
Credits:Creator/:\
Co-Producer/:\
Co-Modder Hugo the Dwarf/:\The Master/:\Sanure
Graphics:
Myself
Jeff Vogel of
Spiderweb Software for his game
Geneforge and it's concepts I borrowed.
Old Thread:
|({[<---*Regeneration V5.0*--->]})|Ideas/Help from:
Hugo the Dwarf
The Master
Ross
Meph
Stronghammer
Joeybowling
The Creators of Kobold Camp
Jake (Rifles and Pistols)
1v0ry_k1ng
Sanure
Delioth (Gunblades, and Kobold Blocking Bracers)
Putnam (For various modding corrections, and nifty tips)
CaptainKobold (For setting up the Regen Wiki)
IndigoFenix (For his research into COUNTER_TRIGGER)
ToxicShadowIf Asked for permission to use something of yours and your not on here PM and let me know
Regeneration: Forced Evolution
alters all of standard files, so anything that requires any vanilla file to be altered will remove features or make RFE Unstable.
Every update to regen the 'raw' foulder should be cleared out, and files get constantly re-organized. So it's possible for dupe raws.
<*Details*>Regeneration adds in a new civs, and drastically changes how DF is played. Being able to play as three different races:
the Humans in which you start out building a surface village and work your way to the magical science of creating life from essence.
the Dwarves as you expect to play vanilla DF but now have a more expanded Industry and can create clockwork automatons late game.
and the Kobolds play as the dog-like skittish thieves as you always wanted, assemble your tribe, and survive.
Most creatures no longer die from a bruised brain as I included a three-part-brain, so to kill someone you gotta pulp their bone case.
Magic is in and most races use it to an extent, some are better with magic then others. Such as humans, they have mastered the art of magic.
Unarmed combat is slightly more flavorful now that there is back hands, elbow smashes, and knee bashes.
The caverns are more dangerous now that there are two cave civs that can ambush and siege, so don't get too comfy down there.
A few cave creatures can now go into stealth mode (most water based predators can do this in the water) so expect cave beasties to be jumping out at you.
A stronger metal known as Mithril can be traded for from the elves (elves in regen are not your standard hippies, think LoTR)
Here is a List of civs:
High Elves (these guys trade mithril)
Humans (Playable and trade buddies)
Dwarves (Playable and trade buddies)
Kobolds (Playable, Hard Mode, no allies)
Unholy (Evil, Late Game, Undead)
Exiled Elves (Evil, Bad High Elves)
Vashta Nerada (Goblins, Orcs, Trolls, Evil)
Standard Animal People (Caves)
Troglodytes (Cave, like goblins)
Gremlins (Cave, Like Kobolds)
Regen also has some niffty things called "resource buildings" these include the Mineshaft and Quarry the term "resource" is double sided, it takes tools to use these
and the tools break making using them more of a "I need this material, and I need it now" other then a casual use building.
Also humans and dwarves have a building called "screw pump well" with this you can get water anywhere you want, it gives you the ability
to pump water into buckets for hospital use or into barrels for drinking, dwarves can also use this to fill a steam trains cargo bay with water to have it dump it
creating a 7/7 tile of water allowing you to fill your own ponds and legoons.
<*Download*>
| Currently under construction, but a good deal of info is in. Need help running a new building? Go here. Features is a good place to start on that page, as it links to everything that may interest you.
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<*Recommended Tilesets*> If there are any other good tilesets feel free to post there link here | <*Helpful things*> LAA- Large Address Aware - This site will help explain how to let DF use more memory, for those unexpected crashes that happen with large worldgens or embarks.My Personal Wiki Source - Yes I have been assembling a little HTML based offline Wiki source, It is not the entire Wiki, but it has alot of important things that I use alot. |
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<*Features*> Combat: -Damaging the skull causes a temp. Knock out -Attacks like "Back Hand, Elbow Bash, Knee Bash" are added to the 5 main races -Skulls are as tough as copper -Death from a brain bruise is not instant death (unless all three parts of it are damaged) -People can now headbutt things!
Humans: -Humans can now convert "large beetles" into "essence beetles" which give birth to "essence" in which can be shaped into various creatures. -Can upgrade to Shapers, and use "essence" to make Serviles that are servants that can do labor, or various creatures that can be trained for war and used as guards or body guards.
Dwarves: -Dwarves can make gun powder weapons, and has advanced industries. -Dwarves can convert "large beetles" to "clockwork spiders" to produce "power geodes" in which various other mechanical creatures can be made from.
Kobolds: -Ever wanted to see what the kobolds do when they're not stealing stuff from your fortress? Now you can play as them! -It's Kobold Camp but updated.
Resource Buildings: Quarries can supply you with all the stone you ever need, and clear out excess to boot Mineshafts can allow you to dig ore, coal, gems, flux, heck anything you can't get at embark Screw Pump Wells can let you get water where is none, bucket it or barrel it. Or empty out buckets of water.
| <*Change Log*> v1.3 -Some various insects now share standarized materials they managed to excape the conversion. -Pure steel cannot be made into armor, but still serves as a deadly weapon material. -Vanilla trees have been re-added, but all trees yield the same wood (as most underground trees yield a different kind) -All farmable trees have had their growing durations trippled, and produce only standard wood when processed -Fire material created -A learning tree for fire spells is created -A learning tree for ice spells is created -A learning tree for earth spells is created --Spells in the Trees are: ---Ember,Icicle,Mud Ball ---Ember Spray, Ice Shards, Mud Spray, Berserk, Slow, Befuddle ---Ember Flurry, Ice Storm, Mud Slide, Fire Rune, Ice Rune, Heal, Fireball, Mind Freeze, Root -Currently supressing the two Rune spells as they are not working as intended -Berserk has been disabled for learning due to not working as expected. -Dwarves have 3 magic castes, Fire, Ice, and Earth. These can be aquired by reading magic tomes at a reading stand. -When a Mage learns a spell the combat log will state he is learning the magic tree. -Humans now trade magic tomes, currently only way to aquire them is trade. -Books have a 30% chance of being destroyed each use -Focus Crystals are now a trade-able item -Magic is learned by reading a tome of magic at a Reading Stand.
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