This here is Dunamisdeos' standalone races V1.0
These races are designed to be inserted into any existing dwarf fortress game (including modded ones) without
conficting with anything. As such, they use vanilla speech and equipment. Installation help is further down the README.
Here's the rundown:
--The "Good***" Races--
High Elves - Similar to wood elves in appearance, but taller. Tends towards lighter skin and hair tones.
*These elves work metal, including steel. They favor one handed swords and bows.
*Does not care how many trees you cut down.
*Naturally skilled at warfare, but they are few in number.
Wood Elves - This file simply overwrites you creature_standard.txt to change vanilla "elves" to "wood elves".
*Only for flavor. Will conflict with any mod that requires it's own creature_standard.txt.
Halflings - A work in progress. *NOT INCLUDED* as of yet. Has an unwanted tendancy to burn down elven settlements.
*Not warlike. (intended but.... well, not functional)
*Does not work metal. Highest grade of armor is leather.
*Simple weapons only, such as spears, battleaxes, and bows.
*Kicks all kinds of butt at cooking and being social.
--the "Evil" Races--
Dark Elves - These cruel elves live in Dark Fortresses. They WILL utilize ambush, and they WILL send thieves.
*Works metal, including steel. They favor pikes, halberds, and bows.
*Doesn't make friends with anyone, really. Even has a tendancy to war with goblins.
*Similar to high elves in terms of combat ability, yet even fewer in number.
*Yes, I know they are purple. Purple was the color of evil once. Don't laugh, it's true.
Orcs - A larger, stronger, somewhat stupider breed of goblin. Still a WIP, and *NOT INCLUDED* as of yet.
*Prone to rage. Very, very prone to rage.
*Two files will be included. I prefer to overwrite the goblin entity to make goblins and orcs
live in the same areas and siege together, but there is an option to have them build their own
civ.
Frost Giants - Very few in number, but they are more powerful than mundane giants. Thrives in icy climes.
*Tends towards rage.
*Does not wear metal armor, nor do they use ranged weaponry.
*Very deadly in close combat with their crushing weapons, such as mauls and warhammers.
*Possibly the least agile thing on earth, next to slugs and hermit crabs.
*Icy to the touch, and NOT immune to temperature.
Fire Giants - Very few in number, and smaller than frost giants. Prefers wastelands and deserts.
*Less prone to rage then Frost Giants.
*Does not wear metal armor, nor do they use ranged weaponry.
*Deadly in close combat. Fond of large weapons such as 2H swords and greataxes.
*Body temperate will cause damage to wrestlers.
*More agile than Frost Giants, but still moves like a novice crutchwalker.
*While resistant to heat, it is NOT inflammable, nor immune to magma.
--Other Important Stuff--
Most of these guys can be played in adventurer. If you like being an overpowered semi-megabeast, go to it. If you
don't, well, then pick an elf.
While I do claim credit for these races, I may have used other modder's races as a reference. I say "may" because
I don't really remember. It has been awhile for a few of them. Heres a colorful shout out to anyone who inadvertantly helped
me learn to mod dwarf fortress:
*whoop*
Furthermore, the "art" files consist mainly of palette swaps. The elves are swaps from the Pheobus set. The only
one that I spent any real time on are the Frost Giants, and that one is still swiped from Pheobus. I may go back and
create original spritework, or I may just get sucked into NEW SHOOTER GAME: THE BEST ONE YET. THE SEQUEL.
Credit where credit is due. But hey, at least you can tell 3 different races of elves apart.
A very BIG shout out to the guys on the BAY12 Modding Boards. Couldn't have modded a thing without you fellas.
One more thing. The races of frost and fire giants will only create ONE SINGLE CIV on any size map. They are
intended to create optional embark difficulty, and it helps keeps them from running roughshod over the world.
This is not to say that frost giants will not dominate the entirety of the tundra by year 1000. Be warned.
--INSTALLATION--
To insert a race into your dwarf fortress game, all you need to do is:
*Place the racename_entity_dun.txt and racename_creature_dun.txt files for said race into your DWARF FORTRESS/RAWS/OBJECTS folder.
*Place the graphics_racename_dun.txt into your DWARF FORTRESS/RAWS/GRAPHICS folder.
*ONE-TIME----- Place the "dunamisdeos - SAL" folder into your DWARF FORTRESS/RAWS/GRAPHICS folder.
*Generate a world and play.
***DISCLAIMER: Good is a subjective term. Good does not take responsibility for the actions of those who
follow it's philosophy. Side effects include skirmishes, battles, dismemberment, bleed-outs, multiple
pillagings, 1000-year periods of warfare, and intentional genocide. These effects do not discriminate
against other good races. Consult your Chief Medical Dwarf before use.