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Author Topic: Dwarf Fortress: The Fallen Frontier 1.4  (Read 13618 times)

squamous

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Dwarf Fortress: The Fallen Frontier 1.4
« on: November 02, 2018, 07:30:20 pm »

The Wild West. The next frontier. The great expansion of the United States towards new, untamed lands for gold, glory, and manifest destiny. It was supposed to herald a golden age, one that would catapult the country into the status of world power. It did not. There was something there, in the deep wild country, something old. It woke up, and the world broke. Shattered. Cold spots lasting for miles and barren wastelands of scorched earth and bubbling tar spread like the plague, and even the normal parts of the wilderness started to shift and grow odd, with strange and fearsome creatures crawling out of the darkness, most all of them hunters of men. The world grew nastier and nastier, and humanity's dominance was eroded away. The west broke into myriad warring states led by self-styled presidents and their legions of thugs. The armies of the Union dug vast chains of fortress-cities into the mountains, rigorously keeping their bloodlines pure to prevent the taint of the new world from seeping into them, as it has many of the settlements outside their jurisdiction, resulting in freaks and mutants of all sorts along with those created deliberately. The natives fared little better, turning to the animistic ways to sacrifice some of their humanity in order to survive. Contact with the outside world has been lost, if there even is an outside world anymore. Mankind's domain shrinks from every direction as the malevolent Wilderness creeps ever inward, snuffing out the lights of civilization one by one. And following in its wake are worse things, hungry realities beyond the ones we know that bring only horror and death. Adventurers and gunslingers live and die at the end of a barrel, doing their best to get rich, stem the tide of the unnatural, or simply get by day by day. For most, its all they can hope for. Civilizations struggle to survive, advancing in some ways while decaying in others. Mighty war machines clash on bloody fields, the vaunted battleframes carrying death-dealing weapons and pounding guns. It is a time of chaos and conquest, despair and destruction.
=======================================================================
What is the Fallen Frontier?

The fallen frontier is my (second) attempt at an old west setting, this one more firmly grounded in the mythology and culture of the old west, along with many of its lesser known monsters. You'll find things pulled out of both native american myth and the folklore of US settlers, along with other creatures of an even more dangerous sort.. Most of the sapient population is human or descended from humans, with several new subspecies having emerged in the wake of the cataclysm. Stagnation is the standard, with few things having changed from the late 1800s, and most honest folk terrified of leaving their homes, much less their villages, and the USA barely resembles what it once was, be it geographically or culturally. But not everything has remained the same. The greatest inventions of the time are motorized vehicles such as simple airplanes and automobiles, along with the more complex battleframes, primitive mecha built out of metal scrap and crude computational engines. These vehicles are rare, expensive, and probably won't be encountered all that often outside of fortress mode sieges, and even then there will probably only be a handful of them. They are however quite dangerous and must be treated with caution. That said, your main dangers will be savage, primitive raiders and vicious monsters, both of which are much easier to kill with handheld weapons, so vehicles are not a necessary component for a fortress.

Download Link: http://dffd.bay12games.com/file.php?id=14092

HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.

=======================================================================

Change Log:


1.4 Changes:
-Updated to newest version

1.3 Changes:
-Some quick maybe-bugfixes that could have been harmless but I don't want to chance it hence releasing now instead of with more content since I only just noticed the errors and have a compulsive need to fix these things.
-Fun new feature added to plains of Xibalba, I think it will add to the atmosphere hopefully.
-Finally got around to adding megabeasts. Those who wish to survive in the frontier must now contend with the Anaye or "foreign/alien gods" of Navajo myth. Some are fairly straightforward like the Bear That Pursues which is just a gigantic grizzly, but others like the Binaye Ahane have more insidious powers like a stare that kills in an instant, necessitating caution. They should be restricted to temperate climates, but no promises.
-New clothing options added to appropriate civs.
-Fearsome Critters are no longer restricted to savage areas, should spice things up.

1.25 Changes:
-Skeletons no longer as OP, they'll bleed black tar and oil. Don't think about it too hard.
-Cool hats added to all human factions.
-Cannibalistic demon gods from native american mythology added to cold regions. They will also be found working with wendigo civs so that should be fun.
-Union homunculi can now partially tap into the strength of their war form in dire situations.
-Some misc bugfixes.

