Colony Alpha
ver. 0.91beta
Please note, that this is just a beta version, more stuff will be added.
Raws only:
http://dffd.bay12games.com/file.php?id=11566ASCII Windows:
http://dffd.bay12games.com/file.php?id=11567Stuff done & stuff to do
Races - 98%
Stuff to do:
1: Flesh out chaos daemons more
2: Rework nerubar (done)
Items - 100%
Buildings - 100%
Rework of metallurgy - 0%
More underground plants - 30%
More animals, beasts and megabeasts - 100%
Psykers(mainly eldar) - 0%
Changelog
0.91 - updated the mod for df 0.43.05, reworked the Nerubar as Rak'gols, buffed some ranged weapons, introduced chainswords and chainaxes.
0.89 - added power weapons + reactions required to make them
0.88 - simplified flak production
0.87 - Added Chaos with chaos cultists, chaos space marines, lesser daemons, greater daemons
0.86 - Orks, especially Gretchins were nerfed, fixed tungsten c. production bug
0.85 - The Orks and Imperials received some care, made them multi caste
0.84 - Reworked some armor and added some more armor materials
0.83 - Squats can now wield two handed weapons
0.82b - Fixed some issues regarding zirconium production
0.82 - Removed dfhack from the windows version (since it caused problems) until it will be upgraded to the newest df version
FeaturesThe mod is set partially in the Warhammer 40k universe at the end of the Age of Strife. As humanity became widely dispersed across the galaxy during the Dark Age of Technology, the ancient Eldar Empire began its decline, the great success of the advanced Eldar race had led to decadence and hedonism on a grand scale. Within the immaterial, psychic universe of the Warp, the spiritual corruption of the Eldar civilization was reflected in the forming of a new Chaos God, Slaanesh, which in turn caused massive disturbances in the Warp; parts of the galaxy became isolated by these Warp storms, making Warp travel and communication impossible, cutting off many human colony worlds from one another, including those of the Solar System. These events led to the Age of Strife, a 5000 years long period of isolation. Upon the birth of Slaanesh sometime in the 29th Millennium, the crippling Warp Storms ended (which allowed for easier galactic travel and astropathic communication between worlds), the Eldar race was nearly annihilated in what they termed the Fall and the Eldar empire's hold over much of the galaxy disintegrated, and the Emperor began to carry out his plans to reunify Mankind under his rule. With the Emperor's ascension and the creation of the Imperium of Man in a political and military alliance between Terra and the Adeptus Mechanicus of Mars, the Age of Strife was finally ended and a new age, the Age of the Imperium, had begun. This age of conquest, heroism and unity began with the Emperor's Great Crusade, to reunite all the scattered worlds of humanity beneath the rule of the Imperium
RacesSquats:
The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the Abhuman types encountered by the Imperium, they most closely resembled baseline humans. Squats were the descendants of baseline humans who had colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the galaxy's structure had not yet been fully stabilized.
Orks:
Orks(also called greenskins), are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy. Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of war and bloodshed, burgeoning Ork stellar empires rise and fall. Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.
The Ork race consists of three classes...
1.Gretchins are small orkoids, about a size of a dwarf. Their duty is serve the bigger orks and they are treated as slaves. Their combat value is limited.
2. Regular Orks
3. Nobs are fully grown big orks who survived multiple battles, their duty is to lead warbands and serve as a "nobility". Orks never stop growing and the bigger an ork grows, more power he has over smaller orks.
Eldar:
The Eldar are an ancient alien race whose vast empire once expanded the width and breadth of the known galaxy. Their empire was without equal, and they counted themselves masters of the stars. But millennia ago, their overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh. Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing the surviving Eldar to flee upon gigantic starships called Craftworlds. Now they cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill. Though highly advanced and feared across the galaxy, the Eldar are a dying race -- a shadow of their former glory -- their race teeters on the brink of annihilation.
