Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: jetex1911 on April 06, 2011, 08:17:17 pm

Title: How about Sonic mods?
Post by: jetex1911 on April 06, 2011, 08:17:17 pm
I previously made a thread asking if there were any pokemon mods, there were few, and we even came up with ideas on how Pokemon could work, but now, i have a new idea: How about Mobians from the Sonic series?
Title: Re: How about Sonic mods?
Post by: Bohandas on April 06, 2011, 08:27:04 pm
I haven't heard of one, but that's a VERY good idea.

(on a semi-related note, though, there is a Super Mario mod out there (although IIRC its not updated th the current version of either Dwarf Fortress or Super Mario))

Title: Re: How about Sonic mods?
Post by: jetex1911 on April 06, 2011, 09:20:15 pm
I wonder though, how would we get the different species of animals that mobians can be? we could do just the basic ones, like hedgehogs, foxes, echidnas, and cats. maybe after this, we add in the not-so-common ones.
Title: Re: How about Sonic mods?
Post by: veok on April 06, 2011, 10:25:39 pm
Both hedgehogs and echidnas are sponsered animals, coming soon to a DF game near you*!

*Soon is a variable and all encompassing term. See also: Valve Time.
Title: Re: How about Sonic mods?
Post by: Bohandas on April 06, 2011, 10:48:00 pm
Both hedgehogs and echidnas are sponsered animals, coming soon to a DF game near you*!

*Soon is a variable and all encompassing term. See also: Valve Time.

I think hedgehogs are already in the game.
Title: Re: How about Sonic mods?
Post by: NW_Kohaku on April 06, 2011, 10:49:59 pm
I'm not too familiar with Sonic, but wouldn't all the mobians be a civ race?  As in, they'd all have to be castes of one species?
Title: Re: How about Sonic mods?
Post by: Nidokoenig on April 06, 2011, 11:47:53 pm
I think it's fairly firmly established that Moebians are all distinct species, but the only evidence I can think of for that is Sonic's relatives, like Uncle Chuck in the SatAM cartoon, all being hedgehogs. It'd make more sense as a big civ race, though, mainly because you can get a mix of species without babysnatching. Oh, and you've gotta have bats, for stupid, sexy Rouge.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 07, 2011, 01:29:22 am
A couple months ago I was mulling about the idea of creating a Robotropolis (Robotnik) civilization full of various classic-badniks (caterkiller, ballhog, maybe swatbots, etc) as castes.

They would basically fill the role of goblins I suppose. Or, you could play as them and watch in horror as the [SPEED:0] megabeast, Sonic "the Hog of Hedges" lays siege to your peaceful robot factory.

I never did any work on it though.
Title: Re: How about Sonic mods?
Post by: Itnetlolor on April 07, 2011, 01:49:28 am
To make more sense with DF and using hedgehogs, foxes, and echidnas as creatures that can cause damage, as well as some irate locals and so forth; why don't we have this done from Robotnik/Eggman's perspective? He's got tons of fortresses throughout the entire series, is a mad genius, and has countless workers doing nothing but building and maintainence for him. He only really makes an appearance when all is lost. Why not? Fortress crumbles message would be something like: "Eventually, that blue hedgehog found you and finished your Zone, and foiled your plans again. Next time Sonic, NEXT TIME!!!!"

Considering the kinds of megaprojects that would get made and everything, they would essentially become the levels of the games. I can imagine a Death Egg megaproject would be due. Just as well, don't we all make death machines of sorts? Much of them look like what the Walrus (coo-coo ka-chu) would setup in the many Zones just to kill a single elusive blue furball. A [SPEED:0] blue hedgehogman (specific megabeast caste; can be made a little more common (extra lives)) would be a nightmare. He would also maybe need some degree of [TRAPAVOID] as well (kinda wish it was more variable than a solid absolute). Do similar with the other characters. Add the suffix -man and give them their abilities, or traits close to them. Tails would be nasty to deal with. A double-tailed flying beastman that is almost as quick, has [TRAPAVOID] by default (inventor/kid genius), and can trigger levers that he crosses as well. Kuckles can also sort-of fly (glide more like). Whenever scaling (constructed) +1Z walls becomes implemented, he should be a [CLIMBINGSPEED:10] (or FAST) by default, and have a particularly nasty fist/punch damage level (with a chance of sending his targets flying/explode in gore). That should at least cover Team Sonic.

Robotnik's legions would be multi-purpose robots EGGBOTS (http://dioxaz.free.fr/sprites/persosaga/EGGBOT.png) (not animal controlled; possibly egg-bots (as seen in Sonic & Knuckles, Sky Sanctuary Zone; usually armed with beam rifles) doing all the work building wing fortresses, plants, and bases. Migrant waves would be reinforcements. You'll need to adapt kennels or modify them into an animal conversion chamber, which converts certain animals into certain badniks (Auto war-creature option). They will serve as the defense, as they do in the original games.

I've been a fan of the classic Sonic games, and would like to see this made. Plus, I would like to see how it would be being the bad guy for once. We have easy access to Marble Zone/Lava Reef Zone, and can easily build Metropolis Zones and Wing Fortress Zones.

Some (http://youtu.be/notScBXYRKE) inspirational (http://youtu.be/yzXwutv0yy8) music (http://youtu.be/B93QQvL0CGQ)
A (http://youtu.be/x4L4TSrDB4M) little (http://youtu.be/FDr0oy2Tnr8) more (http://youtu.be/RyoMQg3d5cs) music (http://youtu.be/7FAffWEmB3I)

Been a die-hard fan of the Genesis age of Sonic since childhood. Not so much with the recent stuff. 2D Sonic is unbeatable (popularity-wise) compared to it's 3D future.

