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Author Topic: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)  (Read 3159 times)

squamous

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Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« on: April 10, 2019, 07:25:32 pm »

"For untold ages the wheel of time has turned, again and again giving rise to mighty empires which with the ages fall to barbarism and savagery. The ancient civilization of old was the last such empire, and now the wheel has turned again and it is our people who shall rule! We, the divine race, shall work the will of our gods and spread enlightenment and civilization to the backwater states of this shattered realm. The very spirits of land, air, and water shall bend the knee to the gods of mankind, and a new golden age shall come forth. Oh, there will be those who would stop us. The heretical, brutish, impudent, and naive, those fools who look upon true divinity and realize not its significance. They will be shown the spear if the scroll does not suffice, and with the strength of our sacred lords there is no people who may stand against our coming era! Who would stand against us? The dying races of Borza and Durharia? The Parsaens or the Jin? The Echubites in their swamps? The heretic smiths of the Azryans? None, I say! Man or beast, god or creature of the underworld, all who would oppose this new order shall perish. We shall build mighty empires that spread across the endless continents, and every people shall tremble at the sound of our footsteps."
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What is Realms of the Gods?

This mod is a bronze age fantasy setting focusing on the interactions between human nations and ethnic groups, along with more bizarre and fantastical forms of life. In Greek myth, it is usually humans who play center stage, with other races being rare and unique rather than just another kingdom of demihumans. For this reason, most civilizations are some type of human. But unlike our world, these humans are notably more diverse, and some are arguably different species (again in keeping with the bronze age conception of myth and fantasy). The most dominant human ethnic group, however, is a people known as the Roani. Though they are average in most respects, their primary strength comes from the fact that they are (for the most part) protected and ruled by gigantic, immortal god-kings. Almost every civilization will feel the looming shadow of this global superpower hanging on them, though it is not a wholly united movement. Roani may war among themselves as much as they do the other peoples, who are also playable. Regardless, the primary "characters", if you could say that, of this mod are intended to be the exploits of the Roani god kings and how their actions shape the future of the lands they rule. You can even keep them in your own fortress, if you are so lucky to grab their attention. However, this is not without its costs, which are detailed below.

NOTE: This mod is not nearly feature complete as of now, but is intended to serve as a bugtesting version because I am going to experiment with a lot of things and I'd like the basics to be available. The current state of the mod does not represent its end state in any capacity.

DOWNLOAD LINK: http://dffd.bay12games.com/file.php?id=14331

HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
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Changelog:


0.2 Changes:
-New human races based off of Pliny's Natural History added as cave-dwelling civs (and also some civilized civs).
-Some vanilla megabeasts re-added to the game because seriously rocs, bronze colossi, wingless dragons, and hydras are beak bronze age aesthetics I might as well straight up use them.
-Echubites would procreate too much, I have introduced an all-female race of vampiric demons known as the Lilitu to cull them, hopefully
-Breastplates now have different shapes to them for more armor variety.
-Sorcerers added. Basically the magic slab is a catch-all that randomly bestows the user with spells. Re-reading it has a chance to learn you more spells. So basically each sorcerer should have a unique set of powers. Of course, the ones that learn the animate dead spell will probably turn evil and build dark towers, as one does. They can just use fireballs now maybe. The best part is I can just add more spells as I update the mod.


0.1 Changes:
-test version released
« Last Edit: April 27, 2019, 06:22:28 am by squamous »
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #1 on: April 10, 2019, 07:26:06 pm »

The Peoples of the Realms:

The Roan:

The most numerous and powerful race in most lands, the Roan seem like an unremarkable people at first glance. With no outstanding attributes, and no significant weaknesses, they seem like they would amount to little. But that would only be the case were it not for their gods. The Roani gods are quite physical, unlike most spirits; titanic figures that walk among the people they rule, and the soldiers they fight alongside. In almost every war that the Roani wage, the enemy's forces are utterly destroyed. None survive the debilitating wrath of the god-kings, and this sheer, overwhelming power has elevated them to great status in any land they tread upon. But this power comes with a price. Mankind eats the fruit of the land, plants and animals, for he is a mortal and this is his position. But the gods are above man, and so they cannot subsist on such lowly sustenance. No, the gods can subsist on but one thing. The flesh of humans.

