Dwarf Fortress

Dwarf Fortress

The Aeramore Expansion V7.34 [51.13+]
Regularity 18 Dec, 2022 @ 11:44am
Ideas and Suggestions
Thought this mod could use a thread for these like a lot of other overhaul mods. I'll start:

Use of the [POP_RATIO] function so that not all races have 50/50 gender balances. Since migration can provide generous amounts of new citizens, gender ratios can be played around without fear of breaking game balance.

As for some examples, some insects in vanilla Dwarf Fortress are overwhelmingly female drones with only a few males to accompany the queen. Maybe the Itchlari could do something like that. And I'm sure it wouldn't be out of place for the amazonian Aerians (whose description literally references all-female tribes) to do something like that. Or maybe the Kytsuni or Faexari as well since they mythological creatures they're based on tend to be overwhelmingly depicted as female in popular culture.

Inversely it goes without saying that Dwarves are depicted as overwhelmingly male in most settings. And Orcs play well into the machismo-centric, male-lead stereotype as well.

Actually, since the game uses subspecies (castes) instead of real binary genders in the game code, you can go nuts and think outside the box. Maybe no genders at all for the stone-based Zhaahara. Or many genders (representing different species of flower/plants) for the Roflorians.
Last edited by Regularity; 18 Dec, 2022 @ 11:48am
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Showing 1-15 of 19 comments
Gasper Vladi  [developer] 18 Dec, 2022 @ 8:43pm 
Originally posted by Regularity:
Thought this mod could use a thread for these like a lot of other overhaul mods. I'll start:

Use of the [POP_RATIO] function so that not all races have 50/50 gender balances. Since migration can provide generous amounts of new citizens, gender ratios can be played around without fear of breaking game balance.

As for some examples, some insects in vanilla Dwarf Fortress are overwhelmingly female drones with only a few males to accompany the queen. Maybe the Itchlari could do something like that. And I'm sure it wouldn't be out of place for the amazonian Aerians (whose description literally references all-female tribes) to do something like that. Or maybe the Kytsuni or Faexari as well since they mythological creatures they're based on tend to be overwhelmingly depicted as female in popular culture.

Inversely it goes without saying that Dwarves are depicted as overwhelmingly male in most settings. And Orcs play well into the machismo-centric, male-lead stereotype as well.

Actually, since the game uses subspecies (castes) instead of real binary genders in the game code, you can go nuts and think outside the box. Maybe no genders at all for the stone-based Zhaahara. Or many genders (representing different species of flower/plants) for the Roflorians.

- Related to the pop ratio.. Ive tried that already with a few of them, and it causes an annoying imbalance of babies for fortresses at times, meaning you can easy lose a fortress from no new generation being born. I tried this before with the Aerians being 25%male and 75% female and i rarely had babies. So i just chose to just keep it at 50/50 to avoid issues.

- Same goes for nogenders/egg producers, you just wont able to reproduce in the fortress. (Crobolds were originally egg producers but it became very apperent that they cant have children due to this)... Unless you have them reproduce asexually, which tends to cause a baby boom.

- Roflorians are not really based off of different flower/plant species tho..
Regularity 19 Dec, 2022 @ 1:08pm 
Have you tried experimenting with the [LITTERSIZE] token? In theory you could offset lower reproduction rates with larger litter sizes. Especially since DF doesn't have functioning genetic inheritance, so there's far less issue with having few parents producing a large amount of the population than there would be otherwise.

And just out of curiosity, what exactly happened when you tried to make a civilization egg-based? Did the game refuse to let you put them in Nest boxes, or did the parents not care for them, or something else?
Gasper Vladi  [developer] 19 Dec, 2022 @ 8:25pm 
Originally posted by Regularity:
Have you tried experimenting with the [LITTERSIZE] token? In theory you could offset lower reproduction rates with larger litter sizes. Especially since DF doesn't have functioning genetic inheritance, so there's far less issue with having few parents producing a large amount of the population than there would be otherwise.

And just out of curiosity, what exactly happened when you tried to make a civilization egg-based? Did the game refuse to let you put them in Nest boxes, or did the parents not care for them, or something else?

Nah i never bothered with LITTERSIZE token, mainly cuz of the possible child booms that could happen may annoy some players.

