Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Goblin Fortress (Safe for Work)  (Read 2264 times)

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Goblin Fortress (Safe for Work)
« on: January 07, 2010, 07:52:30 pm »

---Goblin Fortress (Vanilla) v0.01---

Given that from time to time there pop up folks desiring a playable goblin mod, I have created a basic version that makes the goblins the playable race. This mod sticks closely to the vanilla conception of goblins.

Download link for playable goblins:
http://dffd.wimbli.com/file.php?id=1753

Note:
*Goblins differ from dwarves in many ways - goblins:
-are not alcohol dependent
-can grow crops but cannot consume plants or prepared meals consisting entirely of plants
-must depend on hunting, fishing, or breeding livestock to survive
-may eat bones
-are immortal (meaning they do not die of old age)
-have less damblock than dwarves
-have more violent and angry personalities
-have access to different toys and decorations
-embark with iron rather than steel and cannot request steel through the liaison
-cannot request gems through the liaison
-take different animals with them on embark
-are automatically hostile with all other races in fortress mode, who will attack you instead of trade with you, along similar patterns as the goblins would have attacked in vanilla. This is due to the BABYSNATCHER token.

In fortress mode, goblins cannot maintain slaves.

***

*Full Installation: Goblins can bring along beak dogs and trolls as well as cats, dogs, and horses upon embark.
Warning: cows, mules, and donkeys are disabled. Graphics may not work for trolls and beak dogs brought on embark, although they will work for those in the wild.

*General Installation Instructions: Copy these files: creature_domestic, creature_goblindomestic, creature_standard, and entity_default into your <installation location here>\raw\objects and replace the original ones with the ones included here.

***

*Minimal Installation: Do this if you wish to be able to change back and forth between goblins and dwarves by changing the location of the [CIV_CONTROLLABLE] tag. Warning: goblin animal choices will be extremely limited and there is a strong chance that neither trolls nor beakdogs will be available at embark. This also makes it much, much harder to survive as goblins, as your civ may not have many varieties of breedable livestock available.

Instructions: Follow the above instructions, except copy only the creature_standard and entity_default.

Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Goblin Fortress (Safe for Work)
« Reply #1 on: January 08, 2010, 09:11:58 am »

the embarking trolls and beak dogs did you make them a seperate entry and have a wild entry of them aka TROLL1 and TROLL2 where troll2 is the embark troll. If thats the case just go into RAWS/GRAPHICS and find the text file which the original beak dog and troll graphics are set and copy paste just change the copied TROLL1 to TROLL2 and ta-da.
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Goblin Fortress (Safe for Work)
« Reply #2 on: January 08, 2010, 02:28:06 pm »

^Yes, that will work.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Ravenplucker

  • Bay Watcher
    • View Profile
Re: Goblin Fortress (Safe for Work)
« Reply #3 on: January 08, 2010, 07:27:29 pm »

Are you able to butcher trolls?
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Goblin Fortress (Safe for Work)
« Reply #4 on: January 08, 2010, 08:20:11 pm »

I should say yes.

Also, V0.02 is now up. Please redownload it if you already use the original, because I forgot to allow trolls to have children and decreased their cost at embark.

If you copy the files in v0.02 over the ones that already exist, there should be no problems with previous save games.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Ravenplucker

  • Bay Watcher
    • View Profile
Re: Goblin Fortress (Safe for Work)
« Reply #5 on: January 09, 2010, 03:27:53 pm »

Ahh, i was afraid i wouldn't be able to transfer my save, after all that effort of draining a river

oh yeah, you can also buy all the normal animals at embark, like mules and cows and such, but in the description it says you can't.
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Goblin Fortress (Safe for Work)
« Reply #6 on: January 09, 2010, 06:37:26 pm »

Ah well, that's a minor problem. Would the mod be better flavorwise/balancewise if they stayed or were removed?

Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod