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Author Topic: Dwarvenrealms [Major Mod]  (Read 21778 times)

Koji

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Dwarvenrealms [Major Mod]
« on: March 27, 2011, 05:54:10 am »



Graphical Version: http://dffd.wimbli.com/file.php?id=4321
ASCII Version: http://dffd.wimbli.com/file.php?id=4045

Dwarvenrealms is a gigantic mod that completely overhauls DF and thrusts it into the fantasy world of Elanthia. Over 220 new creatures, terrifying megabeasts, goblins, orcs, and the ever-present threat of the terrifying Dragon Priests stand between you and glory. Will your outpost bring you wealth and success, or are you only digging your own graves?

Dwarvenrealms is based off of Dragonrealms, a gigantic and well-loved MUD that dates back to 1997. Something about the universe always struck me as particularly enjoyable, and when I started this mod, I found that Dwarf Fortress's mechanics fit for many reasons.

So what can you expect from this mod?

Entities
Spoiler (click to show/hide)

Industries
Spoiler (click to show/hide)

Materials
Spoiler (click to show/hide)

Creatures
Spoiler (click to show/hide)


Credits: Thanks go to Quarynn for the logo, Ironhand for the basis for my graphics set, and ult1mara for the review!
« Last Edit: February 06, 2012, 02:03:24 pm by Koji »
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Deon

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Re: Dwarvenrealms [Major Mod]
« Reply #1 on: March 27, 2011, 07:31:20 am »

DFFD is down for a moment, it happens, so I cannot test it yet.

What do you mean by "What is causing the sprites to ignore their raws and just have amber colored eyes, skin, and hair?" Can you provide an example?
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Re: Dwarvenrealms [Major Mod]
« Reply #2 on: March 27, 2011, 07:41:41 am »

The "amber descriptions" thing is a bit hard to track down. I once heard someone report that it was happening due to too many castes, which obviously doesn't bear well for the way this mod is structured.
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Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #3 on: March 27, 2011, 07:22:17 pm »

I think it might have something to do with sloppy raws on the [SELECT_TL] tags. It's ignoring the colors I chose for them and just using amber, which isn't even on their list. It's only happening to the sprites, all other creatures seem fine.

Edit: This bug is caused by creatures not having caste tags. I had many female-only creatures, and just dropped a [FEMALE] tag in their block. I have fixed this in my mod, but if you run into the problem in one of your own, just add a single caste to the offending creature.
« Last Edit: May 24, 2011, 04:12:46 pm by Koji »
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #4 on: March 29, 2011, 08:57:58 pm »

Code: [Select]
[CREATURE:SPRITE_WATER]
[DESCRIPTION:This creature is at once breathtakingly beautiful and alarmingly dangerous. Her eyes mirror the madness raging within her mind, while her intoxicating dance speaks of childlike simplicities and a deceptively charming demeanor. No taller than an adolescent Elf, and certainly quite alluring, a water sprite is nonetheless an unpredictable, menacing creature.]
[NAME:water sprite:water sprites:water sprite]
[CASTE_NAME:water sprite:water sprites:water sprite]
[CREATURE_TILE:'S'][COLOR:2:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[FEMALE][GOOD]
[CLUSTER_NUMBER:1:10]
[POPULATION_NUMBER:2:15]
[LARGE_ROAMING]
[BIOME:ANY_LAKE]
[BIOME:ANY_POOL]
[PREFSTRING:grace][NOT_BUTCHERABLE]
[SPEECH:elf.txt]
[PERSONALITY:ALTRUISM:0:10:25]
[PERSONALITY:DUTIFULNESS:0:10:25]
[PERSONALITY:EXCITEMENT_SEEKING:0:75:100]
[PERSONALITY:SELF_DISCIPLINE:0:15:20]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:750:800:950:1000:1100:1200:1300]  ---
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:10:20:30:40:50:60:70]               +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:10:20:30:40:50:60:70]         +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:50000]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:55:55:68:70:80:91:102]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:20:30:40:50:60:70]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:10:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:LENGTH:5:10:15:20:25:30:40]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:50:90:100:120:140:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:10:20:30:40:50:60:70]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:5:10:15:20:25:30]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:10:20:30:40:50:60]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:PALE_TAUPE:1:SAFFRON:1:YELLOW:1:AMBER:1:GOLD:1:FLAX:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ECRU:1:PALE_PINK:1:PEACH:1:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

When the game generates a sprite, it has amber eyes, skin, and hair. Those aren't choices for anything but hair. It also does it to other creatures that don't have amber at all. What the hell is doing this?
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Sutremaine

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Re: Dwarvenrealms [Major Mod]
« Reply #5 on: March 29, 2011, 10:10:58 pm »

You're missing a SET_TL_GROUP on the hair.