Rak'Gol:
The Rak'Gol are vicious xenos marauders and a relatively new threat within the Koronus Expanse of the Halo Stars adjacent to the Calixis Sector, encountered first in the dim stars past the Alenic Depths a little more than a standard century ago. Striking from the blackest reaches of the Alenic Depths, the violent and cruel Rak'Gol have become the byword for death and terror in the Koronus Expanse. Horrific, eight-limbed monstrosities, twisted and warped, the Rak'Gol seem to exist only for slaughter, descending on voidships and isolated colonies like a plague, and disappearing again into the cold depths of the void.
They are divided into distinct groups, that have different roles and purposes in their society.
Rak'Gol Carvers are a subset of this species that have recently been seen spearheading their lightning assaults. These creatures are slightly smaller than many of their compatriots, though they still tower over humans, built for speed in lieu of raw power and armed with savage melee weapons.
Marauders are the "foot troops" of the Rak'Gol. Most of these wretched xenos are modified with at least one type of cybernetic implant, though it is far more common for them to have more. These creatures have blooded themselves on hunts and survived to join in others. They are crazed and bloodthirsty, revelling in the destruction they wrought. Though they are capable of some level of tactical cunning.
The Broodmasters are the commanders of the Marauders. These vicious creatures follow the directives of the leadership-caste Abominations and lead the numerous raids against the other races of the Expanse. The Broodmasters are also the ones who captain the larger ships of the Rak'Gol forces, and they tend to do most of the tactical planning with input from the Abominations above them.
The Abominations are more rare than the other castes and appear to be the military leaders of the Rak'Gol species. They are a bit larger than the broodmasters and the marauders.
The Rak'Gol Broodmothers are much more bigger than their compatriots. In fact, they are as big as minotaurs. Their sole purpose is to lay eggs, and thus further the Rak'Gol species. Only they can ascend to the position of the Matriarch.
Imperials:
The Emperor of Mankind sought to unite all of humanity under one banner following the Long Night of the Age of Strife, and end inter-human conflict. Once united, the God-Emperor intended to begin the next stage of His great plan to ensure human domination of the Milky Way Galaxy, which He judged to be necessary if humanity was to survive the never-ceasing threats to its existence embodied by Chaos, myriad xenos races and its own fragile human nature. To carry out the Great Crusade and reunite all the scattered colony worlds of Mankind beneath the single banner of the Imperium of Man, the Emperor created the Space Marine Legions that would form the core of the later Adeptus Astartes and the Imperial Army to serve as a support and garrison force for the Astartes.
The Imperium consists of baseline humans, abhuman races such as Ogryns and Ratlings and the feared and revered Space Marines.
Space Marines: Genetically modified superhumans. Almost twice as large and strong as baseline humans.
Ogryns: The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Abhuman mutant subspecies of humans, often employed as shock troopers in the Imperial Guard by the Imperium of Man. Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually.
Ratlings: A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species.
Chaos:
The Forces of Chaos, also sometimes referred to by the Imperium as the Archenemy, is a catch-all term that includes all of the myriad servants of the individual Ruinous Powers of Chaos and of the universal power of Chaos Undivided. While the Chaos Space Marines are probably the most visible and powerful of the Forces of Chaos, they are supported by countless numbers of other Chaotic servants, including human Chaos Cultists, Traitor Imperial Guardsmen, the Traitor Titan Legions, the remaining members of the Dark Mechanicus and the hordes of Chaos Daemons.
Chaos cultists: Regular humans who worship the gods of chaos, plotting the downfall of the Imperium.
Chaos Space Marines: Former loyalist space marines who betrayed the Emperor and joined the forces of Chaos.
Lesser Daemons: Daemons who managed to penetrate realspace by being summoned by chaos cultists or by the posession of mortals.
Greater Daemons: At the top of the daemonic hierarchy are the Greater Daemons whose power can be variable, depending on the whims of their patron Chaos God upon their creation. Each Chaos God is represented by it's greater daemon. They often lead daemonic incursions into the material universe.
Great Unclean One, Greater Daemon of Nurgle
Keeper of Secrets, Greater Daemon of Slaanesh
Lord of Change, Greater Daemon of Tzeentch
Bloodthirster, Greater Daemon of Khorne
ItemsAll races have a wide range of weapons available. The mod contains the modified and slightly simplified version of Jake's Black Powder Firearms mod (
http://www.bay12forums.com/smf/index.php?topic=85060.0 )
Rifles: Autoguns, Shootaz, Shuriken Catapults, Razor Guns. You can attach a bayonet on squat autoguns, making them useful in melee as well.
