Dwarf Fortress > DF Modding

PlayableCiv+ (V. 0.05A) [Antmen]

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Toxicshadow:
Hello, today I'm releasing an early alpha version of an ambitious mod in progress. This mod (PlayableCiv+) is meant to give you a little bit more of a variety on whom you play as, rather than the same old drunk dwarfs and useless pissy snobs nobles. Rather than making it a total conversion mod where it includes everything in your possible imagination and more, it's going to focus on playable races themselves. I also aim for this to be more of an expansion mod, and limiting file replacing. But of course it will include some custom buildings and weapons and such... for variety in races. They will be full races, with languages and all.

Use Legends mode to find a civilization of a preferable race.

I suppose I should start with the first made playable race:

Elves:
Spoiler (click to show/hide)Elves are those pointy-earred, tree hugging, small archers who get angry and raid you every time you offer something wooden to them. If you don't know who they are, well.... somethings wrong.

I don't own that picture, nor any other pictures on this thread.
Permitted jobs:
Spoiler (click to show/hide)
* Bowyer
* Carpenter
* Animal Caretaker
* Wood Crafter
* Metal Crafter
* Armorer
* Weaponsmith
* Weaver
* Clothier
* Herbalist
* Trader
* Woodcutter
* Craftsman
* Potter
* Glazer
* Wax Worker
* Farmer
* Cheese Maker
* Milker
* Tanner
* Miller
* Planter
* Brewer
* Soap Maker
* Potash Maker
* Wood Burner
* Lye Maker
* Shearer
* Spinner
* Presser
* Beekeeper
* Engineer
* Mechanic
* Architect
* Alchemist
* Doctor
* Diagnoser
* Bone Setter
* Suturer
* Surgeon
* Merchant
* Hammerelf/Master Hammerelf
* Spearelf/Master Spearelf
* Swordelf/Master Swordelf
* Archer/Master Archer
* RecruitD
* StandardD
* ChildD
* BabyDD Listed here for debug purposes only, otherwise useless.
Elves no longer have access to Axes, so they can't chop trees down(see Racial Features for alternative) However woodcutting is still in the raws incase you need to remove some trees if the amount of trees becomes too great. They're also Expert archers. Elves wont mine, its not their style. They also have woodburning for the potash to fertilize crops, however woodburning is looked down upon by most of the elven society.
Permitted Tasks:
Spoiler (click to show/hide)
* Praying to Tree Altar for Enchanted Farming
* Making Cloth Quivers
* Bark Armoring (Custom workshop)
* Elven Magic Wood Processing (See Racial Features)
* Tan a hide
* Render Fat
* Make Soap From Tallow
* Make Soap From Oil
* Make Pearlash
* Make Plaster Powder
* Mill Seeds/Nuts To Paste
* Make Clay Jug
* Make Clay Bricks
* Make Clay Statue
* Make Large Clay Pot
* Make Clay Crafts
* Glaze Jug
* Glaze Statue
* Glaze Large Pot
* Glaze Craft
* Press Oil
* Make Clay Hive
* Press Honeycombs
* Make Wax Crafts
* Make MeadElves will not smelt any ores(Or alloys(Steel)), nor will they make coke.
Nobles
Druid
Spoiler (click to show/hide)Quantity: 1
Responsibility: Religion
Succession: Acolyte
Lazy (Wont work)
No Punishment
Determines Coin Design
Requires 45 Elves, 2500 export worth, 10000 total worth before arrival.
Requires Bedroom worth 4000
Requires Office worth 4000
Requires Tomb worth 8000

The Druid isn't too bad of a noble, but he/she does want a good tomb for religious purposes. The requirement's aren't too high because the elves just want to know the new city is surviving before they send over an Acolyte to you to become your Druid.
Acolyte
Spoiler (click to show/hide)Quantity: 1
Lazy
No punishment

