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Author Topic: Corrupted: Total Conversion Mod - Version - 0.01  (Read 9380 times)

adwarf

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Corrupted: Total Conversion Mod - Version - 0.01
« on: November 25, 2011, 06:40:52 pm »

Corrupted

What has been unleashed can not be forced back to where it came, the Dark Magics that created these beings, the true bringers of death, is far to powerful, and even the combined magics of all races could not banish them from this world. The Corrupted, beings that used to be humans, elves, dwarves, or some other race, have been created, and there mere touch is death. Our tries to rid our world of them as ripped us of our magic, and a now many of us hide waiting for the inevitable to come, for death to free us from this Hell.

Yet there is hope in you, a group of seven Dark Dwarves, who have been sent to make a bastion to hold out against the Corrupted, and save your people. If you fail your people, and the entire world is lost, but if you succeed maybe one day you will find a way to drive the Corrupted from this world, and finally be free. Now go forth, Strike the Earth !

Description:
The aim of Corrupted is to expand the amount of content DF has with tons of new metals, plants, ores, stones, weapons, creatures, civs, etc., and make it far more deadly than ever before. Instead of playing Dwarves your race will be the Dark Dwarves, those who have been exiled from Dwarven society. I already have quite a few races planned; Dark Dwarves, Dwarves, Shadow Elves, High Elves, Corrupted, etc. (See list below for all planned races). This way I am hoping to make DF more challenging, and fun at the same time while giving you much more content to work with, and more deadly enemies to face.

I will also be adding several new workshops, and a number of Mega-Beasts that will have you locking your fortress doors, and cowering under the table in the hope they won't notice you.

Spoiler: Planned Civs (click to show/hide)



Download Link: http://dffd.wimbli.com/file.php?id=5222

Credits:
Credit goes to bdog for allowing me to add his wheelbarrow mod to mine :)
Credit also goes to Deon for inspiring me to make this simply from playing his mods
« Last Edit: November 27, 2011, 02:48:00 pm by adwarf »
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adwarf

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #1 on: November 25, 2011, 07:45:34 pm »

Reserved
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Deon

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #2 on: November 26, 2011, 04:03:36 am »

Sounds fun! You have my blessings!

A proposition: replace "steel dwarves", "stone dwarves" etc. with "steel clan dwarves", "stone clan dwarves". It sounds better :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

adwarf

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #3 on: November 26, 2011, 01:07:54 pm »

Sounds fun! You have my blessings!

A proposition: replace "steel dwarves", "stone dwarves" etc. with "steel clan dwarves", "stone clan dwarves". It sounds better :).
That is my plan :)

Also it seems corrupted iron is quite powerful just made a colossus out of it, and 80 elves didn't kill it. So that not going in until I fine tune Corrupted Iron a bit more (And I still need to make the process for making Corrupted Iron a bit longer since its quite powerful). I should have a v 0.01 release soon. I just have to fix it, so the Corrupted actually appear in world gen.
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Trapezohedron

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #4 on: November 27, 2011, 08:07:45 am »

Sounds fun! You have my blessings!

A proposition: replace "steel dwarves", "stone dwarves" etc. with "steel clan dwarves", "stone clan dwarves". It sounds better :).
That is my plan :)

Also it seems corrupted iron is quite powerful just made a colossus out of it, and 80 elves didn't kill it. So that not going in until I fine tune Corrupted Iron a bit more (And I still need to make the process for making Corrupted Iron a bit longer since its quite powerful). I should have a v 0.01 release soon. I just have to fix it, so the Corrupted actually appear in world gen.

Rule of the thumb: If it's stronger than bronze, it's unfit for colossus material plating, as crushing it would be nigh impossible.

You should include strong artifact type weapons such as a handheld ballista or swords that can sunder things easily, and add a soul-item enhancing system, if possible.

And make sure to add Bdog's wheelbarrows mod, if you can get permissions.
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Teneb

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #5 on: November 27, 2011, 08:19:00 am »

If you are really going for a collossus-like creature, I recommend you add one or more bodyparts that when destroyed cause the death of the creature. Otherwise, it's going to be a problem.
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Deon

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #6 on: November 27, 2011, 09:04:57 am »

Quote
And make sure to add Bdog's wheelbarrows mod, if you can get permissions.
\
Ouch, how could I forget about it.
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adwarf

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Re: Corrupted: Total Conversion Mod - Work In Progress
« Reply #7 on: November 27, 2011, 01:23:16 pm »

Thanks for all the suggestions :) Also I have scrapped the colossus for now, but expect it in a future update. Nearing V. 0.01 just need to do some last minute adjustments, and add a few more things.
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adwarf

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #8 on: November 27, 2011, 02:43:05 pm »

Version 0.01 is released :) Any feedback, comments, or suggestions are welcome :)

Download Link: http://dffd.wimbli.com/file.php?id=5222
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adwarf

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #9 on: November 28, 2011, 03:46:28 pm »

Work continues, and I am currently working on the Night Goblin civ

Planned Stuff for the Next Update:
Night Goblins
Rat-Kin
Gnomes
Clockwork Rifle
Sword-Staff
Shamshir
Hand Cannon
Gear Bow
Wicked Blade
Compound Bow
Clockworks
New Plants (Oranges, Apples, Bananas, Grapefruit, Grapes, etc.)
New Drink (Grape Juice, Apple Juice, Moonshine, White Wine, Red Wine, etc.)
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Teneb

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #10 on: November 29, 2011, 11:16:32 am »

I'll give this a try.


If possible, try to make a list with the contents of each version. Unless you want to go and hide some stuff like narhiril did with her mod.
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Quote from: Tack
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adwarf

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #11 on: November 29, 2011, 03:20:03 pm »

I'll give this a try.


If possible, try to make a list with the contents of each version. Unless you want to go and hide some stuff like narhiril did with her mod.
There is a .txt file when you open the folder that contains the changes for that version, and when the next comes out the previous version(s)
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adwarf

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #12 on: December 03, 2011, 12:34:24 pm »

I have just finished the Night Goblin civ, and entity files as well as any items related to them. I am now moving to the Rat-kin civ, and entity files.
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adwarf

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #13 on: December 15, 2011, 06:09:49 pm »

Well the update has been moved back a bit as I have decided to go ahead, and jump to V 0.2 for the next release.

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Dave1004

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Re: Corrupted: Total Conversion Mod - Version - 0.01
« Reply #14 on: December 19, 2011, 08:14:30 pm »

It looks great! Once I start playing Dwarf Fortress again, I'll give it a run. Good luck with it! :P.
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