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Author Topic: WIP // Reichgrad - A Surreal Low Tech World War Twist  (Read 18788 times)

Vherid

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WIP // Reichgrad - A Surreal Low Tech World War Twist
« on: April 30, 2014, 07:43:06 pm »


A Surreal Low Tech World War Twist



Spoiler (click to show/hide)



Reichgrad is a world I have been creating in my head for a while now and is what I would consider to be a Low Tech World War/Dark Fantasy world. This mod aims to be a conversion of Dwarf Fortress to fit that picture.

Overall there are root influences from Wolfenstein, Metro 2033/2034, STALKER, putting together a world that is full of many diverse nations and races. It uses a combination of both First and Second World War technologies and appearances, as well as many medieval fantasy techs. A dark grisly world of trench warfare, bolt action rifles, and bloody melee. Grimdark(tm) all over the place.

When it comes to humanity, extreme caricatures of Stalinism, Nazism, and Corporatism are represented. There are also self-sustaining straggler societies meandering about, but they are mere minor annoyances to the big three. The big three are always at war with each other, and are always looking to expand their ground as much as possible.

Not all seek to ruin the world for their own gain however, as there is a race of elven cultists who worship Ra, and reside in the forests. They also wear a lot of "advanced" ecological protection suits and etc. other space age looking equipment that the other races have no hands on at all to this date. The cultists are a devout protectorate of nature.

There's also demon worshiping goblins, and plague ridden rat people who seek to steal your shit. In a way this is all vanilla race replacements in some manner. There are no more dwarves however in this conversion.

Down the road some of them might even delve into the occult. Nazi Werewolves anyone? Those sorts of things can be optional, but certainly add more !!FUN!! and surrealism to the mix.

The world is in constant strife for land, resources, and piety, no nations are allied.



Further information can be found here: https://github.com/Vherid/Projekt-Reichgrad

There is no current downloadable version as I'm sort of rewriting the whole thing, which wasn't much to begin with.
« Last Edit: March 04, 2015, 01:21:06 pm by Vherid »
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Deon

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Re: Reichgrad v0.1 - A Metro 2033 Inspired Mod
« Reply #1 on: May 01, 2014, 03:38:53 am »

I honestly think that separating races into Russians/Germans is a bit meh for a post-apocalypse game, I would rather see multiple ragtag entities battling it out for superiority and more focus on that "random affiliation to survive" thing, but your vision of Wolfenstein-like mod is awesome as well.

If you are going to make the surface as dangerous as it was in Metro 2033... It may be the most hardcore mod ever :).
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Vherid

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Re: Reichgrad v0.1 - A Metro 2033 Inspired Mod
« Reply #2 on: May 01, 2014, 04:54:38 am »

I honestly think that separating races into Russians/Germans is a bit meh for a post-apocalypse game, I would rather see multiple ragtag entities battling it out for superiority and more focus on that "random affiliation to survive" thing, but your vision of Wolfenstein-like mod is awesome as well.

If you are going to make the surface as dangerous as it was in Metro 2033... It may be the most hardcore mod ever :).

Well it's not post apocalyptic at all, it's just, imagine this is a weird bizzaro fantasy world. I never actually even thought of making the outside world like it is in metro as well, I was mostly thinking of the factions. Now that I think about that, that is an interesting possibility.

But I'm not really sure what you mean by the seperation. Are you saying you'd rather see multiple random generated human groups fighting, because I'm not sure the game can do that currently, afaik all one race can't fight. The whole idea of the mod really started with the idea of medieval fantasy nazis anyway and the interesting absurdity of that.

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Re: Reichgrad v0.1 - A Metro 2033 Inspired Mod
« Reply #3 on: May 01, 2014, 10:24:25 am »

Yeah, would be fun if all reagions have horrible rain and monster on the surface, and the caverns are actually the safer part of the map. It would certainly shake up gameplay a bit. And I just love how you stick to your love for soviet/russian inspired themes. :)

Maybe check out deons Fallout mod for a few more neat ideas.
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Vherid

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Re: Reichgrad v0.1 - A Metro 2033 Inspired Mod
« Reply #4 on: May 01, 2014, 10:44:48 am »

Yeah, would be fun if all reagions have horrible rain and monster on the surface, and the caverns are actually the safer part of the map. It would certainly shake up gameplay a bit. And I just love how you stick to your love for soviet/russian inspired themes. :)

Maybe check out deons Fallout mod for a few more neat ideas.

The eastern front of WW2 has to be one of my biggest interests out of anything. I also love Metro, and the fact that it has an analogous conflict just makes it even better.

Deon

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Re: Reichgrad v0.1 - A Metro 2033 Inspired Mod
« Reply #5 on: May 01, 2014, 12:12:39 pm »

Don't mind my ideas then and go on with your vision! I personally thought that sudden appearance of that nazi faction is there just to create additional drama and is very very weird, and I liked the artifacts/mutants/underground city idea much more than anything else, but that's just a personal taste!

Also it's not fully unrealistic because there's really a big amount of young nazi people in Russia who cause a lot of trouble, I was just not sure if they would gather under a single banner and keep the ideology like that (I am just not a fan of that type of things, like Legion from Fallout NV seemed to be a very anachronistic faction to me, if you understand what I mean).
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Vherid

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Re: Reichgrad v0.2 - An East Front Inspired Mod
« Reply #6 on: July 11, 2014, 01:43:17 am »

Huge update. It "should" work in the new update but I have no clue, have yet to test it. Weapons/ammo were completely revamped, clothing and armor were added. Everything race specific. My next job is to create the unique nobles for both sides, but most of everything else should be functional including all reactions for the listed items and etc. I'm not 100% if all my reactions should work, but hopefully they do. This still isn't a packaged version so it's really up to you if you want to throw things around your files, edit out humans, etc., that's all up to you. This is the absolute base playable version currently. I tried to do interesting naming of the weapons and some armor pieces, if you feel anything is out of place, or not really translated correctly, please let me know. I'll update screens with testing later, I fully expect these weapons to do all sorts of hilarious pulping and such now.

