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Author Topic: Dwarf Fortress: Dig Deeper [V 0.2]  (Read 2882 times)

The13thRonin

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Dwarf Fortress: Dig Deeper [V 0.2]
« on: August 04, 2008, 11:32:49 pm »

I present to you, the community, a mod which is still under constant development. It's goal is to improve vanilla Dwarf Fortress without changing the underlying game mechanics too much. I hope you enjoy using it as much as I have had fun creating it. Please leave comments, feedback, criticisms, ideas and whatever else. I will take all feedback seriously, I plan to release more versions in the future. Happy gaming. PS - Promise to clean up the thread later. The READ-ME is written in a more user-friendly format.

DOWNLOAD LINK: http://dffd.wimbli.com/file.php?id=382

Deeper Version 0.2 [For use with Dwarf Fortress: v0.28.181.39e]

-----------------------------------------------------------------------------------------
-            TO INSTALL FOLLOW THE FOLLOWING INSTRUCTIONS:       -
-----------------------------------------------------------------------------------------
- 1. DELETE THE PRE-EXISTING OBJECTS FOLDER [IN THE RAWS FOLDER], DO NOT OVERWRITE!   -
-                                 -
- 2. DELETE ALL FILES IN THE OBJECTS FOLDER [IN THE DATA FOLDER]      -
-                                 -
- 3. EXTRACT THE NEW 'DIG DEEPER' OBJECTS FOLDER INTO THE RAWS FOLDER         -
-                                 -
- 4. OVERWRITE THE PRE-EXISTING DATA FOLDER WITH THE NEW 'DIG DEEPER' DATA FOLDER   -
-----------------------------------------------------------------------------------------

People whose work has been referenced, duplicated
or otherwise utilised (I offer up my thanks and praise):

- Chariot
- Metalax
- Wiles
- Captain Mayday
- Umiman

Your work will be removed upon request (if you'd like), please
point out exactly what I have used from your modification and
it will be taken down.

Enclosed below is detailed information on what the
'Dig Deeper' modification adds, removes and changes

===================
=     TOTAL       =
=               =
= Removals - 2    =
= Additions - 182 =
= Changes - 17    =
===================

###########
# REMOVES #
###########

CREATURES (2)
---------

- Dragon

- Char

########
# ADDS #
########

CREATURES (57)
---------

=========================
=               =
= 7 Mega Beast (*)      =
=                       =
= 3 Semi-Mega Beast (+) =
=                       =
= 3 Domestic (@)   =
=         =
= 17 Fish (&)           =
=                       =
= 28 Other (-)          =
=               =
=========================

* Green Dragon

* Red Dragon

* Blue Dragon

* White Dragon

* Black Dragon

* Ancient Vampire

* Adamantine Golem

+ Vampire

+ Mithril Golem

+ Lich

@ Pig

@ Chicken

@ Sheep

& Bluegill

& Bream

& Catfish

& Black Sea Bass

& Largemouth Bass

& Smallmouth Bass

& Striped Bass

& Redear Sunfish

& Lake Trout

& Small-Mouth Char

& Artic Char

& White Char

& Silver Trout

& Crappie

& Cod

& Tuna

& Herring

- Baboon

- Copper Golem

- Mammoth

- Saber-Tooth Cat

- Wyvern

- Hellhound

- Phoenix

- Pegasus

- Ogre Magi

- Gargoyle

- Black Rhinoceros

- White Rhinoceros

- Giant Panda

- Giant Lizard

- Koala

- White Tiger

- Giant Ant

- Termite

- Giant Termite

- Silver Golem

- Gold Golem

- Granite Golem

- Snotling

- Red Kangaroo

- Grey Kangaroo

- Ghoul

- Wolverine

- Arctic Fox

CIVILIZATIONS (1)
-------------

- Snotlings

INSTRUMENTS (22)
-----------

- Guitar

- Tuba

- Trombone

- Banjo

- Violin

- Ocarina

- Accordion

- Tambourine

- Euphonium

- Bugle

- Didgeridoo

- Triangle

- Cornet

- Pan Pipe

- Oboe

- Fife

- Lute

- Tenor Saxophone

- Alto Saxophone

- Recorder

- Bagpipe   

- Harmonica

METALS (10)
------

- Mithril

- Red Brass

- Cobalt

- Dragon Scale

- Nordic Gold

- White Gold

- Dwarven Steel

- Titanium

- Bloodmetal

- Ebony

GEMS (5)
----

- Starstone

- Blue Elvesfire

- Green Elvesfire

- Lunite Crystal

- Devil's Scratch

TOYS (6)
----

- Marble set (dwarves, humans and elves)