1.2 Changes:
-Airships added, certain civs have better ones than others. Ornithopters also added as slower but larger and more stable form of air transport compared to biplanes, but both of course are smaller than airships.
-Corpse Men renamed to the Dzulum race, entire deathland biome will slowly become more like Xibalba, the Aztec underworld. Some fun new critters have already been added to reflect this. Be afraid.
-New civ added, the Cajun species. Humans who mutated to become amphibious, they dwell in the swamps, party hard, and do a lot of crime. Instead of battleframes they fight their enemies with gigantic crocodiles and oversized anti-battleframe infantry weapons.
-New civ added, the Formorians. England got taken over by mythical giant overlords and they along with their human slaves have sent mighty airship fleets all over the world to restore the British Empire. There will be 1 Formorian civ per world because they are pretty spread out. Formorians also don't use battleframes but the Formorians themselves are gigantic and so can be considered living equivalents. Also, they have the best airships.
-Mormons can now have three civs per world, may change this later.
-Artificial Eagles added to the Union's roster of living weapons.
-Misc fixes.

1.1 Changes:
-Quick fix for a certain crop bug.
-Balance changes to the Corpse Men, they will now exclusively use skeletons, their kindred are now intelligent and will join civs as equals rather than animals. Should make them less stupidly powerful. Also, more skeletons added.
-Union (American) civs get new toys because of how often they fight the Corpse Men and balance must be maintained. Eugenicists have created Artificial Giants and Artificial Hounds to help them in the war effort.
-Mormons will only spawn 1 civ per world as they are meant to be a united faction and would join into one civ anyway if there was more than one. Will probably add more minor factions like this later.
-New invader civ that spawns in freezing climates. Tall, gaunt, and ravenous wendigo hordes now have a chance of menacing your fortress.
-New playable race, Mexicans. To summarize, Mexico was taken over by parasitic death gods and the inhabitants of that country either left and became Freemen or mutated into a new species that periodically produces powerful skeleton overlords. These nations will be found in the "tropical" zones aka the deathlands.


1.0 Changes:
-Fallen Frontier released
« Last Edit: March 29, 2020, 07:50:52 pm by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #1 on: November 02, 2018, 07:33:08 pm »

Factions

Freemen:
https://youtu.be/fE4zdYtHJG0
When the world broke, many of those with some knowledge of the occult and unworldly scrambled to hide or defend themselves from the onslaught of dimensional distortions unleashed by the breaking. Some turned to eugenics, ruthless witch hunts, ancient rituals, or simply embracing the change. And then there were those who did none, who simply persisted stubbornly through the changing and came out the other side still swinging. These peoples, disparate and disunified though they are, share one name. The Freemen, those who did not bend the knee to warp nor man. A stubborn and fractious lot, each nation is a unique culture unto itself, with its own values and way of life, though they all tend to subscribe towards similar ethical codes. Of course, this stubbornness did not come entirely without a price. Though as a whole the Freemen carried on as they always have, the taint of the change is ever corrosive, and periodically seeps into the populace in various ways. Sometimes its relatively harmless, spawning troglodytic Throwbacks or towering Bunyans. Other times it can imbue random newborns with fantastical supernatural powers, like it does with the fearsome Flameslingers or probability-altering Spellgamblers. Sometimes it takes a turn for the sinister with the zombie-summoning Revenants or malformed Halfhags. But most numerous of the Freemen’s mutant population are the wretched and despised Ghouls. Incapable of love or procreation, these gaunt mutants are a strange and addled lot, often prone to fits of serial murder or other madness, and routinely purged from the population despite making up a fifth of it. Generally regarded as a menace to both public safety in general and a threat to the continuation of the human species in the long term, there are few who protest the genocide of these unlucky souls. But despite these internal struggles and chaotic population, the Freemen remain some of the most common and widely spread peoples that can be found in the known world, their stubbornness allowing them to survive in almost any locale.

Freeman battleframes:
Most of the freeman states make use of the models referred to as “mercenary” types. Cheap, practical, and versatile, ranging from the inexpensive Wrangler to the walking fortress that is the Alamo model. While they can fill a wide variety of roles, they do tend to underperform when matched up against more advanced and specialized faction-specific battleframes. However, the gap is not so vast that a skilled tactician could not win the day, especially when combined with some of the more powerful and deadly mutant breeds the Freemen can utilize.

