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Author Topic: Rob's Mod release thread  (Read 1594 times)

Rob Allen

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Rob's Mod release thread
« on: January 02, 2008, 12:25:00 am »

Here is the current version of my mod.  It adds Orcs, Halflings, and Dark Elves to the game as playable races.  It also adds Nibelungs (dark dwarves), Barbarians, Outcasts, Raiders, and Kobold Thieves, that you can encounter in the wilderness in Adventure Mode.
http://www.inficad.com/~shadowstar/robsmod.zip

just unzip into your raw/objects folder.  It doesn't overwrite anything so you can add and remove it as you wish, even use it with other mods if you like.

Expanded Information:

Orcs:  Based on a mishmash of Orc stereotypes from numerous fantasy sources, they are about the same size as humans but more aggressive, harder to kill, and they make weapons and armor out of whatever materials they can get quickly, not necessarily the best.  They are inherently evil.  Initially, their towns are relatively civilized and peaceful, but if you should encounter Orcish armies in the wilderness, don't be surprised if they attack you, even if you're an Orc.  Orc armies don't serve to protect their civilians, only to terrorize others.

Halflings:  AKA Hobbits.  Peaceful and homely.  They live in villages much like humans (sorry no hobbit holes in this version).  Halflings don't make many weapons, they spend more time just trying to live happy lives.  They make most of their weapons out of wood or stone and their armor out of wood or leather.  They don't make good fighters but they can put up a decent fight when they have to defend themselves.

Dark-Elves:  A mysterious offshoot race from the Elves.  It is said the Dark Elves were once Elves, but rejected their brethren's ways and exploited the natural resources of the forests where they lived.  This drew the attention of dark forces which corrupted them and turned them Dark.  Now their forest homes have turned into places of evil and they do not interact much with the world beyond their haunted glades.  Occasionally they will find themselves under attack by unicorns and satyrs who come to reclaim thier glade wards.  Recently, pressure from outside forces have driven them to begin seeking trade alliances with Kobolds, Goblins, and even some Dwarves.  However, many of these groups do not trust the Dark Elves and have instead declared war on them.

Half-Elves: These creatures are rarely seen.  They are the offspring of a human and elf parent, something that happens very rarely.  They are spoken of in some legends, but few have ever seen one.  They are not well liked by most humans or elves, so they often live in the wilderness away from civilization.  Because of this, many half-elves turn to bandit gangs who appreciate their unique talents.

Barbarians: Conan-esque wild men who roam the wilderness like the beasts they hunt and tame.  Strange and aggressive, they tend to be larger than the average human and quite formidable in combat.  They usually keep to themselves, but it is advised not to pester them too closely as they are also very suspicious of the more civilized races and will attack on a whim.

Goblin Raiders:  Goblin armies roaming the wilderness for easy targets.  They
can be found almost anywhere.  There are rumors of Goblin armies attacking
Goblin fortresses, leading to the belief that the various Goblin clans may be at war, even as they contend with the other races.

Nibelungs:  The Nibelung Dwarves are a mysterious and dark offshoot of Dwarves who fear the light and mostly live underground.  Despite their fear of sunlight, Nibelung armies are trained to bear it.  It is rare to find them walking the surface world, but they will do so in order to establish new fortresses.  In recent years, some Nibelungs have rebelled and joined other civilizations, in an effort to re-accomodate themselves with the greater world and learn to bear the sunlight, which many Nibelungs consider to be beautiful, despite their fear of it.

Kobold Thieves:  This is about the closest to an army the Kobolds can get, at least outside of their caves.  These thieves wander the world, occasionally in packs, looking for things to steal.  The Kobold Thief is probably the best armed Kobold there is, and may even put up a decent fight if attacked.  But Kobolds tend to be relatively weak fighters on average, so they are not much of a threat once spotted.

Outcasts:  Reclusive humans who have been exiled from their homes for various crimes.  Many outcasts have favorable relations with the less-liked races like Goblins and Kobolds, however Outcasts are not inherently evil.  Many Outcasts have been falsely accused and were innocent of the crimes for which they were exiled.  Angry towards the government that took away all that they knew and loved, many Outcasts have banded together and formed rebel groups.  These groups are dangerous and should be treated with caution.  They are suspicious of outsiders and live in fear of discovery, but they are not as hostile as Bandits.

