Author Topic: Dwarf Fortress Megathread! - Necro'd enough to count as a vampire  (Read 138217 times)

I'm working on a race of green-skinned swamp humanoids called Orgs (and she-Orgs). They're larger than humans, alcohol dependent like dwarves, and wield clubs that dole out blunt-force trauma like no one's business. All though they have loose morals, they aren't as loose as goblins, so they should have at least shaky relations with other sapients.

They're quite clumsy, so it can be hard to land a hit when adventuring as one. Luckily, they can pack a punch when they can connect due to their large size and significantly higher strength averages. Along with being able to wield clubs and large clubs, they can use mauls and great shields (larger, higher tier shields) Also, they have 4 fingers on each hand and 3 toes on each foot, just for stuffs n' gigs.

I'm also planning on giving them thick, leatherlike skin and a dulled sense of pain (if possible).
how do you design creatures?

And no, you don't have to bury them all. Just assign a refuse pile to corpses.
You should bury them if you don't want ghosts richarding around your fortress. Most don't do anything but piss off some dwarves, some of them are very deadly, however...

You should bury them if you don't want ghosts richarding around your fortress. Most don't do anything but piss off some dwarves, some of them are very deadly, however...
Ghosts are fun. Losing is fun.
Ghosts = Losing

So, I embarked with four raptors and 1000 units of cubed goat spleen.
I think I'm set for life.

My soldiers feel the need to name their totally unremarkable axes and shields.




Ouch.


He was the only soldier fighting a forgotten beast that spewed some kind of syndrome-causing dust. From what I've seen, it causes a fever rather quickly then starts to rot every single living surface it touches, which happened to be every single body part on this poor, poor soldier. He can't see anymore and he's either going to be honorably discharged (ha!) or executed.

I'm disappointed that you cannot have your wounds healed in adventure mode yet.

how do you design creatures?

Mostly screw around with the raws. There's some pretty basic modding tutorials on the DF wiki.

Speaking of Orgs, my Super-Orgishly tough adventurer was ripped apart by bogeymen after winning the hearts of a human civilization. She earned a good few scars, got one of her lungs popped open, and lost the ability to grasp well beforehand, so she was bound to die somehow.

@Jacob/Lee: You should make a sanctuary for injured/disfigured dwarven vets. Make a bathouse, statue garden, and lavish rooms exclusively for those who actually tried to fight for the Mountainhomes.
« Last Edit: December 28, 2011, 05:34:58 PM by Captain Crazy »

I'm disappointed that you cannot have your wounds healed in adventure mode yet.
You can, but without modding you'll never heal nerve damage. You need to fast travel to heal wounds.

how do you design creatures?
http://df.magmawiki.com/index.php/Modding#Modding_the_creatures

Going to try and figure this one out.

Then make a race of sentient scorpions who can probably shoot plasma or something.

You can, but without modding you'll never heal nerve damage. You need to fast travel to heal wounds.
I meant like see a doctor. I currently have like 3 infections on one of my characters, they will probably never die but it bothers me.

http://df.magmawiki.com/index.php/Modding#Modding_the_creatures

Going to try and figure this one out.

Then make a race of sentient scorpions who can probably shoot plasma or something.

oh my dear lord yes

make them have 3 pairs of clawed arms, make them ultimate wrestlers. pretty sure you can't control natural projectiles in adv. yet (dragonfire, for the most part) so make it either inject the plasma (prolly like, molten iron in dwarvish) or just make it instantly necrotize the affected (syndromes)

You can, but without modding you'll never heal nerve damage. You need to fast travel to heal wounds.
pretty sure that nerves can't heal in real life, either. could just be the spinal column though

IDEA: Organ transplants, haw. stockpile vaguely humanoid organs dissected from dead dwarves/humans/elves/gobs/animal peoples/pigs and shove 'em in to your militarydwarves with a punctured lung. bonus points if you can do adamantium skin and bones/steel livers/brass testicles/FISTS OF STEEL
« Last Edit: December 28, 2011, 05:47:15 PM by Captain Crazy »


oh my dear lord yes

make them have 3 pairs of clawed arms, make them ultimate wrestlers. pretty sure you can't control natural projectiles in adv. yet (dragonfire, for the most part) so make it either inject the plasma (prolly like, molten iron in dwarvish) or just make it instantly necrotize the affected (syndromes)
 pretty sure that nerves can't heal in real life, either. could just be the spinal column though

I just realized that it would be really complicated. And because I haven't found and all-inclusive guide yet it might be a while.

EDIT: But once I do I will be sure to post the raws.

EDIT:EDIT: Found the file for Giant Desert Scorpion, it shouldn't be too hard from here.
« Last Edit: December 28, 2011, 06:00:59 PM by Doomonkey »

I've given the second race of mine, the Ooro, 4 arms and high mental abilities. They more commonly wear desert attire like robes, turbans, and veils, and use scimitars in battle. They have way higher medians for Focus and other mental capabilities, and praise values such as Wisdom and Law.

EDIT: Also made some new Dwarven crops. Cave agaric makes tasty Dwarven Spirits, but takes it's time to grow. Slime Mold grows quick but makes low-quality brew. Spice Moss is a slow-growing, aromatic crop that can either be ground into valuable spice or brewed into delicious Dwarven Liqueur. 
« Last Edit: December 29, 2011, 12:03:20 AM by Captain Crazy »