishing the remaining stranglers they had been at war with for some time, and these straggler apes had proven unusually slippery little creatures. “The Warriors of the Arm are not to be wasted with pressing matters at hand.”

“The Queen has made her demand clear.” The merchant dwarf said, narrowing his eyes. “You will find the war dwarves for the expedition.”

“I have no war dwarves.” The General said, sounding rather irritated. “There are more pressing matters for them.”

“This is not a negotiation. The Queen demands a defense in the swamp. You will ensure something is done about it.” The merchant said sternly as he turned to leave. “Otherwise we will ensure discipline is dispensed.”

He straightened up and turned to the departing dwarf to demand to know if he was being threatened, but the merchant had gone. He grumbled, and went for a bookcase laden with scrolls detailing records of various miscreants of society, created to let the Army know what dregs were correct to conscript should the need arise, as they had managed to get by with volunteer formations so far.




1st Granite, 183

The Wagon rolls, and near all are silent unless needed. Only Brace tries to break the quiet among us.

Brace continues to boast that she will murder many beasts with her hammer. I do not understand her enthusiasm. This place will be full of vermin bugs and large beasts able to devour dwarves whole. When I reminded her of this it only seemed to encourage her.

3rd Granite, 183

I have learned the reasons for our conscription and assignment to this place. Brace is of like mindedness and assaulted a noble for not speaking to her with respect despite her duties. Katt designed a watch post with poor artfulness, and it collapsed. A guard was murdered by the fall. Monitor did not report to a Baron's distillery in a timely manner. Russ murdered the cousin of a Baroness in a rage for drunken destruction of her favored Duthal. Drite had lumbered a baron's favored tree without orders. Pyri built unflattering statues of Queen Muthkat from clay.

5th Granite, 183

Winter's grip is still noticeable here. I do not understand its name. Regardless, we are within reach of our new home.

7th Granite, 183

I have been given basic instructions on the use of shields by Katt. I now understand the purpose of extra equipment.

9th Granite, 183

I have been given basic instruction on the use of spears by Brace. I do not wish to be a soldier and informed her so. She reminded me with harshness that I am already a soldier. I reminded her we have been sentenced to death within the swamp.

11th Granite, 183

It snows in the swamp. I do not understand, as swamps are not supposed to be snowy.

13th Granite, 183

We have arrived amid snow. At least there are no vermin bugs. But being close to The Brash Towers makes me uneasy.




==EMBARK==






==MORE INTRO!==

Helllloooooooooooooooooooooooooooooooo Bay12! How's everyone doin' out there, eh? So, Old Splint's got himself a bit of news.

First, let me welcome you to Blazegate, using Amostubal's stewardship version of Masterwork. This is intended to be more or less a spiritual successor to Riverrun, the save to which I sadly lost to a hardware malfunction, and Paintedskins was lost during routine housekeeping (I neglected to name the save folder, resulting in it getting chunked by my own stupidity.)

That being said, I wanted to try and replicate Riverrun to an extent, and wouldn't you lookit that, I got a perfect spot! Specifically one at a chokepoint with a southern river going across the map. Anyways, in case you haven't noticed, I've opted to take a different approach to the writing style, and I hope that won't be an obstacle to audience participation/roleplay.

You can obviously use a translation convention so you can write normally compared to the actual updates if you like. :P That being said, on to some other info! I'll also revert to my normal writing style if you guys feel this way is too much of a headache.

==MODS IN PLAY==
Additions sans Toy Types.
Deeper Dwarven Domestication
Standardized materials sans meat and wood, as there was some kind of issue regarding standardized meat and I wanna have wood types for flavor.
Harder Farming and Learning enabled.
More Leather.
Silk Eggs.
Small Things.
Terrible Melee Weapons, for that ad-hoc militia feel!
Mythical Monsters .
The Wild Hunt.
Plump Helmet Man Overgrowth.
Whatevermancy. I don't know if that nearby tower is traditional zombies or something else.
Deep Ones Cult.
Arctic Additions – Creatures and Plants (probably wont come into play, but you never know, maybe we'll get an imported wooly rhino or something.)
The Earth Strikes Back! + Secrets.
All addons under Dwarf launcher tab.
MDF Creatures – Vermin, Megabeasts, Surface/Cavern Creatures, HFS, Fanciful, and Monsters.
Vanilla Fliers disabled.
Succubi and Naga Disabled. Badgermen and Pandashi take their place, as part of the slaver faction.
Stranglers and Beakwolves are in play, and have their birth rates massively increased so they survive worldgen and hopefully come to play.

==OTHER STUFF==
I'll be doing each season from the perspective of a different NPC dwarf (rather than monthly, as a month might zip by without my knowing it. Usually.)

I have very minor mods of my own in play, mainly adding some flavor positions and military squads to “Higher” nobles.