The acolyte is practically useless (like all other nobles) and is just there to become the next druid.
Princess
Spoiler (click to show/hide)Quantity: 1
Responsibilities: Military goals/strategy
Lazy
No punishment
Appointed by Queen
Female only
Queen
Spoiler (click to show/hide)Quantity: 1
Succession: Princess
Female-only
Lazy
No punishment
Responsibilities: Law making, Receiving diplomats, Military goals.
Requires 85 Elves, 5000 Export and 25000 Total value before arrival.
Requires 15000 Worth Bedroom
Requires 10000 Worth Office
Ranger Commander
Spoiler (click to show/hide)Quantity: 1
Accompanies a squad of 10
Appointed by Expedition Leader
Responsibilities: Military Strategy
Above RANGER_CAPTAIN in ranks.
Ranger Captain
Spoiler (click to show/hide)Quantity: As needed
Responsibilities: Attack enemies, Patrol territory
Appointed by Princess
Expedition Leader
Spoiler (click to show/hide)See Satyrs Expedition Leader for info, it's the same thing.
Highest Herbalist
Spoiler (click to show/hide)Though it can be interpreted in multiple ways, 'Highest' is a reference to rank, not marijuana(Or any other drug for that matter).
The herbalist is the healer.

Quantity:1
Appointed by Expedition Leader or Druid
Responsibilities: Health Management (Like the chief medic for dwarves)
Courier
Spoiler (click to show/hide)The Courier does just about everything relating to paperwork, he/she trades, makes agreements, accounts, etc...

Quantity: 1
Appointed by Expedition Leader or Queen
Responsibilities: Accounting, Trade, Make Trade Colony Agreements, Make Peace Agreements, Make Topic Agreements
Example city design and tips
Spoiler (click to show/hide)I would strongly advise a temperate, flat, forest. You'll need LOADS of wood. I would also suggest a brook, as Elves are not alcohol dependent, they are fine with drinking water, so long as it isn't salty/contaminated.


This is a basic city layout, it works. It doesn't include defense however. All I can suggest is make use of your archers. Also, with the houses, unless you want a hundred thousand houses, I'd recommend a total of 4 beds in each house. 1 In each corner. Make all of them their own separate bedroom.(They can overlap) This will cut your space usage and land to protect to 1/4th. Please note though, these are only suggestions, you can do anything you'd like. (As long as it's above ground, Elves wont mine)
Racial Bonuses/Features
Spoiler (click to show/hide)First, Elves make the best archers you will find, and to go with that, they get their own special bow- the Long bow.
The longbow has more force to it, and thus more power. It also takes more to make however, as they are quite large.
To go with this, Elves can also create cloth quivers at a craftsman workshop.

Next Elves also get a special workshop called the Bark Workshop. Elves have learned to use every part of the tree, and since bark is useless as fuel or construction material, why not make armor out of it? Advances in backwoods redneck thinking science have led to Wooden Armor. At the Bark Workshop, Elves can make wooden armor. This is made from 1 log and is used by Elves with the Wood Crafting skill.

Elves also can build a Tree Altar, where they can 'pray' for gifts.

Then, since Elves need to use some melee, they have access to Scimitars.

With the discovery of tree farming, Elves have, once again, put themselves ahead of other societies in that, when you processed a farmed tree at an Elven Magic Wood Extractor, there is a high chance of getting an extra log, as well as an extra seed.