EDIT:
Made some adjustments.

And an additional thought (to scare Chaoseed even more): Play through all of the games (at least the first ones). They're all types of fortresses we're familiar with anyway. We have (deep breath): beach settlements, green hill establisjments, marble gardens, hill top magma pumps, oil oceans (magma/obsidian more like), scrap yards, chemical plants of sorts, azure ruins, luxurious cities made for gambling and the rich, mystic jungle villages, airbases, desert fortresses built within pyramids, ice fortresses, lava reefs, undergrottos/hidden temples, hydropolii/flooded labyrinths, and even wing fortresses/flying batteries, and hell, even floating islands, and locations flooded with colossal fungii of various colors (above and underground). Plus, with the latest features, let's make sure the minerals are easy to get (keep the mineral rarity number reasonably low in worldgen) so we can more easily replicate some of these places.

Bonus points to those that can list the zones and fotresses that match their descriptions (aside the obvious ones; still list them anyway if you can find more examples).

I don't think this mod would be out of place in DF at all. Fund it!
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 07, 2011, 02:31:07 am
Yeah that's pretty much what I was thinking about.

Maybe if I have some free time in the coming days I'll try to throw together a Robotnik civ. But only if I'm not considered a part of the "darker side" of the Sonic fandom. I don't approve of that nonsense.

I might not get around to it though so nobody should get their hopes up.  ;)
Title: Re: How about Sonic mods?
Post by: Chaoseed on April 07, 2011, 02:39:54 am
To make more sense with DF and using hedgehogs and echidnas as creatures that can cause damage, as well as some irate locals and so forth; why don't we have this done from Robotnik/Eggman's perspective? He's got tons of fortresses throughout the entire series, is a mad genius, and has countless workers doing nothing but building and maintainence for him. He only really makes an appearance when all is lost. Why not? Fortress crumbles message would be something like: "Eventually, that blue hedgehog found you and finished your Zone, and foiled your plans again. Next time Sonic, NEXT TIME!!!!"

This is the part where I said "This actually makes a lot of sense". Not coincidentally, this is the part where I said "This is scaring me".
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 07, 2011, 07:34:41 am
I've got swatbots pretty much done right now, as a test. Right now they're made out of steel and have a body like a human sized bronze colossus, but I'm planning on adding "vital organs" to them to make them more killable. Things like "oil pump (heart)", CPU (brain), gyroscopic stabilization system (spine), optical sensor array (eyes), etc etc if it's possible. I'm probably going to add nerves too to represent the various hydraulic systems, oil lines, etc. Next project will probably be the... burrow bot (with natural dig skill), or maybe the buzzbomber with a fireball attack.

In order to represent manufacturing, I'm making all the standard castes male with one female caste known as "replicators". This will lead to marriage and other silly things, but since it's impossible to create a living thing from a workshop, it's the best I can do. 

Currently I have an all master, iron clad badgerman fighting a novice unarmed swatbot, and the badgerman isn't doing much against him. But then again neither is the swatbot because I  forgot to set its physical attributes! :P

Edit: Looks like I spoke too soon. A little bit after I unpaused the game the swatbot pummeled the badgerman to death.
(http://i56.tinypic.com/fu2brk.png)

Edit 2: Elephants are great at destroying swatbots.
(http://i51.tinypic.com/1zg58vs.png)
Title: Re: How about Sonic mods?
Post by: Aglathan on April 07, 2011, 01:30:02 pm
And all the mixmod fans rejoyced.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 02:17:35 pm
I could probably help with some material and tissue templates, like making some oil-blood that'll spurt out when they get ripped apart.
Title: Re: How about Sonic mods?
Post by: Itnetlolor on April 07, 2011, 02:50:28 pm
And that wall of text also conviced me it could be done right.
Not often I get a comment that shows appreciation of my occasional walls of text. I'm hoping the things I mentioned can inspire other side-projects to get done to contribute to this.

Seeing what's been made so far, I think this mod will add more nightmare fuel into the game (Sonic series), and we don't even have the Chaos (Sonic Adventure) megabeast added yet. We'll see what's actually happening through the Sonic-verse where the (Archie) comics, games, and TV series censor due to how 'damaging to kids' it would be to see the real consequences of Robotnik's takeover of Mobius. I wouldn't expect it to be a simple and harmless (capture sentient animals, and make them operate machines via internal controls), I visualize it (with this mod-in-progress) as more like forcing the animals into operation of the badniks much like being uplinked into The Matrix. Imagine the mental scarring and physical trauma of said animals after rescue, provided they survive the machine they're uplinked to being shattered apart at sonic speeds by a lightning fast fuzzball (wearing a shield of fire, lightning, or water even). And what about the critters in the container tubes (after boss fights. Alternative to cages) that are possibly witnessing the carnage? Just imagine the carnage. Like my prior post: the unabridged version of Sonic is definitely DF material; and high octane nightmare fuel as you play as Robotnik's forces (and how to overcome producing and supplying all the badniks as your forces, and taking over regions).

Put into this light, Dr. Robotnik and Armok could easily have been roommates.

EDIT:
Since I mentioned it, ever notice the critter pods at the end of zones (post-boss fight) are just as overstuffed as DF cages when you open them?

Just as well, someone has to render those screenshots in Sonic style (game sprites/comics/TV series). They're just begging for one.

