Dwarf Fortress

Dwarf Fortress

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Great Empires of mostly Humankind
   
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10 Jan @ 12:40am
24 Feb @ 1:07am
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Great Empires of mostly Humankind

Description
Dive into a world of brutal empires, each vying for ultimate dominion. Mostly human, but sometimes strange beings find their way into these domains: most of them would be human, but there is a chance of creating a dwarven, goblin or beastman empire with the same ideals, tech etc

The northern empires, built on the principles of absolute order and religious zeal, wield the ominous Black Steel and enforce their will through Inquisitors, Templars, and Cardinals.

— Wolves, bears, ice wolves, crows, and ravens: fluffy, gothic, and dangerous.
— Emperor, cardinals, inquisitors, templars, abbots, and saints.
— Focus on order, faith, oaths, and war.
— Will not mind using rare wood or plants. And spikes — yes, spikes everywhere.
— Halberds, pikes, and other large weapons — they love them big.
— Use northern human dialect: a human language with many dwarven words.
— Black Steel: identical to basic steel, but stylish black for a gothic feel.
— New toys! Nutcracker, doll, knight figurine.

Meanwhile, the southern sultanates thrive on wealth, mysticism, and the secrets of Damascus Steel, governed by the Sultan and his Viziers. They focus on result and prosperity, whatever the methods are.

— Exotic animals — good or evil, they don't care.
— Sultan, Vizier, Pasha, Khan, and many other officials.
— Scimitars, bows, blowguns, whips, and scourges abound.
— They dislike boring stone or heavy armor, preferring wealth, shine, and flexibility. Clay and glass count, yes.
— Use southern human dialect: a human language with many local changes.
— Focus on wealth, war, and gems.
— Prefer veils, masks, and use plenty of phantom spider silk.
— Damascus Steel: slightly better than basic steel in terms of cutting.
— New toys! Scimitar, doll, camel figurine.

You can support me here:
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https://paypal.me/dshipaev
Popular Discussions View All (1)
4
6 Feb @ 12:34pm
My changes to the metals in this mod, with notes
Dubious
18 Comments
L. Loire  [author] 30 Jul @ 3:39am 
Hm, I don't think it should cause any ingame problems, but still would try to figure it out
Muad'Dib 29 Jul @ 4:26pm 
It looks like the latest update to the game might've messed with something in the mod. It was working well up until last week, now I get the following error messages in my error log.

Duplicate Object: item ITEM_TOY_SCIMITAR
Duplicate Object: word DOMINION
Duplicate Object: word EMPIRE

The scimitar may be connected to another mod that has toy scimitars, but I have not been able to find a work around. Any clues?

P.S: Awesome mod!
L. Loire  [author] 10 Mar @ 2:14am 
Yes, because only new civs use new languages. They would still use vanilla words, but that should not be a big problem.
leonardodiasm 9 Mar @ 11:39am 
I am really eager to try this mod, sounds very interesting. Is it compatible with the other major language overhaul mods?
L. Loire  [author] 7 Mar @ 6:12am 
This is not a playable faction (tho its easy to change that)

It's for adding different flavors for visitors, siedges and trade + map/history in general ofc
GlongsAnonymous 5 Mar @ 8:57am 
Is this more like a tailored human experience rather than a playable human faction enabler? I'm sorry for the stupid question, just trying to figure out what other mods would go good along this one.
L. Loire  [author] 24 Feb @ 1:42am 
Damn, that was me accidently coping a vanilla file into the mod folder. Deleted it now and uploaded an update!
Thanks for the investigation!
Bralbaard 23 Feb @ 11:05am 
Deleting language_words.txt from the objects mods folder fixes most of those, the two remaining duplicates are newly added words from the language_sym file that already exist in the vanilla language. removing those fixes the last duplicates, but I'm not sure if those fixes have unintended consequences for the mod.
Bralbaard 23 Feb @ 10:31am 
First, I really like the concept of this mod, and I've started a new game to test it.

There seems to be an error with the languages, somehow if I save and load several times with just this mod enabled, a long list of errors pops up in the errorlog.txt file, with duplicate_object errors, like:

Duplicate Object: word COMPANY
Duplicate Object: word FESTIVAL
etc.

This causes the names of objects and people in the game to break down. There's a couple of other errors in the errorlog that seem to have less impact.
Dubious 2 Feb @ 2:08pm 
I've gone down the DF material rabbithole and lost much sleep to the wiki and to the game's arena mode. I need to test things more (to make sure the metals are doing what the calculations say they should), but I'd love to send you my changes with notes. I'll do that in a sec, but bear in mind that it's not 100% tested.

Could I be wrong somewhere? No, no, surely not. Not I. Unless...