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How should libraries be set up

Single Giant library workroom. Takes a bit of set-up but once done is done.
- 90 (40.4%)
Specific Library sections. Books are in the library and the menu is managable.
- 109 (48.9%)
Generic library sections with free floating books. Messy, but flexible.
- 19 (8.5%)
Other: Describe (keep in mind the limits of modding)
- 5 (2.2%)

Total Members Voted: 223


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Author Topic: Civilization Forge 3.0  (Read 166947 times)

Mephansteras

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Civilization Forge 3.0
« on: February 18, 2009, 03:58:17 pm »

Civilization Forge v3.0
Compatible with Dwarf Fortress version 0.40.05+

About the Mod
  Civilization Forge is a Major Mod designed to enhance and expand upon vanilla Dwarf Fortress. It includes many new races, animals, plants, stones, armor, and weapons as well as many balance fixes. It also includes my Ironworks revamp, Alchemy, and a Library/Training Dummy system to help train difficult skills and keep rarely used skills sharp.

3.0 brings the mod up to compatibility with DF 0.40.5+, with a few tweaks here and there to accomodate a bunch of the changes in version. No fundamental changes, however.

There is a new optional set of Carnivore changes for Dyansauri and some primative races that you can use. They get Meat Plants to cultivate, and that keeps them from outright dying during world gen. However, they tend to be rare and often end up only on the outskirts of other races unless you have a high Savagery world.

40.05+ compatible
Download link: http://dffd.wimbli.com/file.php?id=9530

DF 34.11 with Mayday graphics and Civilization Forge by Anathema (Out of Date)

Wiki link: http://df.magmawiki.com/index.php/Civilization_Forge (horribly out of date)
Alchemy Flowchart: http://www.brightsoft.net/AlchemyGraph.png

Legacy 31.25 packs
Mayday Graphics pack version courtesy of Anathema: http://dffd.wimbli.com/file.php?id=3800
Phoebus graphics pack version courtesy of Sol Invictus: http://dffd.wimbli.com/file.php?id=4845

Check the changelist at the bottom to see the specific changes.

Thanks to Lord Shonus for the Sling, Atlatl, and related ammo and workshop



Features

New Races

  • High Elves - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.
  • Silver Xelics - A strange race of Insectoids, these creatures live in the wetlands of the world. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals as much.
  • Vamarii - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows melt, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.
  • Chaos Dwarves - A twisted branch of dwarves twisted by the powers of chaos. They have no honor, black souls, and foul tempers. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength.
  • Hobgoblins - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.
  • Bugbears - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.
  • Dyansauri - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.
  • Violet Xelics - Evil kindred to the Silver Xelics, the Violet ones make dark fortresses within the swamps of the world. They rarely use armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously.
  • Frost Giants - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.
  • Sand Raiders - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth.
  • Zephyrs - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.
  • Jawas - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief...
  • Beastmen - Goatmen driven insane by foul magic. They are cunning and capable of using Wrought Iron, but cannot stand other races and constantly war with everyone around them
  • Animal Men (Bearmen, Frogmen, Goatmen, Jackalmen, Lizardmen, Monkeymen, Raccoonmen, Ravenmen, Snakemen, Squirrelmen, Tigermen, Wolfmen). These Primitive civilizations make up much of the world, but due to their limited technological capabilities tend to suffer at the hands of the more aggressive main races.

