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File Listing: Evil Gameplay Mod
Last Updated: Aug 19, 2016, 05:17:31 pm
First Created: Apr 09, 2011, 01:28:52 am
File version: 10
For DF version: 0.40.05
Downloads: 91 (445) Size: 147 KB
Views: 1,013 (2,945) Type: ZIP
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Rating (0 votes): Unrated
Description
A mod designed specifically to satiate one's desire for more civilizations and races to play around with. Each of the civ groups has a brand new language attached (brought to you by DFlang, and LangCreate for the Paklaran language), and each entity comes in a separate .txt file. The races used are all re-added with a separate or new entry, except a new human civ existing in tundras. This allows one to fight off armies of minotaurs and still have the minotaur as a megabeast, or see both civilized and uncivilized tigermen, and both the weak kobolds and a new, highly intelligent race of Cobalds, wielding steel and the new rat-iron, which is slightly less effective than steel but requires none of the same reagents except fuel.

There are 5 new races and 6 new civ groups

Brutemen, Beastman group - Composed of minotaurs, ogres, ettins, cyclopes, and trolls. Playable in fortress mode
Cobalds, Cobald group - larger than the average kobold, and also more sophisticated. Playable in fortress mode
Paklarans, Paklara group - flightless bird-people, living on the coasts
tigermen/women, Tigerman group - weak in some respects, FUN in others
human wasteland nomads, Tundra group - humans, still living in cities but adapted to a very different climate
Carp-men/women, Carp man group. - Can be a serious threat if not managed properly. Often send skilled warrior caste members.

Installation: Just extract it to your raw/objects folder and generate a new world.
- This mod does not change any pre-existing files in the game.

One may simply delete an entity file, removing a group of civs and preventing those races from appearing in the game.

The beastman group contains 3 different civs; a relatively weak and poorly armed and armored one, a standard one similar to goblins, and a highly civilized steel-using one which you may play as in fortress mode. (note: they might not work out that well in fortress mode.)

Each civ group has new weapons attached, and the beastman civs have a new weapon set that is always difficult and often impossible for smaller beings to use. Unique armor may come soon.

PM me on the bay12 forums if you have any bugs to report or questions regarding the mod

Version 9 Update to work with DF version 40.05.
Added Vutchnell creature; language and entity to come later.

Version 8. Neglected to update for a while, but here it is. A lot of changes, and I won't bother to list all of them.

Version 5. Changed many, many things, including the new arrangement of the beastman civs, changes to the other civs, and to the plants.
Added a new plant.
Added a new weapon: toothed ring blade - a sword-type weapon. Changed other weapons somewhat.
Ogres, minotaurs, trolls, and carp men are now prone to fits of rage. Carp men most of all.

Version 4. Gave the carp men their unique language. Minor edits.

Version 3. Added carp-men race and civ.

Version 2. Fixed a few bugs, added Ettins, made sure everyone shows up and won't starve in worldgen besides the human nomads, because they're based off the original human creature and tundras are uninhabitable by creatures that need to eat right now.
Raw Data: JSON / Text
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SHA-256: ddb285a39a0653dfcf4ecee3fc6b4dea5d2a7ca9d6f58d8d25844bbc25346720
IP: logged
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