Mod title idea: Sonic Unabridged- Robotropolis Edition/Arc (A Sonic the Hedgehog DF Mod)

After the Robotropilis Arc is taken care of and is quite playable, we can add the Freedom Fighters Arc, and make Adventure Mode with the main characters as playable races to play the mode in (with their megabeast qualities intact ([SPEED:0], [FLYING], and etc. retianed, except for [TRAPAVOID] to keep Adv. Mode fun.); especially after a zone is made by the player, and you can abandon a fortress without everyone getting killed and items scrambled post-abandon.

EDIT EDIT:
"Taming" captured critters would essentially be brainwashing them into Robotnik's cause, the uplink is the final step the adding them to his forces as living weapons with an armored shell. So yeah, physical and mental trauma to the extreme upon rescue, like waking up a Cyberman in the Doctor Who (uni/multi)verse. It would (nearly) kill them in the process. I can imagine dungeon masters in Robotnik's cybernetic forces would also be the Eggman/Eggbot equivalent to the interrogation droid from Star Wars. Make sure the brainwashing and conversion is done right, no matter what gets converted towards the cause.
Title: Re: How about Sonic mods?
Post by: Bohandas on April 07, 2011, 03:25:59 pm
We need to mod in the use of ridiculously large rings as armor
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 03:28:37 pm
We'll have to make sure they can block any hit but annihilate after one, though.
Title: Re: How about Sonic mods?
Post by: Bohandas on April 07, 2011, 03:34:38 pm
We'll have to make sure they can block any hit but annihilate after one, though.

Yes... That'll be difficult...

As a placeholder though, maybe we could just use a duplicate of an existing armor with the name changed.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 03:45:20 pm
It'll have to cover the entire body, though. Speaking of, we should make the sheilds, too.
Title: Re: How about Sonic mods?
Post by: jetex1911 on April 07, 2011, 04:50:38 pm
How about this, we have two teams, working on the Robotnic arc, and the Freedom Fighters/ Sonic Team arc?
Title: Re: How about Sonic mods?
Post by: Itnetlolor on April 07, 2011, 05:22:05 pm
It'll have to cover the entire body, though. Speaking of, we should make the sheilds, too.
We'll need a way for them to work on all other creatures (including the megabeasts) except Badniks. Since badniks are machine in nature, the rings won't work on them.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 05:39:56 pm
It's true. And if an one creature manages to equip 100, they have to be able to instantly reproduce.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 07, 2011, 06:42:46 pm
I could probably help with some material and tissue templates, like making some oil-blood that'll spurt out when they get ripped apart.

I would be grateful for that. Also, if possible, can you make a farm-plant that produces machine grade oil that can be put into barrels? I figure while your badniks have no real use for it, it could be the main export of your fortress to the various badnik convoys.

We'll see what's actually happening through the Sonic-verse where the (Archie) comics, games

Right now I'm basing it on the early Sonic games (anything on the Sega), and the early comics which is basically anything up to or slightly past the introduction of the Sonic adventure plot arc. I don't think I'm going to add much past the genesis games because I never played any of the Dreamcast ones when they were new.

EDIT:
Since I mentioned it, ever notice the critter pods at the end of zones (post-boss fight) are just as overstuffed as DF cages when you open them?

Just as well, someone has to render those screenshots in Sonic style (game sprites/comics/TV series). They're just begging for one.

Right now I'm planning on replacing the cage graphic from maydays tileset with the critter pod from one of the games. I'm also going to see about making caste based graphics based on skill. An example would be burrowbots always have a natural mining skill, so the graphic for a miner would be a burrowbot.

We need to mod in the use of ridiculously large rings as armor

Currently I was planning on having the badniks get "upgrades" via the armor system. For example, instead of just slapping a steel breastplate on a burrowbot and calling it done, you give them "extra-thick steel plating" instead. Of course, it's just flavor and will function the same as a breastplate though.

Theoretically I could add mineable power rings to the game, which could then be transformed into a "shield" via a reaction. However there's no way to make it vanish after one hit so basically you would have a near invincible badnik running around blocking everything with his power ring.

On the subject of mining, I was also planning on replacing adamantine with eggmantine. Same properties, just a different name and red in color.

How about this, we have two teams, working on the Robotnic arc, and the Freedom Fighters/ Sonic Team arc?

I'll do the Robotnik arc. Although I did have some ideas for the freedom fighters too. Hedgehog spines with the cutting power of adamantine should cut through swatbots pretty easily. ;)

Also, in order to balance out the bots a bit, I was thinking of downgrading their steel skin to aluminium skin, with a steel "skeletal" system.
Title: Re: How about Sonic mods?
Post by: freeformschooler on April 07, 2011, 07:16:24 pm
Posting to watch, this is actually a truly great idea. Bonus points for horrific megaprojects like robotnik's face as made by the badniks.

I don't think this has been brought up, though: obviously "coins" of all color need to be replaced by rings. Or perhaps gold coins could be Chaos Emeralds, silver coins could be 1ups, and copper coins could be rings? Man, I don't know. Itnetlolor has the best ideas for this project -- I didn't realize how fitting a Robotnik Fortress could be to the setting.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 08:03:38 pm
Got the oil template.
Code: [Select]
[MATERIAL_TEMPLATE:OIL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:frozen oil]
[STATE_ADJ:ALL_SOLID:frozen oil]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:oil]
[STATE_ADJ:LIQUID:oil]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling oil]
[STATE_ADJ:GAS:boiling oil]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:3]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600]
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[OIL_MAP_DESCRIPTOR]
I didn't really do much, just replaced some names and colors. I feel like oil's pretty close to blood in most physical aspects. I also set it to a higher material value so it can be used in trades.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 07, 2011, 08:12:50 pm
Got the oil template.
Code: [Select]
[MATERIAL_TEMPLATE:OIL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:frozen oil]
[STATE_ADJ:ALL_SOLID:frozen oil]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:oil]
[STATE_ADJ:LIQUID:oil]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling oil]
[STATE_ADJ:GAS:boiling oil]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:3]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600]
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[OIL_MAP_DESCRIPTOR]
I didn't really do much, just replaced some names and colors. I feel like oil's pretty close to blood in most physical aspects. I also set it to a higher material value so it can be used in trades.

