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Author Topic: Civilizations you've added.  (Read 1837 times)

Zidane

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Civilizations you've added.
« on: January 14, 2011, 12:28:09 am »

I've been messing around with the raws trying to get my damn mod to work. (my creature, is not preforming all that well) So I decided to do something a bit more hilarious. I gave dogs the power of speech, grasping paws, and the strength of a man.

They did very well in world gen, and I'm just waiting for them to invade.

It will be so adorable.
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Artzbacher

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Re: Civilizations you've added.
« Reply #1 on: January 14, 2011, 05:20:31 am »

I often attempt at adding slightly modified (playable) dwarf races, i.e "wardwarves" in order to have war with the regular dwarves. I always fail, though, so I usually end up simply altering the normal dwarves to always be in conflict with all other races.
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Grimlocke

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Re: Civilizations you've added.
« Reply #2 on: January 14, 2011, 06:04:20 am »

An ambush, curse the best friends of man!

Hehehe had to do that.


Only added one civ recentelly. A more macabre and warlike version of dwarves. They do evil stuff, like making kobold bone bridges paved with elf meat. Humans and elves try to kill me, goblins bring me useless things untill I kill their diplomat which allways shows up to tell me my fortress is nice, then they bring metal ores.

Had hoped for a bit more of a challenge, but all the etra siegers do is give me more food metal and building material. I could build my entire fortress out of them... thats a neat idea actualy.
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Sphalerite

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Re: Civilizations you've added.
« Reply #3 on: January 14, 2011, 11:19:59 am »

I made a custom tentacle demon civilization to play around with.  Conceptually based on the old Tentacle Demons from 40d, but created from scratch.  Mostly used to test out what different tags in player-controlled civilizations do.  I learned through trial and error how to give them steel skin and bones and poison attacks, and how amusing/disturbing it can be when playing a fortress of creatures that can spit web and like to ambush and eat trade caravans and diplomats.

I also created the Uplift Engine script, which procedurally generates animal-person civilizations.  Most amusing was adventuring as a Saltwater Crocodile Man, putting all my skill points in Biter, and biting everything I met in half.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

vipre01

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Re: Civilizations you've added.
« Reply #4 on: January 14, 2011, 11:22:46 am »

Custom Vampire civ.
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Zidane

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Re: Civilizations you've added.
« Reply #5 on: January 14, 2011, 05:49:30 pm »

Just added Kobold-Cats.

BWAHAHAHAHA.
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Bohandas

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Re: Civilizations you've added.
« Reply #6 on: January 14, 2011, 05:58:15 pm »

I have a 40d world (or, more correctly, set of worlds) with all custom races, the primary ones being races* of humanoid cats and mice, who frequently go to war in world gen over the issue of devouring the flesh of sapient beings.

(The other custom races are dromites (as per the D&D Third-And-A-Half Edition psionics rulebook (although in 40d I couldn't mod in their insect-like mode of reproduction)), Yetinsyny (as per the Book of The SubGenius), ratlings and dark-elves (stolen from another 40d mod), Deep Ones (from the Cthulhu Mythos), and Scumdogs of the Universe (as per the mythology/backstory created by the heavy-metal rock band GWAR))


*Multiple slightly different races (in terms of entity files details) of each

EDIT: almost forgot the Deep Ones
EDIT: Added footnote
« Last Edit: January 14, 2011, 06:02:35 pm by Bohandas »
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Bohandas

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Re: Civilizations you've added.
« Reply #7 on: January 14, 2011, 08:24:02 pm »

I have a 40d world (or, more correctly, set of worlds) with all custom races, the primary ones being races* of humanoid cats and mice, who frequently go to war in world gen over the issue of devouring the flesh of sapient beings.

