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Author Topic: [44.11] Dwarf Fortress: Extinction 1.3  (Read 5267 times)

squamous

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[44.11] Dwarf Fortress: Extinction 1.3
« on: April 17, 2018, 01:53:35 pm »

"It is said by some that it was the arrogance of the old nations that destroyed the world. Others say that the wizards and their spells were what tore the continents asunder. Yet others say that it was wrathful gods, grown angry by the depravities of the mortals, who flooded half the land and burnt down the other.

Well they're all wrong, it was definitely the dragons.

Oh, everyone knows about the ones that exist now, of course. Bigger than a castle and each with all manner of terrible powers. Some set fire to cities, others raise them as undead armies, and yet others just crush them beneath their bodies. More forces of nature than living creatures, really. But those are just the whelps, the spawn left behind after the true dragons ate their fill and flew off to gods know where, leaving us remnants in a world that didn't make sense anymore. Anything south of the four seasons is a trackless waste of muck and slime, and anything northwards is a desert of old, cold cinders. And the creatures that dwell in these places could hardly be considered anything close the natural, or friendly. And that's not even counting the other threats out there. Dragon-folk hordes, depopulating entire regions in their crusades, for example. Damn demons took 'em in as soon as they had the chance. The surviving goblins are just a bunch of savages now, far as I can tell. And then you got those crazy skin orcs. Don't get me wrong, I trust a normal orc as far as I can throw 'em, but the hairless ones are real monsters. Not even sure if they can think like we do, to be honest. Elves have all but monopolized the last big fresh water sources in most places, and last I checked the dwarves were still getting into border skirmishes with the gnomish states. Things don't look good, kid. All you can rely on in this world is the gun at your side. And if you're dumb, crazy, or brave enough to leave the towns... well, I wouldn't bet on you lasting for long."
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What is Extinction?


What is Extinction?

Dwarf Fortress: Extinction is a setting that takes place after titanic dragons woke from their slumber and destroyed the old world, which while being a fantasy setting had advanced to at least a level of technology equivalent to America's wild west era. The primary weapons of this world are firearms like revolvers, shotguns, and other such equipment, but melee fighters are not unheard of. The overall population can be split between the civilized races which dwell in towns and fortresses, tree cities that barely cling to life or expand like weeds, and the cave-dwelling races which survived the draconic rampage by fleeing underground. Expect high-lethality shootouts and all manner of strange and unnatural creatures, and above all be careful of the dragon-spawn, massive creatures that can grow to twice the size of a fully grown vanilla dragon, and some can even quadruple it. Hunting these is a fool's errand, but if you're brave enough to try you'll be lauded as a hero in any tavern you come across.
Link: http://dffd.bay12games.com/file.php?id=13687

Special thanks to Taffer for the Soyuz color scheme.
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Changelog:

1.3 Changes:
-Updated to 44.11

1.25 Changes:
-Updated to 44.10

1.2 Changes:
-Several new creatures added. Have fun finding them.
-Some new races added. Up till now, this mod only had the cowboy part of the pseudo-western aesthetic. As such, I'm introducing its indian counterpart in the form of bugpeople tribes composed of sentient insect species that have grown to dominate the others. The three big tribes are the mantis men, the scorpion men, and the jumping spider men. They use primitive weaponry, wood armor, and dwell in the trees. A civilized race could easily subjugate or destroy them, and it is encouraged that you do so in fort mode. Another race added to the game is the Giants. They are three times the size of a human, use primitive weaponry, but dwell in cities like civilized races. They can be considered to be in the middle of societal change, but have not yet reached true civilization. As it stands, they are a warlike race found in cold climates, and should be treated with caution due to their belligerent nature and incredible strength.
-Ancient sub-races that once formed civs will now be wandering sentient creatures that can join other civs.
-Bullets are now craftable in adventure mode, guns are not as they are too complex.
-Vampire lords added. They are a type of vampire that can create more vampires like a werewolf does, through infection, and can transform into wolves and bats. Their progeny cannot make more vampires, and can only transform into bats.
-Nosferatu added. They aren't the gross cannibals typically depicted in media, but are rather a branch of vampire focusing on openly gathering power and minions rather than skulking in the shadows. Nosferatu can raise the dead as necromancers can, but their progeny, known as ghouls, can think and speak like mortals, and are not mindless killers of the living but rather intelligent, loyal minions of the Nosferatu (singular or plural) that they serve. In addition, Nosferatu themselves have unsurpassed physical strength and speed, compensating for their lack of stealthy abilities with raw power, making them a fearsome foe to defeat.
-Mechanists added. Mechanists are crazy people who surgically implant rudimentary prosthetic weapons into their bodies, and give themselves mechanical hearts that let them move at incredible speed, running faster than the swiftest horse. They can be friend or foe depending on the individual, but are usually run out of town as freaks. Some, however, can rise to become the leader of their civilization.
-Wild plant numbers reduced.

