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Author Topic: Where Flesh Meets Flesh Mod  (Read 12208 times)

SirHoneyBadger

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Flesh vs. Minerals
« Reply #30 on: December 30, 2008, 03:33:27 am »

Update. Two new alloys based on osmium and iridium (though under vastly different names), extractable rubber, giant cacti.
New installation method (should be easy to do and foolproof to boot).
And it should indeed work as intended now. It'll even remove the traces of the previous versions of the mod.<P>Concept by Sean Mirrsen<P>Contributors:
   <B>Deon</B><P>This mod went through several iterations, but now it is hopefully heading in the right direction.<P>Function:_________________________________________<P>This mod slightly alters appearance rates of most minerals in the game, most notably rock crystal.
Also this mod adds a carpload of new materials, metals, alloys, and the like.<P>Installation:_____________________________________<P>First, back up your DF copy's "raw\objects" folder.
Then extract the contents of the archive into your main DF folder, overwriting anything in the way.
Then run the provided setup batch file. "minmod_176_setup" for this version.<P>The mod now comes in discrete selectable chunks.
The files are named according to the state of the chunks.
Type "off" instead of "on" (or anything, really) at the filename's end and the module will deactivate.
"matgloss_minmod_main_on" is the main matgloss file. Turning this off will deactivate the mod completely. And spam the errorlog if you leave extensions on.  :)
"reaction_minmod_main_on" is the main reactions file. Turning this off will disable all alloys and extractable materials added by the mod.
"reaction_minmod_alchemy_on" is the alchemy extension. It contains gold amalgamation and any reactions I deemed implausible in the game's current state.
"reaction_minmod_infusion_on" is the infusion extension. It contains the reactions for the 20 new metamagic metals.
"reaction_minmod_manualstone_on" is the manual stone selection extension. Leaving it on will have all stone in existance be initially forbidden in the Stones screen, so it can be manually selected later.<P>After changing the state of any of the extensions, you will need to erase all files in the data\objects directory.
You can do this manually, or by running the "mod_clean_objects.bat" batch file provided in the raws folder (where you would be changing filenames around  :)<P>New metals:
Spoiler (click to show/hide)

This is really great work, all credit to Sean and Deon!

After having looked over the Minerals mod, I noticed that I've got quite a bit of duplication, so when I get a chance, I'll try to review the various formulae and see which version most appeals.

Definitely, there are some ideas I'll be borrowing, namely some of the aluminum reactions, stellite and talonite, manganese, red brass, white bronze, anthracite, and the various mineral bases. I won't use any entirely original ideas though, just things with a clear established real-world basis that I can verify online.

« Last Edit: January 14, 2009, 11:20:12 pm by SirHoneyBadger »
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Deon

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Re: Dwarf Fortress: The Fleshening!
« Reply #31 on: December 30, 2008, 06:57:04 am »

Quote
This is really great work, all credit to Sean and Deon!
Actually all the credit goes to Sean. I've made just a small amalgamation part and maybe something else. Sean was a very dedicated modder, he even created a great tool ModBase. For now I think that he's just a bit tired because there's nothing new he can make right now with current raws. And I hope that with the new version and a lot of possibilities if it's not Sean or me then you'll be able to create a great "material" mod :).
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SirHoneyBadger

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Re: Dwarf Fortress: The Fleshening!
« Reply #32 on: December 31, 2008, 01:48:42 am »

Well, please feel entirely free to offer ideas and suggestions, Deon, you're a lot more experienced at this than I am, and I'm thankful for any help.
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SirHoneyBadger

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Re: Dwarf Fortress: The Fleshening!
« Reply #33 on: December 31, 2008, 02:08:11 am »

The number on the left currently represents the basic weapon/armour potential of the metal. I'll be adding different potentials for damage/block, meltability by magma (yes, no), color, and value (1-500), as well as tool ability, mechanisms, and structures (doors, gates, etc) eventually, melting temperature (approximated--I think it's already in, but it'll be a while before I add it to the list), resistance to corrosion (as a factor of 1-8), magnetism (high/low/none), and weight (in percentage, compared to soft iron), incase those qualities are ever tracked by the game.

Items marked with an asterisk * denote that these are "mystical" metals that can be combined with rare magical substances, taking on special abilities. These mystical metals are few and far between, very difficult and extremely expensive to manufacture.

1. Basic iron/steel formulas.

Iron:

70 = Soft Iron (4 units limonite + 3 units fuel = 1 unit soft iron)

70 = Soft Iron (3 units hematite + 3 units fuel = 1 unit soft iron)

70 = Soft Iron (3 units iron ore + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (2 units magnetite + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (1 unit pyrite + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (1 unit lodestone + 1 unit fuel = 1 unit soft iron)

70 = Soft Iron (4 units iron ore + 1 unit anthracite + 1 unit of fuel = 2 bars soft iron)

75 = Cold Iron (4 units iron ore + 1 unit fuel = 1 unit cold iron)

75 = Delta Iron (obtained from white cast iron)

80 = Tool Iron (10 units limonite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (8 units hematite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (6 units iron ore + 2 units of anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (4 units magnetite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (3 units pyrite + 1 unit anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (2 units black sand + 2 units fuel = 1 bar tool iron)

80 = Pig Iron (3 units iron ore + 1 unit flux + 1 units fuel = 1 unit pig iron)

80 = Pig Iron (1 unit soft iron + 1 unit flux + 1 unit fuel = 1 unit pig iron)

90 = Wrought Iron (5 units iron ore + 1 unit fuel = 2 units wrought iron)

90 = Wrought Iron (3 units soft iron + 1 unit fuel = 2 units wrought iron)

100 = Wootz Iron (1 bar of grey cast iron + 1 bar of pig iron + 1 bar of cold iron + 1 unit of green glass + 2 units of fuel = 2 units of wootz iron)

100 = Grey Iron (3 units iron ore + 2 units flux + 2 units fuel = 1 unit grey iron)

100 = Grey Iron (2 bars of soft iron + 2 units flux + 2 units fuel = 1 unit grey iron)

110 = Grey Cast Iron (4 units iron ore + 2 units fuel + 1 unit sand = 2 bars grey cast iron)

110 = Grey Cast Iron (3 units of black sand + 2 units fuel = 2 bars grey cast iron)

110 = Grey Cast Iron (2 bars of soft iron + 2 units fuel + 1 unit sand = 2 bars grey cast iron)

110 = White Cast Iron (4 units iron ore + 3 units fuel + 1 unit sand = 1 bar of white cast iron, 1 bar of delta iron)

110 = White Cast Iron (3 units of black sand + 3 units fuel = 1 bar of white cast iron, 1 bar of delta iron)

110 = White Cast Iron (2 bars soft iron + 3 units fuel + 1 unit sand = 1 bar of white cast iron, 1 bar of delta iron)

115 = Best Iron (6 units of iron ore + 1 unit of fuel = 1 unit of best iron)

115 = Best Iron (3 units of soft iron + 1 unit of fuel = 1 unit of best iron)

