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Author Topic: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space  (Read 2394 times)

Seymor

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NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« on: November 28, 2007, 04:28:00 pm »

==============================================
12-9-07 Version 1.02.01 released
==================================================
In order to download and install this mod, follow these directions:

1)   Download Mod at Celestrial Mod
2)   Unzip to your C:\...\Dwarf Fortress\raw\objects folder
3)   Regenerate the world. All worlds should be the same except for any special layers that are present in the mod.
===================================================================
If you are using the old version of the mod the easiest way to upgrade is to redownload a clean copy of Dwarf Fortress and import the new mod in. You will have to regenerate the world.
==================================================
Things that are new:
Bug fixes
Added Baby Dragons
Added Adventure mode playable Realm Dwarves
Tweaked Ores, Stones
5x spirit tree's now needed for realm stones
Tweaked megabeast frequency
Random fun stuff
===================================================
This mod was meant to create a ton of new content for dwarf fortress. Some of the things in the mod are entirely experimental and are not found anywhere else in the game. I am not responsible if you lose 8 hours of work on your fortress because of a crash caused by this mod.

   This mod separates everything into 9 different realms each with specific preferences, locations, and value. The 9 realms correspond roughly with the threat matrix to the best of the games current ability to do so. The nine realms are: Dawn (Calm Good), Twilight (Calm Neutral), Night (Calm Evil), Solar (Predatory Good), Earth (Predatory Neutral), Lunar (Predatory Evil), Aurora (Savage Good), Eclipse (Savage Neutral) and Mirage (Savage Evil). Each realm can take some characteristics of the neighboring realms.

I have tried a fortress in a terrifying environment with this mod. I was rushed by a pack of lunar wolves. With absolutely no military experience, I drafted all of my dwarves and gave them attack orders. 1 dwarf ended up getting injured.

If you are having trouble with a certain creature being too powerful in the beginning of the game, please tell me so I can investigate. I have limited time to test the mod.

========Explaination of metals======

   The special metals can be a bit confusing with this mod so I am going to try to give a brief overview of how to do what with them.

   To get raw metals, you just need to find the ore of the realm you are looking for and smelt it. If you have an impure stone of the realm, discussed below, you may use the stone as a catalyst to fuel the reaction instead of having to use coal. Raw metals are also a rare product of ores from neighboring realms however if you are using a impure stone to catalyze the reactions you cannot get raw metals from ores of neighboring realms. Raw metals also also a rare product of industrial and military metals.

   To get industrial metals, which are stronger than raw metals, you need an impure stone of the realm. To get an impure stone you need to either create a pure stone of a neighboring realm or use a spirit tree, flux stone of the same realm as the impure stone, and 5 coal. To make industrial metals, you will need to use the impure stone as a catalyst along with a flux stone from the same realm or one of the neighboring realms with raw metal.

   To get military metals, which are even stronger than industrial metals, you need a pure stone of the realm. To get a pure stone you need to use an impure stone of the realm you want the pure stone from, 3 spirit tree logs, 5 flux stones of the same realm as the pure stone and 5 coal. As a bonus, you will get the impure stone that you used back along with 2 other impure stones of the neighboring realms. To make military metals, you will need to use the pure stone along with a flux stone from the same realm or one of the neighboring realms with industrial metal.

====General Attributes======

   Any time an attribute is listed in [w/x/y/z] form that means that from the base (earth) creature that creature gets +w attribute if it’s size is less than 5, +x attribute if it’s size is 5 to 10, +y attribute if it’s size is 10 to 15 and +z attribute if it’s size is above 20.

=======================
Data may be slightly outdated
=======================
Dawn
Surroundings: Calm Good
Neighboring Realms: Solar, Twilight
Antagonistic Realm: Mirage
Biomes: Wet Locations
Season: Spring
Color: Yellow
===Creatures===
Size: [ -1/-1/-2/-3 ]
Damage Block: [ +1/+2/+2/+3 ]
Minimum Damage: [ +1/+2/+3/+3 ]
Maximum Damage: [ -1/-1/-2/-2 ]
Swim Speed: 1000
Land Speed: 1250
Time of day: [MATUTINAL]
Body Characteristic: +4 Wings
Creature Focus: Tactics
Special Characteristics:   [PATTERNFLIER][FLIER]
[NOEMOTION][NO_SLEEP]
[LIGHT_GEN] [TRAPAVOID]
Megabeast: Minotaur
Metal Association: Platinum
Rock Layer Association: Sedimentary
Economy: High
Military: Low
Attack: Low
Defense: Low
====Crop Use=========
Alcohol: High
Dye: Low
Thread: Low
Extract: None