Skinwalkers:

https://www.youtube.com/watch?v=fBllZEjhzR4
The natives had legends, so old only the wisest and oldest tribes remembered them. Legends of the thing under the west, the progenitor of calamity. When it came, they were the first to feel the strangeness in the air, the sign of the chaos to come as space and time began to fray and the dark forces started to stir from their slumber. And these tribes united and made a pact with spirits marginally less cruel and duplicitous. A rite once reserved for shamans and esoteric warlocks became forced upon and entire people, forever altering them. The native American tribes became Skinwalkers all, those who take the form of beasts. And since then, all their kind have been born with some manner of animal trait, such as horns, a tail, or some other mark. Culturally they have split apart, the necessity of the great unification only lasting until the ritual was complete, the changed tribes going their separate ways to establish their own nations, copying the systems of the American settlers in a bid to secure safe havens in a world that was rapidly growing far too dangerous and predatory for their old way of life. So far, they’ve had some measure of success, though they still lag behind other cultures technology wise, still using muskets and spears compared to the revolvers and rifles of modernized nations. That said, they have peerless skills at guerilla warfare and defensive tactics, and through these techniques retain independence and even dominance in some regions.

Skinwalker Battleframes:
In keeping with their occult traditions, the Skinwalker civilizations went their own way when it comes to battleframe technology. Their war machines are not machines, but rather carefully grown and tamed nature spirits, walking trees with layers of armor and deadly weapons implanted into their bodies. This unique configuration gives them a unique advantage, as they do not need to worry about the complexities of mechanical engineering in their designs. For this reason, Skinwalker battleframes tend towards a more organic and humanoid appearance, more like monsters than vehicles. This is something they take advantage of, with several more advanced models sporting lethal jaws of iron that can crush through armor and pin down foes.

Americans:
https://youtu.be/1AH_KGHrTmw
The generals of the Union tried their best to keep order, they really did. But things grew worse and worse, people succumbing to madness, mutation, or simple fear. The ranks of the army were depleting fast, and something had to be done to preserve the military might of the United States, until such a time as the outside world could be re-settled. The Bunker Hill project was initiated, the last order of the acting president sent by telegraph before all contact was lost with the White House. The army was to focus entirely on the construction of fortified bunkers and fortresses that could house entire cities, and create a subterranean society under military rule, waiting, rebuilding, and evolving until such a time as the surface could be reclaimed. And eventually that time came, with the army, now simply calling themselves Americans, breached the surface once more. But they were not what they once were. Life in the underground had changed them, giving them white-gray skin with equally uncolored eyes and hair, like walking ghosts. A complex system of eugenics kept random mutation and genetic deterioration at bay, at the cost of freedom and privacy. Science had greatly advanced, with the American fortress-empires sporting some of the best war machines in the world. But most feared of all modern inventions are ones that breathe. Built into the genetic code of American citizens is the capability to produce weapons of war, the Union Homunculi. Incredibly strong and tough figures that can shrug off bullets, a Homunculus is deadly enough in its human form, but can attain an even more monstrous level of power by draining a human of blood, using it as fuel to rapidly transform into a massive biological war machine on par with any mechanical one. Combined with the armor and infantry of the American army, they make for a threat few can face on the open battlefield. And the sheer lethality of American combined arms is essential, for they face many enemies and are critically outnumbered. If they wish to reclaim their birthright, they must use every tool at their disposal to restore the glory of the United States.

American Battleframes:
Often referred to as Union models, battleframes of this civilization are highly sophisticated, and focus on overwhelming firepower. American battleframes have thick armor and universally come with some manner of mounted gun, allowing for their mechanized divisions to obliterate enemies at range. However, they are definitely lacking in the melee department, relying on steel fisticuffs and the odd mounted harpoon to handle close-range encounters. The reason for this is partly because of their reliance on the deadly Homunculi, which as previously explained can transform into biological war machines on par with battleframes through the consumption of human blood. It is these living weapons which make up the melee component of the Union’s battleframe stratagem. Roughly speaking, a Type-C Homunculus’s “war form” is equivalent to a Type-I frame, a Type-M to a Type-II, and a Type-E to a Type III.


