Dwarf Fortress

Dwarf Fortress

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Topples' Orcs
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File Size
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7.249 MB
14 Mar, 2023 @ 7:44am
17 Sep, 2023 @ 12:58pm
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Topples' Orcs

Description
Evil Orc Civilization
An evil civilization of corrupted elves, reborn from mud - their purpose to plunder and kill. I made these to practice pixel art since I never really did it before. They were originally meant to resemble LOTR orcs, but the designs started to deviate away from those. The orcs are made to be hostile to dwarves but there is a chance for any variant of orc to show up in taverns or even join a fortress.

The mod includes:
  • 14 different castes of orcs with separate graphics.
  • Unique light and heavy armor graphic sets for all orcs types.
  • 5 Different skin color variants for each type of orc (white being the rarest).
  • Standard clothing graphic sets (no torso-wear, since orcs like to go shirtless)
  • Unique stats for different orcs that make some weaker than dwarves and others extremely strong.
  • Unique orc interaction attacks like powerful punches and summoning skills. Many interactions have a drawback to the user that leaves them vulnerable after use.
  • Added black speech language.
  • An orc government system where the biggest orc is ruler.
  • Black orc blood.

Notes
  • Orcs are different sizes and are meant to have different sizes of clothing, however, DF doesn't allow a race to have different clothing sizes so all orcs wear medium clothes.
  • Orcs are meant to be sex-less and born from mud, but DF doesn't allow races to reproduce asexually. I arbitrarily made some orcs male and others female. Orcs are not meant to have any genitals or secondary sex characteristics.
  • A lot of the things I wanted to do with this mod are not currently possible to do in Dwarf Fortress. I plan on updating it when more of the options become available and when Adventure mode comes out.
  • The graphics scripts used are derived from SEEU's mods.
  • The orc language was generated by Talvieno's language generator.

Feedback
Any feedback is appreciated! Please report and bugs / crashes that you come across, or let me know if any of the graphics just don't look right and you think I need to give them another go! If your feedback leads to an update, I will credit you below.

I try to make somewhat complex mods with graphics so it does take some time. If you like what I do and feel so inclined, you can donate to my Ko-fi[ko-fi.com].

Feedback Contributors
  • Putnam & Miclee (helping solve a crash caused by graphics scripts.)
  • professor pwnage (mentioned orc civs dying out in long generated histories.)
51 Comments
Mohgwyn 22 Feb @ 1:31pm 
Ok this is amazing thanks x1000
Shadownamesto 30 Jan @ 4:14pm 
http://www.bay12forums.com/smf/index.php?topic=125638.0 That's the mod link, it's on the forums and has access to all of the older works as well, since I know necromancers aren't in the latest variant but were.. I believe pre v40
Topples  [author] 30 Jan @ 3:59pm 
@Shadownamesto
I'm fairly certain it's the case that DFhack would have been used there. Can you link me the mod so I can take a look at the raws?
Shadownamesto 30 Jan @ 1:53pm 
@topples
I don't fully know if it was made possible with DFhack or not, from a brief look up in both the dfhack website and even booting up masterwork df again for the first time in a few years, I think meph (creator of masterworkdf) actually hardcoded the workshop and all interactions with it into the game itself. The latest variant has the demon faction which you could download and take a look at the coding for. Idk if it's translatable to this version of df since steam is radically different, but it might be worth a look. And yeah I do hope in the future df actually gets proper mod tools as well.
Topples  [author] 30 Jan @ 9:43am 
@Shadownamesto
That's probably possible using DFhack. I suppose I'm somewhat against using that since only a fraction of the playerbase will likely go on to use it. My hope is that someday, likely years from now DF will provide mod tools that allow for interesting entities like you've described, but as it stands now, I'm not sure I'd be up for those changes.
Shadownamesto 29 Jan @ 6:25pm 
I've just noticed this mod and it's occurred to me. DF doesn't allow races to be asexual, but you could always make the creation of new orcs to be from a few workshops, one being early on and allowing for slow but random orc creation, while another more advanced one allows to specify exactly which orc type you want but potentially costing more resources and time. I know that Masterwork DF pulled it off with the necromancer faction and the usage of skeletons/ghouls but idk if it'll work the same way here.
Topples  [author] 19 Nov, 2023 @ 4:20pm 
@Deadmann
I'm not seeing that issue in v1.10.1. What version are you using? Are you using other mods?
Deadmann 17 Nov, 2023 @ 9:57pm 
I'm getting errors regarding "BONE_PILE" tokens in several graphical files.

e.g. *** Error(s) found in the file "data/installed_mods/topples_cv_orc (167)/graphics/graphics_orc_mutt.txt"
Tile page token not recognized: BONE_PILE
Topples  [author] 8 Oct, 2023 @ 11:55am 
@AlfaMale
I suppose i meant for them to be rather powerful, although I don't think they're that strong since most of them have have strength stats that are perhaps a bit better than dwarves. Do you fidn them too powerful? Also, they should be able to siege since they have the [SIEGER] tag in their entity file. Is anyone else not seeing them siege?
AlfaMale 8 Oct, 2023 @ 3:35am 
Very strong orcs. They are 2-3 times more powerful than dwarfs and it is ruin the defense based on the soldiers. And noticed that they attack you only through ambush, never siege