Descriptions as a whole get really funny if one of them isn't right, and I've never gotten any description-specific error message more useful than '[modifier] not used'.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #6 on: March 30, 2011, 12:10:38 am »

You're missing a SET_TL_GROUP on the hair.

Descriptions as a whole get really funny if one of them isn't right, and I've never gotten any description-specific error message more useful than '[modifier] not used'.

The set_tl_group is there. I even redid the entire TL entry, the bug persists.

It is on a few other creatures too, which have nothing to do with the Sprites. I am guessing 3 was right, and that there's nothing that can be done about this bug for the moment.

In the meantime, I fixed Atik'et and Fire Maidens, who will now properly spawn. I also got slings balanced--they're worse than bows vs naked opponents, but if the enemy has full armor, slings can easily stun and break small bones, which softens invaders up quite nicely for a melee assault.

I like sending out a squad of well-armored macemen and staff fighters to hold the baddies at bay, then bring in the slingers to soften them up. Once they're crippled, a third, lighter squad of swords and halberds will finish things up quite nicely.

The underground monsters are better fought with bolts and arrows.
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #7 on: April 03, 2011, 04:08:51 am »

Overhauled the fabric system, fixed most of the known bugs, revamped magic, and added sericulture. Feel free to steal this one, other modders--there are silkworms in certain biomes that you can farm like bees and process into silk at the ranger workshop.
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Deon

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Re: Dwarvenrealms [Major Mod]
« Reply #8 on: April 03, 2011, 06:53:54 am »

Wow, silkworms farmed like bees? :P Mine just leave webs in the forest. Why did you make it this way? There are already silk gathering mechanics. Did you dislike big areas you had to control to gather the silk?
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Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #9 on: April 03, 2011, 07:04:31 am »

Wow, silkworms farmed like bees? :P Mine just leave webs in the forest. Why did you make it this way? There are already silk gathering mechanics. Did you dislike big areas you had to control to gather the silk?

In real life, silk has always been made by taking gigantic amounts of the little guys and farming them. You need 5500 silkworms to make a single kilogram of silk using modern processes, so wild gathering isn't really viable. And the webber tag makes them leave spiderwebs all over the place, which is better suited, visually, to places that are meant to look creepy and full of spiders.

I also wanted to expand the beekeeper profession a bit.

edit: fixed a duplicate creature entry and a translation error
« Last Edit: April 03, 2011, 07:30:42 am by Koji »
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #10 on: April 06, 2011, 02:27:55 am »

Testing is going well so far.




A Dragon Priest ambush! Their leader is injured, and drops his priceless dagger. Unfortunately, this is the only thing that will go well today.







I got this screenshot moments before my settlement crumbled to its end. The castle I was building would have been pretty much impregnable, but the swordsmen were just too good, and my guys had too little training. Oh well.

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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #11 on: April 19, 2011, 04:00:58 pm »

I did some fairly extensive updates. I removed bogeymen and replaced them with velvers (so long as you play in a world with night creatures set to 0). They are tiny, but really skilled and have a sleep toxin. Be careful.

I also added the Jacquard Loom and several powerful artifact-only weapons that can be created by kermorians in strange moods. The Jacquard loom lets you double the base value of the cloth that's put into it by using twice as much thread. This lets you create single pieces of cloth that are more valuable, which can lead to more valuable artifacts and whatever else you might want to make.

I fixed a few bugs. There are now a bunch of types of knife to be used by your military or others. Sky giants no longer use map-incinerating lightning breath. I also did a bunch of work to make armor more reasonable. Now you can only wear two items on a specific body location, and all metal armor is shaped. So you can have a shirt and a gambeson and a breastplate, but not three breastplates. All armor coverage was reduced to at least 98%, so there is a chance that attacks will slip through even the best coverage. No more will you have unskilled but indestructible peasants.
« Last Edit: April 19, 2011, 04:06:48 pm by Koji »
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Ult1mara

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Re: Dwarvenrealms [Major Mod]
« Reply #12 on: April 19, 2011, 05:16:46 pm »

I am checking out a lot of DF mods of late and am trying to get permission from each of the modders before I start posting LPs for them.

Is there any chance you could let me do an LP of this mod as well? It seems pretty interesting.

Thanks in advance
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Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #13 on: April 20, 2011, 03:55:09 am »

Sure, that would be fun to see. If you are playing and you find a creature, object, or material that you don't recognize, check out www.elanthipedia.com --it's a resource for the game this mod is based on, and should answer any questions that might come up.
« Last Edit: May 10, 2011, 08:41:24 am by Koji »
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Dwarvenrealms
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Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Ult1mara

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Re: Dwarvenrealms [Major Mod]
« Reply #14 on: April 20, 2011, 04:21:39 pm »

Is there any chance u can make an upload of this game using a texture pack e.g. Ironhand or Pheobus or Mayday?

Am pretty sure it would go down really well since some of us dont like the ASCII version, true some do :P

Thanks again

Ult1mara
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