preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: May 02, 2024, 05:11:37 am
 Dwarf Fortress File Depot » Major Mods » Dark Fortress
      
Registration is not required to download. However, it will allow you to vote, comment, and upload. Forgot your password?
File Listing: Dark Fortress
Last Updated: Jul 21, 2009, 10:47:13 pm
File version: 1.0
For DF version: 0.28.181.40d
Downloads: 91 Size: 157.1 KB
Views: 531 Type: RAR
Rating (0 votes): Unrated
Description
-Dark Fortress-

First release

I present to the dwarf fortress community my first mod Dark Fortress. The entire mod is based off of the MMORPG Darkfall online. The ores, animals, races, and weapons of darkfall are transferred to this mod.

Features-
6 Playable races 2 alliances

The Good alliance

1.Dwarves of Dvergheim
Like axe-bristling avalanches, dwarven legions surge across Agon's battlefields, neither wavering nor resting until victory is secured. At any stage in any battle, no matter how ridiculous the odds may be, dwarves believe - with unblinking certainty - that they will prevail through superior skill, rock-hewn strength and indomitable bravery.

Today, the dwarves are nearing the final page of the book of instructions, which is said to contain a special task that Ymir believed the dwarves would only be ready for after 20,000 years of preparation.

Grim-faced, iron-strong and unshakable in courage and convictions, dwarves are trueborn children of the mountains. They are an introspective and taciturn race who scorn all gods in preference of a multi-millennial path to perfection that was laid out by the legendary founder of their nation.

Though they tend towards isolationism, the dwarves maintain cordial relations with the mirdain and friendly relations with the humans, who they respect for their industry, ambition and initiative. Together with their allies, the dwarves will fight off their enemies the orks, the mahirim and the alfar.

2.Humans Of Mercia
The earth shaking under steel-clad hooves; a gleaming sea of blades, raised as one towards the sky; bright banners that invoke the might and radiance of Auros, god of the noonday sun. Again and again the knights of Mercia ride forth into the world, determined to shine the light of righteousness upon those who dwell in darkness or shadow.

The Mercians are natives of Riada, a sunken realm which lay in the great eastern sea, its spires gleaming each day with the rays of the morning sun. When this island home foundered, Mercian survivors landed on the shores of their present-day realm, which they conquered after a long war with an aboriginal people called the Imric. The Mercians see themselves as a divine race descended from the children of the sun god Auros, and they are at best unmindful, at worst disdainful of the needs and opinions of other, presumably lesser races.

The humans are allies with the mirdian of Merendil and the dwarves of Dvergheim. Together with their allies, the humans will fight off their enemies the orks, the mahirim and the alfar.

3.Mirdain of Mirendil
The mirdain are a sophisticated and cultured people, who tend to prefer diplomacy to warfare, and subtlety to brute force. Theirs is an empire of influence and trade, and of intelligence networks which extend like sinuous branches from their forest-clad homeland.

In combat, mirdain warriors move with innate grace and fluidity, seeking the perfect opening before striking with surgical precision. The mirdain are renowned tacticians, who may overcome near-insurmountable odds through brilliantly deployed maneuvers, ruses and stratagems.

The mardain are ancient allies of the humans of Mercia and the dwarves of Dvergheim, though their tendency to see themselves as natural leaders causes a fair amount of friction. Together with their allies, the mirdain will fight off their enemies the orks, the mahirim and the alfar.

The Evil alliance
1.Alfar of Nagast
No trace of kindness exists in the world of the alfar, a race whose minds were shattered and then erratically rebuilt by a cruel and insane deity. To the alfar, pleasure is derived from the suffering of others, and the only impulse that can override their urge to torture and destroy, is a marrow-seated need to please their god-king.

Like poison darts, alfar night raiders strike deep into the lands of the foreigner. Appearing out of nowhere, they cut bloody swathes of death and destruction, before vanishing just as tracelessly as they came. To their victims, it seems like the night itself shapes the alfar, then dissolves them again when their butcher's work is done.

The alfar feel a deep-seated hatred for all other intelligent forms of life, and it is difficult for them to enter even the most temporary of alliances with members of other races.\

2.Mahirim of the Tribelands
By the light of the Ghost Moon, mahirim wolf packs strike deep into enemy territory, plundering and killing without mercy. They vanish as quickly as they came, leaving devastation in the wake of their lightning raids.

The mahirim are a fierce race of predators, whose society has only recently moved towards civilization. And while they may have cities and laws now, they retain the wolf-eyed wildness, the finely honed instincts, and the uncaring cruelty of their pack-hunting ancestors.

Given their warlike nature, the mahirim have a grudging respect for the equally warlike orks, who they see as strong and capable warriors. Together with their allies, the mahirim will fight off their enemies the humans, the mirdian, and the dwarves.

3.Orks of Morak
Marching under the banner of the Fire Dragon, the armies of the orks are constantly on the march, forever seeking new cities to raze, new nations to conquer, and new people to sacrifice or enslave.

To the orkish warrior's mind, excessive planning is a coward's resort, while fancy tactical chicanery is a sure sign of effeminacy. Instead, orks rely on a combination of unrelenting aggressiveness, death-defying bravery, and the natural-born bully's instinctive eye for weakness.

While their behavior might seem erratic and irrational to outsiders, the orks themselves see every battle, every sacrifice, and every torched village as steps on the road to the Big Burning, an ork-administered apocalypse in which Agon is scorched clean and made ready for the reign of the Fire Dragon.

Orks see most other races as little more than sources of income, sadistic fun and sacrificial victims. The only other race that the orks ally with are the mahirim, who they respect for their bravery, cunning and skill in battle. Together with their allies, the orks will fight off their enemies the humans, the mirdian and the dwarves.


New armor-

In order of quality
1.Leather
2.Banded
3.Scale
4.Plate


Rework of metal and minerals-

Ore is no longer gathered from individual veins, but from giant clusters of rare ore found in any stone level. When one gathers some rare ore it must be processed in the smelter and it will turn into any 5 new metals. Iron, Selentine, Veilron, Neithal, Leenspar, and the rare Theyril

No more crossbows, all races use bows-

New animals-

Horses are mounts used by Humans, Mirdain, and Dwarves.
Garmirs are the horned heavy work animals.
Shulgan drakes are inferior wingless dragon hatchlings that are used as mounts by the Orks and Alfar.
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 4b908fa478908eeeeedba55daf62c48c08af51349377e5678ac82b756b00a74e
IP: logged
Commands
More From This Author
Comments
No comments have been posted for this file yet.
HomeSearchRankingsStatisticsAboutContact

Website by Brett Flannigan. The core site script is PHCDownload (© 2005-2024).
Hosted by Linode.