Pistols: Autopistols, Sluggaz and Shuriken Pistols use smaller caliber ammo than regular rifles, but can be held in one hand with a shield in the other hand. In fortress mode you can modify an autopistol and attach an axeblade, gaining an axegun in the process.
Heavy Weapons: Heavy Bolters, Rocket Launchers, Howler Rifles
Note that almost all ranged weapons use different ammunition.
Power Weapons: Power Weapons generally exude a hazy, blue-coloured field of energy that wraps around the primary impact region of a melee weapon, be it a sword's blade or warhammer's head and is capable of disrupting the molecular bonds of matter when it strikes. These weapons may be constructed to appear as a primitive, simple melee weapon, with the power field generator concealed within the hilt or haft of the weapon. Once the power field is switched on, however, the obvious humming sound given off and the blue light gives the secret of the weapon's true nature away.
To obtain a power weapon in fortress mode, you need:
1. Power energy cell made with zinc, silver and sulfuric acid(using sulfur from sphalerite, galena or tetraherdite)
2. Power field generator made with copper and silver
3. Any normal weapon.
All combined, you get a power weapon. (power is an inorganic material in the raws)
Armor: Reworked the chest armor to be more modern/futuristic, Nerubar have modified armor to accommodate their different physiology.
InorganicsTungsten: A hard, rare and very heavy metal. Ideal for blunt weapons and ammo. Its ore is Wolframite and is found in igneous extrusive and metamorphic layers.
Tungsten Carbide: This metal can be manufactured only by the advanced technology of Squats. Tungsten Carbide still retains some of the weight of tungsten, but by adding carbon you get a very hard metal ideal for cutting. It is manufactured in the Scientific Laboratory.
Zirconium: A lighter transition metal very useful for producing light ranged weapons, goods and furniture since its material value. It can be extracted in the Scientific Laboratory from various Zircon gems.
Zirconium Dioxide: Also called Zirconia. The Nerubar have mastered the production of this material. It can acquired only from the hands of fallen Nerubar. This lightweight ceramic material along with the strong chitinous carapace of the Nerubar grants them the ability to withstand almost any amount of damage caused by their foes. Great blades are made as well from this material by the Nerubar.
Wraithbone: Wraithbone is the primary construction material used by the Eldar, and the staple of their psycho-technical engineering. It is a form of crystallized psychic energy that can exist as a solid in realspace brought forth from the Warp and shaped by an Eldar concentrating his thoughts and intent upon it. All Eldars are able to influence Wraithbone to a certain extent; for instance, most Eldars walking the Path of the Artisan will use Wraithbone in order to create the pieces of art or instruments they desire. However, truely complex constructions (such as functional weapons, armor or whole voidships) can only be brought into existence by the Eldar Bonesingers; those specialised craftsmen who focus on understanding and mastering the intricacies of creating, growing and shaping the Wraithbone through the application of their innate psychic power. Wraithbone is almost as light as Adamantine and nearly that strong.
Flak: Lightweight and cheap armor material made using textile and carbon fibers. Used by Squats and Imperials alike.
Armaplas: Lightweight, durable armor material. Imperials manufacture this material using textile fibers, carbon fibers with the addition of metals or plastic.
BuildingsScientific Laboratory: Extraction of advanced materials occurs here.
Firearms Workshop: Used for the construction and modification of all firearms.
Bullet Mint: Forge all sorts of bullets for your firearms; .55, .55AP, .40, .98
BeastsVarious random animals, beasts and megabeasts were added through a random creature generator(I forgot which one) to make the whole world look a little bit more alien.
Special thanks:
Jake for his Black Powder Firearms mod
Mephansteras for his Civilization Forge mod, which got me into modding.
For more info on Warhammer 40k lore, please visit:
http://warhammer40k.wikia.com/wiki/Warhammer_40k_Wiki