Dwarf Fortress

Dwarf Fortress

Additional Races: Gnolls
84 kommentarer
-SNiGS- JAM 9. sep. kl. 21:17 
@wawel true, im not seeing why the body/fur color is all one color.. the definition for the image reference is still in proper dimensions. trying to figure out how to fix atm
Stray 23. mar. kl. 1:49 
No weapon sprites.
Virok the Red 21. feb. kl. 1:29 
I've noticed there is an armor sprite mismatch in the graphics file, manifesting in the wrong colors on gnolls. Leather items are also missing entirely, not sure if that's intentional.
mason531 16. feb. kl. 6:42 
You should totally make Fey/Fairies
kotamine 13. feb. kl. 13:34 
would
renegade_sock 8. jan. kl. 18:48 
@Archie thanks for linking your file :)
NightBlade 31. dec. 2024 kl. 13:35 
I don't understand how to choose a race. Explain it step by step for an idiot.:chivhead:
Archie 3. nov. 2024 kl. 14:39 
I've posted the file in Fenris' thread in the discussions above, it is in the second page, last post (so far)

I haven't played DF in a while but I see no reason why it shouldn't still work and let you play them in adventure mode too, as it did when I tested it.
Thrajnor 31. okt. 2024 kl. 8:05 
@Archie yes I Agree with pericular, please create new mode with your awesome tweaks and credit the OG!
ึ ึ ึLigma9281 ึ ึ 23. okt. 2024 kl. 8:11 
Can you please make it work with adv mode ?
Pericular 16. maj 2024 kl. 22:48 
@An Archie
You might want to upload your changes as a new mod since it seems like the mod author here won't respond any time soon...
Just remember to credit them at least.
Archie 22. apr. 2024 kl. 8:16 
Hey Seeu! I was working on making this civ adventure mode compatible and I ended up not only doing that but also expanding a lot upon it, giving it unique social/military/etc appointed roles with descriptions, missing values, etc. The civ is still hostile to every other civ like you made it.

If you want, would you like the files for it? You could totally update this with those files and anyone would be able to play them.
john halo 27. mar. 2024 kl. 16:05 
yeen mommy
Bostson 28. feb. 2024 kl. 9:15 
gnolls and ratfolk are sometimes at "alliance" with me, is this intended?
Yawndreas 27. dec. 2023 kl. 0:11 
yeen mommy
SimonTheSorcerer 11. dec. 2023 kl. 23:53 
Is this and the other extra races compatible with Dark Ages???
MangoCobra 7. juni 2023 kl. 11:16 
Are the Gnolls basically just goblins, or is there anything different about them that makes them stand out?
Boar D. Vessel 18. mar. 2023 kl. 13:31 
Any chance in the future you will make a playable gnolls race?
Amaze 19. feb. 2023 kl. 6:05 
yeen mommy
Lizy_Sticks 16. jan. 2023 kl. 22:22 
i keep geting vertion 12 downloaded ?
Alll-Mer 8. jan. 2023 kl. 10:54 
@noesis You would have to edit their entity file, remove [BABYSNATCHER] tag then they'll be neutral to other factions aside from goblins and kobolds.
wawel 7. jan. 2023 kl. 15:14 
Love this mod. With some fiddling with the code I managed to make them playable, but I have a couple questions:
1) Once made playable, they no longer generate in different colors (they're all the same brown). Might there be a way to fix this?
2) What would I have to change so that not ALL other civs are hostile towards them?
TriggerHippie 6. jan. 2023 kl. 20:37 
can you hook a lever to the cage and release him like that?
Culain 1. jan. 2023 kl. 5:44 
There seems to be a bug. A Gnoll thief bumbled into one of my cage traps, and got trapped. So far, so good, except it was then impossible to release him. Constructing the cage and unassigning him just shoved him straight into another cage. Assigning him to a pit had him briefly pulled out of the cage and then pushed back in, without any attempt to take him to the pit. Attempting to assign him to a chain so the soldiers could kill him said he didn't satisfy the Justice requirements (since he was not registered as a criminal in my fortress).
SEEU  [ophavsmand] 31. dec. 2022 kl. 14:16 
That honestly looks like duplicate raws. Here's an article on that: https://dwarffortresswiki.org/index.php/Duplicated_raws .

I've only been running 100 year worlds since the PC I was on was kinda bad, but I'm back home so ideally I can test longer ones.

The Gnoll civ is not that special and should not be capable of doing anything crazy and afaik I'm not defining multiple of the same creature, but I'll give it a check since its not too hard to do so.
dimm_ddr 31. dec. 2022 kl. 11:19 
I'm not completely sure, but I think this mod might be the reason of the mess in my recently generated world. I have goblin migrants, friendly Forgotten Beast visitor, dead on arrival diplomat from my dwarven civilization who is also a human, and dead on arrival human migrants. Also plenty of characters that does not have any records in the legends. Some more details in my reddit post: https://www.reddit.com/r/dwarffortress/comments/zzytkl/that_is_a_really_weird_world_i_have_generated/
Again, I don't know if it is actually this mod, but all other mods I use only alter visuals with one exception that change amount of leather according to creature size. Just a guess but maybe some creature tokens get mixed somewhere somehow?
Churburby 31. dec. 2022 kl. 6:47 
Yes I do, thanks for the info. It could be good to add dependencies on vanilla_creatures if that's possible. Tame animals expanded requires removal of that.
SEEU  [ophavsmand] 30. dec. 2022 kl. 16:57 
Those gaits I'm referencing are in vanilla files. Do you have any other mods loaded that might edit or remove them?