Notes: Dawn is the economic powerhouse of the realms. Dawnite (Dawn Stone) can be used as a material to make magma proof mechanisms. Dawn Platinum can be used to make diggers, anvils, and at the highest levels has any use. The megabeasts of the dawn realm are fairly fearsome considering the resources available to take care of them. With 4 wings and the ability to fly, dawn creatures can be quite annoying. Luckily, most of the creatures in the dawn realm are restricted to water.


Twilight
Surroundings: Calm Neutral
Neighboring Realms: Dawn, Night
Antagonistic Realm: Eclipse
Biomes: Temperate Locations
Season: Spring, Autumn
Color: Green
===Creatures===
Size: [ 0 ]
Damage Block: [ 0 ]
Minimum Damage: [ +2/+4/+5/+6 ]
Maximum Damage: [ 0 ]
Swim Speed: 1250
Land Speed: 1000
Time of day: [CREPUSCULAR]
Body Characteristic: +2 Wings, +2 Ears
Creature Focus: Tactics, Strength
Special Characteristics:   [NOEXERT][NOTHOUGHT]
[NO_DRINK][NO_EAT]
[LIGHT_GEN] [TRAPAVOID]
Megabeast: Treant
Metal Association: Gold
Rock Layer Association: Sedimentary, Metamorphic
Economy: Mid-High
Military: Mid-Low
Attack: Mid
Defense: Low
=======Crop Use==========
Alcohol: Mid
Dye: None
Thread: Mid
Extract: None

Notes: Twilight as a metal is fairly useful in that it can make anvils. Twilight creatures are particularly accurate with their hits due to their high minimum damage increase. Twilight megabeasts are fairly nasty because of this and the 2 wings.

Night
Surroundings: Calm Evil
Neighboring Realms: Twilight, Lunar
Antagonistic Realm: Aurora
Biomes: Temperate locations and mountains
Season: Autumn
Color: Blue
===Creatures===
Size: [-1/-1/-2/-3 ]
Damage Block: [-1/-1/-2/-2 ]
Minimum Damage: [+1/+2/+3/+3 ]
Maximum Damage: [+1/+2/+3/+4 ]
Swim Speed: 1750
Land Speed: 750
Time of day: [NOCTURNAL]
Body Characteristic: +4 Ears
Creature Focus: Strength
Special Characteristics:   [NOEXERT][NOTHOUGHT]
[NO_DRINK][NO_EAT]
[EXTRAVISION][TRANCES]]
Megabeast: Giant
Metal Association: Silver
Rock Layer Association: Metamorphic
Economy: Mid
Military: Mid
Attack: High
Defense: Low
=======Crop Use=========
Alcohol: Low
Dye: None
Thread: High
Extract: Low

Notes: Night creatures have high attack but low defense. Killing them quickly would be in the best interest of your dwarves.


Solar
Surroundings: Predatory Good
Neighboring Realms: Dawn, Aurora
Antagonistic Realm: Lunar
Biomes: Tropical Locations
Season: Spring, Summer
Color: Red
===Creatures===
Size: [0 ]
Damage Block: [+2/+3/+4/+5]
Minimum Damage: [0 ]
Maximum Damage: [0 ]
Swim Speed: 1250
Land Speed: 1000
Time of day: None
Body Characteristic: +2 wings, +1 Tail
Creature Focus: Tactics, Resiliance
Special Characteristics:   [NOSTUN][TRAPAVOID]
         [WEBIMMUNE][NOEMOTION][NO_SLEEP]

Megabeast: Ettin
Metal Association: Aluminum
Rock Layer Association: Sedimentary, Igneous Intrusive
Economy: Mid-High
Military: Mid-Low
Attack: Low
Defense: Mid
=======Crop Use========
Alcohol: Mid
Dye: Mid
Thread: None
Extract: None

Notes: Solar creatures are insanely resistant to damage.