EDIT: Had some incorrect naming conventions for the files, fixed now.
EDIT2: Fixed an issue of weapons using the wrong ammo type.
« Last Edit: July 11, 2014, 02:08:31 am by Vherid »
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EuchreJack

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02?)
« Reply #7 on: July 13, 2014, 02:42:01 pm »

Playing with default humans enabled.  I like to think of them as the civilians caught between the The Reich and The Soviet.  If I get bored, I might give them a more "civilian" feel, with pitchforks, hunting rifles, flak vests, and antique/replica suits-of-armor.

One little problem:
The Reich don't have shoes/socks!  While I think it's hilarious that they don't even have basic footwear, the massive "bad mood due to inadequate footwear" spam gets old fast, so I modded in the default socks (but not shoes).

KingofstarrySkies

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02?)
« Reply #8 on: July 13, 2014, 02:43:26 pm »

Ehre sei Deutschland.
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Vherid

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02?)
« Reply #9 on: July 13, 2014, 04:20:33 pm »

Playing with default humans enabled.  I like to think of them as the civilians caught between the The Reich and The Soviet.  If I get bored, I might give them a more "civilian" feel, with pitchforks, hunting rifles, flak vests, and antique/replica suits-of-armor.

One little problem:
The Reich don't have shoes/socks!  While I think it's hilarious that they don't even have basic footwear, the massive "bad mood due to inadequate footwear" spam gets old fast, so I modded in the default socks (but not shoes).

Thats an interesting idea for the default humans, I might play around with that myself.

I'll double check the raws but both races should have basic footwear in the name of "combat" boots. Is the other clothing working? I guess even at just armor level 1 which is leather they won't wear it. If you want to fix it, just change that to 0 under the items_reichgrad_clothes file, they're at the bottom. I'll include a fix for that very soon. Socks I haven't included out of necessity or clutter reduction really. I could add them, but are they really needed? I'll have to make new normal boots and keep the combat boots I guess.

EuchreJack

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02)
« Reply #10 on: July 13, 2014, 09:08:27 pm »

You don't need normal boots: Shoes should act the same (can't wear both shoes and boots).

My main reason for adding socks was twofold: Lack of decent footwear emphasizes the poverty of the factions, and socks can be worn with combat boots and metal boots.  Shoes/normal boots would require annoying footwear changes for armed forces.

Another alternative is to let combat boots just be normal footwear, with the change to armor level 0 as you indicated.  Although it lacks the flexibility of cloth footwear.

Also note that currently only the army will wear combat boots/metal boots and socks.  Those few that haven't been drafted into my armed battalions (yet) will only have the socks as footwear.

On an unrelated note: Any advice on fighting undead hordes?  I'm guessing bullets/guns would kill them better than crossbow/bolts.  Thankfully, I've scared off their necromancer leaders, so I've just got to brush the undead off my doorstep.  Metal armor should protect well against the undead elves with their wussy wooden arrows, although I think even the best armors leave some gaps in armor coverage.  F*ck melee.  Oh, almost forgot the shields.  They'll certainly help, lol.

Vherid

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02)
« Reply #11 on: July 13, 2014, 10:13:42 pm »

You don't need normal boots: Shoes should act the same (can't wear both shoes and boots).

My main reason for adding socks was twofold: Lack of decent footwear emphasizes the poverty of the factions, and socks can be worn with combat boots and metal boots.  Shoes/normal boots would require annoying footwear changes for armed forces.

Another alternative is to let combat boots just be normal footwear, with the change to armor level 0 as you indicated.  Although it lacks the flexibility of cloth footwear.

Also note that currently only the army will wear combat boots/metal boots and socks.  Those few that haven't been drafted into my armed battalions (yet) will only have the socks as footwear.

On an unrelated note: Any advice on fighting undead hordes?  I'm guessing bullets/guns would kill them better than crossbow/bolts.  Thankfully, I've scared off their necromancer leaders, so I've just got to brush the undead off my doorstep.  Metal armor should protect well against the undead elves with their wussy wooden arrows, although I think even the best armors leave some gaps in armor coverage.  F*ck melee.  Oh, almost forgot the shields.  They'll certainly help, lol.

Oh believe me, there's gaps in the armors, depending on both race and armor "class". Also more like a more modern soldier, most of the focus is on torso and helmet armor, while everything else is super extra. I have no idea what should happen with undead, but I would assume something like the shotgun might do a lot of pulping considering how I have to fake the effects with the projectile.

EuchreJack

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02)
« Reply #12 on: July 13, 2014, 11:45:43 pm »

Possible Bug: It appears that the Reich can't brew anything but mead.

Unless that is working as intended, the entities need [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT] in order to brew drinks from plants.

Vherid

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02)
« Reply #13 on: July 14, 2014, 01:19:17 am »

Possible Bug: It appears that the Reich can't brew anything but mead.

Unless that is working as intended, the entities need [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT] in order to brew drinks from plants.

Just an oversight on my part, thanks.

EuchreJack

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Re: Reichgrad v0.2 - An East Front Inspired Mod (40.02)
« Reply #14 on: July 14, 2014, 06:22:36 pm »

As far as I can tell, this mod is 40.03 compatible.  At least I haven't had any major problems.  Wouldn't want you to lose any potential fans due to compatibility concerns.
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