Bandits:  These are hardened criminals from the various races who live in the wilderness and occasionally build semi-permanent hideouts in caves.  They can be found almost anywhere there is crime, and are armed with whatever they can get their hands on.  Most of their weapons and armor are taken from their victims.  They are formidable fighters, having that murderous streak that allows them to kill without remorse.  Each race's bandits have unique traits, but overall, they are all murderous bastards.  When they have access to ships, they are pirates (not in this version).  It is best to avoid them unless you are well equipped and have some backup.

[ January 03, 2008: Message edited by: Rob Allen ]

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Keilden

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Re: Rob's Mod release thread
« Reply #1 on: January 02, 2008, 02:19:00 am »

Add can civ tag to the bandits and make the live in caves like kobolds for bandit camps. Also they will steal stuff from you.
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Rob Allen

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Re: Rob's Mod release thread
« Reply #2 on: January 02, 2008, 02:47:00 am »

I did consider making bandits civ but decided against it as I didn't want them replacing other civs.  I also experimented with mountain civs but i couldn't get them to generate for some reason.  I believe I already have bandits set to steal items, though they should only appear on more aggressive maps.
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Kyselina

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Re: Rob's Mod release thread
« Reply #3 on: January 02, 2008, 06:39:00 am »

Is this the mod I asked for with hobbits?
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Wiles

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Re: Rob's Mod release thread
« Reply #4 on: January 02, 2008, 01:09:00 pm »

Do the bandits appear on the map naked and unarmed?
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Rob Allen

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Re: Rob's Mod release thread
« Reply #5 on: January 02, 2008, 01:09:00 pm »

There are halflings, yes.  Can't guarantee they will appear with every generated world (it's random), but they do appear on most generated worlds.  There are also Dark Elves and Orcs as playable races.  Dark Elves are like regular elves, but they aren't as environmentalistic and they are evil so they are often under attack by satyrs and unicorns (at least when I tested them they were).  Orcs are like humans but tougher and they can trance.  They are also evil but their territory is usually pretty secure.  They make weapons out of the easiest materials they can get their hands on, which is usually wood (though it does depend on the local available resources).  Halflings are like dwarves but without the damblock and trance, and they are good.

Half-elves also appear in the game but only as bandits.  I wanted to make half-elf adventurers wandering around and being helpful but I didn't like the limited behavioral options available, so I took them out.

I haven't actually encountered any bandits.  They are somewhat rare so it's hard to test them.  They are set to use equipment, so I would assume they'd be equipped like skeletons and zombies, but we'll see.  I may release a patch if I need to change anything.

[ January 02, 2008: Message edited by: Rob Allen ]

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Wiles

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Re: Rob's Mod release thread
« Reply #6 on: January 02, 2008, 01:20:00 pm »

I assumed skeletons/zombies were armed because they were essentially an undead version of a living entity. I'd be interested to know if you test further what your results are. I've been trying to figure out if it's possible to give a creature equipment without making it an entity.
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Rob Allen

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Re: Rob's Mod release thread
« Reply #7 on: January 02, 2008, 01:36:00 pm »

I assumed it would be handled by a default system.  There seem to be a few of those in DF.
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TheSilverHammer

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Re: Rob's Mod release thread
« Reply #8 on: January 02, 2008, 07:30:00 pm »

The indeed would actually be an interesting race.   They do not need to eat, sleep or drink.  They can't have children, so in order to increase their numbers they need to get fresh bodies that are not too badly damaged.   Maybe what is needed is indeed wrestlers to help 'recruit' more people to their cause.
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Rob Allen

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Re: Rob's Mod release thread
« Reply #9 on: January 03, 2008, 01:38:00 am »

Damn.  Looks like the bandits are unarmed.  I'll have to give them a civ.  Wonder if I can put multiple races in the same civ?  I'll give it a shot.  I'll stick em in the mountains and have them replace kobolds...  I think.

Ok, got it in... Have to test it now.  Hope they don't replace too many kobolds.  I want to leave some in.  Love those little buggers.

Don't have time for proper testing, but it SHOULD work now.  Updated original link and added link to my sig.

Current version is 1.1 as of this post.