120 = White Iron (2 units iron ore + 1 unit chromium + 3 units fuel + 1 unit sand = 1 bar white iron)

120 = White Iron (1 bar of soft iron + 1 unit chromium + 3 units fuel + 1 unit sand = 1 bar white iron)

125 = Case Iron (4 units iron ore + 4 units fuel = 1 bar case iron)

125 = *Fay Iron (1 unit of lodestone + 1 unit of pyrite + 1 unit of olivine + 1 unit of umber + 1 bar of fay gold + 3 rock crystals + 1 lapis lazuli + 1 pyrope + 4 units of fuel = 1 bar fay iron)

Basic Steels:

120 = Mild Steel (1 bar of cold iron + 1 bar of pig iron + 2 units of fuel = 1 bar of mild steel)

120 = Mild Steel (3 bars of cold iron + 3 bars of pig iron + 1 unit of anthracite + 1 unit of fuel = 3 bars of mild steel)

125 = Tower Steel (2 units of iron ore + 8 units of fuel = 1 bar of tower steel)

125 = Core Steel (4 units iron ore + 1 unit flux + 1 unit sand + 4 units of fuel = 1 bar of core steel)

125 = Core Steel (3 units black sand + 1 unit flux + 4 units of fuel = 1 bar of core steel)

133 = Pearl Steel (1 bar of grey iron + 1 bar of pig iron + 1 unit of fuel = 1 bar of pearl steel)

133 = Bane Steel (3 bars of mild steel + 1 bar of tower steel + 1 bar of delta iron + 2 units of fuel = 4 bars of bane steel)

140 = Black Steel (1 bar of wrought iron + 1 bar of grey cast iron + 4 units of fuel = 1 bar of black steel)

140 = Black Steel (6 units of black sand + 2 units of flux + 4 units of fuel = 1 bar of black steel)

145 = Crucible Steel (3 bars of cold iron + 2 bars of best iron + 1 bar of grey iron + 8 units of fuel = 3 bars of crucible steel)

145 = Crucible Steel (3 bars of cold iron + 2 bars of best iron + 1 bar of grey iron + 3 units of anthracite + 1 unit of fuel = 3 bars of crucible steel)

150 = Jewel Steel (1 bar of black steel + 1 bar of core steel + 1 bar of delta iron + 3 units of sand + 3 units of fuel = 2 bars of jewel steel)

2. Copper Formulas

50 = Chako (1 unit of copper ore + 1 unit of galena + 1 unit of fuel = 1 bar of chako)

50 = Niello (2 bars of karat copper + 1 bar of karat silver + 3 bars of lead + 1 unit of sulfer = 6 units of niello)

50 = Karat Copper (3 bars of copper + 3 units of fuel = 1 bar of karat copper)

60 = Copper (3 units of copper ore + 3 units of fuel = 1 bar of copper)

60 = Copper (2 units of native copper + 2 unit of fuel = 1 bar of copper)

60 = Copper (1 unit of nugget copper + 1 unit of fuel = 1 bar of copper)

60 = Copper (3 units of azurite ore + 3 units of fuel = 1 bar of copper + 1 bar of caeruleum)

60 = Copper (2 units of malachite + 1 unit of fuel = 1 bar of copper)

60 = Copper (1 unit of cuprite + 2 units of fuel = 1 bar of copper)

60 =  Nicanor (1 bar of copper + 1 bar of silver + 1 bar of gold + 2 units of fuel = 2 bars of nicanor)

60 = Billon (2 bars of copper + 1 bar of silver + 2 units of fuel = 2 bars of billon)

60 = Low Brass (2 bars of copper + 1 bar of zinc + 1 bar of lead + 2 units of fuel = 4 bars of low brass)

60 = Pinchbeck (1 bar of copper + 2 bars of zinc + 3 units of fuel = 3 bars of pinchbeck)
 
65 = Tombac (5 bars of copper + 1 bar of zinc + 3 units of fuel = 6 bars of tombac)

65 = Brass (1 bar of copper + 1 bar of zinc + 2 units of fuel = 2 bars of brass)

65 = Cast Brass (2 units of copper ore + 4 units of calmium + 1 bar of brass + 3 units of fuel + 1 unit of sand = 4 bars of cast brass)

70 = Black Brass (1 bar of copper + 1 bar of tin + 1 bar of zinc + 1 bar of lead + 2 units of fuel = 4 bars of black brass)

75 = Hepatizon (2 bars of copper + 1 bar of silver + 1 bar of gold + 2 units of fuel = 2 bars of hepatizon)

75 = High Brass (3 bars of copper + 2 bars of zinc + 3 units of fuel = = 2 bars of high brass)

75 = White Tombac (5 bars of copper + 1 bar of zinc + 1 bar of arsenic + 3 units of fuel = 6 bars of white tombac)

80 = Bronze (3 bars of copper + 1 bar of tin + 2 units of fuel = 2 bars of bronze)

80 = Red Brass (3 bars of copper + 1 bar of tin + 1 bar of zinc + 2 units of fuel = 4 bars of red brass)

80 = Khar (1 bar of copper + 1 bar of nickel + 1 bar of zinc + 1 bar of tin + 1 bar of lead + 1 bar of silver + 3 units of fuel = 6 bars of khar)

80 = Bell Metal (3 bars of copper + 1 bar of tin + 1 bar of silver + 1 unit of iron ore + 4 units of fuel = 3 bars of bell metal)

80 = Bell Metal (1 unit stannite + 2 units fuel = 1 bar of bell metal)

80 = Kuro (5 bars of karat copper + 1 bar of arsenic + 3 units of fuel = 6 bars of kuro)

90 = Bismuth Bronze (1 bar of bismuth + 1 bar of tin + 3 bars of copper + 2 units of fuel = 2 bars of bismuth bronze)

90 = Alumina (4 bars of copper + 1 bar of aluminum + 1 bar of delta iron + 1 bar of zinc + 1 unit of manganese + 1 unit of arsenic + 1 unit of green glass + 3 units of fuel = 4 bars of alumina)

90 = Gildis (4 bars of copper + 1 bar of aluminum + 1 bar of delta iron + 2 bars of zinc + 1 bar of tin + 1 unit of manganese + 1 unit of arsenic + 3 units of fuel = 4 bars of gildis)

95 = White Bronze (2 bars of copper + 1 bar of tin + 1 unit of ortho + 2 units of fuel = 1 bar of white bronze)

100 = Beryl Copper (1 bar of beryllium + 2 bars of copper + 3 units of fuel = 3 bars of beryl copper)

100 = Cyprite (3 bars of karat copper + 1 bar of tin + 2 units of fuel = 1 bar of cyprite)

100 = Monel (3 bars of copper + 1 bar of nickel + 1 unit of manganese = 3 bars of monel)

115 = Auricipride (2 bars of copper + 1 bar of gold + 1 bar of tin + 1 unit of auricipridite ore + 2 units of fuel = 3 bars of auricipride)

125 = Arsenical Bronze (3 bars of copper + 1 bar of tin + 1 bar of arsenic + 2 units of fuel = 2 bars of arsenic bronze)

130 = Bronzium (2 bars of copper + 1 bar of zinc + 1 bar of tin + 1 bar
of calmia + 3 units of fuel = 2 bars of bronzium).