Thanks. I'll add this to the bots when I start working on them later tonight.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 07, 2011, 08:25:28 pm
Also, I feel like maybe oil should just replace alcohol in general, since robots don't get drunk, and in fact, do not drink.

Also Also,
Code: [Select]
[PLANT:BUSH_OIL]
[NAME:crude oil plant][NAME_PLURAL:crude oil plants][ADJ:crude oil plant]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:INORGANIC:IRON]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[DRY][BIOME:ANY]
[GROWDUR:300][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen crude oil]
[STATE_NAME_ADJ:LIQUID:crude oil]
[STATE_NAME_ADJ:GAS:boiling crude oil]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:oil plant seed:oil plant seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:spikes]
[WET][DRY]
[BIOME:ANY]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

The plant. I think it should grow and be harvestable, but I'm not totally sure.

And a reaction to refine the oil, cause we can't just use it crude, right?

Code: [Select]
[REACTION:REFINE_CRUDE_OIL]
[NAME:refine crude oil]
[BUILDING:REFINERY:CUSTOM_O]
[REAGENT:crude oil plant:150:PLANT:NONE:BUSH_OIL]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:paste:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]
So, this one I'm totally not sure about - I sort of just molested the press oil from paste reaction.
Title: Re: How about Sonic mods?
Post by: Itnetlolor on April 08, 2011, 12:26:35 am
But what about the citizens? They'll be drinking oil just as much, unless Robotnik's gone green (would make sense, considering the immense amount of machinery and expansion. Fossil fuels would be non-existant considering how much would be needed to run everything at once. I know I'm overthinking the reality part of it, but it can at least handwave the use of going green with materials and material flexibility. Further considering sources; can make Robotnik even more of a monster. Think mermaid farming of mass oil production variety. Yikes.). But even so... bleah!! XP. I think the robots can drink rendered animal fats as an alternative or something (unless plants can also have oil extracted as well). Tallow reactions can be remade as grease blocks (ingestable by robots easily; and the occasional ballsy dwarfy Mobian).

Anyway, regarding rings and emeralds and such, maybe we'll need some of those to be crafted (emeralds can be mined/converted from gem deposits; low quality, compared to Angel Island's giant chaos emerald and super chaos emeralds (canonicly, and naturally cut/created by the world (why worshipped by echinda tribes); Robotnik can craft artificial chaos emeralds to power his machines by the mystic energies of emeralds (superweapons and energy beams)). Can be divided by color, and assumed properties [PREFSTRING]s (Red ones could have [PREFSTRING:radiance of courage] for example)), as for the 1UP and shields and such, I think those TV-boxes or containers should replace chests more like. It makes the most sense that they're containers for goods (10 rings, 1-UP, Robotnik bomb, teleporter, shield box, Super Sonic charge (debug mode)), plus, they would make more sense in the context of a tileset. As for crafting rings, I think gold ones are essentially the magical ones that protect, so they'd be top value; then silver and copper rings will be of the lesser quality/variety (and value obviously. Good for commerce and trade.). Again, it'll fit in the context of a tileset better, and show more depth in the Sonic universe. BTW, what about gold plating all those rings, and saying they're the legendary true gold rings (masterwork)? Truest of legendary pure rings glow technicolor around Hyper Sonic (S&K Hyper Mode and see for yourself). And we can't forget those giant rings. I'm uncertain of what those would be good for though. What can work in proxy of those best?

I can imagine artifact making with some of these properties.
Quote from: The Fall of Eggs
Urist McBuzzbot, Forger has crafted a masterpiece. This is a gold giant ring. The craftsnikship is of the highest quality. It is encircled with bands of copper rings. Hanging off it are rings of copper giant rings. It menaces with spikes of cut red basic chaos emerald. It menaces with spikes of rough green giant chaos emerald. Engraved on it is an image of three badniks and a hedgehogman. The hedgehogman is laughing.
Foresight? And I want to see this rendered as well now that I reread it.

@freeformschooler:
I wasn't kidding when I said I was a die-hard fan of the classic Sonic games. It kinda helps that I recently replayed some of them as well. A couple months ago, but still, to me, it's recent since I beat one of the games in a single sitting. Got very close (by 50k) to breaching 1 million points in a single playthrough for the hell of it. S3&K, longplaythrough, from 3 to K. Yeah, my memory regarding the classic genesis age is still pretty fresh to assist idea-wise. Unfortunately, I lack the talent and patience of DF modding, but should be a vault of input and ideas, and will also volunteer for beta testing even. I'll also try to keep the ideas as relevant to the most recent versions of DF as they release as possible.

EDIT:
Considering how the rings will work, we need to distinguish them from wearable rings somehow. Like with the wearable rings could be renamed into bands or something or finger-ring. Something like that. Or name the Sonic-type rings as halo-rings or magic rings instead (they retain trade quality/economic value as currency however). I think the magic gold for the genuine rings should be made as a similar material, and unlike regular gold, is near weightless. Think adamantine light, except fragile as regular gold; crap as a weapon, but an excellent 1-shot armor (easily destroyed, but is sacrificed instead of taking damage; regular gold is more common than usual, but this is as rare or rarer than regular gold (gold doesn't change name however)). Magic gold (or halo-gold) can be a shade lighter than gold, as ore and processed, so you can subtly tell them apart (or they can have separate tiles made for them, pre-mined, post-mined, and processed/crafted).
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 08, 2011, 02:34:13 am
Got some more work done with the swatbots. All their parts have been replaced with more robotic sounding things. Accidentally messed the upper spine up a bit though and I've gotta figure out how to fix it. Shouldn't be too hard.