Lunar
Surroundings: Predatory Evil
Neighboring Realms: Night, Mirage
Antagonistic Realm: Solar
Biomes: Temperate Locations
Season: Autumn, Winter
Color: Cyan
===Creatures===
Size: [0 ]
Damage Block:


  • Minimum Damage: [0 ]
    Maximum Damage: [+2/+4/+5/+6 ]
    Swim Speed: 2500
    Land Speed: 625
    Time of day: None
    Body Characteristic: +2 ears
    Creature Focus: Strength, Brutality
    Special Characteristics:   [NO_DRINK][NO_EAT]
             [LIKES_FIGHTING][RECKLESS]
             [NOSTUCKINS][EXTRAVISION]
    Megabeast: Cyclops
    Metal Association: Iron
    Rock Layer Association: Metamorphic, Igneous extrusive
    Economy: Mid-Low
    Military: Mid-High
    Attack: High
    Defense: Mid
    ======Crop Use======
    Alcohol: None
    Dye: None
    Thread: Mid
    Extract: Mid

    Notes: Lunar creatures are insanely damaging.

    Aurora
    Surroundings: Savage Good
    Neighboring Realms: Solar, Eclipse
    Antagonistic Realm: Night
    Biomes: Tropical Locations and Mountains
    Season: Summer
    Color: Dark Grey
    ===Creatures===
    Size: [+1/+1/+2/+3 ]
    Damage Block: [+1/+2/+2/+3]
    Minimum Damage: [-1/-2/-2/-3 ]
    Maximum Damage: [-1/-1/-2/-2]
    Swim Speed: 1750
    Land Speed: 750
    Time of day: [DIURNAL]
    Body Characteristic: +2 tails
    Creature Focus: Resiliance
    Special Characteristics:   [WEBIMMUNE] [FIREIMMUNE_SUPER][PARALYZEIMMUNE]
             [NOSTUN] [NOPAIN][NOBLEED]
    Megabeast: Titan
    Metal Association: Copper
    Rock Layer Association: Igneous intrusive
    Economy: Mid
    Military: Mid
    Attack: Low
    Defense: High
    =======Crop Use======
    Alcohol: Low
    Dye: High
    Thread: None
    Extract: Low

    Notes:

    Eclipse
    Surroundings: Savage Neutral
    Neighboring Realms: Aurora, Mirage
    Antagonistic Realm: Twilight
    Biomes: Tropical Locations
    Season: Summer, Winter
    Color: Light Grey
    ===Creatures===
    Size: [+2/+3/+4/+5 ]
    Damage Block:


  • Minimum Damage: [0 ]
    Maximum Damage:

  • Swim Speed: 2500
    Land Speed: 625
    Time of day:
    Body Characteristic: +1 tails
    Creature Focus: Resiliance, Brutality
    Special Characteristics:   [LIKES_FIGHTING][RECKLESS]
             [NOSTUN] [NOPAIN][NOBLEED]
    [NOFEAR][NONAUSEA]
    Megabeast: Collosus
    Metal Association: Bronze
    Rock Layer Association: Igneous intrusive, Igneous extrusive
    Economy: Mid-Low
    Military: Mid-High
    Attack: Mid
    Defense: High
    =======Crop Use======
    Alcohol: None
    Dye: Mid
    Thread: None
    Extract: Mid

    Notes:

    Mirage
    Surroundings: Savage Evil
    Neighboring Realms: Eclipse, Lunar
    Antagonistic Realm: Dawn
    Biomes: Dry Locations
    Season: Winter
    Color: Magenta
    ===Creatures===
    Size: [+1/+1/+2/+3 ]
    Damage Block: [-1/-1/-2/-2]
    Minimum Damage: [-1/-2/-2/-3 ]
    Maximum Damage: [+1/+2/+3/+4]
    Swim Speed: 3000
    Land Speed: 500
    Time of day: [VESPERTINE]
    Body Characteristic: None
    Creature Focus: Brutality
    Special Characteristics:   [LIKES_FIGHTING][RECKLESS]
             [NOSTUCKINS][NOFEAR][NONAUSEA]
             Attacks twice as often.
    Megabeast: Demon
    Metal Association: Steel
    Rock Layer Association: Igneous extrusive
    Economy: Low
    Military: High
    Attack: High
    Defense: High
    ========Crop Use======
    Alcohol: None
    Dye: Low
    Thread: Low
    Extract: High

    Notes: Mirage is to military as dawn is to economy. Low level mirage metals can be used to create powerful weapons and armor. High level mirage metals can be used to create very very powerful weapons and armor. Mirage creatures have twice the speed of dwarves and attack twice as hard making them hit a total of 4 times for every dwarf volley. Mirage stones can be used to make what what traditionally obsidian items.
    =========================

    [ December 09, 2007: Message edited by: Seymor ]

    [ December 09, 2007: Message edited by: Seymor ]

    [ December 09, 2007: Message edited by: Seymor ]

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Fleeb

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #1 on: November 28, 2007, 05:28:00 pm »

Veeeery interesting. I'll give it a shot.

