Project ClockWerks
Project Clockwerks is a Idea that a Friend of mine and I came up with one day after coming home from school. The basic idea was to have a Fourth Civilsation (of saner, less bastardized lads, *cough cough Goblins Cough*), A race of Ancient (possibly dwarven of origin) Steam-punk Machines Called the ClockWerks, and a Evil variant of them, The Corrupted (name may need work). on world gen, 100 or so of the clockwerks would spawn, these robots would be sentinent, and have a huge liking to dwarfs and an absolute hatred towards the elves. They would reproduce via Engineering (more on this later), have different Models (sub-breeds), and due to a rather colourful history, Have a GIGANTIC love for animals (possibly an unhealthy love for them).
well, now for a bit of information of the clockwerks.
Body DesignThe Clockwerks and their counterparts are completely built out of metal, due to this they require bars in rather sizeable amounts to be born. and due to their robotic nature, they need electricity to power their various parts. maybe 1-2 copper bars to act as the creatures blood-stream. the rest of the body is actually completely up to the builder. the bodies being built of 10-15 metal bars of a single kind to make the base bodies for the clockwerks, and the kind of metal determines how strong the base of this Clockwerks will be. they would stand about a foot taller than the average dwarf in this base form, but have only minimal plating and easier to snap parts, also, their bodies, unless specialized to a special task, cannot get themselves beyond competent or so in any given skill.
they need to be specialized to be able to be stronger in a given task, but this forbids them from anything BUT This task unless repurposed. this only counts to tasks within a certain border, for instance, one designated for farming would be able to preform all the tasks of a farmer, and be fast at it, but would be incapable of mining. hauling is a task all of them can preform regardless of specialization. besides specialization, they could be upgraded to increase their endurance but with a detriment to their speed due to the extra weight. each upgrade would cost a metal bar depending on the area, and would basically act as clothing for them. a military Upgrade to a clockwerks changes it dramatically though, with whatever chosen weapons permanantly inbuilt into their bodies, but can instead be fitted up with Clockwerks-specific weaponry, which i will go into later. a military clockwerk can be sent into a "off duty" mode, but there is very VERY little they can do while in this mode, having had most of their body adapted for the sole purpose of shredding people and other clockwerks apart.
now due to the mechanical nature of the clockwerks, they could seem rather daunting to any man having to fight them, BUT, their is on each one a clearly shown weak-point, a small glowing part inbetween their armour, known as their soul-center, the thing which makes the Clockwerk a Clockwerk and not just a mindless robot, aswell as what keeps them running and sentinent. striking this part with enough force WILL kill the Clockwerk. Clockwerks will be butcherable at a engineers workshop, yeilding 1/6's of the materials put into them.
Moralitythe Clockwerks love animals, and seem to adopt pets much more easily than any other race. unfortunately due to their own robotic strength, they may accidentally injure them on occasion, this would be very low, and only would happen with some of the more Dangerous models of their kind. this would give them a decently unhappy thought, or in there case... a "technical error".
Instead of running on the usual happiness slider, they would instead think of sadness as a error in their thought-processing, too many errors and it may cause them to have a Malfunction (tantrum). too many malfunctions and he would become one of the Corrupted, attempting to slaughter any of his brethern in the area. (also known as going Bezerk)
These guys, due to their love of animals and the like, find it disgusting to think about hurting an animal, let alone breeding them for food. And due to the elves incredible urge to eat absolutely anything they see, the Clockwerks think they are abominations. the Clockwerks don't think much about cutting down trees, because they see them as a sort of life-blood, using them in the forges to spawn more clockwerks. thusly the Elves and the clockwerks are at odds with eachother. This could make that wars between the elves and the clockwerk could be a common thing in the legends, possibly making for some quite interesting logs in the legends section of your fortress.
Dealing With injuriesWhen a clockwerk starts to "bleed", it releases steam, this steam is actually damaging to the attacker, but is of course still bleeding for the clockwerk, once it is bleeding it is a sign the clockwerk needs some repairs desperately, and should immediately be taken back to a repair station.
the repair station should be a Clock-werk building, only useable by either clockwerks or a legendary dwarven engineer. a specialist clockwerk in the form of a technician will then use whatever bars are lying around to repair his damaged comrade. The Clockwerk, once repaired, can go on about his buisness as normal, but of course due to the amount of bars being put into the repairs, its good to have a absolutely thriving metal industry.
if a clockwerk is significantly damaged, it will need to be temporairly shut down for the duration of the repairs, a Recharging station (see clockwerk buildings and items) can be used to have the de-activated until the repairs are all done. if a clockwerk loses a limb,(unless a modder can do otherwise) that limb is gone for good, as technicians at the moment are unable to repair a live clockwerks inner mechanisms
Clockwerk Buildings and itemsThe Various upgrades that a clockwerk can be put through, aswell as the needs of the clockwerk individual, are all sorted at a variety of buildings they have made, first of all, the Fittings station, where a clockwerk can be assembled or upgraded.
The Repair station, a mix of a forge, a medical bay and an engineers workshop, this is where any steam-leaking clockwerk can be fixed back up to full functionality, but chews through quite a few bars to do so.
The Armoury, a seperate station for actually making the various upgrades and weaponry that get slapped onto a clockwerk, and finally...
the Re-charging station, when a clockwerk starts to run out of energy, this acts as both its food-source and its bed, it requires power to operate in its self, but clockwerks being efficent creatures, not a ridiculous amount.
The Clockwerk have access to a few weapons that only their kind can use... for instance...
the Power Spike, a hydralic actuator working on a spear mounted on the clockwerks arm. this spear now does incredible thrusting damage due to the added force of the actuator behind it, but suffers a penalty when just being used to whack an opponent, doing quite a lot less due to the mounting.
The Bolt Launcher, a high powered variant of the average crossbow, its bolts are super-fast and highly accurate, but the force put behind each bolt WILL break each and every single one fired from this launcher.
the Clippers, a pair of sword blades attached together on the underside of the fore-arm, they are designed so that on activation they both strike the same area twice, flicking inwards towards eachother. this allows another wrestling option when the clock-werk has grabbed onto another opponent, "Slice", but besides this move they are not very effective in anything but hand to hand combat. this is strictly a weapon for wrestlers.
(more to come, maybe)
i will be updating constantly, please tell me what you think of the project so far, and if any modders want to take up the mantle of helping me and my comrade KODYII construct this, give me a heads up, cheers!
*update* removed the tri-shot due to facts pointed out to me by you lads, i'm very, very new to the whole construction scene, let alone putting this much effort into a game, but i appreciate all your help so far