New Weapons
  • Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.
  • Club - A simple blunt weapon, usually used by more primitive races
  • Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.
  • War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.
  • Raven's Beak - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.
  • Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.
  • Light Hammer - A dwarven work hammer that can be used in combat. Not as good as a real war hammer, but serviceable in a pinch.
  • Flambard - A long sword with a blade that is curved like fire.
  • Falcata - A long bladed sword weighted for hacking.
  • Falcion - A short, heavy sword weighted for hacking.
  • Kopesh - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.
  • Bastard Sword - A large sword in-between a long sword and a two-handed sword.
  • Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.
  • Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.
  • Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.
  • Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.
  • Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.
  • Scorpion Dagger - A thin, pointed dagger used by Sand Raiders to penetrate armor.
  • Scorpion Blade- A thin, pointed sword used by Sand Raiders to penetrate armor.
  • Scorpion Spear- A thin, pointed spear used by Sand Raiders to penetrate armor.
  • Long Bow - A long-limbed bow used by Elves. It fires longer arrows than a normal bow and is more powerful.
  • War Bow - a bow with dagger blades attached to the front. Used by High Elves to improve their archers survivability in melee combat.
  • Heavy Morningstar - A two-handed version of the morning star. Basically just a large spiked club.
  • Staff - Used by some humans and High elves staves are a simple weapon. With skill, however, they can still be quite deadly.
  • Fist Spike - A punch dagger used by dwarves. It utilizes the Strike skill instead of the Dagger skill.
  • Longarm - A dwarven weapon that can propel thrown weapons over long distances.
  • Sling - A strip of leather used to hurl stones at high speeds. Used by primitive civs.
  • Atlatl - A device used to fling javelins long distances. Used by primitive civs.
  • Arbalest - A Heavy Crossbow used by dwarves. It uses Broad Bolts, which have better armor penetration capabilities than regular crossbows. Requires two hands to wield.

New Armor
  • Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.
  • Mail Hauberk - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.
  • Scale Armor - A coat of armor made with overlapping scales. It is generally equivalent to chain.
  • Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.
  • Lamellar Armor - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.
  • Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.
  • Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.
  • Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.
  • Apron - A simple work apron often used by dwarves. When made of leather it can provide some protection.
  • Chain coif - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.
  • Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter
  • Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter
  • Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter

New Shields
  • Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.
  • Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.
  • Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.

New Domestic Animals
  • Cave Crab - A large domesticated land crab. It can be trained for both hunting and war. It is also bred for its meat and shell (which can be used for moods that require shell)
  • Giant Beetle - A very large domesticated Beetle. It is used for both war and as a pack animal, and is a match for an armed opponent all on its own.
  • Sugar Beetle - A large beetle with sweet succulent meat.
  • Land Strider - A gigantic creature that lives on the temperate plains of the world. It can be tamed and used to haul vast amounts of goods


New Wild Animals
  • Spike Beetle - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.
  • Fire Beetle - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.
  • Giant Ants - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous.
  • Redstripe Wasp - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.
  • Giant Wasp - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.
  • Arctic Fox - A white-coated fox that lives in the tundra.
  • Wolly Mammoth - A huge creature that roams the tundra. It can be tamed and used to haul goods.
  • Ravens - Large black birds.
  • Giant Cave Crab - Huge crabs that dwell in the deep caverns.

New Toys
  • Doll

New Tools
  • Jar - Used in Alchemy

New Stones
  • Nivocite - A bluish magma-proof stone found in igneous extrusive layers
  • Nightstone - A bright blue stone flecked with sparkling minerals. It is considered valuable, and often used in trade goods and murals.
  • Verdenite - A dark stone struck through with bright lines of green. It is a good source of Jade.
  • Lepidolite - A purple variety of Mica, worth a bit more than normal stone
  • Zinnwaldite - A yellow variety of Mica, worth a bit more than normal stone
  • Muscovite - A white variety of Mica, worth a bit more than normal stone
  • Phlogophite - A green variety of Mica, worth a bit more than normal stone
  • Black Marble
  • Green Marble
  • Midnight Blue Marble
  • Rose Marble
  • Celestial Marble - A rare and expensive type of marble that seems flecked with stars. However, unlike the other marbles it cannot be used as Flux
  • Bladestone - A blueish stone found in small clusters. It can be used to make stone weapons.
  • Flint- A blueish stone found as pockets within Chalk and Limestone. It can be used to make stone weapons.
  • Alum Shale - An oil shale that can be used to make Alum. This Sedimentary Layer stone is dark blue.
  • Melanterite - This green stone is often found in veins of coal or iron ore. It is used in alchemy.
  • Chalcanthite - This blue stone is often found in veins of copper ore. It is used in alchemy.
  • Truesilver - This purple ore is the only source of Mithril in the world. The mithril must be separated from the silver in the ore in a Separation Chamber
  • Levitite - This green ore is the only source of Levisium in the world. The levisium must be separated from the copper in the ore in a Separation Chamber

