File Listing: BEST. MOD. EVER | ||||||||||||||||||||
Last Updated: Aug 29, 2010, 06:29:41 pm First Created: Aug 29, 2010, 10:48:57 am Author: Peglegpenguin
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Description
This mod doesn't have very many unique creatures, original reactions, or extra-purposeful materials, however, it does have some crazy dwarves. I don't know why nobody thought of this sooner... -Changes --Dwarves are considered both tame animals and civilians - leads to fun --Dwarves are fast - just for quicker experimentation Because of the animal-civilian modification, one cannot turn labors on or off for citizens. To counter this for purposes of SCIENCE!, embark with dwarves that have skill points in the labor(s) you want them to perform. Dwarves with enough skill in labors enter your fortress with their labors enabled (most of the time), limiting players to what skilled dwarves they embark with and what new skilled dwarves migrate in. Peasants are stuck always being useless, except for in hauling and other simple tasks. Things to try: *Bring a carpenter and a butcher. Destroy your wagon and use wood from it to build a butchery. See what happens when your nobles are set to be slaughtered. *Bring a carpenter and an animal trainer. Build a kennel with wagon wood and fill your fort with war peasants! *Peasants and children are quite cheap on the market. On embark, bring tons of "tame" peasants. You'll immediately start with a mayor, and there will be many more *Challenge: Make a working fortress in this mod. Fast dwarves helps, but it's still really hard with no labor control. Tell me if you guys discover anything else interesting about this mod! Also, hammer |
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Checksum / Hash | ||||||||||||||||||||
SHA-256: d5d142ade7ed5bc8daab80faaa07e4a0f70069046b782253f3f12289f2de4364 | ||||||||||||||||||||
IP: logged Commands |
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