135 = Auric Bronze (3 bars of copper + 1 bar of tin + 1 bar of calmia + 1 bar of auricipridite + 1 bar of zinc + 1 bar of silver + 6 units of fuel = 3 bars of auric bronze)

166 = Beryl Bronze (1 bar of beryllium + 1 bar of copper + 1 bar of
zinc + 1 bar of tin + 1 bar of calmia + 1 bar of manganese + 4 units of fuel = 3 bars of beryl bronze)

200 = *Orichalcum (1 unit of malachite + 1 unit of cuprite + 1 unit of azurite + 1 unit of tetrahedryte + 1 bar of cyprite + 1 bar of gold + 1 bar of tin + 1 bar of zinc + 1 bar of beryllium + 1 bar of iridium + 4 units of fuel = 1 bar of orichalcum)

3. Iron Alloys

120 = Sky Iron (2 bars of cold iron + 1 bar of nickel + 2 units of fuel = 1 bar of sky iron)

125 = Martelite (4 bars karat copper + 4 bars tin + 1 bar delta iron + 1 bar karat gold + 4 units fuel = 4 bars martelite)

135 = Red Steel (2 bars of soft iron + 2 bars of flux + 1 bar of cinnabar + 3 units of fuel = 1 bar of red steel)

135 = Blue Steel (2 bars of soft iron + 2 bars of flux + 1 bar of azurite + 3 units of fuel = 1 bar of blue steel)

145 = Immaculate Steel (1 bar of pearl steel + 1 bar of sky iron + 1 bar of chrome + 1 bar of soft iron + 3 units of fuel = 1 bar of immaculate steel).

150 = Celestium (4 bars of immaculate steel + 2 bars of aluminum + 2 bars of titanium + 1 bar of palladium + 1 bar of karat silver + 1 bar of karat gold + 1 bar of karat platinum + 6 units of fuel = 4 bars of celestium)

150 = Meteor Steel (1 bar of crucible steel + 1 bar of nickel + 1 bar of cobalt + 3 units of fuel = 1 bar of meteor steel)

150 = *Bloodmetal (2 bars of cyprite + 1 bar of beryllium + 4 bars of delta iron + 1 bar of karat gold + 1 bloodstone + 3 units of umber + 4 units of fuel = 1 bar of bloodmetal)

170 = Imperial Steel (1 bar of nickel + 1 bar of cobalt + 2 bars of delta iron + 3 bars of Crucible Steel + 6 units of fuel = 4 bars of imperial steel)

175 = Jovian Steel (1 bar of titanium + 1 bar of nickel + 1 bar of cobalt + 4 bars of crucible steel + 6 units of fuel = 4 bars of jovian steel)

185 = Deep Steel (1 bar of tungsten + 1 bar of molybdenum + 1 bar of beryllium + 1 bar of uranium + 4 bars of case iron + 4 units of fuel = 4 bars of deep steel)

185 = Still Steel (1 bar of palladium + 1 bar of titanium + 1 bar of chrome + 1 bar of aluminum + 1 bar of karat silver + 1 bar of argyre + 4 bars of pearl steel + 2 units of fuel = 4 bars of still steel)

185 = Draconic Steel  (1 bar of cobalt + 1 bar of iridum + 1 bar of karat platinum + 1 bar of thorium + 1 unit of manganese + 1 unit of green glass + 4 bars of sky iron + 8 units of fuel = 4 bars of draconic steel

185 = Mountain Steel (1 bar of titanium + 1 bar of nickel + 1 bar of cobalt + 1 bar of tungsten + 1 bar of vanadium + 4 bars of crucible steel + 6 units of fuel = 4 bars of mountain steel)

4. Silver Formulas.

10 = Red Orm (1 bar of karat copper + 1 bar of bronze + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of red orm)

10 = Black Orm (2 bars of hepatizon + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of black orm)

10 = Gild Orm (2 bars of high brass + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of gild orm)

10 = Fine Orm (2 bars of nicanor + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of fine orm)

10 = Blood Orm (1 bar of red brass + 1 bar of rose gold + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of blood orm)

10 = Vermilium (2 bars of sterling silver + 1 bar of karat gold + 3 units of fuel = 3 bars of vermilium)

20 = Electrum = (1 bar of silver + 1 bar of gold + 2 unit of fuel = 2 bars electrum)

25 = Karat Silver (3 bars silver + 3 units of fuel = 1 bar karat silver)

25 = Sterling Silver (3 bars of karat silver + 1 bar of karat copper + 3 units of fuel = 4 bars of sterling silver)

33 = Silver (5 units of pyragyrite + 3 units of fuel = 1 bar of silver)

33 = Silver (4 units of argentite + 3 units of fuel = 1 bar of silver)

33 = Silver (3 units of silver ore + 3 units of fuel = 1 bar of silver)

33 = Silver (2 units of horn silver + 2 units of fuel = 1 bar of silver)

33 = Silver (1 unit of silver nuggets + 1 unit of fuel = 1 bar of silver)

33 = Black Silver (4 units of horn silver + 1 unit of fuel = 1 bar of black silver)

33 = Kinium = (1 bar of silver + 1 bar of nickel + 1 bar of zinc + 3 bars of copper + 3 units of fuel = 6 bars of kinium)

33 = Goloid = (4 bars silver + 1 bar of gold + 1 bar of copper = 6 bars of goloid)

33 = Billon (1 bar of silver + 1 bar of copper + 3 units of fuel = 2 bars of billon)

33 = Blue Billon (1 bar of silver + 4 units of azurite ore + 6 units of fuel = 2 bars of blue billon)

33 = Green Billon (1 bar of silver + 4 units of malachite + 6 units of fuel = 2 bars of green billon)

50 = Argentite (3 bars of karat silver + 1 bar of sterling silver + 1 bar of argyre + 3 units of fuel = 4 bars of argentite)

50 = Gurite (3 bars of copper + 1 bar of silver + 3 units of fuel = 4 bars of gurite)

75 = Star Argent (1 bar of rhodium + 1 bar of palladium + 1 bar of platinum + 3 bars of argent + 3 units of fuel = 1 bar of star argent)

200 = Ithildium (3 bars of karat silver + 1 bar of aluminum + 1 bar of titanium + 1 bar of vanadium + 1 bar of chrome + 1 bar of iridium + 2 units of fuel = 1 bar of ithildium)

300 = *Lunite (3 bars of karat silver + 3 bars of chrome + 3 bars of lead + 1 bar of iridium + 1 bar of karat platinum + 1 bar of tungsten + 1 bar of tantalum + 9 moonstones + 1 unit of marble + 1 unit of jet + 3 units of anthracite + 1 unit of fuel = 1 bar of lunite)

5. Aluminum Formulas

75 = Alectoz (3 units aluminum nuggets + 3 units lithium + 1 bar copper + 1 clear zircon + 3 units fuel = 3 bars alectoz)

