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File Listing: MEDIKOHL'S EXPANDED DF MOD
Last Updated: May 17, 2012, 12:29:21 pm
First Created: Apr 09, 2012, 11:23:57 am
File version: 1.8
For DF version: 0.34.07
Downloads: 109 (182) Size: 390.6 KB
Views: 516 (912) Type: RAR
Rating (0 votes): Unrated
Description
NOTE: to choose a starting race for fortress mode, tab to neighboring civs, the top one on the list is your race, choose a different civilization to change.

NOTE: hill/sun dwarves are slightly modified regular dwarves, different weapons, additional armors, and a new reaction.
also they have a stronger work ethic.

Welcome to my mod, right now I'm working on just expanding the game, adding new features, and creating more unique races.

right now I'm accepting content created by other people if they happen to have any ideas or suggestions.

currently I'm trying to work out how I'm going to make a medusa (the dwarf stabs the first head snake), and if i can change a creature into a statue as a syndrome effect.



[size=18pt]https://dffd.bay12games.com/file.php?id=6137[/size]


Installation. replace objects folder with the one in the zip file.
for graphics (800x600)replace the graphics folder with the one provided


current build all additions:

1.8
-updated to minecart release 0.34.09 (various reaction tweaks)
-added blue and green gold alloys (gold and iron, gold and silver)
-added more region specific crops, added trees with higher base value
-added spiked bowgun
-sundwarves require a taiga biome in worldgen to exist. they build cities. they tame local wildlife. fortress playable




1.7
-added gnomes as a smaller sized race with smaller weapons.
-added irda.
-added gnolls-beast creature sieger.
-goblin castes.
-hill dwarves- more focused, a bit weaker, a bit faster different weapon list, different armor list
-sun dwarves- live in cities, no longer have underground creatures by default, they tame local creatures, different weapon list, different armor list (WILL REQUIRE THE TAIGA BIOME IN WORLD GEN, meaning forests close to tundra)

-added spiders to the sun dwarf start biome to give them silk to trade with
-added vicunas, mammoths, rock sheep, and angora rabbits for potential wild (and sun dwarf) sources of wool. made musk oxen shearable.
-added centipedes with complicated body plan (vermin, large, giant, savage megabeast)

-added starmetal alloy (2 nickel, 1 pig iron, 2 iron= 3 star iron)
-added blue gold alloy(1 iron, 3 gold)
-added a few new sources of iron (goethite in tiny quantities in certain soil layers, siderite appearing in veins of galena)
-added a small percentage to get nickel from limonite, hematite, and magnetite
-added anthricite coal (a metamorphic source of coal)
-added flint as a new source for stone weapons
-made maces, dirks, daggers, and spears stone capable


-added new workshop: Bone Crafters
-bone and leather beds
-bone and leather bins
-bone and leather door
-bone cage
-bone crutch
-bone animal trap
-bone mechanism

-added weapons
-katana
-staff
-dirk
-hatchet
-bowgun (a heavier crossbow, has a short spike at the front for reloading purposes but also gives it a bit of an edge in melee combat)
-longbow (shoots with a bit more force)
-made knuckles (like brass knuckles) use the strike skill
-made cestus (it's a bladed gauntlet basically) use the strike skill

-added armor
-heavy shield
-tower shield
torso
-halfplate (lower coverage, lower material cost)
-lamellar
-reinforced lamellar
-kimono (leather and cloth only)
-rough scale armor (bone and shell torso armor)
legs
-lamellar
hands
-bracers

-added tags to entity default to make the other dwarven civs show up for trading

forum topic
bay12forum link http://www.bay12forums.com/smf/index.php?topic=106971.0
Raw Data: JSON / Text
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SHA-256: 96af04e9536c0b588a53d3db335234698649b26df10b49276e1d9662dcb7a6e3
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