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File Listing: Fortress Defense Mod II Basic
Last Updated: Sep 09, 2016, 01:03:59 am
First Created: Sep 30, 2010, 05:30:46 pm
File version: 0.21
For DF version: 0.43.05
Downloads: 209 (3,317) Size: 107.1 KB
Views: 901 (7,352) Type: ZIP
Rating (1 votes): 5.0 / 5.0
Description
Description
Dwarf Fortress: Fortress Defense Mod II: Basic

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The goal of this mod is to increase the difficulty and fun of the game by adding more enemy civilizations in the game for the player to war with. No more boring years of peace because the goblins decided your fort was too scary!

The Basic version of Fortress Defense adds ten races to the game for a total of eleven automatically hostile races. The difficulty of the enemies should increase gradually over time, allowing for variance caused by Dwarf Fortress's procedural generation.

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Files:
body_fdbody.txt
building_fdreactors.txt
creature_fortdefense.txt
entity_fortdefense.txt
inorganic_stone_vaporstonefd.txt
item_armor_fd.txt
reaction_fdmetals.txt

Folders:
individual entity files (basic mode) : Contains an entity file for each basic mode civ
graphics_fd : Contains files necessary to install graphics + installation instructions
Minimods : Optional files: add them to 1) re-enable kobolds and 2) remove clothing from goblins and kobolds

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To install the Basic version of Fortress Defense, copy only "body_fdbody", "entity_fortdefense", "creature_fortdefense", "reaction_fdmetals", "inorganic_stone_vaporstonefd", "item_armor_fd", and "building_fdreactors" into the raw/objects folder.

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If you are having problems getting all potential enemy civs in one site, try genning a new world on a medium or larger region, not island, and increase the number of civilizations placed at embark.

Long worldgens might not work well due to the potential for genocidal wars and the game slowing down due to the tracking of so many civs.

The creatures and files in Fortress Defense Mod II Basic are not compatible with the files of previous Fortress Defense Mod releases except Fortress Defense Mod Lite. It is recommended to undertake a fresh install.

As a bonus, you can also use the new creatures to adventure with.

The mod uses vanilla items and adds only creatures and civs, based on the ones that already exist in vanilla. In addition, the new enemies have had most useless clothing deleted from their entry so that each siege doesn't clutter up your stockpiles with tons of useless Hoary Marmot Leather Socks or something. It's best to play on a world of at least medium size, on regions rather than islands, if one wishes to experience the full potential eleven enemy civs.
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