(http://img69.imageshack.us/img69/841/swatfight.png)
(http://img856.imageshack.us/img856/4277/swatfight2.png)
(http://img838.imageshack.us/img838/7391/swatfight3.png)

Edit: I couldn't figure out the neck error. Here's my body part code and error, hopefully someone can find what's wrong.

BADNIK:SWATBOT:Body Token Recognized But Could Not Connect: NECK_GYRO
Code: [Select]
[BODY:HUMANOID:OPTICAL:AUDIO:AUDIOOUTPUT:MOUTH:NECK:NECK_GYRO:GYRO:CPU:CASE:PUMP:HUMANOID_JOINTS:5FINGERS:5TOES:RIBCAGE:INTERNALS]


body_default_robotropolis

[OBJECT:BODY]

[BODY:OPTICAL]
[BP:EYE:optical sensor:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]

[BODY:AUDIO]
[BP:R_EAR:right audio reciever:STP][CONTYPE:HEAD][HEAR][SMALL][RIGHT][CATEGORY:EAR]
[DEFAULT_RELSIZE:15]
[BP:L_EAR:left audio reciever:STP][CONTYPE:HEAD][HEAR][SMALL][LEFT][CATEGORY:EAR]
[DEFAULT_RELSIZE:15]

[BODY:PUMP]
[BP:HEART:oil pump:STP][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:100]

[BODY:INTERNALS]
[BP:GUTS:internal components:guts][CONTYPE:LOWERBODY][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]

[BODY:AUDIOOUTPUT]
[BP:THROAT:sound card:STP][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:40]

[BODY:NECK_GYRO]
[BP:NECK_SPINE:head's stabilizer:STP][CON_CAT:NECK][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]

[BODY:GYRO]
[BP:UPPERSPINE:center gyroscopic stabilizer:STP][CONTYPE:UPPERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERSPINE:lower gyroscopic stabilizer:STP][CONTYPE:LOWERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]


[BODY:CPU]
[BP:BRAIN:CPU:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200]

[BODY:CASE]
[BP:SKULL:CPU case:STP]
[CONTYPE:HEAD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20] -- small until there's a notion of hollowness/etc.
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]

I'm also having a hard time getting any color modifiers to work with the bots metallic skin or eyes.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 08, 2011, 04:46:29 am
Whoops, accidentally quoted my old post. Sorry.

Still having problems with the things I mentioned though.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 11, 2011, 03:48:14 am
Here's a rar with what I've done so far:

http://www.sendspace.com/file/685xlg

Included are the following:
Swatbot (Comics/TV show)
Replication bot (Made up to represent manufacturing)
Burrowbot (Sonic 1)
Burrowbot MKII (Sonic 2)
Buzzbot (Sonic 1)

--------------------------------------------------------------------
Problems that I'm aware of, but can't fix due to not knowing how (help?):
Colors for the badniks optical sensors, and bodies.
BADNIK:SWATBOT:Body Token Recognized But Could Not Connect: NECK_GYRO

Problems that I'm aware of, but forgot to fix:
Inappropriate prefstring for badniks. ([PREFSTRING:height])
Badnik language is way too big.
Buzzbot (Sonic 1) only has thrusters, and no wings. He can still fly fine though.
Balance vs standard creatures. Although it's kind of hard to balance an army of super advanced robots in a world filled with iron shortswords without completely nerfing the badniks. I might make all of the bots aluminium instead of steel in the future.
Noble position names are really campy right now and need to be re-done.
--------------------------------------------------------------------

I haven't done very much testing in fortress mode, but everything -should- work properly.

Near future:
Slow learning for the bots, and more bots with natural skills, like digging and combat. The purpose of this is to make the player use the appropriate bots for certain situations. For example, burrowbots should always be the first choice for mining due to their natural mining skill, even if it is still possible to use swatbots for mining.

Adjusted litter sizes.
Buzzbomber mk II (Sonic 2)
Motobug (Sonic 1)
More balanced out physical attributes between badnik castes. Right now swatbots are just too strong.
Tile set.

(http://img853.imageshack.us/img853/1886/robotropolismod.png)
Title: Re: How about Sonic mods?
Post by: Itnetlolor on April 11, 2011, 12:42:22 pm
I haven't tried out the mod yet, but in context, it does make sense that the badniks should be made of the lighter aluminum anyway, unless they need some serious strength (steel drills for the burrowbots) or something. Then again, I guess the badniks could be modular as they are (also in context), so I guess certain inter-changeable parts can be different tools you can build, but Mobians can still use as well (drill = Pick, chainsaw = axe, and so on). I don't think Deon would mind you borrowing some notes on how he did it with the Fallout/Wasteland Mod. This can also make the Mobians more modern as well. In regards to swords and such, those can be vibro-blades (like you see in Star Wars: KOTOR or XCOM), knives can be prog-knives (Evangelion), whips can be of the energy variety (like copper electro-whips) or something. We can't forget, using traders and such, consider it like Eggman dealing in the black markets of local regions (even better when the caravan arc is developed even more). Make him seem more rotten. Speaking of trade, we need some noble-class badniks. I suppose variable eggbots can still apply for the role, seeing as they resemble Eggman/Robotnik, I think it would work well (kinda suits his ego too). Eggbot = Noble unit.

