Dwarf Fortress

Dwarf Fortress

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Arsenal and Cultural Overhaul
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16.192 MB
6 月 16 日 上午 12:04
6 月 29 日 上午 12:52
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Arsenal and Cultural Overhaul

描述
An expansion and improvement upon creature graphics, civilizational structure, language, armor, and weapon balance.

IMPORTANT: Put this five spots up in the mod order list, just above Vanilla Creature Graphics. Then, remove Vanilla Languages from the mod list. Otherwise, this will be incompatible.

This mod is not compatible with any other mods which modify the graphics of the five main civilzied creatures. Even if they work, it will not look good.

Overview
  • All the improvements from CGE - Redux, including separated beard, moustache, and sideburn graphics, improved facial features synced to descriptions, new armor sprites, and more.
  • Several new helmets, including kettle helms, nasal helms, flat-top helms, and "slayer" helms. Also included are two "helmets" wearable under others, opened and closed chainmail coifs. All helmets also have a chance for a randomly colored hood/mask to be worn under, making for more variance and individuality between soldiers.
  • Cloaks and capes have new, random graphics, their non-portrait graphics synced with portraits. These are also randomly colored.
  • Humans are now playable, with a new nobility and military structure more consistent with medieval feudalism, and an extra variation civ with a cold biome start, and different armor options. More human and dwarven civs to come.
  • Language has been overhauled by integrating The Way the Words Work, making names less silly or random, and more relevant to each site type.
  • Weapons are balanced using Vanilla Weapon Overhaul, fixing overpowered weapons, and making other more useful and interesting.

My Kofi page[ko-fi.com], should you want to support my work. Contact me through Steam, with an invite or posting a topic below, if you have any specific ideas you want to commission me for.

Credits
  • Jacko - For making Creature Graphics Extended, the mod that this one's predecessor is based on.
  • RafaelKB - For help with the preview picture.
  • lmlsna - For permitting the use of Vanilla Weapon Overhaul, which this mod integrates.
  • DPh Kraken - For permitting the use of The Way the Words Work, which this mod integrates.
热门讨论 查看全部(1)
20
9 月 19 日 下午 4:44
置顶: Bug Reports
Digganob
140 条留言
Digganob  [作者] 10 月 24 日 下午 4:53 
Nope. Not any time soon, anyways. I have higher priorities right now.

It's fairly easy to modify it yourself if you wanted to use a different mod's human civilization. Just go to the entity file in my mod, remove new human civs, and remove the line which removes the vanilla human civ. Copy any of the new helmets you want from this mod into the entity file of the other mod you want.
DeadMan 10 月 24 日 上午 9:58 
Could you make a separate mod without the human option?
Digganob  [作者] 10 月 15 日 上午 10:01 
As I said, the negative reaction to rain is universal. Nobody likes rain in Dwarf Fortress, for whatever reason. We have no control over that.

It really shouldn't cause that much trouble for you, though. Your humans should have much worse problems.
Solaris 10 月 15 日 上午 9:45 
I adding strange mood to creatures is possible am I able to remove the rain mood negative from them? I've played human mods before and the rain just really gets to alot of people after a while (I like building above ground) and causes mass bar brawls due to a light drizzle.
Stray 10 月 11 日 下午 12:14 
Doesnt seem to be downloading, strangely enough.
Digganob  [作者] 10 月 9 日 下午 4:48 
By adding [STRANGE_MOODS] to the human section in the creature_standard.txt file. Modding in that way is really easy. I suggest you check out the other races and look up creature tokens on the Dwarf Fortress wiki, maybe you'll find other things you want to change or add.
Jester 10 月 9 日 下午 4:27 
How do I add strange moods to humans?
Digganob  [作者] 10 月 9 日 上午 8:50 
Those two things are intrinsic traits of creatures, not the civilizations they hail from.

Dwarves need alcohol because they are dwarves, if they live in any other civilization, they still need alcohol. Same with rain, the negative reaction to which is universal, I think.

The changes to human civs are primarily to make them more easily playable, but also to make their social structure more interesting. Their military is tied in with their site nobility, which means individual towns can create large armies, not just their parent civilization.

Otherwise, they can play just about the same as dwarves, except that they lack intrinsic dwarven traits like strange moods, need for alcohol, and martial trances. I added strange moods to my humans personally, though, because they're fun.
Solaris 10 月 8 日 下午 12:11 
what changes are there to the human civ's? do they need alcohol, do they mind the rain?
Digganob  [作者] 10 月 7 日 下午 7:03 
Yep. That's at the top of the todo list.