- Toy Pick (dwarves)

- Golem Figurine (dwarves)

- Dragon Figurine (dwarves, humans, elves and goblins)

- Toy Spear (dwarves, humans, elves and goblins)

- Toy Crown (dwarves, humans and elves)

WEAPONS (8)
-------

- Hatchet (dwarves, humans, kobolds and snotlings)

- War Whip (humans and goblins)

- Tiger Claw (dwarves, humans, elves, kobolds, goblins and snotlings)

- Trident (dwarves, humans, elves, kobolds, goblins and snotlings)

- Knuckle Duster (dwarves, humans, elves, kobolds, goblins and snotlings)

- Rapier (humans and elves)

- Sabre (humans)

- Katana (humans)

PLANTS (7)
------

- Corn

- Tomato

- Banana

- Coconut

- Apricot

- Radish

- Carrot

EXTRACTS (6)
--------

- Corn Flour

- Corn Oil

- Tomato Sauce

- Banana Paste

- Coconut Milk

- Apricot Jam

DRINKS (6)
------

- Corn Based Bourbon

- Red Beer

- Banana Rum

- Coconut Arrack

- Apricot Wine

- Carrot Wine

WOOD (8)
----

- Eucalyptus

- Giant Cactus

- Beech

- Bamboo

- Dragon Tree

- Yew

- Rosewood

- Blackwood

SHIELDS (4)
-------

- Tower Shield (humans)

- Kite Shield (humans and elves)

- Square Shield (humans, dwarves, elves and goblins)

- Heater Shield (humans, dwarves, elves and goblins)

SPEECH (15)
------

- 2 new boasts

- 11 new threats

- 2 other comment


ENGRAVINGS (26)
----------

- 26 new engravings

BODIES (1)
------

- Six-leg insect bodies

###########
# CHANGES #
###########

STONES (2)
------

- Metalax's ecostone crafting system implemented (allows all stone to be disabled or
enabled in regard to crafting)

- Cobaltite turned into an ore of Cobalt

CREATURES (4)
---------

- Werewolves raw speed decreased from 900 to 700 (this increases their REAL or DISPLAYED
speed from 1000 to 1250 making them as fast as the average elf)

- Mud Man, Iron Man, Magma Man, Fire Man changed to Mud Golem, Iron Golem, Magma Golem and
Fire Golem respectively

- Replaced the Iron Golem prefstring with a new one common to the other metal golems

- Added the [CHITIN] tag to ants and antmen.

METALS (8)
------

- Made Gold able to be smithed into; picks, weapons (50%), ranged weapons, armour (50%) and ammo (50%)

- Made Rose Gold able to be smithed into; picks, weapons (50%), ranged weapons, armour (50%) and ammo (50%)

- Made Silver able to be smithed into; picks, ranged weapons and armour (50%)

- Made Sterling Silver able to be smithed into; picks, weapons (50%), ranged weapons, armour (50%) and ammo (50%)

- Made Black Bronze able to be smithed into; picks, weapons (50%), ranged weapons, armour (50%) and ammo (50%)

- Increased the DAMAGE_PERC (attack) and BLOCK_PERC (defence) of bronze to be 111% (a bit higher than iron)

- Increased the value of bronze from 5 to 10

- Decreased the value of iron from 10 to 5

BODIES (1)
------

- Increased the amount of eyes spiders have from 2 to 8

ENGRAVINGS (1)
----------

- Expanded upon existing engravings

WEAPONS (1)
-------

- 'Whip' changed to 'Slave Whip'

SHIELDS (1)
-------

- 'Shield' changed to 'Round Shield'
« Last Edit: August 04, 2008, 11:45:23 pm by The13thRonin »
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umiman

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #1 on: August 04, 2008, 11:51:50 pm »

Yeeey!

Curious though: why'd you only take little tiny pieces from all the mods you mentioned?

The13thRonin

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #2 on: August 04, 2008, 11:53:55 pm »

Yeeey!

Curious though: why'd you only take little tiny pieces from all the mods you mentioned?

I took a lot of inspiration but I didn't want to blatantly rip off one or more modifications. I wanted most of the work to be original and fresh. Hopefully I've achieved that. I am interested in hearing what people think once they try this modification which I must stress again is no-where near finished. This is just sort of a teaser.
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i2amroy

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #3 on: August 05, 2008, 01:00:26 am »

It would be really cool if you could set up the mod in a mac usable file, like .zip. Because I would really like to try your mod, but it is in .rar format so my computer cannot access it. :'(
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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #4 on: August 05, 2008, 02:31:44 am »

Just a little note:

Ebony is actually a wood, not a metal.