Elves have also been gifted with magical plants that grow strands of metal in them. These plants may have their strands extracted and processed into a metal bar which can then be used for smithing. However the only metallic plants that they currently have are Copper, Silver, Gold, Lead, Platinum, Iron, and rumors have been heard about a legendary Elven village with Adamantine plants.
Next is the first custom race:
Satyrs:Spoiler (click to show/hide)Satyrs are: "A medium-sized humanoid with the horns and legs of a goat."
Despite their looks they're actually under the Good alignment, and aren't bandits. They survive of mostly hunting, but farming is always an option.
Also, to make a military in the start: Go to the Nobles page, appoint a Warparty Leader from there. Then you can go to the Military screen and create a squad under him.
Permitted Jobs:
Spoiler (click to show/hide)
* Miner
* Carpenter
* Bowyer
* Woodcutter
* Engraver
* Mason
* Animal Caretaker
* Animal Trainer
* Hunter
* Trapper
* Animal Dissector
* Furnace Operator
* Weaponsmith
* Armorer
* Blacksmith
* Metalcrafter
* Gem Cutter
* Gem Setter
* Woodcrafter
* Stonecrafter
* Bone Carver
* Leatherworker
* Weaver
* Clothier
* Glassmaker
* Strand Extractor
* Fisherman
* Fish Dissector
* Fish Cleaner
* Cheese Maker
* Milker
* Shearer
* Spinner
* Cook
* Thresher
* Miller
* Butcher
* Tanner
* Dyer
* Planter
* Herbalist
* Brewer
* Soap Maker
* Potash Maker
* Lye Maker
* Wood Burner
* Clerk
* Administrator
* Trader
* Architect
* Diagnoser
* Bone Setter
* Suturer
* Surgeon
* Glazer
* Potter
* Presser
* Beekeeper
* Wax workerPermitted Tasks:
Spoiler (click to show/hide)
* Process Small Tree (Farmed trees, this is the basic version)
* Tan a Hide
* Render Fat
* Make Soap from Tallow
* Make Soap from Oil
* Make Pearlash
* Make Plaster Powder
* Mill Seeds/Nuts To Paste
* Make Clay Jug
* Make Clay Statue
* Make Clay Bricks
* Make Large Clay Pot
* Make Clay Crafts
* Glaze Jug
* Glaze Statue
* Glaze Large Pot
* Glaze Craft
* Press Oil
* Make Clay Hive
* Press Honeycomb
* Make Wax Crafts
* Make Mead
* All Metal-smelting tasks including Bituminous Coal/Lignite to CokeNobles:
Chief
Spoiler (click to show/hide)The Chief is basically the leader.

Quantity:1
Determines Coin Design
Lazy
Lazy Spouse
No Punishment
Responsibilities: Law making, Military Goals,
Replaced by Warlord
Requires Bedroom worth 10,000
Requires 5 Boxes
Requires 5 Cabinets
Requires Dinning Room worth 10,000
Requires Office worth 10,000
Requires Tomb worth 5000
Requires 30 Pop before arival
Elected
Warlord
Spoiler (click to show/hide)The warlord is the step below Chief, and is the military leader.

Quantity:1
Appointed by Chief
Lazy
No Punishment
Responsibilities: Military goals, military strategy, build morale
Replaced by Chief's Assistant
Requires 7 Boxes
Requires Study worth 7000
Requires 10 Weapon Racks
Requires 10 Armor Stands
Requires 22 Population
Leads the military, as well as his own personal unit of 10 Elite Warriors.
Chief's Assistant
Spoiler (click to show/hide)The Chief's Assistant does all the crap no one else wants to do. He/she is basically the diplomat.

Quantity: 1
Appointed by Chief
No Punishment
Responsibilities: Accounting, Establishing Colony Trade Agreements, Making Introductions, Making Peace Agreements, Making Topic Agreements
Spirit:
Spoiler (click to show/hide)Spirit is the religious leader. Spirit is who all Satyrs ask when it comes to religious matters and by some, is respected more than the Chief himself.

Quantity: 1
Elected
Lazy
No Punishment
Responsibilities: Religion
Requires Tomb Worth 10,000
Requires Study Worth 10,000
Requires Population of 35 before arrival
Warparty Leader:
Spoiler (click to show/hide)The Warparty Leaders are like your militia captains. They are only the leader of their squad, not the whole military.
Quantity: As many as are needed
Appointed by Warlord OR Expedition Leader
Leads a squad of 12 Warriors.
Trader:
Spoiler (click to show/hide)The Trader is the Satyr's equivalent to the Broker.
Quantity: 1
Appointed by Chief
Responsibilities: Trade(This counts as the Trade Depot's "Only Broker may Trade")
Expedition Leader
Spoiler (click to show/hide)The Expedition Leader is simply there to make sure the Satyrs get to the new site safely and without ambush. He also appoints Warparty Leaders.

Quantity: 1 (Only 1 needed)
Responsibilities: Meet Workers, Receive Diplomats
Racial Bonuses/Features:
Spoiler (click to show/hide)Satyrs favor axes, and thus are granted use of the Great Axe, as well as the standard battle axe. They also use Morning Stars, Flails, and Whips.

In terms of ranged combat they use Slings and thrown Javelins.
Both Slings and Javelins improve the Thrown skill, so Satyrs make excellent throw-boulder-of-tower-wall-and-into-giant-pile-of-goblin, men.

