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File Listing: Adman's Race and Material Mod
Last Updated: Dec 17, 2012, 12:28:37 am
First Created: Jun 17, 2012, 02:49:33 am
File version: 0.15
For DF version: 0.34.11
Downloads: 129 (214) Size: 8.9 MB
Views: 1,076 (1,543) Type: RAR
Home:  Forum Thread
Rating (0 votes): Unrated
Description
Something I've been toying around with lately, finally finished making all of the changes I wanted to make for but have not had a chance to do any testing yet-

This is the complete game built on top of the latest version of Ironhand's great set (http://www.bay12forums.com/smf/index.php?topic=53180.0;topicseen)

This makes lots of changes, reorganizing the civilzations and adding new playable civilizations:

Hill Dwarves:
These are a tweaked version of your normal dwarf except that they live above ground. They do not mind being outdoors and should (if everything is working correctly) embark with above ground seeds :-D

Duergar:
Dwarves evil cousins. Play pretty much the same as your everyday dwarf except MORE EVIL!! >:) >:) They play nicely with Dragonkin and Dark Elves and make war with everyone else. Oh and they eat sentient creatures. (enjoy the sieges)

Humans:
Made slight modifications to humans to make them more player friendly and civ-controlable.

Hob-Goblins;
Sorta like goblins but bigger. They exist mostly because all of my efforts to make real goblins playable seems to crash the game! :roll:

Civs have been reorganized:

Dwarves (same as before)
Hill Dwarves (above ground dwarves)
Duergar (a type of Dwarf with evil ethics)
Wild Dwarves (filthy dirty hippie dwarves)
Humans (same as before)
Wood Elves (same old elves, different name)
High Elves (Elves that aren't afraid to use metal weapons)
Dark Elves (Elves with evil ethics)
Spider Folk (giant talking spider's, because why not?)
Dragonkin (this might of been a terrible idea)
Goblins (now playable in adventure mode)
Kobolds (also playable in adventure mode)
Halflings (wee folk)
Orcs (new skulking civ)

Also made a slew of other races and some mosters playable in adventure mode **Some monsters are VERY poorly suited to adventuring, i.e. NO HANDS!**

Added new colors of marble, because I like marble.

Added a butt-ton of new metals including various steel alloys, some metals from fantasy/gaming and a couple i just made up - (the names are placeholders, may change - I'm not terrible happy with the names I am currently using Arkanite, Hyperborium - these are dumb, i need better names) :roll:

I think that about sums up the changes - if any off these interest you feel free to give it a shot.
Change log: 0.15: Added Hob-Goblins (playable); Added halflings civ; Added Orcs civ (skulking); change entities causing more civs to spawn closer together; added new sprites
Change log: 0.14: Increased cool-down on Spider Folk web; Electrum can be made back into gold and silver now; Added lots of new sprites for Duergar
Change log: 0.13: Spider folk have been given hands and now hold weapons and tools and are generally more useful; Added new mega-beasts (3 new types of hydra); Drugar now correctly renamed Duergar.
Change log: 0.12x: Tiny tweak to some graphics that didn't line up correctly.
Change log: 0.12: Made Drugar playable; Made Humans playable; Changed the way the races interact with each other - Dragonkin, Drugar and Dark Elves are now aligned against the other races; tweaked Dragonkin's firebreath - much less powerful now; added more graphics for Drugar
Change log: 0.11: Fixed a game crashing bug the would occur when launching Fortress Mode
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SHA-256: 7980a582e95eabc976573e7bae39aa7543c91b5f38fefd71baa933394b9f0d5b
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