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Author Topic: Dwarf Civilization 5 mod (OUT NOW!)- A homage to bay 12  (Read 6413 times)

lavenders2

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Dwarf Civilization 5 mod (OUT NOW!)- A homage to bay 12
« on: May 02, 2014, 06:26:42 am »

Not sure if this is the right spot but...
A little teaser for something I have been working on. Image in spoiler:
Spoiler (click to show/hide)
Now the question is... do you want it?

EDIT: It is here! http://steamcommunity.com/sharedfiles/filedetails/?id=255951656
The mod adds the dwarf civilization into the game. Sorta.
Trait - Slaves to Armok: Increases the effectiveness of the mine improvement and increases production generated by trade routes
UU - Cacame Awemedinade: This unit replaces the great general. Cacame is the only general in the game that can attack, however once guns hit town Cacame will no longer be useful. Cacame also has +1 to sight, along with the usual great general bonuses.
UB - Magma forge: This building replaces the forge. It requires iron to be improved in the town you wish to build it in. Gives a +1 production for every iron worked by the city, a 20% bonus to unit proudction and +15 XP for all units.

Balance is probably terrible. But its gonna be fun to play!
Post any improvements that I can make in terms of balance/bugs/whatever. Hope you like the mod!
« Last Edit: May 03, 2014, 11:15:46 am by lavenders2 »
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Neonivek

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #1 on: May 02, 2014, 08:02:06 am »

So is the Dwarf Civilization entirely populated by one Dwarf Named Urist?
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mainiac

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #2 on: May 02, 2014, 08:08:13 am »

Urist should be female, no?
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lavenders2

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #3 on: May 02, 2014, 09:44:10 am »

So is the Dwarf Civilization entirely populated by one Dwarf Named Urist?
Yeah.
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Mephansteras

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #4 on: May 02, 2014, 11:57:51 am »

Nice.

What are you going to do for unique units/buildings?
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Ultimuh

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #5 on: May 02, 2014, 12:28:11 pm »

Sure I'd be interested.
What unique building would that civ have?
What unique units?
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anexiledone

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #6 on: May 02, 2014, 12:57:27 pm »

Needs a Magma Forge and the unique unit could be a Candy Spearman?
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WealthyRadish

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #7 on: May 02, 2014, 01:59:26 pm »

Axedwarves I think are more common.

You could expand this to not just include one generic DF civ, but specific ones from the community. There are a few famous ones that would work, like the one with the Elf king, etc. I'd also consider adding gobbos and elves.
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Puzzlemaker

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #8 on: May 02, 2014, 02:01:15 pm »

Need to involve bonuses near mountains somehow.  Maybe mines give food as well as the usual hammer bonus, to show the underground farming?  Would need to have some downsides though, that seems pretty powerful.
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Satarus

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #9 on: May 02, 2014, 02:08:11 pm »

Leader needs to be Cacame Awemedinade, the Elf King of the Dwarves!
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scrdest

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #10 on: May 02, 2014, 02:25:14 pm »

UU: Dwarven Overseer. Replaces Great General. His expertise with traps, wanton atrocities and/or breaking the laws of physics allows him to turn his Citadels into deathtraps for any attacker. His masterful use of Tactical Battlefield Sock Placement causes the melee troops he leads to deal twice as much damage (+100% that is) but the frenzied troops ignore the importance of defense (taking x times more damage).
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Ultimuh

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #11 on: May 02, 2014, 02:29:05 pm »

UU: Dwarven Overseer. Replaces Great General. His expertise with traps, wanton atrocities and/or breaking the laws of physics allows him to turn his Citadels into deathtraps for any attacker. His masterful use of Tactical Battlefield Sock Placement causes the melee troops he leads to deal twice as much damage (+100% that is) but the frenzied troops ignore the importance of defense (taking x times more damage).

This I like.
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Lord_lemonpie

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #12 on: May 02, 2014, 02:36:22 pm »

Oooh, this looks neat!
Cacame should be part of this somehow.
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My Name is Immaterial

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #13 on: May 02, 2014, 02:47:52 pm »

Need to involve bonuses near mountains somehow.  Maybe mines give food as well as the usual hammer bonus, to show the underground farming?  Would need to have some downsides though, that seems pretty powerful.
Cities can be built on mountains, maybe?

coolio678

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Re: Dwarf Civiliation 5 mod Teaser - A homage to bay 12
« Reply #14 on: May 02, 2014, 02:51:42 pm »

I would actually love to see a complete overhaul of civ that replaces everything with DF stuffs. Elves, Kobolds, Tigermen, Giant cave spider silk instead of normal silk, shark leather, all that  good stuff. What you have here seems pretty darn cool, though.
prepostedit:
Need to involve bonuses near mountains somehow.  Maybe mines give food as well as the usual hammer bonus, to show the underground farming?  Would need to have some downsides though, that seems pretty powerful.
Cities can be built on mountains, maybe?
No, they have to be built on mountains.
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