I like the idea of natural specialization (initial stats and slow learning). However, allow them to learn a bit quicker via teaching/schools. Consider it like a network update of their programming or synching up their knowledge and skills. It may allow for some abuse, but then again, that's what the starting 7 are for anyway. Take advantage of the crippling over-specialization by making it less crippling if you can "network" (upload/download/dropbox) information between badniks (Elites "educate" mooks). Of course, they will require some points in teaching to do that best. Proper management of that can help make the migrants/backup forces more useful after the first few days of working, provided proper 'education'.

In the meantime, I wonder if anyone will be up to the task of making the tiles for each class best associated with their original counterparts. May require some research into how they look, and what would look best scaled down.

EDIT:
Nice rendering BTW.

EDIT EDIT:
Regarding crutches and such, leave them as they are. I mean, for inexplicable reasons, robots still use crutches when broken apart in the comics/series (though they just explode in the games). So leave it in for the innate comedic effect. It won't affect the Mobians either.
Title: Re: How about Sonic mods?
Post by: Rumrusher on April 11, 2011, 04:47:49 pm
you could have it where the robots do not eat or drink though they will have frail bodies and killing one releases vermin. I wonder with the discovery of Adventure crossing to fort mode could one just make Ivo a playable human caste and use Dfusion to make all zones accessible to him. that way you could play Adventure mode as the good doctor building zones and crafting the worlds largest space theme park and or using his robot army to ran sack some human forts. Reaching the set number of bots/or rings will lead to a 'freedom fighter'/'Sonic friends' to attack and hopefully you made a escape route so that you can get your fast running fat butt out of there.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 11, 2011, 06:49:19 pm
I tried my hand at a burrowbot, using ironhand's stuff as a reference.
(http://img.ie/images/02031_thumb.png) (http://img.ie/02031.png.html)
I kinda like him.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 11, 2011, 07:02:59 pm
@Itnetlolor
Agh, lost my post while editing it, so instead of rewriting the whole thing, I'll just summarize what I was going to say.

Yes I think I'm going to downgrade them to aluminium.

Adding body part specific materials is something I don't really know how to do. It's not my specialty. So I don't know how to make the drills steel. I would need an example for an inorganic creature.

I was planning on making drills and chainsaws. This should be pretty easy so I don't need to rip them from wasteland.

While the idea for superswords sounds nice, I'm not too sure about it. I was planning on the badniks to use their natural melee attacks, and it wouldn't make sense for badgermen to be running around with plasma whips. Once I downgrade the bots to aluminium normal weapons shouldn't be completely useless against the badniks. After all, I've seen a badgerman bite the head off a buzzbomber before.

I don't think it's possible to assign a specific caste (eggbot only) to noble positions. The way it is now is that any badnik can have any position. And it's really not too strange considering Robotnik's second in command was a crabmeat badnik.

I don't think there are schools in this version. However, I -can- make training workshops that boost pretty much any skill imaginable.

you could have it where the robots do not eat or drink though they will have frail bodies and killing one releases vermin. I wonder with the discovery of Adventure crossing to fort mode could one just make Ivo a playable human caste and use Dfusion to make all zones accessible to him. that way you could play Adventure mode as the good doctor building zones and crafting the worlds largest space theme park and or using his robot army to ran sack some human forts. Reaching the set number of bots/or rings will lead to a 'freedom fighter'/'Sonic friends' to attack and hopefully you made a escape route so that you can get your fast running fat butt out of there.

I currently have them setup to not require food or drink, and it will probably stay like that. Right now when a badnik dies it drops a bar that's the same material as the bot. In the future I'm going to replace the bar with "scrap". Yeah eventually there will be freedom fighters to test all of your doomsday devices on.  ;)

I tried my hand at a burrowbot, using ironhand's stuff as a reference.
(http://img.ie/images/02031_thumb.png) (http://img.ie/02031.png.html)
I kinda like him.

I really like it. At first I was just going to use the original sprites, but if you can make more tiles like that I would be glad to put them into the mod!
Title: Re: How about Sonic mods?
Post by: Nidokoenig on April 11, 2011, 07:27:02 pm
The reason schools no longer work, iirc, is that reactions which produce no product give no exp, but reactions where the product is the same as the reagent do work. So just make data disk toys, a custom reaction to make them from sand or clay(microchips or ceramic drives), and a custom teaching reaction that consumes a data disk to produce a data disk. That's basically your training workshops, just with a bit more flavour.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 11, 2011, 07:34:48 pm
I tried my hand at a burrowbot, using ironhand's stuff as a reference.
(http://img.ie/images/02031_thumb.png) (http://img.ie/02031.png.html)
I kinda like him.

I really like it. At first I was just going to use the original sprites, but if you can make more tiles like that I would be glad to put them into the mod!

No prob. What variation of SWATbot would you like? Also, what should the replication bots look like?
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 11, 2011, 07:43:32 pm
The reason schools no longer work, iirc, is that reactions which produce no product give no exp, but reactions where the product is the same as the reagent do work. So just make data disk toys, a custom reaction to make them from sand or clay(microchips or ceramic drives), and a custom teaching reaction that consumes a data disk to produce a data disk. That's basically your training workshops, just with a bit more flavour.

Yeah I'll try that out.

I tried my hand at a burrowbot, using ironhand's stuff as a reference.
(http://img.ie/images/02031_thumb.png) (http://img.ie/02031.png.html)
I kinda like him.

I really like it. At first I was just going to use the original sprites, but if you can make more tiles like that I would be glad to put them into the mod!

No prob. What variation of SWATbot would you like? Also, what should the replication bots look like?