New Gems
  • Amazonite - A green gem found in microcline
  • Fine Jet - Gem quality Jet
  • Nightfire - A precious gem occasionally found within clusters of Fine Jet
  • Frost Crystal - A hardened shard of Elemental Water. It can be combined with iron to make Glacium
  • Fireheart - A hardened shard of Elemental Fire. It can be combined with iron to make Incendium
  • Storm Crystal - A hardened shard of Elemental Air. It can be combined with iron to make Tempestium
  • Ward Crystal - A hardened shard of Elemental Earth. It can be combined with iron to make Ward Iron
  • Flare Crystal - A strange glowing gem. It can be combined with Fireheart to make blazing Incendium, a very dangerous material

New Metals & Alloys
  • Wrought Iron - Work-hardened iron, it is considerably stronger than regular iron. Not as strong as good steel, though
  • Crucible Steel - A special crucible formed steel made from Ilmenite, Crucible Steel is stronger than regular steel
  • Mithril - A rare and precious metal, Mithril is stronger than steel and much lighter
  • Bright Silver - When smelted normally, Truesilver gives Bright Silver. This shiny metal is roughly equivalent to Iron or Bronze, though a good bit lighter
  • Orihalcum - Mithril can be alloyed with Gold and Platinum to create Orihalcum. This Red metal is dense, but much harder than steel
  • Royal Bronze - When alloyed with Copper and Tin, Mithril gives you the purple Royal Bronze. This metal is stronger than regular bronze and a bit lighter
  • Levisium - Nearly weightless, this bright green metal does not make for good weapons. However, it does make for decent armor that won't weigh down the wearer.
  • Green Copper - When smelted normally, Levitite gives Green Copper. This metal is a bit stronger than copper and a bit lighter.
  • Verdant Bronze - When alloyed with copper and tin Levisium gives the brilliantly green Verdant Bronze. This metal is slightly lighter than regular bronze, and nearly as strong.
  • Shimmersteel - When alloyed with iron in the creation of steel, Levesium gives you the glittering Shimmersteel. This metal is slightly lighter than regular steel and nearly as strong.
  • Tempered Crystal - When tempered properly, Crystal Glass can be made into metallic bars. By themselves these bars are a good bit weaker than bronze or iron.
  • Blood Crystal - When crystal glass is tempered with Quicksilver you get Blood Crystal. Stronger than iron and razor sharp it makes for superb weapons.
  • Night Crystal - When crystal glass is tempered with Midnight Elixir you get Night Crystal. Stronger than iron, this dark blue metal makes good armor and blunt weapons.
  • Void Crystal - When crystal glass is tempered with Quicksilver, Midnight Exlixir, and Black Antimony you get the nearly black Void Crystal. This crystal is stronger and sharper than steel.
  • Glacium - Imbued with Elemental Water this metal is permanently cold to the touch. It is far superior to Steel.
  • Incendium - Imbued with Elemental Fire this metal is permanently warm to the touch. Some of the best weapons in the world are made from this metal.
  • Blazing Incendium - Imbued with Elemental Fire this metal is permanently hot to the touch. It is quite hazardous to work with.
  • Tempestium - Imbued with Elemental Air this metal crackles with energy. It can only be worked in small amounts, but ammo created with it can pierce the strongest armor.
  • Ward Iron - Imbued with Elemental Earth this metal is fantastically tough. Some of the best armor in the world is made from this metal.
  • Elementium - Imbued with all four Elements, this Metal is superior to everything but the fabled Adamantine.


New Plants
  • Glowcaps - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.
  • Slime Mold - Not very tasty, but edible and grows fast
  • Cave Bulb - A fragrant bulb that can be milled into spice or brewed into drink
  • Dark Crystal Grass - A grass-like stalk covered in dark crystals. It can be milled into dark violet dye
  • Crimson Crystal Grass - A grass-like stalk covered in red crystals. It can be milled into scarlet dye
  • Verdant Crystal Grass - A grass-like stalk covered in green crystals. It can be milled into jade dye
  • Golden Crystal Grass - A grass-like stalk covered in golden crystals. It can be milled into gold dye
  • Web Lichen - A rare underground plant, it can be eaten raw or brewed into firewater.
  • Raspberry - A temperate berry
  • Blackberry - A temperate berry
  • Blueberry - A temperate berry
  • Cotton - A tropical plant that makes fine cloth
  • Cinnamon- A tropical shrub that can be milled into spice
  • Black Pepper Vine - A tropical plant that can be milled into spice
  • Sugar Cane - A tropical plant that can be processed into sugar, rum, or molasses
  • Crowberry - A tundra berry.
  • Lingonberry - A tundra berry that can be eaten raw or processed into syrup
  • Rime Berry - A rare tundra berry that can be brewed for the finest drink in the world - Winter Wine
  • Silverwood - A rare tree found only in goodly lands. It's wood is said to be hard as iron, and it is highly prized by the Elves.


