To install the basic version that I've just completed, replace your creature_standard with this:
http://dffd.wimbli.com/file.php?id=4340First, thanks to those who contributed to the brainstorming, and especially to TomiTapio and Deon for their assistance. I'dve never gotten a few things nailed down without their help.
I'd love comments, suggestions and any help you might be able to offer, as I kinda don't think I'm really good at this.
I recently picked up Dwarf Fortress Advanced, Genesis, and Fort Defense, and over the past couple weeks I mashed 'em together for maximum Fun. The dwarven Castes of the first two mods were particularly interesting to me, and I wound up thinking of creating my own mod.
(For maximum Fun, imagine the following in two different mods - one for playing as in DF, and one as a hostile civ).
The object of this mod is as follows:
1. To create a dwarven society that has sharply divided castes, even more extreme than the ones in Genesis and DFA, as if millions of years of dwarvolution had produced workers for very specific jobs. Alternatively, a magical accident created a swarmlike 'hive' of dwarves. The first version if this is done.
2. To extrapolate on this idea with suitable items and workshops. Some of which I will borrow from other mods, with permission / credit given to the makers - after all, why make a new display case? I might edit it to use crystal glass, but the real work was already done by its original maker. This stage has not been touched yet.
3. To follow through with enemies bad enough to have caused significant selective pressure on the dwarves. This stage has also not been begun.
Now, I have to confess, I don't consider myself to be that much of a modder, and my computer is a piece o' crap (80 dwarves max, 2x2 embark, no weather or temperature if I want over 100 fps). I hope to be able to get this done, but I'd appreciate any help people might be willing to provide.
Most of the castes have a speed rating assigned to them, based off the statement that a normal dwarf's speed is 900.
The castes as they currently are:
Drone - [speed:50], [nothought], very small size and no skill learning rate except for brewing. They're the basic worker and hauler, good only for jobs that are merely instinct to the species. They have, however, developed a blazing speed. Most common caste.
Rock - [speed:2000], body material is gypsum, no nerves, no ranged weapon skill. They're less than half as fast as regular dwarves but physically very tough. They'd be excellent miners except for their speed; as it is, they learn stonecrafting, masonry and engraving quickly, producing high-quality results at a plodding rate. Fearless, and favoring blunt weaponry.
Flesh - [speed:400] Soft-bodied but quick dwarves with a bent towards duty, these dwarves are extremely strange. Their touch inflicts a syndrome that causes numbness - which rarely sees use in battle, as the caste is physically frail and doesn't learn combat skills. However, considering their ability, they make excellent doctors. In addition to having innate medical knowledge, they make good butchers, tanners, leatherworkers and bone crafters.
Wood - [speed:1200] Dwarves who are excellent with anything related to plants (or similar). They don't bleed, get tired, or eat, deriving nutrients from the stone beneath their feet and the booze they liberally sprinkle into their prodigious beards. Skilled with axes, but like most Hive castes, not so much with armor or shield use; also good at carpentry, clothesmaking, and any and all plant-based crafts and farming. (If I could make them only eat elves, I would...)
Magma - [speed:2000] These dwarves are immune to heat and do not breathe. They are excellent at working on metals, but like the Rock caste, are slow. Their blood causes a syndrome that inflicts massive blistering on the target. (I'd make it be very hot, but I can't play with temperature on if I want more than 1 fps. Also, the syndrome is not in yet.).
Blood - Four-armed monstrosities, the Blood caste is ridiculously good at mining and fighting. They're not good for much else, though, and are very short-tempered. (No patience, no empathy - we'll see how that works out.)
Stinger - Stinger dwarves are an advanced form of drone, slower and more like a normal dwarf. They're better in the military but still tend to be defenseless.
Soil - A rare caste that is nearly required in the dwarven hive, the Earth caste is nearly the only one that is free-thinking enough to be social with other races. Because of this, the rest of the hive is beneath this caste - hence the name of soil. In addition to social skills, the soil caste is better at glassmaking, pottery, and some forms of farming.
Beast - [speed:600] Strong, fast, and dang close to feral, the Beast caste specializes in getting close to enemies and tearing them to shreds with sharp weaponry. They're also hunters, trackers, and butchers. They can learn to wear armor, but prefer not to, leading to a frequently short lifespan in battle.
Royal - Clearly the most versatile caste, they're able to perform any job. To us, however, they're normal, vanilla dwarves. Very rare.
I know that syndromes can't give positive attributes (alas) so as a workaround I intend to create a specialized form of metal, armor or weapon that requires five jugs of Royal Jelly and a barrel of blood, along with steel, gold, and platinum, to create. It might also be possible to harvest venom from something in order to forge a metal that inflicts syndromes on an opponent.
Also, if possible, I want to try creating a workshop that takes in metal bars and produces metal wire/thread which can be woven and used to make clothing.
Is there a way to make sure that nobody shows up to trade, especially not the Dwarven Caravan? I'd like the flavor of the mod to be that you've got a single hive of dwarves and the rest of the species is out to kill you.
More to come, if people are interested.