Basically this, except silver and grey instead of silver and brown:
(http://img651.imageshack.us/img651/286/20090803101042swatbot.jpg)

About the replication bots.. I'm not really sure to be honest. Right now they have the same basic body as a swatbot, but they're far less durable/agile/strong.

Maybe as a placeholder we can just use the swatbot sprite, just with different colors. And on that subject, I'm going to include a repairbot in the future that will handle all the "medical" duties. For this, just take the swatbot sprite and give it some yellow paint.

Thanks. :)
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 11, 2011, 08:27:44 pm
So, here are a couple more prototypes, and I also edited the burrowbot a bit.

(http://img.ie/images/26ca8_thumb.png) (http://img.ie/26ca8.png.html)
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 11, 2011, 08:28:56 pm
So, here are a couple more prototypes, and I also edited the burrowbot a bit.

(http://img.ie/images/33649_thumb.png) (http://img.ie/33649.png.html)

Thanks. I'll add those in right now, and I might post a new version pretty soon.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 11, 2011, 08:31:05 pm
Whoops, I broke it... I'm still not totally happy with the swatbot, so I fixing it up a bit and I changed the link.
(http://img.ie/images/8a7b6_thumb.png) (http://img.ie/8a7b6.png.html)
This is the latest version, I guess.

Update: added a medicbot proto.
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 11, 2011, 09:54:41 pm
Thanks for the graphics, EFH.

Here's the latest version of the mod:
http://www.sendspace.com/file/r1iqdu

(http://img194.imageshack.us/img194/3876/embark.gif)

Included are the following:
Swatbot (Comics/TV show)
Replication bot (Made up to represent manufacturing)
Burrobot (Sonic 1)
Burrobot MKII (Sonic 2)
Buzzbomber (Sonic 1)
Buzzbomber mkII (Sonic 2)
Motobug (Sonic 1)
Repair bot (Made up to represent repairing/the medical system)

Tools:
Drills
Chainsaws


Misc:
Scrap metal (corpse item)
Badniks hated by all races

Graphics by Elf-Fondling-Human
Oil plants by Elf-Fondling-Human

Fixes/changes:
Name corrections.
Burrobots now have a drill nose.
Buzzbombers have earned their wings back.
All badniks are aluminium now.
Pref strings for all badniks.
Some entity changes.
Inter-badnik balance evened up a bit. Swatbots aren't 5000 strength killing machines anymore, although you still don't want to get attacked by one.
Probably a bunch of other stuff  that I can't remember.

--------------------------------------------------------------------
Problems that I'm aware of, but still can't fix due to not knowing how (help?):
Colors for the badniks optical sensors, and bodies.
BADNIK:SWATBOT:Body Token Recognized But Could Not Connect: NECK_GYRO

Problems that I'm aware of, but forgot to fix:
Badnik language is still a little big.
Noble position names are really campy right now and need to be re-done.
--------------------------------------------------------------------

I haven't done very much testing in fortress mode, but everything -should- work properly.

Near future:
Adjusted litter sizes.
Crabmeat?
Less common swatbots.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 12, 2011, 02:48:53 pm
Got the Mk IIs done, I think they're ok for now.
(http://img.ie/images/07074_thumb.png) (http://img.ie/07074.png.html)
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 12, 2011, 06:39:24 pm
Got the Mk IIs done, I think they're ok for now.
(http://img.ie/images/07074_thumb.png) (http://img.ie/07074.png.html)

Thanks. I'll put them in later.

I should also probably make a thread pretty soon since I don't think anybody actually knows about the mod. ::)
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 12, 2011, 08:10:13 pm
Also, I'll try coloring the swatbots pink to represent replication bots for now.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 16, 2011, 03:04:08 pm
(http://img.ie/images/17347_thumb.png) (http://img.ie/17347.png.html)

Whoops, sort of forgot I did these...
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 16, 2011, 07:07:43 pm
(http://img.ie/images/17347_thumb.png) (http://img.ie/17347.png.html)

Whoops, sort of forgot I did these...

Heh, thanks. It might be a couple days until the new version though. Things are a little stressful here.
Title: Re: How about Sonic mods?
Post by: elf-fondling human on April 17, 2011, 10:15:05 pm
Hope things get better.

Also, http://tiny.cc/j86hd
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on April 24, 2011, 11:53:58 pm
I'm going to be pretty busy in the coming weeks due to my job -finally- giving me work (I was about to run out of money). In the past couple of days I've been doing a little work here and there on the mod.

I finished up crabmeat, and added in the "drillin" from the gamegear games as a rare caste. I also fixed up a ton of name/body errors. Burrobots now only have their nose drills, "MKIIs" are now known by the actual names (buzzer, grounder, etc).

I'll probably toss a version up tomorrow, or tonight if i have the time.
Title: Re: How about Sonic mods?
Post by: GaxkangtheUnbound on June 03, 2011, 03:03:58 pm
If you want, I can begin work on an echidna race(similar to the one from sonic adventure). They'll probably use spears, shields, axes, and the like.
Title: Re: How about Sonic mods?
Post by: jetex1911 on June 03, 2011, 03:52:59 pm
That would be helpful. Wait... You just Necro'd the thread!
Title: Re: How about Sonic mods?
Post by: GaxkangtheUnbound on June 03, 2011, 03:55:11 pm
That would be helpful. Wait... You just Necro'd the thread!
Wait, I did?
It showed up on the front page. Weird. . .
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on June 06, 2011, 04:14:25 am
Sorry I haven't been around. I got caught up in a ton of work and other things so I haven't really been working on the mod to be honest.

