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Author Topic: the End of Days - total conversion apocalypse mod - 39f ASCII or GFX set install  (Read 2626 times)

KaelGotDwarves

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Some shots with and without my graphics set.
Spoiler (click to show/hide)

http://www.megaupload.com/?d=AZWMK29I normal DF
http://www.megaupload.com/?d=BMUHNAIH Mike Mayday graphics set
***For Dwarf Fortress v0.28.181.39f***
***End of Days***

From the readme:

This is the first release of a total conversion/rebalancing mod for DF.

Many things will be changed over the course of development and as DF develops.
If you give your input, I will be able to improve this mod!

To be done:
Rebalancing/New creatures & megabeasts
Rebalancing/New/civ specific weapons/armor
Civ balancing/ETHICS and fleshing out of spheres for wars

**CURRENT STATE**

The apocalpse is coming. Afflicted creatures walk the land and hellspawn are
appearing from the void killing all in their path. The Angels of legend have
appeared to cleanse the land, but in their path also lie humans, elves, dwarves,
kobolds, and orcs - still squabbling as they have for ages.

-CIVS-

PLAINS HUMANS: Numerous and versatile, these heavily armored dragoon
warriors on horses and masters of lances and javelins began repopulating the land
until evil appeared on their doorsteps. Now they launch a desperate defense
of their homeland.
They are medium sized and receive no major boosts.
Dragoon lance fighters
Javelins and throwing javelins take the place of crossbows.
Steel wearing.

SEA HUMANS: Merchants and pirates- sea, river, lake dwellers and worshippers.
Fun loving and romantics, they have rudimentary muskets called cannonades
which are powerful weapons but extremely heavy and weak melee.
Medium sized as their PLAINS brothers
Lightly armored in iron
Masters of rapiers and scimitars
Cannonades replace crossbows - deal ranged budgeon knockback damage
Engineers of Giant Cannonade Turtle siege weapons (What could possibly go wrong?)

ELVES: Defenders of the land, forests, trees, and animals.
Less numerous than basic DF
Take longer to age
No longer zerg eat everyone
Better natural damage absorbing ability (cover lack of decent armor)
All bow wielding with large elemental COLD damage
Don't piss them off unless you want to be turned into an icicle pincushion

DWARVES: Everyone's favourite race.
Slightly larger + more damage absorbing
Still smaller than humans and elves
Normal weapons for now

ORCS: These large mutants hate everyone, especially those ocean & river sphere
worshipping softies.
Replace goblins
Much larger and harder to kill than their gobbo counterparts (more than twice)
No longer babysnatchers
Forgo bows and crossbows for melee weapons
REALLY hate SEA HUMANS and ELVES

KOBOLDS: Weak, lizardy thieves.
Unsure to change/delete race in the future
Slightly stronger than original DF

ANGELS: HERESY! KILL THE HERETICS!
Don't fuck with angels
Ridiculously fast (armed with a sword can cut a human into 7 pieces before they fall dead)
Incredibly tough
Irresistable weaponry
Low numbers, long childhood
Webbers
Custom language and armors
Will crush infidels of the true Gods

HELLSPAWN: The spawn appeared from the deep along with the affliction.
All they exist for is to consume, and will not stop until all are consumed.
Will zerg everyone
Impossible to communicate with
Larger than orcs - build adventurer skills on orcs/afflicted before tackling them
firebreathing

-WEAPONRY-
Angels wield physical manifestations of their faith, which are weapons and shield them.
Hellspawn and goblins have a variety of melee. Hellspawn will likely have BURN
damage weapons such as flaming scythes in the future.
Crossbows and bows have slight NERF to counter their crazy effectiveness.
Elven, Angel, and javelin/cannonade ranged weapons unaffected by nerf
Humans received new weapons - more to come.
TRAPS NERFED somewhat. Weapon traps still do same damage.

-MEGABEASTS-
Now extremely MEGA. Don't tackle them without a team or an angel on your side.
(But don't be surprised if the angel steals your glory)
ADDED:
Avatar of Light - A larger, meaner, more badass Spirit of Fire
Avatar of Dark - Like Avatar of Light, only more mean
Giant Cannonade Turtle - A giant turtle, with a mounted cannon (ala Guild Wars)
Many more SEMIMEGABEASTS

-CREATURES-
Competely rebalanced
DF creatures that usually die off during worldgen modded to survive
Afflicted versions of many creatures + too many to list

-ITEMS-
Slight rebalance of growing plants. More to come.
More types of clothing and trade goods to come.

-BODY-
New body parts and mods

-NEW SPEECH TEXT-
Religious greetings and goodbyes got a major overhaul, along with many others
More to change

Reachable for comments & suggestions @ Bay12Games forums.
KaelGotDwarves

Thanks to:
Teldin: Most of the latin translations for Angels
Sean + other modders/wiki writers
Mike Mayday & other tileset/graphics pack editors
Bartavelle, Rick, 0x517A5D, and other DF util programmers
Legendary (fail) warriors of Boatmurdered, I salute you!
Threetoe & Toady for the wonderful game.
« Last Edit: August 14, 2008, 02:14:52 am by KaelGotDwarves »
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KaelGotDwarves

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Re: the End of Days - apocalypse mod - 39f
« Reply #1 on: August 13, 2008, 08:56:23 pm »

This spot saved for more info - world gen stuffs and such.

Best genned under:
Large worlds
300-200 year gen cap for megabeasts
-1 population cap
-1 megabeast check
10000 start megabeast check
0 Do not Cull historical figures
If Large world, have 300 mountain caves and 300 non mountain
If Medium world, have 75 mountain and nonmountain caves

More to come
« Last Edit: August 14, 2008, 01:15:30 am by KaelGotDwarves »
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Roundabout Lout

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This sounds awesome! Trying it out immediately.
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balmung002

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so far I've gotten caravans from... orcs, angels, elves, and dwarves. (year 3 spring now) Succubi/incubi seem to run when I rush at them, and even though I spawned 3 worlds already, I haven't seen anything beyond the usual that's a threat

hm, and I just got my second orc caravan. No ambushes/sieges yet. I genned the world at about 200 years, large, etc etc. lots of kobold thieves though.
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KaelGotDwarves

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Hellspawn should be attacking you, but check and make sure they're still alive. I will add more civs for them. If you want a quick fix, check the entity_default raws and raise DEATH max civilizations to 4-5.

The removal of [INTELLIGENT] and replacing it with [CAN_CIV][CAN_LEARN] makes them zerg everyone.

I'm waiting for the update of the military structure to port this over to the new version, along with many more fixes.