The process for this is quite simple. One simply brews ambrosia (speaking sacred words over butchered flesh encasing a silver bar) and gets the sacrifice to drink it. He will turn white as a ghost, and if he doesn't keel over and die moments later, he ought to be dispatched by any guards on hand. The product is then butchered, prepared into lavish meals (you best do this, lest you incur their wrath) and served to the gods. The Roan view being chosen as a sacrifice to be a great honor, yet for some reason sacrifices are most often the poor, cripped, old, or unwanted. Indeed, it is a great way for the society to rid itself of undesirable elements, so any settlement that hosts a god would do well to choose its sacrifices wisely. It goes without saying, of course, that to let your god die would be a great insult and massive blow to the wellbeing of your people. Plenty of nations would love nothing more than to see the Roan and their gods stamped out, and one less protector would certainly be celebrated.

The Parsaens:

A race found primarily in the tropics (save for the cactus sages and their desert cities), the Parsaens are known for two things. Their exotic skin and eyes, like pastel parchment studded with vibrant jewels, and their skill with the bow. This people has long warred with the Roani and developed massive bows to wound their gods, though even these are but pinpricks to them. Still, these powerful weapons along with a mastery of war elephants allow them to survive and retain their independence. For now.

The Durhariens:

An ancient people found in caves and mountain fortresses, the Durharians are an enigma. For all their barbarism, they are one of the very few sources of iron and steel, the secrets of smelting such materials a well-kept secret among their race. However, their unwillingness to expand may prove to be their undoing, as one by one the fortresses and lairs of the Durha tribes are winking out, and with them may go the secrets of the highly-sought-after metals they trade and raid with.

The Jin:

They say they came from a land below the sea, but few know the truth, or even what that means. Their own people don't seem to know either, and the idea is certainly preposterous, especially considering the oceans are so full of monsters that few if any are foolish enough to risk the open waters as the Jin claim to have done. While their coming is a mystery, their presence is certainly real enough. Their coastal kingdoms dominate trade and their wealth can match even the Roani coffers from time to time. Due to the importance of trade in tin and copper, they too survive, usually.

The Borza:

A people from lands beyond what is known, some question whether the Borza are actually human at all. Hulking brutes with slate gray hair and eyes, skin the color of yellow clay, this people makes up for in size what they lack in leatherworking, an important trait given their lack of metalsmithing industries keeps them stuck using leather armor, though they can make or scavenge metal weapons easily enough. Uncommon and unarmored, the Borza are a people few expect to last the coming centuries.

The Echubites:

A swamp-dwelling folk, their poor environment and primitive living conditions lead them to remain a primarily copper-based race, though they are certainly a hardy people. One would wonder why they have not been subjugated by others, and the reason for this is their golems. The Echubites are protected by powerful clay constructs in the shape of men and the size of elephants, who accompany them into battle. Even the gods hesitate to attack a few dozen beasts fully half of their size, and so the Echubites survive another day.

The Azryans:

One of the most enigmatic peoples of the known world, the Azryans are loathed as much as they are envied. It is the philosophy of the Azryans that the mind is sacred, but the flesh is a tool to be molded. This runs contrary to the popular conception that flesh and mind are interlinked, and to tamper with one is to taint the other (and to elevate one is to elevate the other). So the Azryans and their alchemical horrors are despised in polite society. But behind closed doors, some can't help but wonder at the origins of the race, and wonder further if they and the living metal they worship and fuse themselves with could be a powerful weapon against the Roani empires.

