Dwarf Fortress

Dwarf Fortress

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Arsenal and Cultural Overhaul
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16.192 MB
16 Jun @ 12:04am
29 Jun @ 12:52am
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Arsenal and Cultural Overhaul

Description
An expansion and improvement upon creature graphics, civilizational structure, language, armor, and weapon balance.

IMPORTANT: Put this five spots up in the mod order list, just above Vanilla Creature Graphics. Then, remove Vanilla Languages from the mod list. Otherwise, this will be incompatible.

This mod is not compatible with any other mods which modify the graphics of the five main civilzied creatures. Even if they work, it will not look good.

Overview
  • All the improvements from CGE - Redux, including separated beard, moustache, and sideburn graphics, improved facial features synced to descriptions, new armor sprites, and more.
  • Several new helmets, including kettle helms, nasal helms, flat-top helms, and "slayer" helms. Also included are two "helmets" wearable under others, opened and closed chainmail coifs. All helmets also have a chance for a randomly colored hood/mask to be worn under, making for more variance and individuality between soldiers.
  • Cloaks and capes have new, random graphics, their non-portrait graphics synced with portraits. These are also randomly colored.
  • Humans are now playable, with a new nobility and military structure more consistent with medieval feudalism, and an extra variation civ with a cold biome start, and different armor options. More human and dwarven civs to come.
  • Language has been overhauled by integrating The Way the Words Work, making names less silly or random, and more relevant to each site type.
  • Weapons are balanced using Vanilla Weapon Overhaul, fixing overpowered weapons, and making other more useful and interesting.

My Kofi page[ko-fi.com], should you want to support my work. Contact me through Steam, with an invite or posting a topic below, if you have any specific ideas you want to commission me for.

Credits
  • Jacko - For making Creature Graphics Extended, the mod that this one's predecessor is based on.
  • RafaelKB - For help with the preview picture.
  • lmlsna - For permitting the use of Vanilla Weapon Overhaul, which this mod integrates.
  • DPh Kraken - For permitting the use of The Way the Words Work, which this mod integrates.
Popular Discussions View All (1)
20
19 Sep @ 4:44pm
PINNED: Bug Reports
Digganob
136 Comments
Stray 11 Oct @ 12:14pm 
Doesnt seem to be downloading, strangely enough.
Digganob  [author] 9 Oct @ 4:48pm 
By adding [STRANGE_MOODS] to the human section in the creature_standard.txt file. Modding in that way is really easy. I suggest you check out the other races and look up creature tokens on the Dwarf Fortress wiki, maybe you'll find other things you want to change or add.
Jester 9 Oct @ 4:27pm 
How do I add strange moods to humans?
Digganob  [author] 9 Oct @ 8:50am 
Those two things are intrinsic traits of creatures, not the civilizations they hail from.

Dwarves need alcohol because they are dwarves, if they live in any other civilization, they still need alcohol. Same with rain, the negative reaction to which is universal, I think.

The changes to human civs are primarily to make them more easily playable, but also to make their social structure more interesting. Their military is tied in with their site nobility, which means individual towns can create large armies, not just their parent civilization.

Otherwise, they can play just about the same as dwarves, except that they lack intrinsic dwarven traits like strange moods, need for alcohol, and martial trances. I added strange moods to my humans personally, though, because they're fun.
Solaris 8 Oct @ 12:11pm 
what changes are there to the human civ's? do they need alcohol, do they mind the rain?
Digganob  [author] 7 Oct @ 7:03pm 
Yep. That's at the top of the todo list.
Omen 7 Oct @ 10:33am 
That's true. Cuts the entity file and re-adds it without the new dye reactions. I didn't notice because I run with Advanced Agriculture which adds its own dye reactions.
Tchort 7 Oct @ 7:26am 
This mod somehow removes the option to make dye in the dyers workshop just a heads up.
Omen 6 Oct @ 8:40pm 
My quick fix was every time divine was specified as a material (not often, I think just breastplate and mail shirt in the dwarf portraits), I deleted that condition and then, with no conditions and at the bottom of the logic order, it functions as the divine + defacto modded metals standard palette pointer. Mail & breastplate portraits show up, and I suspect this was the same as Boys problem as well.
Digganob  [author] 6 Oct @ 5:46pm 
Thank you, it took a while (and some weird problem solving) to get it all working and looking as it does. Especially the slayer helm, so I'm glad someone appreciates it.

Yeah, some names for things are inherited from older files' methods. I didn't care to rename the generic layers, as they're largely used for divine metals anywho.