Confederates:

https://youtu.be/2tN875A3Bj8
Just as the civil war neared a close, the calamity struck. As the country fell into chaos, the belligerent leaders of the southern states rose up once more to take advantage of the chaos, seceding in truth as the embattled union armies dealt with mad cultists and unnatural creatures springing up from every shadow. Though these same troubles plagued the nascent confederacy, they were a far cry from the long, brutal war with their brothers that they had previously endured. The stubborn men of the confederate states fought fiercely to secure their new homeland, eventually establishing safe zones and quarantined fortress-cities. But that same weakness that lost them the war plagued them even after it had ended; the lack of industry in the south made it difficult to keep their military working up to modern standards, with many soldiers being unable to find bullets for the high-end guns they were lucky enough to have. A compromise was reached. After all, they were not fighting an enemy that used modern weapons, or even tactics. They were fighting monsters. And monsters didn’t give you the courtesy of staying at range or dying the first time you shoot them. The Confederacy’s style of war evolved, or devolved, into an ancient and previously forgotten art, the way of the sword and shield, knight armor and blunderbuss, weapons that could be forged by a smith or craftsman instead of produced in a complex factory. In this way they persevered, becoming the only nation to completely embrace this archaic style of warfare, though it did serve them well in the fight against their most common foes. In addition, they too managed to secure their bloodline from taint, though it was done with bloody purges and witch-hunts rather than sophisticated eugenic science. But in the end, the confederate states decayed into decadence and feudalism, forgetting their past and becoming a collection of independent kingdoms in all but name. All most people know of them now is for their reputation as monster slayers and their lethal heavy infantry, the contentious past of their brother war a distant memory. For all but the Americans, that is.

Confederate Battleframes:
Battleframes of Confederate nations are surprisingly advanced, with a decent number of models sporting semi-human designs rather than simple biped frames. That said, their choice of weaponry definitely speaks to their lack of industry, with the most common mech types completely devoid of any ranged weaponry, a luxury present only in models of Class-II or higher. Confederate battleframe squadrons typically prefer fighting up close and personal, with most having some manner of close-quarters weapon like giant chains or massive hammers. The exceptions are the Sumter and Virginia lines, which both have a quartet of lovingly maintained cannons with a surprisingly high fire rate. For the most part Confederate battleframe tactics are a salvo of shells from their artillery models followed by a blood-curdling war cry and a charge into melee.

Mormons:
https://youtu.be/bJa-e_xQG4g
Originally localized in Utah, the Mormon faith always emphasized community and preparedness to an extent some considered paranoid to the extreme. But when the calamity hit, they were ready. United in will and faith, they weathered the storm and the chaos that followed, withstanding all the trials and tribulations sent their way. But they did not emerge unchanged. Perhaps responding to the unbreakable Mormon will, the fraying reality touched the people as one, spawning not a menagerie of unique mutants, but slowly changing the entire flock into something more fitting with the determination they had displayed, shaped by that very will to persist. Growing into something more than human, they embraced the change wholeheartedly as a sign of their spiritual enlightenment and the next step to divinity. The Mormon today is hairless and violet-eyed, subtly alien in ways one has difficulty describing (though to be clear, others can convert to the religion without being of the Mormon species). In addition to words and gestures, the species is linked by a complex network of pheromones that allow them to discern both the location of their fellow Mormons, allowing for complex maneuvers and cooperation that seems supernatural to outsiders. Some say that the pheromones do more than help them communicate and serve as a sort of mind-control system to ensure a hive-like obedience to the ruling caste. But that, of course, is ridiculous. Conspiracies aside, the Mormon nations are some of the friendliest and most welcoming toward outsiders, their embracing of the unnatural giving them a high degree of tolerance for outsiders, and their pacifistic nature encouraging harmony rather than warmongering. That said, the legends of Mormon preparedness are not to be understated, and those who see these odd posthumans as easy targets will find themselves astounded by the fierce resistance they can put up. In the modern era, Mormons are primarily found in fortress cities similar to those put up by the Union, and indeed these two cultures have come into contact with each other more than once. Sometimes there is war, other times a tentative alliance. Regardless, the Mormons don’t seem like they’re going to go away any time soon.

