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Underhive Settlement: A Necromunda Dwarf Fortress TC BETA

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I've been working on this little project for a short while with a friend and we have it to a point where it's playable enough to share and start getting some feedback on it. Currently we have implemented a new economy and some new creatures and items, mostly is lacking (and what we will be adding in the future) is more variety in materials, weapons and tools, along with more creatures and civilisations for you to trade and battle with.

For those not familiar, Necromunda is a skirmish scale tabletop figures game set in the Warhammer 40,000 game world that pits small gangs against one another in a ruined industrial undercity, living on the scraps that flow from above. In this mod, you will be taking the role of settlers striking out to make a new life in the ash wastes with nothing but a pair of grox pulling a wagon, a fuel rod to power the water systems vital to a settlement in the wastes and what other meager resources you choose.

Your feedback would be greatly appreciated either here or on the DF forums!

Original thread and download link

eCH3E.jpg
 

Father Walker

Potato Ranger
Joined
Apr 13, 2011
Messages
1,282
I know nothing about DF modding, so... Care to explain how does this mod work? Is it just DF with 40k flavor or are there some serious changes to how the game works?
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
We are working within the limitations of scripting the text files that DF loads a lot of data from. This has allowed us to (so far) implement a range of original creatures, workshops, items, materials, reactions, ores, weapons etc. and also remove all the standard DF creatures, civilisations and materials, but the fundamental mechanics of the game are unchanged. So it is mostly a re-theme of the same game (especially since we are creating a survival/city builder), however the economy is substantially different as the traditional materials and plants no longer exist in the world, and we did not simply replace steel and copper with scifi materials, the new materials are used in different ways. The environment is somewhat different within the confines of custom parameters for worldgen but there is only so much we can do on that front, it's the main area I would like more flexibility. Things like the combat system (outside of new weapons/armour) and the interface are unchanged.

You can find a full list of the changes we have made so far at the thread on the DF forums here.
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,748
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Great to see this! Unfortunately don't have the time to try it, but thanks for keeping the Necromunda memory alive!
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Updated this with a second release, two new civs (Merhant Guild, Scavvies) a bunch of new creatures, bugfixes and economy rebalancing has been done, the game is much more playable now and hostile civ sieges are tested and working. It's also pretty damn hard compared to regular Dwarf Fortress. See the OP for download link and more details at the post on the DF forum post. An artist is now providing tiles for us and has provided full tiles for your hivers, and most of the existing creatures in the game.

These, combined with the Ironhand tileset and a few more custom tiles (we will be adding more as we go) makes the game look like the following. Of course, you can run it in traditional ascii if you prefer, and there we have made some changes to the colour palette and font.
underhive+mod.png
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Updated to Dwarf Fortress version .34.06 and version 1.2.1 of Underhive Settlment.

Link

Updated Screenshot:
fMSzy.png

Changes:

New farming reactions
New scavenging profession
Create some important items from animal organs
Updated workshop graphics
New high end weapons and armor available from the Guilders
Many combat tweaks
Fixed worldgen creature problems
New system for trading bulk goods (cases)
New near surface metal deposits
Tannery reactions modified. Large animals give more leather, some creatures give chitin and shell.
Chitin and scrap metal armor
Salvaged weapons
New metalcrafting industry (spare parts and machinery repair)
Bottles will break over time, make sure to keep producing new ones
 

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