Ironworks
  • Iron created at the smelter represents basic iron. Iron can be work-hardened at the Finishing Forge to create Wrought Iron, is in-between regular Iron and Steel.
  • Steel is no longer created at the Smelter. Instead, I am using some more historically accurate was to create steel.
  • Pattern-welded steel is created by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the finishing forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking.
  • Pig Iron no longer requires Flux
  • Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmenite.
  • The new Blast Furnace is a dwarf-only building that allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 stone blocks, 2 leather (for bellows), and a wrought iron bar to create.
  • The new Charcoal furnace is a high efficiency furnace that turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace.

Alchemy
  • Alchemy recipes can be found within the 'Alchemy Basics.txt' file that comes with the mod.
  • Alchemy is currently used to create the new Metals and is generally optional. However, for those that like complexity it should be a welcome addition to the game.
  • As of 2.7 Alchemy now uses Blocks instead of Boulders to compensate for reduced stone drops from mining.

Libraries
  • Libraries can be created by using Books - Libraries help train dwarves and keep their skills sharp.
  • Books are created using Paper/Parchment/Papyrus, Leather bindings, Glue, and Ink. The are created at a Scriptorium
  • Training dummies can now be built which allow for specific combat training.

Changes
  • Bronze, Bismuth Bronze, and Brass now use a more realistic ratio of copper to tin/zinc. It's 4/1, although in reality it should be 9/1.
  • Ore frequencies and values have been balanced. Ores are now worth less than the smelted metal they produce, and platinum no longer shows up in veins.
  • Ilmenite is now an ore of iron.
  • Chert is now bluish and can be used to make rock weapons.
  • Jet is more valuable, and Obsidian is now a nice dark black
  • Kimberlite can now show up in large clusters
  • Above-ground crops have seasons, below-ground crops do not
  • Chitin is tannable - Courtesy of Lofn
  • Many balance changes to weapons and materials - Courtesy of Arrkhal. Blunt weapons are useful again!
  • Dwarves have Trapavoid (as do Tainted Dwarves)
  • Expedition Leader is now Elected, so you should get a new one if your old one dies.
  • Pack Animals now have reasonable carrying capacity
  • Cows now have a third caste, Oxen. Oxen are castrated males trained as pack animals/wagon pullers. Not useful for much in a fortress other than slaughtering right now, but you'll sometimes see them show up with merchants
  • Shields are now called Round Shields
  • Gauntlets are now called Plate Gauntlets
  • Bronze Colossus no longer has the Soulshard since Toady fixed that bug.
  • Bronze can now be used to create Anvils
  • Iron and Bronze anvils can be cast at the Smelter
  • The Leathers for many animals have been upgraded to provide better protection. Cows, Rhinos, and Elephants in particular provide much better armor than regular leather. Special hides, like Dragon Scales, are especially good.[/i]
Spoiler: Changed Files (click to show/hide)

Spoiler: Change List (click to show/hide)
 
« Last Edit: August 28, 2014, 01:47:33 pm by Mephansteras »
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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ZeroGravitas

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Re: Civilization Forge 2.x
« Reply #1 on: February 18, 2009, 04:38:37 pm »

whoops wrong thread
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #2 on: February 18, 2009, 04:39:28 pm »

Future Plans


Ideas
First off, I've been thinking about races. With the new Caste system going in, I'll be able to do a good bit more with them. One thought I had was to break down each basic race into 3 subraces. These sub races may be simple Civ ethics changes, could involve specific castes, or could be groupings of vaguely related creatures. Some of the notes I have in here won't have any effect on the next version, but I like to have an overall vision for the races that goes beyond the game's limitations.

Here is how I'm thinking of breaking things down right now:
Each race will get a Noble/Good version, a Neutral version, and a Degenerate/Savage/Evil version.