Mormon Battleframes:
As a people of peace, the Mormons have used battleframe technology primarily for the purposes of construction and goods transportation, with Ox models carrying loads of supplies across hostile lands and nimble Honeybees carrying scouts and messengers. There are of course fully military-grade frames as well, but even they are used more often for mundane purposes than they are for combat. Furthermore, Mormon models tend to be more lightly armored, and while this does mean they can take less hits before going down, they are also frustratingly agile and can dodge attacks at a significantly greater rate than other types of battleframe. For the most part however, Mormon civilizations try to avoid conflict to any degree, and so few know the true combat potential of their machines, though many know of their efficacy in towing plowshares and carrying trade goods.

Mexicans:
https://youtu.be/UcqcH-Db1X0
The calamity, as is known, was an event that allowed numerous supernatural beasts and phenomena to reawaken from their long slumbers or arrive from parts unknown. Nowhere is this more evident than in only race of humans to colonize the dreaded deathlands wholesale, the Mexicans. Descendants of a country south of the US, their people were overtaken by parasitic spirits who used them as a means to enter the material world, warping them into fearsome servants with blood-draining fangs and crimson eyes, though they are not immortal or supernaturally strong as certain myths surrounding them suggest. However, they will periodically produce avatars of death, the Calaca skeleton kings who lord over their mortal vassals and in their pride and ambition seek to tame both the inhospitable deathlands and the mortal realms beyond. Mexicans exist with a foot in both worlds, with the potential to either serve the forces of death or rebel against them. And indeed, each nation of Mexicans seems to have its own culture and values, though they are all universally ruled by the immortal unliving. Intrigue, drama, and chaotic power struggles are omnipresent as century-long schemes are plotted and counter-plotted by the skeletal overlords of this strange people, and anyone visiting a Mexican nation may well end up drawn into them. Perhaps because of their destitute situation, artistic expression in these nations tend towards the depressing. Few fault them for it.

Mexican battleframes:
Mexican battleframes are most notable for their grim and skeletal designs, an iconic sight on the battlefield. In terms of equipment, the most common armaments are either cannons or their own limbs, claw-tipped to rend and tear. Furthermore, all battleframes are capable of advanced wrestling and striking techniques, and are the best models for unarmed combat. Overall they are as lethal as their skeletal forms seem to suggest, and should be treated with caution. The primary weakness of the models is that their claws are built of the same material as their body instead of proper steel, so they do less damage even if they can dish out a lot of it. Engaging at range or with specialized melee divisions is recommended, as a straight-up brawl is what Mexican battleframes excel in.

Formorians:
https://youtu.be/wYrxwoGVjiw
It is said that the mythical nation of America, from which all species of humanity are descended, won its independence from a mighty and terrible empire from across the sea. This is, of course, truth. But what most don't know is that this ancient nemesis has once more made its presence known. In the far-off land of the United Kingdom, the apocalypse was no less ferocious in its reshaping of reality. Ancient powers stirred and reasserted themselves on the people of the isles. Those who called themselves Victorians found themselves the slaves of an even greater power that had ruled these islands immeasurable centuries ago and intended to do so again. The ancient giants known as the Formorians, cruel and vain monsters standing two hundred times the size of the average human, swiftly overtook the nation as it sank into anarchy, violently re-establishing order from chaos. Their bloodline commingled with that of their subjects, producing lesser Formorians merely the size of elephants, and powerful halfbloods standing twice the size of a man, and with enhanced social privileges to match. With a world in turmoil and contact with almost all their prior territories lost, the new rulers of the British (now Formorian) empire seek to return the nation to its former glory under their new management, and have sent fleets of airships across the world to establish new colonies in foreign lands. Some of these fleets were lost and destroyed, but others arrived at their destinations. And now Formorian fleets have begun to arrive on the shores of what was once the United States. If they are not stopped, all of the new world may once again fall under the dominion of a foreign power.