The Barbarous Folk:

A motley collection of cave-dwellers and savages, the barbarous folk comprise the primitive races of man, savages and brutes which oppose civilization. Most notable are the horse-bodied centaurs and the dog-headed cynocephali, who are reknowned for their brutality. Most skulk in the shadows, but be ever-wary for the day they choose to attack head-on.
« Last Edit: April 27, 2019, 06:24:35 am by squamous »
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #2 on: April 10, 2019, 07:26:23 pm »

reserved
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #3 on: April 10, 2019, 07:28:44 pm »

reserved
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Asin

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #4 on: April 13, 2019, 02:53:00 pm »

ptw

herrschor

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #5 on: April 22, 2019, 05:59:23 am »

that one sounds great, I'll give it a try today :)
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herrschor

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #6 on: April 26, 2019, 10:50:35 am »

Played it today and enjoyed it, sadly it crashed after ~ an hour. Could be because I installed dfhack with it but that worked on all your other mods? I don't know which files you need to debug so tell me and I'll send them to you before I start a new game
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #7 on: April 26, 2019, 06:41:00 pm »

Played it today and enjoyed it, sadly it crashed after ~ an hour. Could be because I installed dfhack with it but that worked on all your other mods? I don't know which files you need to debug so tell me and I'll send them to you before I start a new game

All I need is the contents of the errorlog.txt file. If there is nothing there then it might have to do with other things.

EDIT: you might also have just gotten unlucky.
« Last Edit: April 26, 2019, 10:32:00 pm by squamous »
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herrschor

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #8 on: April 27, 2019, 04:10:00 am »

here it is https://pastebin.com/i2m9vvAq
Yeah I'm just trying another round later, that will show if I was just unlucky
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.1 (Alpha)
« Reply #9 on: April 27, 2019, 06:08:21 am »

here it is https://pastebin.com/i2m9vvAq
Yeah I'm just trying another round later, that will show if I was just unlucky

Ah hm yes, that uh isn't appearing on my end. Seems like something is duplicating your raws, which is always a bad time. You'll need to find a way to stop that from happening.
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herrschor

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Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« Reply #10 on: April 27, 2019, 09:04:21 am »

Good timing that your new version is out, I will just delete anything and try it without dfhack. Now let me go back to rebuilding my personal acropolis in DF :D.

Also one thing: wouldn't it be more suitable to locate the Parsaens with their elefants and boys to the desert as kinda Persian arch-enemies to the main race?
p.s. cool that you added centaurs
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EternalCaveDragon

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Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« Reply #11 on: April 27, 2019, 03:24:05 pm »

PTW This seems really intriguing.  :D
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« Reply #12 on: April 27, 2019, 03:25:47 pm »

Good timing that your new version is out, I will just delete anything and try it without dfhack. Now let me go back to rebuilding my personal acropolis in DF :D.

Also one thing: wouldn't it be more suitable to locate the Parsaens with their elefants and boys to the desert as kinda Persian arch-enemies to the main race?
p.s. cool that you added centaurs

Parsaens come in two types: Tropics-dwelling normal civs and a civilization of cactus warlocks who grow their homes out of said plant, which can spawn in any desert. I didn't want to rip off IRL cultures wholesale. Also, while Parsaens definitely don't get along with the Roan, that would be true for the vast majority of the world.
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Lordsservent-san

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Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« Reply #13 on: April 28, 2019, 10:39:07 am »

Your mod already seems interesting from what I have read here. I do have a question though, are the gods animals or are they proper civ members?
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squamous

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Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« Reply #14 on: April 28, 2019, 06:53:37 pm »

Your mod already seems interesting from what I have read here. I do have a question though, are the gods animals or are they proper civ members?

Proper civ members. Essentially, I messed with the necromancer interaction so it turns people into gods instead of into necromancers. It works like how werebeasts do, except the transformation is permanent and they aren't crazy. Gods will rule nations and lead armies and all that stuff.
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