(The other custom races are dromites (as per the D&D Third-And-A-Half Edition psionics rulebook (although in 40d I couldn't mod in their insect-like mode of reproduction)), Yetinsyny (as per the Book of The SubGenius), ratlings and dark-elves (stolen from another 40d mod), Deep Ones (from the Cthulhu Mythos), and Scumdogs of the Universe (as per the mythology/backstory created by the heavy-metal rock band GWAR))


*Multiple slightly different races (in terms of entity files details) of each

EDIT: almost forgot the Deep Ones
EDIT: Added footnote

Oh, and one other thing that I did with a lot of these is that I set up seperate identical creatures without the CAN_CIV tag so that they would also occasionally spawn in the wild
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Vattic

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Re: Civilizations you've added.
« Reply #8 on: January 14, 2011, 11:28:10 pm »

I've got an almost complete antman civ. I even made new antman creature with a custom body including correct organs. They have new armour and weapons. They use a caste system; the workers explode with paralysing spray when they die. They can farm giant aphids for meat, chitin, and honeydew. The aphids also have castes. I just need to finish the nobles.
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rephikul

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Re: Civilizations you've added.
« Reply #9 on: January 15, 2011, 12:41:26 am »

I've recently tried making a civilization-style human race to see how technology research work out in game. Was pretty fun but since no AI civs understand this style of development (you have mechanized infantry and they dont) so I had to drop it.
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Master Catfish

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Re: Civilizations you've added.
« Reply #10 on: January 15, 2011, 02:26:55 am »

I've got an almost complete antman civ. I even made new antman creature with a custom body including correct organs. They have new armour and weapons. They use a caste system; the workers explode with paralysing spray when they die. They can farm giant aphids for meat, chitin, and honeydew. The aphids also have castes. I just need to finish the nobles.
This sounds really neat.  Very creative.

Personally, I've been playing with an idea about making a mostly herbivorous race of cuddly rabbit-like folk.  They'd make terrible soldiers, so they have to rely on traps and good luck.

Unfortunately the spriting turned out to be a lot of work, so it's gonna take a while.
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Doomshifter

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Re: Civilizations you've added.
« Reply #11 on: January 15, 2011, 05:07:36 am »

Dwarf Fortress is a highly-acclaimed and complex roguelike game that also combines aspects of strategy and "god" games. There are two modes: Fortress Mode, where you take run a settlement of dwarfs, and Adventure Mode, which is like a typical roguelike game.
Thank you robot, for that thrilling explanation. I am now off to by some of your persian rugs.

Anyway, my friend has this obsession with (a certain sort of) bears, so I made him a bearman race (way back in 40d though). The funny thing was, the moral codes I gave them ended up having them in just about EVERY ARMY EVER. Literally, the battle lists listed, say:
Code: [Select]
A:40 humans, 20 arctodus bearmen
D:32 goblins, 1 demon, 10 arctodus bearmen
Constantly.
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Zidane

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Re: Civilizations you've added.
« Reply #12 on: January 15, 2011, 02:25:04 pm »

My dog civilization shows up with weapons and armor, but the catbolds don't have any weapons.

How odd.
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

JacenHanLovesLegos

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Re: Civilizations you've added.
« Reply #13 on: January 15, 2011, 03:29:37 pm »

Anyway, my friend has this obsession with (a certain sort of) bears, so I made him a bearman race (way back in 40d though). The funny thing was, the moral codes I gave them ended up having them in just about EVERY ARMY EVER. Literally, the battle lists listed, say:
Code: [Select]
A:40 humans, 20 arctodus bearmen
D:32 goblins, 1 demon, 10 arctodus bearmen
Constantly.
Apparently the bearmen defected to being mercenarys.
Dwarf Fortress is a highly-acclaimed and complex roguelike game that also combines aspects of strategy and "god" games. There are two modes: Fortress Mode, where you take run a settlement of dwarfs, and Adventure Mode, which is like a typical roguelike game.
Spambots. Oh how they make me laugh. Offtopic and obvious*.

*All spambots do this
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
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Bohandas

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Re: Civilizations you've added.
« Reply #14 on: January 15, 2011, 03:35:16 pm »

Dwarf Fortress is a highly-acclaimed and complex roguelike game that also combines aspects of strategy and "god" games. There are two modes: Fortress Mode, where you take run a settlement of dwarfs, and Adventure Mode, which is like a typical roguelike game.
Spambots. Oh how they make me laugh. Offtopic and obvious*.

*All spambots do this

Its like one of those awful Bing commercials with the brain-damaged douchebags
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