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Author Topic: Hunter's Moon - 18th century werewolves [1.01.09]  (Read 37446 times)

Foamy

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Hunter's Moon - 18th century werewolves [1.01.09]
« on: August 03, 2010, 04:20:41 am »


Hunter's Moon is a mod set in the mid 18th century where there are no fantasy elements other than werewolves (there are a lot of werewolves though).

Special features:
  • Human fortresses
  • Humans have muskets and pistols
  • Silver musket shot causes considerable damage to werewolves if stuck in
  • Less metal armour
  • Werewolves (civilization)
  • New metal: Silvern Steel (similar properties to iron)
  • Sawmill workshop creates 5 wooden blocks (planks) from one log
  • Gunsmith workshop
  • No aquifers
  • Human mining skill will always stay at 0
I've tweaked the humans to make fortress mode work and i beefed up the werewolves too.

This is a world similar to ours where instead of finding America they found a smaller northern continent where the only natives were werewolves. The match lock muskets, inexperience and unawareness of silver's properties made the mainland too dangerous for the humans and so they only colonised the smaller islands surrounding the continent. After a few centuries technology and understanding improved to the degree where humans could start taking and holding territory away from the shore. The mod is then set a few generations later when the humans have several footholds along the coasts and are just now beginning to push into the deep interior in search of gold and territory.

This is now out of the concept phase and has become a fully implemented and supported mod. There is still a huge amount i would still like to implement but there is enough content for a first version now.

For world generation i strongly suggest you use the 'Northern Continent' param set as it has a huge amount of customisation to make it fit the setting. I realise that it may be a problem for some as it is based on the 'Large island' but i have not had the time to convert it into a region or smaller sizes yet. If anyone wishes to take this upon themselves i would be happy to add it to the mod.

Notes:
  • The werewolves will not currently show up in adventure mode due to forest retreats not being implemented at the moment.
  • There will almost certainly be many bugs in this release
  • Some of the graphics tiles have a bright green line through them. This is to highlight people which should not be around. If you spot one please let me know.
  • Human fortresses are not showing up on the map and I don't know why. As there are no werewolves to fight in adventure mode at the moment this is not a pressing concern, however if anyone knows of a reason I'd appreciate it.
Please post any bugs you find.
Future Plans:
  • Silvern steel for swords and other edged weapons causes short-term mild dizziness/pain/sickness for wolves with no long term affects.
  • Different werewolf castes.
  • Adventure mode variety (Such as a semi megabeast werewolves to hunt).
  • More complex musket production.
  • More complex musket shot production (gunpowder).
  • More realistic custom workshops.
  • More weapon variety.
  • More human factions based on western colonisers of the period.
  • More purpose to fortress and adventure mode.
  • Possibly a custom trading workshop where currency can be spent on items that realistically would have had to come from another continent by trade.
  • Possibly a custom trading workshop where large batches of valuable intercontinental trading goods can be exchanged for currency.

Changelog:

1.01.09 - 12/03/2011
Added overcoat
Added mail chausse
Revised the frequency of some clothing
Fixed clothing layers so more can be worn
Added heater shield
Removed kite shield
Made silver and lead shot more effective to get through armour
Changed arena layout back to default
Various tidying of the RAW files

1.00 - 10/3/2011
Initial release

Old version:
Spoiler (click to show/hide)

Credits:
Spoiler (click to show/hide)
« Last Edit: May 07, 2011, 03:10:02 pm by Foamy »
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #1 on: August 04, 2010, 03:43:16 am »

I cant seem to get sieges to work anymore. not sure what'd gone wrong. could anyone confirm this or recommend an easy way of testing that doesn't involve building a fortress every time i change something?
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3

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #2 on: August 04, 2010, 03:50:50 am »

Are you sure that other civs actually exist? Can you post any raws that you changed?
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #3 on: August 04, 2010, 04:22:02 am »

What do you mean? There are plenty of werewolf civs around and they always show up as at war on embark.
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3