And when I had Crobolds reproduce like that.. in Fortress mode they NEVER had kids (even tried the nest boxes lol), and I slowly began to notice that their civ's population struggled to grow, specially past 100 years, which is why I ended up changing it.
Xenvar 24 Dec, 2022 @ 8:22pm 
Not sure if its possible but it might make sense if Roflorians enjoyed being in the rain
Gasper Vladi  [developer] 25 Dec, 2022 @ 3:10pm 
Originally posted by Xenvar:
Not sure if its possible but it might make sense if Roflorians enjoyed being in the rain

If only this was possible to do :c. I would have had them love rain, and others love blood rain, etc.
chembot 25 Dec, 2022 @ 5:49pm 
Might be a bit unrealistic of an idea but compatibility with this mod would be nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898221655
It adds a bunch of blank materials with realistic values. Playing with both mods results in two tungstens, palladiums, and mercuries.
Gasper Vladi  [developer] 26 Dec, 2022 @ 4:43am 
Originally posted by chembot:
Might be a bit unrealistic of an idea but compatibility with this mod would be nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898221655
It adds a bunch of blank materials with realistic values. Playing with both mods results in two tungstens, palladiums, and mercuries.

I did mention that Its highly advised not to have metal adding mods, but I will look into this for next update!
(while tungsten probly has a repeat, the other 2 are different (palidium/mercalyte).
chembot 26 Dec, 2022 @ 8:47am 
Originally posted by Gasper Vladi:
Originally posted by chembot:
Might be a bit unrealistic of an idea but compatibility with this mod would be nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2898221655
It adds a bunch of blank materials with realistic values. Playing with both mods results in two tungstens, palladiums, and mercuries.

I did mention that Its highly advised not to have metal adding mods, but I will look into this for next update!
(while tungsten probly has a repeat, the other 2 are different (palidium/mercalyte).
Thanks a ton! And my bad on not realizing palidium vs paladium. The mercury analog was quicksilver, although in a fantasy context they probably aren't the same.
Nilserrich 4 Mar, 2023 @ 7:10am 
Creature Graphics Extended is a mod that I would really like to see a patch for. I suspect that these are not compatible at all.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903486617&searchtext=graphic

Edit: I also use Perspective Walls. I can't tell if there would be any problems at all. I'll throw it in as a suggestion for a patch anyway.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2913113231&searchtext=perspective+Walls
Last edited by Nilserrich; 4 Mar, 2023 @ 7:13am
Gasper Vladi  [developer] 4 Mar, 2023 @ 3:38pm 
Originally posted by Nilserich:
Creature Graphics Extended is a mod that I would really like to see a patch for. I suspect that these are not compatible at all.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903486617&searchtext=graphic

Edit: I also use Perspective Walls. I can't tell if there would be any problems at all. I'll throw it in as a suggestion for a patch anyway.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2913113231&searchtext=perspective+Walls

Both should work fine, Creature Graphics Extended just changes the graphics for vanilla civ creatures, which are still named the same for my mod, just keep in mind that TAE's weapons still wont show up on the characters when wielded since there still isnt textures for the new weapons yet for them, same for the new armors.

2.5d Perspective Walls should work fine, you will just come across some one TAE's minerals and they wont look 2.5d. Theres no real way with DF to add patches for mods to change depending on if other mods are also existing.
Thrice 9 Mar, 2023 @ 11:49am 
Is there a way you would make a "cheat" version of this mod that allows all metals to be used with all playable civs? Im having trouble with wanting to embark with some of your new metals that some civs dont seem to have access to. Or is it something I can do easily?
Gasper Vladi  [developer] 9 Mar, 2023 @ 6:51pm 
Originally posted by Shayle Thorne:
Is there a way you would make a "cheat" version of this mod that allows all metals to be used with all playable civs? Im having trouble with wanting to embark with some of your new metals that some civs dont seem to have access to. Or is it something I can do easily?
You would need to add the all the permitted reactions to the entity that you wish to have all of them, within the entity raw file.
Thrice 10 Mar, 2023 @ 5:33am 
Thanks mate. Ugh now I need to go digging in files I have no idea how to dig into :P
Conquestofgames54 27 Apr, 2023 @ 2:39am 
you could implement bone crafting like is masterwork for the kobold civ + goblins.
Gasper Vladi  [developer] 27 Apr, 2023 @ 2:23pm 
Originally posted by Conquestofgames54:
you could implement bone crafting like is masterwork for the kobold civ + goblins.

What kind of bone crafting? There already is a decent amount in vanilla as it is, what are you suggesting to be added further?
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