Dwarves:
    Normal - Toady's vision of Dwarves. Good, hardworking people.
    Hill - The Hill dwarves have moved out of the mountains and live in human style cities in the hills. They're renowned for their craftdwarfship, but can be somewhat harsh to other races.
    Chaos/Tainted/Whatever - Total basket cases. Anything goes.

Elves:
     Normal - Your normal stuck-up hippy elves
     High - The CF style High Elves. Still vegetarian, but willing to use wood for fuel.
     Wolf pack - These elves went too far into the mind of nature, and can't come back. They have become total carnivorous hunters, savage and wild.
       And/or Tainted Elves. Not sure what to do with them yet. Give them High Elf level technology and make them evil, perhaps.

Humans:
     High Men - Noble and self rightious, but strong allies and good traders
     Normal - Average humans. A bit greedy and selfish, but not bad
     Slavers/Tainted - Vicious and cruel, they lust after the wealth they cannot make themselves.

Goblins:
     Hobgoblins: The basic CF Hobgoblins. Cruel, but noble. They are warriors above all else.
     Normal: Classic DF goblins. Baby snatching, bone eating, squabbling greenskins.
     Redcaps: Bloodthirsty versions of their cousins, the Redcaps actively TRY to be evil.

Xelics:
     Silver - These insectoids live in harmony with nature. They encourage other races to do the same, but are not convinced that it is possible and seem not to be too offended by others ways
     Cobalt - The Cobalt Xelics are somewhat Xenophobic and can be quite hostile. They may occasionally war with other races, but tend to stay isolated otherwise.
     Violet - The Violet Xelics are cruel creatures, seeming to delight in evil experiments and dissections of other creatures. It is theorized that they don't really understand non-insect biology, and seek to understand its inner workings. Preferable while it's still alive.

Dyansaurai:
     Crested - These herbivorous creatures sport large head crests. They are generally peaceful, but will fight hard to protect their own.
     Normal - Savage warriors, these human sized dinosaurs are clever and adept at metalworking. They love combat, and relish to opportunity to go to war. When at peace, however, they are willing to trade with the 'lesser' races.
     Great Ones - These gigantic beasts are only mildly intelligent. But they have mastered some forms of metalsmithing, and their great size and natural weapons make up for any technological deficiencies. They are hunters and warriors, and powerful foes.

Bugbears:
     Maruuk - Pacifists, these shaggy creatures live deep in the woods hunting and gathering berries.
     Bugbears - Large, hairy, foul tempered, and compulsive thieves. Unlike their smaller cousins, the bugbears take by force. Except for children, which they sometimes eat and sometimes keep as servants.
     Kobolds - Degenerate little thieves. Classic DF.

Vamarii:
     Normal - These beings, similar to Arctic foxes, live in shining palaces of ice among the arctic lands. They are fond of wealth, and gladly trade with other races for what they cannot make or find for themselves. Very fond of gems.
     Woodland - Friendly but mischievous, these Foxlike beings live in scattered hamlets in the woodlands and valleys of the world.
     Night - These small, black foxes are thieves and cowards. Very similar to kobolds, even if they think otherwise.

Desert Folk
    Animara - These strange creatures have the bodies of men with the heads of various animals. They are a proud, noble race who cultivate many strange plants out in the desert sands.
    Jawas - Odd little scavengers, they can be mischievous and a bit kleptomanic.
    Sand Raiders - Harsh beings from a Harsh land, they often raid surrounding lands for slaves.

Giants: A little different from the others, the Giants are based on Elements.
     Storm - These giants wander the great plains of the world, with giant herds of animals that they use for food and clothing. They do some smithing, but care little for technology overall.
     Stone - Living deep in the mountains these beings rival Dwarves for their knowledge and skill with stone and metal
     Frost - Cold-hearted beings, the Frost giants live amongst the snow wastelands of the world. They love combat and drinking, and will travel great distances for either.
     Fire - Hot tempered, these great beings live in the deserts of the world. It is best to avoid them, as they have a habit of killing first and saving questions for your charred corpse.

Eye Creatures
   These need to have the details fleshed out a bit. But they're going to be a very interesting race that heavily utilizes castes. Basic description: Giant Eyeballs with arms & legs, that often have other bits tacked on or modified. Weapons for hands, antenni, frills, spikes, and so on. They cannot communicate with the other races, and seek to wipe them from the planet so they can have it as their own.