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #4 on: August 04, 2010, 05:43:17 am »

So the civs show up as war, but they don't siege. Right. Are you sure you've met the attack requirements?
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #5 on: August 04, 2010, 06:21:42 am »

I set all the requirements as level 1 and i've currently got 80+ pop with a lot of wealth.
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Shintaro Fago

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #6 on: August 04, 2010, 08:18:36 am »

Quote
Human fortresses
Stupid, sexy mind reader. Please, tell me you've redone the nobles, too.
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #7 on: August 04, 2010, 08:58:12 am »

Nobles have been redone. Wasn't sure for some of the names (eg. dungeon master to stable master) but it's not too bad.
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Grimlocke

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #8 on: August 04, 2010, 09:07:53 am »

I like the idea, werewolves allways were one of my favourite fantasy creatures.

As for the sieging problem, using the sieger tag and setting the level req. to 1 should make civs siege first year unless they have ambusher, itemthief or babysnathcer.

Also metals similar to iron are allmost as weak as copper now. You may want to make it closer to bronze untill we get some solid material syndromes to work with.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #9 on: August 04, 2010, 10:54:44 am »

I only put it in there for the future. it has absolutely no use at the moment. I think i found the siege problem. have to sleep now though so cant test but i'll upload it anyway.

EDIT: Let me know what you think of the werewolf tile. also any opinions on the music.
« Last Edit: August 04, 2010, 11:15:06 am by Foamy »
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #10 on: August 05, 2010, 10:10:57 pm »

Updated with improved weapon sizes.
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #11 on: August 07, 2010, 11:53:20 am »

Another update. added a gunsmith workshop and removed shields. also you can now make wooden mechanisms at the sawmill (i'm interested to know what the mechanic's workshop is called in the raws).
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Deon

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #12 on: August 14, 2010, 05:04:31 am »

How did you manage to fully remove shields without problems? Do you mean you removed the item alltogether?

You can replace shields with some "common" items like canes, walking sticks, umbrellas, briefcases etc. for flavor.

It would be cool to see a werewolf hunting professor to block beast's strike by his briefcase.
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Deon

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #13 on: August 14, 2010, 05:13:38 am »

Here're some flavorful weapons, use them if you want :).

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_KNIFE_HUNTING]
[NAME:hunting knife:hunting knives]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:10000]
[MINIMUM_SIZE:1000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:1500:800:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_KNIFE_STILETTO]
[NAME:stiletto:stilettos]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:10000]
[MINIMUM_SIZE:1000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:10:1200:stab:stabs:NO_SUB:1250]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_RAPIER]
[NAME:rapier:rapiers]
[SIZE:400]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:70:5000:stab:stabs:NO_SUB:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_PISTOL_SWORD]
[NAME:pistol sword:pistol swords]
[SIZE:250]
[SKILL:DAGGER]
[RANGED:BOW:PBULLET]
[SHOOT_FORCE:80000]
[SHOOT_MAXVEL:50]
[MINIMUM_SIZE:10000]
[TWO_HANDED:30000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:3500:1500:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:50:600:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_BOAR]
[NAME:boar spear:boar spears]
[SIZE:500]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:50:12000:stab:stabs:NO_SUB:1250]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]

[ITEM_WEAPON:ITEM_WEAPON_CLAYMORE]
[NAME:claymore:claymores]
[SIZE:1200]
[SKILL:SWORD]
[TWO_HANDED:80000]
[MINIMUM_SIZE:55000]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:120000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
« Last Edit: August 14, 2010, 05:16:03 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Foamy

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Re: Hunter's Moon (Concept Werewolf Mod)
« Reply #14 on: August 14, 2010, 08:12:51 am »

Thanks. i'll probably stick them in the next version although i'm not sure about the pistol sword. That's a good idea for the shields too. wonder if it's possible to make muskets block melee attacks.

I'm not planning on actively updating this mod until inorganic syndromes are in but if there's enough interest then i'll reconsider.
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