Dwarf Fortress

Dwarf Fortress

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Topples' Orcs
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7.249 MB
14 Mar, 2023 @ 7:44am
17 Apr, 2024 @ 12:39pm
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Topples' Orcs

Description
Evil Orc Civilization
An evil civilization of corrupted elves, reborn from mud - their purpose to plunder and kill. I made these to practice pixel art since I never really did it before. They were originally meant to resemble LOTR orcs, but the designs started to deviate away from those. The orcs are made to be hostile to dwarves but there is a chance for any variant of orc to show up in taverns or even join a fortress.

The mod includes:
  • 14 different castes of orcs with separate graphics.
  • Unique light and heavy armor graphic sets for all orcs types.
  • 5 Different skin color variants for each type of orc (white being the rarest).
  • Standard clothing graphic sets (no torso-wear, since orcs like to go shirtless)
  • Unique stats for different orcs that make some weaker than dwarves and others extremely strong.
  • Unique orc interaction attacks like powerful punches and summoning skills. Many interactions have a drawback to the user that leaves them vulnerable after use.
  • Added black speech language.
  • An orc government system where the biggest orc is ruler.
  • Black orc blood.

Notes
  • Orcs are different sizes and are meant to have different sizes of clothing, however, DF doesn't allow a race to have different clothing sizes so all orcs wear medium clothes.
  • Orcs are meant to be sex-less and born from mud, but DF doesn't allow races to reproduce asexually. I arbitrarily made some orcs male and others female. Orcs are not meant to have any genitals or secondary sex characteristics.
  • A lot of the things I wanted to do with this mod are not currently possible to do in Dwarf Fortress. I plan on updating it when more of the options become available and when Adventure mode comes out.
  • The graphics scripts used are derived from SEEU's mods.
  • The orc language was generated by Talvieno's language generator.

Feedback
Any feedback is appreciated! Please report and bugs / crashes that you come across, or let me know if any of the graphics just don't look right and you think I need to give them another go! If your feedback leads to an update, I will credit you below.

I try to make somewhat complex mods with graphics so it does take some time. If you like what I do and feel so inclined, you can donate to my Ko-fi[ko-fi.com].

Feedback Contributors
  • Putnam & Miclee (helping solve a crash caused by graphics scripts.)
  • professor pwnage (mentioned orc civs dying out in long generated histories.)
71 Comments
Topples  [author] 3 Aug @ 7:40am 
@Nactarune
Actually, I know the issue. This mod uses non-palettized armor graphics because back when it was made, armor graphics weren't palletizable yet. By "palettize" I mean that one color png could be used to cover all material covers. Since it doesn't have that, that means that only common armors like iron, steel, copper, etc that are commonly seen in fortress mode have graphics. You probably tried giving them gold armor or something which hasn't been included in the mod.

Again, I'll fix this once I get to modernizing the mod.
Topples  [author] 3 Aug @ 7:21am 
@Nactarune
I'll look the graphics issue when I can.

Regarding that mod, I'm not too familiar with it. You say it adds new weapons and armor + graphics? I mean, there probably are things that can be done but it may need to be on that mod's end and it would likely need my graphics merge mod to make it work. I was considering revamping orcs at some point and modernizing their graphics so making it compatible in that way doesn't seem in the cards right now.
Nactarune 3 Aug @ 3:10am 
Also if it's not too much can I request a compatibility patch with Arsenal and Cultural Overhaul so it can use the weapons and armors added by that mod ?
Nactarune 2 Aug @ 9:06pm 
I think the orc's graphics are not working anymore, in arena whenever i put any armor except iron it's not there as well as weapons
Topples  [author] 22 Jun @ 2:27am 
@xxx_420_Bad_Boy [Wizard_Cum]
I guess you're asking if you can release a mod that specifically changes the name of this mod to "hobgoblins" for use in Fortress Craft. Is that what you're asking? If that's all I guess that's fine. Just credit me and specify it's specifically for Fortresscraft.
xxx_420_Bad_Boy [Wizard_Cum] 21 Jun @ 11:45pm 
@topples it's an overlap of a creature race id being "orc", yours was just the easier to update
Topples  [author] 21 Jun @ 3:52am 
@xxx_420_Bad_Boy [Wizard_Cum]
Didn't I change the name in the most recent version within the raws? (from ORCS to TOPPLES_ORCS or something)
@Topples I patched this for compatibility with Forthammer by changing the name to "Hobgoblins", would you be mortally offended if I released a patch?
markus 28 Mar @ 12:37pm 
*** Error(s) found in the file "data/installed_mods/topples_cv_orc (168)/graphics/graphics_orc_sombolg_corpse.txt"
Failed to find CREATURE_CASTE_GRAPHICS creature caste ORC:SOMBOLG
Unrecognized Graphics Token: LAYER_SET
Unrecognized Graphics Token: LAYER
succession traveler placed out of bounds

make me crash :steamsad:
Topples  [author] 10 Mar @ 8:56am 
@Nairagorn
It's sort of an arm's race between modders on how strong their race is. I've tried to balance my races so they aren't push overs, but they also aren't making every other race extinct in world gen. Which modded race are you using? I don't know if they are too overpowered though. There was a mod here once that had a race that could all cast a reaction that pushed target back at 10000u Force. That's the equivalent of getting shot out of a cannon at mach 7 and everyone could do that on low cooldown.

@Deamondo
I think that was an unused reaction that I made to test summoning. It did summon giant orcas everywhere.

@Deamondo
Yeah, I'm gonna have to fix that soon. I realize ORC is a common tag name. The other guy oughta do the same.