Formorian battleframes:
The formorian aristocracy despises battleframe technology due to the power it possesses to topple their regime, as it gives their lowly human thralls the firepower to go up against even the largest of their kind. However, they are not above using captured battleframes should they acquire some, gifting them to the most loyal servants they possess. However, Formorian airships are unmatched in power and quality, and with their overwhelming aerial firepower they are more than capable of dealing with most foes.

Cajuns:
https://youtu.be/C3kBRDf0Nmc
There was once a unique and vibrant region on the southern coast of the united states, prone for revelry and crime alike and home to a diverse array of cultures. The apocalypse struck it all at once, forcing the inhabitants to adapt or die. And adapt they did. The Cajun of today is gilled and amphibious, with more than a few sporting a greenish skin tone. They are a culture of freedom and independence, fiercely protecting their soveriegnty against more powerful and advanced nations through tactical guerilla warfare and a complex network of deals and alliances. For the most part they are a minor power with few settlements or nations of their own, but as a race that has claimed the swamp as their home there are few others who are particularly inclined to settle in such an unpleasant location, so they have better luck than most in staying independent. Cajuns find a role as messengers, smugglers, and explorers due to their ability to breathe water, and one who finds themselves in a majority Cajun town will find a quaint but enjoyable community with strong bonds between its members, though it often masks criminal enterprises of various levels of nefariousness lurking below the surface.

Cajun battleframes:
The Cajun civilizations are too unindustrialized and moist to properly produce battleframes, but have made up for it in other ways, the most notable being the breeding of a biological counterweapon. Cajun civilizations can field gigantic crocodiles as a means to combat enemy mechanized divisions, and furthermore they possess unique, specialized infantry weapons like portable hydraulic pikes and motorized saws to destroy enemy mechs. This tactic is reserved only for the elite or the insane due to the risk it possesses, but these heavy infantry weapons are undoubtedly effective.


Invaders:

https://youtu.be/gHDGYnD9lZY

The Dzulums:
In places where the world’s boundaries grow thin, marked by unnatural scorching heat and endless fields of death, the Dzulums make their home, in their endless mazes and spires that dot the burning skyline. With their legions of skeletal slaves and monstrous cousins, they wage their ceaseless crusade against the living, marching out from the deathlands to bring horror and chaos. Some say they are grim spectres from another ghastly realm, here to drag our own to the depths of hell, while others say they are the damned souls of old escaping that same hell, and yet others theorize were always here, always watching and waiting for the boundaries to break so they could return.  The truth is unknown, but they and their ilk have contaminated vast swathes of the known world, and show no intention of stopping. That said, they do not seem to entirely be united, as small pockets of Dzulums and other deathland inhabitants rarely join up with civilizations of the living, serving as mercenaries or enforcers in an increasingly brutal world.

The Wendigos:
In the cold and hateful north dwell the most terrible of ancient spirits, the cannibalistic monsters known as the wendigos. Standing taller than a men (with ancient specimens growing thrice that) and with the strength to match, these gaunt ogre-things periodically raid the south in great numbers, depleting entire civilizations of life and bringing terror to all others. Most feared of the wendigo hordes are their monstrous god-beasts that both populate the cold spots across the frontier and also join their cannibal cousins in great hosts, a nightmarish alliance of freakish despoilers. But with superior technology and stout hearts, these monsters can most certainly be driven back to the wastes from which they came.
« Last Edit: November 11, 2018, 02:05:07 am by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #2 on: November 02, 2018, 07:33:25 pm »

General information:

Battleframes:

Battleframe is the term for the primitive mecha found throughout the civilized realms. While crude, they are nonetheless highly effective against infantry and monsters alike, and vary in form from chicken-like bipeds to vaguely humanoid shapes to titanic walking battleships and fortresses. However, they are prohibitively expensive, so new settlements can't expect to buy any until they've amassed quite a bit of wealth. This also deters vagabonds and troublemakers who start new settlements from wantonly attacking their neighbors before they are significantly established, because if they happen upon a squadron of battleframes at the site they target, things will get quite ugly. That said, they are not as numerous as some would like, and for the most part invasions will only include a handful of them unless you are terribly unlucky.

Firearms:

In addition to the melee weapons most are familiar with, wars in this era are fought primarily with firearms, which come in two types, modern (revolvers and such) and archaic (muskets). The pros and cons of each are listed below.