1.1 Changes:
-Ancient One civilization added. They are remnants from the pre-draconic era. Time and distance has twisted them into strange, emotionless beings, unfeeling towards the plight of their fellow beings and the suffering of the world. They use lesser versions of their own kind as slaves, treating them like animals and wearing their corpses as clothing. Some of those lesser beings, however, have fled into the caverns and carved out their own lives there. Less intelligent servants have escaped and grown feral, becoming threats to travelers. All Ancient beings are incredibly dangerous and should be treated with extreme amounts of caution, regardless of intent.

1.0 Changes

-Extinction released
« Last Edit: June 23, 2018, 03:55:54 pm by squamous »
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BorkBorkGoesTheCode

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Re: [44.10] Dwarf Fortress: Extinction 1.25
« Reply #1 on: May 09, 2018, 10:11:11 pm »

The darker colors tend to blend with the background. Is there any way to increase text contrast in your total conversion?
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squamous

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Re: [44.10] Dwarf Fortress: Extinction 1.25
« Reply #2 on: May 09, 2018, 10:35:44 pm »

The darker colors tend to blend with the background. Is there any way to increase text contrast in your total conversion?

Edit the colors.txt file in the data/init folder.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

The Riddled Basement

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Re: [44.10] Dwarf Fortress: Extinction 1.25
« Reply #3 on: May 12, 2018, 11:44:38 am »

Looks cool,

Two questions, I aim to make a vamp fort, the addition of vampire civs is nice, as this could make it easier to obtain (blood well).

Can nosferatu vamps drown?
i a dwarf drinks its blood, would it become a vampire?
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squamous

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Re: [44.10] Dwarf Fortress: Extinction 1.25
« Reply #4 on: May 12, 2018, 05:03:03 pm »

Looks cool,

Two questions, I aim to make a vamp fort, the addition of vampire civs is nice, as this could make it easier to obtain (blood well).

Can nosferatu vamps drown?
i a dwarf drinks its blood, would it become a vampire?

I'm not sure what you're talking about, nosferatu are not a civilization. They are more like necromancers. They cannot drown i don't think. However, because of the fact that they function like necromancers, you should be able to raid a tower and return with a slab containing the secret rites to become a nosferatu. If you put that in your library, dwarves will read it.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

justaguy3

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Re: [44.11] Dwarf Fortress: Extinction 1.3
« Reply #5 on: November 13, 2019, 10:56:35 pm »

Hey, I really love the weird west/fantasy crossover aesthetic for this mod, will this be updated in the future?
Side note, where is the music in this from? It's quite nice.
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squamous

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Re: [44.11] Dwarf Fortress: Extinction 1.3
« Reply #6 on: November 14, 2019, 04:31:46 am »

Hey, I really love the weird west/fantasy crossover aesthetic for this mod, will this be updated in the future?
Side note, where is the music in this from? It's quite nice.

This is one I kind of forgot about lol. I just don't know where to take it. I'm sure inspiration will strike at some point however. As for the music, here: https://youtu.be/SN3Dcx5z8wU
« Last Edit: November 14, 2019, 04:33:44 am by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
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tpssurvivor

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Re: [44.11] Dwarf Fortress: Extinction 1.3
« Reply #7 on: February 06, 2020, 02:02:15 pm »

Will you be updating this to the new version?
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squamous

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Re: [44.11] Dwarf Fortress: Extinction 1.3
« Reply #8 on: February 06, 2020, 02:06:39 pm »

Will you be updating this to the new version?

First I need to figure out what to do with it. This setting needs more thought put into it before I can properly update it. Speaking honestly it's kind of half-baked.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2