Otherwise, good job!
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Sean Mirrsen

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #5 on: August 05, 2008, 04:06:25 am »

And I believe the original concept of the all-economic-stone mod was, though inadvertedly created but still, mine.

Other than that, the mod looks nice. I'm sure you won't mind if I "Modbaseify" it? :) Because you seem to know exactly what you changed, and Modbase requires no more than that.
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mizipzor

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #6 on: August 05, 2008, 08:34:36 am »

Nice! more stuff to grow is something ive been looking for.
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Duke 2.0

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #7 on: August 05, 2008, 08:58:02 am »


 I wonder...

 What this Ebony inspired from the volcanic glass from Morrowind?
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The13thRonin

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #8 on: August 05, 2008, 10:16:49 am »

It would be really cool if you could set up the mod in a mac usable file, like .zip. Because I would really like to try your mod, but it is in .rar format so my computer cannot access it. :'(

I'm going to change the RAR file to a ZIP file. I was unaware that RAR files could not be used by Macs. Please check the download link again after you see this message.

And I believe the original concept of the all-economic-stone mod was, though inadvertedly created but still, mine.

Other than that, the mod looks nice. I'm sure you won't mind if I "Modbaseify" it? :) Because you seem to know exactly what you changed, and Modbase requires no more than that.

Of course you may mod-base-a-fy-ling it ;).


 I wonder...

 What this Ebony inspired from the volcanic glass from Morrowind?

You are correct, that is the metal that 'ebony' is modeled after. Ebony the tree/wood has not yet been implemented in-game.
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Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

Keilden

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #9 on: August 06, 2008, 01:32:53 am »

Snotlings? As in those weak creatures that even goblin bully?
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Deon

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #10 on: August 06, 2008, 01:54:57 am »

Quote
I'm sure you won't mind if I "Modbaseify" it?
There's a problem, Sean.

There already are a lot of components for modbase which will conflict with this mod because it uses parts of them. So you'll have duplicate creatures from angler mod, duplicate plants from botany mod, duplicate toys from toymod, duplicate instruments from instrument mod etc.

It's hardly compatible as a component because it is not a component, it's a nice stand-alone light compilation of other components. Basically I make such things for myself to enjoy the game more.

Also the selection is a bit strange. Why the spear only? o_O
Also my favourite part of the toymod are figurines of creatures =). My mayor had a full set of different creatures to play table games. It's sad that he didn't use it while being "on break" though. :(
« Last Edit: August 06, 2008, 01:56:52 am by Deon »
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The13thRonin

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #11 on: August 06, 2008, 06:29:32 am »

Snotlings? As in those weak creatures that even goblin bully?

Correct. Small and un-intelligent goblins in short. Sort of a kobold-goblin crossbreed.

Quote
I'm sure you won't mind if I "Modbaseify" it?
There's a problem, Sean.

There already are a lot of components for modbase which will conflict with this mod because it uses parts of them. So you'll have duplicate creatures from angler mod, duplicate plants from botany mod, duplicate toys from toymod, duplicate instruments from instrument mod etc.

It's hardly compatible as a component because it is not a component, it's a nice stand-alone light compilation of other components. Basically I make such things for myself to enjoy the game more.

Also the selection is a bit strange. Why the spear only? o_O
Also my favourite part of the toymod are figurines of creatures =). My mayor had a full set of different creatures to play table games. It's sad that he didn't use it while being "on break" though. :(

I just did the spear because I haven't got around to adding all the rest of the stuff yet. This is only V0.2. A pre-release teaser modification. It is nowhere near finished yet.
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Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

Deon

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #12 on: August 06, 2008, 06:47:21 am »

why don't include whole toymod then? Why do you want to make something that is already made? o_O
It's not that I don't like it, I just want to understand why...

P.S. In Modbase version I divided toys by type so you can easily enable only desired ones.
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The13thRonin

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #13 on: August 06, 2008, 06:51:41 am »

why don't include whole toymod then? Why do you want to make something that is already made? o_O
It's not that I don't like it, I just want to understand why...

P.S. In Modbase version I divided toys by type so you can easily enable only desired ones.

I see no other mod which aims to improve on vanilla Dwarf Fortress with a focus on variety. And in answer to your question please read the thread closer.
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betamax

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Re: Dwarf Fortress: Dig Deeper [V 0.2]
« Reply #14 on: August 07, 2008, 06:39:57 am »

It would be really cool if you could set up the mod in a mac usable file, like .zip. Because I would really like to try your mod, but it is in .rar format so my computer cannot access it. :'(
You can download rar for Mac. Even if you couldn't, you could still download the source and compile it.

http://www.rarlab.com/rar/rarosx-3.8.b4.tar.gz
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