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Author Topic: Cultural Flavor Mod: North (Viking) Dwarf  (Read 2606 times)

wolflance

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Cultural Flavor Mod: North (Viking) Dwarf
« on: May 12, 2011, 07:12:20 am »

My modding experience is very limited - So this topic will start out as an idea/suggestion topic, before I gather enough skills/free time to move on.

The idea is simple: I want to create a race/civilization with more flavor than the vanilla dwarfs.Below is my idea thus far:

North Dwarf aka Viking Dwarf
- Learn swimming a bit faster than their vanilla counterpart.
- Has an all-male berserker caste that flip out occat...err, all the time. (Effect untested)
- Different ethic and religion sphere than vanilla dwarf.
- They use bow instead of crossbow.
- They don't get the breastplate, but their Beardhelm, Metal Lamellar Armour, Splinted Gauntlet and Greaves can get your whole body covered in plate-level armor nicely.

-Population based noble, which can be a good thing or bad thing.

Future Release
- Language
- Special cuisine

If future DF version allows it:
- Cremation (as Funeral)
- Ship Burial (and ship in general)
- Runestone
- Ring Fortress in worldgen
- Skald
- Shapeshifting dwarfs and turn-to-stone-in-the-morning-dwarfs
- Drinking horn


Other Entity In Planning
The Mist Dwarf - Stempunk Dwarf
Wandering Troupe (Human/Multi-racial civilization that wander around...if that is possible.)
Rome-themed Human
Gladiator-themed Human
Aztec elf and Celtic elf
« Last Edit: May 28, 2011, 12:36:13 am by wolflance »
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wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #1 on: May 12, 2011, 07:17:11 am »

Initial Release:
Cultural Flavor: North Dwarf 0.1a (With Phoebus graphic support!)
Cultural Flavor: Northdwarf 0.1


Just copy to your raw/object folder.

What is in this mod:

-A new playable race, called North Dwarf. Heavily based on Norse/Viking culture.
-Viking-era weaponry like seax, bearded axe, and Long Axe (two-handed).
-Viking style clothing and armor: Caftan, apron-dress, and mail shirt. No toga for You!
-Viking-themed noble (based on Norway political structure): Jarl, lawspeaker, Hersir, etc. You can pick some dwarves to serve as Huscarl bodyguard for your noble as well.
-Custom reaction: You can sew pelt directly from raw hide at your Tanner. Yay for the berserker!!

-The noble 'rank' is solely dependent on your population. After reaching 50 population, your expedition leader will become the Jarl of your fortress.

-Initially the Jarl functions as your Mayor and Manager. After your fortress grew even bigger,he can appoint a manager, and let the manager handle the rest.


Spoiler (click to show/hide)


CREDIT
Special thanks Kweri and darkflagrancem, who helped me out at the Modder's Workshop. Also thanks SirHoneyBadger for opening the thread.

Thanks Phoebus for kindly allows me to use his fantastic graphic pack!

*I am very new to modding, so if you encounter any bug, please kindly inform me in this forum.
« Last Edit: May 28, 2011, 01:12:07 am by wolflance »
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TomiTapio

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Re: Mod Idea: Cultural Flavor
« Reply #2 on: May 12, 2011, 08:50:30 am »

Have you seen what the Nord humans (viking/scandinavian) civ has in Genesis mod? Try asking Deon the master modder for permission to use some of those weapons.

http://df-genesis.wikidot.com/ has very little about them.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #3 on: May 12, 2011, 09:21:48 am »

Thanks for the suggestion. Somehow I totally forget about the profession title and ruling class. Deon's Nord human could really become great help/reference.
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Necro910

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Re: Mod Idea: Cultural Flavor
« Reply #4 on: May 12, 2011, 09:46:54 am »

Didn't the Nords have lutes?

It's not a medieval party without lutes!

wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #5 on: May 12, 2011, 10:43:34 am »

AFAIK Lute belongs to later era. Vikings didn't make them.
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Necro910

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Re: Mod Idea: Cultural Flavor
« Reply #6 on: May 12, 2011, 11:07:02 am »

AFAIK Lute belongs to later era. Vikings didn't make them.
Aw. What about foreign peoples? Could you make them have lutes?

The humans would be a great subject.

wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #7 on: May 12, 2011, 11:31:03 am »

I haven't have a plan for human yet...but I definitely want to mod in the lute, that is for sure.
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Aramco

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Re: Mod Idea: Cultural Flavor
« Reply #8 on: May 12, 2011, 01:45:03 pm »

Quote
Beardhelm

That sounds like the best thing ever.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #9 on: May 12, 2011, 08:51:24 pm »

@Aramco
No, !!Beardhelm!! will be the best thing ever :P


Joke aside, I was fiddling with the raws last night...and I couldn't find any crafts (crown, scepter,etc) and figurine in the item raw. Are those hard-coded?
« Last Edit: May 13, 2011, 01:26:52 am by wolflance »
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wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #10 on: May 13, 2011, 02:31:08 am »

So it turns out that finished goods and furniture can't be modded. That mean I had to mod the fillet into a headgear, and no ship burial for my dwarfs :'(.

Oh no, no runestone either T T.

I will look into the possibility of stone ship, but for now I am working on their cuisine and noble title.

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Aramco

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Re: Mod Idea: Cultural Flavor
« Reply #11 on: May 13, 2011, 01:42:43 pm »

Wait, I got this.

Make a workshop called "a boat", or something, and have a reaction that takes a coffin and makes some kind of material that burns at room temperature. That way your Dwarves will be burned, while "in" a coffin, which is "on" a "boat".

Of course, you'll have to dump the dead bodies in there for it to work, but that can be arranged.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #12 on: May 14, 2011, 09:15:45 am »

Wait, I got this.

Make a workshop called "a boat", or something, and have a reaction that takes a coffin and makes some kind of material that burns at room temperature. That way your Dwarves will be burned, while "in" a coffin, which is "on" a "boat".

Of course, you'll have to dump the dead bodies in there for it to work, but that can be arranged.

Now THAT is an interesting idea!
I will look into this.
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wolflance

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Re: Mod Idea: Cultural Flavor
« Reply #13 on: May 15, 2011, 07:15:28 am »

Done fiddling with the entity raw. I changed much of the aristocrat structure, and didn't have the time to playtest it.
Hope there's no bug  :'(

Next will be the creature raw. Add in some caste and I will be ready for the initial release.
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wolflance

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Re: Cultural Flavor: North (Viking) Dwarf
« Reply #14 on: May 16, 2011, 10:01:41 am »

Initial release yay.

My current computer(a netbook) is too laggy to actually playtest this. Please kindly inform me any bug you encounter.

Also I don't know how to adjust the hair/eye/skin colors of the dwarfs(I want North Dwarf to have dark hair and dark eyes). I don't even know where to start :'(
« Last Edit: May 17, 2011, 01:38:35 am by wolflance »
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