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Should I give the civs their own troll equivalent?

Yes.
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Author Topic: [44.xx] Goblinoids (and Orcs) Mod!  (Read 3606 times)

Asin

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[44.xx] Goblinoids (and Orcs) Mod!
« on: July 21, 2017, 11:56:55 pm »

Goblinoids (and Orcs) Mod!

Link: http://dffd.bay12games.com/file.php?id=13017

Idea thread: http://www.bay12forums.com/smf/index.php?topic=165193.0

This simple mod adds in more gobbo based races/creatures, and also orcs.


Note: This mod requires Grimlock's History and Realism Mods to function when it comes to the 5 entities.

Creatures and civs added so far:
*Orcs: Violent folk who live in dark fortresses and are ruled by demons. Not babysnatchers, as they see that as petty.

Bugbears: These goblinoids are more or less large and powerful sapient predators, but not necessarily evil. In fact, they can even join civilizations!

Cave Goblins: Blind clear-skinned beasts intelligent enough to able to open locks and gather in packs.

Water Imps: Half carp, half goblin, all sorts of annoying...

Winged Goblins: Goblins with wings instead of arms. Simple as that.

Jungle Goblins: Jungle dwelling tailed goblins with fangs with the intelligence of animals.

Hobgoblins: Big ol' purple skinned gobbos with a penchant for usually beating the crap outta anything smaller than them.

Gray Orcs: Animalistic fiends often arriving in large pack-hordes in order to slaughter all they find. (May be boosted to a cave dwelling civ, like kobolds.)

Gob Fey: A cross between goblins and fairies, these vermin have a venomous bite which paralyzes enemies.

Badland Goblins: Booze-drinking gobbos of the desert badlands.

*Pigfaces: A magical mix of pig and orc, pigfaces surprisingly live in towns and hamlets (mainly because they'd prefer to decide on their own when to fight, and they don't want to be "hippie elves", "puny dwarves", "skulkies", or "slave goblins"/"slave orcs"), but cannot keep their violence in check.

*Mountain Goblins: A somewhat dumb gray-skinned goblinoid with four toes and iron teeth. Lives in forts and hillocks (suspected to be repurposed dwarven ruins) and aren't ruled by demons.

*Orkin: A magical mix of human and orc, made by the same guys who made the Pigfaces. Orkin, due to being part human, have a watered down temper and can actually truly be considered "civilized". These guys live in towns and hamlets, in an attempt to cling more to their human side.

*Kåbu-Smusm: A somehow viable hybrid of goblins and orcs, the Kåbu-Smusm have been driven into the caves by both the orcs and goblins. Fun fact: "kåbu-smusm" means "beast-breed" in the Goblin tongue.

*This creature makes civilizations.

Credit:
Grimlock, for his pretty snazzy mod!
Toady One and Threetoe, for creating DF.

History:
0.1: Initial release.
0.2: Removed SWORD_GOBLIN and SWORD_GOBLIN_LONG weapons, as they don't appear in the normal version of Grimlock's mod.
0.3: Major Gobbo update! Adds in Cave Goblins, Water Imps, Winged Goblins, and Jungle Goblins.
0.4: Skipped.
0.5: Adds in Hobgoblins, Goblings, Gray Orcs, Gob Fey, and Badlands Goblins.
0.6: Adds in 3 new civs: Pigfaces, Orkin, and Mountain Goblins! Mountain Goblins do tend to die a lot in world gen because they only make one fort and no other sites, which is bad when the FBs start coming.
0.7: Updated to Artifact Release, added the Kåbu-Smusm race, the races except for Orkin have special pets and mounts now, and hobgoblins now have the [POWER] token along with the [SPHERE] tokens of STRENGTH and CHAOS. Also, removed Goblings.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #1 on: July 22, 2017, 09:31:47 pm »

So, what do you all think?

Dunmeris

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Re: Goblinoids (and Orcs) Mod!
« Reply #2 on: July 23, 2017, 02:12:35 pm »

It looks good but the goblin sword isn't actually in the original grimlocke mod, so if they just use grimlocke then the swords won't be there and it will just cause errors.
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #3 on: July 23, 2017, 02:13:42 pm »

Ah. Well, I shall remove it.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #4 on: August 11, 2017, 11:20:00 pm »

Currently working on Cave Goblins. All I need now is to give them a "idle noise". Any suggestions?

"Idle noise": Basically a call or something. You know, like how the kakapo makes noises sometimes?

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #5 on: August 12, 2017, 01:54:56 pm »

I also finished up River Pests, which now go by the name of "Water Imps."

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #6 on: August 12, 2017, 11:57:27 pm »

Hobgoblins seem to be the "popular request" out of the next kind of goblinoid... Also, there is a new poll.

Taffer

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Re: Goblinoids (and Orcs) Mod!
« Reply #7 on: August 13, 2017, 09:15:11 pm »

I should note that I'm interested and that it looks good, from a peek at the raws and from the description. It's a bit of a slow period with comparatively few players (most probably waiting for the next release), but hopefully you'll get more feedback when the next release hits and Grimlocke and yourself have had a chance to update things.

I don't really have any comments or suggestions, as I haven't had a chance to use it yet! All of my DF time has been consumed with modding lately, I haven't had time to play in any way. It's good to see a Grimlocke addon, though.
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Take a look at my work!
TAFFER'S TILESETS: better colours, improved yet faithful graphics.
REVISED: balance, fixes, and convenient features. Every creature has a better description!

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #8 on: August 13, 2017, 09:16:27 pm »

Next update's got a bunch more gobbo types coming...

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #9 on: August 13, 2017, 11:41:14 pm »

0.3 is out!

Shonai_Dweller

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Re: Goblinoids (and Orcs) Mod!
« Reply #10 on: August 14, 2017, 10:36:55 pm »

Looks good.
How much do the orcs actually war with other races? Without [babysnatcher]'s convenient hostility, do you ever find worlds where dwarves and orcs just peacefully live alongside each other for centuries?
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #11 on: August 14, 2017, 10:40:10 pm »

I don't tend to generate too many worlds at once, though, I have had plenty of wars with orcs involved. Found this through Legends Viewer. Though, centuries of peace isn't likely. There will be something that'll drive them to war with other races.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #12 on: August 20, 2017, 09:23:22 pm »

Added in Hobgoblins and "Goblings" in the mod today. Will be uploaded soon.

Hobgoblins: A lot like the Warcraft Tabletop RPG (Yes, that was a thing.) kind. Big, purple and violent.

Goblings: Think something like Warhammer's Snotlings. Annoying.
« Last Edit: October 05, 2017, 11:40:07 pm by Asin »
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #13 on: October 04, 2017, 11:58:51 pm »

Adding in Gray Orcs, Gob Fey, and Badlands Goblins.
« Last Edit: October 05, 2017, 06:35:10 pm by Asin »
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #14 on: October 05, 2017, 06:49:15 pm »

0.5 is here.
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