--------------------

Non-Race related items:

Things to add: Libraries and Knowledge transfer, Furs & Feathers, More uses for Alchemy
« Last Edit: July 16, 2010, 06:29:13 pm by Mephansteras »
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Tigershark13

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Re: Civilization Forge 2.x
« Reply #3 on: February 18, 2009, 04:57:50 pm »

this looks awesome :D *really should try out civ forge* I take it there's no graphics pack for this version coming out?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #4 on: February 18, 2009, 05:01:01 pm »

For the new version? Well, nothing planned. Although maybe someone will start making one as I get closer to releasing it and actually know what'll be in it.

For the current version Stridor has been working on some graphics. Doesn't have everything, but it's a start.

I need to get a really motivated graphics person to work on this with me...
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Tigershark13

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Re: Civilization Forge 2.x
« Reply #5 on: February 18, 2009, 07:08:03 pm »

I'd help but my photoshopping is generally sub par at best :P
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Katie

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Re: Civilization Forge 2.x
« Reply #6 on: February 18, 2009, 08:19:28 pm »

I could take the frost giant sprite from that set and see if I could make some jobs for them.
What jobs would they have exactly?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #7 on: February 18, 2009, 08:24:04 pm »

Let's see...All basic military roles except crossbow. For Civilians: Pretty much everything except Farming, Threshing, and Milling.

I'm honestly not sure how many different icons most sets actually use. I'd guess one for miner, one for woodcutter, and then a bunch of similar 'worker' ones that are color coded? You could probably use the woodcutter for the Hunter, since Frost Giants don't use any range weapons (not sporting enough).
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Vucar Fikodastesh

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Re: Civilization Forge 2.x
« Reply #8 on: February 18, 2009, 08:27:29 pm »

Maybe i am misunderstanding something, but wouldn't you get a mix of all the different castes in fortress mode? It is my understanding that you select a race in the entity file, and the race is randomly populated from the different castes. I think the main reason Toady created castes was to control male and female facial hair growth.

I think what you are trying to would work best with completely separate races.
« Last Edit: February 18, 2009, 08:32:56 pm by Vucar Fikodastesh »
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Mephansteras

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Re: Civilization Forge 2.x
« Reply #9 on: February 18, 2009, 08:36:57 pm »

Hmmm...reading back through Toady's answer thread it looks like Civs can set jobs and positions by Caste, but nothing restricts Castes from showing up in a civ. Although that may be subject to change, I'll have to assume it for now.

Oh, well, a lot of these will just be different races. Or, for races like Humans, they'll just be Humans with different Civ entries to reflect the different cultures.
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Katie

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Re: Civilization Forge 2.x
« Reply #10 on: February 19, 2009, 10:24:28 am »

Ok so.. I got some of the frost giants. Pesant, military and miner. Nothing impressive and I think it might be a bit hard to make out..
But heres what I got.
Spoiler (click to show/hide)
The military looks abit too frozen and need some kind of.. outlining in some areas. Like the weapons are hard to tell where they are beeing held or something.
But yeah. Havent done this since RPG maker 98.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #11 on: February 19, 2009, 10:30:45 am »

Yeah, a few are a little hard to tell. But they still look pretty good!
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Leissi

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Re: Civilization Forge 2.x
« Reply #12 on: February 19, 2009, 10:47:36 am »

oh snap all my effort in trying to merge this with LL and Primitivecivs has been in vain.

or maybe not, I'll just grab the additional info and paste it \o/
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Quote from: #bay12games
<Skibiliano> I can just imagine a line of dwarves looking at two humans, "Breed!"

<Turgid> One dwarf to rule them all, one dwarf to find them, one dwarf to bring them all, and in the fortress bind them!

Mephansteras

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Re: Civilization Forge 2.x
« Reply #13 on: February 19, 2009, 10:50:15 am »

Well, none of this goes in until the new version of Dwarf Fortress comes out, with all it's save breaking awesomeness. So all the mods will pretty much have to be redone at that point anyway.

This is just my planning thread, at the moment, since the release is another two months or so away.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Katie

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Re: Civilization Forge 2.x
« Reply #14 on: February 19, 2009, 02:20:55 pm »

I made abit more contrast and made the handles wood instead of ice. And the armor a darker gray so its not all blue.
Spoiler (click to show/hide)
Looking better I think.
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