The main downside to Satyrs is that they can't make or operate siege equipment due to their primitiveness.

Antmen:
Spoiler (click to show/hide)Warning: When playing as Antmen, expect a lot of micromanagement, you're going to be setting a lot of custom professions. USE DWARF THERAPIST FOR ANTMEN!! DO IT! Dwarf Therapist is an amazing tool and will make playing as Antmen an indefinate amount easier. If you somehow manage to run a successful fort without this tool, you deserve a major award. I'm not saying Antmen are broken, but the way they specialize in things makes it very hard to get ants that do what they should without this tool.

Also, to find out what the ant's type is, 'view description' of the ant, and then look at the bottom of the page it should include the default description of the ant, and then "-Worker/Soldier/Drone/Queen" respectively.


Permitted Jobs:
Spoiler (click to show/hide)In short, all. However worker ants are better at most working skills, drone antwomen are good at medical skills, soldier antmen are good at military skills, and the Queen ant sucks at everything. Just let her be a mean old noble. Also, the way the 'better' system is, basically if the ant type is 'better' at that skill, they improve it much faster, making for quite a few legendaries. But the other skills, they improve slower, and lose the skill faster.
Permitted Tasks:
Spoiler (click to show/hide)Again, in short, all defaults, and then small tree processing.(at the sawmill)
Nobles
Ant's favor election.
Queen:
Spoiler (click to show/hide)Quantity: 1
Only Queen Ants may be Queen.
Succeeded by heir(Queen ant(s if you manage to get more than 1) lay 20-30 eggs at a time)
Otherwise Elected
Lazy
Lazy spouse
No Punishment
Sleeping Quarters Jealousy(Noone should get better quarters than her.(But see Racial Features for something cool about this))
Not affected by Economy(infinite wealth for her(ACCOUNT_EXEMPT))
Determines coin design
Requires 65 pop
Max 30 demands, 15 mandates
Responsibilities: Makes laws, receives diplomats, military goals
General:
Spoiler (click to show/hide)Quantity: 1
Only ant soldier may become General
Lazy
No punishment
Lazy spouse
Elected
Requires 30 pop
Max 10 demands, 5 mandates
Responsibilities: Military stratigy, meets workers(deals with pissy ants), military goals
Medic
Spoiler (click to show/hide)Only Drone ant may become the lead Medic
Quantity:1
Elected
Lazy
Lazy spouse
No punishment
Requires 15 pop
Max 5 demands, 3 mandates
Trader
Spoiler (click to show/hide)Only Worker Ant
Quantity: 3
Elected
Responsibilities: Accounting, Collect Taxes, Establish Colony Trade Agreements, Make Introductions, Make Topic Agreements, Make Peace Agreements, Manage Production
Requires 15 pop
Captain:
Spoiler (click to show/hide)Quantity: As needed
Appointed by Expedition Leader
Squad of 35
Expedition Leader:
Spoiler (click to show/hide)Quantity: 1
Elected
Only worker allowed to take position
[spoiler]

Racial Bonuses/Features:
[spoiler]
First, Antmen have simple nobles. They aren't too complicated, nor do they require fancy rooms and all. Antmen are also known for having larger squads, to rush the enemies with lots of troops fast. Antmen also have access to all jobs/tasks dwarves do, but then they also have additional weapons available to them. Antmen only last 3-5 years. Oh, and did I mention Antmen never have to sleep? Antmen have access to Cave animals as domestic.

Toxicshadow:
Credits:
Spoiler (click to show/hide)
* Hugo the Dwarf for help debugging and the entire farmable tree system.
* Peregarrett for all of his early playtesting and bug reports
Planned:Spoiler (click to show/hide)Add the rest of the reactions to Elven wood armor. (I'm very sorry it isn't in this build) Added in V0.02A
First I'm Adding Goblins, which will be in the next update. If you have any ideas for their racial bonuses let me know please --- I promise I'll get around to these in the next update, as well as another custom race, I'm thinking of the Fire Elemental Men(Who, incase you haven't seen them, shoot fireballs)
Download:Spoiler (click to show/hide)At the moment, you're going to have to add the raws yourself. Assuming this doesn't die(Please bump) I'll write an installer which will make a backup of your current raws and add these ones. This mod doesn't replace too many files (At the moment only 2) so it isn't too much of a problem.

