Let's make Liberal Crime Fortress! The game they said
couldn't shouldn't be done! The Unholy and Conservative spawn of
Dwarf Fortress, the game with murderous magical constructs, kittens being butched wholesale, babies used as armor, countless and ever increasing numbers of demons, [TOURTURE_FOR_FUN:ACCEPTABLE], and absurd player- designed contraptions that use huge quantities of magma to entomb peaceful traders in rock, and
Liberal Crime Squad, the game that, of the two, is considered especially unrealistic and unwholesome!
The idea:
Starting with Dwarf Fortress, first give it a contemporary setting; no magic, no monsters. Then, replace Dwarves with "Liberals". Elves become "Conservatives". Humans become "Moderates". (Well, if anything Elves are liberals, but my point is, the player controls the liberals)
Then, gen the world, grab your +Liberal Jackhammer+ and -Liberal Chainsaw-, load up the old Liberal U-haul with seeds, ethically-grown organic tofu meat products, and other essentials, and set out to forge a new chapter in the history of Liberals everywhere!
Strike Hug the Earth! Gently!
Thing's won't be easy, though. Not only will you have the elements to contend with, you must also keep your Liberals happy and fed, you must produce goods worth selling to the co-op, and most fearsome of all, you must hold off the Conservative sieges, Infiltrators, and Brainwashers who will attack often! You'll need a squad or two of your own Liberal Marksmen- using all kinds of firearms- to defend the Fortress!
Here's what we need:
= Creatures and Plants
-- Humans (Some improved human body and creature raws; potentially, a different caste for each of Liberals, Conservatives, Moderates)
-- Animals (Again, assorted and improved natural creature raws. Mainly, creatures you might find in real life.)
-- Real Plants (To replace dwarven plants, and with modified yield to make your Liberals more dependent on trade.)
= Minerals and Reactions
-- Earthlike Minerals (Make metalmaking harder- Your Liberal Hippies are not dwarven Alchemists. Gold and such also made rarer; Liberals believe in fiat currency.)
-- Earthlike Geology (Changing deep caves, perhaps. Don't know really best way to do this; unlike dwarves, liberals like the sun.)
-- Firearm Basis (Adding stuff that lets you make guns. Maybe a Ammosmith's workshop)
= Civs
-- Make Liberal, Conservative, and Moderate civs. (Liberals (and playable conservatives) can embark on Moderate sites and build secret bases in the apartment buildings. Moderates use Dark towers because these are similar to cityscapes.)
-- Make various Languages (English and/or other language files and associations that make earthlike random names. "Smith", "Bob", "Jim" for names, "San-" "-Vill" "-ton" "-towne" for places.)
-- Balance Sides (So that nobody gets wiped out too early- in particular, we want a LOT of Moderate cities and only a smattering of Liberal and Conservative forts)
-- Add new items of all sorts (Everything from modern clothes to firearms of several different types to modern tools and materials, and all the workshops associated.)
= Art
-- Liberal, Moderate, and Conservative art (This is the fun part; tie-dyed hippie castes, soldier, redneck, Be-Guy-Faulxed-Liberals etc.)
-- Tileset (A good-looking graphical tileset that doesn't look like runes or dwarven script, but rather a modern- or otherwise appropriate- theme. Worth note- should be 40#, not the old-style tiles.)
Anyway, that's the plan as it stands. Some might remember this project back from the 40# days; I put it aside until we had a longer-term DF basis to work on, and at this point we are now ready to start. I expect this project to proceed gradually as I learn more about how to work with the new version and what exactly the mod will entail, and this list will grow and shrink as progress is made. Advice, and suggestions, are welcome!
PREALPHA:
--->DOWNLOAD<---Features:
-Fantasy Creatures now "fanciful" and "nonexistent". Mostly.
-Crude Libs/cons/mods and appropriate civs
-Doesn't always crash in worldgen
-It's not dead!
To install: delete everything in raw\objects. Replace them with these. Designed for DF 0.31.04 (latest build as of 5/23/10).