100 = Duralium (4 bars aluminum + 2 bars copper + 1 bar magnesium + 1 unit manganese + 4 units of fuel = 4 bars duralium)

125 = *Nox (2 bars duralium + 2 bars titanium + 1 bar nickel + 1 bar delta iron + 1 bar cobalt + 1 bar iridium + 1 bone opal + 4 units of bone ash + 4 units of fuel = 1 bar nox)

6. Patterned formulas.

75 = Starslag (1 bar of titanium + 1 bar of nickel +1 bar of cobalt + 1 bar of tungsten + 1 bar of iridium + 1 bar platinum + 3 rock crystals + 3 units of manganese + 6 units of fuel = 3 units starslag)

100 = Wootz Iron (1 bar of soft iron + 1 bar of cold iron + 1 bar of pig iron + 1 bar of green glass + 2 units of fuel = 2 bars of wootz iron)

140 = Patterned Steel (1 bar of core steel + 1 bar of wootz iron + 1 unit black sand + 2 units of fuel = 1 bar of patterned steel)

140 = Blue Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of cobalt + 1 unit of sand + 2 units of fuel = 1 bar of blue mosaic steel

140 = Red Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of cinnabar + 1 unit of sand + 2 units of fuel = 1 bar of red mosaic steel

140 = Green Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of vanadium + 1 unit of sand + 2 units of fuel = 1 bar of green mosaic steel)

140 = Grey Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of nickel + 1 unit of sand + 2 units of fuel = 1 bar of grey mosaic steel)

140 = White Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of chrome + 1 unit of sand + 2 units of fuel = 1 bar of white mosaic steel)

140 = Black Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of delta iron + 1 unit of sand + 2 units of fuel = 1 bar of black mosaic steel)

140 = Orange Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 unit of auricipridite + 1 unit of sand + 2 units of fuel = 1 bar of orange mosaic steel)

140 = Violet Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of azurite + 1 unit of sand + 2 units of fuel = 1 bar of violet mosaic steel)

150 = Tesselated Steel (1 bar of red steel + 1 bar of blue steel + 1 bar of black steel + 1 bar of patterned steel + 2 units of sand + 4 units of fuel = 2 bars tesselated steel)

150 = Vermiculated Steel (1 bar of black mosaic steel + 1 bar of white mosaic steel + 1 bar of martelite + 1 unit of sand + 4 units of fuel = 1 bar vermiculatum steel)

150 = Musivum Steel (1 bar of black mosaic steel + 1 bar of white mosaic steel + 3 bars of martelite + 1 bar of auricipride + 1 unit of sand + 4 units of fuel = 2 bars musivum steel)

150 = Regulatum Steel

150 = Palladian Steel (2 bars of patterned steel + 2 bars of delta iron + 1 bar of celestium + 1 unit of sand + 4 units of fuel = 1 bar palladian steel)

225 = Green Starmetal (2 bars of wootz iron + 1 bar of vanadium + 1 unit of starslag + 1 tsavorite + 6 units of fuel = 1 bar of green starmetal)

225 = White Starmetal (2 bars of wootz iron + 1 bar of chrome + 1 unit of starslag + 1 clear zircon + 6 units of fuel = 1 bar of white starmetal)

225 = Red Starmetal (2 bars of wootz iron + 1 bar of cinnabar + 1 unit of starslag + 1 red spinel + 6 units of fuel = 1 bar of red starmetal)

225 = Blue Starmetal (2 bars of wootz iron + 1 bar of azurite + 1 unit of starslag + 1 blue garnet + 6 units of fuel = 1 bar of blue starmetal)

225 = Black Starmetal (2 bars of wootz iron + 1 bar of uranium + 1 bar of aluminum + 1 unit of starslag + 1 black zircon + 6 units of fuel = 1 bar of blue starmetal)

225 = Gold Starmetal (2 bars of wootz iron + 1 bar of karat gold + 1 unit of starslag + 1 golden beryl + 6 units of fuel = 1 bar of gold starmetal)

300 = *Red Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy red diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of red witchiron)

300 = *Green Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy green diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of green witchiron)

300 = *Blue Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy blue diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of blue witchiron)

300 = * Yellow Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy yellow diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of yellow witchiron)

300 = *Orange Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy orange diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of orange witchiron)

300 = *Black Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy black diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of black witchiron)

300 = *Violet Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy violet diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of violet witchiron)

300 = *Grey Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy grey diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of grey witchiron)

300 = *Brown Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy brown diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of brown witchiron)

300 = *White Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy white diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of white witchiron)

325 = Octirion

7. Gold Formulas

20 = gold

Rose gold (3 bars of gold + 1 bar of copper + 3 units of fuel = 4 bars of rose gold)

Crown gold (6 bars of karat gold + 1 bar of karat silver + 2 bars of karat copper + 3 units of fuel = 6 bars of crown gold)

White gold (3 bars of gold + 1 bar of nickel + 3 units of fuel = 4 bars of white gold)

Tumbaga (3 bars of gold + 1 bar of palladium + 3 units of fuel = 4 bars of tumbaga)

Green gold (3 bars of gold + 1 bar of silver + 3 units of fuel = 4 bars of green gold)

Grey gold (3 bars of gold + 1 bar of silver + 1 bar of copper + 1 unit of manganese + 3 units of fuel = 6 bars of green gold)

Violet gold (3 bars of gold + 1 bar of aluminum + 3 units of fuel = 4 bars violet gold)

Blue gold (3 bars of gold + 1 bar of iridium + 3 units of fuel = 4 bars blue gold)

Black gold (3 bars of gold + 1 bar of rhodium + 3 units of fuel = 4 bars of black gold)

Amita (5 bars of karat copper + 1 bar of gold + 3 units of fuel = 6 bars of amita)

Calcouri (3 bars of karat gold + 3 bars of karat copper + 1 bar of rhodium + 1 bar of iridium + 1 unit of auricipridite + 6 units of fuel = 1 bar of calcouri)

Fay Gold (6 bars of gold + 1 faint yellow diamond + 6 units of fuel = 1 bar of fay gold)

Fay Glass (1 rock crystal + 1 amethyst + 1 smoky quartz + 1 rose quartz + 1 unit of pearlash + 1 unit of fuel = 1 bar of fay glass)

Bone Ash (3 units of bone + 1 unit of fuel = 1 unit of bone ash)

Diamond grades:
Bort = 5 value
Faint Black, Faint Grey, Faint Brown, Faint Yellow = 30 value
Clear, White = 40 value
Fine Clear, Fine White = 60 value
BlueWhite, Canary, BrightWhite, Pink = 75 value
Light Blue, Light Red, Light Orange, Light Violet, Light Green = 75 value
Dark Blue, Dark Red, Dark Orange, Dark Violet, Dark Green, Dark Yellow = 100 value
Fancy Blue, Fancy Red, Fancy Orange, Fancy Violet, Fancy Green, Fancy Yellow, Fancy Black, Fancy Grey, Fancy Brown, Fancy White = 150 value
Perfect Clear, Perfect White, Perfect BlueWhite, Perfect Blue, Perfect Red, Perfect Orange, Perfect Violet, Perfect Green, Perfect Yellow, Perfect Black, Perfect Grey, Perfect Brown = 300 value
« Last Edit: January 04, 2009, 02:04:23 am by SirHoneyBadger »
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i2amroy

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Re: Dwarf Fortress: The Fleshening!
« Reply #34 on: December 31, 2008, 03:40:45 am »

1. Sea-salt, for all I know the entity sand (Insert subtype here) is also classified under another rock type. you can add it into the game but dont expect it to appear JUST near the oceans.

There is actually a tag, [SOIL_OCEAN] that will cause a soil to just appear at the bottom of oceans. This could correlate with a high value if it was set to appear only there because of all of the work that would be required to obtain it. It might also be able to be used in some rare reactions.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Granite26

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Re: Dwarf Fortress: The Fleshening!
« Reply #35 on: December 31, 2008, 11:07:39 am »

Good work on the irons and steels!

SirHoneyBadger

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Re: Dwarf Fortress: The Fleshening!
« Reply #36 on: December 31, 2008, 09:20:54 pm »

The copper/bronze formulas are up.

Thanks, Granite26!

i2amroy: that's a good idea, I'll have to think of that...although it sounds like something that might be difficult or impossible to mod?
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Calvin

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Re: Dwarf Fortress: The Fleshening!
« Reply #37 on: December 31, 2008, 09:25:07 pm »

i WOULD help.


But then again, I only know about 15% of what's happening right now.
Seriously.
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SirHoneyBadger

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #38 on: January 08, 2009, 12:29:09 am »

Note: Below Spoilers are (for the most part) Not Currently Active!

Just place-holders for eventual stats. The ones with :) smiley faces are active, however. Or atleast they will be, when I get around to putting them up. Shouldn't be too long...

I need a break from metals, so I'm gonna work on new creatures/monsters for a while.

Simple's overrated, anyway.

First of all, I'm going to remove almost all of the "giant" versions of animals. A lion's a lion. I'll likely include more prehistoric version of animals to replace them, though.

Giant bats, Giant Olms, Giant Cave Spiders, Giant Rats, Giant Toads, and Giant Moles will remain, possibly under new names, and I'll be adding a renamed (Sand Walker) version of the Giant Desert Scorpion. Giant Eagles will be replaced with other giant birds. Giant Lion will be replaced with the Panthera, a prehistoric beasty.

Termitemen are enemies of antmen, so if I can mod that in, I will. Termitemen differ from antmen in that their workers are much weaker than the average antman, and their soldiers are blind (and somewhat larger and tougher than an antman soldier), .

Termitemen use wooden weapons only. 

Cave Termitemen have guardian units which are huge, very powerful, heavily armoured, and which can spit a sticky vitriol

Cave Termiteman (Drone)

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Cave Termiteman (Soldier)

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Cave Termiteman (Guardian)

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Cave Termiteman (King)

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Cave Termiteman (Queen)

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Forest Termitemen have sniper units which are similar to standard termiteman soldiers, but which can also spit vitriol.

Forest Termiteman (Drone)

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Forest Termiteman (Soldier)

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Forest Termiteman (Sniper)

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Forest Termiteman (Queen)

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Forest Termiteman (King)

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Citadel Termitemen are the most advanced termitemen. They live in plains and deserts, and are able to build structures. They have Fury units, which are large, blind, sterile queens with excellent combat abilities, wings, and the ability to spit vitriol. They also have multiple secondary queens, called Consorts. Finally, they have the Prime Queen unit, which is a very powerful unit, on par with a semi-megabeast.

Citadel Termiteman (Drone)

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Citadel Termiteman (Soldier)

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Citadel Termiteman (Fury)

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Citadel Termiteman (Queen)

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Citadel Termiteman (Consort)

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Citadel Termiteman (Prime Queen)

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Rare, relatively peaceful, and very primitive, the Gigantes Termiteman is considerably larger than regular termitemen, with heavier armour than even other soldier castes, and an appearance not unlike a cockroach. Gigantes Termitemen form into much smaller colonies than other termitemen, and are often targeted by antmen. They can use weapons, but don't produce them. All castes of the Gigantes Termiteman are blind. The Soldier and Queen Castes are both able to spit vitriol.

Gigantes Termiteman (Drone)

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Gigantes Termiteman (Warrior)

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Gigantes Termiteman (Queen)

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These replace the current Antman in the game.
Antmen can use stone, bone, and wood weapons.

Red Antmen are quite powerful, especially their soldiers, who have a stunning poison stinger. Their Red Queen is the single most powerful Antman unit, on par with a Megabeast.
All Red Antmen will have the "Likes to fight" tag.

Red Antman (worker) :)

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Red Antman (soldier)

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Red Queen

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Black Antmen are of typical antman strength, but have the addition of a winged Flyer unit, and live slightly longer than other ant breeds.

Black Antman (worker) :)

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Black Antman (soldier)

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Black Antman (flyer)

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Black Antman (queen)

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Orange Antmen are the most common antmen, and entirely equivalent to the Antman in the vanilla game.

Orange Antman (worker) :)

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Orange Antman (soldier)

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Orange Antman (queen)

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Green Antmen are unusual, in that they form much smaller colonies than other types of ants, and are large and unusually aggressive. Green Antmen lack soldiers, having "militia" which perform both the function of a soldier, and of a worker, but all of their militia have a stunning poison bite, making them especially dangerous.

Green Antman (militia) :)

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Green Antman (queen)

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Gray Antmen are another nocturnal breed of antman. They are the most organized, disciplined, and warlike of all the antmen, and in addition to their Soldier caste, they also possess an elite Myrmidon caste, which is heavily armoured and possesses a stunning poison bite.
In contrast, their workers are the smallest of all the antmen.

Gray Antman (worker) :)

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Gray Antman (soldier)

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Gray Antman (myrmidon)

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Gray Antman (queen)

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Giant Aphids are raised by antmen as cattle, but can be stolen from them by termitemen (if I can figure out how to mod this). Fully grown, they are roughly the size of a pot-bellied pig. They're edible by dwarfs, and quite delicious, full of a honey-like substance and rich, sweet, fragrant meat.

Giant Aphid

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Arachnoid (I liked the "arachnid" from the mod guide, so I'm going to use it, in slightly modified form):

:)
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Cyclops (modified version)

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Ogre (modified version)

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Cheetah (slightly modified version)

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Golden Elephant Toad

Each of these will be a new civ:

Rock Giant:

:)
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Berg Giant-Note: Neutral, Savage, Evil. Size 18, Stout, Childstealer. Stone, Bone, Gems

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Rime Giant-Note: Evil Size 16, Cold, Coldimmune. Stone

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Vulcan Giant-Note: Savage. Size 16. Fireimmune, Fireimmune Super, Trances. Hot. Iron

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Sky Giant-Note: Benign, Neutral. Size 20, Extravision. Stone

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Sea Giant-Note: Savage. Size 18, Amphibious, Stout, Swims Innate. Wood, Shell, Coral

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Desert Giant-Note: Neutral, Savage, Evil. Size 16, Trader. Copper, Glass, Gems

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Titans--I'm gonna put a lot of work into these guys. They'll be three dozen tiny little civs, of up to 7 members total, with the idea that they're gods who's worshippers have all died out. They'll have different powers and abilities, but be based on the current titan. Titans will be able to forge bronze, and some mystical metals, and might drop 'God Bone'.

