You can set it so to prefer 'close combat' or just 'strike' when you auto-attack (moving into the tile occupied by an enemy). If you are fighting next to a pool of water, magma or a steep cliff, you might want to make sure you don't accidentally dodge into it. Check C to see your combat preferences, the default settings are usually fine but in some situations you want to change them. They are quite huge (nearly twice the size of the minotaur) and for this reason they rarely are able to use any quality armor, otherwise they are like humans for the most part.Before you start slapping people, make sure you are ready. They forge and train axegiants, speargiants, skewergiants, swordsgaints, hammergiants, and bowgiants.
Giants are added in as a playable race/civilization. I DO NOT THINK YOU ARE ABLE TO GORE WITH THE HORNS AS A PLAYER. Minotaurs, of course, do not produce shoes or boots, due to the hooves. This template you see here will be in pretty much all semimegabeast civilizations (minus things like goring with horns, of course). They don't make bucklers, those are too small. Their size allows them to hold some two-handed weapons with only one without much hassle. Minotaurs are not a particularly wealthy civilization, so the average adventurer will probably only be able to buy a hauberk, a helm, and a weapon and shield, probably made of copper or bronze. They do not use ranged units, relying on their spearbulls to throw spears instead. They are also adept at hand-to-hand combat due to their immense size and ability to gore with their horns. They forge and train axe-warriors, spearbulls, pikebulls (skewerbulls), swordsbulls (they do NOT forge short swords, ever), macebulls, bludgeoners (hammerers). Minotaurs are added in as a playable race/civilization. Fixed a naming problem that made the plural of "craftsogre" actually read "minotaur crafters". They include: claymores, giant axes, large halberds, huge flails, awlpikes, and giant hammers. Giant-class weapons are added, these are to accomodate the hugeness of these guys so they have a two-handed weapon as well. except for the fact that they prefer the night well over the day. "Axe ettin", "swordsogre", etc.) If anyone has too many problems with this I'll remove it, or only make certain civilizations controllable in DF mode. You can tell which civilization you got by the military names in the skill menu.
unfortunately, there was no selection system implemented with the game, so if you want to make a fortress of a certain race it's a bit of a roll of the die until they can update to where it has one. All civilizations are controllable in Dwarf Fortress mode. They have two heads so you might not die instantly when that titan you've been trying to kill crushes one of them. There will be more DF-controllable races as I add them. I made all the new races noncontrollable in DF mode except minotaurs, trolls and giants.
Fixed something that, due to weird coding in the game, would make every race that is controllable in DF mode have mountain hall settlements in adventure mode, no matter where they are located, and everyone knows those are a pain in the ass to find merchants/mercenaries in. Added Cyclopes (that is not a typo, it's the plural form of cyclops) as a civilization.
NOTE: If you already have a graphics tileset, simply copy all of the content that is in s and paste that on the bottom of your OWN graphics_example.txt. As you can see I left a lot of the Dystopian Rhetoric tileset in there, just ignore it. I made some pretty decent graphics that include all the minotaur military units, but nothing like a crafter or special jobs. GRAPHICS UPDATE: Alright, so I got tired of looking at the ****ing capital M's. NOTE: TO ADD IN THE NEW CIVILIZATIONS YOU MUST REMAKE YOUR WORLD.Īll you have to do is extract into your root DF directory to install. In addition, I've decided that if I can muster the damned deliberation I will make a tileset with all these civilizations in them after I am done adding them in. Please comment (I would like to keep the thread bumped anyway). Really, all I'm doing now is saving you a few hours of your time. They are available in adventure mode, and I haven't tested them in fortress mode as I don't play fortress mode that often. If anyone wants to do graphics for any of the species I add in, feel free, but I am not that adept at it, and it takes me quite a long time to get anything that looks good. I will be doing semimegabeasts (minotaurs, ettins, giants, etc) first, because who the **** wants to play a ratman anyway? I will update this as I go along.
This is a mod I am currently working on that adds in civilizations for all creatures with the tag (found in creatures_standard.txt).