:edit:

Right off the bat noticed these in the error log:

Unrecognized Creature Body Gloss Token: TREANT_DAWN : 4WINGS
Unrecognized Creature Body Token: FAMILIAR_SOLAR : 2TAIL
FISH_STINGRAY_DAWN size to small for non-vermin -- reset to 2

[ November 28, 2007: Message edited by: Fleeb ]

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Karlito

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #2 on: November 28, 2007, 06:51:00 pm »

wow.  this looks like a lot of work.  I'll give it a shot.
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GauHelldragon

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #3 on: November 28, 2007, 07:17:00 pm »

i installed the mod into raw/objects and erased all the files in data/objects. I then generated a new world. World generated fine, got some new looking deserts and forests. I picked out a spot and embarked. To my surprise, all my dwarves are U's! What's this?! These aren't dwarves! They're humans!

Well no matter, i get to digging. I can see lots of new types of stones in the mountain. Anyway: the dwarven caravan showed up with a lot of strange items. Cave fish silk cloth  and a mysterious red % item with no name. It appears to be a stack of 5 food of some kind. In the trade agreement screen, there were a couple of extracts with no names as well, so it might be a cheese of some sort?


Also: i was attacked by a gremlin thief D:

[ November 28, 2007: Message edited by: GauHelldragon ]

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Seymor

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #4 on: November 28, 2007, 07:34:00 pm »

quote:
Originally posted by Fleeb:
<STRONG>Veeeery interesting. I'll give it a shot.

:edit:

Right off the bat noticed these in the error log:

Unrecognized Creature Body Gloss Token: TREANT_DAWN : 4WINGS
Unrecognized Creature Body Token: FAMILIAR_SOLAR : 2TAIL
FISH_STINGRAY_DAWN size to small for non-vermin -- reset to 2

[ November 28, 2007: Message edited by: Fleeb ]</STRONG>


The Dawn Treant must be having difficulty converting wings to the wood bodygloss. Without wings the Treant can't fly, which is a unique tactical characteristic to creatures of the Dawn Realm so I am lost as to a solution at this point.

The Solar familiar Body token is wrong: It should be 2TAILS with an S. Simple fix. It's not a terribly important critter anyways.

The Stingray was one of the first creatures I put into the game. I realized that  putting in creatures with a size less than 5 would be just silly so I stopped after that.

 

quote:
Originally posted by GauHelldragon:
<STRONG>i installed the mod into raw/objects and erased all the files in data/objects. I then generated a new world. World generated fine, got some new looking deserts and forests. I picked out a spot and embarked. To my surprise, all my dwarves are U's! What's this?! These aren't dwarves! They're humans!

Well no matter, i get to digging. I can see lots of new types of stones in the mountain. Anyway: the dwarven caravan showed up with a lot of strange items. Cave fish silk cloth  and a mysterious red % item with no name. It appears to be a stack of 5 food of some kind. In the trade agreement screen, there were a couple of extracts with no names as well, so it might be a cheese of some sort?


Also: i was attacked by a gremlin thief D:

[ November 28, 2007: Message edited by: GauHelldragon ]</STRONG>


I don't think you are suppose to erase the files in Data/Objects. Most of the things you describe are not part of the mod at all.

[ November 28, 2007: Message edited by: Seymor ]

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Karlito

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #5 on: November 28, 2007, 10:53:00 pm »

I had humans as well.  The eclipse familiars also had the 2TAIL error.
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Fleeb

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #6 on: November 29, 2007, 08:56:00 am »

Hmm. My dwarves are definately dwarves, so I'm not getting that problem. Seems to be running pretty smoothly, but then I just started. Started in a Dawn area, starting my dawnite and twilight mines. Look forward to seeing what happens. No wild animals yet except for standard herons and a swan or two.
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GauHelldragon

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #7 on: November 29, 2007, 11:57:00 am »

I tried creating a new world again, this time using the data files from a previous game. The same problem happened. Erasing the datafiles could not be what is causing the problem, because when you install the game for the very first time, the data/objects directory is empty. It must be some other file.
Anyway, I erased everything and started fresh.