Modern:
+small bullets so you can carry a lot
+shoot very hard and very fast (very big plus, lots of damage)
+low material cost so you can make a lot of them
-only the bolt-action rifle has a bayonet
-small bullets might do less damage
-specialized ammo types make things tricky to manage

Archaic:
+all muskets have bayonets
+big bullets do big damage probably
+all muskets can fire pellet clusters or musketballs, no need for micromanaging
-don't shoot as hard
-bigger and clunkier, cost more materials to make
-weigh more
« Last Edit: November 03, 2018, 11:47:49 pm by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #3 on: November 02, 2018, 07:34:59 pm »

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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #4 on: November 02, 2018, 07:35:40 pm »

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herrschor

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #5 on: November 03, 2018, 01:31:45 pm »

I'm loving the idea especially cause i'm in western-fever since RDR2, but I got a problem with this mod that doesn't let me play it: it generates the world without problem but while saving it something goes wrong and I can't play it because the world is in sime kind deleted before entering the main menu. I'm now generating a small map and look where exactly it cancels.

[EDIT]
whatever it was, it works now. Now let's dive me ito this :)
« Last Edit: November 03, 2018, 01:48:33 pm by herrschor »
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.0
« Reply #6 on: November 03, 2018, 05:37:40 pm »

I'm loving the idea especially cause i'm in western-fever since RDR2, but I got a problem with this mod that doesn't let me play it: it generates the world without problem but while saving it something goes wrong and I can't play it because the world is in sime kind deleted before entering the main menu. I'm now generating a small map and look where exactly it cancels.

[EDIT]
whatever it was, it works now. Now let's dive me ito this :)

If you mean worldgen rejections then yeah that's just how its gonna be since a lot of the land is sort of messed up for reasons. However the next update might make that a bit less of a problem, no promises though.
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Metaltooth

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #7 on: November 07, 2018, 07:09:20 pm »

Is this based off of that Deadlands RPG tabletop series?
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #8 on: November 07, 2018, 07:55:33 pm »

Is this based off of that Deadlands RPG tabletop series?

Definitely partially inspired by, but not based off of.
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Metaltooth

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #9 on: November 07, 2018, 08:43:14 pm »

Is this based off of that Deadlands RPG tabletop series?

Definitely partially inspired by, but not based off of.
That makes me very much interested in this mod. Question, whats the tech level of this world youve created?
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #10 on: November 07, 2018, 09:14:41 pm »

Is this based off of that Deadlands RPG tabletop series?

Definitely partially inspired by, but not based off of.
That makes me very much interested in this mod. Question, whats the tech level of this world youve created?

Different civilizations vary in tech level from horses and muskets to craziness like biplanes, model-T style cars, and diesel-fueled, partially supernatural mecha known as battleframes. Aesthetically its the wild west at a tech level ranging anywhere from 1700 to 1915, plus some weird science that wouldn't be possible without the supernatural apocalypse.

Also, airships next update n o w.
« Last Edit: November 08, 2018, 02:23:42 am by squamous »
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Metaltooth

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #11 on: November 08, 2018, 06:43:24 am »

Would it be possible to integrate this with the starter pack for ease of use? having stuff like DF hack and those pre make embarks is a nice convenience
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #12 on: November 08, 2018, 07:25:38 am »

Would it be possible to integrate this with the starter pack for ease of use? having stuff like DF hack and those pre make embarks is a nice convenience

It might be possible, but I don't use any sort of third party utilities and prefer not to anyways. Any reliance on 3rd party stuff means that when an update comes, I have to wait for all that to get updated before I can update my own mod, and I don't wanna deal with that.

Basically I have no idea how to do it. On the other hand, just for the record, I'd have no problems with someone attempting to do such a thing. I do know that installing DFHack will probably work if you just install it like you would in a vanilla game.
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Metaltooth

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #13 on: November 08, 2018, 08:20:25 am »

fair point, I ask only for the sake of conveince. For like installing tilesets and just running the program with the utilities it comes with.
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herrschor

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #14 on: November 08, 2018, 11:08:18 am »

I just want to say that I love this mod. You are the creator of the Colonialsm mod also, right? I hoped for a Western mod since I heard "Colonialism" and here it is, please keep up you good work
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