I've renamed a few weapons in Terrible Melee Weapons; nothing major, mainly just replacing things like “gnawed-on “ and stuff like that, and many now need two hands for nearly anyone to wield, being things like lumber axes and pitch forks and thus not really meant for battle (or use with a shield for that matter.)

Some ranged weapons have a separate set of melee attacks added – Crossbows and Bows when used in melee will now have their melee attacks based on the respective weapon, representing them carrying a backup weapon for melee combat (since it's easier than actually issuing them an offhand weapon.)

Only two procedurally generated clown types are in play, to facilitate goblins spawning. Didn't do them any good during world gen.

==DIETIES==
We have a more bland assortment this time around, sadly.

Ber – A male Guard dwarf associated with Mountains, Caverns, Earth, Jewels, and Volcanos. Probably often depicting wielding a pick in place of a more traditional melee weapon.
Kovost Ivorysilver – A female Legionnaire dwarf associated with wealth. As Ber's domain brings wealth, and they are both military castes in depiction, one can assume they are spouses. As we have no other female gods, this also means the rest are likely their sons, and she likely serves as our war god as well.
Rovol Guardsaftey – A male dwarf associated with fortresses and things associated with safety, such as the rule of law.
Zalud the Fountain of Yearlings – Male dwarf associated with Fertility. Most depictions likely have him as a rather hefty looking fellow with a massive bulge in his pants and fruitful fields and orchards about.
Tamol – Male dwarf associated with Charity. Probably the nicest one of the bunch.
Lamnum – Beast Warden male dwarf associated with darkness. Likely always depicted stalking enemies and prey from the shadows. Probably the patron of the Beast Wardens, and his followers typically use a feather to pin up one side of their iconic hats based upon his own.



15
-=+Welcome to Paintedskin+=-
=+=+=A Human Fortress/City Story Fort=+=+=

War.
War is all we know.
It is our doom, our curse.
We must fight the elf because he denies us wood,
a critical resource to menfolk
that we may build our homes,
heat our food,
make paper upon which to pass knowledge to far-flung ages,
and craft our guns and lances. Our people however, are a dying one.

The gods have made their will clear,
and we shall flee as far as our beasts may carry us
and our supplies and tool permit.
The gods willing, you shall all find absolution,
and safety,
in our ranks,
should you find us.

Look to the joining of rivers,
and upon that place,
you shall find salvation
in the sea and river.

- Voice of the Waters, Prophet of Amsir and her husband-Clam - A note found nailed to the temple in



<[/]<[/]o0o[\]>[\]>


Hello! Today we have a special treat boys and girls: Masterwork! Specifically, the menfolk of The Kingdom of Filling, currently fighting a losing war against The Cobra of Comedy, an elven civ. The humans will not be played even remotely right. Mainly because I dunno what sorts of shit we'll have, and because fuck you, that's why. This isn't a tutorial. THis is Paintedskin. And no, I didn't pick the name, I actually forgot to.

Our merry band is composed...
The Prophet, A barely trained medic and writer, (Male)
Pilgrim A, a miner and engineer, (Male)
Pilgrim B, a woodworker and axeman should the need arise, (Male)
Brace, Captain of a recently mangled Mercenary Company, uses a zweihander, (Female)
Mercenary A, the only other survivor of the same company, uses axe and shield, (Female)
A random bard who was robbed of his instruments by bandits, (Male)
And a Journeyman Smith who came home to her homeland being destroyed. (Female)

We have come to a crossing of rivers, where we'll be building us a keep in hostile territory, partially due to us not knowing where we actually are (if you aren't the prophet and his followers anyway,) and partially as a giant middle finger to the enemy. We do have the good fortune of having an elephant with us. Sort of. Hopefully we'll get to make use of it.

Lets get down to business, shall we?





MODS IN PLAY
Earth Strikes Back! + Secrets. Maybe we'll get lucky.
Fear the Night Secrets.
DDD Animals.
More Leather.
Silk Eggs.
Standardized everything (sans meat, of course.)
Decaying food.
Mythical Monsters.
Odin's Ride (AKA The Wild Hunt)
Whatevermancy.
Deep Cult (may not matter for us.)
Wizard's Tower.





First up, per the usual, is where we embarked. Right at a junction of three rivers forming into a small lake and feeding into an eastward flow.



Second up, supplies! The aforementioned elephant happened to be our embark animal, along with a mule, so lucky us. Usually I get horses. Supplies are very painfully limited right now. Hopefully we can fix that quickly. The river will provide the water we need once the initial little bit of rice beer runs out. I think we have access to dwarf animals because of our civ's proximity to a mountain chain.

With all this out of the way, let's consider this a humanized Riverrun. Now, with all this out of the way, let us begin with the Journal of Brace!


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