I can't get it to locally happen, otherwise I would fix it.
Churburby 30. dec. 2022 kl. 14:58 
Does the error log errors about the gaits mean anything? Sometimes I can't load or start a new game and I'm wondering if this is the culprit.
SEEU  [ophavsmand] 29. dec. 2022 kl. 12:38 
Not intended, but I guess they do have normal animals allowed as pets, so they probably use whatever they have around. We can pretend like they stole them all from the humans they killed.
Shamaster 29. dec. 2022 kl. 12:38 
Correction, many of the horses ARE being used as mounts... not all of them but at least 10 of them.
Shamaster 29. dec. 2022 kl. 12:34 
Unsure if intended but funny. So I'm getting a lot of war dogs in the endless gnoll ambushes and that's fine and dandy but like, they just ambushed with like 19 horses... We have siege levels of angry horses and I mean it's not very effective... Really funny though. The mental image of a warband of gnolls and just a ton of (unmounted) horses hopping out from behind a bush is peak comedy.
SEEU  [ophavsmand] 28. dec. 2022 kl. 14:26 
No. They'll make trophies out of each other if they feel like it, so if you manage to trade with them I doubt you could give them anything that would bother them.
Yuubi 28. dec. 2022 kl. 14:15 
Do any restrictions in trade exist with them? (Like Leather?)
Fenris Silverfang 28. dec. 2022 kl. 10:17 
Yepyep, I'll make a discussion thread in a bit to explain how. It's actually fairly simple once you got the basics down.
. 27. dec. 2022 kl. 23:42 
Can you post your Gnoll Civ files if you get it working right Fenris? I've been trying to make them playable too, but have been running into problems.
SEEU  [ophavsmand] 27. dec. 2022 kl. 17:02 
I don't see anything turning it off/on, so I just made a thread.
Minxx 27. dec. 2022 kl. 16:53 
SEEU, can you turn on discussions for the mod page?
Fenris Silverfang 27. dec. 2022 kl. 14:51 
Eyo, I fixed it. Turns out I did copy slightly wrong data into the gnoll files.
For a makeshift playable solution I added the controllable tags they need to be selectable, then copied and renamed the dwarf entries for nobility and renamed a few accordingly to sound more gnoll-like.
Embarking did spawn a expedition leader and the noble system works now. :gearthumbsup:
SEEU  [ophavsmand] 27. dec. 2022 kl. 14:49 
They should have zombified versions already. If they're not showing up properly, that's a bug. So I'll investigate that.
GUMI 27. dec. 2022 kl. 10:48 
Can you add their zombified versions? Its rather difficult to tell which one is a zombie right now.
Fenris Silverfang 27. dec. 2022 kl. 8:54 
They already use a bunch of different weapons including 2 handed swords and halberds and such. Restricting them to using crude metals, no refined steel and leather armor should be okay. Couple that with a lot of bone as material and voila. Maybe some clay and woodwork too.
HeroinHobgoblin 27. dec. 2022 kl. 8:50 
I was looking for making Gnolls a playable race and this is a good start for sure, the sprites look great imo. Though to make them really pop as a different faction there is gonna be a lot of tinkering and renaming of things to make them stand out and not just be a dorf stand in.
Fenris Silverfang 27. dec. 2022 kl. 6:58 
Ah thats fair, cheers for the update.
If anyone has some more modding knowledge feel free to ping me / share the results if you know how. Never made a mod for DF myself so I don't really know what lines are needed to make it fully functional as a playable civ.
Larzo 27. dec. 2022 kl. 1:51 
Very cool mod ! Do you plan to make any evil civilization of large creatures like ogres from warcraft ?
SEEU  [ophavsmand] 26. dec. 2022 kl. 21:58 
If you'd also rather not republish the assets, you can also just make a mod inserting the correct tokens (additional noble titles, the civ select token, etc) with [SELECT_ENTITY] or [SELECT_CREATURE] and set this mod as a dependency. I would guess that'd work pretty well.
SEEU  [ophavsmand] 26. dec. 2022 kl. 21:56 
If you want to make them playable, feel free. I'm not overly attached to my work so if you want to use the sprites/raws and make something playable, you have my blessing. It'd be nice to get credit for the sprite work, I guess.

I do most of this for myself and I have no desire to actually play gnolls (although I do like having them around) so its pretty unlikely I'd get around to making them playable any time soon.
Abra⁧⁧cadabra 26. dec. 2022 kl. 19:56 
@SEEU If you make a playable version that would be amazing, I do fully understand the want to make them unique though so it's not just dwarves again but hyenas.
Fenris Silverfang 26. dec. 2022 kl. 18:51 
@Minxx , I tried copying over roles thinking that that may temporarily make it work, but that still doesn't get anything to show up in the nobility tab/assign a caravan leader on embarking so I'm currently out of ideas/knowledge to do much more. That said, since its SEEU's work I also don't wanna tinker with it to much and come off disrespectful or something.
Love the added civs mods themselves and look forward to taking them for a spin myself whenever that gets properly added. :steamthumbsup:
Seri 26. dec. 2022 kl. 18:28 
BASED