-edit
after completely erasing everything and reinstalling everything fresh from the downloaded .zip files, my civilizations are still bugged out. I give up.

-edit edit
i tried completely reinstalling everything again, this time without the mod. The world generated fine. I added the  mod and generated another world. Messed up civs again.

[ November 29, 2007: Message edited by: GauHelldragon ]

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Karlito

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #8 on: November 29, 2007, 06:44:00 pm »

You don't install in data/objects, you install in raw/objects!!!!!
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GauHelldragon

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #9 on: November 29, 2007, 09:44:00 pm »

i didn't install it into data/objects :P
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Karlito

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #10 on: November 29, 2007, 10:13:00 pm »

oh yeah.  Sorry.  I need to read more carefully.
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Seymor

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #11 on: November 30, 2007, 08:30:00 am »

quote:
Originally posted by GauHelldragon:
<STRONG>I tried creating a new world again, this time using the data files from a previous game. The same problem happened. Erasing the datafiles could not be what is causing the problem, because when you install the game for the very first time, the data/objects directory is empty. It must be some other file.
Anyway, I erased everything and started fresh.


-edit
after completely erasing everything and reinstalling everything fresh from the downloaded .zip files, my civilizations are still bugged out. I give up.

-edit edit
i tried completely reinstalling everything again, this time without the mod. The world generated fine. I added the  mod and generated another world. Messed up civs again.

[ November 29, 2007: Message edited by: GauHelldragon ]</STRONG>


Is there anything in the error log? Anything I can use for diagnostics to see where my mod is messing up? I can't reproduce the problem on my computer so it's possible that the problem is computer specific. Can I get some basic information on your computer for comparison purposes?

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Stij

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #12 on: November 30, 2007, 11:14:00 am »

Wow, this is a pretty ambitious mod. Reminds me of Exalted, sorta.
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Seymor

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #13 on: December 09, 2007, 05:00:00 pm »

New Version released.

Semi-background story for the creation of the realms.

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

Explanation of the realms of Celestrial

When life is calm, focus is diverted away from the physical world. With less focus on the physical world, time becomes what beings look to because it is the only thing that is always present. Dawn heralds the rise of a new day, the beginning of time, and the withdrawal of the creatures of the night. Twilight is the neutral party in the battle between Dark and Light. It lies directly between the light and the dark. Night is the calling for creatures who are loyal to the realm to away and begin their feast. The night signifies the end of time.

When life is neither calm no savage, focus lies on the physical world. It is on the physical world that the sun and the moon fight for control of the earth. The calm of Dawn calls for the sun to start its reign over the earth. The sun, aided by the dawn, drives away the moon and with it, the creatures of the night. Similarly the calm of night paves a path for the moon to start its reign over the eart. The moon, aided by the night, drives away the sun and with it, calls for the return of the creatures of the night.

When life is savage, focus extends beyond the physical world. Beings looking beyond what is there, into the nonexistent, find nothing. If the desire of the beings to find something when there is nothing is strong, they will often see what is not present. The auroras show the suns presence in the middle of the night. They give hope to the creatures cowering from the night that the suns presence will return soon. The eclipses show the rare event when both the sun and the moon hold reign over the earth. The mirages show the presence of shadows, the messengers of the moon, during the middle of the light. They remind creatures that night will return and bring with it the moons reign over the earth.

This is how the 9 realms are aligned. The celestrial bodies of the sun and the moon fight over control of the earth. The alignment of the light to the sun has established the sun as controller of the earth during the day. The alignment of the dark to the moon has established the moon as controller of the earth during the night. The messengers of the sun, the auroras and the messengers of the moon, the mirages, are signs of the continued battle for absolute dominance over the earth.
------------------

[ December 09, 2007: Message edited by: Seymor ]

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DDouble

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Re: NEW VERSION 12/9/07: Celestrial Mod, Chronicles of Space
« Reply #14 on: December 10, 2007, 01:23:00 am »

It's Celestrial, and not Celestial?
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