Titan Varieties (36 delicious flavors!):
Karn. Titan with the lower body of a deer, the upper body of a human, and the head of an antlered stag. Size 21.

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Annis. Humanoid Titan with iron claws, teeth, bones, and hair.

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Argus. Humanoid Titan who's body is covered with hundreds of eyes. Extravision. NoSleep.

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Aivas. Humanoid, NoExert, NoSleep. Likes to fight. Size 24.

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Invictus. Humanoid Titan with a body of solid gold. NoFear. Immune to fire/dragonfire. 

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Gomek. Amphibious Titan with the head of a crocodile and a scaled humanoid body. Latches. Fast Learner. Size 22.

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Cthon. An inhuman cave-dwelling Titan with a serpentine body made of living stone, and 6 snakelike stone heads. Latches. Size 24.

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Gorgon. Cave-dwelling Titan with the lower body of a snake and the upper body of a 4-armed human, bite injects paralyzing poison. Size 21.

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Myriak. A Titan with 8 arms, 4 legs, and 4 faces. Stout. Size 22.

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Lamia. A bloodsucking Titan with the lower body of a panther, the upper body of a human, and the head of a hawk. Size 21.

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Viridi. Treant-like Titan. Animal Friend. Size 22. Stout.

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Peryton. Inhuman flying Titan with the body of a golden bird and the head of a golden stag. Fire Immune, Breathes fire.

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Raven. Winged Titan with the head of a crow, fast learner, Mischevious. 

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Strega. bloodsucking Titan resembling an enormous, 3 headed werewolf. Size 21.

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Shedu. Inhuman Titan with the body of a stone lion and a face fashioned from gold and jewels, resembling a human. Animal Friend. Fast Learner. Stout. Size 22. 

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Python. Magma Titan with a humanoid body and three heads like fiery snakes.   

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Ghast. Bloodsucking Titan with the head of a jackal. Fast Learner. 

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Deva. Beautiful swan-winged Titan.

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Camina. Titan of rivers, humanoid but amphibious. 

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Caryb. Amphibious Titan with the face of a moray eel, the upper body of a human, and the lower body of an enormous crab. Latches. Stout. Size 21.

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Boreal. Humanoid Titan with the head and claws of a polar bear. Cold Damage.  Size 21. 

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Tek. Humanoid Titan who's body is made of obsidian. Slashing damage.

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Phlegya. Titan who's body resembles a fiery skeleton, with 4 scythe-tipped arms. 

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Talon. Titan made from bronze, with the lower body of a scorpion and the upper body of a man, with claws in place of hands, and the head of a hawk. Tail will inject fire (someday? For right now, it'll do poison stun and/or heat damage). Size 21.

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Ix. Bloodsucking Titan who's body consists of an enormous head and 4 arms, but no legs.

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Logos. Wisest of Titans, and a fast learner. NoSleep, NoEmotion.

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Naamah. Winged bloodsucking Titan with horns, claws, and fangs, and a prehensile, whiplike barbed tail, otherwise resembling a human. Latches.

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Utukku. Faceless Titan, who's presence causes diseases and rotting. Punches do Gore damage. 

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Nimrud.  Titan with 3 eyes, NoSleep, and Extravision, otherwise entirely humanoid. 

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Corona. Inhuman Titan with the body of a fiery bronze bull. Breathes Fire. Size 21.

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Atalanta. Fastest of Titans, NoExert, otherwise humanoid. 

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Medea. Humanoid Titan with the head and claws of a cat, claws do stun-poison damage. NoPain.

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Orpheus. Humanoid Titan Cave-adapter, NoFear. Trancer.

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Heucuba. Humanoid Titan, constantly dancing, NoSleep, NoStun, NoParalyze, NoWeb, NoExert. Stout.

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Umbra. Humanoid Titan that resembles a flickering shadow. Cold Damage. Ambusher. Size 21.

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Dis. Humanoid Titan that resembles a monkey. Mischevious, NoFear. Prehensile tail.

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Minotaurs--I'm going to make them into a new civ too. I'm thinking at this point, possibly something based around the Greek city-states, with maybe some Egyptian influence, and a little Cretan flavour. Kind of like if the Cretan empire had been populated by real minotaurs, and had survived/taken over Greece. Well, a little.

Notes: They'll have their own exotic weaponry, be able to wear plate armour, forge in bronze, and will use cheetahs as hunting/guard animals.

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Manticore (semimegabeast probably)--new critter, will be fairly intelligent-but not civvy-and quite deadly, both in melee, and with the ability to shoot ballista-like iron spikes from their tails. They'll have wings, also. Notes: 2 claws, bite, tail, wings.

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Kraken (megabeast)--this will replace the sea monster, and be even more dangerous. King of the Sea. Notes: 12 clawed tentacles + bite. Size 20.

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Narwhal--a whale with a unicorn's horn. Yes, they really exist.

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Salamander--the occult variety. Well, that's not quite true, they're actually going to be my version of the lizardman. Another civ, this time one that can live in lava. Will likely get excellent smithing. Might end up getting/being ruled by lesser types of Dragons, so yeah, hardcore.

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Dragons:

Lind Orm. Serpentine dragon with 3 heads that do paralytic poison damage. No wings, no breath weapon, no claws. Amphibious. NoSleep. Size 30.

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Nid Ogg. Cave-adapting dragon ambusher, no wings. Breathes dragonfire. Latches. Size 24

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Zilant. Winged dragon with only two front claws and a long snakelike tail. Does cold damage. Size 20

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Dahaka. Dragon that resembles a cross between a lion and a lizard, with powerful jaws, sharp claws, and batlike wings. Breathes dragonfire. Size 20.

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Great Drake. Current version of the Dragon in the game.

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Great Wyrm. Current version of the Dragon in the game, but size 24.

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Great Dragon. Current version of the Dragon in the game, but size 30.

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There will also be lesser forms of drakes and wyrms, as well as wyverns, possibly incorporating the new "caste" system.

Snakeman will be replaced with Naga. Likely several different types that work/live together. Civ.

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I decided to put back the Sasquatch, but Sasquatch will be brown furred, and will get the Intelligent and Ambusher tags, lose the Likes Fighting tag, and get a size increase to 12.

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There will also be a Yeti in the game, which will be identical to the vanilla Sasquatch, except for gaining the Slow Learner and Ambusher tags.