Mediafire link for V0.05A:
http://www.mediafire.com/?l8utsfw2o4a3s7q
Old links:
Mediafire link for V0.04A:
http://www.mediafire.com/?7o1ck1zlnujkdub
Mediafire link for V0.03.2A:
http://www.mediafire.com/?p3r3wf4w9d5rt6e
Mediafire link for V0.03.1A:
http://www.mediafire.com/download.php?b7jnnm5m3b3evba
Mediafire link for V0.02A:
http://www.mediafire.com/?kmw16p6c4ya963n
Mediafire link for V0.01A:
http://www.mediafire.com/?d2950k192aqg0fb
Changelog:
v0.05A
Spoiler (click to show/hide)
* Added full Antmen race and their respective language
* Fixed Elves/Satyr's skill rates to be Skill Gain Rates not Skill Learn rates
* Made Elven ranger captain appointed by both expedition leader and ranger commanderV0.04A:
Spoiler (click to show/hide)
* Fixed the 10,000 quiver issue
* Removed wooden gauntlet crafting due to a DF bug
* Added metal plants and the workshop for them
* Added the female version(caste) of Satyrs(Nymphs, but please note that despite their name, they aren't minor deities.)
* Gave Elves 130% of a learning rate for Archery and Bowman skills
* Gave Satyrs 125% of a learning rate for Sneak and 135% for Axeman and Spearman skills.
* (hopefully) Fixed strange capitalization
* Allowed Elves to get the Tree Sacrificier object
* Fixed making a cloth quiver's skill from CLOTHIER to CLOTHESMAKER
* Increased Satyr's warlord population requirement to 22
* Gave Elf/Satyr nobles demands/mandates
* Fixed an error on Satyr's Warlord where a REQUIRES_POPULATION was spelled as "REQUIRED_POPULATION"
* Gave Elves Metalsmith/Armorer/Weaponsmith/Carpenter jobsV0.03.2A:
Spoiler (click to show/hide)
* Gave Elves the Ranger Commander rank
* Fixed the reactions for the Tree Altar
* Added cloth quivers for Elves. Made in craftsmans workshop.V0.03.1A:
Spoiler (click to show/hide)
* Removed accidental implementation of Goblins.
* Added Elf Tree Altar and its actions
* Added Expedition Leader and Diplomat to ElvesV0.03A(July 4, 2012):
Spoiler (click to show/hide)(Happy 4th to all you Americans.
This is mainly just some minor bug fixes.

* Fixed Satyr's ugly language problems with XXXX_XXXXX
* Fixed the Satyr Noble issues
* Added the Satyr's Warparty Leader position
* Removed Satyr Chief's law enforcement requirement
* Fixed Chief's spelling error: "Cheif"
* Added the Satry Trader positon
* Lowered Satyr's Chief's population requirement from 50 to 30 to allow easier fortress management as most positions rely off the Chief
* Lowered the Satyr's General's population requirement to 12 for a function that was removed, so it may change again
* Gave the Satyr the Expedition Leader as a starting nobleV0.02A(July 2, 2012):
[spoiler]

* Bark Workshop gained its bark armoring
* Added Farmable trees and both the Sawmill workshop to process the farmed trees, and its Elven variant
* Added the entire Satyr civilizationV0.01A(July 1, 2012):
Spoiler (click to show/hide)
* Mod created and first releasedIf you had V0.01A you should have a file called "reactions_civ+.txt" As long as the 's' is at the end of 'reactions' it is safe to delete that file. Don't delete the fixed version called 'reaction_civ+.txt'
Please, if you have ANY suggestions, post them. I really do appreciate comments/suggestions/constructive criticism.
Also if you find any problems post them and I'll get right to fixing them.

Corai:
Yes.



Just yes. A PLAYABLE elf race.

Hugo_The_Dwarf:
Play as "satyrs"

Toxicshadow:

--- Quote from: Hugo_The_Dwarf on July 01, 2012, 10:35:34 pm ---Play as "satyrs"

--- End quote ---
o.O? Explain :P

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