Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Mundane mod  (Read 1960 times)

cameron

  • Bay Watcher
    • View Profile
Mundane mod
« on: July 06, 2010, 02:56:00 pm »

The Mundane mod

This mod intends to remove all fanciful creatures from the game,  flesh out humans and improve the variety of above ground life

it can be found here
http://dffd.wimbli.com/file.php?id=2634


changlog
--0.13 | plants are actually millable (at least those that ought to be) new civ has been added, 6 new plants are in and religions are larger
--0.095 | wheat and maize should be millable and the hot biome civ is darker skinned then the cold biome civ
--0.09 | 5 human civs and 4 plants added fanciful creatures removed

suggestions and comments are greatly appreciated
also I could try and get a graphics pack prepackaged with this if there is enough interest and i can get permission.
« Last Edit: July 09, 2010, 03:30:32 pm by cameron »
Logged

Urist McCyrilin

  • Bay Watcher
  • Oh, the dwarfity!
    • View Profile
    • CyCom! Writing&PnP!
Re: Mundane mod
« Reply #1 on: July 07, 2010, 10:08:29 am »

That actually sounds pretty damn awesome.
Logged

nil

  • Bay Watcher
  • whoa
    • View Profile
Re: Mundane mod
« Reply #2 on: July 07, 2010, 02:22:01 pm »

Great idea!

marcusbjol

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #3 on: July 09, 2010, 01:39:08 pm »

I seem to remember Eskimos being darker skinned than Europeans.
Logged

cameron

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #4 on: July 09, 2010, 03:29:36 pm »

they do but that is thought to be a result of the gulf stream allowing people around the Baltic to grow crops with very low vitamin D in an area with low sun levels already. aside from odd things like that people generally get lighter skinned as you move away from the equator. it shouldn't be cut and dry in game though as all the civs can go anywhere classed as temperate
http://knol.google.com/k/why-are-europeans-white-e1


also version 0.13 is up it has a new civ some expanded religions 6 new plants and finally fixes the milling issues i was having.
next is probably putting in malting and phasing out/ balancing the vanilla crops with dome more new plants so they(the vanilla ones) don't grow everywhere all year.
Logged

pickupsticks

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #5 on: July 09, 2010, 03:35:17 pm »

This looks really interesting.  Doesn't seem to work for me though: the application hangs as soon as I start it every time.  Am I missing something?  Forgive my stupidity.


« Last Edit: July 09, 2010, 03:45:58 pm by pickupsticks »
Logged

cameron

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #6 on: July 09, 2010, 03:49:39 pm »

i just uploaded the df folder i was working in, if there is an issue running copy the raw folder over into a copy of df that works and replace everything
Logged

pickupsticks

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #7 on: July 09, 2010, 04:00:36 pm »

Perfect, thanks.   :D
Logged

BodyGripper

  • Bay Watcher
  • The dog is screaming.
    • View Profile
Re: Mundane mod
« Reply #8 on: July 09, 2010, 06:04:34 pm »

This sounds really cool.  I'll definitely try it once I'm through with what I'm doing now.
Logged
"I'm sorry. I'm so sorry... It's okay to sell quivers..."
I just ripped open a lions throat by biting it. Who's the lion now, bitch!

NRN_R_Sumo1

  • Bay Watcher
    • View Profile
Re: Mundane mod
« Reply #9 on: July 09, 2010, 06:37:48 pm »

I was actually just tearing out all the fantasy creatures and hippie elves out of a build of genesis.
Looks like I don't need to do that anymore ;D
Logged
A dwarf is nothing but an alcohol powered beard.

jaked122

  • Bay Watcher
  • [PREFSTRING:Lurker tendancies]
    • View Profile
Re: Mundane mod
« Reply #10 on: July 09, 2010, 06:41:39 pm »

but everything can be ground up, including you.