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Trolls will get some differentiating:

Grudge Troll (runs on all fours and is used for hunting, scaley skin is covered in spines)

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Sledge Troll (used in war, armed with huge, stoney fists), Wake Troll (largest variety of troll, utterly murderous and without fear, can be dangerous even to it's allies, which it occasionally mistakes for a snack)

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Durge Troll (strongest but least intelligent variety of troll, used mainly for labour, known for the mournful chanting hoots they make as they work)

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Knacker Troll (smallest and most intelligent variety of troll, capable of forging iron items)[/SPOILER]

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Byting (immature troll)

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Maricoxi: This will be a jungle-dwelling Civ made up of various different breeds of ape. This will be a rather loose confederacy, however, and members of this Civ can also be encountered outside of the Maricoxi civ-proper. They use bows and arrows, as well as weapons fashioned from stone, bone, wood, and other natural materials.

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Amomongo. Gigantic, carnivorous ape. Figurehead rulers of the Maricoxi, considered semi-divine by their people.

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Aluxe small

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Agogwe small

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Matuyu small animal friend

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Nyalmo huge

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Mohoau human sized, aggressive. 

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Mawa ogre sized

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Tarasque-- a gigantic, long-necked, amphibious alligator snapping turtle. Size around 40

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Protean--very scary amphibians, huge, nasty, dangerous to know, terribly intelligent, small civ-building, can't equip anything. Like carp, only *worse*. Yeah, I'll probably nerf carp. A little.

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Roc. Will replace giant eagle. If possible, I'm gonna make these guys have 2 heads, Harryhausen style.

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Whales:

Grey whale

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White Whale

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Black Whale

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Narwhal

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Pilot whale

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Orca

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Dire Whale--Basilosaurus

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Kuyutha Fish--gynormous fish, as opposed to a whale.

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Gryphon/Kython. Griffins with a little twist to make them more interesting. Gryphons are the winged females. Kythons are the larger, wingless males of the species, with bronze scales replacing the feathers.

Gryphon

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Kython

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Wendigo. Horrific spirit that lives in the arctic, resembles an enormous, flayed humanoid beast.

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Karkadann. An enormous horned lizard with a rhinocerous-like horn on it's head. Lives in the desert.

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Mountain Gnome/Dark Gnome. These will be two opposing civs, that both have the ability to use crystals/gems to create items, including magical items. I'd like to preserve the idea that they're not only these silly little booze thieves and/or nuisance makers that you sometimes encounter, but that some of them also have this advanced, solemn, ancient civilization, deep underground, with a war going on between the two factions. Kind of like Yoda's personality, before and after you know this bizarre little green gnome was Yoda.

If necessary, I'll make a parallel to each of the civs already in the game, to keep that.

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Crystal Avatars: Inhabiting large clusters of gemstones and other crystals, Avatars are dangerous, extremely intelligent beings with a strong command of psychic powers, but fragile, immoble bodies. Although greedier or more fearful dwarfs tend to view them as monsters, the Avatars are actually benign, and will only defend themselves if they feel it's necessary. Because of their delicate physiques, Avatars *will* shoot first, if they feel they're being threatened. Avatars can be trained, and may befriend/adopt individual dwarfs.

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Sea Hag--intelligent, civ-building sea creatures with multiple tentacles like a sea monster, as well as humanoid bodies.

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Grindylow--amphibious "creature from the black lagoon" type semi-humanoid fish/frog/lizards. Child-snatchers. Not terribly intelligent, but can form primitive civs.

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Ondine--amorphous water spirits.

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Wyvern--Large, powerful semi-intelligent dragonlike scaled flyer with a prehensile claw-tipped tail. Larger and more dangerous than a giant bat.

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Selkie--One of two races I'm gonna replace mer people with, Selkies are small amphibious ocean-goers. They're basically kobolds of the sea, thieves with limited civ-building, and the ability to make shell, bone, driftwood, and coral weapons.

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Nereid--The other one. Ogre sized, but considerably more attractive. These are powerful fighters with a strong civ, with the ability to make everything Selkies can make, plus some metal-forging.

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Nereids get king crabs as war-beasts.

Red King Crab--A crab with a thick, spiney shell that can be up to 6 feet across, they can weigh as much as 100 kg.

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Blue King Crab--An even larger version

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Golden War Crab--A blue king crab that's had bronze and gold grafted onto it's shell. Very tough, and very dangerous.

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Craw--a cave predator, giant blue crayfish, quite large and can be dangerous, due to it's armoured shell and powerful claws.

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Additional animal men will include:

Scorpionman

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Owlman

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Boarman

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Hawkman

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Crabman

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Willowman

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Thornman

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Moleman

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Jackalman

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Bisonman

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Beetleman

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Rhinoman

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Salmonman

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In addition to the werewolf:

Werehyena

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Werebear

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Werelion

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Wereshark

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Prehistoric beasties--the intention here is that they be smaller populations that breed less. So you'll see them dieing off, over time, but some of them (the Aurochs, for example) you might be able to tame a bit, and keep them alive.

Nandi (giant sloth)

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Panthera (giant american lion)

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Arcadian Bear (cave bear)

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Ophanti (imperial mammoth)

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Smilodon (saber-toothed tiger)

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Terrorbird (giant flightless carnivorous bird-kelenken)

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Aurochs

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Dire Wolf

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Dire Hyena (Hyaenadon)

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Juxia

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Glyptis (glyptodon)

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Barbouroi (giant prehistoric beaver)

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Drop Bear (giant koala)

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Goliah (giant kangaroo)

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Wonambi (giant marsupial)

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Zarsino (Arsinoitherium)

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Gigacs (Brontotherium)

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Steppe Wisent

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Sondaar (stegodon)

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Macrau (Macrauchenia)

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Cornutus (Eobasilieus)

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Gorgothag (Hippopotamus Gorgops)

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Arctic Rhino (Woolly Rhinoceros)

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Devil Jaw (Andrewsarchus)

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Pixicorn (Capromeryx)

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Dire Hoag (Daeodon subtype)

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Goldbristle Boar (Daodon subtype)

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Blood Swine (Daodon subtype)

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Merychi (proto-horse, 2 feet tall)

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Olyphunt (Woolly Mammoth)

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Mammut (mastodon)

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Baikal (Irish Elk)

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Teleoc (Teleoceras)

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Harrier (Sarcophilus Laniarius)

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Thylacine

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Quagga

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Tarpan

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Pelor (Pelorovis)

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Dire Unicorn (elasmotherium)

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Teratorn (Argentinian Condor)

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Cave Rat (giant spiney insular cave rat)

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Cave Rail (Antillean Cave Rail)

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Bunyip (Diprotodon)

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Behemoth (deinotherium)

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Ziz (Pelagornithidae)

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Leviathon (Purussaurus)

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Moa

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Gorn (Haast's Eagle)

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Carnifex (Marsupial Lion)

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Megalaina (giant goanna)

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Chelydra (prehistoric alligator snapping turtle)

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HFS:

Lobster Demon

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Great Dread

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Devourer

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Night Gaunt

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Shoggoth

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Shadow Demon

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Anzu Demon

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Anunnaki

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Gogmagog

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Demodant

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Flesh Tyrant

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Hellbinding:

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Pit Thing:

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Ice Spirit:

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Simurgh-Long-lived prehistoric cave dwelling bird-like reptile (Something like a Pteranodon, but much more dragonish, and evolved to live in caves) replaces, and is more dangerous than, the giant cave swallow. Will have the ability to learn.