I think the only new bots I got done since the last version were the following:

Crabmeat
Drillin
Batbrain

I did do some cleaning up though.

Here's everything that I've done since the last update. I'm sure there's a couple things not 100% working but I just can't work on it very much anymore.

http://www.sendspace.com/file/yjn9ui

Feel free to do whatever with it.
Title: Re: How about Sonic mods?
Post by: MASTER_PROGRAMMER on June 08, 2011, 10:43:36 am
I previously made a thread asking if there were any pokemon mods, there were few, and we even came up with ideas on how Pokemon could work, but now, i have a new idea: How about Mobians from the Sonic series?

i already started on one. XD

Currently, i only have sonic. >.>

and i was trying to make a "Gold ring" item, that acts like an armor, but when hit, shatters and is destroyed. DX

i still can't figure out how to do that
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on June 08, 2011, 07:33:59 pm
but when hit, shatters and is destroyed. DX

i still can't figure out how to do that

Can't be done.
Title: Re: How about Sonic mods?
Post by: jetex1911 on June 09, 2011, 10:27:58 am
Well, I'm currently working on Chao, you know, the kind that live in Chao Gardens? I could use some tutorials, so can anyone link me to some?
Title: Re: How about Sonic mods?
Post by: Matz05 on March 03, 2012, 09:59:24 pm
Sorry to necro this, but now it is possible to have the only "natural" castes  (brainwashed flickeys or something) be the breeders, and change the caste in a workshop to an actual bot. Natural heavy weapons should be easier in this version too!
Title: Re: How about Sonic mods?
Post by: [5th]Lupin on March 03, 2012, 10:25:59 pm
Sorry to necro this, but now it is possible to have the only "natural" castes  (brainwashed flickeys or something) be the breeders, and change the caste in a workshop to an actual bot. Natural heavy weapons should be easier in this version too!

I'm not working on this anymore, but you're free to do whatever you want with the stuff I got done.
Title: Re: How about Sonic mods?
Post by: Hugo_The_Dwarf on March 04, 2012, 12:29:26 am
Making female castes [PET] allow breeding without marriage but remove LABORs and NOBLE assignment

You can convert pets to MAIN RACE creature castes to do your bidding (DOG => DWARF = DWARF (tame) slave) but they can only be drafted if:

1. Get a mood and make an artifact
2. Make a masterpiece
3. Kill a notable foe?? (not sure on this one, hard to test when assignement to miltary is disabled until 1. or 2. is done)

so turning cats into robot minons is doable (just as long as the caste it's transforming to is MAIN RACE and has INTELLIGENT (CAN_LEARN CAN_SPEAK)

Just dropping my two cents, hope someone can take this up?
Title: Re: How about Sonic mods?
Post by: narhiril on March 04, 2012, 03:23:01 am
Code: [Select]
[BODY:CONTROL_MODULE]
[BP:CONTROL_MODULE:control module:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:100]

Code: [Select]
[BODY_DETAIL_PLAN:CONTROL_MODULE_TEMPLATE]
[ADD_MATERIAL:CONTROL_MODULE:CONTROL_MODULE_TEMPLATE]

[BODY_DETAIL_PLAN:CONTROL_MODULE_TISSUE_TEMPLATE]
[ADD_TISSUE:CONTROL_MODULE:CONTROL_MODULE_TEMPLATE]

Code: [Select]
[TISSUE_TEMPLATE:CONTROL_MODULE_TEMPLATE]
[TISSUE_NAME:control module:control modules]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]


Feel free to use and/or modify that.
Title: Re: How about Sonic mods?
Post by: Matz05 on March 04, 2012, 10:40:25 pm
Good ideas here. What I meant was making it so that the robots aren't born as themselves, they are born organic and go to a workshop to be converted into robots with varying expenses, weapons, integences, etc.
 
However, being able to roboticize cats would be pretty epic, even if they just become haulers.
Would [LIKESFIGHTING] make a civilian fight instead of running? If so, they would make OK defense platforms too.
 
The interactions would help with rocket batteries, repair bots (Sonic Heroes Bishop/magician bots? The flipping ones? They could use a transformation on themselves in battle occasionally to flip between support and healer!), etc.
Title: Re: How about Sonic mods?
Post by: Hugo_The_Dwarf on March 05, 2012, 01:38:39 am
Good ideas here. What I meant was making it so that the robots aren't born as themselves, they are born organic and go to a workshop to be converted into robots with varying expenses, weapons, integences, etc.
 
Possible, Just need the workshop to make a boiling stone that has many syndromes (inhale) on it that targets each breedable pet, then convert it to it's apropate robot counterpart caste of the MAIN RACE creature

so:

Cat breaths in tranformation gas turns into DWARF:ROBO_CAT
Dog breaths in same gas but is turned into DWARF:ROBO_DOG (with grasp bodypart for work, use cat mouth?)
Chicken....
so on and so forth

[INORGANIC:GOLEM_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:blinding flash of light]
[STATE_NAME_ADJ:LIQUID:molten failure stone]
[STATE_NAME_ADJ:GAS:blinding light]
    [SYNDROME]
         [SYN_NAME:golem]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_CLASS:WERECURSE]
[SYN_AFFECTED_CREATURE:DOG:LABOR] ----- targets the Pet for transformation
         [CE_BODY_TRANSFORMATION:START:0]
            [CE:CREATURE:DWARF:MALE_WAR] ----- transformation to MAIN RACE
[DISPLAY_COLOR:4:4:1][TILE:'*']
[MELTING_POINT:9000]
[BOILING_POINT:9905]
[SOLID_DENSITY:20]
[MATERIAL_VALUE:1]

Thank Meph for this one here.