Dwarf Fortress

Dwarf Fortress

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Great Empires of mostly Humankind
   
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1 月 10 日 上午 12:40
2 月 24 日 上午 1:07
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Great Empires of mostly Humankind

描述
Dive into a world of brutal empires, each vying for ultimate dominion. Mostly human, but sometimes strange beings find their way into these domains: most of them would be human, but there is a chance of creating a dwarven, goblin or beastman empire with the same ideals, tech etc

The northern empires, built on the principles of absolute order and religious zeal, wield the ominous Black Steel and enforce their will through Inquisitors, Templars, and Cardinals.

— Wolves, bears, ice wolves, crows, and ravens: fluffy, gothic, and dangerous.
— Emperor, cardinals, inquisitors, templars, abbots, and saints.
— Focus on order, faith, oaths, and war.
— Will not mind using rare wood or plants. And spikes — yes, spikes everywhere.
— Halberds, pikes, and other large weapons — they love them big.
— Use northern human dialect: a human language with many dwarven words.
— Black Steel: identical to basic steel, but stylish black for a gothic feel.
— New toys! Nutcracker, doll, knight figurine.

Meanwhile, the southern sultanates thrive on wealth, mysticism, and the secrets of Damascus Steel, governed by the Sultan and his Viziers. They focus on result and prosperity, whatever the methods are.

— Exotic animals — good or evil, they don't care.
— Sultan, Vizier, Pasha, Khan, and many other officials.
— Scimitars, bows, blowguns, whips, and scourges abound.
— They dislike boring stone or heavy armor, preferring wealth, shine, and flexibility. Clay and glass count, yes.
— Use southern human dialect: a human language with many local changes.
— Focus on wealth, war, and gems.
— Prefer veils, masks, and use plenty of phantom spider silk.
— Damascus Steel: slightly better than basic steel in terms of cutting.
— New toys! Scimitar, doll, camel figurine.

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热门讨论 查看全部(1)
4
2 月 6 日 下午 12:34
My changes to the metals in this mod, with notes
Dubious
20 条留言
Bralbaard 9 月 12 日 下午 1:09 
@Muad'dib, I think it adds new words that do not exist in the DF languages yet.

The current version of DF refuses to load any mods that have duplicate objects. Language_sym.txt has two duplicate entries (words that already occur in the vanilla language). This causes worldgen to abort. You can delete the file entirely like you did, or just remove the two conflicting words from it. That way the other new words still show up.
The two duplicate words are DOMINION and EMPIRE. If those entries are removed from the file, it works again.
Muad'Dib 8 月 9 日 下午 7:27 
Alright so what seems to have worked for me was completely removing language_SYM.txt from the mod's object folder in the Appdata/Roaming files of the game. As for the toy scimitar it was because of another one of my mods (Dark Elves Redux).

Not sure if this is the same SYM file you were talking about earlier with another person. Does that SYM txt file do anything important?
L. Loire  [作者] 7 月 30 日 上午 3:39 
Hm, I don't think it should cause any ingame problems, but still would try to figure it out
Muad'Dib 7 月 29 日 下午 4:26 
It looks like the latest update to the game might've messed with something in the mod. It was working well up until last week, now I get the following error messages in my error log.

Duplicate Object: item ITEM_TOY_SCIMITAR
Duplicate Object: word DOMINION
Duplicate Object: word EMPIRE

The scimitar may be connected to another mod that has toy scimitars, but I have not been able to find a work around. Any clues?

P.S: Awesome mod!
L. Loire  [作者] 3 月 10 日 上午 2:14 
Yes, because only new civs use new languages. They would still use vanilla words, but that should not be a big problem.
leonardodiasm 3 月 9 日 上午 11:39 
I am really eager to try this mod, sounds very interesting. Is it compatible with the other major language overhaul mods?
L. Loire  [作者] 3 月 7 日 上午 6:12 
This is not a playable faction (tho its easy to change that)

It's for adding different flavors for visitors, siedges and trade + map/history in general ofc
GlongsAnonymous 3 月 5 日 上午 8:57 
Is this more like a tailored human experience rather than a playable human faction enabler? I'm sorry for the stupid question, just trying to figure out what other mods would go good along this one.
L. Loire  [作者] 2 月 24 日 上午 1:42 
Damn, that was me accidently coping a vanilla file into the mod folder. Deleted it now and uploaded an update!
Thanks for the investigation!
Bralbaard 2 月 23 日 上午 11:05 
Deleting language_words.txt from the objects mods folder fixes most of those, the two remaining duplicates are newly added words from the language_sym file that already exist in the vanilla language. removing those fixes the last duplicates, but I'm not sure if those fixes have unintended consequences for the mod.