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Snapping Turtle

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Alligator Turtle

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Giant Tortoise

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Elf Queen--Will be an immortal, 6 armed, serpent-bodied, superfast elf-thing with a triple row of succulent breasts, a double set of fangs, and huge gold flecked green eyes you can just drown in... = Mother of the elven race. Pornerrific!

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Elves will ofcourse continue being elves, and I'm going to give them stronger ties to animalmen.

I'm sortof-kindof thinking something *might* come from the idea of elves representing the Seelie Court, and goblins representing the Unseelie Court. This will give each of their respective races a broader scope, and allow/put something in place for, each to have a communal Nation, in the game. It should also make elves less annoying :) and I'll be able to rename them things like 'Daonie Sithe' 'Tuatha' and what have you. Sort of different advanced tribes. Greater chance for elves to survive, too.

Note: I'm also going to use a modified version of the Zoo mod, to add some animals that I either haven't listed here yet, or don't want to personally write up myself.

Additionally, I'm going to have fun adding a huge variety of vermin.

Note/Update: Different domestic animals/pets depending on (may be found in) different zones. Penguins/seals/sealions/walrus in the arctic, monkeys in the jungle, falcons in the desert, etc.

Different domestic animals/pets for different species, also.

Ex: Cheetahs for minotaurs. Salamanders will get Wyrms, and Fire Drakes--both lesser forms of Dragons.

Also, boars/guardboars/warboars for dwarfs. I *might* allow humans to domesticate bears. Undecided as of yet, but would help separate DF humans/human culture, a bit, from the folks running around the Forum.

Elves will get the Dragoria, which is a rather nasty/tough domesticable plant-creature made from ambulatory thorns, as a guard-beast.
« Last Edit: April 16, 2009, 10:22:52 pm by SirHoneyBadger »
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Eagle

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #39 on: January 09, 2009, 12:00:58 am »

The wendigo folk tale mentions them being able to fly; when you start the process of becoming a wendigo, you (according to legend) start running faster and faster into the wilderness, driven by a blind urge, until you are running so fast that your feet burn off and you basically lift off.
Also, tarrasque? Thats gonna be tough. Might as well toss in some other DnD monsters while you're at it.  :D

I have a couple of weapon ideas, and some civilization ideas.

Weapons:

Javelins-light throwing spears, accurate to medium range
Throwing knives
Throwing axes
Sword breaker-a notched dagger, usually held in the off hand in place of a shield, could be used to block attacks, or catch a blade in the notches, then either disarm your opponent, or literally snap the blade (usually used in England, back when rapier carrying was the norm)
Unarmed weapons-such as the punching dagger, or brass knuckles

You might also be able to add different types of currently existing weapons, such as rapiers, katanas, broadsword, etc. Dwarves should also be able to reuse unusable weapons in a different form; for example, an elf bow could be used to make a small (1x2) ballistia. This would also get rid of those arrows you might have lying around.

Civilizations:

Earthborn- Dwarves that are living stone (granite and flint are most common, but by no means the only type). By their reckoning, they were the first dwarves to exist; thus they are the only "true" dwarves. They live deep underground, and it is considered a criminal offense to ever appear in the sunlight. Even appearing aboveground during nighttime is frowned upon. They shun all races except fellow Earthborn and a select few dwarves, even going so far as to refuse anything inside their halls that was even touched by a non-dwarf. Despite all their negativity, they are the best stone and metal crafters anywhere, and even a simple steel spear made by their hands is equivalent to a human spear made of adamantine.

Also, i think that taming creatures would be a lot more rewarding if we could somehow make them rideable. Imagine several Legendary marksdwarfs sitting on a giant eagle, swooping around and taking potshots at goblin raiders. Also makes extended patrols simple. 

SirHoneyBadger

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #40 on: January 09, 2009, 12:18:01 am »

Tarasque is French  8)
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Impaler[WrG]

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #41 on: January 09, 2009, 12:52:06 am »

I think the number of alloys being thrown around is excessive for my tastes (if I can't easily remember all the reactions I'm thrown off my game), but if your interested I found a very interesting resource for historically accurate ore types, a goggle book preview of a prospectors guide.  It lists a number of ores not presently in the game and could be of use to you, I'm in the process of creating a mod which adds a greater variety of ores to the game and also makes each ore unique.

http://books.google.com/books?id=fU8c82q7VOgC&pg=PA126&lpg=PA126&dq=brittle+silver+ore&source=bl&ots=-gvUnqlfLa&sig=2KHUbeFLh6uWNhfh-ZGLv1OrGIQ&hl=en&sa=X&oi=book_result&resnum=6&ct=result#PPA163,M1
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SirHoneyBadger

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #42 on: January 09, 2009, 01:32:52 am »

Eagle, I'm basing this mainly on the Native Alaskan version of the Wendigo, so these will be gigantic (size 30 is likely) skinless, flayed corpses that kind of levitate across the snow. They're ice demons of starvation and cannibalism, more or less. It's possible I might make them fliers, but I don't plan to until I test them. As is, they'll be pretty powerful, but yeah, flying is a thought.

Impaler: Well, it is a huge amount, even for me at my most obsessive, but part of the point is that there's so much new content that some of it *will* be forgotten about, or ignored, or dismissed, but then it might pop back up a few fortresses down the road. I'm designing something that'll be big enough to make every new game (hopefully) unique, and surprising, again-even for me.

And thank you! I'll definitely check your link.

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Eagle

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #43 on: January 09, 2009, 04:50:40 pm »

Tarasque is French  8)

Really? It's also an uber powerful DnD monster, of which only ONE in the entire lore exists.

Yeah, i envisioned wendigos levitating too, just some of the tales ive read also mention them flying.

Im gonna go crack open my mythology books to get some more ideas.

SirHoneyBadger

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Re: Dwarf Fortress: The Flesh-Maker!
« Reply #44 on: January 10, 2009, 02:40:27 am »

Oh yah. I'm well aware of D&D, and I have to keep scolding myself to not add things like owlbears or iron cobras or ropers in. Aboleths *almost* made the cut, but they got turned into Protean Fish instead (just like aboleths though).

For that matter, my version of the Tarasque is based on the Dragon Turtle.

The original Tarasque (or Tarrasque, if you'd prefer) came from a French legend. Actually, Provence, in southwestern France, near Italy.

http://en.wikipedia.org/wiki/Tarasque

if you're interested.

I'm really aiming to keep everything original, mythological/legendary, or at worst, from more obscure/interesting (to me) sources than D&D. The Arachnoid is the prime exception, since it's in the DF modding guide. I changed the name, but only by adding the 'o'.

« Last Edit: January 10, 2009, 10:32:44 pm by SirHoneyBadger »
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