[ January 03, 2008: Message edited by: Rob Allen ]

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Mr.Person

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Re: Rob's Mod release thread
« Reply #10 on: January 03, 2008, 01:06:00 pm »

quote:
Originally posted by Rob Allen:
<STRONG>Damn.  Looks like the bandits are unarmed.  I'll have to give them a civ.  Wonder if I can put multiple races in the same civ?  I'll give it a shot.  I'll stick em in the mountains and have them replace kobolds...  I think.

Ok, got it in... Have to test it now.  Hope they don't replace too many kobolds.  I want to leave some in.  Love those little buggers.

Don't have time for proper testing, but it SHOULD work now.  Updated original link and added link to my sig.

Current version is 1.1 as of this post.

[ January 03, 2008: Message edited by: Rob Allen ]</STRONG>



As far as I know, having multiple creature tags will make some of the cities kobold and some of the cities bandit(oid?).
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Rob Allen

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Re: Rob's Mod release thread
« Reply #11 on: January 03, 2008, 01:31:00 pm »

Well, that's how I set it up.  Once I actually run into some bandits again, I'll know.  I actually put all the "independents" into one civ.  So you could have Bandit hideouts in caves, Outcast encampments, or even Kobold Thief camps there.

Is there a tag to give a custom profession name to peasants?  Like there is with Hammerman, Maceman, Swordsman, etc.  What about for other professions like Lashers and Knife users?

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Rob Allen

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Re: Rob's Mod release thread
« Reply #12 on: January 03, 2008, 10:28:00 pm »

Wandering through the wilderness, a migrant band of human peasants attacked me.  I'm going to assume they were bandits, because no other humans are hostile (except maybe outcasts, who can be either).  If I can change the profession title of the bandit peasants I can get them a better name, maybe something generic like Murderer (I use that for a few other bandits).  Heh, imagine getting attacked in a forest by a band of murderers!  Or I could call them thugs, seeing as peasants are unarmed and use wrestling...
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EvilBobtheALMIGHTY

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Re: Rob's Mod release thread
« Reply #13 on: January 11, 2008, 06:37:00 pm »

quote:
Originally posted by Rob Allen:
<STRONG>Wandering through the wilderness, a migrant band of human peasants attacked me.  I'm going to assume they were bandits, because no other humans are hostile (except maybe outcasts, who can be either).  If I can change the profession title of the bandit peasants I can get them a better name, maybe something generic like Murderer (I use that for a few other bandits).  Heh, imagine getting attacked in a forest by a band of murderers!  Or I could call them thugs, seeing as peasants are unarmed and use wrestling...</STRONG>

Thugs make more sense as they generally attempt to beat the shite out of you without actually killing you. Most of the time. Then they take your money and then whatever they want. Knife specialists could be considered murderers, however.
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Rob Allen

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Re: Rob's Mod release thread
« Reply #14 on: January 11, 2008, 09:49:00 pm »

For the moment it works well enough.  Right now the peasants just look like random hostile humans/dwarves/halfelves/etc...  The armed ones will actually have full names like "Human Bandit", etc.  The Bandit Pikemen are actually called Mercenaries since the Pike is more of a military weapon than a bandit weapon, but bandits could hire mercenaries just like anyone else.  I use mercenaries in alot of the NPC creatures, they work well in many aggressive roles.

So far the mod works pretty well as is.  I'm running a fortress right now and have a trade relationship going with some dark-elves.  I like the way I set this one up.  I sent my adventurer into a goblin fortress and cleared it out, then set up a dwarf fortress there in the ruins.  I get tons of loot laying all over the place (I even made sure to leave some valuable stuff lying around when I raided the place), so we've got a good set up.  There were a few survivors milling around when we got there but they didn't dare attack us.  Eventually the first dwarf caravan slaughtered them on the way in and now the site's been free of goblins for over a year.  We do have occasional kobold raids, but Goblin fortresses make nice, defensible locations, so usually the kobolds only get the stuff that's still lying around at the edges of the map.  By now most of my dwarves have collected most of the loot and have it locked away safely inside the main tower.  I have to say, I love this version of DF.  Being able to conquer a goblin fortress is awesome.  I love renovating goblin architecture to make it more suitable for dwarven occupation.

Hopefully one of these days I'll get attacked by a band of bandits.  I want to see how that plays out.

[ January 11, 2008: Message edited by: Rob Allen ]

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